Okay:
;---------------------------------------------------------------------------
;Unique Winpose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 181, Begin]
type = Velset
trigger1 = animelem = 1
y = 0
[State 181, Jump]
type = velset
trigger1 = animelem = 3
y = const(velocity.jump.y)
[State 181, Gravity]
type = Gravity
trigger1 = pos y < 0
[State 181, Gravity]
type = VelSet
trigger1 = pos y >= 0 && vel y > 0
y = 0
[State 181, Prevent going through floor]
type = PosSet
trigger1 = pos y > 0 && vel y > 0
y = 0
[State 181, ChangeAnim]
type = Null;ChangeAnim
triggerall = pos y >= 0 && vel y > 0; Where 5 is a time to offset the change, to allow for the jump, or it might change the anim too fast.
trigger1 = time > 10 && time < 30
trigger2 = time > 35 && time < 55
trigger3 = time > 60 && time < 90
trigger4 = time > 95
value = 181
[State 181, Persist Round]
type = AssertSpecial
trigger1 = time<=100
flag = roundnotover
ignorehitpause = 1
[State 181, Pokemon Cry]
type = PlaySnd
trigger1 = !time
value = 11,0