Out of curiosity, to anyone's knowledge are there certain states that you cannot really edit through overriding or changing them within the common, or are features able to be freely overridden (albeit in a roundabout way)?
To elaborate, the docs explain that you can override the common freely (using this as an example):
; RUN_FWD (overridden to dash-type)
[Statedef 100]
type = S ;Running is on the ground
physics = N ;We'll define our own physics
anim = 100 ;Anim action 100
ctrl = 0 ;No control for duration of dash
[State 100, 1] ;To start dashing forwards
type = VelSet
trigger1 = Time = [0,5]
x = 6
[State 100, 2] ;Friction after initial dash
type = VelMul
trigger1 = Time > 5
x = .85
[State 100, 3] ;
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
But are there any instances where edits or overriding the common does nothing?
Well, on the topic of guard since it's kind of strange to me, is it considered a state like walk, jump and crouch in that it's hardcoded? Looking through the common there's no defined command that initiates the guard, it apparently happens when you hold back innately. The changestate defines that when you stop holding back the guard ends and it sends you to state 140 and that when you hold down it enters the crouching state (and vice versa), but entering the state is what confuses me.
; GUARD (start)
[Statedef 120]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2
[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 120, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2
[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdguard"
trigger2 = !inguarddist
value = 140
I managed to get around that by forcing buffered jumping, though. Basically, you just have to reset them to the neutral state as soon as they enter any of the basic states if the buffering conditions aren't met. I HAD to do this in order to get buffered pursuit attack working in VC Felicia when I added Vans's buffering system. This system also allows for buffered crouch and walk.
[State -1, Buffered Walk]
type = AssertSpecial
trigger1 = NumHelper(10371)
flag = NoWalk
[State -1, Buffered Walk]
type = ChangeState
triggerall = NumHelper(10371)
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = !isHelper
triggerall = (StateNo != [11,12]) && StateNo != 20 && StateNo != 40 && !(StateNo = 52 && Time < 5)
triggerall = Ctrl && (StateNo != [120,132]) && (StateNo != [150,155]) && (StateNo != [700,720])
trigger1 = (helper(10371), Var(16) = [1,8])
trigger1 = !(helper(10371), Var(18) > helper(10371), Var(16))
trigger2 = (helper(10371), Var(17) = [1,8])
trigger2 = !(helper(10371), Var(19) > helper(10371), Var(17))
trigger3 = (helper(10371), Var(16) = -1) || (helper(10371), Var(17) = -1)
value = 20
[State -1, M.I.X. THE CRACK]
type = ChangeState
triggerall = NumHelper(10371)
triggerall = !(helper(10371), Var(14) = [1,2]) ; Buffered jump
triggerall = !((helper(10371), Var(15) = [1,8]) || (helper(10371), Var(15) = -1)) ; Buffered crouch
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = !isHelper
triggerall = StateNo != 0 && (StateNo != [11,12]) && StateNo != 20 && StateNo != 52
trigger1 = Ctrl && (StateNo != [120,132]) && (StateNo != [150,155]) && (StateNo != [700,720])
value = ifElse(((helper(10371), Var(16)) || (helper(10371), Var(17))), 20, 0)
[State -1, M.I.X. THE CRACK]
type = ChangeState
triggerall = NumHelper(10371)
triggerall = helper(10371), Var(14) = [1,2] ; Buffered jump
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = !isHelper
triggerall = StateNo != 0 && (StateNo != [11,12]) && StateNo != 20 && StateNo != 40 ;&& StateNo != 52
trigger1 = Ctrl && (StateNo != [120,132]) && (StateNo != [150,155]) && (StateNo != [700,720])
value = 40