;========================<VIOLENCE KNEE DROP>=============================
[Statedef 1300]
type = A
physics = N
moveType = A
anim = 1300
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1
[State 1300, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))
[State 1300, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse(P2Dist x > 100, 2, ifElse(P2Dist x > 88, 1, 0))
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1320, ifElse(var(10) = 1, 1310, 1300))
[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1300, 0
volume = 255
channel = 0
[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1, 5
volume = 255
channel = 1
[State 1300, Width]
type = Width
trigger1 = 1
edge = 20,0
[State 1300, ChangeAnim]
type = VelSet
trigger1 = !Time
x = IfElse(!var(10), 4.4, IfElse (var(10) = 1, 6.4 , 8.4 ))
y = IfElse(!var(10), -12, IfElse (var(10) = 1, -14 , -16 ))
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .8
[State 1300, PlayerPush]
type = PlayerPush
trigger1 = abs(p2dist x) < 25
trigger2 = abs(p2dist y) < 25
value = 0
ignorehitpause = 1
[State 1300, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = !Time
attr = A, SA
hitFlag = MAF
guardFlag = HA
priority = 7, Hit
damage = ceil(ifElse(fvar(11) * 45 < 7, 7, fvar(11) * 45)), 6
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 11,

, ifElse(var(20), 11,

guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Heavy
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 20
ground.slideTime = 20
guard.hitTime = 20
air.hitTime = 120
ground.velocity = -4.5,0
ground.cornerPush.velOff = 0
guard.velocity = -7.76
guard.cornerPush.velOff = 0
air.velocity = -4.6, 0
airguard.velocity = -6.67, -1.12
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -70
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1301, Bla Bla Bla]
type = PosSet
trigger1 = Pos Y + Vel Y >= 0
Y = 0[State 1300, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1301
ignorehitpause = 1
[State 1300, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
value = 1305
;========================<VIOLENCE KNEE DROP HIT>=============================
[Statedef 1301]
type = A
physics = N
moveType = A
anim = 1301
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 51, Gravity]
type = Gravity
trigger1 = 1
[State 1301, Width]
type = Width
trigger1 = 1
edge = 20,0
[State 1301, Bla Bla Bla]
type = PosSet
trigger1 = Pos Y + Vel Y >= 0
Y = 0[State 1301, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
value = 1305
;========================<VIOLENCE KNEE DROP LANDING>=============================
[Statedef 1305]
type = S
physics = S
anim = 1305
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1
[State 1305, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1305, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 1305, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;========================<VIOLENCE KNEE DROP>=============================
[Statedef 1350]
type = A
physics = N
moveType = A
anim = 1350
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1
[State 1350, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1
[State 1350, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1
[State 1350, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 32
[State 1350, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 12, -55
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1350, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 3
[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1300, 0
volume = 255
channel = 0
[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1, 5
volume = 255
channel = 1
[State 1350, Width]
type = Width
trigger1 = 1
edge = 20,0
[State 1350, ChangeAnim]
type = VelSet
trigger1 = !Time
x = IfElse(1.3 > (P2Dist x/40),2.3,P2Dist x/40)
y = -20
[State 1350, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 1.2
[State 1350, PlayerPush]
type = PlayerPush
trigger1 = abs(p2dist x) < 25
trigger2 = abs(p2dist y) < 25
value = 0
ignorehitpause = 1
[State 1350, HitDef]
type = HitDef
trigger1 = !Time
attr = A, SA
hitflag = MAF
guardflag = HA
priority = 7, Hit
damage = ceil(ifElse(fvar(11) * 54 < 7, 7, fvar(11) * 54)), 7
pauseTime = ifElse(var(20), 11,

, ifElse(var(20), 11,

animtype = Heavy
air.animtype = Back
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1
guard.velocity = -8
air.velocity = -1,-6
airguard.velocity = -6.67,-1
fall = 0
air.fall = 1
yaccel = .49
persistent = 0
getpower = 35* var(7),35* var(7)
givepower = 35, 35
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -70
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1301, Bla Bla Bla]
type = PosSet
trigger1 = Pos Y + Vel Y >= 0
Y = 0[State 1350, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1351
ignorehitpause = 1
[State 1350, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
value = 1305
;========================<VIOLENCE KNEE DROP HIT>=============================
[Statedef 1351]
type = A
physics = N
moveType = A
anim = 1351
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 51, Gravity]
type = Gravity
trigger1 = 1
[State 1351, HitDef]
type = HitDef
trigger1 = !Time
attr = A, SA
hitflag = MAF
guardflag = HA
priority = 7, Hit
damage = ceil(ifElse(fvar(11) * 54 < 7, 7, fvar(11) * 54)), 7
pauseTime = ifElse(var(20), 11,

, ifElse(var(20), 11,

animtype = Heavy
air.animtype = Back
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1
guard.velocity = -8
air.velocity = -1,-6
airguard.velocity = -6.67,-1
fall = 0
air.fall = 1
yaccel = .49
persistent = 0
getpower = 35* var(7),35* var(7)
givepower = 35, 35
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -70
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1301, Bla Bla Bla]
type = PosSet
trigger1 = Pos Y + Vel Y >= 0
Y = 0[State 1351, ChangeState]
type = ChangeState
trigger1= Pos Y + Vel Y >= 0
value = 1305