[State 0, HitDef] type = HitDef trigger1 = attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA getpower = 0,0 givepower = 0,0 ;affectteam = E ;B,E,F animtype = light ;light,medium,hard,back,up,diagup air.animtype = light ;fall.animtype = Back priority = 4,Hit ;Hit,Miss,Dodge damage = 0,0 pausetime = 0,0 ;guard.pause,0 sparkno = 0 guard.sparkno = 0 sparkxy = 0,0 hitsound = 0,0 guardsound = 0,0 ground.type = High ;Low,Trip,None ;air.type = High ground.slide = 0 ;guard.slide = 0 ground.hit = 0 ;guard.hit = 0 air.hittime = 20 ;guard.ctrl = 0 ;guard.dist = 320 ;yaccel = 0.5 ground.velocity = 0,0 ;guard.velocity = 0 air.velocity = 0,0 ;airguard.velocity = 0,0 ;ground.cornerpush.veloff = 0 ;air.cornerpush.veloff = 0 ;down.cornerpush.veloff = 0 ;guard.cornerpush.veloff = 0 ;airguard.cornerpush.veloff = 0 ;airguard.ctrl = 0 ;air.juggle = 0 ;mindist = 0,0 ;maxdist = 0,0 ;snap = 0,0 sprpriority = 1 ;p1sprpriority = 0;(winmugen only) ;p2sprpriority = 0;(winmugen only) ;p1facing = 0 p1getp2facing = 0 ;p2facing = 1 ;p1stateno = 0 ;p2stateno = 0 ;p2getp1state = 1 ;forcestand = 0 fall = 0 ;fall.xvelocity = 0 fall.yvelocity = -4.5 fall.recover = 1 fall.recovertime = 4 fall.damage = 0 ;air.fall = 0 ;down.velocity = 0,0 ;down.hit down.bounce = 0 ;id = 0 ;chainID = -1 ;nochainID = -1 ;hitonce = 1 kill = 1 guard.kill = 1 fall.kill = 1 numhits = 1 palfx.time = 0 ;palfx.mul = 0,0,0 ;palfx.add = 0,0,0 envshake.time = 0,0 ;envshake.freq = 0 ;envshake.ampl = 0 ;envshake.phase = 0 fall.envshake.time = 0,0 ;fall.envshake.freq = 0 ;fall.envshake.ampl = 0 ;fall.envshake.phase = 0 ;ignorehitpause = ;persistent =