I had to create a seperate state to trigger's Akuma Misogi Win state work.
It does but the trigger to activate the super finish isn't working.
Any change I do locks the character in animelem 3702.
Again I'm using DivineWolf's Akuma and editing it into SNK Shin Akuma
I'll put the states in spoiler tabs.
Spoiler, click to toggle visibilty
;======================< MISOGI >=============================
[Statedef 3700]
type = S
physics = S
movetype = A
anim = 3700
ctrl = 0
velset = 0, 0
juggle = 0
facep2 = 1
poweradd = ifelse(var(20) > 0, -1000, -3000)
sprpriority = 1
[State 3700, NHB]
type = nothitby
trigger1 = anim = 3700
time = 1
value = SCA
[State Corner Push]
type = varset
trigger1 = anim = 3700 && animelem = 3
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 3700, Snd]
type = playsnd
trigger1 = !time
value = 3700,0
channel = 0
[State 3700, Super Pause FX]
type = helper
trigger1 = anim = 3700 && animelem = 3
helpertype = normal
stateno = 8520
ID = 8500
name = "Super Charge"
postype = p1
pos = -5, -45
ownpal = 1
persistent = 0
supermovetime = 9999
[State 3700, Super Pause]
type = superpause
trigger1 = anim = 3700 && animelem = 3
persistent = 0
time = 43
anim = -1
sound = s8500,2
p2defmul = 1
darken = 0
movetime = 43
[State 3700, Anim]
type = changeanim
trigger1 = anim = 3700 && time = 46
value = 3701
[State 3700, statetype]
type = statetypeset
trigger1 = anim != 3701
statetype = S
physics = S
[State 3700, statetype]
type = statetypeset
trigger1 = anim = 3701
statetype = A
physics = N
[State 3700, Push]
type = playerpush
trigger1 = anim != 3700 && anim != 3703
value = 0
ignorehitpause = 1
[State 3700, sprpriority]
type = sprpriority
trigger1 = anim != 3700
value = -1
ignorehitpause = 1
[State 3700, illusions]
type = helper
trigger1 = anim = 3700 && time = 61
helpertype = normal
stateno = 3704
ID = 3704
name = "Misogi Illusion"
postype = p1
ownpal = 1
persistent = 0
pausemovetime = 999
supermovetime = 999
[State 3700, Pos]
type = posadd
trigger1 = anim = 3701 && animelem = 1
x = p2dist x -10
y = p2dist y -240
[State 3700, Snd]
type = playsnd
trigger1 = anim = 3701 && animelem = 1
value = 5, 9
persistent = 0
[State 3700, Vel]
type = velset
trigger1 = anim = 3701 && animelemtime(2) < 0
x = 0
y = 0
[State 3700, Vel]
type = velset
trigger1 = anim = 3701 && animelem = 2
y = 16
[State 3700, Accel]
type = gravity
trigger1 = anim = 3701 && animelemtime(2) > 0
[State 3700, Anim]
type = changeanim
trigger1 = anim = 3701 && animelemtime(2) > 3 && p2dist y < (enemynear, const(size.height) + 20)
trigger2 = anim = 3701 && animelemtime(1) > 0 && pos y > -30
value = 3701
elem = 3
persistent = 0
[State 3700, Snd]
type = playsnd
trigger1 = anim = 3701 && animelemtime(2) > 3 && p2dist y < (enemynear, const(size.height) + 20)
trigger2 = anim = 3701 && animelemtime(1) > 0 && pos y > -30
value = 3700,1
channel = 0
persistent = 0
[State 3700, Snd]
type = playsnd
trigger1 = anim = 3703 && animelem = 4
value = 3700,2
[State 3700, particles]
type = explod
trigger1 = anim = 3701 && animelemtime(2) > 0
vel = 0, -4
anim = 3711
sprpriority = 3
postype = p1
pos = 3, -60
random = 40, 40
facing = -1 + (random < 500) * 2
scale = 0.5, 0.5
ownpal = 1
[State 3700, Hit]
type = hitdef
trigger1 = anim = 3701 && animelem = 3
attr = A, HA
damage = 999
animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0, 0
guard.pausetime = 0, 30
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := 0
hitsound = s2, 9
guardsound = s2, 0
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -2, 0
guard.velocity = -10
air.velocity = 0, 20
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
getpower = 0
givepower = 36, 36
envshake.time = 18
envshake.freq = 120
envshake.ampl = 6
fall = 1
fall.recover = 0
sprpriority = -1
ID = 3700
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
forcestand = 1
palFX.time = 12 * var(29)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
[State 3700, p2state]
type = targetstate
trigger1 = movehit && numtarget(3700)
trigger1 = (target(3700), stateno = 5000) || (target(3700), stateno = 5010)
value = 1114100
ID = 3700
ignorehitpause = 1
[State 3700, p2state]
type = targetstate
trigger1 = movehit && numtarget(3700)
trigger1 = (target(3700), stateno = 5020)
value = 1114110
ID = 3700
ignorehitpause = 1
[State 3700, cutFX]
type = explod
triggerall = anim = 3701 && animelemtime(3) >= 0 && movehit && numtarget
trigger1 = (target, time = 0) && (target, movetype = H)
anim = 3707
sprpriority = 4
postype = p2
facing = -1
pos = 0, 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 3700, Anim]
type = changeanim
trigger1 = anim = 3701 && pos y >= -5
value = ifelse((movehit && p2movetype = H), 3702, 3703)
[State 3700, Stop]
type = posset
trigger1 = anim = [3702, 3703]
y = 0
[State 3700, Stop]
type = velset
trigger1 = anim = [3702, 3703]
y = 0
[State 3700, Shake]
type = envshake
trigger1 = (anim = 3702 || anim = 3703) && animelem = 1
time = ifelse((anim = 3702), 30, 15)
time = 18
freq = 120
ampl = 12
[State 3700, Snd]
type = playsnd
trigger1 = anim = 3702 && animelem = 1
value = 3700,3
[State 3700, Snd]
type = playsnd
trigger1 = anim = 3703 && animelem = 1
value = 3700,4
[State 3700, Dust]
type = explod
trigger1 = (anim = 3702 || anim = 3703) && animelem = 1
anim = 8102
ID = 8102
sprpriority = -2
postype = p1
pos = 0, 0
vel = 0, 0
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
[State 3700, Dust]
type = explod
trigger1 = anim = 3702 && animelemtime(1) = 13
vel = 0, 0
anim = 8107
ID = 8107
sprpriority = 5
postype = p1
pos = 0, 0
ownpal = 1
[State 3700, particles]
type = explod
trigger1 = anim = 3702 && animelemtime(1) >= 5 && animelemtime(1) < 17
vel = ceil(5 + random / 100), ceil(1 + random / 500)
accel = -.4, -.75
anim = 3708
sprpriority = 3
postype = p1
pos = 2, -40
random = 60, 60
facing = -1 + (random < 500) * 2
ownpal = 1
scale = 0.5, 0.1
[State 3700, particles]
type = explod
trigger1 = anim = 3702 && animelemtime(1) >= 3 && animelemtime(1) < 15
vel = -ceil(5 + random / 100), ceil(1 + random / 500)
accel = 0.4, -.75
anim = 3708
sprpriority = 3
postype = p1
pos = 2, -40
random = 60, 60
facing = -1 + (random < 500) * 2
ownpal = 1
scale = 0.5, 0.1
[State Idle]
type = statetypeset
trigger1 = anim = 3702 || anim = 3703
movetype = I
[State 3700, End]
type = changestate
trigger1 = anim = 3702 && animelemtime(17) >= 0 && winko
value = 189
[State 3700, End]
type = changestate
trigger1 = (anim = [3702, 3703]) && !animtime
value = 0
ctrl = 1
;--- TARGET STANDING ---
[Statedef 1114100]
type = S
physics = S
movetype = H
ctrl = 0
velset = gethitvar(xvel), 0
sprpriority = 1
[State 1114100, NHB]
type = nothitby
trigger1 = 1
time = 1
value = SCA
[State 1114100, Anim]
type = changeanim
trigger1 = !time && selfanimexist(5950)
value = 5950
[State 1114100, Anim]
type = changeanim2
trigger1 = !time && !selfanimexist(5950)
value = 1114100
[State 1114100, Stop]
type = posset
trigger1 = 1
y = 0
[State 1114100, Stop]
type = velset
trigger1 = 1
y = 0
[State 1114100, dust]
type = gamemakeanim
trigger1 = anim = 1114100 && animelem = 7
value = 60
pos = 0, 0
under = sysvar(1) <= 14
[State 1114100, snd]
type = playsnd
trigger1 = anim = 1114100 && animelem = 7
value = 5000,11
[State 1114100, Anim]
type = changeanim
trigger1 = time >= 110 && selfanimexist(5111)
value = 5111
[State 1114100, End]
type = selfstate
trigger1 = time >= 110
value = ifelse(alive, 5120, 5150)
;--- TARGET MID -AIR ---
[Statedef 1114110]
type = A
physics = N
movetype = H
ctrl = 0
velset = gethitvar(xvel), gethitvar(yvel)
sprpriority = 1
[State 1114110, NHB]
type = nothitby
trigger1 = 1
time = 1
value = SCA
[State 1114110, Anim]
type = changeanim2
trigger1 = !time
value = 1114110
[State 1114110, Accel]
type = gravity
trigger1 = animelemtime(5) < 0
[State 1114110, Stop]
type = posset
trigger1 = pos y >= 0
y = 0
[State 1114110, Stop]
type = velset
trigger1 = pos y >= 0
y = 0
[State 1114110, sts]
type = statetypeset
trigger1 = pos y >= 0
type = L
physics = C
[State 1114110, Anim]
type = changeanim2
trigger1 = pos y >= 0
value = 1114110
elem = 5
persistent = 0
[State 1114110, dust]
type = gamemakeanim
trigger1 = animelem = 5
value = 62
pos = 0, 0
under = sysvar(1) <= 14
[State 1114110, snd]
type = playsnd
trigger1 = animelem = 5
value = 5000,11
[State 1114110, End]
type = selfstate
trigger1 = animelemtime(7) >= 110
value = ifelse(alive, 5120, 5150)
Spoiler, click to toggle visibilty
;========================<MISOGI FINISH>=============================
[StateDef 8610]
physics = N
velset = 0, 0
anim = 1
[State 7610, Assert]
type = assertspecial
trigger1 = time < 120
flag = nomusic
[State 7610, Snd]
type = playsnd
trigger1 = !time
value = 8600,1
[State 8600, Super Finish Explod]
type = Explod
trigger1 = !Time
anim = 8600
ID = 8600
ontop = 1
postype = Left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.5, 0.5 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1
[State 8600, Super Finish Explod Fade]
type = ModifyExplod
trigger1 = NumExplod(8600)
ID = 8600
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), 256
[State 8600, Text 1]
type = Explod
trigger1 = !Time
anim = 8619
ID = 10
onTop = 1
posType = Left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.55, 0.55 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1
[State 8600, Text 2]
type = Explod
trigger1 = !Time
anim = 8619
ID = 11
onTop = 1
posType = left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.55, 0.55 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1
[State 8600, Text 1 Fade]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), ifElse(Time < 16, 0, 32 * (Time - 16))
[State 8600, Text 2 Fade]
type = ModifyExplod
trigger1 = NumExplod(11)
ID = 11
scale = 0.5 + (0.0625 * Time), 0.5 + (0.0625 * Time)
trans = AddAlpha
alpha = 256 - (32 * Time), 32 * Time
[State 7610, Assert]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = nobardisplay
ignorehitpause = 1
[State 7610, Assert]
type = assertspecial
trigger1 = time < 120
flag = noFG
ignorehitpause = 1
[State 7610, Safety]
type = removeexplod
trigger1 = time >= 180
[State 7610, End]
type = destroyself
trigger1 = time >= 180
Spoiler, click to toggle visibilty
[State 180, Win by Misogi]
type = ChangeState
trigger1 = PrevStateNo = 189
value = 189
Spoiler, click to toggle visibilty
;Win by Misogi
[Statedef 189]
type = S
sprpriority = -5
[State 189, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && PrevStateNo = 3700
value = 189
[State 184, Snd]
type = playsnd
trigger1 = animelem = 6
value = 189,0
channel = 0
[State 184, Kanji]
type = explod
trigger1 = animelem = 6
anim = 6011
ID = 6011
sprpriority = -3
postype = p1
facing = ifelse(facing = 1, 1, -1)
pos = ifelse(facing = 1, 0, 32)
bindtime = -1
removeongethit = 1
ownpal = 1
[State 181, Assert]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1
[State 184, Camera Focus Helper]
type = helper
trigger1 = pos x != 0
trigger1 = Time = 0
name = "Camera Focus"
id = 8998
pos = 0,0
postype = p1
stateno = 8998
helpertype = normal
[State 189, Win]
type = ChangeState
trigger1 = PrevStateNo = 3700 && Time >= 120
value = 180
ctrl = 1