Defines a reversal. If one of P2's Clns1 boxes comes in contact with one of P1's Clsn1 boxes and a ReversalDef is active, then P1 will reverse P2's attack. Use with p1stateno (and optionally p2stateno) for creating reversal attacks.

Required parameters:

- reversal.attr = attr_string (string)
  attr_string specifies the list of attack attributes that can be reversed by this ReversalDef. It is a standard hit attribute string. For instance, reversal.attr = SA,NA,SA means stand+air, normal attack, special attack.
- pausetime = p1_pausetime, p2_shaketime (int)
  This is the time that each player will pause on the hit. p1_pausetime is the time to freeze P1, measured in game-ticks. p2_pausetime is the time to make P2 shake before recoiling from the hit. Defaults to 0,0 if omitted.
- sparkno = action_no (int)
  This is the action number of the spark to display if the hit is successful. To play a spark out of the player's .AIR file, precede the action number with an S. Defaults to the value set in the player variables if omitted.
- hitsound = snd_grp, snd_item (int)
  This is the sound to play on hit (from common.snd). The included fight.snd lets you choose from 5,0 (light hit sound) through to 5,4 (painful whack). To play a sound from the player's own SND file, precede the first number with an "S". For example, "hitsound = S1,0". Defaults to the value set in the player variables if omitted.
- p1stateno = state_no (int)
  This is the number of the state to set P1 to if the hit is successful. Used mainly for throws.
- p2stateno = state_no (int)
  This is the number of the state to set P2 to if the hit is successful. P2 will get P1's states and animation data. Used mainly for throws.

Optional parameters:

- none

Notes:

The sparkxy parameter is treated as an offset to P2's hitdef's sparkxy. The MoveHit trigger can be used to detect if P1 successfully reversed P2.

Examples:

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