;-------------------------------------------------------------;
;Evil Ryu by Reu				 ;
; http://www.reu.50megs.com			       ;
;--------------------------------------------------------------;
[Data]
life = 1100
attack = 70
defence = 110
fall.defence_up = 70
liedown.time = 15
airjuggle = 25
sparkno = 0
guard.sparkno = S9300
KO.echo = 0
volume = 255
IntPersistIndex = 30
[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 17
air.back = 13
air.front = 13
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -14, -87
mid.pos = -5, -60
[Velocity]
walk.fwd  = 3.3
walk.back = -3
run.fwd  = 5.6, 0
run.back = -5.5,-4.8
jump.neu = 0,-9.5
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -3.55,-9.1
runjump.fwd = 5,-9.1
airjump.neu = 0,-9.1
airjump.back = -3.55,-9.1
airjump.fwd = 3.5,-9.1
[Movement]
airjump.num = 0
airjump.height = 40
yaccel = .45
stand.friction = .85
crouch.friction = .82
[Statedef 170]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[Statedef 180]
type = S
ctrl = 0
anim = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0, 60
[State 181, 1]
type = ChangeState
trigger1 = var(1) <= 20
value = 181
[State 181, 1]
type = ChangeState
trigger1 = var(1) > 20
trigger1 = var(1) <= 40
value = 182
[State 181, 1]
type = ChangeState
trigger1 = var(1) > 40
trigger1 = var(1) <= 60
value = 183
[Statedef 181]
type = S
ctrl = 0
anim = 181
[State 181, 2] 
type = AssertSpecial
trigger1 = time < 100
flag = roundnotover
[Statedef 182]
type = S
ctrl = 0
anim = 182
[State 3450, groundshockwave] 
type = explod
trigger1 = animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = EnvShake
trigger1 = animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 181, 2] 
type = AssertSpecial
trigger1 = time < 100
flag = roundnotover
[Statedef 183]
type = S
ctrl = 0
anim = 183
[State 191, 5]
type = PlaySnd
trigger1 = time = 10
value = 3,7
[State 181, 2] 
type = AssertSpecial
trigger1 = time < 100
flag = roundnotover
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,175
[State 190, 0]
type = Changestate
trigger1 = p2name = "Evil Ken"
value = 11060
[State 190, 1]
type = ChangeState
trigger1 = var(1) <= 50
trigger1 = Time = 0
value = 191
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 50
trigger1 = var(1) <= 100
value = 192
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 100
trigger1 = var(1) <= 175
value = 193
t
t
[Statedef 191]
type = S
movetype = I
velset = 0,0
anim = 191
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 100
flag = Intro
[State 3450, groundshockwave] 
type = explod
trigger1 = animelem = 5
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = animelem = 5
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = animelem = 4
value = 3,9
[State 191, 5]
type = EnvShake
trigger1 = animelem = 5
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 191, 5]
type = ChangeState
trigger1 = time = 90
value = 0
[Statedef 192]
type = S
movetype = I
velset = 0,0
anim = 192
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 350
flag = Intro
[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 193]
type = S
movetype = I
velset = 0,0
anim = 193
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 350
flag = Intro
[State 192, Sound]
type = PlaySnd
trigger1 = time = 10
value = 3,8
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 195]
type = S
movetype = I
velset = 0,0
anim = 195
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 195
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 204
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11060]
type = S
movetype = I
velset = 0,0
anim = 11060
[State 3880, 1]
type = envcolor
trigger1     = time = [0,500]
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 1
time = 5
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = enemynear, stateno = 11061
value = 11061
[State 191, 9]
type = ChangeState
trigger1 = enemynear, stateno = 11062
value = 11062
[State 191, 9]
type = ChangeState
trigger1 = enemynear, stateno = 11063
value = 11063
[State 191, 9]
type = ChangeState
trigger1 = enemynear, stateno = 11064
value = 11064
[State 190, 1]
type = ChangeState
trigger1 = enemynear, stateno != 11060 && time > 5
value = 191
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11061]
type = S
movetype = I
velset = 0,0
anim = 11061
sprpriority = 0
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = (pos X)
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) < 0
x = -50
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) > 0
x = 50
[State 190, Randomizer]
type = posadd
trigger1 = time > 110 && var(1) < 0 && (pos X > var(1))
x = -5
[State 190, Randomizer]
type = posadd
trigger1 = time > 110 && var(1) > 0 && (pos X < var(1))
x = -5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 85
value = 2,2
[State 1531, 5]
type = Explod
trigger1 = animelem = 6
Anim = 9400
scale = 0.7,0.7
pos = 37, -78
ontop = 1
[state 102, dust]
type = MakeDust
trigger1 = Time = [110,120]
pos = -10, -2
spacing = 5
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11062]
type = S
movetype = I
velset = 0,0
anim = 11062
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time < 60
add            = -255,-255,-255
sinadd         = 255,255,255,600
time           = 159
ignorehitpause = 1
persistent     = 1
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 60
add            = -255,-255,-255
sinadd         = 255,255,255,600
time           = 159
ignorehitpause = 1
persistent     = 0
[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,75
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11063]
type = S
movetype = I
velset = 0,0
anim = 11063
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = (pos X)
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) < 0
x = -94
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) > 0
x = 94
[State 190, Randomizer]
type = posadd
trigger1 = time = [110,155]
x = -0.1
[State 190, Randomizer]
type = posadd
trigger1 = time = [155,200]
x = 0.1
[State 1531, 5]
type = PlaySnd
trigger1 = time = [104,204]
trigger1 = timemod = 20,19
value = 2,7
[State 1710, FireB]
type = Helper
trigger1 = time = [104,204]
trigger1 = timemod = 10,9
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 76,-69
sprpriority = 2
ownpal = 1
[State 1531, 5]
type = explod
trigger1 = time = [104,204]
trigger1 = timemod = 10,9
anim = 23010
pos = 76,-69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
removeongethit = 1
scale = 0.8,0.8
[State 3885, SuperLight] 
type = Explod
trigger1 = time = [104,204]
trigger1 = timemod = 4,3
anim = 1031
pos = -10,0
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal
name = "leg fire"
pos = 0,-59
postype = p1
stateno =10610
ownpal = 1
[State 7800, 3]
type = envcolor
trigger1 = animelem = 11
time = 3
value = 255,255,255
[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 11
time = 20
add = 255,255,255
sinadd = -255,-255,-255,80
[State 192, 5]
type = EnvShake
trigger1 = animelem = 11
persistent = 1
time = 53
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 11
value = 2,9
[State 1531, 5]
type = PlaySnd
trigger1 = time = 59
value = 0,7
freqmul = 0.5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 59
value = 0,7
freqmul = 0.8
[State 3450, Wind effect] 
type = Explod
trigger1 = time =59
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 7800, 3]
type = BGPalfx
trigger1 = time = 59
time = 50
add = 100,100,100
sinadd = -100,-100,-100,200
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 104
anim = 1031
pos = -15,0
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 3885, SuperLight] 
type = Explod
trigger1 = time = [102,108]
trigger1 = gametime%2 = 1
anim = 1032
pos = 86,-65
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.4, 0.3
vel = -3, 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 102
helpertype = normal
name = "leg fire"
pos = 86,-75
postype = p1
stateno =1068
ownpal = 1
[State 191, 9]
type = Changeanim
trigger1 = time = 204
value = 11163
[State 191, 9]
type = posset
trigger1 = time = 204
x = var(1)
[State 7800, 3]
type = envcolor
trigger1 = time = 204
time = 5
value = 255,255,255
[State 7800, 3]
type = BGPalfx
trigger1 = time = 204
time = 40
add = 255,255,255
sinadd = -255,-255,-255,160
[State 1531, 5]
type = PlaySnd
trigger1 = time = 204
value = 2,8
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11064]
type = S
movetype = I
velset = 0,0
anim = 11064
sprpriority = 0
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = pos X
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 3700, X-ism]
type = PlaySnd
trigger1 = time = 50
value = 5, 2
volume = 255
[State 1520, 3]
type = Posadd
trigger1 = time = 50
Y = -350
[State 1520, 3]
type = Veladd
trigger1 = time > 57
y = 0.64
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 1520, 3]
type = Posadd
trigger1 = pos y >= 17
X = -10
[State 3700, 9]
type = ChangeState
trigger1 = pos y >= 17
value = 11164
ctrl = 0
[Statedef 11164]
type = S
movetype = I
physics = C
anim = 3901
velset = 0,0
sprpriority = -2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = movecontact
v = 3
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-3
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 70+3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -2,-3
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -30-3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
freqmul = 1.2
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 20,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 1520, 3]
type = Posadd
trigger1 = AnimTime = 0
x = 10
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 12020]
type = S
movetype = I
velset = 0,0
anim = 12020
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 12020
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 4,5
volume = 255
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 250
flag = Intro
[State 192, cape]
type = Explod
trigger1 = Animelem = 8
anim = 12021
pos = 10,10
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 4,0
accel = -0.01,0.1
shadow = 0,0,0
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11050]
type = S
movetype = I
physics = S
anim = 196
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* -9999
[State 210, Boundless]
type = varset
trigger1 = time = 0
v = 18
value = 1
[State 195, 5]
type = PlaySnd
trigger1 = Time = 13
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = Time = 15
value = 1,1
channel = 0
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 16
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 195, 5]
type = EnvShake
Trigger1 = time = 16
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 210, var(44) Defense up!]
type = varset
trigger1 = animtime = 0
v = 44
value = 1
[State 195, 5]
type = changestate
trigger1 = time = 60
value = 0
ctrl = 1
[Statedef 11010]
type = S
movetype = I
velset = 0,0
anim = 11010
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 11010
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 2050
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 2050
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 2050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11004
pos = 110,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face ken]
type = explod
trigger1 = time = 85
anim = 10704
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 1000
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, evil ken face]
type = explod
trigger1 = time = 1045
anim = 10705
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702
[State 192, 5]
type = ChangeState
trigger1 = time = 850
value = 11011
[Statedef 11011]
type = S
movetype = I
velset = 0,0
anim = 192
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 180
add            = 0,0,0
sinadd         = -100,-100,-100,300
time           = 159
ignorehitpause = 1
persistent     = 0
[State 3450, evil ken morphing face]
type = explod
trigger1 = time = 180
anim = 10705
pos = 38,38
sprpriority = 5
postype = left
removetime = 120
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, evil ken face]
type = explod
trigger1 = time = 300
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
removetime = 52
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 352
id = 10702
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 192, 2]
type = PlaySnd
trigger1 = animelem = 31
value = 10,3
volume = 255
[State 192, windy]
type = Explod
trigger1 = Animelem = 37
anim = 9405
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 37, = 50
anim = 10010
pos = -3,-60
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0
[State 7800, 3]
type = BGPalfx
trigger1 = time = 110
invertall = 1
supermove = 1
time = 210
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1531, 5]
type = EnvColor
trigger1 = time = 150
value = 20,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 190
value = 40,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 220
value =60,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 240
value = 80,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 250
value = 100,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 255
value = 120,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 260
value = 140,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 265
value = 160,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 270
value = 180,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 275
value = 200,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 280
value = 220,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 285
value = 240,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 290
value = 250,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 295
value = 255,0,0
time = 1
[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 37
value = 1,4
volume = 255
[State 192, 5]
type = EnvShake
trigger1 = animelem = 37
persistent = 0
time = 155
ampl = -2
freq = 100
phase = 1
[State 3450, blackbx]
type = explod
trigger1 = time = 0
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 352
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 192, 5]
type = ChangeState
trigger1 = animtime = 0
value = 11012
[Statedef 11012]
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, face delete]
type = removeexplod
trigger1 = time = 0
id = 10702
[State 3450, face ryu]
type = explod
trigger1 = time = 0
anim = 10703
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 95
bindtime = -1
ownpal = 1
ontop = 1
id = 10703
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4, = 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 3450, box delete]
type = removeexplod
trigger1 = time = 100
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 100
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12041
[State 3450, blackbx]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 192, 5]
type = ChangeState
trigger1 = time = 100
value = 0
[Statedef 11020]
type = S
movetype = I
velset = 0,0
anim = 11030
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 11030
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 1000
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=850
flag = NoMusic
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 850
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 850
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11005
pos = 110 ,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face gouki]
type = explod
trigger1 = time = 85
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 200
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, face evilken]
type = explod
trigger1 = time = 285
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
removetime = 200
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face gouki]
type = explod
trigger1 = time = 485
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702
[State 192, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 0
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12041
[State 3450, blackbx]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 192, 5]
type = ChangeState
trigger1 = time = 862
value = 11031
[Statedef 11031]
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = time = 800
value = 0
[Statedef 11030]
type = S
movetype = I
velset = 0,0
anim = 193
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 1200
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 1050
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 1050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11003
pos = 220,55
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face evilken]
type = explod
trigger1 = time = 85
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 600
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, face bbh]
type = explod
trigger1 = time = 685
anim = 10702
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 1050
id = 10702
[State 192, 5]
type = ChangeAnim
trigger1 = time = 1050
value = 194
[State 191, 8]
type = PlaySnd
trigger1 = time = 1050
value = 2,7
[State 192, 5]
type = ChangeState
trigger1 = time = 1062
value = 11021
[State 3450, blackbx]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12041
[Statedef 11021]
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = time = 800
value = 0
[Statedef 11040]
type = S
movetype = I
velset = 5,0
anim = 999
[State 11040, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 999
[State 11040, 2]
type = AssertSpecial
trigger1 = AnimTime < 1000
flag = Intro
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 11040, 6]
type = AfterImage
trigger1 = time = 50
time = 110
length = 17
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 4
Trans = Add1
[State 11040, 2]
type = Changeanim
trigger1 = Time = 50
value = 3891
[State 11040, 2]
type = posadd
trigger1 = Time = 50
x = 240
[State 11040, 2]
type = turn 
trigger1 = Time = 50
[State 11040, 2]
type = velset
trigger1 = Time = 50
x = 10
[State 11040, 2]
type = VelAdd
trigger1 = Time > 50
trigger1 = Time < 80
x = -.2
[State 11040, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic
[State 11040, 8]
type = PlaySnd
trigger1 = time = 50
value = 2,4
[State 210, 3]
type = Turn
trigger1 = time = 70
[State 11040, 3]
type = Velset
trigger1 = Time = 70
x = -4
[State 11040, 2]
type = VelAdd
trigger1 = Time > 70
trigger1 = time < 103
x = .3
[State 11040, 4]
type = Velset
trigger1 = Time = 103
x = 0
[State 11040, 2]
type = Changeanim
trigger1 = Time = 103
value = 3893
[State 7800, 3]
type = BGPalfx
trigger1 = time = 53
invertall = 1
supermove = 1
time = 76
add = 0,-255,-255
sinadd = 400,400,400,245
[State 1531, 5]
type = EnvColor
trigger1 = time = 127
value = 0,0,0
time = 80
[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = 6,3
[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9300
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = S0,100
[State 11040, 2]
type = Changeanim
trigger1 = Time = 180
value = 3892
[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9420
scale = 2,2
pos = 75, -60
ontop = 1
[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9300
scale = 2,2
pos = 75, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S7,2
[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S10,4
[State 11040, 2]
type = posadd
trigger1 = Time = 180
x = -30
[State 11040, 2]
type = poweradd
trigger1 = Time = 180
value = 3000
[State 11040, 5]
type = ChangeState
trigger1 = time = 300
value = 0
[Statedef 196]
type = S
movetype = I
physics = S
anim = 196
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200
[State 195, 5]
type = PlaySnd
trigger1 = Time = 13
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = Time = 15
value = 1,1
channel = 0
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 16
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 195, 5]
type = EnvShake
Trigger1 = time = 16
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 210, var(44) Defense up!]
type = varset
trigger1 = animtime = 0
v = 44
value = 1
[State 195, 5]
type = changestate
trigger1 = time = 60
value = 0
ctrl = 1
[Statedef 21]
type    = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[Statedef 22]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) != 59
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) != 59
y = -16
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15
[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
x = 6
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
trigger2 = var(30) = 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 41]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) != 59
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) != 59
y = -16
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15
[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
trigger2 = var(30) = 59
x = 6
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 91]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) != 59
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) != 59
y = -16
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15
[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
trigger2 = var(30) = 59
x = 6
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = time = 7
value = 1952
ctrl = 0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
trigger2 = var(30) = 59
x = const(velocity.jump.fwd.x)
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 43]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = const(velocity.jump.y)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 44]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = 1
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 20
sprpriority = 2
anim = 201
[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 25
animtype = Light
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
sparkxy = -10,-25
guard.sparkno = S9100
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1,-3
down.velocity = -1,-3
fall.recovertime = 30
[State 201, 2]
type = PlaySnd
trigger1 = animelem = 1, =1
value = 0, 2
[State 201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 15
sprpriority = 2
anim = 206
[State 206, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = HA
hitflag = HAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 5,-75
hitsound = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.type = Low
air.velocity = -1,-3
air.hittime = 10
down.velocity = -1,-3
fall.recovertime = 30
[State 206, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 210, var(41)Miss memory]
type = varadd
trigger1 = animtime = 0
trigger1 = movecontact = 0
v = 41
value = 1
[State 206, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 209]
type = S
movetype = A
physics = S
juggle = 10
poweradd=  (Var(10)=0)* 40
ctrl = 0
velset = 0,0
anim = 209
sprpriority = 2
[State 209, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 16
[State 209, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 20
[State 209, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 24
[State 209, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
damage    = 50
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 12,12
sparkno = 1
sparkxy = -5,-55
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,-3
fall.recovertime = 30
[State 209, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 0, 3
[State 209, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd=  (Var(10)=0)* 30
ctrl = 0
velset = 0,0,0
anim = 210
sprpriority = 2
[State 220, 4]
type = PosAdd
trigger1 = Time < 4
x = 2
[State 200, velset]
type = posadd
trigger1 = prevstateno = 201 && time = 0
x = 10
[State 210, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20
[State 210, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23
[State 210, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26
[State 210, var(2) reset]
type = varset
trigger1 = time = 0
v = 2
value = 0
[State 210, var(2) add]
type = varadd
trigger1 = command = "c"
v = 2
value = 1
[State 210, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
getpower=   (Var(10)=0)*  20,15
givepower = 15,8
damage    = 50
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound   = S6,4
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3
fall.recovertime = 30
[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 215
poweradd=  (Var(10)=0)* 50
sprpriority = 2
[State 215, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 10,-70
hitsound = S6,3
guardsound = S0,100
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.hittime = 15
down.velocity = -3,-3
fall.recovertime = 30
[State 215, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3
[State 215, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd=  (Var(10)=0)* 70
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
[State 220, 4]
type = PosAdd
trigger1 = Time = 0
x = 5
[State 220, 4]
type = PosAdd
trigger1 = Time < 4
x = 2
[State 200, velset]
type = posadd
trigger1 = prevstateno = 210 && time = 0
x = 10
[State 220, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20
[State 220, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23
[State 220, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26
[State 220, w4]
type = width
trigger1 = animelem = 4, >= 0
value = 29
[State 220, w5]
type = width
trigger1 = animelem = 5, >= 0
value = 32
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4
[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 40,20
damage    = 100
hitflag = MAFD
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 5,-50
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,-3
fall.recovertime = 30
[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 225
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 100
animtype = Heavy
getpower=   (Var(10)=0)*  40,20
givepower = 30,15
guardflag = MA
hitflag = HAFD
priority = 3, Hit
pausetime = 14,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -3,-4
down.velocity = -3,-3
fall.recovertime = 30
[State 225, Fierce]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 11
channel = 0
[State 225, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
[State 225, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 230
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 90
animtype = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -3.0,-5
down.velocity = -3,-3
fall.recover = 0
air.recover = 0
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3 && movecontact = 0
attr = S, NA
damage    = 90
animtype = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -3.0,-4
down.velocity = -3,-3
fall.recover = 0
air.recover = 0
[State 240, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4
[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 240
poweradd=  (Var(10)=0)* 70
sprpriority = 2
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-65
hitsound = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2,-4
air.hittime = 15
down.velocity = -2,-3
fall.recovertime = 30
[State 240, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4
[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd=  (Var(10)=0)* 120
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2
[State 250, PrevCheck]
type = ChangeAnim
trigger1 = prevstateno = 210
value = 250
elem = 3
persistent = 0
[State 250, Whiff]
type = PlaySnd
trigger1 = AnimElem = 1 || animelem = 3
value = 0, 4
[State 250, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 100, 10
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 14,14
sparkxy = 0,-55
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -5, 0
air.velocity = -5,0
yaccel = .25
down.velocity = -5,-3
fall.recovertime = 30
[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 100, 10
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 14,14
sparkxy = 0,-20
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = low
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -5, 0
air.velocity = -5,0
yaccel = .25
down.velocity = -5,-3
fall.recovertime = 30
[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 275]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset = 0,0
anim = 270
sprpriority = 2
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 16
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 2
x = 7
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 271
[Statedef 271]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -3
sprpriority = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 0, 4
volume = 25
[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,12
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
air.velocity = -4,-4
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = heavy
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6, -6
air.velocity = -6,-5
air.type = low
fall = 1
fall.recover = 0
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= -5
value = 272
[Statedef 272]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 271
[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 272, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -15
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 273]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 3872
[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 270]
type    = A
movetype= A
physics = N
juggle = 10
velset = 0, 0
sprpriority = 2
anim = 3956
ctrl = 0
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 4,8
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 4
volume = 25
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = Up
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 40
ground.velocity = 1, -9
air.velocity = 1,-9
fall.recovertime = 100
air.type = High
fall.recover = 0
[State 271, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
[Statedef 280]
type    = A
movetype= A
physics = S
juggle = 8
velset = 0, 0
sprpriority = -2
anim = 12130
ctrl = 0
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, width]
type = posadd
trigger1 = time =0
x = -9
[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 281
ctrl = 0
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 
[Statedef 281]
type    = A
movetype= A
physics = S
juggle = 0
velset = 0, 0
sprpriority = -2
anim = 12132
ctrl = 0
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 282
ctrl = 0
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 
[Statedef 282]
type    = A
movetype= A
physics = N
juggle = 0
velset = 5, -4
sprpriority = -2
anim = 12133
ctrl = 0
[State 271, width]
type = posadd
trigger1 = time =0
x = 5
y = -5
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 1002, charge sound]
type = playsnd
trigger1 = animelem = 1
value = 4,8
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  80,35
givepower = 40,20
animtype = hard
damage    = 120
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = -9, -4
air.velocity = -9,-4
fall.recovertime = 100
air.type = High
fall.recover = 0
fall = 1
sprpriority = -2
[State 271, 9]
type = Veladd
trigger1 = time >= 0
y = 0.44
x = -0.1
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = time > 8
trigger1 = pos Y >= -5
value = 1803
ctrl = 0
 
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 400
poweradd=  (Var(10)=0)* 20
sprpriority = 2
[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = L
hitflag = MFD
priority = 5, Hit
pausetime =8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
down.velocity = -1,-3
fall.recovertime = 30
[State 400, WhiffSound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 405
poweradd=  (Var(10)=0)* 15
sprpriority = 2
[State 405, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-48
hitsound = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2,-3
air.hittime = 10
down.velocity = -2,-3
fall.recovertime = 30
[State 405, whiffsound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 405, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 410
poweradd=  (Var(10)=0)* 60
sprpriority = 2
[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = L
hitflag = MFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
down.velocity = 0,-3
fall.recovertime = 30
[State 410, Whiff]
type = PlaySnd
trigger1 = Time = 3
value = 0, 3
[State 410, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 415
poweradd=  (Var(10)=0)* 40
sprpriority = 2
[State 415, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3
fall.recovertime = 30
[State 415, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 3
[State 415, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd=  (Var(10)=0)* 90
ctrl = 0
anim = 420
sprpriority = 2
[State 420, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
[State 420, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 85
getpower=  (Var(10)=0)* 40,20
givepower = 30,15
hitflag = MFD
guardflag = L
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-10
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-5
air.velocity = 0, -2
guard.velocity = -2
fall = 1
down.velocity = -2,-2
fall.recovertime = 30
[State 420, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 425
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 425, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 55
animtype = Heavy
getpower=   (Var(10)=0)*  50,25
givepower = 30,15
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-60
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6, 0
air.type = High
air.velocity = -2,-6
fall.recover = 0
air.fall = 0
fall = 0
air.recover = 0
air.juggle = 4
down.velocity = 0,-12
fall.recovertime = 30
[State 425, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4
[State 425, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 600
sprpriority =2
[State 600, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 15
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0	
guard.sparkno = S9100
sparkxy = 0,-40
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = low
air.velocity = -2,-3
air.hittime = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 603]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 603
sprpriority = 2
[State 603, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 603, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 12
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-70
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-4
air.hittime = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 605
sprpriority = 2
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 15
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-50
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-3
air.hittime = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 40
ctrl = 0
anim = 610
sprpriority = 2
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
getpower=  (Var(10)=0)* 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-51
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.hittime = 15
air.juggle = 4
fall.recovertime = 30
[Statedef 613]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 40
ctrl = 0
anim = 613
sprpriority = 2
[State 613, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 613, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70
getpower=  (Var(10)=0)* 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = Low
air.velocity = -2,-5.5
air.juggle = 4
fall.recovertime = 30
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 50
ctrl = 0
anim = 615
sprpriority = 2
[State 615, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 615, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 60
getpower=  (Var(10)=0)* 40
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-60
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.juggle = 4
fall.recovertime = 30
[Statedef 616]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 50
ctrl = 0
anim = 616
sprpriority = 2
[State 615, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 2
[State 615, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 60
getpower=  (Var(10)=0)* 40
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-60
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-5.5
air.juggle = 4
fall.recovertime = 30
[State 615, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage    = 60
getpower=  (Var(10)=0)* 40
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-60
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.hittime = 12
air.type = low
air.velocity = -2,-6.5
air.juggle = 4
fall.recovertime = 30
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 620
sprpriority = 2
[State 620, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-50
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7,3
air.type = Low
airguard.velocity = -4,-4
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 623]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 623
sprpriority = 2
[State 623, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = -10,-51
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -10, -2
airguard.velocity = -4, -4
air.type = low
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 625
sprpriority = 2
[State 625, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-60
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7.5,5
airguard.velocity = -4,-4
air.type = low
air.fall = 1
fall.xvelocity = -5
fall.damage = 10
air.juggle = 4
fall.recovertime = 30
[Statedef 700]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 70
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2
[State 700, AttackSound]
type = PlaySnd
trigger1 = Time = 10
value = 4,0
channel = 0
[State 700, w1]
type = Width
trigger1 = time <= 15
value = 18
[State 700, w2]
type = Width
trigger1 = time > 15
trigger1 = time <= 20
value = 22
[State 700, w3]
type = Width
trigger1 = time > 20
trigger1 = time <= 25
value = 25
[State 700, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
damage    = 50
hitflag = MA
guardflag = HA
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-50
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3.5
air.hittime = 15
[State 700, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage    = 30
animtype = Medium
getpower=   (Var(10)=0)*  30,15
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-20
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3.5
air.hittime = 15
[State 700, 4]
type = PosAdd
trigger1 = Time = [17,24]
x = 2.5
[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 720]
type    = A
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset =2,-1
anim = 3870
sprpriority = 2
[State 271, PosAdd]
type = Posadd
trigger1 = time = 0
y = -17
[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,7
channel = 0
[State 270, whiff]
type = PlaySnd
trigger1 = animelem = 3
value = 0,4
channel = 0
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 2
y = -12
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 3
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
x = 4
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
y = -1
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 3
value = 721
[Statedef 721]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -2
sprpriority = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 4
y = 18
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 4
x = 1
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 60,15
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 13,8
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 10
ground.velocity = -5
air.velocity = -5,-4
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 6
value = 52
[Statedef 750]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 45
ctrl = 0
anim = 750
velset = 0
sprpriority = 2
[State 750, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 750, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = MA
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 10,10
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-4
air.hittime = 15
[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2
[State 900, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdfwd",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 920
p2stateno = 925
p2getp1state = 1
fall = 1
[State 900, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 3, 5
persistent = 0
channel = 0
[State 900, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 905]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2
[State 905, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdback",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 930
p2stateno = 935
p2getp1state = 1
fall = 1
[State 905, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 3, 5
persistent = 0
[State 905, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 920]
type = S
movetype = A
physics = S
anim = 920
velset = 0,0
sprpriority = 2
[State 920, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
[State 920, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 40, 0
[State 920, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0
pos = 10, 0
[State 920, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 0, -70
[State 920, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = -50
[State 920, 6]
type = VelSet
trigger1 = animElem = 3
x = 0
y = 0
[State 920, 7]
type = PosSet
trigger1 = animElem = 3
y = 0
[State 920, 8]
type = envshake
trigger1 = animelem = 3
time = 15
ampl = -2
freq = 120
[State 920, ThrowVoice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,3
channel = 0
[State 920, TargetState]
type = TargetState
trigger1 = ANimElem = 4
value = 926
[State 920, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -150
[State 920, 7]
type = Targetdrop
trigger1 = animElem = 4
[State 920, Turn]
type = Turn
trigger1 = AnimTime = 0
value = 1
[State 920, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 925]
type = A
movetype = H
physics = N
sprpriority = 0
[State 925, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 925
[Statedef 926]
type = A
movetype = H
physics = N
sprpriority = 1
[State 926, 2]
type = VelSet
trigger1 = time = 0
x = 5
y = -5
[State 926, 1]
type = PosAdd
trigger1 = time = 4
y = 70
[State 926, 4]
type = SelfState
trigger1 = time = 4
value = 5050
[Statedef 930]
type = S
movetype = A
physics = S
anim = 930
velset = 0,0
sprpriority = -2
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0 && var(3) = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 932, TimeCount]
type = VarAdd
trigger1 = target, command = "a" || target, command = "b" || target, command = "c"
trigger2 = target, command = "x" || target, command = "y" || target, command = "z"
v = 3
value = 8
[State 930, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 930, HitCountAdd]
type = Sprpriority
trigger1 = animelem = 1
value = -3
persistent = 1
[State 930, HitCountAdd]
type = Sprpriority
trigger1 = animelem = 2
value = 5
persistent = 1
[State 930, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c"
trigger1 = animelemtime(2) < 0
trigger2 = Var(30) = 59 && p2life > 0
trigger2 = animelemtime(2) < 0
value = 932
[State 930, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0
[State 930, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 25, 0
[State 930, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 25, -5
[State 930, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 25, -10
[State 930, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0
[State 930, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 25, -15
[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,3
[State 930, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30
[State 930, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1
[State 930, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[STate 930, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 30, -5
[State 930, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 25, 0
[State 930, TargetState]
type = TargetState
trigger1 = animtime = 0 && var(3) >= 160
value = 936
[State 930, 9]
type = ChangeState
trigger1 = animtime = 0 && var(3) >= 160
value = 931
[Statedef 932]
type = S
movetype = A
physics = S
anim = 932
velset = 0,0
sprpriority = -2
[State 932, TargetStateChange]
type = Targetstate
trigger1 = time = 0
value = 937
[State 932, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 930, HitCountAdd]
type = Sprpriority
trigger1 = animelem = 1
value = -3
persistent = 1
[State 930, HitCountAdd]
type = Sprpriority
trigger1 = animelem = 2
value = 5
persistent = 1
[State 932, TimeCount]
type = VarAdd
trigger1 = target, command = "a" || target, command = "b" || target, command = "c"
trigger2 = target, command = "x" || target, command = "y" || target, command = "z"
v = 3
value = 8
[State 932, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 932, FlashingFX]
type = PalFx
trigger1 = timemod = 3,0
add = 48,48,48
time = 2
[State 932, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0
[State 932, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 25, 0
[State 932, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 25, -5
[State 932, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 25, -10
[State 932, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0
[State 932, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 25, -15
[State 932, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,3
[State 932, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30
[State 932, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1
[State 932, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[STate 932, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 30, -5
[State 932, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 25, 0
[State 932, TargetState]
type = TargetState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 936,935)
[State 932, 9]
type = ChangeState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 931,930)
[Statedef 931]
type = S
movetype = I
physics = S
anim = 931
velset = 0,0
sprpriority = 4
[State 931, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1
[State 931, ResetVar(3)]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 931, move]
type = Velset
trigger1 = animelem = 4
x = 8
[State 931, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,5
[State 931, FRoundhouse]
type = PlaySNd
trigger1 = animelem = 3
value = 2,3
channel = 0
[State 931, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 935]
type = A
movetype = H
physics = N
[State 935, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 935
[Statedef 937]
type = A
movetype = H
physics = N
[State 932, FlashingFX]
type = PalFx
triggerall = timemod = 3,0
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
add = 48,48,48
time = 2
[State 937, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 937
[Statedef 936]
type = A
movetype = H
physics = N
[State 932, FlashingFX]
type = PalFx
triggerall = timemod = 3,0
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
add = 48,48,48
time = 2
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 936
[State 936, 1]
type = PosAdd
trigger1 = time = 19
y = -60
x = -20
[State 936, 2]
type = VelSet
trigger1 = time = 20
x = -8
y = 1
[State 936, 5]
type = PosAdd
trigger1 = time = 23
y = 50
[State 936, 6]
type = SelfState
trigger1 = time = 23
value = 5050
[Statedef 950]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 950
[State 950, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
trigger1 = P2BodyDist Y <= 10
attr = A, NT   
p2facing = 1
hitflag = AF
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 955
p2stateno = 960
p2getp1state = 1
fall = 1
[State 950, grabmiss]
type = playsnd
trigger1 = animelem = 3
value = 1, 10
persistent = 0
[State 950, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 955]
type = A
movetype = A
physics = N
anim = 955
velset = 0
[State 955, CloseRH]
type = PlaySNd
trigger1 = time = 0
value = 4,8
[State 955, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 94
[State 955, T1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 25, 0
[State 955, T2]
type = targetbind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
pos = 0, -60
time = 5
[State 955, T3]
type = targetbind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
pos = -28, -77
time = 5
[State 955, T4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
time = 5
pos = 10,0
[State 955, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
y = -10
[State 955, T5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
time = 5
pos = 25,0
[State 955, PosAdd2]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
y = 10
[State 955, 4]
type = veladd
trigger1 = animelem = 2, >= 0
trigger1 = vel y <= 0
y = 0.43
[State 955, 4]
type = velset
trigger1 = animelem = 2
x = -3
[State 955, 45]
type = VelSet
trigger1 = animelem = 2, >= 0
trigger1 = vel y > -1
y = 4.3
[State 955, 3]
type = VelSet
trigger1 = pos y >= -5
trigger1 = time < 40 
x = -4
y = 0
[State 955, 6]
type = VelMul
trigger1 = pos y >= -5
x = 0.9
y = 0
[State 955, 7]
type = PosSet
trigger1 = AnimElem = 10
y = 0
[State 955, T10]
type = TargetBind
trigger1 = AnimElem = 10
time = 4
pos = -10,-50
[State 955, 8]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3,5
[State 955, TargetState]
type = TargetState
trigger1 = ANimElem = 11
value = 926
[State 955, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 11
value = -150
[State 955, Turn]
type = turn
trigger1 = animtime = 0
value = 1
[State 955, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 960]
type = A
movetype = H
physics = N
[State 960, 0]
type = sprpriority
trigger1 = time = 0
value = -1
[State 960, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 960
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1006
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 10000]
type = S
movetype = I
physics = S
anim = 10001
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200
[State 930, TimeCountVar]
type = VarSet
trigger1 = time > 30
trigger1 = gametime%40 = 1
v = 24
value = 0
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 50
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = time < 200
ID = 3910
scale = 0.025 + (0.0005*var(3)), 0.025 + (0.0005*var(3))
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 24
value = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 50
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = time < 200
ID = 3910
scale = 0.025 + (0.0005*var(3)), 0.025 + (0.0005*var(3))
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time < 10
helpertype = normal
name = "plasma"
id = 3
pos = 300,300
postype = p1
stateno = 13869
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 191, 4]
type = PlaySnd
trigger1 = time = 1
value = 0,14	
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 0,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 0.5 + (0.015*var(3)), 1
[State 10000, Speed]
type = varset
trigger1 = time = 0
v = 12
value = 2
[State 930, Speedup]
type = VarAdd
trigger1 = (gametime%40) = 1
v = 12
value = 1
[State 10000, Hits]
type = varset
trigger1 = time = 0
v = 13
value = 1
[State 930, Hitup]
type = VarAdd
trigger1 = (gametime%30) = 1
v = 13
value = 1
[State 182, End] 
type = ChangeState 
triggerall = time > 15
trigger1 = command != "hold_x"  
trigger2 = time > 200 && var(18) = 0
value = 10010
ctrl = 0
[Statedef 10001]
type = S
movetype = I
physics = S
anim = 10001
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 50
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = time < 200
ID = 3910
scale = 0.025 + (0.0005*var(3)), 0.025 + (0.0005*var(3))
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time < 10
helpertype = normal
name = "plasma"
id = 3
pos = 300,300
postype = p1
stateno = 13869
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 191, 4]
type = PlaySnd
trigger1 = time = 1
value = 0,14	
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 0,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 0.5 + (0.015*var(3)), 1
[State 10000, Speed]
type = varset
trigger1 = time = 0
v = 12
value = 4
[State 930, Speedup]
type = VarAdd
trigger1 = (gametime%40) = 1
v = 12
value = 1
[State 10000, Hits]
type = varset
trigger1 = time = 0
v = 13
value = 4
[State 930, Hitup]
type = VarAdd
trigger1 = (gametime%30) = 1
v = 13
value = 1
[State 182, End] 
type = ChangeState 
triggerall = time > 20
trigger1 = command != "hold_y"  
trigger2 = time > 200 && var(18) = 0
value = 10010
ctrl = 0
[Statedef 10002]
type = S
movetype = I
physics = S
anim = 10001
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 50
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = time < 200
ID = 3910
scale = 0.025 + (0.0005*var(3)), 0.025 + (0.0005*var(3))
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time < 10
helpertype = normal
name = "plasma"
id = 3
pos = 300,300
postype = p1
stateno = 13869
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 191, 4]
type = PlaySnd
trigger1 = time = 1
value = 0,14	
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 0,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 0.5 + (0.015*var(3)), 1
[State 10000, Speed]
type = varset
trigger1 = time = 0
v = 12
value = 6
[State 930, Speedup]
type = VarAdd
trigger1 = (gametime%40) = 1
v = 12
value = 1
[State 10000, Hits]
type = varset
trigger1 = time = 0
v = 13
value = 5
[State 930, Hitup]
type = VarAdd
trigger1 = (gametime%30) = 1
v = 13
value = 1
[State 182, End] 
type = ChangeState 
triggerall = time > 25
trigger1 = command != "hold_z"  
trigger2 = time > 200 && var(18) = 0
trigger3 = var(30) = 59
value = 10010
ctrl = 0
[Statedef 10010]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 13909
velset = 0,0
sprpriority = 2
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 3910
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =10100
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 1
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 10100]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1052
velset = (parent,var(12)),0
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = parent,var(12)
[State 1000, 5f]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 100/(Parent, Var(22)),6
animtype  = Heavy
guardflag = MA
pausetime = 5,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,0
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 10101
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 10101
[Statedef 10101]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = time = 0
x = 0
[State 1000, 5]
type = velset
trigger1 = time = 7
x = parent,var(12)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -10,10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -10,10
[State 1000, 52s]
type = Hitdef
trigger1 = target, statetype != A
trigger1 = time > 5
trigger2 = NumTarget = 0
attr = S, SP
damage    = 20/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,0
air.type = High
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = target, statetype != A
trigger1 = var(55)=1 || var(55)=3 || var(55)=5 || var(55)=7 || var(55)=9 || var(55) = 11 || var(55)=13 || var(55) = 15 || var(55) = 17 || var(55)= 19 || var(55) = 21
trigger1 = time > 5
trigger1 = Var(55) < (parent, Var(13) -1)
attr = S, SP
damage    = 20/(Parent, Var(22)),6
animtype  = heavy
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,0
fall.animtype = Hard
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 52s]
type = Hitdef
trigger1 = target, statetype = A
trigger1 = time > 5
attr = S, SP
damage    = 20/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,0
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = target, statetype = A
trigger1 = var(55)=1 || var(55)=3 || var(55)=5 || var(55)=7 || var(55)=9 || var(55) = 11 || var(55)=13 || var(55) = 15 || var(55) = 17 || var(55)= 19 || var(55) = 21
trigger1 = time > 5
trigger1 = Var(55) < (parent, Var(13) -1)
attr = S, SP
damage    = 20/(Parent, Var(22)),6
animtype  = Heavy
guardflag = MA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,0
fall.animtype = Hard
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(55)=-7 || var(55)=-6 || var(55)=-3 || var(55)=-2 || var(55)=1 || var(55) = 2 || var(55)=5 || var(55) = 6 || var(55) = 9 || var(55)= 10 || var(55) = 13
trigger1 = time > 5
trigger1 = Var(55) >= (parent, Var(13) -1)
attr = S, SP
damage    = 20/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 10101
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= (parent, Var(13))
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < (parent, Var(13)) && movecontact
value = 10101
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1006
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.05
size.yscale = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.05
size.yscale = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1008
ownpal = 1
size.xscale = 1.1
size.yscale = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
juggle = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1008
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1030]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 6
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1006
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 7
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1033]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1006
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 6
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 7
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1031]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 6
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.05
size.yscale = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 7
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1034]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.05
size.yscale = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1032]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1001
velset = 0,0
sprpriority = 2
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 6
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1008
ownpal = 1
size.xscale = 1.1
size.yscale = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 7
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1035]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
juggle = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1008
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1006]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = 1
x = 2
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[Statedef 1007]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 1000, 5f]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5d]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1990
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1990
[Statedef 1990]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20, 20
[State 1000, 51s]
type = Hitdef
trigger1 = time >= 0 && var(55) < 2
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5a]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 2
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1990
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1990
[Statedef 1008]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 3,0
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 4
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 4
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 4
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower=  (parent,Var(10)=0)* 10
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1991
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1991
[Statedef 1991]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkxy = var(52), var(53)
getpower=  (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
guardflag = MA
pausetime = 0,7
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1991
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1991
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 0,0,0
[State 1000, 5]
type = posfreeze
trigger1 = 1
value = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1009]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1017
velset = 2,0
sprpriority = 5
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = p2movetype = H && movecontact = 0
trigger1 = p2dist X < 100
time = 2 
movetime = 0
ignorehitpause = 1 
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = time = 0
value = 0,14
freqmul = 0.7
channel =1
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = (gametime%9) = 1
value = 0,14
channel = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 53
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 54
range = -4, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(54),(var(53))
scale = 0.2,1.5
accel = -(var(54))/4,-(var(53))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -5, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -6, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 3885, SuperLight] 
type = Explod
triggerall = movecontact = 0
trigger1 = gametime%3 = 1
anim = 1031
pos = -10,57
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 3885, SuperLight] 
type = Explod
triggerall = movecontact = 0
trigger1 = gametime%5 = 1
anim = 1032
pos = -5,-4
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.6, 0.6
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45, -9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-3
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1992
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = 1
x = 8
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 12
attr = S, HP
damage    = 45/(Parent, Var(22)),4
animtype  = heavy
getpower = 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
fall.animtype = Hard
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 12
attr = S, HP
damage    = 45/(Parent, Var(22)),4
animtype  = Hard
getpower= 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 12
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 12 && movecontact
value = 1992
[Statedef 1992]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = time > 3
x = 8
[State 1000, 5]
type = velset
trigger1 = time <= 3
x = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -15,15
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -15,15
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = heavy
guardflag = MA
pausetime = 0,10
getpower = 0
sparkxy = var(55), var(56)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = high
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=-7 || var(54)=-6 || var(54)=-3 || var(54)=-2 || var(54)=1 || var(54) = 2 || var(54)=5 || var(54) = 6 || var(54) = 9 || var(54)= 10 || var(54) = 13
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = heavy
guardflag = MA
pausetime = 0,10
getpower = 0
sparkxy = var(55), var(56)
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
fall.animtype = Hard
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 8
attr = S, SP
damage    = 30/(Parent, Var(22)),3
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkxy = var(55), var(56)
guard.sparkno = S9200
getpower = 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = high
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1992
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 9 && movecontact
value = 1992
[Statedef 1013]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10170
velset = 2,0
sprpriority = 5
[State 920, 1]
type = screenbound
trigger1 = time < 50
value = 0
movecamera = 1,1
[State 1000, 5]
type = velset
trigger1 = time = 0
x = 9
[State 1000, 5]
type = veladd
trigger1 = movecontact
persistent = 0
x = -7.3
[State 1000, 5]
type = veladd
trigger1 = movecontact
x = 0.4
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = p2movetype = H && movecontact = 0
trigger1 = p2dist X < 100
time = 2 
movetime = 0
ignorehitpause = 1 
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = time = 0
value = 0,14
freqmul = 0.7
channel = 1
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = (gametime%9) = 1
value = 0,14
channel = 2
[State 3885, SuperLight] 
type = Explod
trigger1 = gametime%3 = 1
anim = 1031
pos = -10,57
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 3885, SuperLight] 
type = Explod
trigger1 = gametime%5 = 1
anim = 1032
pos = -5,-4
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.6, 0.6
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -9,-18
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3,-6
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-4
scale = 1,1
random = 20,30
sprpriority = 5
ownpal = 1
vel = var(51),0
accel = var(52)/10,0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-4
scale = 1,1
random = 20,30
sprpriority = 5
ownpal = 1
vel = var(51),0
accel = var(52)/10,0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 20
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
Timegap = 1
FrameGap = 1
Trans = add
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1013
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -25,25
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -25,25
[State 1000, 5]
type = Hitdef
trigger1 = 1
attr = S, HP
damage    = 60/(Parent, Var(22)),5
animtype  = Hard
getpower = 0
givepower = 80
guardflag = MA
pausetime = 4,5
sparkxy = var(55), var(56)
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 2,1
attr = S, HP
damage    = 60/(Parent, Var(22)),5
animtype  = Heavy
getpower = 0
givepower = 80
guardflag = MA
pausetime = 4,5
sparkxy = var(55), var(56)
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2, -5
fall.animtype = Hard
air.velocity = -2, -5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = time > 200
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1993
[Statedef 1993]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -12, 12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -12, 12
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 0,0,0
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1014]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 12201
sprpriority = 5
[State 1000, 5]
type = posset
trigger1 = time = 0
y = 0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
sinadd = 148,48,40,20
[State 3880, 9]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
FrameGap = 1
Trans = add1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = movehit
trigger2 = projhit = 1
persistent = 0
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 1,1
[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit
persistent = 1
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
trigger1 = movehit
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006
[State 1000, 8]
type = Hitdef
trigger1 = timemod = 2,1
attr = S, HP
damage    = 42/(Parent, Var(22)),5
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
hitflag = MAFD
guardflag = MA
pausetime = 2,0
guard.sparkno = S9200
hitsound   = S2,9
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-10
guard.velocity = -2
airguard.velocity = -2,-10
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
air.fall = 1
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 10440
velset = 2,0
sprpriority = 5
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006
[State 1000, 5]
type = velset
trigger1 = 1
y = 10
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, HP
damage    = 100,10
animtype  = Hard
guardflag = MA
pausetime = 0,8
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,50,-190
sinadd = 48,48,40,40
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
FrameGap = 1
Trans = add1
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 26
[Statedef 1011]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10070
velset = 0,-4
sprpriority = 5
[State 1010,NotHitBy]
type = posset
trigger1 = time = 0
y = (parent, pos Y) - 200
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 0,0,50
sinadd = 20,20,50,50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 18,48,258
PalAdd      =   -100,-100,200
FrameGap = 1
Trans = add1
[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0
[Statedef 1015]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12200
velset = 0,0
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,NotHitBy]
type = posset
trigger1 = Time = 0
y = 0
[State 1000, 5]
type = Hitdef
trigger1 = Animelem = 1
attr = S, SP
damage    = 10,10
animtype  = Hard
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-2
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 48
range = -5,5
[State 1010,front]
type = Sprpriority
trigger1 = Time = 0
value = var(48)
ignorehitpause = 1
[State 1010,front]
type = velset
trigger1 = Time = 0
Y = -0.5
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
sinadd = 148,48,40,90
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
FrameGap = 1
Trans = add1
[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0
[Statedef 1026]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
sprpriority = 5
juggle = 10
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = time = 0
persistent = 0
x = 4 + (Parent, Vel X)/3
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2 - (vel X)
air.type = Low
air.velocity = -2 - (vel X),-2
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[Statedef 1027]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = time = 0
persistent = 0
x = 5 + (Parent, Vel X)/3
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1025
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1025
[Statedef 1025]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1025
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1025
[Statedef 1028]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = time = 0
persistent = 0
x = 6 + (Parent, Vel X)/3
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower=  (parent,Var(10)=0)* 10
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1024
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1024
[Statedef 1024]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkxy = var(52), var(53)
getpower=  (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,7
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1024
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1024
[Statedef 1016]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 2,2
sprpriority = 5
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
hitflag = MAFD
guardflag = HA
pausetime = 0,9
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,4
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 0
juggle = 0
air.fall = 1
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, FireB]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1022
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1017]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 3,3
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 55/(Parent, Var(22)),6
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = High
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
air.fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 3
attr = S, SP
damage    = 55/(Parent, Var(22)),6
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
getpower = (parent,Var(10)=0)* 10
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -6,-5
air.fall = 1
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1890
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1890
[Statedef 1890]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
velset = 3,3
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1890
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 2
attr = S, SP
damage    = 55/(Parent, Var(22)),6
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 2
attr = S, SP
damage    = 55/(Parent, Var(22)),6
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,4
pausetime = 0,10
sparkxy = var(52), var(53)
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
air.fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1890
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1019]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 4,4
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 4
attr = S, SP
damage    = 40/(Parent, Var(22)),4
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = High
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 4
attr = S, SP
damage    = 40/(Parent, Var(22)),4
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1891
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1891
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1891]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 3
attr = S, SP
damage    = 40/(Parent, Var(22)),4
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = (parent,Var(10)=0)* 10
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
air.fall = 1
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 3
attr = S, SP
damage    = 40/(Parent, Var(22)),4
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,6
sparkxy = var(52), var(53)
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1891
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1891
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1070]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1017
velset = 2,0
sprpriority = 5
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = p2movetype = H && movecontact = 0
trigger1 = p2dist X < 100
time = 2 
movetime = 0
ignorehitpause = 1 
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = time = 0
value = 0,14
freqmul = 0.7
channel = 1
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = (gametime%9) = 1
value = 0,14
channel = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 53
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 54
range = -4, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(54),(var(53))
scale = 0.2,1.5
accel = -(var(54))/4,-(var(53))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -5, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -6, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 3885, SuperLight] 
type = Explod
triggerall = movecontact = 0
trigger1 = gametime%5 = 1
anim = 1032
pos = -5,-4
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.6, 0.6
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45, -9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-3
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1071
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = 1
x = 8
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 12
attr = S, HP
damage    = 45/(Parent, Var(22)),3
animtype  = Hard
getpower = 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = high
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=-7 || var(54)=-6 || var(54)=-3 || var(54)=-2 || var(54)=1 || var(54) = 2 || var(54)=5 || var(54) = 6 || var(54) = 9 || var(54)= 10 || var(54) = 13
trigger1 = var(54) < 10
attr = S, SP
damage    = 45/(Parent, Var(22)),10
animtype  = heavy
guardflag = MA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
fall.animtype = Hard
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 11
attr = S, HP
damage    = 45/(Parent, Var(22)),3
animtype  = Hard
getpower= 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 12
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 12 && movecontact
value = 1071
[Statedef 1071]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = time > 3
x = 8
[State 1000, 5]
type = velset
trigger1 = time <= 3
x = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 12
attr = S, SP
damage    = 40/(Parent, Var(22)),3
animtype  = Hard
guardflag = MA
pausetime = 0,10
getpower = 0
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=-7 || var(54)=-6 || var(54)=-3 || var(54)=-2 || var(54)=1 || var(54) = 2 || var(54)=5 || var(54) = 6 || var(54) = 9 || var(54)= 10 || var(54) = 13
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = heavy
guardflag = MA
pausetime = 0,10
getpower = 0
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 8
attr = S, SP
damage    = 40/(Parent, Var(22)),3
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower = 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1071
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 9 && movecontact
value = 1071
[Statedef 1020]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1013
sprpriority = 5
juggle = 10
[State 3880, 1]
type = envcolor
trigger1 = 1
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 1
time = 1
[State 181, heartheswoosh!]
type = Playsnd
trigger1 = (gametime%9) = 1
value = 0,14
channel = 2
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 900
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
scale = 0.1,0.75
random = 10,10
sprpriority = 5
ownpal = 1
vel = -Vel X,-Vel Y
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 900
persistent = 1
anim = 12216
id = 12216
postype = p1
pos = 0,0
scale = 0.1,0.75
random = 20,20
sprpriority = 5
ownpal = 1
vel = -Vel X,-Vel Y
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 51]
type = velset
trigger1 = time = 0
x = 6
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdfwd"
persistent = 1
value = 0
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdback"
persistent = 1
value = 180
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdup"
persistent = 1
value = 90
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holddown"
persistent = 1
value = 270
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdfwd"
trigger1 = parent,command = "holdup"
persistent = 1
value = 45
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdback"
trigger1 = parent,command = "holdup"
persistent = 1
value = 135
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdfwd"
trigger1 = parent,command = "holddown"
persistent = 1
value = 315
[State 1000, 5]
type = angleset
trigger1 = parent,command = "holdback"
trigger1 = parent,command = "holddown"
persistent = 1
value = 225
[State 1000, 5]
type = velmul
trigger1 = 1
persistent = 1
x = 1.05
y = 1.05
[State 1000, 5]
type = velset
triggerall = movecontact = 0
trigger1 = parent,command = "holdfwd"
persistent = 1
x = 6
y = 0
[State 1000, 5]
type = velset
triggerall = movecontact = 0
trigger1 = parent,command = "holdback"
persistent = 1
x = -6
y = 0
[State 1000, 5]
type = velset
triggerall = movecontact = 0
trigger1 = parent,command = "holdup"
persistent = 1
y = -6
x = 0
[State 1000, 5]
type = velset
triggerall = movecontact = 0
trigger1 = parent,command = "holddown"
persistent = 1
y = 6
x = 0
[State 1000, 5]
type = velset
trigger1 = parent,command = "holdfwd"
trigger1 = parent,command = "holdup"
trigger2 = var(30) = 59
trigger2 = p2bodydist X > 0
trigger2 = p2bodydist Y < 0
persistent = 1
x = 6
y = -6
[State 1000, 5]
type = velset
trigger1 = parent,command = "holdback"
trigger1 = parent,command = "holdup"
trigger2 = var(30) = 59
trigger2 = p2bodydist X < 0
trigger2 = p2bodydist Y < 0
persistent = 1
x = -6
y = -6
[State 1000, 5]
type = velset
trigger1 = parent,command = "holdfwd"
trigger1 = parent,command = "holddown"
trigger2 = var(30) = 59
trigger2 = p2bodydist X > 0
trigger2 = p2bodydist Y > 0
persistent = 1
x = 6
y = 6
[State 1000, 5]
type = velset
trigger1 = parent,command = "holdback"
trigger1 = parent,command = "holddown"
trigger2 = var(30) = 59
trigger2 = p2bodydist X < 0
trigger2 = p2bodydist Y > 0
persistent = 1
x = -6
y = 6
[State 1000, 5]
type = angledraw
trigger1 = pos Y >= -400
[State 1000, 5]
type = Hitdef
trigger1 = 1
attr = S, SP
damage    = 0/(Parent, Var(22)),2
animtype  = light
hitflag = MAFD
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,0
sparkxy = 0, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-8
down.velocity = 0,-8
air.type = Low
air.velocity = 0,-8
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
triggerall = var(30) != 59
trigger1 = movecontact
trigger2 = parent,command = "a"
trigger3 = parent,command = "b"
trigger4 = parent,command = "c"
trigger5 = parent,command = "x"
trigger6 = parent,command = "y"
trigger7 = parent,command = "z"
trigger8 = pos Y > -5
trigger9 = time >= 100
value = 1072
[State 3700, dissipate]
type = Changestate
triggerall = var(30) = 59
trigger1 = movecontact
trigger2 = pos Y > -5
trigger3 = time >= 100
trigger4 = p2bodydist X = [-10,10]
trigger4 = p2bodydist Y = [-10,10]
value = 1072
[Statedef 1072]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10442
velset = 0,0
sprpriority = 3
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 8,5
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 8,7
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 550/(Parent, Var(22)), 20
animtype = Up 
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 2,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = heavy
air.type = heavy
fall = 1
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -3,-10
air.velocity = -3, -10
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20, 20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20, 20
[State 1000, FireB]
type = Explod
trigger1 = time < 10
persistent = 1
anim = 12061
id = 12213
postype = p1
pos = 0,0
random = 30,30
sprpriority = -5
ownpal = 1
vel = var(52),(var(53))
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 10
persistent = 1
anim = 12061
id = 12212
postype = p1
pos = 0,0
random = 30,30
sprpriority = -5
ownpal = 1
vel = var(52),(var(53))
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 10
persistent = 1
anim = 12061
id = 12212
postype = p1
pos = 0,0
random = 30,30
sprpriority = -5
ownpal = 1
vel = var(53),(var(52))
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 10
persistent = 1
anim = 12061
id = 12212
postype = p1
pos = 0,0
random = 30,30
sprpriority = -5
ownpal = 1
vel = var(53),(var(52))
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 18
[Statedef 1022]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1019
velset = 2,2
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 0,0,0
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1018]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1018
velset = 6,6
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 35
range = 7,15
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 36
range = 7,15
[State 181, velarc]
type = Veladd
trigger1 = time = 0
x = var(35)
y = var(36)
[State 181, velarc]
type = Veladd
trigger1 = time = [1,11]
x = -(var(35))*0.1
y = -(var(36))*0.1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 55/(Parent, Var(22)),10
animtype  = light
hitflag = MAFD
guardflag = HA
pausetime = 0,9
guard.sparkno = S9200
getpower = 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,4
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 0
juggle = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = random >= 500
trigger1 = time >= 0
attr = S, SP
damage    = 55/(Parent, Var(22)),10
animtype  = heavy
hitflag = MAFD
guardflag = HA
pausetime = 0,9
guard.sparkno = S9200
getpower = 0
guardsound = S0,100
ground.type = low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.velocity = -4,4
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
fall.recover = 0
air.recover = 0
air.juggle = 0
juggle = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, FireB]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 1
persistent = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1022
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1023]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 11243
velset = 0,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,7
freqmul = 0.6
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,7
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
[Statedef 1060]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12222
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,pos y >= 5
trigger2 = parent,stateno != 1862
[Statedef 1061]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12222
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 20
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,pos y >= 5
trigger2 = parent,stateno != 4050
[Statedef 10610]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12233
velset = 0,0
sprpriority = 5
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 20
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 10
[Statedef 10611]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12234
velset = 0,0
sprpriority = 5
[State 1822, Sound]
type = playsnd
trigger1 = time = 0
value = 2,8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,-3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, -9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,4]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 65,-70
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,4]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 65,-70
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,4]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 65,-70
random = 35,5
sprpriority = 4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,4]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 65,-70
random = 35,5
sprpriority = 4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 10
[Statedef 1062]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2603
velset = 0,0
sprpriority = 3
[State 8014]
type = Explod
trigger1 = Time = 0
pausemovetime = 100
supermovetime = 100
removetime = 20
bindtime = -1
anim = 2603
pos = 0, 0
scale = 1,1
sprpriority = -5
id = 2603
[State 1822, Sound]
type = playsnd
trigger1 = time = 0
value = 2,8
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 18
[Statedef 1063]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13010
velset = 0,0
sprpriority = -3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 24,-59
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,-3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, -9
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 16
[Statedef 1064]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13012
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = -24,-59
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,-3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 6, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 16
[Statedef 1065]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12030
velset = 0,0
sprpriority = 3
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 13
[Statedef 1067]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10440
velset = 0,0
sprpriority = 5
[State 3710, 1]
type = posadd
trigger1 = Time = 0
y = -pos Y
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 0.8
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 1.2
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 14
[Statedef 10679]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10443
velset = 4,0
sprpriority = 5
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3710, 1]
type = posadd
trigger1 = Time = 0
y = -pos Y
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 0.8
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 1852, 7]
type = HitDef
triggerall = Hitcount < 20
triggerall = P2BodyDist X < 10
trigger1 = timemod = 4,3 && time < 40
attr = A, SA
damage = 40, 10
animtype = Up
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 2,1
guard.sparkno = S9200
hitsound = S3,2
guardsound = S0,100
ground.type = Hard
air.type = Hard
fall = 1
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -4,-12
air.velocity = -4, -12
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1852, 7]
type = HitDef
triggerall = Hitcount < 20
triggerall = P2BodyDist X >= 10
trigger1 = timemod = 4,3 && time < 40
attr = A, SA
damage = 40, 10
animtype = Up
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 2,1
guard.sparkno = S9200
hitsound = S3,2
guardsound = S0,100
ground.type = Hard
air.type = Hard
fall = 1
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -5,-12
air.velocity = -5, -12
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 50
[Statedef 10670]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10440
velset = 0,0
sprpriority = 5
[State 3710, 1]
type = posadd
trigger1 = Time = 0
y = -pos Y
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 0.8
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 1.2
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 14
[Statedef 10671]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10441
velset = -10,0
sprpriority = 5
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 1
[State 182, 2]
type = Velmul
trigger1 = 1
x = .92
[State 3710, 1]
type = posadd
trigger1 = Time = 0
y = -pos Y
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
[Statedef 10672]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10444
velset = 0,0
sprpriority = 5
[State 3885, SuperLight] 
type = Explod
triggerall = movecontact = 0
trigger1 = gametime%10 = 1
anim = 10320
id = 1010
pos = 0,-6
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.6, 0.6
vel = 0,(-1 -(time+50)/10)
pausemovetime = 9999
supermovetime = 9999
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 1010
scale =  1.2 - (0.003*time) ,1
[State 3710, 1]
type = bindtoparent
trigger1 = 1
time = 1
pos = 0, 3
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -255,-255,-255
sinadd         = -255,-255,255,200
time           = 50
ignorehitpause = 1
persistent     = 0
[State 3710, 1]
type = palfx
trigger1 = Time = 50
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 3930
trigger3 = parent,movecontact
[Statedef 1066]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12031
velset = 0,0
sprpriority = 3
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 0.8
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 1.2
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 1852, 7]
type = HitDef
triggerall = time < 17
trigger1 = (gametime%3) = 1
attr = A, SA
damage = 40, 10
animtype = Up
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 2,1
guard.sparkno = S9200
guardsound = S0,100
ground.type = Hard
air.type = Hard
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = 12,-12
air.velocity = 12, -12
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1852, 7]
type = HitDef
triggerall = time >= 17
trigger1 = (gametime%3) = 1
attr = A, SA
damage = 40, 10
animtype = Up
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = Hard
air.type = Hard
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = 0,-17
air.velocity = 0, -17
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 25
[Statedef 1068]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13010
velset = 0,0
sprpriority = 4
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 74,-69
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,-3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, -9
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = 4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [2,8]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = 4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 16
[Statedef 1069]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10440
velset = 0,0
sprpriority = 3
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 0.8
[State 3710, 1]
type = playsnd
trigger1 = Time = 0
value = 2,9
freqmul = 1.2
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 40, 10
animtype = Up
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 2,1
guard.sparkno = S9200
guardsound = S0,100
ground.type = Hard
air.type = Hard
fall = 1
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = 0,-6
air.velocity = 0, -6
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 14
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 10900
velset = 0
ctrl = 0
sprpriority = 2
[State 183, End] 
type = ChangeState 
trigger1 = time = 20
value = 1051
ctrl = 0
[Statedef 1051]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
sprpriority = 1
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 7,4
volume = -50
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 3,5
channel = 0
volume = 255
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 14,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 2,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 1700, Remove Flaming Aura]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = prevstateno = 1051
id = 9406
[State 1700, Remove Windy2]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = power = 3000
id = 10
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0
triggerall = time > 0
triggerall = time <= 20
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 20
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 21
triggerall = time <= 40
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 30
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 41
triggerall = time <= 60
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 40
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 61
triggerall = time <= 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 50
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 60
[State 182, End] 
type = ChangeState 
trigger1 = power = 3000
value = 1052
ctrl = 0
[State 182, End] 
type = ChangeState 
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
value = 1052
ctrl = 0
[Statedef 1052]
type = S
movetype = A
physics = S
anim = 10901
velset = 0
ctrl = 0
sprpriority = 2
[State 129, Blink] 
type = PalFX 
triggerall = power = 3000
trigger1 = time = 0
time = 24
add = 155,155,155 
sinadd = -155,-155,-155,100
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = power = 3000
id = 10
[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 94061]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 2505
[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = 3
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
[Statedef 94062]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 2506
[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = 3
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
[Statedef 94063]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 2507
[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = 3
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
[Statedef 1055]
type = S
physics = N
ctrl = 0
anim = 40
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 22
length = 13
PalBright   =   0,  0,  0
PalContrast = 148,148,148
paladd = 0,0,0
palmul = 1,1,1
FrameGap = 4
Trans = Add1
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 100,9]
type = changestate
trigger1 = time = 2
value = 1056
[Statedef 1056]
type = A
movetype = I
physics = N
anim = 100
velset = 4.5,-1
ctrl = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 101, PosAdd]
type = PosAdd
trigger1 = animelem = 2
y = -10
[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1
[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.15
[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 1057
[Statedef 1057]
type = S
movetype = I
Physics = C
anim = 12120
ctrl = 0
[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0
[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 0, 11
volume = -50
[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1200]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 1200, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1200, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1200, 9]
type = changestate
trigger1 = animtime = 0
value = 1201
[Statedef 1201]
type = C
movetype = I
physics = N
anim = 1201
velset = 4,0
[State 1201, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 1201, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1201, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 1202]
type = C
movetype = I
physics = C
ctrl = 0
anim = 11
[State 1202, 8]
type = turn
trigger1 = time = 5
trigger1 = p2dist X < -5
[State 1202, 9]
type = changestate
trigger1 = time = 5
value = 11
ctrl = 1 
[Statedef 1210]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1210, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1210, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1210, 9]
type = changestate
trigger1 = animtime = 0
value = 1211
[Statedef 1211]
type = C
movetype = I
physics = N
anim = 1211
velset = 4,0
[State 1211, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1211, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1211, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1
[State 1211, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1211, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 1220]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1220, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1220, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1220, 9]
type = changestate
trigger1 = animtime = 0
value = 1221
[Statedef 1221]
type = C
movetype = I
physics = N
anim = 1221
velset = 4,0
[State 1221, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1221, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1221, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1
[State 1221, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1221, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 3960]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3961
[Statedef 3961]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 9,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 3962
ctrl = 1
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 1
[Statedef 3970]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3971
[Statedef 3971]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 6.5,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 3962
ctrl = 1
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 1
[Statedef 3980]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3981
[Statedef 3981]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -9,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 3962
ctrl = 1
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 1
[Statedef 3990]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3991
[Statedef 3991]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -6.5,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 3962
ctrl = 1
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 1
[Statedef 1250]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1250, 9]
type = changestate
trigger1 = animtime = 0
value = 1251
[Statedef 1251]
type = C
movetype = I
physics = N
anim = 1250
[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1250, 9]
type = changestate
trigger1 = animelem = 2
value = 1252
[Statedef 1252]
type = L
movetype = I
physics = C
[State 1252, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1252, 1]
type = playsnd
trigger1 = time = 0
value = F7, 0
[State 1252, 9]
type = changestate
trigger1 = animtime = 0
value = 1253
[Statedef 1253]
type = A
movetype = I
physics = S
anim = 1253
[State 1253, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1253, 9]
type = ChangeState
trigger1 = animelem = 4
value = 1254
[Statedef 1254]
type = A
movetype = I
physics = A
velset = -3.5, -2.5
[State 1253, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1500]
type = S
movetype = A
physics = S
juggle = 0
poweradd=  (Var(10)=0)* 100
anim = 1500
velset = 0,0
ctrl = 0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1500, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1
channel = 0
volume = 255
[State 1500, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 35, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -45
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5, -9
air.velocity = -0.5, -9
fall.animtype = Hard
fall.recover = 0
[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 11, 13
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5, -9
air.velocity = -0.5, -9
fall.animtype = Hard
fall = 1
fall.recover = 0
[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1510
[Statedef 1510]
type = A
movetype = A
juggle = 6
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 2
y = -6
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50, 10
animtype = Diagup
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -8
air.velocity = -1, -8
fall = 1
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .40
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1520]
type = S
movetype = I
physics = S
anim = 1520
velset = 0,0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1
[Statedef 1600]
type = S
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* 110
anim = 1500
velset = 0,0
ctrl = 0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1
channel = 0
volume = 255
[State 1600, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 45, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5,-9
air.velocity = -0.5, -9
fall.animtype = Hard
fall.recover = 0
[State 1600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 45, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 11, 13
sparkxy = -0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5, -9
air.velocity = -0.5, -9
fall.animtype = Hard
fall = 1
fall.recover = 0
[State 1600, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1610
[Statedef 1610]
type = A
movetype = A
juggle = 6
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -7.5
[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .86
[State 1610, 3]
type = VelAdd
trigger1 = Time >= 0
y = .42
[State 1610, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 13
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -8.5
air.velocity = -1, -8.5
fall = 1
fall.recover = 0
[State 1610, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1610, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1610, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1700]
type = S
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* 120
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1700, Fist Fire Frame 1 & 2]
type = explod
trigger1 = animelem = 1 || animelem = 2
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 1700, Fist Fire 3 & 4]
type = explod
trigger1 = animelem = 3
anim = 2602
id = 2602
pos = 0,0
postype = p1
bindtime = -1
removetime = 31
sprpriority = 3
ownpal = 1
scale = ifelse(animelemtime(3)=0,1,0.8), 1
removeongethit = 1
[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 3
anim = 2602
id = 2602
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 1700, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = anim = 1500
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)
[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4 && anim = 1500
id = 2602
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 1
channel = 0
volume = 255
[State 1700, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 55, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5,-9
air.velocity = -0.5, -9
fall.animtype = Hard
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1700, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 55, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MA
guardflag = MA
pausetime = 11, 13
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5 ,-9
air.velocity = -0.5, -9
air.juggle = 20
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1710
[Statedef 1710]
type = A
movetype = A
velset = 4, -9
sprpriority = 2
juggle = 6
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hand fire"
pos = 0,0
postype = p1
stateno =1062
ownpal = 1
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .84
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -9
air.velocity = -1, -9
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1800]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 6,11
channel = 0
volume = 255
[State 1800, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1801
[Statedef 1801]
type = A
movetype = A
velset = 2, -2
sprpriority = 2
[State 1801, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1801, 9]
type = ChangeState
trigger1 = time = 6
value = 1802
[Statedef 1802]
type = A
movetype = A
anim = 1810
velset = 2, 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1802, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1802, 2]
type = HitDef
trigger1 = AnimElem = 1 || animelem = 3
attr = A, SA
damage = 125, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 9,11
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-5.5
air.velocity = -2, -5.5
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
[State 1802, 9]
type = ChangeState
trigger1 = time = 16
value = 1804
[Statedef 1803]
type = A
movetype = A
physics = N
[State 1851, 6]
type = VelAdd
trigger1 = 1
y = .44
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 1820
[State 1820, 1]
type = posadd
trigger1 = pos Y >= -5
x = -10
[State 1820, 1]
type = changestate
trigger1 = pos Y >= -5
value = 1864
[Statedef 1804]
type = A
movetype = A
physics = N
[State 1851, 6]
type = VelAdd
trigger1 = 1
y = .44
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 1820
[State 1820, 1]
type = posadd
trigger1 = pos Y >= -5
x = 10
[State 1820, 1]
type = changestate
trigger1 = pos Y >= -5
value = 52
[Statedef 1810]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 115
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 6,11
channel = 0
volume = 255
[State 1810, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1811
[Statedef 1811]
type = A
movetype = A
velset = 2, -3
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1811, 9]
type = ChangeState
trigger1 = time = 6
value = 1812
[Statedef 1812]
type = A
movetype = A
anim = 1810
velset = 2, 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1812, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1812, 9]
type = HitDef
trigger1 = AnimElem = 1 || animelem = 3
attr = A, SA
damage = 50, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 11,9
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5,-5.5
air.velocity = -2.5,-5.5
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
[State 1812, 5]
type = ChangeState
trigger1 = time = 32
value = 1804
[Statedef 1820]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 6,11
channel = 0
volume = 255
[State 1820, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1821
[Statedef 1821]
type = A
movetype = A
velset = 3, -4
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1821, 5]
type = ChangeState
trigger1 = time = 6
value = 1822
[Statedef 1822]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 38
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
trigger1 = time < 38
channel = 1
value = 3,2
[State 1822, 9]
type = HitDef
trigger1 = AnimElem = 1 || animelem = 3
attr = A, SA
damage = 80, 10
animtype = heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 11,9
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3, -5.5
air.velocity = -3, -5.5
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1822, 5]
type = ChangeState
trigger1 = time = 48
value = 1804
[Statedef 2800]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 2800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2
channel = 0
volume = 255
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 100, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6, -3
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
[State 1820, 1]
type = posadd
trigger1 = animelem = 9
x = 7
[State 1820, 1]
type = posadd
trigger1 = animelem = 10
x = 10
[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2810]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 2810
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2
channel = 0
volume = 255
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 125, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6.5,-3
air.velocity = -7.5, -2
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
[State 1820, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
x = 7
[State 1820, 1]
type = posadd
trigger1 = animelem = 9
x = 7
[State 1820, 1]
type = posadd
trigger1 = animelem = 10
x = 10
[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2820]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 2820
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 6
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =10611
ownpal = 1
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2
channel = 0
volume = 255
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 150, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 14,14
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7.5,-3
air.velocity = -9, -1
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1820, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
x = 14
[State 1820, 1]
type = posadd
trigger1 = animelem = 9
x = 7
[State 1820, 1]
type = posadd
trigger1 = animelem = 10
x = 10
[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1850]
type = A
movetype = A
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 100
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-1.5,1.5)
y = 0
[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-5.5
air.velocity = -2, -5.5
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Veladd
trigger1 = Time > 12
y = 0.54
[State 1850, 9]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1950]
type = A
movetype = A
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 100
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-5.5
air.velocity = -2, -5.5
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Velmul
trigger1 = Time = 0
x = 0.8
y = 0.9
[State 1851,5]
type = Veladd
trigger1 = Time = 0
x = 1
y = 0
[State 1851,5]
type = Veladd
trigger1 = Time > 0
y = 0.54
[State 1850, 9]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1853]
type = A
movetype = A
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 100
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-1.5,1.5)
y = 0
[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-5.5
air.velocity = -2, -5.5
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Veladd
trigger1 = Time > 12
y = 0.54
[State 1850, 9]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1851]
type = A
movetype = A
anim = 1850
poweradd=  (Var(10)=0)* 115
ctrl = 0
sprpriority = 2
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-2,2)
y = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1851, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5,-5.5
air.velocity = -2.5, -5.5
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Veladd
trigger1 = Time > 28
y = 0.54
[State 1851, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1951]
type = A
movetype = A
anim = 1850
poweradd=  (Var(10)=0)* 115
ctrl = 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1851, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5,-5.5
air.velocity = -2.5, -5.5
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Velmul
trigger1 = Time = 0
x = 0.8
y = 0.9
[State 1851,5]
type = Veladd
trigger1 = Time = 0
x = 1
y = -1
[State 1851,5]
type = Veladd
trigger1 = Time > 0
y = 0.54
[State 1851, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1854]
type = A
movetype = A
anim = 1850
poweradd=  (Var(10)=0)* 115
ctrl = 0
sprpriority = 2
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-2,2)
y = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1851, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5,-5.5
air.velocity = -2.5, -5.5
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851,5]
type = Veladd
trigger1 = Time > 28
y = 0.54
[State 1851, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1852]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 1850
ctrl = 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
trigger1 = time = [3,48]
channel = 1
value = 3,2
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 16 || time = 32 || time = 48
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8 || time = 24 || time = 40
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-2.5,2.5)
y = 0
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,-5.5
air.velocity = -3, -5.5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
air.cornerpush.veloff = -10
air.juggle = 4
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1851,5]
type = Veladd
trigger1 = Time > 44
y = 0.54
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1952]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 1850
ctrl = 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
trigger1 = time = [3,48]
channel = 1
value = 3,2
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 16 || time = 32 || time = 48
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8 || time = 24 || time = 40
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,-5.5
air.velocity = -3, -5.5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
air.cornerpush.veloff = -10
air.juggle = 4
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1851,5]
type = Velmul
trigger1 = Time = 0
x = 0.8
y = 0.9
[State 1851,5]
type = Veladd
trigger1 = Time = 0
x = 1
y = -2
[State 1851,5]
type = Veladd
trigger1 = Time > 0
y = 0.54
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1855]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 1850
ctrl = 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
trigger1 = time = [3,48]
channel = 1
value = 3,2
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 16 || time = 32 || time = 48
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8 || time = 24 || time = 40
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 1851,5]
type = Velset
trigger1 = Time = 0
x = ifelse(vel x < 0,-2.5,2.5)
y = 0
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
air.type = Low
fall.animtype = Hard
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,-5.5
air.velocity = -3, -5.5
fall = 1
air.fall = 1
air.cornerpush.veloff = -10
air.juggle = 4
fall.recover = 0
air.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1851,5]
type = Veladd
trigger1 = Time > 44
y = 0.54
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= -5
value = 1803
[Statedef 1864]
type = C
movetype = I
physics = C
Anim = 13033
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = time = 0
x = 20
[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0
[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1820, 1]
type = changestate
trigger1 = time = 4
value = 12
ctrl = 1
[Statedef 1860]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 6
y = 6
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
x = .20
y = .20
[State 1852, 7]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 10
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,8
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864
[Statedef 1861]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 6.5
y = 6.5
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
x = .20
y = .20
[State 1852, 7]
type = HitDef
triggerall = Var(10) = 0
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 7]
type = HitDef
triggerall = Var(10) > 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MAFD
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Light
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -6
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864
[State 1852, 8]
type = ChangeState
trigger1 = movecontact
value = 1863
[Statedef 1863]
type = A
movetype = I
Physics = N
anim = 13007
ctrl = 0
sprpriority = 2
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 5.2
y = -7
[State 2001, 8]
type = turn
trigger1 = animelem = 6
persistent = 0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 0
value = 1803
[Statedef 1862]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 3
value = 2,8
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =1060
ownpal = 1
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 7
y = 7
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
x = .20
y = .20
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1852, 8]
type = ctrlset
trigger1 = movecontact
value = 1
[State 1852, 8]
type = ChangeState
triggerall = movecontact = 0
trigger1 = pos y >= 5
value = 1864
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = pos y >= 5
value = 1803
[Statedef 1865]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852, 6]
type = Velmul
trigger1 = time = 15
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.4
[State 1852, 6]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 3
pos = 49, -59
postype = p1
stateno =1016
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1550]
type = A
movetype = A
juggle = 4
anim = 1023
ctrl = 0
sprpriority = 2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852, 6]
type = VelAdd
trigger1 = Time = 13
y = -3.5
x = -0.5
[State 1852, 6]
type = Velmul
trigger1 = time = 13
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = animelem = 3
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.4
[State 1852, 6]
type = posfreeze
trigger1 = time = [10,12]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 3
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 3
helpertype = normal
name = "hadouken"
id = 3
pos = 46, -56
postype = p1
stateno =1016
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 3
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1866]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = VelAdd
trigger1 = Time = 15
y = -3.5
x = -0.5
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.35
[State 1852, 6]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 3
pos = 49, -59
postype = p1
stateno =1017
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1650]
type = A
movetype = A
juggle = 4
anim = 1023
ctrl = 0
sprpriority = 2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 1852, 6]
type = VelAdd
trigger1 = Time = 13
y = -4.5
x = -1.5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852, 6]
type = Velmul
trigger1 = time = 13
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = animelem = 3
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.35
[State 1852, 6]
type = posfreeze
trigger1 = time = [10,12]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 3
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 3
helpertype = normal
name = "hadouken"
id = 3
pos = 46, -56
postype = p1
stateno =1017
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 3
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1867]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 8]
type = veladd
trigger1 = 1
y = 0.3
[State 1852, 9]
type = VelAdd
trigger1 = time = 15
y = -4.5
x = -1.5
[State 1852, 10]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 3
pos = 49, -59
postype = p1
stateno =1019
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 15
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 15
value = 1864
[Statedef 1750]
type = A
movetype = A
juggle = 4
anim = 1023
ctrl = 0
sprpriority = 2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 1852, 9]
type = VelAdd
trigger1 = time = 13
y = -5.5
x = -2.5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852, 6]
type = Velmul
trigger1 = time = 13
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = animelem = 3
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.3
[State 1852, 6]
type = posfreeze
trigger1 = time = [10,12]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 3
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 3
helpertype = normal
name = "hadouken"
id = 3
pos = 46, -56
postype = p1
stateno =1019
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 3
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1868]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 12220
ctrl = 0
sprpriority = 2
[State 1955, fly]
type = Veladd
trigger1 = time = 8
x = -2
[State 1955, fly]
type = Velmul
trigger1 = time = 8
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,8]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 8
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [5,8]
value = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = time = 8
value = 4, 3
channel = 0
volume = 255
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-15
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-14
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 72, -69
postype = p1
stateno =1026
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 1869]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 12220
ctrl = 0
sprpriority = 2
[State 1955, fly]
type = Veladd
trigger1 = time = 8
x = -3
[State 1955, fly]
type = Velmul
trigger1 = time = 8
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,8]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 8
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [5,8]
value = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = time = 8
value = 4, 3
channel = 0
volume = 255
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-15
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-14
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 72, -69
postype = p1
stateno =1027
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 1870]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 12220
ctrl = 0
sprpriority = 2
[State 1955, fly]
type = Veladd
trigger1 = time = 8
x = -4
[State 1955, fly]
type = Velmul
trigger1 = time = 8
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,8]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 8
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [5,8]
value = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = time = 8
value = 4, 3
channel = 0
volume = 255
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-15
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-14
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 72, -69
postype = p1
stateno =1028
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 2001]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2001, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2001, 2]
type = PlayerPush
trigger1 = 1
value = 0
[State 2001, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = animtime = 0
persistent = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2001, 9]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1
[Statedef 2002]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2002, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2002, 2]
type = velset
trigger1 = 1
x = 5
[State 2002, 3]
type = PlayerPush
trigger1 = 1
value = 0
[State 2002, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 20
persistexnt = 0
[State 2002, 9]
type = ChangeState
trigger1 = time = 20
value = 11
ctrl = 1
[Statedef 2003]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2003, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2003, 2]
type = velset
trigger1 = 1
x = 6
[State 2003, 3]
type = PlayerPush
trigger1 = 1
value = 0
[State 2003, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 24
persistexnt = 0
[State 2003, 9]
type = ChangeState
trigger1 = time = 24
value = 11
ctrl = 1
[Statedef 2010]
type    = S
movetype= I
physics = N
anim = 5121
velset = 0,0 
ctrl = 0
[State 2010, 0]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2010, 1]
type = PLaySnd
trigger1 = time = 0
value = 4,8
[State 2010, 2]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 2010, 3]
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2010, 9]
type = ChangeState
trigger1 = animelem = 4
value = 2011
[Statedef 2011]
type = A
movetype = I
physics = A
velset = -4, -3.5
[State 2011, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[Statedef 2100]
type = S
movetype = I
physics = S
juggle = 0
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2100, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2100, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 2100, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1700
[Statedef 2200]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1820
[Statedef 2210]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 8, -84
sprpriority = 2
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1862
[Statedef 2211]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 8, -84
sprpriority = 2
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = posadd
trigger1 = animelem =3, =9
x = -6
y = -22
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1867
[Statedef 3480]
type = S
movetype = A
physics = S
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 1550
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 1000, FireBa]
type = Explod
triggerall = movecontact =  1
triggerall = time > 35 && random <= (200 + 4*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,-6
random = 200,0
sprpriority = 5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1000, FireB]
type = Explod
triggerall = movecontact
triggerall = time > 35 && random <= (4*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = 0,-8
random = 600,0
sprpriority = -5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
[State 3450, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,1
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 4
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 4
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 20, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 20, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 400
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 400
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Rings] 
type = explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = 12223
pos = 0,-50
sprpriority = 5
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
id = 12223
pausemovetime = 9999
supermovetime = 9999
[State 3450, Rings] 
type = explod
trigger1 = movehit && animelem = 5
persistent = 0
ignorehitpause = 1
anim = 12223
pos = 0,-50
sprpriority = 5
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[State 3450, HitDefa]
type = HitDef
trigger1 = AnimELem = 3
attr = S, HA
damage = 100, 10
animtype = heavy
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 20, 20
sparkxy = 0, -50
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 190
ground.hittime = 190
ground.velocity = 1, -3
air.velocity = 1, -3
air.hittime = 190
snap = 50,0
ground.cornerpush.veloff = 0
fall.animtype = Hard
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
yaccel = 0.22
kill = 0
[State 3450, HitDefa]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 80, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 20, 20
sparkxy = 0, -50
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 90
ground.velocity = -1, -6
air.velocity = -1, -6
air.hittime = 90
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
fall.recover = 0
air.recover = 0
down.velocity = 0,-2
fall.recover = 0
yaccel = 0.22
kill = 0
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 3880, 9]
type = EnvShake
trigger1     = movehit && animelem = 5
trigger1 = var(46) < 90
trigger1 = var(28) < 3
ignorehitpause = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit && animelem = 5
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = movecontact
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 3450, Ikuze]
type = PlaySnd
triggerall = movecontact && timemod = 10,9 && time > 30
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
value = 5,1
volume = -100 + time
freqmul = 0.9
[State 3450, Ikuze]
type = PlaySnd
triggerall = movecontact && timemod = 15,14 && time > 30
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
value = 5,1
volume = -100 + time
freqmul = 1.1
[State 7800, 3]
type = BGPalfx
triggerall = movecontact && time = 50
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
supermove = 1
time = 121
add = 0,0,0
sinadd = -400,-400,-400,800
[State 3880, 9]
type = EnvShake
triggerall = movecontact && time = 40
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
persistent = 1
time = 155
ampl = -4
freq = 100
phase = 90
[State 3450, Ikuze]
type = PlaySnd
trigger1 = movecontact
persistent = 0
value = 1,6
volume = 255
channel = 0
[State 3450, 3]
type = PlaySnd
trigger1 = movecontact && time = 25
trigger1 = var(46) < 90
trigger1 = var(28) < 3
persistent = 0
value = 0,16
volume = 255
freqmul = 0.4
[State 3450, 9]
type = ChangeAnim
trigger1 = time = 10 && movehit = 0
value = 1500
elem = 4
[State 3450, 9]
type = ChangeState
trigger1 = AnimElem = 4 && movehit = 0
value = 3490
[State 3450, 9]
type = ChangeState
trigger1 = AnimElem = 6 && movehit
value = 3481
[Statedef 3481]
type = A
movetype = A
ctrl = 0
[State 7800, 3]
type = BGPalfx
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
supermove = 1
time = 100
add = -255,-255,-255
sinadd = 255,255,255,400
[State 3450, SuperLight] 
type = Explod
triggerall = time = 0 && facing = -1
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
anim = 10070
pos = frontedgedist -30,0
sprpriority = 5
postype = front
supermove = 1
bindtime = -1
ownpal = 1
scale = 1.2,1.2
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = time = 0 && facing = 1
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
facing = -1
anim = 10070
pos = -frontedgedist +30,0
sprpriority = 5
postype = front
supermove = 1
bindtime = -1
ownpal = 1
scale = 1.2,1.2
pausemovetime = 9999
[State 3450, Ikuze]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 2,10
volume = 255
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 4,1
volume = 255
channel = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =1067
ownpal = 1
shadow = 0
size.xscale = 1.2
facing = -1
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 1510, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 4
y = -15
[State 1500, 0]
type = Varadd
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
v = 21
value = 1
[State 3450, HitDefb]
type = HitDef
triggerall = AnimELem = 6
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = S, HA
damage = 400, 10
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -3, -15
getpower=  (Var(10)=0)* 0
air.velocity = -3, -15
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 3450, Rings] 
type = explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = 12223
pos = 0,-50
sprpriority = 5
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
id = 12223
pausemovetime = 9999
supermovetime = 9999
[State 3450, HitDefb]
type = HitDef
triggerall = AnimELem = 6
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = S, HA
damage = 650, 10
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -25
getpower=  (Var(10)=0)* 0
air.velocity = -1, -25
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1551
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = vel y > 0
trigger1 = pos y >= 0
Time = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1874
[Statedef 3482]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3455
ctrl = 0
[Statedef 3490]
type = A
movetype = A
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 4,1
volume = 255
channel = 0
[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 4
y = -12.5
[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .86
[State 1610, 3]
type = VelAdd
trigger1 = Time >= 0
y = .42
[State 1610, 9]
type = HitDef
trigger1 = timemod = 3,2
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 2
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2, -8
air.velocity = -2, -8
air.juggle = 10
fall = 1
fall.recover = 0
[State 1610, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1610, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = vel y > 0
trigger1 = pos y >= 0
Time = 0
[State 1610, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 4480]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* -1000
anim = 2820
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 6
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =10611
ownpal = 1
[State 1510, 5]
type = Screenbound
trigger1 = 1
movecamera = 1,1
value = 0
[State 3450, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,4]
value = SCA
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 3,9
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 10
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 10
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -3, -10
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -3, -10
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 93
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 153
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2
channel = 0
volume = 255
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4
[State 1800, 1]
type = HitDef
triggerall = AnimElem = 1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
p2facing = 1
p2turn = 1
attr = S, SA
damage = 350, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 14,14
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,0
air.velocity = -8,-2
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
p2stateno = 4481
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "leg fire"
ignorehitpause = 1
persistent = 0
pos = 0,-73
postype = p1
stateno =10610
ownpal = 1
[State 1800, 1]
type = HitDef
triggerall = AnimElem = 1
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
p2facing = 1
p2turn = 1
attr = S, SA
damage = 550, 10
animtype = Heavy
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30,30
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S2,9
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,0
air.velocity = -8,-2
fall.recover = 0
air.recover = 0
fall = 1
air.juggle = 4
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
p2stateno = 4483
[State 1820, 1]
type = posadd
trigger1 = animelem = 1
x = -5
[State 1820, 1]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 14
[State 1820, 1]
type = posadd
trigger1 = animelem = 9
x = 7
[State 1820, 1]
type = posadd
trigger1 = animelem = 10
x = 10
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = Animtime = 0
Time = 0
[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 4481]
type = A
movetype = H
physics = N
[State 936, 2]
type = VelSet
trigger1 = time = 0
trigger1 = (facing != enemynear, facing)
persistent = 0
ignorehitpause = 1
x = -9
y = -6
[State 936, 2]
type = VelSet
trigger1 = time =  0
trigger1 = (facing = enemynear, facing)
persistent = 0
ignorehitpause = 1
x = 9
y = -6
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4481
[State 936, 2]
type = Veladd
trigger1 = 1
y = 0.34
[State 936, 6]
type = Selfstate
trigger1 = Pos Y >= 10
value = 5100
[State 936, 6]
type = Changestate
trigger1 = backedgedist <= 10 && time > 5 && vel Y <= 0
value = 4482
[Statedef 4483]
type = A
movetype = H
physics = N
[State 936, 2]
type = posfreeze
value = 1
trigger1 = time < 30
[State 936, 2]
type = VelSet
trigger1 = time = 30
trigger1 = (facing != enemynear, facing)
persistent = 0
ignorehitpause = 1
x = -19
y = -6
[State 936, 2]
type = VelSet
trigger1 = time =  30
trigger1 = (facing = enemynear, facing)
persistent = 0
ignorehitpause = 1
x = 19
y = -6
[State 936, 1]
type = ChangeAnim2
trigger1 = time < 30
value = 4481
[State 936, 2]
type = Veladd
trigger1 = 1
y = 0.34
[State 936, 6]
type = Selfstate
trigger1 = Pos Y >= 10
value = 5100
[State 936, 6]
type = Changestate
trigger1 = backedgedist <= 10 && time > 35 && vel Y <= 0
value = 4482
[Statedef 4482]
type = A
movetype = H
physics = N
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0
value = F7, 0
[State 936, 2]
type = Veladd
trigger1 = 1
y = 0.3
[State 936, 2]
type = VelSet
trigger1 = time = 0
x = 3
y = (-5.7-(((p2bodydist Y))*0.02))
[State 2001, 8]
type = turn
trigger1 = time = 0
persistent = 0
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4481
[State 936, 6]
type = SelfState
trigger1 = time = 0
value = 5050
[Statedef 3450]
type = S
movetype = A
physics = S
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3450, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10.5
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
[State 3450, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 3,9
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 0
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 0
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 20, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 20, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 93
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 153
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 6, 7
sparkxy = 0, -50
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -1
air.velocity = -2, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 2
value = 3,5
volume = 255
channel = 0
[State 3450, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 4,0
volume = 255
[State 3450, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3454
[Statedef 3454]
type = A
movetype = A
ctrl = 0
[State 1510, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3.5
[State 1500, 0]
type = Varadd
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
v = 21
value = 1
[State 3450, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -2, -4
getpower=  (Var(10)=0)* 0
air.velocity = -2.5, -4
air.type = Low
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
fall = 1
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 3453
[Statedef 3453]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3455
ctrl = 0
[Statedef 3455]
type = S
movetype = A
physics = S
anim = 1500
velset = 0,0
sprpriority = 2
ctrl = 0
[State 3450, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10.5
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 2
value = 2,3
volume = 255
channel = 0
[State 3450, 9]
type = ChangeANim
triggerall = var(21) > 2
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 1500
[State 3455, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 3455, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[State 3455, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5,6
sparkxy = 0, -50
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
getpower=  (Var(10)=0)* 0
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 3450, 6]
type = PlaySnd
trigger1 = Animelem = 3
value = 4,0
volume = 255
[State 3450, 9]
type = ChangeState
triggerall = AnimElem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3451
[State 3450, 9]
type = ChangeState
triggerall = AnimElem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3451
[Statedef 3451]
type = A
movetype = A
ctrl = 0
[State 1510, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3.5
[State 3455, HitDefb]
type = HitDef
triggerall = AnimELem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = S, HA
damage = 45, 10
animtype = Back
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = -2, -4
air.velocity = -2, -4
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
fall = 1
[State 3455, HitDefb]
type = HitDef
triggerall = AnimELem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = S, HA
damage = 45, 10
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Heavy
air.type = Heavy
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = -2,-5
air.velocity = -2, -5
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
fall = 1
air.recover = 0
down.velocity = 0,-2
fall.recover = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%2) = 0 && roundstate = 2 && p2life > 0
triggerall = time > 5
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 3452
[Statedef 3452]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%2) = 0 && roundstate = 2 && p2life > 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 1520, 9]
type = ChangeState
triggerall = Time = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3460
ctrl = 0
[State 1520, 9]
type = ChangeState
triggerall = Time = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3461
ctrl = 0
[Statedef 3460]
type = S
movetype = A
physics = N
anim = 1500
velset = 0,0
sprpriority = 2
ctrl = 0
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2
volume = 255
channel = 0
[State 3455, FloorFire]
type = Explod
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 11
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95
[State 3460, 2]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 4,0
volume = 255
[State 3460, HitDef]
type = HitDef
trigger1 = AnimELem = 2
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 1,2
sparkxy = 0, -55
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
air.fall = 1
fall.animtype = Hard
forcestand = 1
down.velocity = -1,-2
fall.recover = 0
[State 3460, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 1,2
sparkxy = 0, -55
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
getpower=  (Var(10)=0)* 0
fall.animtype = Hard
air.fall = 1
forcestand = 1
down.velocity = -1,-2
fall.recover = 0
[State 3460, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3470
[Statedef 3470]
type = A
movetype = A
physics = N
velset = 4, -10.5
sprpriority = 2
ctrl = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hand fire"
pos = 0,0
postype = p1
stateno =1062
ownpal = 1
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 3455, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 135, 10
animtype = Back
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 5
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = -2,-15
air.velocity = -2, -15
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, 3]
type = VelMul
trigger1 = time > 0
x = .88
[State 3470, 4]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 3470, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 3470, RemoveFF_4]
type = RemoveExplod
trigger1 = animelem = 1
trigger1 = anim = 1510
id = 2603
[State 3470, Fire Fist 5]
type = explod
trigger1 = animelem = 1 && anim = 1510
anim = 2604
id = 2604
pos = 0,-20
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
[State 3470, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0
[State 3470, 9]
trigger1 = vel y > 0 && pos y >= 0
type = ChangeState
value = 1520
[Statedef 3461]
type = S
movetype = A
physics = N
anim = 1501
velset = 0,0
sprpriority = 2
ctrl = 0
[State 3460, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 30,30
sparkxy = 0, -55
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2.5, -8
air.velocity = -2.5, -8
getpower=  (Var(10)=0)* 0
fall.animtype = Hard
air.type = low
air.fall = 1
forcestand = 1
down.velocity = -1,-2
fall.recover = 0
[State 3455, FloorFire]
type = Explod
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 4
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95
[State 3460, 2]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 4,0
volume = 255
[State 3460, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3471
[Statedef 3471]
type = A
movetype = A
physics = N
velset = 1, -4
sprpriority = 2
ctrl = 0
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 4,1
volume = 255
channel = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10679
ownpal = 1
shadow = 0
size.xscale = 1.2
facing = -1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%2) = 0 && roundstate = 2 && p2life > 0
triggerall = movecontact = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hand fire"
pos = 0,0
postype = p1
stateno =1062
ownpal = 1
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 3455, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 100, 10
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = 0,-10
air.velocity = 0, -10
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, 3]
type = VelMul
trigger1 = time > 0
x = .88
[State 3470, 4]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 3470, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 3470, RemoveFF_4]
type = RemoveExplod
trigger1 = animelem = 1
trigger1 = anim = 1510
id = 2603
[State 3470, Fire Fist 5]
type = explod
trigger1 = animelem = 1 && anim = 1510
anim = 2604
id = 2604
pos = 0,-20
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
[State 3470, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0
[State 3470, 9]
trigger1 = vel y > 0 && pos y >= 0
type = ChangeState
value = 1520
[Statedef 3700]
type = S
movetype = A
juggle = 6
poweradd=  (Var(10)=0)* -1000
anim = 3500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 65
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, Kurai]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = time = 0
value = 3,9
channel = 0
[State 3700, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 65
movetime = 13
sprpriority = 3
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 32
movetime = 13
sprpriority = 3
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC1] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10410
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC2] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10411
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC1] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10412
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC2] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10413
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) = 0
trigger1 = animelem = 1
anim = 2610
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999
[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 2611
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999
[State 1700, Remove Fist Fire 1]
type = RemoveExplod
trigger1 = animelem = 6
id = 2600
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 5
value = 7,3
volume = 255
[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 5
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 5
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 5
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,10
channel = 0
[State 3450, Wind effect2] 
type = Explod
trigger1 = AnimElem = 7
anim = 9403
pos = -5,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10200
sprpriority = 0
pos = -2,0
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1
[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10201
sprpriority = 2
pos = -2,0
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1
[State 3450, Column Fire] 
type = Explod
trigger1 = AnimElem = 6
anim = 10100
pos = -2,0
sprpriority = -4
postype = p1
bindtime = 1
ownpal = 1
id = 10100
removeongethit = 1
[State 3450, Column Fire] 
type = Explod
trigger1 = AnimElem = 6
anim = 10101
pos = -2,1
sprpriority = -1
postype = p1
bindtime = 1
ownpal = 1
id = 10100
removeongethit = 1
[State 1700, Fist Fire Frame 2]
type = explod
trigger1 = animelem = 6
anim = 2601
id = 2601
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 1700, Remove Fist Fire 2]
type = RemoveExplod
trigger1 = animelem = 7
id = 2601
[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 7
anim = 2602
id = 2602
pos = ifelse(animelemtime(7)=0,0,-3),ifelse(animelemtime(7)=0,0,-6)
postype = p1
bindtime = -1
removetime = 4
sprpriority = 3
scale = ifelse(animelemtime(7)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = stateno = 3710
id = 2602
[State 3700, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 20, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 0
sparkxy = -5, -50
sparkno = 3
guard.sparkno = 9300
hitsound = S2,7
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3,-8
air.velocity = 3, -8
down.velocity = 3,-8
fall = 1
fall.animtype = hard
[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3710
[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3711
[Statedef 3710]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2
[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = movehit
persistent = 0
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, -7
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 9]
type = HitDef
triggerall = hitcount >= 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 2,0
sparkxy = -5, -130
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing!]
type = HitDef
triggerall = Hitcount < 20
triggerall = P2BodyDist X < 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 16,5
velset = 0,-10
guardflag = MA
hitflag = MAFD
getpower=  (Var(10)=0)* 0
pausetime = 2,1
guardsound = S0,100
sparkxy = -5, -130
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
air.velocity = 0,-7
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = Hitcount < 20
triggerall = P2BodyDist X >= 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 16,5
velset = 0,-10
guardflag = MA
getpower=  (Var(10)=0)* 0
hitflag = MAFD
pausetime = 2,1
guardsound = S0,100
sparkxy = -5, -130
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
air.velocity = 2,-8
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing!]
type = HitDef
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X < 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
getpower=  (Var(10)=0)* 0
damage   = 15,5
velset = 0,-10
guardflag = MA
hitflag = MAFD
pausetime = 2,1
guardsound = S0,100
sparkxy = -5, -130
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
air.velocity = -3,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X > 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 15,5
velset = 0,-10
getpower=  (Var(10)=0)* 0
guardflag = MA
hitflag = MAFD
pausetime = 2,1
guardsound = S0,100
sparkxy = -5, -130
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
air.velocity = -5,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 4]
type = VelAdd
trigger1 = Time > 5
y = .44
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
triggerall = vel y < 0
trigger1 = Hitcount > 18
trigger1 = movehit
value = 255, 10, 10
under = 1
time = 1
[State 3710, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 3710, 7]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 3711]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2
[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 21, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, -5
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 4]
type = VelAdd
trigger1 = Time > 5
trigger1 = time < 40
y = .20
[State 3710, 4]
type = VelAdd
trigger1 = Time > 40
y = .44
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 3710, 7]
triggerall = movecontact
trigger1 = time = 40
type = ChangeState
value = 3712
[State 3710, 7]
triggerall = movecontact = 0
trigger1 = time = 40
type = ChangeAnim
value = 1510
[State 3710, 7]
triggerall = movecontact = 0
trigger1 = time > 10
trigger1 = pos Y >= -5
type = ChangeState
value = 1520
[Statedef 3712]
type = A
movetype = A
physics = N
anim = 3521
sprpriority = -5
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = 9
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 21, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
guard.sparkno = S9300
guardsound = S0,100
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, 8
fall = 1
fall.animtype = Hard
down.velocity = -1,7
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = -2
airguard.velocity = -2,3
[State 3710, 4]
type = VelAdd
trigger1 = Time > 0
y = .3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y > 0
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
trigger1 = Pos Y >= -5
ignorehitpause = 1
time = 40
ampl = -10
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y > 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
trigger1 = pos y >= -5
value = 255, 10, 10
under = 1
time = 3
[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10202
sprpriority = 2
pos = 0,-50
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1
[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10203
sprpriority = 0
pos = 0,-50
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1
[State 1500, 0]
type = Varset
trigger1 = pos y >= -5
v = 28
value = 0
[State 3800, Crash]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 2,9
volume = 255
[State 3800, Bam]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 3,3
volume = 255
[State 3450, Implosion] 
type = Explod
trigger1 = Pos Y >= -5
anim = 10451
sprpriority = 5
pos = 0,10
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
ontop = 1
scale = 1.3,1.3
removeongethit = 1
[State 3710, 7]
trigger1 = Pos Y >= -5
type = ChangeState
value = 3713
[Statedef 3713]
type = A
movetype = I
Physics = N
anim = 1821
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 40
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 5
y = -9
[State 2001, 8]
type = turn
trigger1 = time = 0
persistent = 0
[State 1852, 8]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 107
ctrl = 0
[Statedef 4800]
type = S
movetype = A
physics = S
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 2900
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3450, Pause]
type = Pause
triggerall = time=  0
trigger1 = var(28) > 0
anim = -1
pos = 28, -27
time = 27
sprpriority = 3
movetime = 27
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,1
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 4
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 4
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 4
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 4
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 0
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 4
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 0
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 4
anim = 10060
pos = 3, -115
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 4
anim = 10061
pos = 3, -115
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 4
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 4
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 4
value = 0,12
volume = 200
[State 1500, 0]
type = Varadd
trigger1     = animelem = 4
v = 28
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = AnimElem = 4
time = 400
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = AnimElem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 400
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3880, 9]
type = EnvShake
trigger1     = animelem = 7
ignorehitpause = 1
persistent = 0
time = 20
ampl = -12
freq = 100
phase = 1
[State 195, 5]
type = PlaySnd
trigger1     = animelem = 7
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1     = animelem = 7
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1     = animelem = 7
value = 5,3
volume = 255
freqmul = 1.2
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 7
helpertype = normal
name = "kongblast"
id = 8
pos = 0,0
postype = p1
stateno =4801
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 17
helpertype = normal
name = "kongblast"
id = 8
pos = 40,0
postype = p1
stateno =4802
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 17
helpertype = normal
name = "kongblast"
id = 8
pos = -40,0
postype = p1
stateno =4803
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 11
helpertype = normal
name = "kongblast"
id = 8
pos = 0,20
postype = p1
stateno =4804
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 11
helpertype = normal
name = "kongblast"
id = 8
pos = 0,-20
postype = p1
stateno =4805
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 13
helpertype = normal
name = "kongblast"
id = 8
pos = 25,10
postype = p1
stateno =4806
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 15
helpertype = normal
name = "kongblast"
id = 8
pos = 15,-10
postype = p1
stateno =4807
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 13
helpertype = normal
name = "kongblast"
id = 8
pos = -25,10
postype = p1
stateno =4808
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
triggerall = var(46) < 90
trigger1 = Animelem = 15
helpertype = normal
name = "kongblast"
id = 8
pos = -15,-10
postype = p1
stateno =4809
ownpal = 1
size.xscale = 0.40
size.yscale = 0.22
[State 1700, hadouken hit helper]
type = Helper
triggerall = AnimElem = 7
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "kongblast"
id = 8
pos = -15,-10
postype = p1
stateno =4810
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
triggerall = time > 13
triggerall = time < 43
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 7800, 3]
type = BGPalfx
triggerall = time = 13
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
supermove = 1
time = 60
add = 0,0,0
sinadd = -400,-400,-400,400
[State 3860, 5]
type = ChangeAnim
triggerall = time = 26
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 2922
elem = 10
persistent = 0
[State 210, 1]
type = AfterImageTime
trigger1 = Animtime = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = Animtime = 0
v = 28
value = 0
[State 3450, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
[Statedef 4801]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2910
velset = 0,0
sprpriority = 5
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, HitDefb]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
damage = 100/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,3
sparkxy = 0, -75
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -3, -8
getpower=  (Var(10)=0)* 0
air.velocity = -3, -5-((p2bodydist Y)*0.04)
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 16
[Statedef 4802]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = 8,0
sprpriority = 3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,9
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 50/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4803]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = -8,0
sprpriority = 3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 20/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4804]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = 0,1.5
sprpriority = 3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,9
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 30/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4805]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = 0,-1.5
sprpriority = -3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 20/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4806]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = 4,0.75
sprpriority = 3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,9
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 50/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4807]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = 4,-0.75
sprpriority = -3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 50/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4808]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = -3,0.75
sprpriority = 3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,9
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 50/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4809]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2920
velset = -3,-0.75
sprpriority = -3
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -50,90
[State 3450, HitDefb]
type = HitDef
trigger1 = hitcount < 3
attr = S, HA
damage = 30/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -1, -12
getpower=  (Var(10)=0)* 0
air.velocity = -1, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -6,-12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(51)),(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time = [0,12]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1
accel = -1/3*(var(52)),(var(51))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 35
[Statedef 4810]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2921
velset = 0,0
sprpriority = -1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
freqmul = 0.6
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
freqmul = 0.6
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 17
value = 8,10
volume = 255
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 17
value = 8,10
volume = 255
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 17
value = 8,10
volume = 255
[State 930, HitCountAdd]
type = Sprpriority
trigger1 = animelem = 8
value = 3
persistent = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -70,-30
[State 3450, HitDefb]
type = HitDef
triggerall = time < 22
triggerall = movecontact = 0
trigger1 = p2bodydist X < -5
attr = S, HA
damage = 80/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -5, -8
getpower=  (Var(10)=0)* 0
air.velocity = -5, -8
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 3450, HitDefb]
type = HitDef
triggerall = time < 22
triggerall = movecontact = 0
trigger1 = p2bodydist X > -5
attr = S, HA
damage = 80/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkxy = var(52), var(53)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = 5, -8
getpower=  (Var(10)=0)* 0
air.velocity = 5, -8
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 3450, HitDefb]
type = HitDef
triggerall = time > 22
triggerall = p2bodydist X < -5
trigger1 = timemod = 2,1
attr = S, HA
damage = 80/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = var(52), var(53)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -3, -12
getpower=  (Var(10)=0)* 0
air.velocity = -3, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 3450, HitDefb]
type = HitDef
triggerall = time > 22
triggerall = p2bodydist X > -5
trigger1 = timemod = 2,1
attr = S, HA
damage = 80/(Parent, Var(22)),4
animtype = Up
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = var(52), var(53)
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 20
ground.hittime = 27
ground.velocity = 3, -12
getpower=  (Var(10)=0)* 0
air.velocity = 3, -12
air.type = high
air.fall = 1
fall = 1
down.velocity = 0,-2
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = 3
[State 1000, 5]
type = velmul
trigger1 = 1
x = 0.8
y = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -10,-14
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = time < 15
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 55,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,-(var(35))/5
supermovetime = 9999
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [15,25]
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 55,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = 0,0
supermovetime = 9999
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [25,45]
persistent = 1
anim = ifelse(random>500,12212,12215)
id = 12213
postype = p1
pos = 30,-15
random = 35,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 1,1
accel = 0,(var(35))/10
supermovetime = 9999
pausemovetime = 9999
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,-14
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = time < 15
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 55,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,-(var(37))/5
supermovetime = 9999
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [15,25]
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 55,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = 0,0
supermovetime = 9999
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [25,45]
persistent = 1
anim = ifelse(random>500,12212,12215)
id = 12213
postype = p1
pos = -30,-10
random = 35,15
sprpriority = 5
ownpal = 1
vel = 0,(var(37))
scale = 1,1
accel = 0,(var(37))/10
supermovetime = 9999
pausemovetime = 9999
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 6
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .50,.50,.50
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 70
[Statedef 4811]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12203
velset = 0,0
sprpriority = 3
[State 1822, Sound]
type = playsnd
trigger1 = time = 0
value = 2,7
freqmul = 0.85
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = -50,-50,0
sinadd = -40,-40,-40, 5
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
Timegap = 1
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 16
[Statedef 3800]
type = S
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* -1000
anim = 3820
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3800, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 160
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 57
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3800, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = -19, -29
movetime = 17
sprpriority = 3
[State 3800, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -19, -29
movetime = 17
sprpriority = 3
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -17, -9
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -17, -9
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7,3
volume = 255
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = animelem = 3
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 3
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 0
[State 3850, 5]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(28) < 3
trigger1 = var(46) < 90
value = 3860
[State 3850, 5]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(28) >= 3
trigger2 = var(46) >= 90
value = 3840
[Statedef 3860]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -1
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-6
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 1700, Sucker]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "sucker"
id = 4
pos = -10,0
postype = p2
stateno =3864
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = time = 0
value = 6,11
channel = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
elem = 4
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 3860, 2]
type = Velset
trigger1 = 1
x = 0
[State 3860, 2]
type = Velmul
trigger1 = 1
y = 0.95
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 5
trigger1 = time < 62
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 7
trigger1 = time < 62
value = 3,2
[State 1822, Sound]
type = playsnd
trigger1 = (gametime%12) = 1
trigger1 = time < 67
value = 0,14
freqmul = 1.2
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 5
anim = 3852
pos = 0, 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.5 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 5
anim = 3851
pos = -10+(time/2), 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 7
anim = 3850
pos = 10-(time/2), 0-(pos Y)
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 1700, hadouken hit helper]
type = Helper
triggerall = time < 62
trigger1 = Animelem = 7
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = time < 62
trigger1 = Animelem = 5
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 10
v = 26
value = 1
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 20
v = 26
value = 2
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 30
v = 26
value = 3
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 40
v = 26
value = 4
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 50
v = 26
value = 5
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time < 56
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 15+((p2bodydist X)/20), 0
air.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time < 56
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -15-((p2bodydist X)/20), 0
air.velocity = -10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time >= 56
attr = A, HA
damage = 25, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -1
air.velocity = 16, -1
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time >= 56
attr = A, HA
damage = 25, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -1
air.velocity = -16, -1
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 62
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 62
value = 3861
[Statedef 3841]
type = A
movetype = A
physics = N
anim = 12011
sprpriority = 5
velset = 0, 0
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-6
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 100
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3860, 9]
type = Changeanim
trigger1 = root, stateno = 3840
trigger1 = root, time = 98
value = 12013
[State 3860, 9]
type = destroyself
trigger1 = root, stateno != 3840
trigger1 = animtime = 0
[Statedef 3840]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -1
ctrl = 0
[State 1700, Sucker]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "sucker"
id = 4
pos = -10,0
postype = p2
stateno =3865
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = time = 0
value = 6,11
channel = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
elem = 4
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 3860, 2]
type = Velset
trigger1 = 1
x = 0
[State 3860, 2]
type = Velmul
trigger1 = 1
y = 0.95
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 5
trigger1 = time < 98
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 7
trigger1 = time < 98
value = 3,2
[State 1822, Sound]
type = playsnd
trigger1 = (gametime%12) = 1
trigger1 = time < 98
value = 0,14
freqmul = 1.2
[State 1700, Dragon]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Hurricane"
pos = 0, 0-(pos Y)
postype = p1
stateno =3841
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1.2
[State 3865, Flames] 
type = removeExplod
trigger1 = time = 98
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 3852
pos = 0, 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.5 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 3851
pos = -10+(time/2), 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 7
anim = 3850
pos = 10-(time/2), 0-(pos Y)
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 7
anim = 13010
pos = 40, -59
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 13012
pos = -30, -59
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 10
v = 26
value = 1
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 20
v = 26
value = 2
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 30
v = 26
value = 3
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 40
v = 26
value = 4
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 50
v = 26
value = 5
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time < 86
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 15+((p2bodydist X)/20), 0
air.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time < 86
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -15-((p2bodydist X)/20), 0
air.velocity = -10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time >= 86
attr = A, HA
damage = 25, 10
animtype = Up
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 4, -20
air.velocity = 4, -20
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time >= 86
attr = A, HA
damage = 25, 10
animtype = Up
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4 -20
air.velocity = -4 -20
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 98
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 98
value = 3861
[Statedef 3864]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1014
sprpriority = 5
velset = 0,0
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA
ignorehitpause = 1
[State 981, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 1
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 2
[State 981, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 3
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 60
trigger2 = root, stateno != 3860
trigger3 = root, stateno = 3860
trigger3 = root, movecontact
[Statedef 3865]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1014
sprpriority = 5
velset = 0,0
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA
ignorehitpause = 1
[State 981, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 1
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [11,20]
x = 2
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [20,30]
x = 3
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [30,40]
x = 4
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [40,50]
x = 5
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [50,60]
x = 6
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [70,80]
x = 7
[State 981, VelSet 2]
type = VelSet
trigger1 = Time >= 80
x = 8
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 90
trigger2 = root, stateno != 3840
trigger3 = root, stateno = 3840
trigger3 = root, movecontact
[Statedef 38650]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 10140
sprpriority = 5
velset = 0,0
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA
ignorehitpause = 1
[State 981, VelSet 1]
type = VelSet
trigger1 = 1
y = 10
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 60
[Statedef 3866]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1014
sprpriority = 5
velset = 0,0
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA
ignorehitpause = 1
[State 981, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 1
[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 2
[State 981, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 3
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 60
trigger2 = root, stateno != 3911
trigger3 = root, stateno = 3911
trigger3 = root, movecontact
[Statedef 3845]
type = S
movetype = A
juggle = 3
physics = S
poweradd=  (Var(10)=0)* -3000
anim = 1202
velset = 0,0
ctrl = 0
sprpriority = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-3
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 70+3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -2,-3
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -30-3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 1700, hadouken hit helper1]
type = Playsnd
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "x"
trigger2 = Var(30) = 59 && time = 25
value = 0,17
volume = 255
persistent = 0
[State 1700, hadouken hit helpe2r]
type = Playsnd
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "y"
trigger2 = Var(30) = 59 && time = 43
value = 0,17
volume = 255
persistent = 0
[State 1700, hadouken hit helper3]
type = Playsnd
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "holdfwd"
trigger2 = Var(30) = 59 && time = 52
value = 0,17
volume = 255
persistent = 0
[State 1700, hadouken hit helper4]
type = Playsnd
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "a"
trigger2 = Var(30) = 59 && time = 56
value = 0,17
volume = 255
persistent = 0
[State 1700, hadouken hit helper5]
type = Playsnd
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "b"
trigger2 = Var(30) = 59 && time = 59
value = 0,17
volume = 255
persistent = 0
[State 3880, 9]
type = EnvShake
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "x"
trigger2 = Var(30) = 59 && time = 25
persistent = 0
ignorehitpause = 1
time = 4
ampl = -6
freq = 100
phase = 1
[State 3880, 9]
type = EnvShake
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "y"
trigger2 = Var(30) = 59 && time = 43
persistent = 0
ignorehitpause = 1
time = 4
ampl = 6
freq = 100
phase = 1
[State 3880, 9]
type = EnvShake
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "holdfwd"
trigger2 = Var(30) = 59 && time = 52
persistent = 0
ignorehitpause = 1
time = 4
ampl = -6
freq = 100
phase = 1
[State 3880, 9]
type = EnvShake
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "a"
trigger2 = Var(30) = 59 && time = 56
persistent = 0
ignorehitpause = 1
time = 4
ampl = 6
freq = 100
phase = 1
[State 3880, 9]
type = EnvShake
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "b"
trigger2 = Var(30) = 59 && time = 59
persistent = 0
ignorehitpause = 1
time = 4
ampl = -6
freq = 100
phase = 1
[State 7800, 3]
type = BGPalfx
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "x"
trigger2 = Var(30) = 59 && time = 25
supermove = 1
time = 4
add = 0,0,0
persistent = 0
[State 7800, 3]
type = BGPalfx
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "y"
trigger2 = Var(30) = 59 && time = 43
supermove = 1
time = 4
add = 50,0,0
persistent = 0
[State 7800, 3]
type = BGPalfx
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "holdfwd"
trigger2 = Var(30) = 59 && time = 52
supermove = 1
time = 4
add = 100,0,0
persistent = 0
[State 7800, 3]
type = BGPalfx
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "a"
trigger2 = Var(30) = 59 && time = 56
supermove = 1
time = 4
add = 150,155,155
persistent = 0
[State 7800, 3]
type = BGPalfx
triggerall = time = [25,60]
triggerall = movehit
trigger1 = command = "b"
trigger2 = Var(30) = 59 && time = 59
supermove = 1
time = 4
add = 200,0,0
persistent = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = movecontact && p2statetype = A
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 24
anim = 1031
pos = -15,0
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 3885, SuperLight] 
type = Explod
trigger1 = time = [22,28]
trigger1 = gametime%2 = 1
anim = 1032
pos = 86,-65
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.4, 0.3
vel = -3, 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 22
helpertype = normal
name = "leg fire"
pos = 86,-75
postype = p1
stateno =1068
ownpal = 1
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 1
trigger1 = movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 1
trigger1 = movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer]
type = Varset
trigger1 = time = 0
v = 46
value = 0
[State 181, Randomizer]
type = Varset
triggerall = time < 60
triggerall = movehit
trigger1 = command = "hBust1"
trigger2 = Var(30) = 59 && time = 59
v = 46
value = 99
[State 1700, hadouken hit helper5]
type = Playsnd
triggerall = time < 60
triggerall = movehit
trigger1 = command = "hBust1"
trigger2 = Var(30) = 59 && time = 59
value = 0,12
freqmul = 1.2
volume = 255
persistent = 0
[State 7800, 3]
type = BGPalfx
triggerall = time < 60
triggerall = movehit
trigger1 = command = "hBust1"
trigger2 = Var(30) = 59 && time = 59
supermove = 1
time = 20
add = 0,0,0
sinadd = 500,500,500,44
persistent = 0
[State 3800, SuperLight] 
type = Explod
triggerall = time < 60
triggerall = movehit
trigger1 = command = "hBust1"
trigger2 = Var(30) = 59 && time = 59
anim = 1300
pos = 160, 120
sprpriority = -4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
pausemovetime = 9999
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,40]
value = SCA
time = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 180
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 57
ignorehitpause = 1
invertall = 1
[State 3800, SuperPause]
type = Pause
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = -19, -29
movetime = 18
sprpriority = 3
[State 3800, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 10060
pos = 7, -66
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,7
volume = 255
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,4
volume = 255
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,3
volume = 255
channel = 0
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,4
volume = 255
freqmul = 0.8
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,7
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = animelem = 3
v = 28
value = 1
[State 1500, 0]
type = Velset
trigger1 = animelem = 5
x = 6
[State 3700, Shadows]
type = Afterimage
trigger1 = Animelem = 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -15
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 3860, 9]
type = HitDef
trigger1 = animElem = 1 && time < 30
attr = A, HA
damage = 400, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 15,13
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3, -1.6
air.velocity = -3, (-1.7-(((p2bodydist Y))*0.02))
yaccel = 0.05
fall = 1
kill = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
fall.damage = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = movecontact
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 20,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = movecontact
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 3850, 5]
type = ChangeAnim
triggerall = time = 60 && movehit
trigger1 = var(46) >= 90
persistent = 0
value = 1203
[State 3850, 5]
type = ChangeAnim
trigger1 = time = 60 && movehit = 0
persistent = 0
value = 1202
elem = 35
[State 1500, 0]
type = Varset
triggerall = animtime = 0
trigger1 = var(28) < 3
trigger1 = var(46) < 90
v = 28
value = 0
[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(46) < 90
trigger2 = animtime = 0 && movehit = 0
trigger2 = var(46) >= 90
value = 0
ctrl = 1
[State 3850, 5]
type = ChangeState
triggerall = animtime = 0 && movehit
trigger1 = var(46) >= 90
value = 3846
[Statedef 3846]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3960
velset = 0,0,0
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,2
volume = 255
channel = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1510, 5]
type = Screenbound
trigger1 = 1
movecamera = 0,0
value = 0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 0,16
freqmul = 0.8
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3847
[Statedef 3847]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 12,0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = p2bodydist X < -70
trigger2 = frontedgedist < 11
value = 3848
ctrl = 0
[Statedef 3848]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 47
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3849
ctrl = 0
[Statedef 3849]
type = S
movetype = A
physics = S
anim = 1205
velset = 0,0
ctrl = 0
sprpriority = 3
[State 191, 1]
type = posadd
trigger1 = animelem = 5
x = -60
[State 191, 1]
type = posadd
trigger1 = animelem = 6
x = -10
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
name = "leg fire"
pos = 0,-59
postype = p1
stateno =10610
ownpal = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-3
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 70+3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -2,-3
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 11040, 2]
type = turn 
trigger1 = time = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = movecontact = 0
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 24
anim = 1031
pos = -15,0
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 1, 0.7
[State 3885, SuperLight] 
type = Explod
trigger1 = time = [22,28]
trigger1 = gametime%2 = 1
anim = 1032
pos = 86,-65
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.4, 0.3
vel = -3, 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 22
helpertype = normal
name = "leg fire"
pos = 86,-75
postype = p1
stateno =1068
ownpal = 1
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 1
trigger1 = movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 1
trigger1 = movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,40]
value = SCA
time = 1
[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,4
volume = 255
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,4
volume = 255
freqmul = 0.8
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,7
volume = 255
[State 1500, 0]
type = Velset
trigger1 = animelem = 11
x = 18
[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 11
value = 4,8
volume = 255
channel = 0
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -15
freq = 100
phase = 1
[State 3860, 9]
type = HitDef
trigger1 = animElem = 1 && time < 30
attr = A, HA
damage = 0, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
p2facing = 1
p2turn = 1
getpower=  (Var(10)=0)* 0
pausetime = 0,500
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S7,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -17, -4
air.velocity = -17, -4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3885, SuperLight] 
type = Explod
trigger1 = movecontact
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 20,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = movecontact
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 3891, 3]
type = AssertSpecial
trigger1 = movehit
ignorehitpause = 1
persistent = 1
flag = NoMusic
[State 3850, 5]
type = ChangeAnim
trigger1 = time = 40 && movehit
persistent = 0
value = 1203
[State 3885, 9]
type = ChangeState
trigger1 = movehit
ignorehitpause = 1
persistent = 0
value = 3850
ctrl = 0
[State 3885, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = BackEdgeBodyDist >= 0
value = 0
ctrl = 1
[State 3885, 9]
type = ChangeState
triggerall = animtime = 0
trigger1 = BackEdgeBodyDist < 0
value = 3886
ctrl = 0
[Statedef 3850]
type = S
movetype = A
physics = S
anim = 1204
velset = 0,0
ctrl = 0
sprpriority = 3
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -8
freq = 100
phase = 1
[State 191, 5]
type = PlaySnd
trigger1 = time = 0
value = 8,2 
freqmul = 0.4
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 100 || time = 120 || time = 140 || time = 160
helpertype = normal
name = "plasma"
pos = 400,-50
postype = p2
facing = -1
stateno =3851
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 105 || time = 125 || time = 145 || time = 165
helpertype = normal
name = "plasma"
pos = -400,-50
postype = p2
stateno =3851
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 110 || time = 130 || time = 150 || time = 170
helpertype = normal
name = "plasma"
pos = 400,-450
postype = p2
facing = -1
stateno =3852
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 115 || time = 135 || time = 155 || time = 175
helpertype = normal
name = "plasma"
pos = -400,-450
postype = p2
stateno =3852
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 11040, 2]
type = velset
trigger1 = time = 0
ignorehitpause = 1
x = 24
[State 11040, 2]
type = velset
trigger1 = time = 40
ignorehitpause = 1
x = 0
[State 1531, 5]
type = EnvColor
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
value = 255, 255, 255
time = 200
under = 1
[State 7800, 3]
type = Palfx
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
supermove = 1
time = 100
add = 0,0,0
sinadd = 255,255,255,400
[State 7800, 3]
type = Palfx
trigger1 = time = 100
ignorehitpause = 1
persistent = 0
supermove = 1
time = 99
add = 255,255,255
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = movecontact
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 191, 1]
type = ChangeAnim
trigger1 = time = 200
value = 12230
[State 191, 1]
type = posadd
trigger1 = time = 200
x = -50
[State 3891, 3]
type = AssertSpecial
trigger1 = time = [0,199]
ignorehitpause = 1
persistent = 1
flag = NoMusic
[State 920, LifeMinus]
type = targetlifeadd
trigger1 = time = 199
value = -250
[State 1531, 5]
type = Explod
trigger1 = time = 199
postype = p2
Anim = 9420
scale = 1,1
pos = 0, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = HitAdd
trigger1 = time = 199
value = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 199
value = 7,2
[State 1531, 5]
type = PlaySnd
trigger1 = time = 219
value = 1,3
[State 191, 5]
type = EnvShake
trigger1 = time = 199
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1500, 0]
type = Varset
trigger1 = time = 359
v = 28
value = 0
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 199
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 0,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = time > 199
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 0.5 + (0.015*var(3)), 1
[State 3450, Rings] 
type = explod
trigger1 = time = 199
persistent = 0
ignorehitpause = 1
anim = 12223
pos = 0,-50
sprpriority = 5
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[State 3885, 9]
type = ChangeState
trigger1 = time = 359
value = 0
ctrl = 1
[Statedef 3851]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 12228
sprpriority = 5
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 0,0,0
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 10
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .160,.160,.160
Timegap = 1
FrameGap = 1
Trans = add
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -8
freq = 100
phase = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -50, 50
[State 1000, 5]
type = posadd
trigger1 = time = 0
y = var(47)
[State 1000, 5]
type = velset
trigger1 = time = 0
x = 20
[State 1000, 5]
type = veladd
trigger1 = 1
x = 0.3
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 3851
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 1
attr = S, SP
damage    = 30/(Parent, Var(22)),2
animtype  = heavy
hitflag = MAFD
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,50
sparkno = 2
sparkxy = 0, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-8
down.velocity = 0,-8
air.type = Low
fall.animtype = Hard
air.velocity = 0,-8
forcestand = 1
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
kill = 0
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Destroyself
triggerall = time > 20
trigger1 = frontedgedist < -100
trigger2 = backedgedist < -100
[Statedef 3852]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 12229
sprpriority = 5
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 10
ampl = -8
freq = 100
phase = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -50, 50
[State 1000, 5]
type = posadd
trigger1 = time = 0
y = var(47)
[State 1000, 5]
type = velset
trigger1 = time = 0
x = 20
y = 20
[State 1000, 5]
type = veladd
trigger1 = 1
x = 0.3
y = 0.3
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 3851
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 1
attr = S, SP
damage    = 30/(Parent, Var(22)),2
animtype  = heavy
hitflag = MAFD
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,50
sparkno = 2
sparkxy = 0, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-8
down.velocity = 0,-8
air.type = Low
air.velocity = 0,-8
forcestand = 1
fall.recover = 0
air.recover = 0
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
kill = 0
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Destroyself
triggerall = time > 20
trigger1 = frontedgedist < -100
trigger2 = backedgedist < -100
[Statedef 3842]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3840
sprpriority = 2
ctrl = 0
[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3840, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 120
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4
channel = 0
[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3862
[Statedef 3862]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -10.5
ctrl = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
[State 3860, 6]
type = Velset
trigger1 = time != 1
x = 0
[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .97
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 4
anim = 13010
pos = 40, -59
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 2
anim = 13012
pos = -25, -59
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
[State 3860, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 50, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
snap = 40,0
pausetime = 4,2
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -2
air.velocity = 16, -2
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage = 40, 10
snap = -40,0
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4,2
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -2
air.velocity = -16, -2
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 61
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 61
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
value = 3863
[Statedef 3863]
type = A
movetype = A
physics = N
anim = 3952
velset = 0,0
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = -8
x = -28
[State 3950, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 3950, HAH]
type = PlaySnd
trigger1 = animelem = 4
value = 4,7
volume = 255
[State 3950, 2]
type = HitDef
trigger1 = animelem = 6
attr = A, S
damage = 70
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = HAFD
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 50,50
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,9
air.type = trip
air.velocity = -1,9
air.hittime = 15
air.fall = 1
fall.recover = 0
fall.damage = 20
fall = 1
fall.yvelocity = -30
bounce = 1
fall.envshake = 1
fall.envshake.time = 30
fall.envshake.freq = 100
fall.envshake.ampl = -6
fall.envshake.phase = 1
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1839
ctrl = 0
[Statedef 1839]
type = A
movetype = A
physics = A
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = 8
x = 28
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[Statedef 3861]
type = A
movetype = A
physics = N
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 10
y = .44
[State 1531, 5]
type = VelMul
trigger1 = time >= 0
trigger1 = time < 10
y = .95
[State 271, Gravity]
type = Velmul
trigger1 = Time >= 5
x = .65
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 13020
[State 3860, 9]
type = ChangeState
trigger1 = pos Y >= -5
value = 52
[Statedef 1956]
type = S
movetype = A
velset = 0,0
ctrl = 1
anim = 997
[State 210, var(6) facedif]
type = turn
trigger1 = facing = (enemy, facing)
[State 1956, 2]
type = PosAdd
trigger1 = P2Dist X >= 0
x = 5
[State 1956, 3]
type = PosAdd
trigger1 = P2Dist X <= 0
x = -5
[State 1956, 4]
type = PosAdd
trigger1 = P2Dist Y <= 50
y = -5
[State 1956, 5]
type = PosAdd
trigger1 = P2Dist Y >= 50
y = 5
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 3]
type = HitDef
triggerall = p2StateNo != [9000,9999]
trigger1 = timemod = 30,20
trigger1 = random <= 400
attr = S, SA
damage = 20, 0
animtype = light
getpower=   0
givepower = 0
priority = 5, Hit
hitflag = MAFD
pausetime = 0, 0
sparkxy = 0, -945
sparkno = 0
hitsound = S2,7
ground.type = low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -0.5, -0
air.velocity = enemyNear, vel X, enemyNear, vel Y
fall.animtype = Hard
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
guard.dist = 0
[State 2050, 6]
type = DestroySelf
trigger1 = time = 1000
[Statedef 1955]
type = S
movetype = H
velset = 0,0
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = 1
[State 1955, Friction]
type = VelMul
trigger1 = time >= 0
x = 0.9
[State 1955, Shi-NE!]
type = SelfState
trigger1 = alive = 0 && time = 10
value = 5070
[State 1955, Change to Custom Dizzy Anim]
type = ChangeAnim2
trigger1 = alive = 1 && time = 0 && !selfanimexist(5300)
value = 5301
[State 1955, Change to Dizzy Anim]
type = ChangeAnim
trigger1 = alive = 1 && time = 0 && selfanimexist(5300)
value = 5300
[State 1955, 9]
type = SelfState
trigger1 = time = 200
value = 0
ctrl = 1
[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0
[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5001
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050
[Statedef 9050]
type    = A
movetype= H
physics = N
[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050
[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 9100
[Statedef 9100]
type    = L
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)
[State 5100, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6]
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 9110
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 9101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
[Statedef 9101]
type    = L
movetype= H
physics = N
[State 5101, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20
[State 5101, 5]
type = VelAdd
trigger1 = 1
y = .4
[State 5101, 6]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 9110
[Statedef 9110]
type    = L
movetype= H
physics = N
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)
[State 5110, 10]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110
[State 5110, 11]
type = selfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 11]
type = changeState
triggerall = alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 9120
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13]
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
[Statedef 9120]
type    = L
movetype= I
physics = N
[State 5120, 1a]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 5]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
[State 5120, 6]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1955
ctrl = 0
[Statedef 3880]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* -3000
ctrl = 0
anim = 1002
velset = 0,0
sprpriority = 2
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 3910
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
triggerall = numexplod(2500) < 2
trigger1 = helper(2), movehit
trigger2 = helper(3), movehit
trigger3 = helper(4), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
triggerall = numexplod(2500) < 2
trigger1 = helper(2), movehit
trigger2 = helper(3), movehit
trigger3 = helper(4), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4803
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 2
trigger2 = var(3) >= 350
trigger2 = Animelem = 2 || animelem = 4 || animelem = 6 || animelem = 8 || animelem = 10
anim = 4806
pos = 0,0
postype = p1
sprpriority = 5
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 2
anim = 1031
pos = 0,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2 && prevstateno = 3875
trigger2 = animelem = 2 && prevstateno = 13875
helpertype = normal
name = "hadouken"
id = 2
pos = 95, -54
postype = p1
stateno = 3881
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2 && prevstateno = 3876
trigger2 = animelem = 2 && prevstateno = 13876
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno = 4000
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2 && prevstateno = 3877
trigger2 = animelem = 2 && prevstateno = 13877
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno = 4002
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2 && prevstateno = 3878
trigger2 = animelem = 2 && prevstateno = 13878
helpertype = normal
name = "hadouken"
id = 4
pos = 78, -54
postype = p1
stateno = 4004
ownpal = 1
size.xscale = 1
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
helpertype = normal
persistent = 0
name = "burner"
id = 1711
pos = 50, -100
postype = p2
stateno = 1956
ownpal = 1
size.xscale = 1
size.yscale = 0.8
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 2
value = 0,7
volume = 50
[State 210, 1]
type = AfterImageTime
trigger1 = Animtime = 0
Time = 0
[State 1510, 5]
type = Screenbound
trigger1 = var(3) >= 350
movecamera = 0,0
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [9000,9999]) || (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
triggerall = numexplod(2500) < 2
trigger1 = helper(2), movehit
trigger2 = helper(3), movehit
trigger3 = helper(4), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 3885, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = BackEdgeBodyDist >= 0
value = 0
ctrl = 1
[State 3885, 9]
type = ChangeState
triggerall = animtime = 0
trigger1 = BackEdgeBodyDist < 0
value = 3886
ctrl = 0
[Statedef 3881]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1052
velset = 4,0
sprpriority = 5
juggle = 10
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,4
volume = 255
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 6
[State 1000, 5]
type = veladd
trigger1 = 1
x = 0.5
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 6
attr = S, SP
getpower=  0
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 6
getpower=  0
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 3882
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 6
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 6 && movecontact
value = 3882
[Statedef 3882]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 6
getpower=  0
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1000, 5]
type = Hitdef
trigger1 = var(55)=-7 || var(55)=-6 || var(55)=-3 || var(55)=-2 || var(55)=1 || var(55) = 2 || var(55)=5 || var(55) = 6 || var(55) = 9 || var(55)= 10 || var(55) = 13
trigger1 = var(55) < 10
getpower=  0
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Medium
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 5
getpower=  0
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 3882
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 6
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 6 && movecontact
value = 3882
[Statedef 3885]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 3905
velset = 0,0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,390
time           = 55
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 55
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = time = 0
value = 1,5
channel = 0
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3
channel = 0
volume = 0
[State 209, w1]
type = width
trigger1 = animelem = 4
value = 50
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1009
ownpal = 1
size.xscale = 0.9
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -54
postype = p1
stateno =1013
ownpal = 1
size.xscale = 0.9
size.yscale = 1
[State 1510, 5]
type = Screenbound
triggerall = Time >= 5
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
movecamera = 0,0
value = 0
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = BackEdgeBodyDist >= 0
value = 0
ctrl = 1
[State 3885, 9]
type = ChangeState
triggerall = animtime = 0
trigger1 = BackEdgeBodyDist < 0
value = 3886
ctrl = 0
[Statedef 13880]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12231
sprpriority = 5
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 610, 3]
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
p2facing = 1 
damage    = 50/(Parent, Var(22)),10
getpower=  0
givepower = 0
guardflag = MAFD
hitflag = MAFD
priority = 2, hit
pausetime = 15,15
sparkno = 1
sparkxy = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = -5, 0
hitsound = S2,7
kill = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -15, 15
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -1, 3
[State 1000, 5]
type = velset
trigger1 = time = 0
x = var(47)
y = var(46)
[State 1000, 5]
type = veladd
trigger1 = vel X < 9 && p2dist X >= 0
x = 1
[State 1000, 5]
type = veladd
trigger1 = vel X > -9 && p2dist X < 0
x = -1
[State 1000, 5]
type = veladd
trigger1 = vel Y < 9 && p2dist Y >= 63
y = 1
[State 1000, 5]
type = veladd
trigger1 = vel Y> -9 && p2dist Y < 63
y = -1
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 191, 1]
type = ChangeAnim
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 12232
[State 3700, dissipate]
type = destroyself
trigger1 = anim = 12232 && animtime = 0
trigger2 = time >= 160
[Statedef 13881]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12231
sprpriority = 5
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
scale = 0.3,0.3
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hadouken"
id = 12
pos = 0, 0
postype = p1
stateno =13881
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13881
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 610, 3]
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
p2facing = 1 
damage    = 100/(Parent, Var(22)),10
getpower=  0
givepower = 0
guardflag = MAFD
hitflag = MAFD
priority = 2, hit
pausetime = 15,15
sparkno = 1
sparkxy = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = -5, 0
hitsound = S2,7
kill = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -7, 7
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -3, -1
[State 1000, 5]
type = velset
trigger1 = time = 0
x = var(47)
y = var(46)
[State 1000, 5]
type = veladd
trigger1 = vel X < 9 && p2dist X >= 0
x = 1
[State 1000, 5]
type = veladd
trigger1 = vel X > -9 && p2dist X < 0
x = -1
[State 1000, 5]
type = veladd
trigger1 = vel Y < 9 && p2dist Y >= 63
y = 1
[State 1000, 5]
type = veladd
trigger1 = vel Y> -9 && p2dist Y < 63
y = -1
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 191, 1]
type = ChangeAnim
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 12232
[State 3700, dissipate]
type = destroyself
trigger1 = anim = 12232 && animtime = 0
trigger2 = time >= 160
[Statedef 13869]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12062
sprpriority = 5
juggle = 10
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 1000, 5]
type = velmul
triggerall = parent, stateno = 10000 || parent, stateno = 10001 || parent, stateno = 10002
trigger1 = time > 30
x = 0.95
y = 0.95
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -200, 200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -300, 50
[State 1000, 5]
type = posset
trigger1 = time = 0
x = var(46)
y = var(47)
[State 1000, 5]
type = veladd
triggerall = parent, stateno = 10000 || parent, stateno = 10001 || parent, stateno = 10002
trigger1 = vel X < 9 && parentdist X >= 28
x = 1
[State 1000, 5]
type = veladd
triggerall = parent, stateno = 10000 || parent, stateno = 10001 || parent, stateno = 10002
trigger1 = vel X > -9 && parentdist X < 28
x = -1
[State 1000, 5]
type = veladd
triggerall = parent, stateno = 10000 || parent, stateno = 10001 || parent, stateno = 10002
trigger1 = vel Y < 9 && parentdist Y >= 63
y = 1
[State 1000, 5]
type = veladd
triggerall = parent, stateno = 10000 || parent, stateno = 10001 || parent, stateno = 10002
trigger1 = vel Y> -9 && parentdist Y < 63
y = -1
[State 1000, 5]
type = velmul
trigger1 = parent, movetype = H
trigger2 = parent, stateno = 10010
x = 2
y = 2
[State 1000, 5]
type = velset
trigger1 = vel Y = 0
y = 1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time > 300 && parent, stateno != 10010
trigger2 = parent, stateno = 10010 && frontedgedist < -10
trigger3 = time >= 160
[Statedef 3869]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12060
sprpriority = 5
juggle = 10
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -200, 200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -300, 50
[State 1000, 5]
type = posset
trigger1 = time = 0
x = var(46)
y = var(47)
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X < 9 && parentdist X >= 28
x = 1
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X > -9 && parentdist X < 28
x = -1
[State 1000, 5]
type = veladd
trigger1 = vel Y < 9 && parentdist Y >= 63
y = 1
[State 1000, 5]
type = veladd
trigger1 = vel Y> -9 && parentdist Y < 63
y = -1
[State 1000, 5]
type = velset
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6
[State 1000, 5]
type = veladd
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6.2
[State 1000, 5]
type = velmul
trigger1 = parent, movetype = H
x = 1.5
y = 1.5
[State 1000, 5]
type = velmul
trigger1 = parent, stateno = 3878
trigger1 = parent, time < 2
x = 1.2
y = 1.2
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time > 100 && parent, stateno != 3880
trigger2 = parent, stateno = 3880 && frontedgedist < -10
[Statedef 3868]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12060
sprpriority = 5
juggle = 10
[State 932, FlashingFX]
type = PalFx
trigger1 = parent, stateno = 3878
add = 0,0,10*(parent, time)
time = 999
[State 610, 3]
type = HitDef
trigger1 = parent, stateno = 3878
trigger1 = parent, time > 10
attr = S, HT
p2facing = 1 
damage    = 10
getpower=  0
givepower = 0
guardflag = MAFD
hitflag = MAFD
priority = 2, hit
pausetime = 0,10
sparkno = 1
sparkxy = 0, -50
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
kill = 0
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -200, 200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -300, 50
[State 1000, 5]
type = posset
trigger1 = time = 0
x = var(46)
y = var(47)
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X < 7 && parentdist X >= 28
x = 1
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X > -7 && parentdist X < 28
x = -1
[State 1000, 5]
type = veladd
trigger1 = vel Y < 7 && parentdist Y >= 63
y = 1
[State 1000, 5]
type = veladd
trigger1 = vel Y> -7 && parentdist Y < 63
y = -1
[State 1000, 5]
type = velset
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6
[State 1000, 5]
type = veladd
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6.2
[State 1000, 5]
type = velmul
trigger1 = parent, movetype = H
trigger2 = parent, stateno = 3878
trigger2 = parent, var(3) >= 380
trigger3 = parent, stateno = 3880
trigger3 = parent, var(3) >= 380
x = 1.8
y = 1.8
[State 1000, 5]
type = velmul
trigger1 = parent, stateno = 3878
trigger1 = parent, time < 2
x = 1.4
y = 1.4
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time > 100 && parent, stateno != 3880
trigger2 = parent, stateno = 3880 && frontedgedist < -10
[Statedef 3867]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12060
sprpriority = 5
juggle = 10
[State 932, FlashingFX]
type = PalFx
trigger1 = 1 
add = -155,-155,500
sinadd = 0,0, 255
time = 999
[State 610, 3]
type = HitDef
trigger1 = parent, stateno = 3878
trigger1 = parent, time > 10
attr = S, HT
p2facing = 1 
damage    = 10
getpower=  0
givepower = 0
guardflag = MAFD
hitflag = MAFD
priority = 2, hit
pausetime = 0,15
sparkno = 1
sparkxy = 0, -50
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
kill = 0
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -200, 200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -300, 50
[State 1000, 5]
type = posset
trigger1 = time = 0
x = var(46)
y = var(47)
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X < 5 && parentdist X >= 28
x = 1
[State 1000, 5]
type = veladd
triggerall = parent, stateno != 3880
trigger1 = vel X > -5 && parentdist X < 28
x = -1
[State 1000, 5]
type = veladd
trigger1 = vel Y < 5 && parentdist Y >= 63
y = 1
[State 1000, 5]
type = veladd
trigger1 = vel Y> -5 && parentdist Y < 63
y = -1
[State 1000, 5]
type = velset
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6
[State 1000, 5]
type = veladd
trigger1 = parent, stateno = 3880
trigger1 = parent, var(3) < 380
x = 6.2
[State 1000, 5]
type = velmul
trigger1 = parent, movetype = H
trigger2 = parent, stateno = 3878
trigger2 = parent, var(3) >= 380
trigger3 = parent, stateno = 3880
trigger3 = parent, var(3) >= 380
x = 1.8
y = 1.8
[State 1000, 5]
type = velmul
trigger1 = parent, stateno = 3878
trigger1 = parent, time < 2
x = 1.4
y = 1.4
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 15
PalBright   =   1,  1,  1
PalContrast = 25, 155, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
Timegap = 1
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time > 250 && parent, stateno != 3880
trigger2 = parent, stateno = 3880 && frontedgedist < -10
trigger3 = parent, stateno = 3880 && backedgedist < 10
[Statedef 3875]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 3906
velset = 0,0
sprpriority = 2
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13875
attr = SCA, NP, SP, HP
ignorehitpause = 1
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1 && time > 5
ignorehitpause = 1
value = -15
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = time > 10
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 1, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
guard.velocity = -5
ground.type = High
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -7
air.velocity = -1, -7
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time > 10
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -4,-8
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time > 10
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600 && time > 10
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600 && time > 10
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time > 10 && timemod = 9,8
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3869
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,390
time           = 55
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 55
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = Animelem = 1
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0 && var(3) != 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 5
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && time > 10 && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X > 5
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && time > 10 && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X < -10
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0 && time > 10
trigger1 = Anim != 3920 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3920
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0 && time > 10
trigger1 = Anim != 3921 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3921
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0 && time > 10
trigger1 = Anim != 3906 && Anim != 5
value = 3906
elem = 2
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3906
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3906
ID = 3910
postype = p1
pos = -23, -55
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 140
ignorehitpause = 1
value = 3876
ctrl = 0
[State 3885, 9]
type = ChangeState
triggerall = time > 50 && var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
trigger2 = power = 0
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = Var(3) >= 140
trigger2 = time > 50
trigger2 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 13875]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
sprpriority = 2
[State 2100, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
freqmul = 0.5
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hadouken"
id = 12
pos = 0, -54
postype = p1
stateno =13880
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13875
attr = SCA, NP, SP, HP
ignorehitpause = 1
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1 && time > 5
ignorehitpause = 1
value = -15
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = time > 10
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
guard.velocity = -5
ground.type = High
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -7
air.velocity = -1, -7
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time > 10
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -4,-8
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time > 10
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600 && time > 10
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600 && time > 10
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time > 10 && timemod = 9,8
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3869
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,390
time           = 55
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 55
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7
volume = 255
channel = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Animelem = 1
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 5
anim = 3910
pos = -23,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
scale = 0.1,0.1
shadow = 100,50,0
pausemovetime = 9999
removeongethit = 1
removetime = -1
id = 3910
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && time > 10 && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X > 5
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && time > 10 && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X < -10
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0 && time > 10
trigger1 = Anim != 3920 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3920
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0 && time > 10
trigger1 = Anim != 3921 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3921
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0 && time > 10
trigger1 = Anim != 3906 && Anim != 5
value = 3906
elem = 2
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3906
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3906
ID = 3910
postype = p1
pos = -23, -55
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 140
ignorehitpause = 1
persistent = 1
value = 3876
ctrl = 0
[State 3885, 9]
type = ChangeState
triggerall = time > 50 && var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
trigger2 = power = 0
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = Var(3) >= 140
trigger2 = time > 50
trigger2 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 13876]
type    = S
movetype= A
physics = S
juggle = 0
sprpriority = 2
[State 2100, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
freqmul = 0.5
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hadouken"
id = 12
pos = 0, -54
postype = p1
stateno =13880
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13876
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1
ignorehitpause = 1
value = -15
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = 1
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
guard.velocity = -5
ground.type = High
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -8
air.velocity = -1, -8
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-5
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>300,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
removetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = timemod = 8,7
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3868
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X > 5
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X < -10
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 3930 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3930
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 3931 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3931
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 3907 && Anim != 5
value = 3907
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3907
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3907
ID = 3910
postype = p1
pos = -23, -55
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 270
ignorehitpause = 1
value = 3877
ctrl = 0
[State 3885, 9]
type = ChangeState
triggerall = var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 3876]
type    = S
movetype= A
physics = S
juggle = 0
anim = 3907
velset = 0,0
sprpriority = 2
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13876
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
[State 1822, Sound]
type = playsnd
trigger1 = time = 10
value = 8,4
volume = 999
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1
ignorehitpause = 1
value = -15
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = 1
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
guard.velocity = -5
ground.type = High
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -8
air.velocity = -1, -8
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-5
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>300,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
removetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = timemod = 8,7
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3868
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X > 5
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && var(30) != 59
trigger2 = var(30) = 59 && time > 10 && p2bodydist X < -10
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 3930 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3930
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 3931 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3931
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 3907 && Anim != 5
value = 3907
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3907
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3907
ID = 3910
postype = p1
pos = -23, -55
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 270
ignorehitpause = 1
value = 3877
ctrl = 0
[State 3885, 9]
type = ChangeState
triggerall = var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 3877]
type    = S
movetype= A
physics = S
juggle = 0
anim = 3908
velset = 0,0
sprpriority = 2
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13877
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Wind effect] 
type = Explod
trigger1 = (gametime%25) = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1
ignorehitpause = 1
value = -22
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = 1
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
ground.type = High
guard.velocity = -5
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -9
air.velocity = -1, -9
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -4,-6
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -6,-9
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
removetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = timemod = 7,6
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3867
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger2 = var(30) = 59
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 3940 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3940
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 3941 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3941
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 3908 && Anim != 5
value = 3908
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3908
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3908
ID = 3910
postype = p1
pos = -23, -55
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 370
ignorehitpause = 1
value = 3878
ctrl = 0
[State 3885, 9]
type = ChangeState
trigger1 = var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
trigger2 = var(30) = 59 && p2bodydist Y = [-50,-20]
trigger2 = target, Vel Y > 0
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 13877]
type    = S
movetype= A
physics = S
juggle = 0
anim = 3908
velset = 0,0
sprpriority = 2
[State 2100, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
freqmul = 0.5
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hadouken"
id = 12
pos = 0, -54
postype = p1
stateno =13880
ownpal = 1
size.xscale = 0.2
size.yscale = 0.2
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 13877
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Wind effect] 
type = Explod
trigger1 = (gametime%25) = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = (gametime%2) = 1
ignorehitpause = 1
value = -22
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 4]
type = HitDef
trigger1 = 1
attr = S, SA
damage = 30, 10
animtype = Heavy
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 30, 20
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
ground.type = High
guard.velocity = -5
air.type = Low
fall.animtype = Hard
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -9
air.velocity = -1, -9
air.juggle = 4
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numhelper(2502) > 0
trigger1 = (gametime%15) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -4,-6
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -6,-9
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2502) < 1
ignorehitpause = 1
stateno = ifelse(random>500,94061,94062)
id = 2502
size.xscale = 0.4
size.yscale = 0.5
postype = p1
pos = 0,var(37)
sprpriority = 2
ownpal = 1
[State 1710, FireB]
type = Helper
triggerall = random <= 600
trigger1 = numhelper(2503) < 1
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
removetime = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = timemod = 7,6
helpertype = normal
name = "plasma"
pos = 300,300
postype = p1
stateno =3867
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 1.5
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger2 = var(30) = 59
x = -1.5
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 3940 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3940
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 3941 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 3941
[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 3908 && Anim != 5
value = 3908
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3908
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3908
ID = 3910
postype = p1
pos = -23, -55
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 370
ignorehitpause = 1
value = 3878
ctrl = 0
[State 3885, 9]
type = ChangeState
trigger1 = var(30) != 59
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
trigger2 = var(30) = 59 && p2bodydist Y = [-50,-20]
trigger2 = target, Vel Y > 0
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = command != "hold_x" && command != "hold_y" && command != "hold_z"
id = 3910
[Statedef 3878]
type    = S
movetype= A
physics = S
juggle = 0
anim = 3908
velset = 0,0
sprpriority = 2
[state 6005, white fadeout]
type           = BGPalFx
trigger1     = time = 0
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
[state 6005, white fadeout]
type           = BGPalFx
trigger1     = var(3) = 379
add            = -255,-255,-255
sinadd         = 255,255,255,50
time           = 12
ignorehitpause = 1
persistent     = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 0
anim = 3911
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
shadow = 100,50,0
pausemovetime = 9999
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
time = 2
ignorehitpause = 1 
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 8,2
volume = 999
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-7
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(51))
scale = 0.1,0.75
accel = 0,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -7,-10
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 6,-6
random = 65,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 37
range = -20,-60
[State 9999,0]
type = ModifyExplod
trigger1 = time < 10
ID = 3910
scale = 0.1 + (0.00025*var(3)), 0.1 + (0.00025*var(3))
[State 9999,0]
type = ModifyExplod
trigger1 = time >= 10
ID = 3910
scale = 0.1 - (0.00025*var(3)), 0.1 - (0.00025*var(3))
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
ignorehitpause = 1
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = anim != 3908
trigger2 = command = "holdfwd"
trigger3 = command = "holdback"
ID = 3910
postype = p1
pos = -23, -60
[State 9999,0]
type = ModifyExplod
trigger1 = anim = 3908
ID = 3910
postype = p1
pos = -23, -55
[State 3450, X-Ism]
type = PlaySnd
trigger1 = Var(3) = 390
persistent = 0
value = 0,9
volume = 200
freqmul = 0.8
[State 3885, 9]
type = ChangeState
trigger1 = Var(3) >= 390
ignorehitpause = 1
value = 3880
ctrl = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = Var(3) >= 380
id = 3910
[Statedef 3886]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3960
velset = 0,0,0
[State 1510, 5]
type = Screenbound
trigger1 = 1
movecamera = 0,0
value = 0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3887
[Statedef 3887]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 9,0,0
[State 1510, 5]
type = Screenbound
trigger1 = 1
movecamera = 0,0
value = 0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = backedgedist > 10
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = velset
trigger1 = backedgedist > 50
x = 0
[State 210, 3]
type = ChangeState
trigger1 = backedgedist > 50
value = 3962
ctrl = 0
[Statedef 3962]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3890]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* -3000
ctrl = 0
anim = 3890
velset = 0
[State 1531, 5]
type = PosFreeze
trigger1 = time <= 30
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 200
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 60
ignorehitpause = 1
invertall = 1
[State 4120, 1]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 0
movetime = 30
time = 60
pos = 7, -95
anim = -1
[State 4120, 1]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 0
movetime = 30
time = 32
pos = 7, -95
anim = -1
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7, 3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 182, 2]
type = NotHitBy
trigger1 = Time <= 31
value = SCA
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 30
value = S21,6
[State 4120, 1]
type = ChangeAnim
trigger1 = time = 30
value = 3891
[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 5 
[State 610, 3]
type = HitDef
trigger1 = Time >= 30
attr = S, HT
p2facing = 1 
damage    = 0
getpower=  0
givepower = 0
guardflag =
hitflag = M
priority = 2, hit
pausetime = 0,0
snap = 40
sparkxy = -1, 100
hitsound   = S21,5
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.Velocity = 0
p1stateno = 3891
p2stateno = 3895
kill = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 80
Time = 0
[State 210, 1]
type = AfterImageTime
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
Time = 0
[State 1500, 0]
type = Varadd
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
trigger2 = Time = 90
v = 28
value = 0
[State 610, 1]
type = ChangeState
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
value = 0
ctrl = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1
[Statedef 3891]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3893
velset = 0
sprpriority = 2
[State 210, 1]
type = Posadd
trigger1 = time = 0
x = 10
[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 10
time = 160
pos = 7, -95
anim = -1
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=10
trigger1 = Time <=450
flag = NoMusic
[State 3885, A-ism]
type = PlaySnd
trigger1 = time = 0
value = 1,4
volume = 255
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 7800, 3]
type = BGPalfx
trigger1 = time = 11
invertall = 1
supermove = 1
time = 50
add = 0,-255,-255
sinadd = 100,400,400,145
[State 1531, 5]
type = EnvColor
trigger1 = time = 43
value = 0,0,0
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 45
value = 10,10,10
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 47
value = 20,20,20
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 49
value = 30,30,30
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 51
value = 40,40,40
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 53
value = 50,50,50
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 55
value = 60,60,60
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 57
value = 70,70,70
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 59
value = 80,80,80
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 61
value = 90,90,90
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 63
value = 100,100,100
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 65
value = 110,110,110
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 67
value = 120,120,120
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 69
value = 130,130,130
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 71
value = 140,140,140
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 73
value = 150,150,150
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 75
value = 160,160,160
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 77
value = 170,170,170
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 79
value = 180,180,180
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 81
value = 190,190,190
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 83
value = 200,200,200
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 85
value = 210,210,210
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 87
value = 220,220,220
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 89
value = 230,230,230
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 91
value = 240,240,240
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 93
value = 250,250,250
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 95
value = 255,255,255
time = 40
[State 610, 3]
type = PosAdd
trigger1 = Time = 95
persistent = 1
x = 50
[State 1531, 5]
type = Explod
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 6,3
[State 1531, 5]
type = HitAdd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 98
value = 3892
[Statedef 3892]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
sprpriority = 3
ctrl = 0
anim = 3892
[State 610, 4]
type = TargetLifeAdd
trigger1 = time = 0
value = -900
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = 3
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 7,1
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1
[State 7800, 3]
type = BGPalfx
trigger1 = time = 50
supermove = 1
time = 12
mul = 158,158,158
[State 7800, 3]
type = BGPalfx
trigger1 = time = 40
supermove = 1
time = 12
mul = 138,138,138
[State 7800, 3]
type = BGPalfx
trigger1 = time = 30
supermove = 1
time = 12
mul = 118,118,118
[State 7800, 3]
type = BGPalfx
trigger1 = time = 20
supermove = 1
time = 12
mul = 98,98,98
[State 7800, 3]
type = BGPalfx
trigger1 = time = 10
supermove = 1
time = 12
mul = 78,78,78
[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
supermove = 1
time = 12
mul = 58,58,58
[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0
[State 610, 3]
type = TargetDrop
trigger1 = Time = 1
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1
[State 1500, 0]
type = Varset
trigger1 = time = 200
v = 28
value = 0
[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1
[Statedef 3895]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
velset = 0,0,0
sprpriority = 1
[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3895
[State 610, 4]
type = posset
trigger1 = time = 0
y = 0
[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 50
alive = 0
value = 3896
[Statedef 3896]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 3000
ctrl = 0
velset = 0,0,0
[State 610, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 610, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 3897
[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 1530, 5]
type = Sprpriority
trigger1 = Time >= 50
value = -1
[State 610, 4]
type = SelfState
trigger1 = Time = 200
trigger1 = alive = 1
value = 5120
[Statedef 3897]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 500
velset = 0,0,0
[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3897
[State 610, 4]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 1
value = 5150
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 610, 4]
type = SelfState
trigger1 = Time = 200
trigger1 = alive = 0
value = 5120
[State 610, 4]
type = changestate
trigger1 = Time = 200
trigger1 = alive = 1
value = 5150
[Statedef 3930]
type = A
movetype = A
poweradd=  (Var(10)=0)* -1000
anim = 3900
velset = 0,0
ctrl = 0
sprpriority = -2
[State 1700, hadouken hit helper]
type = Helper
triggerall = Time = 50
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0
postype = p1
stateno =10672
ownpal = 1
shadow = 0
facing = -1
pausemovetime = 9999
supermovetime = 9999
[State 3710, 1]
type = palfx
triggerall = Time = 17
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
time = 186
add = 0,0,0
sinadd = 10,10,100,800
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -8,-10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
triggerall = time > 45 && random <= (50 + 1.5*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 30,-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
supermovetime = 9999
pausemovetime = 9999
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -8,-10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
triggerall = time > 45 && random <= (50 + 1.5*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -30,-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
supermovetime = 9999
pausemovetime = 9999
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time > 17
value = SCA
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 15,25
[State 191, 1]
type = ChangeAnim
triggerall = time = 17
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3902
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 12212
scale = 1, 1 + (0.025*time)
[State 1000, FireBa1]
type = Explod
triggerall = time > 45 && random <= (50 + 1.5*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,86
random = 70,30
sprpriority =  ifelse(random>500,5,-5)
ownpal = 1
vel = 0, (-1 -(time)/10)
scale = 1,1
pausemovetime = 9999
supermovetime = 9999
[State 1000, FireB2]
type = Explod
triggerall = time > 45 && random <= (1.5*time)
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = 0,88
random = 200,30
sprpriority =  ifelse(random>500,5,-5)
ownpal = 1
vel = 0, (-1 -(time)/10)
scale = 1,1
supermovetime = 9999
pausemovetime = 9999
[State 3450, Pause]
type = Pause
triggerall = time=  0
trigger1 = var(28) > 0
anim = -1
pos = 28, -27
time = 17
sprpriority = 3
movetime = 17
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = var(28) < 3
triggerall = var(46) < 90
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
triggerall = time > 17
trigger1 = movecontact = 0
time = 1
movetime = 1
ignorehitpause = 1 
[State 7800, 3]
type = BGPalfx
triggerall = time = 17
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
supermove = 1
time = 30
add = 0,0,0
sinadd = -400,-400,-400,200
[State 7800, 3]
type = BGPalfx
triggerall = time = 47
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
supermove = 1
time = 163
add = -400,-400,-400
[State 7800, 3]
type = BGPalfx
trigger1 = movecontact
supermove = 1
time = 2
add = 400,400,400
[State 3450, Pause]
type = Pause
triggerall = time=  17
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
anim = -1
pos = 28, -27
time = 179
sprpriority = 3
movetime = 179
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[state 3451, black fadeout]
type           = BGPalFx
triggerall     = time = 13
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
add            = 0,0,0
sinadd         = -255,-255,-255,360
time           = 180
ignorehitpause = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 13 && var(29) = 0
time = 229
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = time = 13 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 229
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = time = 13
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = time = 13
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = time = 13
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 13
movetime = 0
time = 57
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 13
movetime = 0
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = time = 13
anim = 10060
pos = 38,-42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 13
anim = 10061
pos = 38,-42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = time = 13
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 48
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 49
range = -80, 80
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = time = 13
value = 7, 3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = time = 13
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = time = 13
value = 1,1
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 13
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = time = 13 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 299
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, X-ism]
type = PlaySnd
trigger1 = time = 17
value = 5, 2
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = time = 30
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 5, 4
volume = 255
[State 1520, 3]
type = Posadd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 16
Y = -300
X = P2dist x
[State 1520, 3]
type = Posadd
triggerall = time = 16
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
Y = -320
X = P2dist x
[State 1520, 3]
type = Veladd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time > 17
y = 0.64
[State 1520, 3]
type = posadd
triggerall = timemod = 5,4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
y = -1
[State 1520, 3]
type = posadd
triggerall = timemod = 5,4 && time > 100
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
y = -2
[State 1520, 3]
type = posadd
triggerall = timemod = 5,4 && time > 150
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
y = -3
[State 1520, 3]
type = veladd
triggerall = time = 200
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
y = 20
[State 1520, 3]
type = velset
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 17
Y = -6
[State 1520, 3]
type = velset
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 8
Y = 6
[State 1520, 3]
type = veladd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact
Y = 6
[State 1520, 3]
type = velset
triggerall = time = 17
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
Y = -1.5
[State 1520, 3]
type = velset
triggerall = time = 34
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
Y = 1
[State 1520, 3]
type = veladd
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
triggerall = movecontact
Y = 12
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3875, 4]
type = HitDef
trigger1 = animelem = 1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = S, HA
animtype  = Up
damage    = 420, 100
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 0,58
getpower=  (Var(10)=0)* 0
sparkno = 3
sparkxy = 0,50
sprpriority = -2
guard.sparkno = S9300
guardsound = S0,100
ground.type = trip
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, 3
air.velocity = 0,0
forcestand = 1
air.fall = 1
air.type = trip
fall.recover = 0
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,0
down.hittime = 10
bounce = 1
hitonce = 1
palfx.time = 70
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 3875, 4]
type = HitDef
triggerall = animelem = 1
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = S, HA
animtype  = Up
damage    = 620, 100
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 0,68
getpower=  (Var(10)=0)* 0
sparkno = 3
sparkxy = 0,50
sprpriority = -2
guard.sparkno = S9300
guardsound = S0,100
ground.type = trip
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, 3
air.velocity = 0,0
forcestand = 1
air.fall = 1
air.type = trip
fall.recover = 0
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,0
down.hittime = 10
bounce = 1
hitonce = 1
palfx.time = 70
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10670
ownpal = 1
shadow = 0
size.xscale = 1.2
facing = -1
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) < 90
trigger1 = var(28) < 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10671
ownpal = 1
shadow = 0
facing = -1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) < 90
trigger1 = var(28) < 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10671
ownpal = 1
shadow = 0
facing = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10671
ownpal = 1
shadow = 0
size.xscale = 1.2
size.yscale = 1.15
facing = -1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
id = 6
pos = 0,0-(pos Y)
postype = p2
stateno =10671
ownpal = 1
shadow = 0
size.xscale = 1.2
size.yscale = 1.15
facing = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 3450, Rings] 
type = explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = 12223
pos = 0,-50
sprpriority = 5
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
id = 12223
pausemovetime = 9999
supermovetime = 9999
[State 3700, 9]
type = ChangeState
trigger1 = pos y >= 17 && movehit = 0
value = 3931
ctrl = 0
[State 3700, 9]
type = ChangeState
trigger1 = pos y >= 17 && movehit
value = 3932
ctrl = 0
[Statedef 3931]
type = S
movetype = I
physics = C
anim = 3901
velset = 0,0
sprpriority = -2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = movecontact
v = 3
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-3
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 70+3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -2,-3
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800 && movecontact
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -30-3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
freqmul = 1.2
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 20,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 1520, 3]
type = Posadd
trigger1 = AnimTime = 0
x = 10
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3932]
type = S
movetype = I
physics = C
anim = 3901
velset = 0,0
sprpriority = -2
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
triggerall = time  = [5,50]
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1
movetime = 1
ignorehitpause = 1 
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 11040, 2]
type = Posadd
trigger1 = time = 0 && p2bodydist X < 0
x = -10
[State 3470, FireB]
type = Explod
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 15,25
[State 1000, FireBa]
type = Explod
triggerall = time < 26
trigger1 = 1
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,-6
random = 150,0
sprpriority = 5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1000, FireB]
type = Explod
triggerall = time < 26
trigger1 = 1
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = 0,-8
random = 300,0
sprpriority = -5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -8,-10
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = time < 30 && random <= 800
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 30+3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -8,-10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = time < 30 && random <= 800
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -30-3*var(3),-10
random = 35,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
[State 195, 5]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 255
freqmul = 1.2
[State 195, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 9402
persistent = 0
pos = 20,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
ID = 9402
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 9999,0]
type = ModifyExplod
trigger1 = 1
ID = 9402
scale = 1 + (0.025*var(3)), 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 0
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 1520, 3]
type = Posadd
trigger1 = AnimTime = 0
x = 10
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3900]
type = A
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* -1000
anim = 3841
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3800, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 160
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[STate 3800, width]
type = width
trigger1 = animelem = 1, >= 0
value = 30
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 57
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3800, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = -19, -39
movetime = 3
sprpriority = 3
[State 3800, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -19, -39
movetime = 3
sprpriority = 3
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 17, -39
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 17, -39
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = animelem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
channel = 0
volume = 255
[State 3850, 5]
type = ChangeState
triggerall = Animelem = 1
trigger1 = var(28) < 3
trigger1 = var(46) < 90
value = 3910
[State 3850, 5]
type = ChangeState
triggerall = Animelem = 1
trigger1 = var(28) >= 3
trigger2 = var(46) >= 90
value = 3911
[Statedef 3910]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -1
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-6
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = time = 5
value = 6,11
channel = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
elem = 4
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 3860, 2]
type = Velset
trigger1 = time = 0
x = 0
[State 3860, 2]
type = Veladd
trigger1 = command = "holdfwd"
trigger2 = var(30) = 59 && p2bodydist X > 0
x = 0.1
[State 3860, 2]
type = Veladd
trigger1 = command = "holdback"
trigger2 = var(30) = 59 && p2bodydist X < 0
x = -0.1
[State 3860, 2]
type = Veladd
trigger1 = command = "holdup"
trigger2 = var(30) = 59 && p2bodydist Y < 0
y = -0.1
[State 3860, 2]
type = Veladd
trigger1 = command = "holddown"
trigger2 = var(30) = 59 && p2bodydist Y > 0
y =0.1
[State 3860, 2]
type = Velset
trigger1 = pos Y >= -5
y = -0.1
[State 3860, 2]
type = Velmul
trigger1 = 1
y = 0.95
x = 0.95
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 5
trigger1 = time < 62
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 7
trigger1 = time < 62
value = 3,2
[State 1822, Sound]
type = playsnd
trigger1 = (gametime%12) = 1
trigger1 = time < 67
value = 0,14
freqmul = 1.2
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 5
anim = 3852
pos = 0, 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.5 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 5
anim = 3851
pos = -10+(time/2), 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 7
anim = 3850
pos = 10-(time/2), 0-(pos Y)
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 1700, hadouken hit helper]
type = Helper
triggerall = time < 62
trigger1 = Animelem = 7
helpertype = normal
name = "leg fire"
pos = 24,-59
postype = p1
stateno =1063
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = time < 62
trigger1 = Animelem = 5
helpertype = normal
name = "leg fire"
pos = -24,-59
postype = p1
stateno =1064
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 10
v = 26
value = 1
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 20
v = 26
value = 2
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 30
v = 26
value = 3
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 40
v = 26
value = 4
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 50
v = 26
value = 5
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time < 56
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
air.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time < 56
attr = A, HA
damage = 35, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
air.velocity = -10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time >= 56
attr = A, HA
damage = 25, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -1
air.velocity = 16, -1
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time >= 56
attr = A, HA
damage = 25, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -1
air.velocity = -16, -1
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 62
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 62
value = 3861
[Statedef 3911]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -1
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,-6
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 800
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -50,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time > 3 && random < 100
helpertype = normal
name = "Thunderbolt"
id = 6
pos = var(1),0-(pos Y)
postype = p1
stateno =1069
ownpal = 1
size.xscale = 0.5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 1
range = 100, -100
[State 3860, 2]
type = Velset
trigger1 = time = 0
x = 0
[State 3860, 2]
type = Veladd
trigger1 = command = "holdfwd"
x = 0.2
[State 3860, 2]
type = Veladd
trigger1 = command = "holdback"
x = -0.2
[State 3860, 2]
type = Veladd
trigger1 = command = "holdup"
y = -0.2
[State 3860, 2]
type = Veladd
trigger1 = command = "holddown"
y =0.2
[State 3860, 2]
type = Velset
trigger1 = pos Y >= -5
y = -0.2
[State 3860, 2]
type = Velmul
trigger1 = 1
y = 0.95
x = 0.95
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = time = 5
value = 6,11
channel = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
elem = 4
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 5
trigger1 = time < 98
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 7
trigger1 = time < 98
value = 3,2
[State 1822, Sound]
type = playsnd
trigger1 = (gametime%12) = 1
trigger1 = time < 98
value = 0,14
freqmul = 1.2
[State 3865, Flames] 
type = removeExplod
trigger1 = time = 98
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 3852
pos = 0, 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.5 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 3851
pos = -10+(time/2), 0-(pos Y)
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 7
anim = 3850
pos = 10-(time/2), 0-(pos Y)
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
scale = 1, 0.3 + (.01*time)
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 7
anim = 13010
pos = 40, -59
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1
[State 3865, Flames] 
type = Explod
triggerall = time < 98
trigger1 = Animelem = 5
anim = 13012
pos = -30, -59
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 1
trigger2 = helper(6), movehit
trigger2 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 10
v = 26
value = 1
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 20
v = 26
value = 2
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 30
v = 26
value = 3
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 40
v = 26
value = 4
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 50
v = 26
value = 5
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time < 86
attr = A, HA
damage = 20, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
air.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time < 86
attr = A, HA
damage = 20, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
air.velocity = -10+((p2bodydist X)/20), -1-((p2bodydist Y)*0.04)
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animElem = 4 && time >= 86
attr = A, HA
damage = 25, 10
animtype = Up
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 4, -20
air.velocity = 4, -20
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 6 && time >= 86
attr = A, HA
damage = 25, 10
animtype = Up
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4 -20
air.velocity = -4 -20
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.cornerpush.veloff = -40
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 98
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 98
value = 3861
[Statedef 3920]
type = S
movetype = A
anim = 196
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 17
time = 99999
length = 16
PalBright   =   0,  0,  0
PalContrast = 200,200,400
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 5
Trans = Add1
[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 49
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 49
time = 49
pos = 7, -95
anim = -1
[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = time = 16
value = 2,5
volume = 255
[State 3700, SuperLight2] 
type = Explod
trigger1 = time = 16
anim = 10080
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
id = 914
ownpal = 1
scale = 1.3,1.3
pausemovetime = 9999
[State 9999,0]
type = ModifyExplod
trigger1 = time > 36
ID = 914
scale = (1.5 + (.09*(time-37))), (1.5 + (.09*(time-37)))
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 16
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
[State 2000, VarSet]
type = VarSet
trigger1 = Time = 50
var(10) = 1000
[State 3700, 9]
type = ChangeState
trigger1 = time = 50
value = 0
ctrl = 1
[Statedef 3921]
type = A
movetype = A
anim = 13008
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 17
time = 99999
length = 16
PalBright   =   0,  0,  0
PalContrast = 200,200,400
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 5
Trans = Add1
[State 3700, Shadows]
type = posfreeze
trigger1 = 1
value = 1
[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 49
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 49
time = 49
pos = 7, -95
anim = -1
[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
volume = 255
[State 3700, SuperLight2] 
type = Explod
trigger1 = Animelem = 1
anim = 10080
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
id = 914
ownpal = 1
scale = 1.3,1.3
shadow = 90,40,0
pausemovetime = 9999
[State 9999,0]
type = ModifyExplod
trigger1 = time > 23
ID = 914
scale = (1.5 + (.09*(time-22))), (1.5 + (.09*(time-22)))
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
[State 2000, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 1000
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3912
ctrl = 1
[Statedef 3912]
type = A
movetype = A
physics = A
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[Statedef 4000]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1052
velset = 4,0
sprpriority = 5
juggle = 10
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,4
volume = 255
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,5
volume = 255
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 6
[State 1000, 5]
type = veladd
trigger1 = 1
x = 0.5
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 9
getpower = 0
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower= 0
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 9
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
getpower= 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4001
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 9 && movecontact
value = 4001
[Statedef 4001]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 9
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower=  0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 9
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower= 0
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4001
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 9 && movecontact
value = 4001
[Statedef 4002]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1053
velset = 4,0
sprpriority = 5
juggle = 10
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,4
volume = 255
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,7
volume = 255
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 6
[State 1000, 5]
type = veladd
trigger1 = 1
x = 0.5
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 13
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower= 0
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 13
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,10
guard.sparkno = S9200
getpower= 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4003
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 13
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 13 && movecontact
value = 4003
[Statedef 4003]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 13
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
getpower= 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 13
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Hard
pausetime = 0,5
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower= 0
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
p2getp1state = 1
p2stateno = 9000
p2facing = 1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 20
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
channel = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4003
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 13
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 13 && movecontact
value = 4003
[Statedef 4004]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10500
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 25,35
[State 1000, FireB]
type = Explod
trigger1 = time = [3,27]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 36,0
random = 20,50
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [3,22]
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = 36,0
random = 20,50
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 3885, SuperLight] 
type = Explod
trigger1 = time < 24
anim = 1033
pos = -5+(time*40),0
postype = p1
sprpriority = 4
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
scale = 0.6, 0.6
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,4
volume = 255
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,8
volume = 255
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,8
volume = 255
freqmul = 0.9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = time < 20
attr = S, SP
damage    = 85/(Parent, Var(22)),6
animtype  = Heavy
pausetime = (8 - ((time)/2)),(6 - ((time)/2))
sparkxy = var(52), var(53)
sparkno = 3
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
sprpriority = 5
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -13,-1
air.type = Low
getpower= 0
air.velocity = -13,-1
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 2,1
trigger1 = time < 20
attr = S, SP
damage    = 85/(Parent, Var(22)),6
animtype  = Heavy
pausetime = (8 - ((time)/2)),(6 - ((time)/2))
sparkxy = var(52), var(53)
sparkno = 3
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
fall.animtype = Hard
sprpriority = 5
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -13,-1
getpower= 0
air.velocity = -13,-1
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1000, 5]
type = Hitdef
trigger1 = time >= 20
attr = S, SP
damage    = 60/(Parent, Var(22)),6
animtype  = Heavy
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
sprpriority = 5
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -13,-7
air.type = Low
getpower= 0
air.velocity = -13,-7
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recovertime = 30
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H && time < 21
trigger1 = MoveContact
value = 6,5
persistent = 1
ignorehitpause = 1
channel = 1
volume = 255
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [9000,9999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = destroyself
trigger1 = animtime = 0
trigger2 = root, movetype = H
[Statedef 4005]
type = S
movetype = A
anim = 10480
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1910, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 50
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 10
getpower=  (Var(10)=0)* 0
sparkxy = -5, -80
Facing = 1
sparkno = 2
guard.sparkno = S9200
hitsound = S6,3
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2
air.velocity = -1.2, -2
kill = 0
[State 4019, 5]
type = ChangeState
trigger1 = animtime = 0
value = 4019
ctrl = 0
[Statedef 4019]
type = S
movetype = A
juggle = 0
anim = 10481
velset = 0,0
ctrl = 0
sprpriority = 2
[State 4019, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60
animtype = Up
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 1, 34
sparkxy = -5, -80
sparkno = 2
getpower=  (Var(10)=0)* 0
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2, -3
air.velocity = -1.2, -10
snap = 30,0
P2stateno = 4001
kill = 0
[State 210, 1]
type = AfterImageTime
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
Time = 0
[State 4019, 5]
type = ChangeState
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
value = 0
ctrl = 1
[State 1900, 5]
type = ChangeState
trigger1 = movehit
trigger1 = animtime = 0
trigger1 = P2life > 0
value = 4010
ctrl = 0
[Statedef 4010]
type = S
movetype = A
juggle = 3
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 4011
[Statedef 4011]
type = A
movetype = A
[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1
[State 1531, 5]
type = Explod
trigger1 = time = 0
anim = F3
postype = p2
pos = 0, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S6,5
[State 1500, MEGA]
type = PlaySnd
trigger1 = time = 6
value = 3,6
channel = 0
volume = 255
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 12
y = -15
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .38
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = time = 8
value = 1510
persistent = 0
[State 1510, 5]
type = ChangeAnim
trigger1 = time = 16
value = 41
persistent = 0
[State 1510, 9] 
trigger1 = time = 24
type = Changestate
value = 4012
[Statedef 4012]
type = A
movetype = A
Anim = 10460
[State 1531, 5]
type = HitAdd
trigger1 = time = 8
value = 1
[State 1531, 5]
type = explod
trigger1 = time = 8
anim = F3
postype = p2
pos = 0, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 8
value = S6,5
[State 1500, END!]
type = PlaySnd
trigger1 = time = 8
value = 3,7
channel = 0
volume = 255
[State 1531, 5]
type = HitAdd
trigger1 = time = 35
value = 1
[State 1531, 5]
type = HitAdd
trigger1 = time = 155
value = 1
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 5]
type = Posadd
trigger1 = time = 0
y = -60
[State 3700, flame charge]
type = PlaySnd
trigger1 = time = 75
value = 3,1
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10810
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10811
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10812
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10813
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10814
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10815
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10816
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10817
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10818
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10819
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10820
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10821
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10822
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10823
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10824
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10825
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10826
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10830
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10831
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10832
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10833
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10834
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10835
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10836
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10837
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10838
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10839
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10840
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10841
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999
[State 1500, Aaaaahh!]
type = PlaySnd
trigger1 = time = 70
value = 2,3
channel = 0
volume = 255
[State 3700, hadouken whiff]
type = PlaySnd
trigger1 = time = 131
value = 0,7
volume = 255
[State 3700, earth crash]
type = PlaySnd
trigger1 = time = 35
value = 3,3
[State 5100, 8]
type = Explod
trigger1 = Time = 35
postype = p2
anim = F62
pos = 0, 0
ontop = 1
[State 1531, 5]
type = explod
trigger1 = time = 155
anim = 10450
pos = 0, 2
postype = p2
ontop = 1
persistent = 0
shadow = 0,50,100
ownpal = 1
[State 1710, FireB]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
trigger1 = numexplod(2500) < 1
postype = p2
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
pos = -10,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
trigger1 = numexplod(2500) < 1
postype = p2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
pos = 20,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
postype = p2
anim = ifelse(random>500,10421,10420)
pos = 0,-20
ignorehitpause = 1
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 999
supermovetime = 999
random = 25,0
scale = 0.7,0.7
[State 3700, hadouken crash]
type = PlaySnd
trigger1 = time = 155
value = 2,9
volume = 255
[State 3700, implosion]
type = PlaySnd
trigger1 = time = 159
value = 3,2
channel = 0
[State 1510, Gravity]
type = Posadd
trigger1 = time > 0
y = .44
[State 1510, 5]
type = velset
trigger1 = AnimElem = 7
x = 0
y = -14
[State 1510, 5]
type = veladd
trigger1 = time > 35
trigger1 = time < 50
x = 0
y = 0.58
[State 1510, 5]
type = Screenbound
trigger1 = time > 0
trigger1 = time < 55
trigger2 = time > 135
value = 0
[State 1510, 5]
type = Screenbound
trigger1 = time > 135
value = 0
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time > 24
trigger1 = time < 128
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
pos = 5,90
postype = p1
stateno = 1010
ownpal = 1
pausemovetime = 9999
shadow = 0,50,100
size.xscale = 0.6
size.yscale = 0.6
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 75
anim = 10086
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 7800, 3]
type = BGPalfx
trigger1 = time = 70
invertall = 1
supermove = 1
time = 70
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1500, 0]
type = Varset
trigger1 = time = 178
v = 28
value = 0
[State 1531, 6]
type = changestate
trigger1 = time = 178
value = 4013
ctrl = 0
[Statedef 4013]
type = S
movetype = A
Anim = 10470
vel = 0,0
sprpriority = -1
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 5]
type = posset
trigger1 = time = 0
Y = 0
[State 1510, 5]
type = posadd
trigger1 = time = 0
x = 5
y = 0
[State 1510, 5]
type = velset
trigger1 = time = 0
x = 0
y = 0
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 5150, Var(32) Add]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59
trigger2 = time > 0
v = 32
value = 1
[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) <= 10
value = 0
ctrl = 1
[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) > 10
trigger2 = time = 100
trigger2 = Var(30) = 59
value = 4014
ctrl = 0
[Statedef 4014]
type = S
movetype = A
anim = 3900
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1510, 5]
type = posadd
trigger1 = time = 0
x = -5
y = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020
pos = 15,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999
[State 3450, groundshockwave] 
type = explod
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 10
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 5,5
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 10
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.Velocity = -3
air.animtype = Back
air.Velocity = -4,4
air.juggle = 3
air.fall = 1
down.Velocity = 0,0
down.hittime = 30
down.bounce = 0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3,5
[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 4001]
type = A
movetype = H
velset = 0,0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 6
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && Animtime = 0
value = 5061
[State 1955, fly]
type = Velset
trigger1 = time = 6
y = -6.5
[State 1955, Gravity]
type = Veladd
trigger1 = time >= 6
y = .44
[State 1955, 9]
type = changeState
trigger1 = time = 21
value = 4002
ctrl = 0
[Statedef 4002]
type = A
movetype = H
velset = 0,0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051
[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -80
kill = 0
[State 1955, fly]
type = Velset
trigger1 = time = 0
y = -12
[State 1956, Gravity]
type = Veladd
trigger1 = time >= 0
y = .44
[State 1955, 9]
type = ChangeState
trigger1 = time = 32
value = 4003
ctrl = 0
[Statedef 4003]
type = A
movetype = H
velset = 0,0
[State 1956, Gravity]
type = PosAdd
trigger1 = time = 0
x = 10
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5061
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 10
[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -90
kill = 0
[State 1955, fly]
type = Velset
trigger1 = time = 0
trigger1 = Pos Y < 0
y = 5
[State 1955, Gravity]
type = Veladd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .44
[State 1955, 9]
type = changestate 
trigger1 = time = 27
value = 4004
[Statedef 4020]
type = A
movetype = A
anim = 10490
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 120
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9
[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0,0
getpower=  (Var(10)=0)* 0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
air.cornerpush.veloff = -10
[State 1955, fly]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = -4
[State 1955, gravity]
type = Veladd
trigger1 = time > 0
y = 0.44
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 5
v = 28
value = 0
[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact
value = 4021
ctrl = 0
[State 1955, 9]
type = changestate
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4023 
ctrl = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 5
type = ChangeState
value = 4044
[Statedef 4021]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 3,5
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4022
ctrl = 0
[Statedef 4023]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 4,7
channel = 0
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 40
volume = 255
value = 0,10
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 10
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 69
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changeanim
trigger1 = time = 35
value = 10492
ctrl = 0
[State 1955, 9]
type = changestate
trigger1 = time = 70
value = 4022
ctrl = 0
[Statedef 4022]
type = A
physics = A
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 10
[State 1955, 9]
type = changeanim
trigger1 = time = 0
value = 46
ctrl = 0
[Statedef 4060]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 1024
velset = 0,0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,81]
value = SCA
time = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(11), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(11), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,540
time           = 55
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 55
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 55
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 0
anim = -1
time = 55
pos = -29, -63
sprpriority = 3
movetime = 55
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 0
anim = -1
time = 55
pos = -29, -63
sprpriority = 3
movetime = 55
[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 3,1
supermove = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 56, -59
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 56, -59
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = time = 0 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = time = 3
value = 1,5
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 6
helpertype = normal
name = "hadouken"
id = 11
pos = 56, -59
postype = p1
stateno =1040
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 9
helpertype = normal
name = "hadouken"
id = 11
pos = 56, -59
postype = p1
stateno =1040
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 6 || animelem = 9
value = 0,7
volume = 255
freqmul = 0.9
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 6 || animelem = 9
value = 0,7
volume = 255
freqmul = 1.1
[State 1500, 0]
type = Varset
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
v = 28
value = 0
[State 1852, 6d]
type = Velset
trigger1 = time = 56
x = -1.2
y = -7.3
[State 1710, FireA]
type = Explod
trigger1 = animelem = 6 || animelem = 9
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2500
postype = p1
pos = 54, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6f]
type = veladd
trigger1 = time > 56 && var(28) = 1
y = 0.4
[State 1852, 6d]
type = veladd
trigger1 = time > 34
trigger1 = var(28) > 1
y = 0.4
[State 1852, 6a]
type = posfreeze
trigger1 = time = [0,55]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 8
channel = 0
volume = 255
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1874
ctrl = 0
[State 210, 1]
type = AfterImageTime
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
Time = 0
[State 1820, 1]
type = posadd
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
x = -20
[State 1510, 9]
triggerall = time = 55
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
type = ChangeState
value = 4061
ctrl = 0
[State 1510, 9]
triggerall = time >= 60
trigger1 = vel y > 0
trigger1 = pos y >= 2
type = ChangeState
value = 1874
ctrl = 0
[Statedef 4061]
type = A
movetype = A
juggle = 0
anim = 1020
ctrl = 0
sprpriority = 2
[State 1852, 6]
type = VelAdd
trigger1 = Time = 70
y = -3.5
x = -0.5
[State 1852, 6]
type = Velset
trigger1 = Time < 70
y = -2
x = -2
[State 1852, 6]
type = Velmul
trigger1 = time = 13
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = Animelem = 2 || animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 46, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.4
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = Animelem = 2 || animelem = 5
value = 2, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 2 || animelem = 5
helpertype = normal
name = "hadouken"
id = 11
pos = 46, -56
postype = p1
stateno =1018
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(11), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(11), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, Hadoken!]
type = changeanim
trigger1 = animelem = 8 && time < (70 + (var(51)))
value = 1020
elem = 1
[State 1500, 0]
type = Varset
trigger1 = time = 0
persistent = 0
v = 51
value = 0
[State 1500, 0]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
v = 51
value = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = Animelem = 2 || animelem = 5
value = 0,7
volume = 50
[State 1500, 0]
type = Varset
trigger1 = pos y >= 17
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = pos y >= 17
Time = 0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1874]
type = C
movetype = I
physics = C
Anim = 13034
ctrl = 0
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 2
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1820, 1]
type = posadd
trigger1 = time = 0
x = 20
[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0
[State 1820, 1]
type = turn
trigger1 = p2bodydist X <= 0 && time = 4
[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1820, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1040]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1021
velset = 6,6
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-3
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -5,-2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = 0
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
fall.recover = 0
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1041
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 8
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1042
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 8 && movecontact
value = 1041
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1041]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 1000, 5]
type = velset
trigger1 = time > 3
x = 6
y = 6
[State 1000, 5]
type = velset
trigger1 = time <= 3
x = 1
y = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -20,20
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = 0
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,5
air.type = Low
air.velocity = -5,5
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=-7 || var(54)=-6 || var(54)=-3 || var(54)=-2 || var(54)=1 || var(54) = 2 || var(54)=5 || var(54) = 6 || var(54) = 9 || var(54)= 10 || var(54) = 13
trigger1 = var(54) < 10
attr = S, SP
damage    = 45/(Parent, Var(22)),10
animtype  = Heavy
guardflag = MA
pausetime = 0,10
getpower = 0
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
fall.animtype = Hard
air.velocity = -8,-6
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 7
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
sparkxy = var(52), var(53)
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = 0
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,9
air.type = Low
air.velocity = -10,9
forcestand = 1
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
sinadd = -40,-48,-48, 150
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 5
PalBright   =   0,  0,  0
PalContrast = 0,30,100
PalMul      =  .66,.66,.66
Timegap = 1
FrameGap = 1
Trans = add
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1041
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 8
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1042
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 8 && movecontact
value = 1041
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1042]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1019
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 4030]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 12220
velset = 0,0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 99
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 99
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,540
time           = 50
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 50
pos = -29, -63
sprpriority = 3
movetime = 4
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
sprpriority = 3
movetime = 4
[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1
supermove = 1
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4801
pos = 17,-10
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4805
pos = 17,-10
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4805
pos = 18,-9
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4801
pos = 18,-9
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = time = 0
value = 1,5
channel = 0
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = time = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 99
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 3 && time < 12
helpertype = normal
name = "hadouken"
id = 3
pos = 72, -69
postype = p1
stateno =1070
ownpal = 1
size.xscale = 0.9
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 3 && time < 12
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 3
pos = 72, -69
postype = p1
stateno =1020
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1955, fly]
type = Veladd
trigger1 = time = 8
x = -4
y = -4
[State 1955, fly]
type = Velmul
trigger1 = time = 8
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,8]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 8
y = 0.2
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [5,8]
value = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = time = 8
value = 4, 3
channel = 0
volume = 255
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-15
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = time = 4
anim = 4803
pos = -17,-14
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1500, 0]
type = Varset
triggerall = time >= 12
trigger1 = pos y >= 2
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
triggerall = time >= 12
trigger1 = pos y >= 2
Time = 0
[State 1510, 9]
triggerall = time >= 12
trigger1 = pos y >= 2
type = ChangeState
value = 1874
[Statedef 4040]
type = A
movetype = A
anim = 10493
physics = S
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,3
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1,=6
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9
[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 4043
[Statedef 4043]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = -5
[State 1955, jerk back]
type = Posadd
trigger1 = Animelem = 3
x = 25
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact
value = 4041
ctrl = 0
[State 1955, 9]
type = changestate
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4045
ctrl = 0
[State 1900, 3]
type = HitDef
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = AnimElem = 3
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 1900, 3]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
sprpriority = -5
attr = S, HP
damage   = 60,10
animtype = light
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 200
ground.Velocity = 0,0
air.hittime = 200
fall.recover = 0
air.animtype = low
air.Velocity = 0,0
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
snap = 55,-20
yaccel = 0
[State 1955, fly]
type = Velset
trigger1 = AnimElem = 3
x = 12
y = -1
[State 1955, air resistance]
type = Veladd
trigger1 = time > 7
x = -.23
y = .44
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 4044
[Statedef 4044]
type = S
movetype = I
physics = C
anim = 110
velset = 9,0
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1520, 3]
type = Posadd
trigger1 = time = 0
x = -5
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0
[State 1520, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 4041]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 0,10
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 1
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4042
ctrl = 0
[Statedef 4045]
type = A
movetype = A
anim = 10496
velset = 0,0
ctrl = 0
sprpriority = -5
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = time = 0
id = 100
[State 1700, Afterimage hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Look! A fist!"
id = 12202
pos = 58, -71
postype = p1
stateno = 12202
ownpal = 1
pausemovetime = 0
[State 1531, 5]
type = explod
trigger1 = time = 0
anim = 10800
id = 100
pos = 57, -71
sprpriority = -1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 3700, grunt]
type = Sprpriority
trigger1 = movehit
value = -3
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1900, 3]
type = HitDef
trigger1 = timemod = 20,10
attr = S, HP
damage   = 50,10
animtype = light
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,18
sparkxy = 0, -60
air.juggle = 10
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.Velocity = 0,0
air.hittime = 30
fall.recover = 0
air.animtype = low
air.Velocity = 0,0
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
yaccel = 0
sprpriority = -3
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
kill = 0
[State 1710, FireB]
type = Explod
trigger1 = timemod = 20,10
anim  = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 3
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 20,10
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 20,10
anim = ifelse(random>500,10421,10420)
pos = 0,-50
persistent = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 100
value = 4041
ctrl = 0
[Statedef 12202]
type = A
movetype = A
anim = 12202
velset = 0,0
ctrl = 0
sprpriority = 5
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[state 6005, red build]
type           = PalFx
trigger1 = time = 0
trigger2     = timemod = 21,20
add            = 0,0,0
sinadd         = 512,62,-400,100
time           = 20
ignorehitpause = 1
[State 6006,destroy]
type = destroyself
trigger1 = time = 100
[Statedef 4042]
type = A
physics = N
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7
[State 1955, gravity]
type = veladd
trigger1 = time >= 0
y = .44
[State 1955, 9]
type = changeAnim
trigger1 = time = 0
value = 105
ctrl = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 107
[Statedef 4050]
movetype = A
type = A
anim = 13005
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3450, 3]
type = PlaySnd
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 0
value = 0,16
volume = 255
freqmul = 1
[State 1700, Afterimage hit helper]
type = Helper
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 0
helpertype = normal
name = "satsui no hado"
id = 301
postype = p1
stateno = 4056
ownpal = 1
pausemovetime = 9999
[State 1822, Sound]
type = playsnd
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = animelem = 3
value = 2,8
freqmul = 0.8
[State 1822, Sound]
type = playsnd
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = animelem = 3
value = 2,8
freqmul = 1.2
[State 3470, FireB]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
[State 3470, FireA]
type = Explod
triggerall = numexplod(2500) < 2
trigger1 = movehit
trigger2 = helper(3), movehit
ignorehitpause = 1
anim = 2501
id = 2500
scale = 0.5,0.5
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
[State 1700, hadouken hit helper]
type = Assertspecial
trigger1 = 1
flag = noshadow
[State 3880, 9]
type = EnvShake
trigger1     = movehit
ignorehitpause = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 1
[State 3880, 1]
type = envcolor
trigger1     = movehit
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 21
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 11040, 2]
type = PlayerPush
triggerall = Time >= 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 0
[State 1710, 0]
type = NotHitBy
trigger1 = time < 10
value = SCA, NP, SP
time = 1
[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = SCA, NP, SP
time = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shadows]
type = Afterimage
trigger1 = pos y = -1
time = 1
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
movetime = 9
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
movetime = 9
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) >= 3
time = 500
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,9
channel = 0
volume = 255
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,8
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
x = 12
y = 12
[State 1852, 6]
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
x = 12
y = 12
[State 1852, 6]
type = Playerpush
trigger1 = 1
value = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =1061
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = movehit
trigger1 = var(46) < 90
trigger1 = var(28) < 3
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
pos = 0,-60
postype = p1
stateno =1065
ownpal = 1
shadow = 0
size.xscale = 1.5
[State 1852, 7]
type = HitDef
triggerall = animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = A, SA
damage = 360, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,45
guard.pausetime = 20,10
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S2,9
guardsound = S0,100
ground.type = Trip
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1852, 7]
type = HitDef
trigger1 = animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = A, SA
damage = 360, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,45
guard.pausetime = 20,10
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Trip
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 20
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
kill = 0
[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0
[State 1852, 8]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y >= 5
value = 4044
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = time >= 10
trigger1 = pos y >= 5
value = 4044
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4054
[Statedef 4054]
type = A
movetype = I
Physics = N
anim = 13035
ctrl = 0
sprpriority = 2
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 1 
movetime = 1 
ignorehitpause = 1
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 4
y = -6
[State 2001, 8]
type = turn
trigger1 = animelem = 6
persistent = 0
[State 1852, 8]
type = ChangeState
triggerall = time > 8
trigger1 = p2bodydist X >= 50
trigger2 = time > 75
value = 4055
[Statedef 4056]
type = A
movetype = A
anim = 13032
physics = N
velset = 0,0
ctrl = 0
sprpriority = 5
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 1852, 8]
type = changeanim
trigger1 = parent, stateno = 4055
trigger1 = parent, animelem = 2
value = 13032
elem = 12
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1852, appear sound]
type = playsnd
trigger1 = time = 10
value = 4,5
[state 6005, black fadeout]
type           = PalFx
trigger1    = animelem = 12
add            = 0,0,0
sinadd         = -255,-255,-255,150
time           = 999
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 13
value = 0,4
[State 1852, 6]
type = posset
trigger1 = movecontact = 0
y = root, pos Y
[State 1852, 6]
type = Velset
trigger1 = time = 0
x = -0.05
[State 1852, 6]
type = Velset
trigger1 = Animelem = 13
x = 12
y = 12
[State 1852, 7]
type = HitDef
trigger1 = animelem = 13
attr = A, SA
damage = 250/(Parent, Var(22)), 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 0,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
[State 1500, 0]
type = Varset
triggerall = movecontact = 0
trigger1 = pos y >= 5
v = 28
value = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 21
value = 1
[State 1852, 8]
type = Destroyself
trigger1 = pos y >= 100 || time = 100
[Statedef 4055]
type = A
movetype = A
anim = 13005
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = movecontact = 0
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 3
value = 2,8
freqmul = 0.8
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 3
value = 2,8
freqmul = 1.2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
pos = 0,-60
postype = p1
stateno =1065
ownpal = 1
shadow = 0
size.xscale = 1.5
[State 1700, hadouken hit helper]
type = Helper
trigger1 = movehit
helpertype = normal
ignorehitpause = 1
persistent = 0
name = "Foot flash!"
pos = 0,-60
postype = p2
facing = -1
stateno =1065
ownpal = 1
shadow = 0
size.xscale = 1.5
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = SCA, NP, SP
time = 1
[State 3700, Shadows]
type = Afterimagetime
trigger1 = pos y = -1
time = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 3
x = 12
y = 12
[State 1852, 7]
type = HitDef
trigger1 = animelem = 3
attr = A, SA
damage = 250, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 0,60
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S2,9
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
bounce =  1
[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 4044
[Statedef 4052]
type = A
physics = N
movetype = A
anim = 13009
velset = 1,0
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 80
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852, 8]
type = posset
trigger1 = time = 0
y = 0
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 6
value = 0,4
[State 1852, 7]
type = HitDef
trigger1 = animelem = 7
attr = A, SA
damage = 90, 10
animtype = Medium
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 3,3
sparkxy = 5, -50
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -2, -4
air.recover = 0
fall.recover = 0
[State 1852, 8]
type = ChangeState
trigger1 = AnimElem = 14
value = 4053
[Statedef 4053]
type = A
movetype = A
velset = 7, -11
sprpriority = 2
[State 1710, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .46
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 13
value = 0,4
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 100, 10
animtype = Diagup
getpower=   (Var(10)=0)*  0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7, -12
air.velocity = -7, -12
fall = 1
air.recover = 0
fall.recover = 0
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 60050]
type = S
movetype = A
physics = S
anim = 10900
velset = 0
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = animelem = 2
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
trigger1 = animelem = 1
movetime = 4
time = 60
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 10060
pos = 18,-47
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 10,0
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 7,3
[State 183, End] 
type = ChangeState 
trigger1 = time = 30
value = 60051
ctrl = 0
[State 182, WINDY]
type = explod
trigger1 = animelem = 1,= 10
anim = 9405
id = 9403
pos = 5,0
postype = p1
bindtime = -1
removetime = 65
sprpriority = -3
ownpal = 1
scale = 1
removeongethit = 1
[Statedef 60051]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
sprpriority = 2
[State 182, 2]
type = Playsnd
trigger1 = Animelem = 1
value = 9,4
[State 3700, twister snd]
type = PlaySnd
trigger1 = time = 0
value = 4,9
volume = 255
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12010
pos = 3, 4
postype = p1
sprpriority = -2
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 1,1.1
removeongethit = 1
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12011
pos = 3, 5
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 1,1.1
removeongethit = 1
id = 10
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time = 0
id = 20
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0
triggerall = time > 0
triggerall = time <= 10
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -100
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 11
triggerall = time <= 20
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -110
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 21
triggerall = time <= 30
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -120
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 31
triggerall = time <= 40
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -130
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 40
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -140
[State 182, End] 
type = ChangeState 
triggerall = time > 50
triggerall = power > 0
trigger1 = command = "hold_a" 
trigger2 = command = "hold_b" 
trigger3 = command = "hold_c" 
value = 60054
ctrl = 0
[State 182, End] 
type = ChangeState 
triggerall = time > 50
triggerall = power > 0
trigger1 = command != "hold_x" 
trigger1 = command != "hold_y" 
trigger1 = command != "hold_z" 
value = 60052
ctrl = 0
[State 182, End] 
type = ChangeState 
triggerall = time > 50
trigger1 = power = 0
value = 60056
ctrl = 0
[Statedef 60052]
type = S
movetype = A
physics = N
anim = 12090
velset = 0
ctrl = 0
sprpriority = 2
[State 3700, slidesnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,11
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 4
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2,=1
x = 18
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95
[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 182, End] 
type = ChangeState 
triggerall = time > 5
trigger1 = P2bodydist X <= 40
value = 60053
ctrl = 0
[Statedef 60053]
type = A
movetype = A
physics = N
anim = 3880
sprpriority = 2
[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 62
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 2
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 1]
type = VelSet
trigger1 = Time = 1
x = 13
y = -13.5
[State 3880, 2]
type = VelMul
trigger1 = Time >= 1
x = .88
[State 3880, 3]
type = VelAdd
trigger1 = Time >= 1
y = .44
[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 350
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 3450, Spark] 
type = Explod
trigger1 = movehit
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 52
[Statedef 60054]
type = A
movetype = A
physics = N
anim = 3880
sprpriority = 2
[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 62
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 2
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 1]
type = VelSet
trigger1 = Time = 1
x = 13
y = -13.5
[State 3880, 2]
type = VelMul
trigger1 = Time >= 1
x = .88
[State 3880, 3]
type = VelAdd
trigger1 = Time >= 1
y = .44
[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 350
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 3450, Spark] 
type = Explod
trigger1 = movehit
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 52
[Statedef 60056]
type = S
movetype = A
physics = N
anim = 12090
velset = 0
ctrl = 0
sprpriority = 2
[State 3700, slidesnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,11
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 4
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2,=1
x = 18
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95
[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 182, End] 
type = ChangeState 
triggerall = time > 5
trigger1 = P2bodydist X <= 40
value = 60057
ctrl = 0
[Statedef 60057]
type = A
movetype = A
physics = N
anim = 3881
sprpriority = 2
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10
[State 1700, Afterimage hit helper]
type = Helper
trigger1 = movecontact
helpertype = normal
name = "satsui no hado"
id = 300
postype = p1
stateno = 60100
ownpal = 1
pausemovetime = 9999
[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 3
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 0
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 9999
guard.sparkno = S9300
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
[State 1510, 9]
trigger1 = movecontact
type = ChangeState
value = 60058
ctrl = 0
[State 183, End] 
type = ChangeState 
triggerall = movecontact = 0
trigger1 = time = 30
value = 0
ctrl = 1
[Statedef 60058]
type    = S
physics = S
movetype = I
anim = 3882
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 7800, 3]
type = Bgpalfx
trigger1 = time = 0
invertall = 1
supermove = 1
time = 200
add = 0,-255,-255
sinadd = 500,500,500,206
[State 1700, Freeze!]
type = pause
trigger1 = time = 0
time = 200
movetime = 100
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,1
[State 3880, 9]
type = EnvShake
Trigger1 = time = 101
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 3450, Spark] 
type = Explod
trigger1 = time = 101
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
[State 3450, Spark] 
type = Explod
trigger1 = time = 91
anim = 13030
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
ownpal = 1
ontop = 1
vel = -0.5, 0
[State 107, HitSound]
type = PlaySnd
trigger1 = time = 101
value = 7,2
volume = 100
[State 7800, 3]
type = BGPalfx
trigger1 = time = 101
supermove = 1
time = 5
add = 1,1,1
mul = 255,255,255
sinadd = 1,1,1
[State 3701, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 107, posadd]
type = posadd
trigger1 = Time = 0
x = 80
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
x = 6
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50
[State 106, Dust]
type = MakeDust
trigger1 = Time = 0
pos = -10, -2
spacing = 5
[State 106, 5]
type = ChangeAnim
trigger1 = time = 110
value = 3884
ctrl = 0
[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 60100]
type = A
movetype = A
physics = N
anim = 60100
sprpriority = 2
[State 2010, 3]
type = PalFX
trigger1 = Time = 0
time = 9999
add = 98,88,78
mul = 78,78,78
sinadd = 540,112,112,1250
invertall = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 210
length = 8
PalBright   =   0,  0,  0
PalContrast = 188,88,88
PalAdd      =   18,  18,  18
FrameGap = 2
Trans = Sub
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 2
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 1]
type = VelSet
trigger1 = Time = 50
x = 10
y = -13.5
[State 3880, 2]
type = VelMul
trigger1 = Time >= 50
x = .92
[State 3880, 3]
type = VelAdd
trigger1 = Time >= 50
y = .44
[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 99999
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
p2stateno = 2156
p2getp1state = 1
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 60101
[Statedef 60101]
type    = S
physics = S
movetype = I
anim = 3883
[State 2010, 3]
type = PalFX
trigger1 = Time = 0
time = 9999
add = 138,78,78
mul = 138,78,78
sinadd = 358,358,358,120
invertall = 1
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
x = 0
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, timedistortend]
type = PlaySnd
trigger1 = time = 50
value = 2,1
volume = 100
[State 1510, 9]
trigger1 = time = 90
type = destroyself
[Statedef 2156]
type = A
movetype = H
physics = N
velset = 0,0
[State 2155, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2156
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 100
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 1
Trans = Add1
[State 2155, 2]
type = posfreeze
trigger1 = hitshakeover = 0
[State 2155, 3]
type = velset
trigger1 = hitshakeover = 1
x = -7
y = -12
persistent =  0
[State 2155, 4]
type = veladd
trigger1 = hitshakeover = 1
y = 0.43
[State 2155, 9]
type = selfstate
trigger1 = pos y >= 35 && vel y > 0
value = 5100
[Statedef 94070]
type = A
movetype= A
physics = N
ctrl = 0
anim = 998
[State 3885, Comon]
type = playsnd
trigger1 = time = 0
value = 1,1
channel = 1
volume = 50
[State 3885, die]
type = destroyself
trigger1 = time = 1
[Statedef 94071]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 998
velset = 0,0,0
[State 3885, I'm number one]
type = playsnd
trigger1 = time = 0
value = 3,5
channel = 1
volume = 50
[State 3885, die]
type = destroyself
trigger1 = time = 1
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 1700, hadouken hit helper]
type = Helper
triggerall = power >= 3000
trigger1 = animelem = 17
trigger2 = animelem = 28
trigger3 = animelem = 39
trigger4 = animelem = 62
helpertype = normal
name = "stance spark"
pos = 0,0
postype = p1
stateno =4811
ownpal = 1
[State 1000, FireB]
type = Explod
triggerall = power >= 3000
trigger1 = animelem = 11
persistent = 1
anim = 9404
id = 9404
postype = p1
pos = -40,0
persistent = 0
sprpriority = -1
ownpal = 1
scale = 0.25,0.25
[State 52, Land SOund]
type = PlaySnd
triggerall = power >= 3000
trigger1 = animelem = 11
value = 0,0
[State 191, 5]
type = EnvShake
triggerall = power >= 3000
trigger1 = animelem = 11
ignorehitpause = 1
persistent = 0
time = 3
ampl = -2
freq = 180
[State 0, 1]
type = ChangeAnim
triggerall = power < 3000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 0, 1]
type = ChangeAnim
triggerall = power >= 3000
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 53]
type    = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 107
[State 209, w1]
type = width
trigger1 = 1
value = (time)*2
[State 233, Var(23) continuos run preventive measure]
type = VarSet
trigger1 = time = 0
v = 23
value = 20
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100,9]
type = changestate
trigger1 = time = 10
value = 101
[Statedef 101]
type = A
movetype = I
physics = N
anim = 108
velset = 7.5,-2
[State 209, w1]
type = width
trigger1 = 1
value = 40
[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1
[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.3
[State 101, 9]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 102
[Statedef 102]
type = S
movetype = I
Physics = C
anim = 109
ctrl = 0
[State 209, w1]
type = width
trigger1 = animtime = 0
value = 10
[State 209, w1]
type = width
trigger1 = animtime != 0
value = 40
[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0
[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 0, 11
volume = -50
[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 102, 8]
type = ChangeState
trigger1 = animtime = -5
trigger1 = command = "holddown"
value = 11
ctrl = 1
[State 101, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x= 35
[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 105]
type    = S
physics = S
movetype = I
anim = 104
ctrl = 0
velset = 0,0
[State 105, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 105, 9]
type = ChangeState
trigger1 = time = 9
value = 106
[Statedef 106]
type = A
physics = N
movetype = I
anim = 105
velset = -8, -3
[State 106, 1]
type = Gravity
trigger1 = 1
[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107
[Statedef 107]
type    = S
physics = S
movetype = I
anim = 106
ctrl = 0
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 106, 4]
type = CtrlSet
trigger1 = animtime = -2
value = 1
[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
[State 5150, Var(5) Start]
type = VarSet
triggerall = time = 0 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 0
[State 5150, Var(5) Add]
type = VarAdd
triggerall = 1 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 1
[State 5150, 0]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover
[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140
[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)
[State 5150, 4]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110
[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85
[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State -2, Flying screen]
type = ScreenBound
trigger1 = Win = 1
value = 0
[Statedef 5050]
type    = A
movetype= H
physics = N
[State 1510, 5]
type = Screenbound
trigger1 = enemy, stateno = 4030
trigger1 = enemy, time < 15
trigger2 = enemy, stateno = 4800
trigger2 = enemy, time < 50
trigger3 = enemy, stateno = 4060
trigger3 = enemy, time < 15
ignorehitpause = 1
movecamera = 0,0
value = 1
[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050
[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200
[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0
[State 1510, 5]
type = Screenbound
trigger1 = enemy, stateno = 4800
trigger1 = enemy, time < 50
ignorehitpause = 1
movecamera = 0,0
value = 1
[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
[Statedef 5071]
type    = A
movetype= H
physics = N
[State 1510, 5]
type = Screenbound
trigger1 = enemy, stateno = 4800
trigger1 = enemy, time < 50
ignorehitpause = 1
movecamera = 0,0
value = 1
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110
[Statedef 9999]
type = A
ctrl = 0
anim = 9999
sprpriority = -5
movetype = I
physics = N
[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 5
movetime = 5
[State 191, 5]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 5
ampl = 2
freq = 180
[state 9999, varset]
type = varset
trigger1       = root, stateno = [0,1000]
trigger1 = time = 0
v = 42
value = 0
[state 9999, varset]
type = varset
trigger1       = root, stateno = [1000,3000]
trigger1 = time = 0
v = 42
value = 1
[state 9999, varset]
type = varset
trigger1 = var(28) < 3
trigger1       = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 2
[state 9999, varset]
type = varset
trigger1 = var(28) >= 3
trigger1 = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 3
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 1
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 2
add            = 255,255,255
time           = 10
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 2
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 3
add            = 312,-512,-512
time           = 10
ignorehitpause = 1
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 3
add            = 312,-512,-512
sinadd         = -312,512,512,50
time           = 12
ignorehitpause = 1
[state 6006, silence]
type = assertspecial
trigger1 = time <= 42
trigger1       = var(42) = 3
flag = nofg
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
channel = 0
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[State 6008]
type = DestroySelf
trigger1 = roundstate = 0
[Statedef 9998]
ctrl = 0 
anim = 9999
[State 9999: ParentVarSet] 
type = ParentVarSet 
triggerall = (Parent, Var(30) != 59) 
trigger1 = ((Parent, Command = "CPU") && (Command != "CPU"))
trigger2 = ((Parent, Command = "hold_x") && (Command = "hold_x"))
trigger3 = ((Parent, Command = "hold_y") && (Command = "hold_y")) 
trigger4 = ((Parent, Command = "hold_z") && (Command = "hold_z")) 
trigger5 = ((Parent, Command = "hold_a") && (Command = "hold_a")) 
trigger6 = ((Parent, Command = "hold_b") && (Command = "hold_b")) 
trigger7 = ((Parent, Command = "hold_c") && (Command = "hold_c")) 
trigger8 = ((Parent, Command = "hold_s") && (Command = "hold_s")) 
trigger9 = ((Parent, Command = "holdfwd") && (Command = "holdfwd")) 
trigger10 = ((Parent, Command = "holdback") && (Command = "holdback")) 
trigger11 = ((Parent, Command = "holdup") && (Command = "holdup")) 
trigger12 = ((Parent, Command = "holddown") && (Command = "holddown")) 
var(30) = 59 
[State 9999: ParentVarSet] 
type = ParentVarSet 
triggerall = (Parent, Var(30) = 59)
trigger1 = ((root, Command = "CPU") && (Command = "CPU"))
trigger2 = ((root, Command = "hold_x") && (Command = "hold_x"))
trigger3 = ((root, Command = "hold_y") && (Command = "hold_y"))
trigger4 = ((root, Command = "hold_z") && (Command = "hold_z"))
trigger5 = ((root, Command = "hold_a") && (Command = "hold_a")) 
trigger6 = ((root, Command = "hold_b") && (Command = "hold_b"))
trigger7 = ((root, Command = "hold_c") && (Command = "hold_c"))
trigger8 = ((root, Command = "hold_s") && (Command = "hold_s"))
trigger9 = ((root, Command = "holdfwd") && (Command = "holdfwd"))
trigger10 = ((root, Command = "holdback") && (Command = "holdback"))
trigger11 = ((root, Command = "holdup") && (Command = "holdup")) 
trigger1
2 = ((root, Command = "holddown") && (Command = "holddown"))
var(30) = -1
[State 9999: DestroySelf] 
type = DestroySelf 
trigger1 = (Parent, Var(30) = -1) 
[Statedef -2]
[state -2,pos y bugfix]
type = posset
trigger1 = movetype = H && pos Y != 0 && statetype = S && stateno = [5000, 5050]
y = 0
[State 181, ai randomizer]
type = VarRandom
trigger1 = timemod = 40,30
v = 40
range = 0,100
[state -2,ai-switch]
type = Helper 
trigger1 = (NumHelper(9998) = 0) && (var(30) = 0)
helpertype = Normal 
name = "Artificial Intelligence" 
id = 9998
pos = 999,999
postype = p1 
facing = 0 
stateno = 9998
keyctrl = 1 
ownpal = 1 
supermovetime = 0 
pausemovetime = 0 
[State -2:VarSet]
type= VarSet
trigger1= (Var(30) = 58)
var(30)= 59
[State -2:VarSet]
type= VarSet
trigger1= (Var(30) != 0) && (RoundState != 2)
var(30)= 0
[State -2:		ChangeState]
type			= ChangeState
trigger1		= (RoundState = 3) && (StateType != A) && (Ctrl)
value			= 0
[State -2:VarSet]
type= VarSet
trigger1= (NumHelper(9998) = 0) && (Var(30) = 58)
var(30)= -1
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = numexplod(2500) > 0
trigger1 = (gametime%12) = 1
persistent = 1
ignorehitpause = 1
value = 2,7
channel = 3
[State 210, var(6) facedif]
type = varset
trigger1 = facing = (enemy, facing)
v = 6
value = 1
[State 210, var(6) facedif]
type = varset
trigger1 = facing != (enemy, facing)
v = 6
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 43
range = -11, 11
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 45
range = -11, 11
[State 1000, FireB]
type = Explod
trigger1 = numexplod(2500) > 0
persistent = 1
anim = 12217
id = 12217
postype = p2
pos = -10,-40
ignorehitpause = 1
random = 50,40
sprpriority = 5
ownpal = 1
vel = -2*(enemy, Vel X),(var(45))
scale = 0.1,0.75
accel = 0,1/2*(var(45))
pausemovetime = 9999
[State -2, Var(33) AI Differentiate air combos]
type = Varset
trigger1 = stateno = 50 && Vel X = 0
v = 33
value = 1
[State -2, Var(33)reset AI Differentiate air combos Cummulative problems cautionary action]
type = Varset
trigger1 = stateno = 1852 && animtime = 0
v = 33
value = 0
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = stateno != 3875 && stateno != 3876 && stateno != 3877 && stateno != 3878 && stateno != 10000 && stateno != 10001 && stateno != 10002
id = 3910
[State -2, Removeburstknuckle]
type = RemoveExplod
trigger1 = stateno != 4020 && stateno != 4043
id = 100
[State 1710, Remove Fist Fire 4]
type = RemoveExplod
persistent = 1
trigger1 = stateno != 1710 && stateno != 3460 && stateno != 3470
id = 2603
[State -2, Stop Intro music]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(10) = 1
var(10) = -1 
ignorehitpause = 1
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(11) > 0
var(11) = -1 
ignorehitpause = 1
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(23) > 0
var(23) = -1 
ignorehitpause = 1
[State -2, AttackMulSetforRageBurst]
type = AssertSpecial
flag = nojugglecheck
trigger1 = Var(10) > 1
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) < 6
v = 22
value = 1
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [6,10]
v = 22
value = 2
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [11,15]
v = 22
value = 3
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) > 15
v = 22
value = 4
[State -2, AttackMulSetforRageBurst]
type = AttackMulSet
trigger1 = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) < 5
value = 0.75
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [5,9]
value = 0.7
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [10,14]
value = 0.65
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [15,19]
value = 0.5
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) > 20
value = 0.3
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
trigger1 = Var(29) > 0 && var(28) > 0
value = 0.8
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) < 4
value = 1
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [4,6]
value = 0.6
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [7,9]
value = 0.5
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [10,12]
value = 0.45
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [13,15]
value = 0.4
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) > 15
value = 0.35
[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Var(44) = 1
value = 0.9
[State -2, no blocking]
type = Assertspecial
trigger1 = Var(10) > 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
[State -2, shadowrem]
type = afterimagetime
trigger1 = movetype = H
time = 0
[State -2, VarSet]
type = poweradd
trigger1 = movetype = H
trigger1 = var(10) > 0
value = -1500
[State -2, VarSet]
type = poweradd
trigger1 = var(28) > 0
trigger1 = var(10) > 0
value = -3000
[State -2, VarSet]
type = VarSet
trigger1 = var(28) > 0
trigger1 = var(10) > 0
var(29) = 1
[State -2, VarSet]
type = VarSet
trigger1 = var(28) = 0
var(29) = 0
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(10) = 0
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(28) = 0
[State -2, afterimages]
type = Afterimagetime
trigger1 = var(10) > 0 && var(28) = 0
trigger1 = power = 0
persistent = 0
time = 0
[State -2, VarSet]
type = VarSet
triggerall = var(10) >= 1
trigger1 = power = 0
var(10) = 0
[State 3710, 1]
type = palfx
trigger1 = var(10) > 1
trigger1 = (GameTime%51) = 1
ignorehitpause = 1
time = 51
add = floor(80/Ceil((power/600)+1)),10,10
sinadd = -20,-20,-20,30
[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1
[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)
[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)
[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15)
v = 19
value = 0
[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1
[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0
[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
v = 15
value = 0
[State -2, Reset]
type = VarSet
trigger1 = p2movetype != H
v = 14
value = 0
[State -2, Reset]
type = VarSet
trigger1 = !NumHelper(9990)
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0
[State 2100, 1]
type = Playerpush
trigger1 = winko
value = 0
[State 210, KO Screen 1]
type = helper
trigger1 = winko
trigger1 = numhelper(9999) = 0
helpertype = normal
name = "lookatdaflashyfxduhh..."
id = (9999)
pos = 0,0
bindtime = -1
postype = left
stateno = 9999
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "P2BodyDist X: %f | P2BodyDist Y: %f | Frontedgedist: %d | Backedgedist: %d | pos Y: %f"
params = P2Bodydist X, P2BodyDist Y, frontedgedist, backedgedist, Pos Y
[Statedef -3]
[State -3, lightpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5000
trigger2 = stateno = 5000 && anim = 5010
trigger3 = stateno = 5010 && anim = 5020
trigger4 = stateno = 5020 && anim = 5000
trigger5 = stateno = 5020 && anim = 5010
value = 10,1
volume = 75
channel = 0
[State -3, midpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5001
trigger2 = stateno = 5000 && anim = 5011
trigger3 = stateno = 5010 && anim = 5021
trigger4 = stateno = 5020 && anim = 5001
trigger5 = stateno = 5020 && anim = 5011
value = 10,2
volume = 75
channel = 0
[State -3, heavypain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002
trigger2 = stateno = 5000 && anim = 5012
trigger3 = stateno = 5010 && anim = 5022
trigger4 = stateno = 5020 && anim = 5002
trigger5 = stateno = 5020 && anim = 5012
value = 10, 3
volume = 75
channel = 0
Rage Burst mode Power minus
[State -3, power]
type = poweradd
triggerall = (gametime%2) = 1
trigger1 = var(10) > 0
ignorehitpause = 1
value = -15