For some special attacks and hyper attacks, remember to make a custom landing state for these, since most of them require special landing so there's no unfair advantage, it also minimizes the chances your attack could unfairly juggle into other things that were not designed for, specially since state 52 regains you control almost immediately. Mostly just copying state 52 and getting rid of some things should do it:
In your air attack state, set the physics to N and handle vertical movement yourself using:
Spoiler: code (click to see content)
[State I'm falling]
type = VelAdd
trigger1 = 1 ;I have my doubts between using Time or 1, because I'm not sure the first tick should be accelerated, correct me in this.
y = Const(movement.yaccel) ;Or another Accel value you might think of, such as .5; .7, etc.
[State Land Detection]
type = ChangeState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = XXXX ;Where XXXX is the number of the landing state
ctrl = 0
Then make another state:
Spoiler: Long code (click to see content)
;Landing from Attack
[Statedef XXXX]
type = S
physics = S
ctrl = 0
anim = ;anim for landing here
velset=0,0
[State A]
type = VelSet
trigger1 = Time = 0
y = 0
[State B]
type = PosSet
trigger1 = Time = 0
y = 0
[State C]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1