Whenever I activate X-Factor with Ryu, he's in a state with an afterimage that changes anims with the root anim if the anim exists.
Some characters, such as PoTS Ryu, have targetstates for their throws which share an anim number with one or more of my Ryu's Anims.
Instead of having an afterimage for that targetstate, it shows the afterimage of my Ryu's matching anim.
IS there anyway to match up the afterimage/changeanim to a Targetstate instead of my own anim, or IS there anyway detect or stop the afterimage/changeanim when my Ryu is in a targetstate?
*sorry if all that sounds a bit confusing 
;--------------------------------------------------------------------------
[Statedef 4002]
type = S
movetype= I
physics = S
ctrl = 0
sprpriority =-3
[State 4002, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
trigger1 = 1
value = (root,anim)
elem = (root,animelemno(0))
ignorehitpause =0
[State 4002, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
time = 1
[State 4002, Trans]
type = Trans
trigger1 =1
trans = sub
[State 4002, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 0,0
[State 4002, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = 1+(sin(.0025*var(16))),1+(sin(.0025*var(16)))
ignorehitpause =0
[State 4002, VarSet]
type = Varset
trigger1 =var(16)>=50
v = 11
value = 1
ignorehitpause =0
[State 4002, VarSet]
type = Varset
trigger1 =var(16)=0
v = 11
value =0
ignorehitpause =0
[State 4002, VarSet]
type = Varadd
triggerall = var(11)=0
trigger1 =var(16)<50
v = 16
value = 1
ignorehitpause =0
[State 4002, VarSet]
type = Varadd
triggerall = var(11)=1
trigger1 =var(16)>0
v = 16
value = -1
ignorehitpause =0
[State 4002, assert]
type = assertspecial
trigger1 = 1
flag = NoShadow
flag2 = invisible
[State 4002, afterimage]
type = AfterImage
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
trigger1 = 1
time = 2
trans = add
timegap = 1
framegap = 1
length = 2
PalBright = 128,0,0
PalContrast = 255,0,0
PalAdd = 128,0,0
persistent = 1
ignorehitpause = 1
[State 4002, custom]
type=assertspecial
trigger1=!selfanimexist(root,anim)
flag=invisible
[State 4002, turn]
type = Turn
trigger1 = Facing != Root,Facing
[State 4002, Destroy]
type = destroyself
trigger1 = roundstate !=2
trigger2 = root,fvar(4) <= 0 && time >50
trigger3 = winko
trigger4 = !alive