Alright i fix em and here are the states.
200. Weak punch.
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; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10 * !var(20)
sprpriority = 2
facep2 = 1
[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0, 0
channel = 0
[State 200, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1
[State 200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 1
attr = S, NA
damage = ceil(ifElse(fvar(11) * 23 < 7, 7, fvar(11) * 23)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-75
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime = 12 + 2 * var(9)
guard.hittime = 12
ground.velocity = -5.5
guard.velocity = -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I
[State 200, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1