Okay, so I've partially solved the problem of Deathtanz not getting the Super Armor all the time, and it's from this code:
type = HitOverride
;trigger1 = PrevStateNo != 9000
time = 1
slot = 7
attr = SCA, AA, AP
stateno = 9000
Turns out that I forgot how this code works until I looked back at the messages Kamekaze sent me, as well as the code he sent me as well. So I switched triggers, and now Deathtanz is now tanking a lot of hits;
however, there are times when I get a little overboard with my attacks, and he gets into state 5000, which is not what I want.
Edit: I changed the time from 1 to -1, and I'm testing it right now. So far, Deathtanz hasn't flinched. I'm going to hit him a whole lot more times to see if he'll flinch or not. Let's see what happens.
Okay, I don't think Deathtanz is going to head to state 5000, so let's move on to another thing, his hit stun.
Now since Deathtanz is not a elemental character, his only weaknesses are attacks with very high shockwave value. For MegaMan Zero, those 2 attacks are Zero's charged Recoil Rod (state 360), and Omega Zero's charge slash (state 305). When he gets hit, he'll hop backwards no matter if he's on the ground or in the air (typical). So how can I do that?