Set up another changestate in 1234 with the trigger i gave you. You'll need to modify your changestate to 12345 as well to require movecontact.
if i do that the special move coudn't execute.
this move is like ryo's kof2002 moves and goku chojins,this 2 characters can attack like this but if they failed because the p2 tried to dodge or jump the move stops automatically because ryo or goku chojin
did not hit.
Spoiler, click to toggle visibilty
[Statedef 501] ; dash with punch
type = S
movetype = A
physics = S
anim = 201
poweradd = -500
juggle = 10
velset = 0
ctrl = 0
;[State 500, pos]
;type = Velset
;trigger1 = time = 0
;x = 15 ;9
[State 501, pos]
type = Velset
trigger1 = time = 2
x = 55 ;12
[State 501, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0
[State 501, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400,2
[State 501, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4100
guard.sparkno = s4500
sparkxy = -20,-80
hitsound = S5,0
guardsound = S6,0
pausetime = 12,12
ground.type = high
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -5.5
air.velocity = -2.5,-4
[State 501, 3] ;JUMP TO 15560
type = ChangeState
trigger1 = AnimTime = 0
value = 15560 ;0
ctrl = 1
[State 501, line1]
type = Explod
trigger1 = Time % 4 = 0
anim = 4055
postype = p1
pos = 0, -55
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
[State 501, line2]
type = Explod
trigger1 = Time % 4 = 0
anim = 4056
postype = p1
pos = -5, -45
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
[State 501, line3]
type = Explod
trigger1 = Time %4 = 0
anim = 4057
postype = p1
pos = -15, -25
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
[State 501, line4]
type = Explod
trigger1 = Time %4 = 0
anim = 4058
postype = p1
pos = 10, -75
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1
Spoiler, click to toggle visibilty
[Statedef 15560]
type = S
movetype= A
physics = S
poweradd = -500
JUGGLE = 1
velset = 0,0
ctrl = 0
anim = 15560
[state 15560, teleport]
type = bindtotarget
trigger1 = anim = 15560 && animelem = 34
time = -1
pos = 65,25,mid;-70,50,head
[State 15560, width]
type = width
trigger1 = 1
edge = 75,0
[State 15560, bind]
type = TargetBind
Trigger1 = AnimElem = 2, >= 2 && AnimElem = 8, <= 1
pos = 70,0
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 400,1
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 360,0
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = 400,2
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 15
trigger1 = AnimElem = 18
trigger1 = AnimElem = 19
value = 401,0
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 17
value = 11000,1
[State 15450, snd2]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 30
trigger9 = AnimElem = 31
value = 200,1
[State 15560, hit]
type = hitdef
trigger1 = AnimElem = 3
attr = S, SP
damage = 5,0
animtype = heavy
hitflag = MAF
snap = 70,0,0
sparkno = s4250
guard.sparkno = s4500
sparkxy = 0,-80
guardflag = MA
hitsound = S200,1
guardsound = S6,0
pausetime = 30,40
ground.hittime = 15
ground.type = low
ground.slidetime = 5
ground.velocity = 0,0
air.velocity = 0,0
envshake.time = 20
envshake.ampl = 6
kill = 1
p2facing = 1
p2stateno= 3060
[State 15560, hit]
type = hitdef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 30
trigger9 = AnimElem = 31
trigger10 = AnimElem = 34
attr = S, SP
damage = 10,5
animtype = HEAVY
hitflag = MAF
snap = 70,0,0
sparkno = s4100
guard.sparkno = s4500
sparkxy = -10,-71
guardflag = MA
hitsound = S5,1
guardsound = S6,0
pausetime = 3,40
ground.hittime = 10
ground.type = HIGH;LOW
ground.slidetime = 5
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p2stateno= 3060
[State 15560, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 30501
ctrl = 1
Spoiler, click to toggle visibilty
[Statedef 30501]
type = S
movetype = A
physics = S
anim = 300
poweradd = -500
velset = 0,0
ctrl = 0
[State 30501, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 20
movetime = 20
anim = -1
darken = 0
p2defmul = 1
[State 30501, behind]
type = Turn
trigger1 = Animelem = 2
[State 30501, pos]
type = Posadd
trigger1 = Animelem = 1 , =1
x = p2bodydist X + 85;60
[State 30501, color]
type = EnvColor
trigger1 = animelem = 1
value = 200,200,200
time = 3
[State 30501, image1]
type = AfterImage
trigger1 = AnimElem = 2
time = 2
[State 30501, image2]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2
;[State 30501, nothit]
;type = NotHitBy
;trigger1 = 1
;value = SCA
[State 30501, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0 ;teleport
[State 30501, voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,1 ;voice
[State 30501, zanzou]
type = Explod
trigger1 = AnimElem = 1
anim = 301
ID = 301
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
removetime = 40
supermovetime = 40
[State 30501, back hit]
type = HitDef
trigger1 = Animelem = 9
attr = S, SA
damage = 20
animtype = back;hard;diagup
hitflag = MAF
guardflag = MA
sparkxy = -30,-70
sparkno = s4200
guard.sparkno = s4500
hitsound = s200,0;S5,4
guardsound = S6,0
pausetime = 16,16
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -9.6,-2
air.velocity = -19.6,-2
fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .25
envshake.time = 20
envshake.freq = 90
envshake.ampl = -7
p2stateno = 311
kill = 0
[State 30501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 950
ctrl = 0