[Statedef 260]
type = L ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = C ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 260 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2 ;Set layering priority to 2 (in front)
[State 260, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23, 4 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 3 ;Spark anim no (Def: set above)
sparkxy = -20, -45 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1, random%4 ;Sound to play on hit
guardsound = S2, random%4 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
[State 260, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0
channel = 1
[State 260, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110
ctrl = 0