Resetting the character to an idle statetype is very important once the active frames of a move are over.
If you forget to do this they will make the opponent attempt to block attacks even when the character is already idle. This would also create huge, fake counter windows and put them at a disadvantage.
Just make sure to include a statypeset and modify it accordingly!
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3 ;<= Usually the very next frame after the last CLSN1 appears.
movetype = I
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