Sorry it took me so long to get to this. I had a ton of HDBZ stuff I had to knock out this week.
I placed this inside his Focus state and he dashes as he should
[State 0, ChangeState]
type = ChangeState
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064))
value = ifElse(P2dist x < 0,105,110)
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016))
value = ifElse(P2dist x < 0,110,105)
ctrl = 0
I noticed you had an unneeded trigger for his dash fwd
triggerAll = ((ifElse(P2DisT x < 0, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2DisT x < 0, Facing = 1, Facing = -1) && NumExplod(90000004)))
And if you are wanting more accuracy from Capcom games you may want to add this turn code into your -2
Spoiler, click to toggle visibilty
;=======================================================
;Advanced EXPLODsive buffer turning
;=======================================================
;disable MUGEN's hardcoded turning
[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = P2DisT x >= -12
flag = noautoturn
[State -2, No walk during turning animation]
type = PosFreeze
triggerall = MoveType != H
trigger1 = anim=5
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = MoveType != H
trigger1 = Anim = 5
flag = nowalk
;When to play standing turn anim
[State -2, ChangeAnim]
type = ChangeAnim
triggerall = MoveType != H
triggerall = ctrl
triggerall = Anim !=5
triggerall = StateType !=A
trigger1 = prevstateno !=50
trigger1 = P2DisT x < -12
trigger1 = StateNo = [0,20]
trigger1 = (!AILEVEL && !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003)) || AILEVEL && command != "holddown"
value = 5
;When to play crouching turn anim
[State -2, ChangeAnim]
type = ChangeAnim
triggerall = MoveType != H
triggerall = StateType !=A
trigger1 = Anim !=6
trigger1 = P2DisT x < -12
trigger1 = ctrl
trigger1 = StateNo = [0,20]
trigger1 = (!AILEVEL && NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) || AILEVEL && command = "holddown"
value = 6
[State 0, ChangeState]
type = ChangeState
triggerall = MoveType != H
triggerall = (!AILEVEL && !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003)) || AILEVEL && command != "holddown"
triggerall = ctrl
triggerall = Anim !=5
triggerall = P2DisT x < -12
triggerall = StateType !=A
trigger1 = StateNo != [0,20]
trigger1 = MoveType = I
value = 0
ctrl = 1
[State 0, ChangeState]
type = ChangeState
triggerall = MoveType != H
triggerall = (!AILEVEL && NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) || AILEVEL && command = "holddown"
triggerall = ctrl
triggerall = Anim !=6
triggerall = P2DisT x < -12
triggerall = StateType !=A
trigger1 = StateNo != [0,20]
trigger1 = MoveType = I
value = 11
ctrl = 1
;When to actually turn(notice this is below the turn anim code blocks)
[State -2, Turn]
type = Turn
triggerall = P2DisT x < -12
trigger1 = MoveType != H || (StateNo !=[120,155])
trigger1 = StateType != A
trigger1 = ctrl
trigger1 = stateno !=52
trigger1 = StateNo = [0,20]
trigger2 = PrevStateNo = 5120
trigger2 = ctrl=0
Note: The distance here is used from HDBZ. For CVS2 you will need to test how far behind the axis they can go before a char can turn. If you don't want to manually count pixels by jumping over and counting the pixels distance in X axis from each axis before the standing char turns then I'd prob use 8, 9, or 10.
You will have to make these changes to all of your triggers that involve the distance behind player as well.
Sorry it took me so long to get to this. I had a ton of HDBZ stuff I had to knock out this week.
I placed this inside his Focus state and he dashes as he should
[State 0, ChangeState]
type = ChangeState
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064))
value = ifElse(P2dist x < 0,105,110)
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016))
value = ifElse(P2dist x < 0,110,105)
ctrl = 0
I noticed you had an unneeded trigger for his dash fwd
triggerAll = ((ifElse(P2DisT x < 0, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2DisT x < 0, Facing = 1, Facing = -1) && NumExplod(90000004)))
And if you are wanting more accuracy from Capcom games you may want to add this turn code into your -2
Spoiler, click to toggle visibilty
;=======================================================
;Advanced EXPLODsive buffer turning
;=======================================================
;disable MUGEN's hardcoded turning
[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = P2DisT x >= -12
flag = noautoturn
[State -2, No walk during turning animation]
type = PosFreeze
triggerall = MoveType != H
trigger1 = anim=5
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = MoveType != H
trigger1 = Anim = 5
flag = nowalk
;When to play standing turn anim
[State -2, ChangeAnim]
type = ChangeAnim
triggerall = MoveType != H
triggerall = ctrl
triggerall = Anim !=5
triggerall = StateType !=A
trigger1 = prevstateno !=50
trigger1 = P2DisT x < -12
trigger1 = StateNo = [0,20]
trigger1 = (!AILEVEL && !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003)) || AILEVEL && command != "holddown"
value = 5
;When to play crouching turn anim
[State -2, ChangeAnim]
type = ChangeAnim
triggerall = MoveType != H
triggerall = StateType !=A
trigger1 = Anim !=6
trigger1 = P2DisT x < -12
trigger1 = ctrl
trigger1 = StateNo = [0,20]
trigger1 = (!AILEVEL && NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) || AILEVEL && command = "holddown"
value = 6
[State 0, ChangeState]
type = ChangeState
triggerall = MoveType != H
triggerall = (!AILEVEL && !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003)) || AILEVEL && command != "holddown"
triggerall = ctrl
triggerall = Anim !=5
triggerall = P2DisT x < -12
triggerall = StateType !=A
trigger1 = StateNo != [0,20]
trigger1 = MoveType = I
value = 0
ctrl = 1
[State 0, ChangeState]
type = ChangeState
triggerall = MoveType != H
triggerall = (!AILEVEL && NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) || AILEVEL && command = "holddown"
triggerall = ctrl
triggerall = Anim !=6
triggerall = P2DisT x < -12
triggerall = StateType !=A
trigger1 = StateNo != [0,20]
trigger1 = MoveType = I
value = 11
ctrl = 1
;When to actually turn(notice this is below the turn anim code blocks)
[State -2, Turn]
type = Turn
triggerall = P2DisT x < -12
trigger1 = MoveType != H || (StateNo !=[120,155])
trigger1 = StateType != A
trigger1 = ctrl
trigger1 = stateno !=52
trigger1 = StateNo = [0,20]
trigger2 = PrevStateNo = 5120
trigger2 = ctrl=0
Note: The distance here is used from HDBZ. For CVS2 you will need to test how far behind the axis they can go before a char can turn. If you don't want to manually count pixels by jumping over and counting the pixels distance in X axis from each axis before the standing char turns then I'd prob use 8, 9, or 10.
You will have to make these changes to all of your triggers that involve the distance behind player as well.
Hey thanks for the help I'll get right on this once I get back
home, no need to apologize for taking long I'm currently
revamping Ryu based on feedback.
I'm removing the nerfs from SFV and building him up based
of his best attributes he had in his game incarnations.
So far ive removed his nerf to his tatsu and added his CVS
far LK, close MK, neutral JLK and neutral JHK.
Next I'm gonna rework his tatsu and the vels, probably remake
the whole animation
More coming soon