No, it's actually my own coding. I'll just post it here for convenience to give a good idea what's going on.

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; Reflected Helper

[Statedef 1251]

type = A

ctrl = 0

movetype = A

physics = N

sprpriority = 2

[State 1251, Hitoverride]

type = HitOverride

trigger1 = 1

attr = SCA,AA,AP,AT

time = 1

stateno = 1251

ignorehitpause = 1

[State 1251, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = noshadow

[State 1251, Invuln]

type = nothitby

trigger1 = 1

value = SCA

time = -1

[State 1251, StopSnd]

type = StopSnd

trigger1 = time = 180

channel = -1

ignorehitpause = 1

persistent = 0

[State 1251, Changeanime]

type = ChangeAnim

trigger1 = !time

value = anim

[State 1251, Turn]

type = Turn

triggerall = numenemy > 0

trigger1 = facing =1 && enemy,facing !=1

trigger2 = facing != 1 && enemy,facing =1

[State 1251, Velset]

type = VelSet

trigger1 = !time

trigger2 = pos y>=0

x = (ifelse(vel x>0,vel x,vel x*-1))

y = (vel y-((vel y>0)*(vel y*2)))

[State 1251, Hitdef]

type = hitdef

trigger1 = time = 1

persistent = 0

attr = A,SP

animtype = Hard

damage = ceil(90),30

hitflag = MAFD

guardflag = MA

pausetime = 0,10

getpower = 100,100

sparkxy = -5,0

hitsound = F5,4

guardsound = F6,0

ground.type = Low

ground.slidetime = 16

ground.hittime = 16

ground.velocity = -8.2,0

air.velocity = -8.2,-7

affectteam = F

air.fall = 1

fall.recover = 0

hitonce = 1

yaccel = 0.4

[State 1251, Remove FX]

type = removeexplod

trigger1 = IsHelper

trigger1 = time = 1

ignorehitpause = 1

[State 1252, End]

type = SelfState

trigger1 = !IsHelper

value = 0

ctrl = 1

[State 1251, End]

type = DestroySelf

trigger1 = time > 240

trigger2 = frontedgedist <-100

trigger3 = backedgedist <-100

trigger4 = vel x = 0

trigger4 = vel y = 0

trigger5 = movecontact

ignorehitpause=1