[Statedef 41]
type = A ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = A ;Physics: S-stand, C-crouch, A-air
juggle = 0 ;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 = 41 ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2
[State 41, Jump Hit]
type = HitDef
trigger1 = animelem = 1
attr = A,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit
damage = 5,1
pausetime = 0 ,0
;sparkno =
;guard.sparkno =
;sparkxy = 0,0
;hitsound =
;guardsound =
ground.type = High ;Low,Trip,None
ground.slidetime = 2
ground.hittime = 1
air.hittime = 20
guard.dist = 30
ground.velocity = 0,0
air.velocity = 0,0
;airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p1getp2facing = 0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
givepower = 0,0
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0