I found this code in char's MDK
And i tested. It's working
Add code under [statedef -2]
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;---------- MDK Guard crush---------------
;------------------------MDK Guard Effect
[State - 2, Varset]
type = Varset
trigger1 = var(7) >= 256
v = 7
value = 0
[State ,C VarAdd]
type=VarAdd
trigger1=StateNo=150||StateNo=152||Stateno=154
var(7)=2
ignorehitpause=1
[State ,M VarAdd]
type=VarAdd
trigger1=var(7)&&time%20=0
var(7)=-1
ignorehitpause=1
[State , PalFX]
type=PalFX
trigger1=gametime%2=0&&((stateno=150||stateno=152)&&var(7)>0)
time=1
mul=200+(var(7)*5),80+(var(7)*5),40+(var(7)*5)
ignorehitpause=1
[State 0,Changestate]
type = changestate
trigger1 = var(7) >= 256
value = 8207
[State , ChangeState] ;chagne state die if life =0
type=ChangeState
trigger1=Statetype!=A&&Alive&&GetHitVar(hitcount)=1&&GetHitVar(Damage)>=Life&&stateno=5001&&PrevStateNo=[120,159]
trigger2=Statetype!=A&&Alive&&(GetHitVar(yvel)=0||GetHitVar(fall)=0||Pos Y=0)&&GetHitVar(Damage)>=Life&&stateno=5000&&(PrevStateNo!=8207||(PrevStateNo=160&&anim!=5162))
value=8208
ctrl=0
ignorehitpause=1
State 8207
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[statedef 8207]
type = S
movetype = i
physics = n
ctrl = 0
anim = 5008
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, 0
[State 12345, Velset]
type = velset
trigger1 = time = 0
x = -1.4
[State 12345, Velset]
type = velset
trigger1 = time = 10
x = 0
[State 0, Explod]
type = Explod
trigger1 = 1
anim = 210100 ; Guard crush spark
ID = 210100
pos = 0,-60
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =
[State 8207, Changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
State 8208
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[Statedef 8208]
type=S
movetype=H
physics=N
velset=0,0
ctrl=0
[State , StateTypeSet]
type=StateTypeSet
trigger1=anim = 5350+(var(50)*1000)
statetype=A
[State ,M CA]
type=ChangeAnim
trigger1=!HitShakeOver
value=anim
elem=1
[State ,M CA]
type=ChangeAnim
trigger1=HitShakeOver&&anim!=5350+(var(50)*1000)
value=5350+(var(50)*1000)
elem=1
[State , NotHitBy]
type=NotHitBy
trigger1=!HitShakeOver&&anim=160+var(50)
value=SCA
time=1
[State 8208, 0]
type=ChangeState
trigger1=anim=5350+(var(50)*1000)&&animtime=0
value=5110
anim=5162+(var(50)*1000)
ctrl=0
If this var is not working for your char. you will change the number of Var such as 8 or 9 or 10 or .....
State's anim 8207
Anim 5008
Anim effect (210100)
State's anim 8208
Anim 5350
Good luck !