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!