You need sffv2 and 1.0 so this won't work in winmugen.
Have the super spawn an explod. Make that explods removetime 7 seconds 5600 ticks. While that explod exists use remappal to point at the right palette. When it doesn't exist. Point at the original. Thatll work but may cause issues with palfx. You need to go down a variable timer path if you want to counter that issue. But above is easy to implement
Its extremely easy to break out of custom states. Movetype = H will do it. But you can't act against their attacks because they aren't actually hitting you which is what both hitoverride and reversaldef rely on.
Full game or lots of personal use only editing sure. You can supply a variable or helper that isn't in use and set/spawn it during the custom state and have the attacker react to that and get fake hit himself so you can real hit him and take control of the counter.
Re: How does the Tandem move for JoJo's Bizarre Adventure chars work?
This is doable to some extent. It would also be simpler if i truly understood bitwise shifting as that grants a time component for you as well. Basic shitty method. Each each time you run a command that sets a variable to a predefined value. When that var has a value reset the command one and allow setting of the next variable. And so on. Horribly ugly. Also one of the few situations where allowing the helper keyctrl = 1 is helpful.
Sparkxy is the field you care about. X is unimportant as it is almost always based around the midpoint of the character. Y is normally based on where the hit occurs. According to the code there thats a y pos of 155 pixels below the character.
Without seeing how the helper actually positions itself i can't say more that that.
Superpause will behave differently. You could try that instead.
I'm not clear on why its a multi trigger thing. Why not just pausetime of 100 or something? If you skip the intro it'll kill the pause and helper anyway. I can't see why you'd multipause it. Unless the helper is supplying a menu function and needs to move for that.
No locking required. If you changestate them after a custom state they can only do hardcoded stuff. Its why the out is always a selfstate. I suppose you could mod your own common1 to do the assertspecial if name != yourchar. But it wouldn't work in a mirror match.
Ok. Some many moons ago when i still did stuff ff had save which was the file you were on. And save all which was to save everything. I don't know if the version you're using acts the same but given the air is retained but the sprites go missing maybe you are only saving the air file when you hit that button. You are on the air file at the time...
Backup iirc was always bleh. Never used it except by accident.
Reversaldef can sometimes take some hitdef parameters. You could try an affectteam = B on it. Or swap to hitoverride and go through a convoluted path to detect the helper didn't hit the player and needs to turn around.
You told mugen to simulate gravity. Can also be done with the gravity sctrl rather than velset. Basically you told it to do what physics A should have been doing. Ummm you have set a y accel value in the constants right?
Animget had a newish release. Forget what it was called. I still have animget if anyone wants it. I have used it for ripping sometimes as its a pretty quick way to grab everything if you can turn off bg and powerbars.
Projectile is fine. You have projremove = 0. This means never remove the projectile. You also have projremovtime = -1 which means to remain indefinitely. Change them to 1 and the length of the anim for the removal time.
You hve projhits = 1 so it should only hit the once.
I don't know how it will behave with blocking. But just putting them into a custom state and using changestate at the end of it rather than selfstate achieves most of that. Blocking might let them out.
Being hit again does. But you're hitting them so you can send them to a custom state again anywhay and restart the status lock.