Oh ok, yeah that's quite a block of text :xD: . Everything after the first "..." may refer to a different character mode, it could be these are not applicable.
[Statedef 3300]
type = S
movetype= A
physics = S
juggle = 3
poweradd= 0 ; -1000
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 2
[State 3300, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12
[State 3300, SP]
type = SuperPause
trigger1 = AnimElem = 2
time = 1
movetime = 1
anim = 3300
darken = 0
p2defmul = 1.2
[State 3300, HyperEX]
type = explod
trigger1 = AnimElem = 2
postype = p1
pos = 30, -62
bindtime = 1
sprpriority = 6
anim = 8000
supermove = 1
ontop = 0
[State 3300, Wid01]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (29) < 0)
value = 20,0
[State 3300, Wid02]
type = Width
trigger1 = (AnimElemTime (31) >= 0) && (AnimElemTime (34) < 0)
value = 30,0
[State 3300, Wid03]
type = Width
trigger1 = (AnimElemTime (32) >= 0) && (AnimElemTime (36) < 0)
value = 60,0
[State 3300, VelSet]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 6,< 0
x = 3.5
[State 3300, VelSet]
type = VelSet
trigger1 = AnimElem = 7,>= 0 && AnimElem = 26,< 0
x = 2.5
[State 3300, HyperSound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 7
volume = -20
[State 3300, SlashSound]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 13 || AnimElem = 22 || AnimElem = 35
value = S1,0
[State 3300, AttackVoice]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 13 || AnimElem = 22
value = S5,0 + (random %3)
channel = 5
[State 3300, ZanVoice]
type = PlaySnd
trigger1 = AnimElem = 35
value = S8,0
channel = 5
volume = 50
;-----------------------------------
; å¹å¥‘onE©ŽãŽa‚è
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 23
attr = S, HA
damage = 25,3
getpower = 0,0
animtype = midium
guardflag = MA
pausetime = 5,5
sparkno = s7205
guard.sparkno = s7300
sparkxy = -35,-50
hitsound = s3,2+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime = 22
ground.velocity = -2.8
airguard.velocity = -1.9,-.8
air.velocity = -2,-5.5
air.hittime = 5
[State 3300, BloodEX01]
type = explod
trigger1 = movehit && AnimElem = 7,1
postype = p2
pos = -12, -50
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, BloodEX02]
type = explod
trigger1 = movehit && AnimElem = 23,1
postype = p2
pos = -12, -50
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet01]
type = VarSet
trigger1 = AnimElem = 7 || AnimElem = 23
v = 10
value = 1
[State 3300, VarSet02]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 8 || AnimElem = 24
v = 10
value = 0
[State 3300, Var01-EX01]
type = Explod
triggerall = var(15) = 0
trigger1 = Var(10) = 1
persistent = 2
ignorehitpause = 1
anim = 6001
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var02-EX02]
type = Explod
trigger1 = Var(10) = 0
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
;-----------------------------------
; å¹å¥‘onEŽãŽa‚è
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 25, 3
getpower = 0,0
animtype = midium
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = s7200
guard.sparkno = s7300
sparkxy = -40, -70
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime = 22
ground.velocity = -4
airguard.velocity = -2,-.8
air.type = High
air.velocity = -2,-5.5
air.hittime = 5
[State 3300, Blood03]
type = explod
trigger1 = movehit && AnimElem = 14,1
postype = p2
pos = -12, -70
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet03]
type = VarSet
trigger1 = AnimElem = 14
v = 10
value = 3
[State 3300, VarSet04]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 15
v = 10
value = 2
[State 3300, Var03-EX03]
type = Explod
triggerall = var (15) = 0
trigger1 = Var(10) = 3
persistent = 2
ignorehitpause = 1
anim = 6000
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var04-EX04]
type = Explod
trigger1 = Var(10) = 2
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
;-----------------------------------
; å¹å¥‘onE¨‹Ža‚è
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
animtype = Heavy
damage = 40,5
getpower = 0,0
guardflag = MA
pausetime = 15,15
sparkno = s7215
guard.sparkno = s7300
sparkxy = -15,-70
hitsound = s1,8
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 16
ground.hittime = 25
ground.velocity = -5
air.velocity = -2.2,-6
air.hittime = 15
[State 3300, Blood04]
type = explod
trigger1 = movehit && AnimElem = 36,1
postype = p2
pos = -15, -70
sprpriority = 6
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet05]
type = VarSet
trigger1 = AnimElem = 36
v = 10
value = 5
[State 3300, VarSet06]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 37
v = 10
value = 4
[State 3300, Var05-EX05]
type = Explod
triggerall = var (15) = 0
trigger1 = Var(10) = 5
persistent = 2
ignorehitpause = 1
anim = 6003
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var06-Ex06]
type = Explod
trigger1 = Var(10) = 4
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 000, red]
type = EnvColor
trigger1 = movehit
value = 200,10,10
under = 1
time = 1
ignorehitpause = 1
persistent = 1
[State 3300, MHR]
type = movehitReset
trigger1 = movehit
ignorehitpause = 1
[State 3300, CS-Command]
type = ChangeState
trigger1 = AnimElem = 7,>= 0 && AnimElem = 30,< 0
trigger1 = command = "ryu2"
value = 3305
[State 3300, CS-Command]
type = ChangeState
trigger1 = AnimElem = 7,>= 0 && AnimElem = 30,< 0
trigger1 = command = "ryu3"
value = 3320
[State 3300,CS]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
...
[State 3300, VelSet]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 26,< 0
x = 2.5
[State 3300, Wid01]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (29) < 0)
value = 20,0
[State 3300, Wid02]
type = Width
trigger1 = (AnimElemTime (31) >= 0) && (AnimElemTime (34) < 0)
value = 30,0
...
[State 3300, HyperEX]
type = explod
trigger1 = AnimElem = 2
postype = p1
pos = 30, -62
bindtime = 1
sprpriority = 6
anim = 8000
supermove = 1
ontop = 0
[State 3300, HyperSound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 7
volume = -20
[State 3300, SlashSound]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 13 || AnimElem = 22 || AnimElem = 35
value = S1,0
[State 3300, AttackVoice]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 13 || AnimElem = 22
value = S5,0 + (random %3)
channel = 5
[State 3300, ZanVoice]
type = PlaySnd
trigger1 = AnimElem = 35
value = S8,0
channel = 5
volume = 50
...
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 23
attr = S, HA
damage = 30,3
getpower = 0,0
animtype = midium
guardflag = MA
pausetime = 5,5
sparkno = s7205
guard.sparkno = s7300
sparkxy = -35,-50
hitsound = s3,2+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2.8
airguard.velocity = -1.9,-.8
air.velocity = -2,-5.5
air.hittime = 5
[State 3300, BloodEX01]
type = explod
trigger1 = movehit && AnimElem = 7,1
postype = p2
pos = -12, -50
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, BloodEX02]
type = explod
trigger1 = movehit && AnimElem = 23,1
postype = p2
pos = -12, -50
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet01]
type = VarSet
trigger1 = AnimElem = 7 || AnimElem = 23
v = 10
value = 1
[State 3300, VarSet02]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 8 || AnimElem = 24
v = 10
value = 0
[State 3300, Var01-EX01]
type = Explod
triggerall = var(15) = 0
trigger1 = Var(10) = 1
persistent = 2
ignorehitpause = 1
anim = 6001
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var02-EX02]
type = Explod
trigger1 = Var(10) = 0
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
;-----------------------------------
; å¹å¥‘onEŽãŽa‚è
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 30, 3
getpower = 0,0
animtype = midium
guardflag = MA
priority = 3, Hit
pausetime = 5, 5
sparkno = s7200
guard.sparkno = s7300
sparkxy = -40, -70
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -4
airguard.velocity = -2,-.8
air.type = High
air.velocity = -2,-5.5
air.hittime = 5
[State 3300, Blood03]
type = explod
trigger1 = movehit && AnimElem = 14,1
postype = p2
pos = -12, -70
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet03]
type = VarSet
trigger1 = AnimElem = 14
v = 10
value = 3
[State 3300, VarSet04]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 15
v = 10
value = 2
[State 3300, Var03-EX03]
type = Explod
triggerall = var (15) = 0
trigger1 = Var(10) = 3
persistent = 2
ignorehitpause = 1
anim = 6000
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var04-EX04]
type = Explod
trigger1 = Var(10) = 2
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
;-----------------------------------
; å¹å¥‘onE¨‹Ža‚è
[State 3300, HD]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
animtype = Heavy
damage = 50,5
getpower = 0,0
guardflag = MA
pausetime = 15,15
sparkno = s7215
guard.sparkno = s7300
sparkxy = -15,-70
hitsound = s1,8
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 16
ground.hittime = 25
ground.velocity = -5
air.velocity = -2.2,-6
air.hittime = 15
[State 3300, Blood04]
type = explod
trigger1 = movehit && AnimElem = 36,1
postype = p2
pos = -15, -70
sprpriority = 6
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0
[State 3300, VarSet05]
type = VarSet
trigger1 = AnimElem = 36
v = 10
value = 5
[State 3300, VarSet06]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 37
v = 10
value = 4
[State 3300, Var05-EX05]
type = Explod
triggerall = var (15) = 0
trigger1 = Var(10) = 5
persistent = 2
ignorehitpause = 1
anim = 6003
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 3300, Var06-Ex06]
type = Explod
trigger1 = Var(10) = 4
persistent = 2
ignorehitpause = 1
anim = 6666
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
ownpal = 1
[State 000, red]
type = EnvColor
trigger1 = movehit
value = 200,10,10
under = 1
time = 1
ignorehitpause = 1
persistent = 1
[State 3300, MHR]
type = movehitReset
trigger1 = movehit
ignorehitpause = 1
[State 3300, CS-Command]
type = ChangeState
trigger1 = AnimElem = 7,>= 0 && AnimElem = 30,< 0
trigger1 = command = "ryu2"
value = 3305
[State 3300, CS-Command]
type = ChangeState
trigger1 = AnimElem = 7,>= 0 && AnimElem = 30,< 0
trigger1 = command = "ryu3"
value = 3320
[State 3300,CS]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
3305 and 3320 refer to other natural follow-ups to the tourou combo move.