No matter how hard I try I can't seem to trigger my Shin Akuma's Wrath of the Raging Demon.
I edited DivineWolf's Akuma and Beterhans Akuma Good Ghost's into my Shin Akuma and created a seperate super state and animations for it.
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;======================<Raging Shun Goku Satsu>===================
[Statedef 3600]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3600
poweradd = ifelse(var(20) > 0, -1000, -3000)
sprpriority = 2
facep2 = 1
[State 3500, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) <= 10
time = 1
value = SCA
[State 3500, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0
[State 3500, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50
[State 3500, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)
[State 3500, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)
[State 3500, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1
[State 3500, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1
[State 3500, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = P1
pos = 4,-84
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3500, SuperPause]
type = SuperPause
trigger1 = !Time
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0
[State 3500, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 3500, PosSet]
type = PosSet
trigger1 = !Time
y = 0
[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3600,0
channel = 0
[State 3500, SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1700,0
[State 3500, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 3.85
[State 3500, HitDef: Throw]
type = HitDef
trigger1 = Time
trigger1 = !var(38)
trigger1= P2Dist x >= 0 && P2BodyDist x <= 12
attr = S,HT
hitFlag = M-
priority = 4,Miss
getPower = 0,0
givePower = 0,0
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3601
p2stateno = 3605
p2getp1state = 1
hitsound = s800, 0
fall = 1
fall.recover = 0
[State 3500, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;RSGS Success
[Statedef 3601]
type = S
movetype = A
physics = N
anim = 3601
velset = 0, 0
poweradd = 0
sprpriority = 1
[State 3501, Safety]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1
[State 3501, More Safety]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3501, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 3605
[State 3501, Target Facing]
type = TargetFacing
trigger1 = Time <= 1
value = -1
[State 3501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 3501, Pause]
type = Pause
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
Time = 2
moveTime = 2
[State 3501, AllPalFX: Black]
type = AllPalFX
trigger1 = AnimElemTime(2) = -16
Time = 16
sinadd = -255, -255, -255, 64
[State 3501, EnvColor: Black]
type = EnvColor
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
Time = 4
value = 0, 0, 0
[State 3501, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
flag = NoBarDisplay
flag2 = noFG
[State 3501, Bind]
type = TargetBind
trigger1 = AnimElemTime(17) < 0
pos = ceil(42 * const(size.xScale)), ceil(0 * const(size.yScale))
[State 3501, HitAdd]
type = HitAdd
triggerall = anim = 3601
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27
value = 1
[State 3501, Damage]
type = TargetLifeAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
value = floor(ifElse(28 * fvar(11) < 7, -7, -28 * fvar(11)))
kill = 0
[State 3501, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 16
value = floor(ifElse(56 * fvar(11) < 7, -7, -56 * fvar(11)))
kill = 1
[State 3501, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
value = 35
[State 3501, VarAdd]
type = VarAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
var(13) = 1
[State 3501, Hit Sound]
type = PlaySnd
trigger1 = (Time = [32,89]) && !(Time % 5)
value = 2, 2
channel = 2
[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElem = 17
value = 3500, 3
channel = 0
[State 3501, Voice]
type = PlaySnd
trigger1 = !WinKo
trigger1 = AnimElemTime(34) = 3
value = 180, 0
channel = 0
[State 3501, Final Hit Snd]
type = PlaySnd
trigger1 = AnimElem = 34
value = 2, 10
channel = 2
[State 3501, Hit Spark]
type = Helper
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
helperType = Normal
StateNo = 8018
ID = 8000
name = "Spark"
posType = P2
pos = 0, (Target,Const(size.mid.pos.y))
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
sprpriority = 5
[State 3501, EnvShake]
type = EnvShake
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
time = 6
freq = 120
ampl = -4
[State 3501, Kanji]
type = Explod
trigger1 = StateNo != 188
trigger1 = AnimElemTime(35) = 1
trigger1 = !NumExplod(3550)
anim = ifelse(facing=1,3550,3551)
id = 3550
pos = 15,-81
scale = 0.7,0.7
postype = P1
sprpriority = 3
bindtime = -1
ownpal = 1
;removetime = -1
[State 3501, TargetState]
type = TargetState
trigger1 = AnimElem = 34 && NumTarget
value = 3506
[State 3501, End(Win)]
type = ChangeState
trigger1 = AnimElemTime(34)>=0 && WinKo
value = 188
[State 3501, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;===============<Shun Goku Satsu(Target)>==============
[Statedef 3605]
type = A
physics = N
movetype = H
velset = 0, 0
ctrl = 0
[State 3505, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 3605
[State 3505, On Ground]
type = PosSet
trigger1 = !Time
y = 0
[State 3505, Screenbound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 3505, Safety]
type = SelfState
trigger1 = !gethitvar(isbound)
trigger1 = Time > 160
value = 5050
;RSGS Target 2nd
[Statedef 3606]
type = A
physics = N
movetype = H
velset = 0, 0
ctrl = 0
[State 3506, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 3606
[State 3506, On Ground]
type = PosSet
trigger1 = !Time
y = 0
[State 3506, SelfState]
type = SelfState
trigger1 = !AnimTime && Anim = 3606
value = IfElse(Alive,5120,5150)
The Command is this
[State -1, Raging Shun Goku Satsu]
type = ChangeState
value = 3600
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(43)
triggerall = (helper(10371), var(2)) && (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
trigger3 = (StateNo =[200,250]) && StateNo != 225
I left the buffering file untouched and the command itself is x, x, B, a
but I can't get it to work while the regular demon works fine.