Ok, can anyone tell me why this counter takes off 1 damage?
And the character is an edit (with permission) using Waru's code
;----------------------------------------------------------------
[Statedef 1300, C r o s s C o u n t e r]
type = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
facep2 = 1
[State 1300, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 1300, 2]
type = varset
trigger1 = Time = 0 && !var(59)
var(5) = ifelse(Command = "cross1", 0, ifelse(Command = "cross2",1, 2))
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = 0
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = S && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 1
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = C && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 2
[State 1300, 5]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5), 1300, ifelse(var(5)=1, 1310, 1320))
[State 1035, 2]
type = ReversalDef
triggerall = !var(5)
trigger1 = enemy,statetype = A
trigger1 = AnimElemTime(1) > 0
attr = S, SA
reversal.attr = A, NA, SA, HA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
persistent = 1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
[State 1035, 2]
type = ReversalDef
triggerall = var(5) > 0
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(13) < 0
attr = S, SA
reversal.attr = SC, NA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
[State 1300, 7]
type = NotHitBy
trigger1 = !var(5) && Time < 36
trigger2 = var(5) > 0 && Time < 50
value = SCA
[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------
[Statedef 1310]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1350
[State 1310, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 1360]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 1351
sprpriority = -2
ownpal = 1
id = 1351
pos = 0,0
scale = const(size.xscale),const(size.yscale)
[State 1360]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16
[State 1360]
type = Helper
trigger1 = Vel X != 0
trigger1 = P2bodydist X = [-50,50]
stateno = 1320
id = 1320
ownpal = 1
pos = 0,0
postype = p2
sprpriority = -999
name = "CC2"
persistent = 0
[State 1360]
type = Explod
trigger1 = AnimElem = 5
anim = 1390
sprpriority = 4
pos = 0,0
ownpal = 1
id = 1390
bindtime = -1
scale = const(size.xscale),const(size.yscale)
[State 1360]
type = VelSet
trigger1 = AnimElem = 4,>= 0
trigger1 = AnimElem = 6,< 0
x = 25
[State 1360]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = p2dist X < -80
x = 0
[State 1360]
type = PlayerPush
trigger1 = 1
value = 0
[State 1360]
type = Width
trigger1 = 1
value = 20,20
[State 1310, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 6
value = ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10))))
[State 1310, Time]
type = AfterImageTime
trigger1 = Animtime = 0
time = 0
[State 1360]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------
[Statedef 1320]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1355
[State 1320, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 3001, VarAdd]
type = VarAdd
trigger1 = time = 1
ignorehitpause = 1
var(50) = 5000
[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 25,ifelse(!var(5),-94,ifelse(var(5)=1,-55,-25))
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = AnimElem = 3
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 50,50,150
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
[State 1365, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = diagup
air.animtype = diagup
damage=ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10)))),ceil(ifelse((268*fvar(10)/8)<7,7,(268*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10,-70
hitsound = s2,2
guardsound = s1,0
ground.type = high
ground.slidetime = 25
ground.hittime = 30
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
fall.recover = 0
guard.velocity = -12
airguard.velocity = -5
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .6
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70
[State 1365]
type = NotHitby
trigger1 = 1
value = SAC
[State 1365]
type = DestroySelf
trigger1 = Time = 5