Almost got it fully working. All I need to do is reset the timer in between the Power of Dropkicks.
Here's what I got so far:
Spoiler: Command (click to see content)
[State -1, Super Dropkick Lvl. 3]
type = ChangeState
value = 1230
triggerAll = !AILevel
triggerAll = Var(43) > 2358 && Var(44) = 0
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Super Dropkick Lvl. 2]
type = ChangeState
value = 1220
triggerAll = !AILevel
triggerAll = (Var(43) = [1011,2358]) && Var(44) = 0
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Super Dropkick Lvl. 2]
type = ChangeState
value = 1210
triggerAll = !AILevel
triggerAll = (Var(43) = [337,1011]) && Var(44) = 0
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Super Dropkick Lvl. 1]
type = ChangeState
value = 1200
triggerAll = !AILevel
triggerAll = (Var(43) = [42,337]) && Var(44) = 0
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, VarAdd(43)]
type = VarAdd
var(43) = 1
trigger1 = var(44)
removeongethit = 1
[State -1, VarSet(43)]
type = VarSet
var(43) = 0
triggerall = !var(44)
trigger1 = Var(43) < 42
Spoiler: System (click to see content)
[State -2, VarSet(44)]
type = VarSet
trigger1 = var(44) = 1
trigger1 = Command != "holda" || Command != "holdb" || Command != "holda" && Command = "holdb"
trigger2 = var(44) = 2
trigger2 = Command != "holda" || Command != "holdc"
trigger3 = var(44) = 3
trigger3 = Command != "holdb" || Command != "holdc"
var(44) = 0
ignorehitpause = 1
[State -2, Varset(44)]
type = VarSet
trigger1 = !var(44) && StateNo != [1200,1299]
trigger1 = Command = "holda" && Command = "holdb"
var(44) = 1
[State -2, Varset(44)]
type = VarSet
trigger1 = !var(44) && StateNo != [1200,1299]
trigger1 = Command = "holda" && Command = "holdc"
var(44) = 2
[State -2, Varset(44)]
type = VarSet
trigger1 = !var(44) && StateNo != [1200,1299]
trigger1 = Command = "holdb" && Command = "holdc"
var(44) = 3
Spoiler: Specials (click to see content)
;========================<SUPER DROPKICK>=============================
;Start from 42/337
[StateDef 1200]
type = S
physics = S
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 1200,0
channel = 0
[State 1200, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1201
;Start From 337/1011
[StateDef 1210]
type = S
physics = S
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 1200,0
channel = 0
[State 1210, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1201
;Start From 1011/2358
[StateDef 1220]
type = S
physics = S
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1220, Voice]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 1200,0
channel = 0
[State 1220, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1201
;Start From 2358 or Higher
[StateDef 1230]
type = S
physics = S
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 1200,0
channel = 0
[State 1230, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1201
;Super Dropkick (Attack)
[StateDef 1201]
type = A
physics = N
moveType = A
anim = IfElse((PrevStateNo=1220||PrevStateNo=1230),1211,1201)
ctrl = 0
velset = IfElse((PrevStateNo = 1230),17,IfElse((PrevStateNo = 1220),12,IfElse((PrevStateNo = 1210),10,6))),0
[State 1201, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 1
stateType = A
physics = N
[State 1201, VelAdd]
type = PosAdd
trigger1 = Time = 1
y = -10
[State 1201, VelAdd]
type = VelAdd
trigger1 = AnimElem =5,> 0
y = .35
[State 1201,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 1,5
[State 1201,velmul]
type = velmul
trigger1 = 1
x = .95
[State 1201, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = PrevStateNo = 1200
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 7
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 83), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
[State 1201, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = PrevStateNo = 1210
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 125 < 14, 14, fvar(11) * 125)), 14
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 83), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
[State 1201, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = PrevStateNo = 1220
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 153 < 21, 21, fvar(11) * 153)), 21
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 83), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
[State 1201, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = PrevStateNo = 1230
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 264 < 28, 28, fvar(11) * 264)), 28
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 83), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
[State 1201, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1201, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 1201, End]
type = ChangeState
trigger1 = AnimElem =5,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1205
;Super Dropkick (Finish)
[StateDef 1205]
type = S
physics = S
moveType = I
anim = 1205
ctrl = 0
velSet = 0,0
[State 1205, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 1205, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1205, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 1200,1
[State 1205, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 15
[State 1205, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
Edit: Got it working properly! This problem is now solved!