I normally work with those two codes:
Spoiler: CPS3 WATER BLUE(Code by Rajaaboy) (click to see content)
[state 3000, 2]
type = afterimage
trigger1 = animelem = 2
time = 99999999
length = 20
framegap = 6
palcolor = 0
palinvertall = 0
palbright = 64, 64, 128
palcontrast = 160, 160, 160
palpostbright = 64, 64, 200
paladd = -56, -56, 0
palmul = 1.0, 1.0, 1.0
trans = none
ignorehitpause = 1
For SF3/CPS3/SFZero 3 Double Upper or Max characters
Spoiler: DARK CPS2 BLUE (click to see content)
[state 3000, 2]
type = afterimage
trigger1 = animelem = 4
time = 99999999
length = 20
framegap = 6
palcolor = 0;0
palinvertall = 0
palbright = 80, 70, 40
palcontrast = 55, 95, 255
trans = none
For CPS2 era based characters.
For those characters you've mentioned, you just need to add this on the last state of the hyper moves:
[State Blue]
type = afterimage
trigger1 = ; animelem or time = X [The very end of the state]
time = 1
length = 1
framegap = 1
This will make the afterimage end abruptly like the CPS2 games does.