T1 High Mod Unarmed

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5C04   LoadFrameWait(5C, 04)
FFCD   MoveBackward2()
5D08   LoadFrameWait(5D, 04)		#unit is rearing their arm back to punch
FFD400 PlayAttackSound(00)		#woosh
5C02   LoadFrameWait(5C, 02)		#unit starts to thrust their fist upwards
5E02   LoadFrameWait(5E, 02)
FFD1   MoveForward2()
5F02   LoadFrameWait(5F, 02)
FFDE   PostGenericAttack()		#damage, target, and rebounding animations are calulcated
FFD401 PlayAttackSound(01)		#play hit sound
FFD1   MoveForward2()
600E   LoadFrameWait(60, 0E)
6002   LoadFrameWait(60, 02)		#fist against target until damage numbers fade
FFD6FE WeaponSheatheCheck2(-2)
5F02   LoadFrameWait(5F, 02)
FFCE   Movebackward1()
5E04   LoadFrameWait(5E, 04)		#unit pulls their arms back after attack
FFFF   PauseAnimation()

8D04   LoadFrameWait(8D, 04)
FFCD   MoveBackward2()
8E08   LoadFrameWait(8E, 08)
FFD400 PlayAttackSound(00)		#woosh
8D02   LoadFrameWait(8D, 02)
8F02   LoadFrameWait(8F, 02)
FFD1   MoveForward2()
9002   LoadFrameWait(90, 02)
FFDE   PostGenericAttack()		#calculate damage, tar and rebound anims
FFD401 PlayAttackSound(01)		#hit
FFD1   MoveForward2()
910E   LoadFrameWait(91, 0E)
9102   LoadFrameWait(91, 02)		#fist up against target until damage numbers fade
FFD6FE WeaponSheatheCheck2(-2)
9002   LoadFrameWait(90, 02)
FFCE   Movebackward1()
8F04   LoadFrameWait(8F, 04)		#arm back
FFFF   PauseAnimation()