No, it's actually my own coding. I'll just post it here for convenience to give a good idea what's going on.
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; Reflected Helper
[Statedef 1251]
type = A
ctrl = 0
movetype = A
physics = N
sprpriority = 2
[State 1251, Hitoverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = 1
stateno = 1251
ignorehitpause = 1
[State 1251, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1251, Invuln]
type = nothitby
trigger1 = 1
value = SCA
time = -1
[State 1251, StopSnd]
type = StopSnd
trigger1 = time = 180
channel = -1
ignorehitpause = 1
persistent = 0
[State 1251, Changeanime]
type = ChangeAnim
trigger1 = !time
value = anim
[State 1251, Turn]
type = Turn
triggerall = numenemy > 0
trigger1 = facing =1 && enemy,facing !=1
trigger2 = facing != 1 && enemy,facing =1
[State 1251, Velset]
type = VelSet
trigger1 = !time
trigger2 = pos y>=0
x = (ifelse(vel x>0,vel x,vel x*-1))
y = (vel y-((vel y>0)*(vel y*2)))
[State 1251, Hitdef]
type = hitdef
trigger1 = time = 1
persistent = 0
attr = A,SP
animtype = Hard
damage = ceil(90),30
hitflag = MAFD
guardflag = MA
pausetime = 0,10
getpower = 100,100
sparkxy = -5,0
hitsound = F5,4
guardsound = F6,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -8.2,0
air.velocity = -8.2,-7
affectteam = F
air.fall = 1
fall.recover = 0
hitonce = 1
yaccel = 0.4
[State 1251, Remove FX]
type = removeexplod
trigger1 = IsHelper
trigger1 = time = 1
ignorehitpause = 1
[State 1252, End]
type = SelfState
trigger1 = !IsHelper
value = 0
ctrl = 1
[State 1251, End]
type = DestroySelf
trigger1 = time > 240
trigger2 = frontedgedist <-100
trigger3 = backedgedist <-100
trigger4 = vel x = 0
trigger4 = vel y = 0
trigger5 = movecontact
ignorehitpause=1