also, p1 changes to a different animation after hitting p2 though it is not noticeable except for it's timing.???
As far as I've seen, P1 keeps animating until he reaches a certain key frame, which only resumes animating when the hitpause is over.
The first two frames when she punches just keep animating during hitpauses as if she missed, but when she reaches that last punching frame (with her hair still), she only resumes the animation when the hitpause is over.
I just use something like this:
[State 200, anim]
trigger1= movecontact=1 && hitpausetime
trigger1= animelemtime(2)>=0 && animelemtime(3)<=0
trigger1= hitpausetime<=7; (P1 Hitpause - Frame's Timing)
This way you don't have to make any adjustments to command buffering, cancel points, corner push, etc, because P1 suffers from hitpause like he should.
Use anything you want from my works. If you need to contact me use email, not private messages.