I'm currently editing DW's Robert to feature a new move, that being the 98' Ryuu Zanshou, using Vans' Robert for reference. I am using the Ryuuga as a basis for the new move, but when he executes it, it won't hit nor cause p2 to guard. Getting this correct is my first priority.

;========================<Ryu Zanshou>=======================

[Statedef 1600]

type = S

movetype = A

physics = S

anim = 1600

ctrl = 0

velset = 0,0

poweradd = 70 * !var(20)

sprpriority = 2

facep2 = 1

[State 1100, Voice]

type = PlaySnd

trigger1 = AnimElem = 1

value = 1100,0

channel = 0

[State 1100, Swing Snd]

type = PlaySnd

trigger1 = Animelem = 1

value = 1, 2

channel = 2

[State 1100, Jump Snd]

type = PlaySnd

trigger1 = AnimElem = 3

value = 40,0

channel = 3

[State 1100, StateTypeSet: Air, No Phys]

type = StateTypeSet

trigger1 = AnimElem = 3

stateType = A

physics = N

[State 1100, Dust Helper]

type = Helper

trigger1 = AnimElem = 3

helperType = Normal

stateNo = 8100

ID = 8100

name = "Jump Dust"

posType = P1

ownPal = 1

[State 1100, Width]

type = Width

trigger1 = 1

edge = 8,0

[State 1100, Muteki]

type = Nothitby

trigger1 = AnimElemTime(3) < 0

time = 1

value = SCA

[State 1100, VelAdd]

type = VelAdd

trigger1 = AnimElem = 1

x = 1.15

[State 1100, PosAdd]

type = PosAdd

trigger1 = AnimElem = 2

x = 3.5

[State 1100, Rising Velocity]

type = VelSet

trigger1 = AnimElem = 3

x = 3

y = -5.5

[State 1100, Friction]

type = VelAdd

trigger1 = vel x > 0

trigger1 = AnimElemTime(3)>0

x = -0.03

[State 1100, VelStop]

type = VelSet

trigger1 = AnimElemTime(3) = 8

x = 0

[State 1100, Gravity]

type = VelAdd

trigger1 = AnimElemTime(3) > 0

y = 0.5

[State 1100, Hit]

type = HitDef

trigger1 = !var(16) && var(15) < 1

trigger1 = AnimElem = 4

attr = A, SA

damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7

priority = 4, hit

animtype = Hard

getpower = 70 * !var(20), 30 * !var(20)

givepower = 35, 35

guardflag = MA

hitflag = MAF

hitsound = S2,2

guardsound = S130,0

pausetime = 12,12

guard.pausetime = 12,12

sparkNo = -1 + 0 * (var(33) := 8013)

guard.sparkNo = -1 + 0 * (var(34) := 8001)

sparkXY = -10 + 0 * (var(35) := 60), var(36) := -68

air.animtype = Back

fall.animtype = Back

ground.type = Low

air.type = Low

ground.slidetime = 18

ground.hittime = 18

guard.hittime = 18

ground.velocity = -2,-8

air.velocity = -2,-8

guard.velocity = -10

;airguard.velocity = -6, -4

;airguard.ctrlTime = 16

ground.cornerPush.velOff = 0

guard.cornerPush.velOff = 0

air.cornerPush.velOff = 0

yaccel = .5

fall = 1

fall.recover = 0

forcestand = 1

palFX.time = 12 * var(9)

palFX.add = 255,255,255

palFX.sinAdd= -255,-255,-255,48

envshake.time = 14

envshake.ampl = 4

envShake.freq = 120

[State 1100, Hit]

type = HitDef

trigger1 = !var(16) && var(15) < 1

trigger1 = AnimElem = 5

attr = A, SA

damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7

priority = 4, hit

animtype = Hard

getpower = 70 * !var(20), 30 * !var(20)

givepower = 35, 35

guardflag = MA

hitflag = MAF

hitsound = S2,2

guardsound = S130,0

pausetime = 10,10

guard.pausetime = 12,12

sparkNo = -1 + 0 * (var(33) := 8013)

guard.sparkNo = -1 + 0 * (var(34) := 8001)

sparkXY = -10 + 0 * (var(35) := 17), var(36) := -140

air.animtype = Back

fall.animtype = Back

ground.type = High

air.type = High

ground.slidetime = 18

ground.hittime = 18

guard.hittime = 18

ground.velocity = -2, -8

air.velocity = -2, -8

guard.velocity = -10

airguard.velocity = -6, -4

airguard.ctrlTime = 16

ground.cornerPush.velOff = 0

guard.cornerPush.velOff = 0

air.cornerPush.velOff = 0

yaccel = .5

fall = 1

fall.recover = 0

forcestand = 1

palFX.time = 12 * var(9)

palFX.add = 255,255,255

palFX.sinAdd= -255,-255,-255,48

envshake.time = 14

envshake.ampl = 4

envShake.freq = 120

[State 1100, StateTypeSet: Idle]

type = StateTypeSet

trigger1 = AnimElemTime(4) >= 0

moveType = I

[State 1100, End]

type = ChangeState

trigger1 = AnimElemTime(4)>0

trigger1 = Pos Y >= 0 && Vel Y > 0;pos y > -vel y

value = 1601

;Landing

[Statedef 1601]

type = S

movetype = I

physics = S

ctrl = 0

anim = 1601

velset = 0, 0

[State 1105, On Ground]

type = Posset

trigger1 = !Time

Y = 0

[State 1105, EX Flash]

type = VarSet

triggerall = PrevStateNo=1130

trigger1 = !Time

var(25) = 5

[State 1105, Land Snd]

type = PlaySnd

trigger1 = Time = 1

value = 52,0

[State 1105, Landing Dust Explod]

type = Explod

trigger1 = !Time

anim = 8102

sprpriority = -3

postype = P1

pos = 5, 0

scale = 0.5,0.5

pauseMoveTime = -1

superMoveTime = -1

ownPal = 1

[State 1105, End]

type = ChangeState

trigger1 = !AnimTime

value = 0

ctrl = 1