Debug doesn't appear to report any errors.
Here's how I have it now in CMD (got advice to rearrange in the order descending: air, crouch, standing attacks though I'm not sure what that would do other than mugen reporting an error in top-bottom order):
;--------------------------------
;neutral jump medkick
;--------------------------------
[State -1]
type = ChangeState
value = 645
triggerall = Command = "b"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl
;-------------------------------
;jump mid
[State -1]
type = ChangeState
value = 625
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;-------------------------------
;jump headstomp
;-------------------------------
[State -1]
type = ChangeState
value = 626
trigger1 = command = "down_b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------
;neutral jump lightkick
;--------------------------------
[State -1]
type = ChangeState
value = 640
triggerall = Command = "a"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl
;--------------------------------
;neutral jump hardkick
;--------------------------------
[State -1]
type = ChangeState
value = 650
triggerall = Command = "c"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl
;--------------------------------------------------------------------------
;Jump_x
[State -1]
type = ChangeState
value = 600
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
;------------------------------------
;jump mid punch
[State -1]
type = Changestate
value = 605
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_y
[State -1]
type = ChangeState
value = 610
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_a
[State -1]
type = ChangeState
value = 620
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_b
[State -1]
type = ChangeState
value = 630
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Crouch_c
[State -1]
type = ChangeState
value = 425
triggerall = command = "down_b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1
;Crouch_x
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
;crouch mid punch
[State -1]
type = ChangeState
value = 405
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Crouch_y
[State -1]
type = ChangeState
value = 410
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_a
[State -1]
type = ChangeState
value = 420
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;--------------------------------------------------------------------------
;Crouch_b
[State -1]
type = ChangeState
value = 430
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1
;Flip over knee
[State -1]
type = ChangeState
value = 660
triggerall = command = "Downfwd_c"
trigger1 = statetype != A ;&& (ctrl || stateno = 40)
trigger1 = ctrl
;Stand_C
[State -1]
type = ChangeState
value = 225
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;--------------------------------
;close y
;--------------------------------
[State -1]
type = ChangeState
value = 250
triggerall = Command = "z"
triggerall = Command != "holddown"
triggerall = P2BodyDist X < 30
trigger1 = (Statetype = S) && ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
;Stand_x
[State -1]
type = ChangeState
value = 200
triggerall = command = "x";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
;-------------------------------------
;Stand Mid Punch
type = Changestate
value = 205
triggerall = command = "y";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_y
[State -1]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_a
[State -1]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Stand_b
[State -1]
type = ChangeState
value = 230
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;-----------------------------------------------------------------------------
...and here's how I have it in CNS:
;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 50
[State 200, 2]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 27
animtype = Light
guardflag = MA
hitflag = M
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = S6000
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S1,0
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -3,-5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------
;Stand Mid Punch
[Statedef 205]
type = S
movetype= A
physics = S
juggle = 2
poweradd= 75
ctrl = 0
velset = 0,0,0
anim = 200
[State 205, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 205, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Medium
damage = 57,2
hitflag = MA
guardflag = MA
pausetime = 10,11
sparkno = S7000
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S1,1
guardsound = s120,0
ground.type = High
ground.slidetime = 8
ground.hittime = 13
ground.velocity = -6
air.velocity = -3,-5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1, 10
[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 210
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Heavy
damage = 97,5
hitflag = MA
guardflag = MA
pausetime = 15,15
sparkno = S7000
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S1,2
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -8
air.velocity = -3,-5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1, 10
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_A
[Statedef 220]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 220
poweradd = 50
[State 210, 3]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 27
animtype = Light
guardflag = MA
hitflag = M
priority = 3, Hit
pausetime = 9,8
sparkno = S6000
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,3
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -3,-5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_mid
[Statedef 225]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 225
poweradd = 70
[State 210, 3]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 27
animtype = Light
guardflag = MA
hitflag = M
priority = 3, Hit
pausetime = 9,8
sparkno = S6050
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,4
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -3,-5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;STAND_B
[Statedef 230]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 230
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s200, 0
[State 230, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Heavy
damage = 87
hitflag = MA
guardflag = M
pausetime = 16,14
sparkno = S7000
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime = 15
ground.velocity = -8
air.velocity = -3,-5
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------
; close Y
;--------------------------------
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
velset = 0
poweradd = 100
ctrl = 0
juggle = 3
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = medium
damage = 50
hitflag = MA
guardflag = MA
pausetime = 14,17
sparkno = S6050
sparkxy = 0,-15
guard.sparkno = S8000
hitsound = S1,1
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -8
air.velocity = -3,-5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1, 10
[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------------------------------
;CROUCH_x
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 50
ctrl = 0
anim = 400
[State 400, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 23
animtype = Light
getpower = 10
givepower = 8
hitflag = M
guardflag = M
pausetime = 8,10
sparkno = S6000
sparkxy = 0,0
guard.sparkno = S8000
hitsound = S1,0
guardsound = s120,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 7
ground.velocity = -4
air.velocity = -3,-5
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------
;CROUCH_y
[Statedef 405]
type = C
movetype= A
physics = C
juggle = 1
poweradd= 100
ctrl = 0
anim = 410
[State 405, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 405, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50
animtype = Heavy
getpower = 40
givepower = 40
hitflag = MA
guardflag = MA
pausetime = 15,14
sparkno = S7000
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,2
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7.5
air.velocity = -3,-5
guard.velocity = -5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10
[State 405, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_y
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 1
poweradd= 100
ctrl = 0
anim = 410
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 410, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50
animtype = Heavy
getpower = 40
givepower = 40
hitflag = MA
guardflag = MA
pausetime = 15,14
sparkno = S7000
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,2
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7.5
air.velocity = -3,-5
guard.velocity = -5
[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_a
[Statedef 420]
type = C
movetype= A
physics = C
juggle = 2
poweradd= 50
ctrl = 0
anim = 420
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 23
animtype = Light
getpower = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 14,10
sparkno = S6000
sparkxy = 0,40
guard.sparkno = S8000
hitsound = S1,3
guardsound = s120,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-5
[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;middle kick
[Statedef 425]
type = C
movetype= A
physics = C
juggle = 2
poweradd= 70
ctrl = 0
anim = 425
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 32
animtype = medium
getpower = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 14,17
sparkno = S6050
sparkxy = 0,40
guard.sparkno = S8000
hitsound = S1,4
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-5
[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_b
[Statedef 430]
type = C
movetype= A
physics = C
juggle = 7
poweradd= 100
ctrl = 0
anim = 430
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 78
animtype = Heavy
getpower = 50
givepower = 15
guardflag = L
hitflag = MA
sparkno = S7000
sparkxy = 0,0
guard.sparkno = S8000
pausetime = 10,12
hitsound = S1,5
guardsound = s120,0
ground.type = trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3,-3.5
air.velocity = -3,-5
air.fall = 1
[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = P2bodyDist X >= 20
attr = C, NA
damage = 78
animtype = Heavy
getpower = 50
givepower = 15
guardflag = L
hitflag = MA
sparkno = S7000
sparkxy = 0,0
guard.sparkno = S8000
pausetime = 10,12
hitsound = S1,5
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -8
air.velocity = -3,-5
air.fall = 1
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 50
ctrl = 0
anim = 600
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 27
getpower = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6000
sparkxy = -10,-15
guard.sparkno = S8000
hitsound = S1,0
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -3,-5
[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-----------------------------------
;jump mid punch
[Statedef 605]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 100
ctrl = 0
anim = 610
[State 605, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 605, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
getpower = 50
givepower = 25
hitflag = HA
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7000
sparkxy = -5,-5
guard.sparkno = S8000
hitsound = S1,2
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -3,-5
[State 605, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 100
ctrl = 0
anim = 610
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
getpower = 50
givepower = 25
hitflag = HA
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7000
sparkxy = -5,-5
guard.sparkno = S8000
hitsound = S1,2
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -3,-5
[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_A
[Statedef 620]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 50
ctrl = 0
anim = 620
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 24
getpower = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6000
sparkxy = 0,-10
guard.sparkno = S8000
hitsound = S1,3
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -3,-5
[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_mid
[Statedef 625]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 70
ctrl = 0
anim = 625
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 24
getpower = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6050
sparkxy = 0,-10
guard.sparkno = S8000
hitsound = S1,4
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4
air.velocity = -3,-5
[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_headstomp
[Statedef 626]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 70
ctrl = 0
anim = 626
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 620, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage = 30
getpower = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6050
sparkxy = 0,50
guard.sparkno = S8000
hitsound = S1,4
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4,-7
air.velocity = -1.3,-6
Fall = 1
[State 620, 4]
type = ChangeState
trigger1 = moveguarded
value = 627
[State 620, 4]
type = ChangeState
trigger1 = MoveContact
value = 628
;---------------------------------------------------------------------------
;bounce off of head
[Statedef 627]
type = A
movetype = I
physics = A
juggle = 0
velset = -3,-7
anim = 41
ctrl = 1
[State 620, 4]
type = ChangeState
trigger1 = time = 0
value = 51
;---------------------------------------------------------------------------
;bounce off of head
[Statedef 628]
type = A
movetype = I
physics = A
juggle = 0
velset = 3,-7
anim = 41
ctrl = 1
[State 620, 4]
type = ChangeState
trigger1 = time = 0
value = 51
;---------------------------------------------------------------------------
;JUMP_B
[Statedef 630]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 100
ctrl = 0
anim = 630
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = A, NA
damage = 70
getpower = 50
givepower = 25
hitflag = MA
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S7000
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -3,-5
[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;--------------------------------
;up kick
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
poweradd = 50
ctrl = 0
juggle = 2
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0
[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 55
animtype = Medium
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 8,8
sparkno = S6000
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,3
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -6.5
air.velocity = -3,-5
[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;--------------------------------
;up medkick
[Statedef 645]
type = A
movetype = A
physics = A
poweradd = 70
anim = 645
ctrl = 0
juggle = 2
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 55
animtype = Medium
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 8,8
sparkno = S6050
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,4
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -6.5
air.velocity = -3,-5
[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;--------------------------------
;jump spin kick
;--------------------------------
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
poweradd = 100
ctrl = 0
juggle = 3
[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2
[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 90
animtype = Heavy
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 10,10
sparkno = S7000
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime = 18
ground.velocity = -10
air.velocity = -3,-5
[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;--------------------------------
;Flip knee
;--------------------------------
[Statedef 660]
type = A
movetype= A
physics = A
poweradd = 100
ctrl = 0
anim = 660
[State 1010, 1]
type = velset
trigger1 = AnimElem = 1
x = 1.5
y = -11
[State 1035, 1]
type = ChangeState
trigger1 = animtime = 0
value = 661
;--------------------------------
;Flip knee(cont)
;--------------------------------
[Statedef 661]
type = A
movetype= A
physics = N
velset = 1.5,0
ctrl = 0
anim = 661
[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = Heavy
getpower = 50
givepower = 25
hitflag = MA
guardflag = HA
priority = 3
pausetime = 10,11
sparkno = S7000
sparkxy = -5,10
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4,-5
air.velocity = -3,-5
[State 1000, 1]
type = Veladd
trigger1 = 1
y = .65
[State 1035, 1]
type = ChangeState
trigger1 = Pos Y >= 0
value = 665
;--------------------------------
;Flip knee (land)
;--------------------------------
[Statedef 665]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 665
[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,0
[State 1041, 1]
type = posset
trigger1 = Time = 0
y = 0
[State 1041, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
The crouch medium punch and air medium punch have the same values except state as the hard punches cuz for right now I don't think it matters until everything is working, which at least THEY are, and I can move on to customizing that.
Right now everything works but the standing light punch as usual, the standing medium punch and the flip knee, the latter of which worked before I put in the air & crouch medium punches. I gave all medium punches (the only states I had to add) another state in the 800's before just to try something different, but as I realized as long as the states are not in use it doesn't matter what they are, I put them back in logical number sequence.
What could be the problem that's causing these 3 normal attacks to stop working?
Edit: Those 3 attacks DO work, about 1 out of every 50 times I press the button/s.