It's a custom knockdown state. Here's what it looks like.
Spoiler, click to toggle visibilty
; Hit Fall
[Statedef 505]
type = A
movetype= H
physics = N
anim = 5030
facep2 = 1
[State 505, 1]
type = velset
trigger1 = time = 0
x = -3
y = -3
[State 505, 1]
type = veladd
trigger1 = time > 6
x = -0.2
y = 0.5
[State 505, Changestate]
type = changestate
triggerall = time > 1
trigger1 = pos Y >= 0
trigger1 = vel y > 0
value = 506
;--------------------------------------------------------------------------
; Hit Lie
[statedef 506]
type = U
movetype= H
physics = N
velset = -2,0
anim = 5100
facep2 = 1
[State 506, Changeanim]
type = changeanim
trigger1 = time = 55
value = 5110
[State 506, Posset]
type = posset
trigger1 = time = 0
y = 0
[State 506, Changestate]
type = selfstate
trigger1 = time >= 60
value = 5120
[State 506, Changestate]
type = selfstate
trigger1 = !alive
value = 5150
Just to be safe and make it easier on everyone, I'll also post the relevant codes for the assist itself.
Spoiler, click to toggle visibilty
; SOS Assists
[Statedef 2090]
type = A
physics = N
ctrl = 0
velset = 0,0
anim = 1
facep2 = 1
[State 2090, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
facing = 1
[State 2090, Assist Gauge]
type = explod
trigger1 = (NumExplod(11000) = 0)
anim = 11000
id = 11000
postype = left
pos = ifelse(TeamSide = 2,221,95),45
facing = ifelse(teamside = 1,1,1)
ontop = 1
sprpriority = 4
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.42,0.42
[State 2090, Yuki Call]
type = PlaySnd
triggerall = !numhelper(2100)
triggerall = root,movetype != H
triggerall = root,stateno != [120,155]
trigger1 = (root,power >= 500 && root,movetype = A) || root,ctrl
trigger1 = (root,command = "c") && !(root,command = "holdfwd" && root,command = "c") && !(root,command = "holdback" && root,command = "c") && !(root,command = "holddown" && root,command = "c") && !(root,command = "Burst")
value = 11,31
[State 2090, Yuki Meter]
type = explod
trigger1 = (NumExplod(11100) = 0)
anim = 11100
id = 11100
postype = left
pos = ifelse(TeamSide = 2,184,58),57
facing = ifelse(teamside = 1,1,1)
vfacing = -1
ontop = 0
sprpriority = 5
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.44,0.75
[State 3102, Yuki Meter Status]
type = ModifyExplod
triggerall = numhelper(2100)
trigger1 = root,fvar(7)
ID = 11100
scale = 0.00119+(root,fvar(7)/910),0.77
ignorehitpause = 1
[State 2090, Yuki]
type = Helper
triggerall = !numhelper(2100)
triggerall = root,movetype != H
triggerall = root,stateno != [120,155]
trigger1 = (root,power >= 500 && root,movetype = A) || root,ctrl
trigger1 = (root,command = "c") && !(root,command = "holdfwd" && root,command = "c") && !(root,command = "holdback" && root,command = "c") && !(root,command = "holddown" && root,command = "c") && !(root,command = "Burst")
ID = 2100
name = "Yuki"
sprpriority = 4
pos = ceil(p2dist X)-960,ceil(p2dist Y)-510
postype = P1
facing = 1
stateno = 2100
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
[State 2090, Mikuru Call]
type = PlaySnd
triggerall = !numhelper(2200)
triggerall = root,movetype != H
triggerall = root,stateno != [120,155]
trigger1 = root,power >= 500 && root,movetype = A || root,ctrl
trigger1 = (root,command = "c" && root,command = "holdfwd")
value = 11,30
[State 2090, Mikuru Meter]
type = explod
trigger1 = (NumExplod(11101) = 0)
anim = 11100
id = 11101
postype = left
pos = ifelse(TeamSide = 2,203,76),34
facing = ifelse(teamside = 1,1,1)
vfacing = -1
ontop = 0
sprpriority = 5
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.44,0.78
[State 3102, Mikuru Meter Status]
type = ModifyExplod
triggerall = numhelper(2200)
trigger1 = root,fvar(8)
ID = 11101
scale = 0.00119+(root,fvar(8)/910),0.78
ignorehitpause = 1
[State 2090, Mikuru]
type = Helper
triggerall = !numhelper(2200)
triggerall = root,movetype != H
triggerall = root,stateno != [120,155]
trigger1 = root,power >= 500 && root,movetype = A || root,ctrl
trigger1 = (root,command = "c" && root,command = "holdfwd")
ID = 2200
name = "Mikuru"
sprpriority = 1
pos = -300,0
postype = P1
facing = 1
stateno = 2200
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
[State 2090, Kyon Meter]
type = explod
triggerall = (NumExplod(11102) = 0)
trigger1 = root,fvar(1) < 1350
anim = 11100
id = 11102
postype = left
pos = ifelse(TeamSide = 2,225,100),57
facing = ifelse(teamside = 1,1,1)
vfacing = -1
ontop = 0
sprpriority = 5
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0,0.78
[State 3102, Kyon Meter Status]
type = ModifyExplod
triggerall = NumExplod(11102)
trigger1 = root,fvar(1)
ID = 11102
scale = 0.44*((root,fvar(1))*0.0006),0.78
ignorehitpause = 1
[State 3102, Kyon Meter End]
type = RemoveExplod
trigger1 = numhelper(2300)
id = 11102
ignorehitpause = 1
[State 2090, Kyon Meter 2]
type = explod
triggerall = (NumExplod(11103) = 0)
trigger1 = numhelper(2300)
anim = 11100
id = 11103
postype = left
pos = ifelse(TeamSide = 2,225,99),57
facing = ifelse(teamside = 1,1,1)
vfacing = -1
ontop = 0
sprpriority = 5
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.43,0.77
[State 3102, Kyon Meter Status 2]
type = ModifyExplod
triggerall = NumExplod(11103)
triggerall = numhelper(2300)
trigger1 = helper(2300),fvar(2)
ID = 11103
scale = 0.43-((helper(2300),fvar(2))*0.00043),0.77
ignorehitpause = 1
[State 3102, Kyon Meter End]
type = RemoveExplod
triggerall = numhelper(2300)
trigger1 = helper(2300),fvar(2) >= 1000
id = 11103
ignorehitpause = 1
[State 2090, Kyon Call]
type = PlaySnd
triggerall = root,fvar(1) < 1530
triggerall = !numexplod(10020)
trigger1 = (root,command = "c" && root,command = "holdback") && root,ctrl
value = 11,28
[State 2090, Kyon Call]
type = Explod
triggerall = root,fvar(1) < 1530
triggerall = !numexplod(10020)
trigger1 = (root,command = "c" && root,command = "holdback") && root,ctrl
anim = 10020
ID = 10020
postype = p1
removetime = -2
bindtime = -1
pos = 30,-90
scale = 0.5,0.5
ignorehitpause = 1
[State 2090, Kyon]
type = Helper
triggerall = root,fvar(1) >= 1530
triggerall = !numhelper(2300)
trigger1 = root,movetype != H
trigger1 = root,stateno != [120,155]
ID = 2300
name = "Kyon"
sprpriority = 1
pos = 0,0
postype = P1
facing = 1
stateno = 2300
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
[State 2090, Damage Scaling]
type = parentvarset
trigger1 = projhit2200 = 1
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.94
ignorehitpause = 1
persistent = 0
[State 2090, End]
type = DestroySelf
trigger1 = WinKO
trigger2 = Lose
This is the helper that remains for the entire round and is only present after intros and before win/lose states. This helper is used to call forth and monitor all assists, therefore, it's a helper that also calls in other helpers.
Spoiler, click to toggle visibilty
; Kyon
[Statedef 2300]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 1
sprpriority = -1
[State 2300, Playsnd]
type = playsnd
trigger1 = time = 10
value = 10,0
[State 2300, Kyon's Life]
type = varset
trigger1 = 1
fvar(2) = 0
ignorehitpause = 1
[State 2300, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[State 2300, Posset]
type = posset
trigger1 = 1
y = 3
[State 2300, Invuln]
type = nothitby
trigger1 = 1
value = SCA
time = -1
[State 2300, Port]
type = Explod
trigger1 = time = 6
anim = 10050
postype = Left
removetime = -2
bindtime = -1
ontop = 1
pos = 160,110
scale = 1,1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 2300, Pause]
type = pause
trigger1 = time = 6
time = 120
movetime = 0
[State 2300, Changeanim]
type = changeanim
trigger1 = time = 9
value = 9205
persistent = 0
[state 2203, Fade]
type = Trans
trigger1 = Time > 8
trans = addalpha
alpha = time, 256-(time*2)
persistent = 1
[State 2300, End]
type = Changestate
triggerall = ishelper
trigger1 = time = 180
value = 2310
;---------------------------------------------------------------------------
[Statedef 2310]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = -1
[State 2310, Kyon's Life]
type = varadd
trigger1 = 1
fvar(2) = gethitvar(damage)
ignorehitpause = 1
[State 2310, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2310, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
[State 2310, Turn]
type = turn
trigger1 = facing != root,facing
[State 2310, Velset]
type = Velset
trigger1 = rootdist x > 30
x = const(velocity.walk.fwd.x)
[State 2310, Velset]
type = Velset
trigger1 = rootdist x < 30
x = const(velocity.walk.back.x)
[State 2320, Velset]
type = Velset
trigger1 = rootdist x = [-30,30]
x = 0
[State 2310, Changeanim]
type = changeanim
trigger1 = rootdist x = [-30,30]
value = 9210
persistent = 83
elem = 5
[State 2310, Changeanim]
type = changeanim
trigger1 = rootdist x != [-30,30]
value = 9220
persistent = 57
[State 2310, Posset]
type = posset
trigger1 = 1
y = 3
[State 2310, End]
type = Changestate
triggerall = ishelper
trigger1 = time = 240
value = 2340
[State 2310, End]
type = Changestate
triggerall = ishelper
trigger1 = fvar(2) >= 1000
value = 2350
[State 2310, Hitoverride]
type = hitoverride
trigger1 = stateno != 5000
attr = SCA,AT,AA,AP
slot = 0
stateno = Cond((fvar(2) >= 1000),2350,2320)
time = -1
[State 2310, End]
type = Changestate
triggerall = ishelper
trigger1 = root,win
value = 2360
[State 2310, End]
type = Changestate
triggerall = ishelper
trigger1 = root,lose
trigger2 = drawgame
value = 2375
;---------------------------------------------------------------------------
[Statedef 2320]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 9230
sprpriority = -1
[State 2320, Playsnd]
type = playsnd
trigger1 = time = 0
value = 10,1
[State 2320, Kyon's Life]
type = varadd
trigger1 = 1
fvar(2) = gethitvar(damage)
ignorehitpause = 1
[State 2320, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2320, Hitoverride]
type = hitoverride
trigger1 = 1
attr = SCA,AT,AA,AP
slot = 0
stateno = Cond((fvar(2) >= 1000),2350,2320)
time = -1
[State 2320, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[State 2320, Velset]
type = Velset
trigger1 = time = 0
x = -1
[State 2320, Posset]
type = posset
trigger1 = 1
y = 3
[State 2320, End]
type = Changestate
triggerall = ishelper
trigger1 = animtime = 0
value = 2310
;---------------------------------------------------------------------------
[Statedef 2340]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 9240
sprpriority = -1
[State 2340, Guard Break]
type = TargetState
trigger1 = root,var(11) >= 1000
value = 5400
ignorehitpause = 1
[State 2340, Kyon's Life]
type = varadd
trigger1 = 1
fvar(2) = gethitvar(damage)
ignorehitpause = 1
[State 2340, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2340, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = 10,3
[State 2340, Hitoverride]
type = hitoverride
trigger1 = 1
attr = SCA,AT,AA,AP
slot = 0
stateno = Cond((fvar(2) >= 1000),2350,2320)
time = -1
[State 2340, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[State 2320, Velset]
type = Velset
trigger1 = animelem = 2
x = floor(p2dist x /12)
[State 2320, Velset]
type = Velset
trigger1 = animelem = 3
x = floor(p2dist x /25)
[State 2340, Velset]
type = velset
trigger1 = p2dist x < 5
x = 0.1
[State 2340, Posset]
type = posset
trigger1 = 1
y = 3
[State 3240, Playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,5
volumescale = 255
[State 2340, Counter Hit Bonus]
type = TargetLifeAdd
trigger1 = root,var(56) = 1
value = ceil(-30)
ignorehitpause = 1
[State 2340, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, NA
animtype = Hard
damage = ceil(30*root,fvar(4)),10
getpower = 75,75
givepower = 30,30
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 12,27
guard.pausetime = 10,20
sparkno = s6102
guard.sparkno = S6120
sparkxy = -10,-50
hitsound = S1,9
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime = 24
ground.velocity = -6
guard.velocity = -5
guard.ctrltime = 20
air.velocity = -6,-9
air.fall = 1
fall.recover = 0
[State 3240, Counter Hit/First Attack Flag]
type = Explod
triggerall = !numexplod(9999)
trigger1 = movehit = 1
anim = 1
ID = 9999
postype = left
removetime = 22
pos = 999999,999999
[State 3240, Guard Crush Flag]
type = projectile
trigger1 = moveguarded
projID = 9999
projanim = 1
projremovetime = 30
ignorehitpause = 1
[State 2340, End]
type = Changestate
triggerall = ishelper
trigger1 = animtime = 0
value = 2310
;---------------------------------------------------------------------------
[Statedef 2350]
type = S
movetype = I
physics = N
ctrl = 0
velset = -6,-4
anim = 9270
sprpriority = -3
[State 2350, Playsnd]
type = playsnd
trigger1 = time = 0
value = 10,4
[State 2350, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[state 2350, Fade]
type = Trans
trigger1 = Time > 30
trans = addalpha
alpha = 256-(time*2),256
persistent = 1
[State 2350, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2350, End]
type = DestroySelf
triggerall = ishelper
trigger1 = time = 128
;---------------------------------------------------------------------------
[Statedef 2360]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority = -3
[State 2360, Playsnd]
type = playsnd
trigger1 = time = 90
value = 10,5
[State 2360, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2360, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[State 2360, Velset]
type = Velset
trigger1 = 1
x = 0
y = 0
[State 2360, Posset]
type = posset
trigger1 = 1
y = 3
[State 2360, Changeanim]
type = changeanim
trigger1 = time = 75
value = 9260
persistent = 0
;---------------------------------------------------------------------------
[Statedef 2375]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority = -3
[State 2375, Playsnd]
type = playsnd
trigger1 = time = 60
value = 10,2
[State 2375, Invuln]
type = nothitby
trigger1 = 1
value = ,at
time = -1
[State 2375, Angledraw]
type = angledraw
trigger1 = 1
scale = 1.1,1.1
ignorehitpause = 1
[State 2375, Velset]
type = Velset
trigger1 = 1
x = 0
y = 0
[State 2375, Posset]
type = posset
trigger1 = 1
y = 3
[State 2375, Changeanim]
type = changeanim
trigger1 = time = 75
value = 9250
persistent = 0
These are all states for Kyon himself (the assist helper that is the topic of this thread).
Spoiler, click to toggle visibilty
[State -2, Striker System]
type = Helper
triggerall = numhelper(2090) < 1
trigger1 = roundstate = 2
trigger1 = numenemy && enemy,life > 0
ID = 2090
name = "SOS Assists"
sprpriority = 4
pos = 0,0
postype = P1
facing = 1
stateno = 2090
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
[State -2, Kyon Set]
type = varset
trigger1 = roundstate = 0
trigger2 = numhelper(2300)
trigger2 = helper(2300),fvar(2) >= 1000
trigger3 = fvar(1) < 0
fvar(1) = 0
ignorehitpause = 1
[State -2, Kyon Set]
type = varadd
triggerall = fvar(1) < 1531
triggerall = numhelper(2090)
trigger1 = helper(2090),numexplod(10020)
fvar(1) = 1
ignorehitpause = 1
[State -2, Kyon Set]
type = varadd
triggerall = fvar(1) < 1530 && fvar(1) > 0
trigger1 = movetype = H && StateNo != [120,155]
fvar(1) = -3
ignorehitpause = 1
All the statedef -2 stuff for the Kyon assist as well as what calls in the helper that monitors all assists.
This is actually my first time making assists lol.