;-----|Blaziken by Haseo|-----

[Data]
;Amount of life to start with
life = 1000
;attack power (more is stronger)
attack = 100
;defensive power (more is stronger)
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 20
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 49
FloatPersistIndex = 40

[Size]
xscale = 0.5;Horizontal scaling factor.
yscale = 0.5 ;Vertical scaling factor.
ground.back = 30 ;Player width (back, ground)
ground.front = 30 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -5, -52 ;Approximate position of head
mid.pos = -5, -36 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd = 2.8 ;Walk forward
walk.back = -2.8 ;Walk backward
run.fwd = 7.4, 0 ;Run forward (x, y)
run.back = -3.7,-1.8 ;Hop backward (x, y)
jump.neu = 0,-9.6 ;Neutral jumping velocity (x, y)
jump.back = -2.55 ;Jump back Speed (x, y)
jump.fwd = 2.8 ;Jump forward Speed (x, y)
runjump.back = -2.55,-6.2 ;Running jump speeds (opt)
runjump.fwd = 4,-6.2 ;.
airjump.neu = 0,-7.2 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.

[Movement]
airjump.num = 0 ;Number of air jumps allowed (opt)
airjump.height = 30 ;Minimum distance from ground before you can air jump (opt)
yaccel = .5 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(0) - StateDef 10080, normal hit, 10081, special hit, 10082, super hit, 10090, normal slash
; Var(1) - StateDef 1111, -2
; Var(2) - StateDef 1200, blaze kick
; Var(3) - StateDef 1101, 1111
; Var(6) - StateDef 11600, ko fx, -2
; Var(7) - StateDef -2
; Var(8) - StateDef -3
; Var(10) - StateDef 200, a, 210, b, 220, c, 230, back b, 400, a, 410, b, 420, c, 600, a, 610, b, 620, c, 1000, fire punch, 1001, 1101, 1200, blaze kick, 1300, sky uppercut, 1400, quick attack, 2000, blaze kick, 1012, 1111, 1210, tornado blaze kick, 1610, overheat, 2010, dragon blaze kick, 2110, tornado blaze kick
; Var(12) - StateDef 200, a, 210, b, 220, c, 230, back b, 400, a, 410, b, 420, c, 600, a, 610, b, 620, c, 1000, fire punch, 1101, 1200, blaze kick, 1300, sky uppercut, 1400, quick attack, 2000, blaze kick, 1012, 1111, 1210, tornado blaze kick, 1610, overheat, 2010, dragon blaze kick, 2110, tornado blaze kick, 10060, normal guard, 10061, special/super guard
; Var(30) - StateDef 1101, -2
; Var(37) - StateDef -2
; Var(50) - StateDef 191, intro

;--------------------- Float Variable List ----------------------

; fVar(1) - StateDef 1611, 14000, super portrait, 15001, super fx lvl 1, 15002, super fx lvl 2, 15003, super fx lvl 3
; fVar(2) - StateDef 901, charge helper
; fVar(10) - StateDef -2
; fVar(11) - StateDef -2
; fVar(12) - StateDef -2
