[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 2 && (FVar(9) < 60)
attr = S, SA
damage = Ceil(IfElse(fvar(11) * 32 < 7, 7, fvar(11) * 32)), 0
;Ceil(IfElse(fvar(11) * 32 < 7, 7, fvar(11) * 32)), 0
; 32,0
animtype = Hard
guardflag = M
hitflag = M
priority = 4, Hit
pausetime = 8, 9
sparkno = s7020
guard.sparkno = s7000
sparkxy = -20,-65
hitsound = s5, 2
guardsound = S6,0
ground.type = Low
ground.slidetime = 20 ;14
ground.hittime = 20 ;14
ground.velocity = -8.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
fall = (P2MoveType = H)
id = 1318
[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && (FVar(9) < 60)
attr = S, SA
damage = Ceil(IfElse(fvar(11) * 32 < 7, 7, fvar(11) * 32)), 0
;Ceil(IfElse(fvar(11) * 32 < 7, 7, fvar(11) * 32)), 0
;32,0
animtype = Hard
guardflag = A
hitflag = A
priority = 4, Hit
pausetime = 8, 9
sparkno = s7020
guard.sparkno = s7000
sparkxy = -20,-65
hitsound = s5, 2
guardsound = S6,0
ground.type = Low
ground.slidetime = 20 ;14
ground.hittime = 20 ;14
ground.velocity = -6.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 35,35
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
fall = (P2MoveType = H)
id = 1319
This is to hit a char in the air differently than on the ground.