Change the sprpriority to 4 then it will be over his body
Change your Fire Helper to this in the -2 state
[State -2, Helper]
type = Helper
trigger1 = time =0
trigger1 = numhelper (1) = 0
helpertype = normal ;player
name = "Fire"
ID = 1
stateno = 1
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
keyctrl = 0
ownpal = 1
size.xscale= 1.5 * const(size.xscale)
size.yscale= 1 * const(size.yscale)
Then go to state 1 Paste over what you already have and tell me what you think
Spoiler, click to toggle visibilty
; Fire Helper
[Statedef 1]
type = S
physics = S
anim = 1
ID = 1
sprpriority = 3
[State 1, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 11,0
[State 1, Turn]
type = Turn
trigger1 = P2BodyDist X < -30
[State 1, ChangeAnim] ;Standing
type = ChangeAnim
triggerall = anim != 1
trigger1 = Parent, anim = 0
trigger2 = Parent, anim = 5
trigger3 = Parent, anim = [12, 120]
trigger4 = Parent, anim = 130
trigger5 = Parent, anim = 132
trigger6 = Parent, anim = 140
trigger7 = Parent, anim = 142
trigger8 = Parent, anim = 150
trigger9 = Parent, anim = 152
trigger10 = Parent, anim = [175,189]
trigger11 = Parent, anim = [195,299]
trigger12 = Parent, anim = 150
trigger13 = Parent, anim = [5000,5061]
trigger14 = Parent, anim = 5120
trigger15 = Parent, anim = [1000,1999]
trigger16 = Parent, anim = [5200, 5500]
trigger17 = Parent, anim = 3003
trigger17 = Parent, anim = 3210
trigger18 = Parent, anim = 3400
trigger19 = (Parent, anim = 450) && (parent,animelem = 3)
trigger20 = Parent, anim = 3100
value = 1
[State 1, ChangeAnim] ;No Fire
type = ChangeAnim
triggerall = anim != 2
trigger1 = Parent, anim = [190,191]
trigger2 = Parent, anim = [3999,3999]
trigger3 = Parent, anim = 3900
trigger4 = Parent, anim = 3300
trigger5 = Parent, anim = 5110
value = 2
[State 1, ChangeAnim] ;Crouching
type = ChangeAnim
triggerall = anim != 3
trigger1 = Parent, anim = [6,11]
trigger2 = Parent, anim = 131
trigger3 = Parent, anim = 141
trigger4 = Parent, anim = 151
trigger5 = Parent, anim = [5070,5102]
trigger6 = Parent, anim = [5150,5170]
trigger7 = Parent, anim = [830,860]
;trigger4 = Parent, anim = [151,159]
trigger8 = Parent, anim = [400,449]
trigger0 = (Parent, anim = 450) && (parent,animelem = 4)
value = 3
ignorehitpause = 9999
[State 1, Explod]
type = Explod
triggerall = numexplod (4) = 0
trigger1 = Parent, anim = 5110
trigger2 = Parent, anim = 5150
anim = 4
ID = 4
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
removeongethit = 1
[State 1, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 2
id = 4
;---------------------------------------------------------------------------------------------------------------------------------------
It's not perfect but it makes him look a lil better in my opinion if you want things to be a bit more transparent. The special move fires can be High res'd and put in to complete this process. The Fire Beam like hyper, you can simply cut that off from that sprite, high res it and put it back on.