I feel like I've had help with this problem before, but I'm honestly drawing a blank on this. When Yamazaki grabs an opponent with his Drill, this happens for a blink of a second.
Here's my code:
Spoiler: Code (click to see content)
;========================<DRILL>=============================
[StateDef 3200]
type = S
physics = N
moveType = A
anim = 3200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -3000
faceP2 = 1
[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000, 2999]) && var(7)) || var(20)
[State 3200, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)
[State 3200, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1
[State 3200, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0
[State 3200, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43
[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1
[State 3200, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1
[State 3200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA
[State 3200, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 49, -82
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3200, Super Pause]
type = SuperPause
trigger1 = Time = 3
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 0
anim = -1
sound = s8500,0
darken = 0
[State 3200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2
channel = 0
[State 3200, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,0
channel = 0
[State 3200, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,0
channel = 1
[State 3200, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3 && !var(37)
attr = S, ST
hitFlag = M
priority = 7, Miss
getPower = 0,0
givePower = 0,0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
hitSound = -1 + 0 * (var(31) := 800)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 0)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 72), var(36) := -60
numHits = 0
p1StateNo = 3210
[State 3200, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;Connected
[Statedef 3210]
type = S
physics = N
moveType = A
anim = 3210
ctrl = 0
velSet = 0,0
sprPriority = 1
[State 3210, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1
[State 3210, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 3215
[State 3210, Width]
type = Width
trigger1 = 1
edge = 64,0
[State 3210, TargetBind 1]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(1) = 0
pos = 44,-93
[State 3210, TargetBind 2]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 44,-125
[State 3210, TargetBind 3]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(3) = 0
pos = 44,-126
[State 3210, TargetBind 4]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(10) = 0
pos = 34,-15
[State 3210, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 10
value = floor(ifElse(28 * fvar(11) < 7, -7, -28 * fvar(11)))
kill = 0
[State 3210, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && !Time
trigger2 = NumTarget && AnimElem = 10
value = 36
[State 3210, HitAdd]
type = HitAdd
trigger1 = NumTarget && !Time
trigger2 = NumTarget && AnimElem = 10
value = 1
[State 3210, HitAdd]
type = VarAdd
trigger1 = NumTarget && !Time
trigger2 = NumTarget && AnimElem = 10
var(13) = 1
[State 3210, Juggle]
type = VarAdd
trigger1 = NumTarget && !Time
trigger2 = NumTarget && AnimElem = 10
var(15) = 1
ignoreHitPause = 1
[State 3210, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 10
value = 3216
[State 3210, EnvShake]
type = EnvShake
trigger1 = AnimElem = 10
time = 12
ampl = 6
freq = 120
[State 3210, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1,2
channel = 20
[State 3210, Hit Sound]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,2
channel = 21
[State 3210, Hit Spark]
type = Helper
helperType = Normal
trigger1 = AnimElem = 10
stateNo = 8014
pos = 42,-60
posType = P1
size.xScale = 1
size.yScale = 1
sprPriority = 10
ignoreHitPause = 1
persistent = 3
[State 3210, End]
type = ChangeState
trigger1 = !AnimTime
value = 3211