Look in the .cns and ctrl+F 'Statedef 10990' and post it.
here sir.
Spoiler, click to toggle visibilty
[Statedef 10990]
type = S
movetype = A
physics = N
ctrl = 0
anim = 10092
sprpriority = 5
velset = ifelse(parent,var(10) = 2,7.2,ifelse(parent,var(10) = 1,6,4)),0
juggle = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,0
volume = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, Explod]
type = Explod
triggerall = !numexplod(10990)
trigger1 = !time
anim = 10990
ID = 10990
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999999
supermove
pausemove
scale = .52,.52
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 1
[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1
[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1
[State 901: HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA,AP
time = 1
ignorehitpause = 1
[State 901: hitoverride]
type = HitOverride
trigger1 = 1
stateno = 10091
attr = SCA,AP
slot = 0
time = -1
[State 0, Explod]
type = Explod
trigger1= p2stateno = [1002,5999]
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X > 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 25,15
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s4220+(random%8)
guard.sparkno = s4101
hitsound = s1,9
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -8,0
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5
[State 901:projectile]
type = hitdef
trigger1 = Time = 0 && P2BodyDist X <= 18
sparkxy = -10,0
animtype = hard
attr = S,SP
priority = 3
damage = 25,15
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s4010+(random%8)
guard.sparkno = s4101
hitsound = s1,9
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -8,-3
air.hittime = 13
air.velocity = -3,-7
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = .5
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgedist <= -70
id = 10990
[State 901:destroyself]
type = changestate
trigger1 = movecontact
trigger2 = frontedgedist <= -70
value = 10091