This is a M.U.G.E.N hard coded issue here, upon trip, fall.defence_up applies per each trip. Increasing the defense of a knocked down foe by its value.
It can however be circumvented in the following ways:
1.- Since yours is in a game environment. Set all of your char's fall.defence_up to zero.
2.- This is a bit of a long process but it makes sure every char and even outside of your game works:
-Change the ground.type from Trip to Low, alternatively for air.type on your Cr. SK.
-give the hitdef an ID, for C. SK I reccomend id = 450
-Add the following code anywhere inside C. SK:
[State Custom Trip]
type = TargetState
triggerall = numtarget(450)
triggerall = target(450),stateno!=[120,155]
trigger1 = movehit=1 && !movereversed
trigger1 = !target(450),ishelper
trigger1 = target(450),time=0 && target(450),movetype=H
value = 470
ID = 450
ignorehitpause = 1
persistent = 0
Then make the following states:
;---------------------------------------------------------------------------
; CUSTOM TRIP (shaking) (Modified)
[Statedef 470]
type = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 471
;---------------------------------------------------------------------------
; CUSTOM TRIP2 (fall through air) (Modded)
[Statedef 471]
type = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = SelfState
value = 5110