First if your character doesn't have them already open Mugen's common1.cns file and copy statedef 150 (for standing block), statedef 152 (crouching block), and statedef 154 (air block) to you character.Next simply add this coding to each of those statedefs you copied:[State 150, CancelBlockDamage]type = lifeaddtrigger1 = Time = 0value = Ceil(gethitvar(damage))This coding basicly instantly feeds back all the block damage you just took. Might need a fix for lethal block damage, don't know, I just figured this trick out last night.You can only reduce a character's block damage by changing the value to something like this:value = Ceil(0.5*(gethitvar(damage))) ;a 50% reductionIf those instructions are too messy for you, just cut-n-paste the following code to one of your character's .cns files:;--------------------------------------------; STAND GUARD PART; SGUARDHIT (shaking)[Statedef 150]type = Smovetype= Hphysics = Nvelset = 0,0[State 150, CancelBlockDamage]type = lifeaddtrigger1 = Time = 0value = Ceil(gethitvar(damage))[State 150, 1]type = ChangeAnimtrigger1 = 1value = 150[State 150, 2]type = ChangeStatetrigger1 = HitShakeOvervalue = 151 + 2*(command = "holddown")[State 150, Hi to Lo]type = StateTypeSettrigger1 = statetype = S && command = "holddown"statetype = Cphysics = C[State 150, Lo to Hi]type = StateTypeSettrigger1 = statetype = C && command != "holddown"statetype = Sphysics = S[State 150, 3]type = ForceFeedbacktrigger1 = time = 0waveform = squaretime = 3;----------------------------------; CROUCH GUARD PART; CGUARDHIT (shaking)[Statedef 152]type = Cmovetype= Hphysics = Nvelset = 0,0[State 152, CancelBlockDamage]type = lifeaddtrigger1 = Time = 0value = Ceil(gethitvar(damage))[State 152, 1]type = ChangeAnimtrigger1 = 1value = 151[State 152, 3]type = ChangeStatetrigger1 = HitShakeOvervalue = 151 + 2*(command = "holddown")[State 152, Hi to Lo]type = StateTypeSettrigger1 = statetype = S && command = "holddown"statetype = Cphysics = C[State 152, Lo to Hi]type = StateTypeSettrigger1 = statetype = C && command != "holddown"statetype = Sphysics = S[State 152, 4]type = ForceFeedbacktrigger1 = time = 0waveform = squaretime = 4;---------------------------; AIR GUARD PART; AGUARDHIT (shaking)[Statedef 154]type = Amovetype= Hphysics = Nvelset = 0,0[State 154, CancelBlockDamage]type = lifeaddtrigger1 = Time = 0value = Ceil(gethitvar(damage))[State 154, 1]type = ChangeAnimtrigger1 = 1value = 152[State 154, 2]type = ChangeStatetrigger1 = HitShakeOvervalue = 155 ;AGUARDHIT2[State 154, 3]type = ForceFeedbacktrigger1 = time = 0waveform = squaretime = 4