I'm not exactly sure what you mean by this but there are a lot of characters made for the engine that use the stun animation and I think it is also used in the continue screen if no animation for it is set.
If I were to keep both stun animations I would just keep them in the sprite and animation files (both animations using the same anim number) and not make it a code config since most of the stun codes are states on P2's side and having a code on P1's side on which animation to use would probably not work (especially with cinematic hypers).
Hello and thank you for your comment;
This animation......is basically one of her 'get hit' animations. As you can well see, it is Not a 'Dizzy' animation. And true, the 'Dizzy' can be used as 'Continue' animation, but some use another sprite for the 'continue' (5500). So, in the end, it is a matter of personal choice.
As clearly mentioned before, she does Not have a code for Dizzy animation during a fight, and I do not know how to add it. Still, I added this animation. If you prefer the 'Get Hit' animation for a 'Dizzy' animation, do not worry. It is already in her SFF, since it is one of her animation during a fight. Just change the animation to this one:
Spoiler, click to toggle visibilty
;Original 'Dizzy'
[Begin Action 5300]
Clsn2: 2
Clsn2[0] = -18, -88, 6, -64
Clsn2[1] = -24, -72, 20, 0
5000,0, 0,0, 6
Clsn2: 2
Clsn2[0] = -18, -88, 6, -64
Clsn2[1] = -24, -72, 20, 0
5000,10, 0,0, 6
Clsn2: 2
Clsn2[0] = -18, -88, 6, -64
Clsn2[1] = -24, -72, 20, 0
5000,20, 0,0, 20
Clsn2: 2
Clsn2[0] = -18, -88, 6, -64
Clsn2[1] = -24, -72, 20, 0
5000,10, 0,0, 9
As for myself, I will keep the new 'Dizzy' animation I have added . I will do my best to make this Cammy a complete experience, and (as mentioned before) this Cammy uses a lot of unnecessary repeated frames as alternative for uncreated animations, which is one of my main goals to correct and fix.
Best regards.