;======================================================================
; HAUZER - CAPCOM FIGHTING JAM
;======================================================================
; CONVERTED BY MATURE4EVR
;======================================================================
; VERSION 0.96
;======================================================================

;======================================================================
; SPECIAL MOVES
;======================================================================

;----------------------------------------------------------------------
;--Volcano Breath (LP)--
;----------------------------------------------------------------------

[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 60
juggle = 1

[State 1000, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 3
stateno = 935
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 935]
type = A
movetype = A
physics = N
anim = 935
velset = 2.5,-0.15
ctrl = 0
sprpriority = 2

[State 935, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 935, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 935, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S, SP
damage = 70,20
animtype = Light
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,11
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 23
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 935, Explod]
type = Explod
trigger1 = MoveContact
anim = 940
pos = 10,-50
facing = 1
postype = p2
sprpriority = 1
removetime = -2
bindtime = 17
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 935, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 935, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1

[State 935, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 945
ctrl = 0

[Statedef 945]
type = S
movetype = I
physics = N
ctrl = 0
anim = 945
velset = 0,0
sprpriority = 3

[State 945, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 945, DestroySelf]
type = DestroySelf
trigger1 = Time = 28

;----------------------------------------------------------------------
;--Volcano Breath (MP)--
;----------------------------------------------------------------------

[Statedef 1030]
type = S
movetype = A 
physics = S 
anim = 1030
velset = 0,0
ctrl = 0
poweradd = 65
juggle = 1

[State 1030, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1030, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1030, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 4
stateno = 936
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1030, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1030, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 936]
type = A
movetype = A
physics = N
anim = 936
velset = 4,-0.15
ctrl = 0
sprpriority = 2

[State 936, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 936, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 936, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S, SP
damage = 75,22
animtype = Medium
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -5
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 936, Explod]
type = Explod
trigger1 = MoveContact
anim = 940
pos = 10,-50
facing = 1
postype = p2
sprpriority = 1
removetime = -2
bindtime = 17
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 936, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 936, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1

[State 936, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 946
ctrl = 0

[Statedef 946]
type = s
movetype = I
physics = N
ctrl = 0
anim = 946
velset = 0,0
sprpriority = 3

[State 946, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 946, DestroySelf]
type = DestroySelf
trigger1 = Time = 28

;----------------------------------------------------------------------
;--Volcano Breath (HP)--
;----------------------------------------------------------------------

[Statedef 1040]
type = S
movetype = A
physics = S
anim = 1040
velset = 0,0
ctrl = 0
poweradd = 70
juggle = 1

[State 1040, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1040, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1040, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 5
stateno = 937
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1040, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1040, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 937]
type = A
movetype = A
physics = N
anim = 937
velset = 5.5,-0.15
ctrl = 0
sprpriority = 2

[State 937, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 937, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 937, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S, SP
damage = 80,25
animtype = Hard
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -5
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 937, Explod]
type = Explod
trigger1 = MoveContact
anim = 940
pos = 10,-50
facing = 1
postype = p2
sprpriority = 1
removetime = -2
bindtime = 17
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 937, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 937, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1

[State 937, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 947
ctrl = 0

[Statedef 947]
type = A
movetype = A
physics = N
anim = 947
velset = 0,0
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 947, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 947, DestroySelf]
type = DestroySelf
trigger1 = Time = 28

;----------------------------------------------------------------------
;--Volcano Breath (WARZARD)(LP)--
;----------------------------------------------------------------------

[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
velset = 0,0
ctrl = 0
poweradd = 65
juggle = 1

[State 1050, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1050, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1050, Explod 3]
type = Explod
trigger1 = AnimElem = 10
anim = 950
pos = 105,-75
facing = 1
postype = p1
sprpriority = 2
removetime = -2
bindtime = 14
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1050, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 5
stateno = 938
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1050, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1050, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 938]
type = A
movetype = A
physics = N
anim = 938
velset = 2.5,-0.15
ctrl = 0
sprpriority = 2

[State 938, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 938, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 938, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
attr = S, SP
damage = 25,4
animtype = Hard
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -5
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 938, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 938, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 955
ctrl = 0

[Statedef 955]
type = A
movetype = A
physics = N
anim = 955
velset = 0,0
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 955, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 955, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1040,0
volume = 40

[State 955, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 960
pos = 0,0
facing = 1
postype = p1
sprpriority = 1
removetime = -2
bindtime = 72
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 955, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 30,5
animtype = Up
guardflag = L
hitflag = MA
priority = 6, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-60
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2,-10
air.velocity = -3,-8
down.velocity = -4,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
palfx.time = 75
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 955, DestroySelf]
type = DestroySelf
trigger1 = Time = 72

;----------------------------------------------------------------------
;--Volcano Breath (WARZARD)(MP)--
;----------------------------------------------------------------------

[Statedef 1060]
type = S
movetype = A
physics = S
anim = 1060
velset = 0,0
ctrl = 0
poweradd = 70
juggle = 1

[State 1060, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1060, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1060, Explod 3]
type = Explod
trigger1 = AnimElem = 10
anim = 950
pos = 105,-75
facing = 1
postype = p1
sprpriority = 2
removetime = -2
bindtime = 14
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1060, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 5
stateno = 939
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1060, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1060, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 939]
type = A
movetype = A
physics = N
anim = 939
velset = 4,-0.15
ctrl = 0
sprpriority = 2

[State 939, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 939, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 939, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
attr = S, SP
damage = 30,5
animtype = Hard
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -5
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 939, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 939, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 956
ctrl = 0

[Statedef 956]
type = A
movetype = A
physics = N
anim = 956
velset = 0,0
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 956, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 956, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1040,0
volume = 40

[State 956, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 960
pos = 0,0
facing = 1
postype = p1
sprpriority = 1
removetime = -2
bindtime = 72
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 956, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,6
animtype = Up
guardflag = L
hitflag = MA
priority = 6, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-60
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2,-10
air.velocity = -3,-8
down.velocity = -4,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
palfx.time = 75
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 956, DestroySelf]
type = DestroySelf
trigger1 = Time = 72

;----------------------------------------------------------------------
;--Volcano Breath (WARZARD)(HP)--
;----------------------------------------------------------------------

[Statedef 1070]
type = S
movetype = A
physics = S
anim = 1070
velset = 0,0
ctrl = 0
poweradd = 75
juggle = 1

[State 1070, Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 948
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 23
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1070, Explod 2]
type = Explod
trigger1 = AnimElem = 10
anim = 930
pos = 0,0
facing = 1
postype = p1
sprpriority = -2
removetime = -2
bindtime = 16
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1070, Explod 3]
type = Explod
trigger1 = AnimElem = 10
anim = 950
pos = 105,-75
facing = 1
postype = p1
sprpriority = 2
removetime = -2
bindtime = 14
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 1070, Helper]
type = Helper
trigger1 = AnimElem = 10 && NumHelper = 0
helpertype = normal
name = "lava_ball"
ID = 5
stateno = 941
postype = p1
pos = -96, -75
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1070, SFX]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,0

[State 1070, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Lava Ball
[Statedef 941]
type = A
movetype = A
physics = N
anim = 941
velset = 5.5,-0.15
ctrl = 0
sprpriority = 2

[State 941, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 941, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .29

[State 941, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
attr = S, SP
damage = 35,6
animtype = Hard
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-20
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -5
air.velocity = -1.4,-3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 27
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 941, VelSet]
type = VelSet
trigger1 = Time = 29
x = 0
y = 0

[State 941, Explosion]
type = ChangeState
trigger1 = Vel Y = 0 && Vel X = 0
value = 957
ctrl = 0

[Statedef 957]
type = A
movetype = A
physics = N
anim = 957
velset = 0,0
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 957, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoAutoTurn

[State 957, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1040,0
volume = 40

[State 957, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 960
pos = 0,0
facing = 1
postype = p1
sprpriority = 1
removetime = -2
bindtime = 72
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 957, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 40,8
animtype = Up
guardflag = L
hitflag = MA
priority = 6, Hit
pausetime = 0,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = 10,-60
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2,-10
air.velocity = -3,-8
down.velocity = -4,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
palfx.time = 75
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 957, DestroySelf]
type = DestroySelf
trigger1 = Time = 72

;----------------------------------------------------------------------
;--Deluge Assault (LK)--
;----------------------------------------------------------------------

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
poweradd = 60
sprpriority = 2

[State 1100, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1100,0
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
x = 13

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Back
priority = 5, hit
damage = 90,30
hitflag = MA
guardflag = MA
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.velocity = -2,-11
air.velocity = -2,-10
air.type = Trip
air.animtype = Back
fall.animtype = Back
fall = 1
fall.recover = 0
yaccel = 0.5

[State 1100, Change]
type = ChangeState
trigger1 = Time = 22
value = 1101
ctrl = 0

[Statedef 1101]
type = A
physics = N
anim = 1101
velset = 9,0
ctrl = 0
sprpriority = 1

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 11
x = 0

[State 1101, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Deluge Assault (MK)--
;----------------------------------------------------------------------

[Statedef 1150]
type = S
movetype = A
physics = S
anim = 1150
velset = 0,0
ctrl = 0
poweradd = 65
sprpriority = 2

[State 1150, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1100,0
channel = 0

[State 1150, VelSet]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
x = 13

[State 1150, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype = Back
priority = 5, hit
damage = 95,35
hitflag = MA
guardflag = MA
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.velocity = -2,-11
air.velocity = -2,-10
air.type = Trip
air.animtype = Back
fall.animtype = Back
fall = 1
fall.recover = 0
yaccel = 0.5

[State 1150, Change]
type = ChangeState
trigger1 = Time = 26
value = 1151 
ctrl = 0

[Statedef 1151]
type = A
physics = N
anim = 1151
velset = 9,0
ctrl = 0
sprpriority = 1

[State 1151, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 11
x = 0

[State 1151, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Deluge Assault (HK)--
;----------------------------------------------------------------------

[Statedef 1170]
type = S
movetype = A
physics = S
anim = 1170
velset = 0,0
ctrl = 0
poweradd = 70
sprpriority = 2

[State 1170, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1100,0
channel = 0

[State 1170, VelSet]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
x = 13

[State 1170, HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
animtype = Back
priority = 5, hit
damage = 100,40
hitflag = MA
guardflag = MA
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
ground.velocity = -2,-11
air.velocity = -2,-10
air.type = Trip
air.animtype = Back
fall.animtype = Back
fall = 1
fall.recover = 0
yaccel = 0.5

[State 1170, Change]
type = ChangeState
trigger1 = Time = 39
value = 1171
ctrl = 0

[Statedef 1171]
type = A
physics = N
anim = 1171
velset = 9,0
ctrl = 0
sprpriority = 1

[State 1171, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 11
x = 0

[State 1171, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Tempest Fall (LK)--
;----------------------------------------------------------------------

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
velset = 0,0
ctrl = 0
poweradd = 70
juggle = 7
sprpriority = 2

[State 1200, Alter]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N
ignorehitpause = 0

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 9
y = -6.5

[State 1200, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0
channel = 0

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 55,10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-20
airguard.velocity = -1.9,-0.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -1,-20
air.fall = 1
fall = 1
fall.recover = 0

[State 1200, Change]
type = ChangeState 
trigger1 = Time = 16
value = 1201
ctrl = 0

[Statedef 1201]
type = A
movetype = A
physics = A
anim = 1201
ctrl = 0

[State 1201, No-Push]
type = PlayerPush
trigger1 = Time = 0
value = 0

[State 1201, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -1.5

[State 1201, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 54,9
animtype = Hard
guardflag = L
hitflag = MA
priority = 5, hit
pausetime = 9,11
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-35
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -3.4,3
p2stateno = 421

[State 1201, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Tempest Fall (MK)--
;----------------------------------------------------------------------

[Statedef 1250]
type = S
movetype = A
physics = S
anim = 1250
velset = 0,0
ctrl = 0
poweradd = 75
juggle = 7
sprpriority = 2

[State 1250, Alter]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N
ignorehitpause = 0

[State 1250, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 11
y = -7.5

[State 1250, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0
channel = 0

[State 1250, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60,11
animtype = Up
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-20
airguard.velocity = -1.9,-0.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -1,-20
air.fall = 1
fall = 1
fall.recover = 0

[State 1250, Change]
type = ChangeState 
trigger1 = Time = 16
value = 1251
ctrl = 0

[Statedef 1251]
type = A
movetype = A
physics = A
anim = 1251
ctrl = 0

[State 1251, No-Push]
type = PlayerPush
trigger1 = Time = 0
value = 0

[State 1251, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -1.5

[State 1251, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 59,10
animtype = Hard
guardflag = L
hitflag = MA
priority = 5, hit
pausetime = 9,11
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-35
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -3.4,3
p2stateno = 421

[State 1251, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;--Tempest Fall (HK)--
;----------------------------------------------------------------------

[Statedef 1270]
type = S
movetype = A
physics = S
anim = 1270
velset = 0,0
ctrl = 0
poweradd = 75
juggle = 7
sprpriority = 2

[State 1270, Alter]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N
ignorehitpause = 0

[State 1270, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 15
y = -9

[State 1270, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,0
channel = 0

[State 1270, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65,12
animtype = Up
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 14,14
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-76
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-20
airguard.velocity = -1.9,-0.8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -1,-20
air.fall = 1
fall = 1
fall.recover = 0

[State 1270, Change]
type = ChangeState 
trigger1 = Time = 16
value = 1271
ctrl = 0

[Statedef 1271]
type = A
movetype = A
physics = A
anim = 1271
ctrl = 0

[State 1271, No-Push]
type = PlayerPush
trigger1 = Time = 0
value = 0

[State 1271, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -1.5

[State 1271, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 64,11
animtype = Hard
guardflag = L
hitflag = MA
priority = 5, hit
pausetime = 9,11
sparkno = S9200+(random%8)
guard.sparkno = S9400
sparkxy = -10,-35
hitsound = S0,3
guardsound = S1,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -3.4,3
p2stateno = 421

[State 1271, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1
