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b_human

REACTION
Level Location SeqCategory Conditions Reaction
AttackerReaction
Momentum

1, 2 fhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 fhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir
1, 2 bfhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir
3, 4 bfhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bbhigh ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bbhigh ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 blhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 blhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 brhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 brhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bfmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 bfmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bbmid ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bbmid ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 blmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 blmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 brmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 brmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bflow ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 bflow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bblow ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bblow ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 bllow ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 bllow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 brlow ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 brlow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

//
1, 2 fhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir
3, 4 fhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bhead ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bhead ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 lhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 lhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 rhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 rhead ! SOLO,ZERO_HEALTH KnockedBackFallInAir

//
1, 2 fhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir
3, 4 fhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bhigh ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bhigh ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 lhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 lhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 rhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 rhigh ! SOLO,ZERO_HEALTH KnockedBackFallInAir

//
1, 2 fmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir
3, 4 fmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 bmid ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 bmid ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 lmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 lmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 rmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 rmid ! SOLO,ZERO_HEALTH KnockedBackFallInAir
//
1, 2 flow ! SOLO,ZERO_HEALTH KnockedBackFallInAir
3, 4 flow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 blow ! SOLO,ZERO_HEALTH KnockedFrontFallInAir


3, 4 blow ! SOLO,ZERO_HEALTH KnockedFrontFallInAir

1, 2 llow ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 llow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

1, 2 rlow ! SOLO,ZERO_HEALTH KnockedBackFallInAir


3, 4 rlow ! SOLO,ZERO_HEALTH KnockedBackFallInAir

! ! ! SOLO,ZERO_HEALTH KnockedBackFallInAir

//
1, 2 fhead knockdown R1_OnBackHigh
3 fhead knockdown R2_OnBackHigh
4 fhead knockdown R3_OnBackBounce
1, 2 bhead knockdown R1_OnBackHigh
3, 4 bhead knockdown R2_OnBackHigh
1, 2 lhead knockdown R1_OnBackHigh
3 lhead knockdown R2_OnBackHigh
4 lhead knockdown R3_OnBackBounce
1, 2 rhead knockdown R1_OnBackHigh
3 rhead knockdown R2_OnBackHigh
4 rhead knockdown R3_OnBackBounce
//
1, 2 fhigh knockdown R1_OnBackHigh
3 fhigh knockdown R2_OnBackHigh
4 fhigh knockdown R3_OnBackBounce
1, 2 bhigh knockdown R1_OnBackHigh
3 bhigh knockdown R2_OnBackHigh
4 bhigh knockdown R3_OnBackBounce
1, 2 lhigh knockdown R1_OnBackLeft
3 lhigh knockdown R2_OnBackLeft
4 lhigh knockdown R3_OnBackBounce
1, 2 rhigh knockdown R1_OnBackRight
3 rhigh knockdown R2_OnBackRight
4 rhigh knockdown R3_OnBackBounce
//
1, 2 fmid knockdown R1_OnBackHigh
3 fmid knockdown R2_OnBackHigh
4 fmid knockdown R3_OnBackBounce
1, 2 bmid knockdown R1_OnBackHigh
3 bmid knockdown R2_OnBackHigh
4 bmid knockdown R3_OnBackBounce
1, 2 lmid knockdown R1_OnBackLeft
3 lmid knockdown R2_OnBackLeft
4 lmid knockdown R3_OnBackBounce
1, 2 rmid knockdown R1_OnBackRight
3 rmid knockdown R2_OnBackRight
4 rmid knockdown R3_OnBackBounce
//
1, 2 flow knockdown R1_OnBackLow
3 flow knockdown R2_OnBackLow
4 flow knockdown R3_OnBackBounce
1, 2 blow knockdown R1_OnBackLow
3 blow knockdown R2_OnBackLow
4 blow knockdown R3_OnBackBounce
1, 2 llow knockdown R1_OnBackLow
3 llow knockdown R2_OnBackLow
4 llow knockdown R3_OnBackBounce
1, 2 rlow knockdown R1_OnBackLow
3 rlow knockdown R2_OnBackLow
4 rlow knockdown R3_OnBackBounce
//
1, 2 fheadknockedfacedown R1_OnFrontHigh
3 fheadknockedfacedown R2_OnFrontHigh
4 fheadknockedfacedown R3_OnFrontBounce
1, 2 bheadknockedfacedown R1_OnFrontHigh
3 bheadknockedfacedown R2_OnFrontHigh
4 bheadknockedfacedown R3_OnFrontBounce
1, 2 lheadknockedfacedown R1_OnFrontHigh
3 lheadknockedfacedown R2_OnFrontHigh
4 lheadknockedfacedown R3_OnFrontBounce
1, 2 rheadknockedfacedown R1_OnFrontHigh
3 rheadknockedfacedown R2_OnFrontHigh
4 rheadknockedfacedown R3_OnFrontBounce
//
1, 2 fhighknockedfacedown R1_OnFrontHigh
3 fhighknockedfacedown R2_OnFrontHigh
4 fhighknockedfacedown R3_OnFrontBounce
1, 2 bhighknockedfacedown R1_OnFrontHigh
3 bhighknockedfacedown R2_OnFrontHigh
4 bhighknockedfacedown R3_OnFrontBounce
1, 2 lhighknockedfacedown R1_OnFrontRight
3 lhighknockedfacedown R2_OnFrontRight
4 lhighknockedfacedown R3_OnFrontBounce
1, 2 rhighknockedfacedown R1_OnFrontLeft
3 rhighknockedfacedown R2_OnFrontLeft
4 rhighknockedfacedown R3_OnFrontBounce
//
1, 2 fmidknockedfacedown R1_OnFrontHigh
3 fmidknockedfacedown R2_OnFrontHigh
4 fmidknockedfacedown R3_OnFrontBounce
1, 2 bmidknockedfacedown R1_OnFrontHigh
3 bmidknockedfacedown R2_OnFrontHigh
4 bmidknockedfacedown R3_OnFrontBounce
1, 2 lmidknockedfacedown R1_OnFrontRight
3 lmidknockedfacedown R2_OnFrontRight
4 lmidknockedfacedown R3_OnFrontBounce
1, 2 rmidknockedfacedown R1_OnFrontLeft
3 rmidknockedfacedown R2_OnFrontLeft
4 rmidknockedfacedown R3_OnFrontBounce
//
1, 2 flow knockedfacedown R1_OnFrontLow
3 flow knockedfacedown R2_OnFrontLow
4 flow knockedfacedown R3_OnFrontBounce
1, 2 blowknockedfacedown R1_OnFrontLow
3 blowknockedfacedown R2_OnFrontLow
4 blowknockedfacedown R3_OnFrontBounce
1, 2 llow knockedfacedown R1_OnFrontLow
3 llow knockedfacedown R2_OnFrontLow
4 llow knockedfacedown R3_OnFrontBounce
1, 2 rlowknockedfacedown R1_OnFrontLow
3 rlowknockedfacedown R2_OnFrontLow
4 rlowknockedfacedown R3_OnFrontBounce

1,2,3,4 bfhigh ! CLUB_BLOCKER,solo 2Hnd_Block


1,2,3,4 blhigh ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 brhigh ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 bfmid ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 blmid ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 brmid ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 bflow ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 bllow ! CLUB_BLOCKER,solo 2Hnd_Block
1,2,3,4 brlow ! CLUB_BLOCKER,solo 2Hnd_Block
//

1,2,3,4 bfhigh ! CHAIR_BLOCKER,solo Chair_BlockR


1,2,3,4 blhigh ! CHAIR_BLOCKER,solo Chair_BlockL
1,2,3,4 brhigh ! CHAIR_BLOCKER,solo Chair_BlockR
1,2,3,4 bfmid ! CHAIR_BLOCKER,solo Chair_BlockR
1,2,3,4 blmid ! CHAIR_BLOCKER,solo Chair_BlockL
1,2,3,4 brmid ! CHAIR_BLOCKER,solo Chair_BlockR
1,2,3,4 bflow ! CHAIR_BLOCKER,solo Chair_BlockR
1,2,3,4 bllow ! CHAIR_BLOCKER,solo Chair_BlockL
1,2,3,4 brlow ! CHAIR_BLOCKER,solo Chair_BlockR
//

1,2,3,4 bfhigh ! SWORD_BLOCKER,solo SwordBlockF


1,2,3,4 blhigh ! SWORD_BLOCKER,solo SwordBlockL
1,2,3,4 brhigh ! SWORD_BLOCKER,solo SwordBlockR
1,2,3,4 bfmid ! SWORD_BLOCKER,solo SwordBlockF
1,2,3,4 blmid ! SWORD_BLOCKER,solo SwordBlockL
1,2,3,4 brmid ! SWORD_BLOCKER,solo SwordBlockR
1,2,3,4 bflow ! SWORD_BLOCKER,solo SwordBlockF
1,2,3,4 bllow ! SWORD_BLOCKER,solo SwordBlockL
1,2,3,4 brlow ! SWORD_BLOCKER,solo SwordBlockR
//

! AIR ! KnockedBackFallInAir
1 bfhigh ! BlockHighF
2 bfhigh ! BlockHighF
3 bfhigh ! BlockHighF
4 bfhigh ! Block2HighM
1 bbhigh ! R1_HeadB
2 bbhigh ! R2_HeadB
3 bbhigh ! R2_HeadB
4 bbhigh ! R2_HeadB
1 blhigh ! BlockHighL
2 blhigh ! BlockHighL
3 blhigh ! BlockHighL
4 blhigh ! BlockHighL
1 brhigh ! Block2HighR
2 brhigh ! BlockHighR
3 brhigh ! BlockHighR
4 brhigh ! BlockHighR
1 bfmid ! BlockMidF
2 bfmid ! BlockMidF
3 bfmid ! BlockMidF
4 bfmid ! BlockMidF
1 bbmid ! R1_MidB
2 bbmid ! R1_MidB
3 bbmid ! R2_MidB
4 bbmid ! R2_MidB
1 blmid ! BlockMidL
2 blmid ! BlockMidL
3 blmid ! BlockMidL
4 blmid ! BlockMidL
1 brmid ! BlockMidR
2 brmid ! BlockMidR
3 brmid ! BlockMidR
4 brmid ! BlockMidR
1 bflow ! BlockMidF
2 bflow ! BlockMidF
3 bflow ! BlockMidF
4 bflow ! BlockMidF
1 bblow ! R1_LowerB
2 bblow ! R1_LowerB
3 bblow ! R1_LowerB
4 bblow ! R1_LowerB
1 bllow ! BlockMidL
2 bllow ! BlockMidL
3 bllow ! BlockMidL
4 bllow ! BlockMidL
1 brlow ! BlockMidR
2 brlow ! BlockMidR
3 brlow ! BlockMidR
4 brlow ! BlockMidR
//
1 fhead ! R1_HeadF
2 fhead ! R2_HeadF
3 fhead ! R3_HeadStaggerF
4 fhead ! KnockedBackFallInAir
1 bhead ! R1_HeadB
2 bhead ! R2_HeadB
3 bhead ! R3_HeadStaggerB
4 bhead ! KnockedFrontFallInAir
1 lhead ! R1_HeadL
2 lhead ! R2_HeadL
3 lhead ! R3_HeadStaggerF
4 lhead ! KnockedBackFallInAir
1 rhead ! R1_HeadR
2 rhead ! R2_HeadR
3 rhead ! R3_HeadStaggerF
4 rhead ! KnockedBackFallInAir
//
1 fhigh ! R1_HighF
2 fhigh ! R2_HighF
3 fhigh ! R3_HighStaggerF
4 fhigh ! KnockedBackFallInAir
1 bhigh ! R1_HighB
2 bhigh ! R2_HighB
3 bhigh ! R3_HighStaggerB
4 bhigh ! KnockedFrontFallInAir
1 lhigh ! R1_HighL
2 lhigh ! R2_HighL
3 lhigh ! R3_HighStaggerF
4 lhigh ! KnockedBackFallInAir
1 rhigh ! R1_HighR
2 rhigh ! R2_HighR
3 rhigh ! R3_HighStaggerF
4 rhigh ! KnockedBackFallInAir
//
1 fmid ! R1_MidF
2 fmid ! R2_MidF
3 fmid ! R3_MidStaggerF
4 fmid ! KnockedBackFallInAir
1 bmid ! R1_MidB
2 bmid ! R2_MidB
3 bmid ! R3_MidStaggerB
4 bmid ! KnockedFrontFallInAir
1 lmid ! R1_MidL
2 lmid ! R2_MidL
3 lmid ! R3_MidStaggerF
4 lmid ! KnockedBackFallInAir
1 rmid ! R1_MidR
2 rmid ! R2_MidR
3 rmid ! R3_MidStaggerF
4 rmid ! KnockedBackFallInAir
//
1 flow ! R1_LowerF
2 flow ! R2_LowerF
3 flow ! R3_MidStaggerF
4 flow ! KnockedBackFallInAir
1 blow ! R1_LowerB
2 blow ! R2_LowerB
3 blow ! R3_MidStaggerB
4 blow ! KnockedFrontFallInAir
1 llow ! R1_LowerL
2 llow ! R2_LowerL
3 llow ! R3_MidStaggerF
4 llow ! KnockedBackFallInAir
1 rlow ! R1_LowerR
2 rlow ! R2_LowerR
3 rlow ! R3_MidStaggerF
4 rlow ! KnockedBackFallInAir

END

ENDFILE
LengthMod Tween Skip Homing Damage Sound // Effect COMMENTS
2 2 0 //
0 0 C_sfx_face_Punch* IndyPunch_Large
0 0 C_sfx_face_Punch* IndyPunch_Large
2,1400,0 0 C_Block_sfx* IndyPunch_Large
2,1400,0 0 C_Block_sfx* IndyPunch_Large

4, 1400, 180 0 C_Block_sfx* IndyPunch_Large


4, 1400, 180 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

4, 1400, 180 0 C_Block_sfx* IndyPunch_Large


4, 1400, 180 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

4, 1400, 180 0 C_Block_sfx* IndyPunch_Large


4, 1400, 180 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

2,1400,0 0 C_Block_sfx* IndyPunch_Large


2,1400,0 0 C_Block_sfx* IndyPunch_Large

//
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large

0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Large


0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Large

0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large


0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large

0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large


0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large

//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large

0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large


0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //


0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //

0 0 C_sfx_face_Punch* //

//
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
2 2 C_sfx_face_Punch* IndyPunch_Large //
//
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
//
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
//
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
0 0 C_sfx_face_Punch* IndyPunch_Large //
//
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 C_sfx_gut_Punch* IndyPunch_Large //

2,1400,0 0 C_Block_sfx* IndyBlockSpark


2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
//

2,1400,0 0 C_Block_sfx* IndyBlockSpark


2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
//

2,1400,0 0 C_Block_sfx* IndyBlockSpark


2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
//

2,1400,0 C_sfx_face_Punch*
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
4, 1400, 180 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
2,1400,0 0 C_Block_sfx* IndyBlockSpark
//
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Small
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Med
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Small
0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Med
0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 180 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Small
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Med
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Small
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Med
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_face_Punch* IndyPunch_Large
//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Small
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Med
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
//
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 180 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Small //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Med //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
0 0 6, 1400, 0 C_sfx_gut_Punch* IndyPunch_Large //
COMMENTS
// R4_HeadF

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