;Hyper 3 hits and a shadow kick
[StateDef 6232]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = -100
sprpriority = 2
[State 6232,1, SuperPause]
type = SuperPause
trigger1 =animelem=1
time =30
anim =230
sound = S10,0
pos = 0,0
move = 0
movetime = 0
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =
[State 6232, 2]
type = HitDef
trigger1 = Time = 0
attr = A,NA ;Attribute: Crouch, Normal Attack
damage = 70, 0 ;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 = 3, 20 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -20, -30 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;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 = 0 ;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 = High ;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
[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 210
[State 6232, 3]
type = HitDef
trigger1 = Time = 0
attr = A,NA ;Attribute: Crouch, Normal Attack
damage = 90, 0 ;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 = 3, 20 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -20, -30 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;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 = 0 ;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 = High ;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
[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 4700
[State 6232, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = M-
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -17, -58
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime = 80
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 4500
[StateDef 6232]
type = S
movetype= A
physics = S
juggle = 1
velset = 15,0
ctrl = 0
anim = 4500
poweradd = 20
sprpriority = 2
[State 6232, 1]
type = Hitdef
trigger1 = time = 0
attr = S, NA
offset = 0,0
damage = 130,0
animtype = Hard
hitflag = MA
guardflag = M
pausetime = 10,4
guard.pausetime = 10,13
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-94
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 30
air.hittime = 30
ground.velocity = -9,-10
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
fall.recovertime = 40
air.velocity = -9,-10
down.hittime = 12
down.velocity = -9,0
down.hittime = 30
guard.ctrltime = 15
yaccel = .50
air.juggle = 1
envshake.time = 22
envshake.freq = 190
envshake.ampl = 5
kill = !var(58) || 1*p2stateno = 49999
[state 6232,sound]
type=playsnd
trigger1 = animelem = 3
value = 14,0
[State 6232, PUFF'S SHADOWS ]
type = Afterimage
triggerall = palno = 1 || palno = [7,12]
trigger1 = time = 0
trans = add
palcolor = 230
palpostbright = 0,70,0
PalContrast = 0,200,0
time = 20
length = 8
TimeGap = 2
FrameGap = 1
persistent = 1
[State 6232, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
I have a terrible feeling i fucked up hard,and im making a fool od myself.But oh well.