;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type = S
movetype= A
physics = S
velset = 0,0
anim = 800
ctrl = 0
[State 800, ReversalDef]
type = reversalDef
trigger1 = AnimElem = 1 ; << is active on the 1st frame which has a hitbox
;
;---------- Basics -----------------
reversal.attr = S, NT ; << the Reversal hitdef is active against Standing Normal Throws
;
;---------- State specifics -----------------
p1stateno = 105 ; send P1 to backdash
p2stateno = 801 ; send P2 to state 801
[State 800, Attakdist]
; prevents throw tech to trigger P2's guard
type = attackDist
trigger1 = 1
value = 0
[State 800, Hitdef]
type = HitDef
trigger1 = enemy, movetype != H
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 20
;---------- Basics -----------------
attr = S, NT
hitflag = M -
priority = 1
damage = 0
numhits = 0
guard.dist = 0
fall = 1
;
;---------- Sparks & Sprites -----------------
p1facing = 1
p2facing = 1
sparkno = -1
p1sprpriority = 1
;
;---------- States Specifics -----------------
p1stateno = 810
p2stateno = 820
[State 800, Stop ReversalDef]
type = reversalDef
trigger1 = AnimElem = 3
reversal.attr =
; empty reversaldef to make the parry whiff after the CLSN1 disapears
[State 800, Changestate(0)]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; P2 Throw - tech
[Statedef 801]
type = S
movetype= I
physics = S
ctrl = 0
[State 801, Selfstate(105)]
type = SelfState
trigger1 = 1
value = 105 ; send to backdash
;---------------------------------------------------------------------------