I don't really know how or why this is happening. But for the intro he's in his stand state although in his states it's supposed to be going to anim = 191. I haven't messed with the intro coding at all so, what's the deeaaal. If it matters I do have a common1.cns in my character.
The intro:
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; You can delete the following two controllers if you're building your own
; character using KFM. These are the wood pieces that KFM kicks.
[State 191, Wood 1]
type = Explod
trigger1 = RoundState != 0
persistent = 0
anim = 191
postype = p1
pos = 260, -90
velocity = -4.2, -7
accel = 0, .32
removetime = 48
[State 191, Wood 2]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 192
postype = p1
pos = 60, -70
velocity = 2, -4
accel = 0, .32
removetime = 35
; You can delete the following two controllers if you're building your own
; character using KFM. These play back the sounds of the wood block being
; broken.
[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = F5,2
volume = -40
[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElemTime(7) = 3
value = F5,3
volume = -80