For staggering, you can only stagger in certain conditions:
A move that is designed to stagger on direct hit while player is in normal state
A move that can ALSO stagger on hit while the player is not in the normal state
The stagger should be long enough for the player to chain/combo another attack onto it, counting it as TWO hits and so on.
For example, general stagger type for SOL in GGXX is:
Forward Hard Slash
Sol follows up with Bandit Bringer (depending on when you cancel it into Bandit Bringer, it could result in a 3 hit combo when BB connects)
However, the same move that creates a stagger should normally feature a lag so you can't continously do it. But in GGXX you can roman cancel out of it and do another one, but I frown upon that as a waste of 50% tension
I think Slayer was exempt from this, his "grab + bit" move creates stagger and can be done repeatitly. I witnessed this in GGXX, but I dunno if it's been removed in GGXX #Reload, I'm not a Slayer player.
You may have defined a new anim standard, but you didn't define a conditions or "how it happens". Now creators will need to code a move that can stagger people depending on conditions
Don't PM me.