Yeah, another problem with the same SF2 aerial hitstun I posted about last time. The hitpause should be the usual deal, 15 frames of the character frozen at the position they were at when the attack made contact. The first frame after the hitpause should have them bumped upward exactly 16 pixels. No horizontal change. The frame after that is when they start the midair arc movement. Here's my code:
;---------------------------------------------------------------------------
; Air Hitpause
[Statedef 15020]
type = A
movetype= H
physics = N
velset = 0,0
anim = 5030
[State 15020, 1];Invincible
trigger1 = 1
type = NotHitBy
value = SCA
[State 15020, 2];Freeze Animation
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 15020, 3];Go to Hit Reel State
type = ChangeState
trigger1 = HitShakeOver
value = 15030
;---------------------------------------------------------------------------
; Air Hitstun
[Statedef 15030]
type = A
movetype= H
physics = N
ctrl = 0
[State 15030, 1];Invincible
trigger1 = 1
type = NotHitBy
value = SCA
[State 15030, 2]:Upward Nudge
type = PosAdd
trigger1 = Time = 0
y = -16
[State 15030, 3];Initial Vels
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1
[State 15030, 4];Gravity
type = VelAdd
trigger1 = Time > 0
y = GetHitVar(yaccel)
[State 15030, 5];Switch to Transition Animation
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035)
value = 5035
[State 15030, 6];Switch from Transition to Recovery Animation
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5040
[State 15030, 7];Switch to Recovery Animation
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = !SelfAnimExist(5035)
value = 5040
[State 15030, 8];Go to Wall Hit State
type = ChangeState
triggerall = Time > 1
trigger1 = BackEdgeBodyDist <= 0
trigger1 = FrontEdgeBodyDist <= 0
value = 15031
[State 15030, 9];Go to Landing State
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Vel Y + Pos Y >= 0
value = 52
Everything's working fine except for the 16 pixel upward nudge. For some reason it just won't happen at all, and I can't see why. I've even tried replacing it with different StateControllers (PalFX, etc.) to see if it was triggering at all, and it wasn't. I also tried various other triggers aside from "Time = 0", such as "GetHitVar(hitshaketime) = 0" and it still wouldn't work. I'm having trouble seeing what exactly I could be doing wrong. Any ideas?