YongMing and I were discussing earlier about how much of KOF hitdefs are mere copy-paste between the games. Then he mentioned to me that the cornerpush system of MUGEN is borked when it comes to KOF accuracy. And so, for KOF Remix, he wrote a longhand but accurate method to do this.

Note that when you have this system on, you will never need to rely on cornerpush.veloff ever again.

1. Prepare your character for integration. Add or substitute the values below in every basic attack hitdef.

ground.cornerpush.veloff = 0

air.cornerpush.veloff = 0

guard.cornerpush.veloff = 0

2. Paste the following in statedef -2.

; Alternate Cornerpush by YongMing

[State -2, Corner Push]

type = Varset

triggerall = numtarget >= 1

triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)

triggerall = target, movetype = H

triggerall = target, vel y = 0

triggerall = ProjContact = 0, < 50

trigger1 = target, statetype = S

trigger2 = target, statetype = C

fvar(6) = ifelse(target, BackEdgeBodyDist <= 0,target, vel x,-target, vel x)

ignorehitpause = 1

[State -2, Corner Push]

type = Varset

triggerall = numtarget >= 1

triggerall = fvar(6) = 0

triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)

triggerall = target, gethitvar(hitshaketime) = 0

triggerall = target, GetHitVar(yvel) = 0

triggerall = ProjContact = 0, < 50

trigger1 = target, stateno = 5000

trigger2 = target, stateno = 5010

trigger3 = target, stateno = 150

trigger4 = target, stateno = 152

fvar(6) = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,target, gethitvar(xvel),-target, gethitvar(xvel));left right inbalance bugs cause by mugen!!!!

ignorehitpause = 1

[State -2, Corner Push]

type = posadd

triggerall = numtarget >= 1

trigger1 = fvar(6) != 0

x = fvar(6)

[State -2, Corner Push]

type = Varset

trigger1 = numtarget = 0

fvar(6) = 0

You may need to do adjustments for the coding afterwards.

3. If your character moves during a superpause, program all 4 controllers NOT to trigger during superpauses.

4. Testplay and tweak until the desired effects are achieved.