;---------------------------------------------------------------------------
[Statedef 460]
type = S
movetype= A
physics = S
juggle = 7
poweradd= 70
ctrl = 0
anim = 460
[State 0, 1]
type = HitDef
trigger1 = animelem = 37
attr = S, NA ;Attribute: Standing, Normal Attack
damage = P2Life ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = none ;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 = 0, 10 ;Time attacker pauses, time opponent shakes
sparkno = 5 ;Spark anim no (Def: set above)
sparkxy = -10, 76 ;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 = 0,0 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 37
value = -life
kill = 1
absolute = 0
[State 460, ChangeState]
type = ChangeState
trigger1 = (life = 0) && (p2life = 0)
value = 5151
ctrl = 1