Alright, so an issue has been brought to my attention lately regarding some of my newer characters; they all have an indicator showing when a combo is invalid (that is, when an opponent can tech out of a combo but chose not to), which is handled in their -2 state:
; Invalid Combo Identifier
;---------------------------
[State -2, REX]
type = removeexplod
triggerall = numexplod(7944)
triggerall = var(35)=2
trigger1 = movehit=1
trigger2 = projhittime(21000)=1 ; Disorder Eye
trigger3 = projhittime(21100)=1 ; Lunatic Shotgun
trigger4 = numhelper(21200) ; Lunatic Clamp
trigger4 = helper(21200),movehit=1
trigger5 = numhelper(21300) ; Medicine Chest
trigger5 = helper(21300),movehit=1
trigger6 = numhelper(21410) ; Disbelief Aspect
trigger6 = helper(21410),movehit=1
trigger7 = numhelper(22200) ; Lunatic Red Eyes
trigger7 = helper(22200),movehit=1
id = 7944
ignorehitpause = 1
[State -2, Counterhit Explod]
type = Explod
triggerall = numenemy
triggerall = var(35) = 2
triggerall = numexplod(7944)=0
triggerall = enemy,statetype!=L
trigger1 = movehit=1
trigger2 = projhittime(21000)=1 ; Disorder Eye
trigger3 = projhittime(21100)=1 ; Lunatic Shotgun
trigger4 = numhelper(21200) ; Lunatic Clamp
trigger4 = helper(21200),movehit=1
trigger5 = numhelper(21300) ; Medicine Chest
trigger5 = helper(21300),movehit=1
trigger6 = numhelper(21410) ; Disbelief Aspect
trigger6 = helper(21410),movehit=1
trigger7 = numhelper(22200) ; Lunatic Red Eyes
trigger7 = helper(22200),movehit=1
anim = 7944+1*(teamside!=1)
ID = 7944
pos = ifelse(teamside=1,0,320),120
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 65535
supermovetime = 65535
sprpriority = 999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
[State -2]
type = VarAdd
triggerall = numenemy
trigger1 = Var(35)=[0,1]
trigger1 = P2StateType = A || P2StateType = L
trigger1 = P2MoveType = H
trigger1 = EnemyNear,HitFall = 1
trigger1 = EnemyNear,CanRecover
var(35)=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State -2]
type = VarSet
triggerall = numenemy
triggerAll = Var(35)=2
trigger1 = P2MoveType = I || P2MoveType = A
trigger2 =! EnemyNear,CanRecover
trigger3 = EnemyNear,HitFall = 0
trigger4 = P2StateNo = [5200,5210]
var(35) = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
While this works fine for the melee attacks and some Specials, I'm noticing that other moves, namely anything utilizing a projectile controller (triggers 2 & 3) or anything that causes an untechable knockdown (trigger7) fails to trigger the explod. I decided to try a workaround for the latter by having the projectiles spawn a 1-tick projectile controller and have the explod detect that, but to no avail.