Hey Rowen
I noticed that Kazuya comes to a dead stop for 4 frames before he transitions from dash to run, which feels a bit odd.
The transition is a lot smoother when you remove the 1st sprite of the run animation (which is a standing sprite) and have Kazuya at his running speed as soon as he's in state 100:
[State 100, Velocity]
type = VelSet
trigger1 = time >= 0
x = Const(velocity.run.fwd.x)
[Begin Action 100]
Clsn2Default: 2
Clsn2[0] = -3, -99, 25, -78
Clsn2[1] = -24, -85, 25, 0
LoopStart
110,0, 0,0, 5
110,1, 0,0, 5
110,2, 0,0, 5
110,3, 0,0, 5
110,4, 0,0, 5
110,5, 0,0, 5
Other than the above, this is a great release. Appreciate your work!