Currently editing Morrigan by DivineWolf and Li Kun and I can't figure out how to not make her stay still for so long at the start of her Valkyrie Turn super.VIDEO Note: I removed her super pauses. I'm using Mugen 1.1 Code from her Supers.cns file;======================<VALKYRIE TURN>=================== [Statedef 3200] type = A movetype= I physics = N velset = 0,0 ctrl = 0 anim = 3200 poweradd = ifelse(var(20) > 0, 0, -1000) sprpriority = 2 facep2 = 1 [State 3200, NotHitBy] type = NotHitBy trigger1 = 1 time = 1 value = SCA [State 3200, No Corner Push] type = VarSet trigger1 = !Time fvar(5) = 0 [State 3200, Unguardable] type = VarSet trigger1 = !Time && NumEnemy trigger1 = (EnemyNear, StateNo != [120,155]) var(17) = 45 [State 3200, Super Cancel Flag] type = VarSet trigger1 = !Time var(21) = (PrevStateNo = [1000,2999]) && var(6) [State 3200, Hyper Cancel Flag] type = VarSet trigger1 = !Time var(22) = (PrevStateNo = [3000,4999]) && var(7) [State 3200, Super Cancel Flash] type = PalFX trigger1 = var(21) || var(22) trigger1 = !(Time % 2) && Time <= 12 time = 1 add = 255,255,255 ignoreHitPause = 1 [State 3200, Super Cancel Juggle Reset] type = VarSet trigger1 = !Time trigger1 = var(21) || var(22) var(15) = 0 ignoreHitPause = 1 [State 3200, No Push] type = PlayerPush trigger1 = 1 value = 0 [State 3200, ScreenBound] type = ScreenBound trigger1 = Time>58 value = 0 movecamera = 0,0 [State 3200, PosSet] type = PosSet trigger1 = pos y>=0 y = 0 [State 3200, Velocity] type = VelSet trigger1 = Time=46 x = (-80-(pos x*facing))/5.0 y = -pos y/5.0 [State 3200, Velocity] type = VelSet trigger1 = Time=[51,58] x = 0 y = 0 [State 3200, Velocity] type = VelSet trigger1 = Time=58 x = 16 y = 0 [State 3200, Voice] type = PlaySnd trigger1 = AnimElem = 1 value = 3200, 2 channel = 0 persistent = 0 [State 3200, Jet Booster FX] type = Helper trigger1 = AnimElem=2 && !NumHelper(6020) helpertype = normal stateno = 6020 ID = 6020 name = "Jets" postype = p1 ownpal = 1 [State 3200, Jet Streak FX] type = Helper trigger1 = Time>=58 && !NumHelper(6028) helpertype = normal stateno = 6028 ID = 6028 name = "Jet Trail" postype = p1 ownpal = 1 size.xscale = 0.5 size.yscale = 0.5 [State 3200, Return Trip] type = ChangeState trigger1 = Time>58 && FrontEdgeDist<=-60 trigger2 = Time>105 value = 3201 ;Return Trip [Statedef 3201] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 3200 poweradd = 0 sprpriority = 2 [State 3201, NotHitBy] type = NotHitBy trigger1 = Anim = 3200 time = 1 value = SCA [State 3201, No Push] type = PlayerPush trigger1 = Anim = 3200 value = 0 [State 3201, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 3201, Turn] type = Turn trigger1 = !Time [State 3201, PosSet] type = PosSet trigger1 = Time<=10 x = (-200-50*sin(time/3.33))*facing [State 3201, Y Velocity] type = VelSet trigger1 = !Time y = ifelse(Command="holdup",-10,ifelse(Command="holddown",-3.25,-6)) [State 3201, Velocity] type = VelSet trigger1 = Time = 10 x = 6 y = -1.5 [State 3201, Gravity] type = VelAdd trigger1 = Time>=10 y = .18 [State 3201, Drill Attack] type = ChangeAnim trigger1 = Time>=10 && Anim!=3202 trigger1 = Command="hold_x" || Command="hold_y" || Command="hold_z" || Command="hold_a" || Command="hold_b" || Command="hold_c" value = 3202 [State 3201, Drill FX] type = Helper trigger1 = Anim=3202 && AnimElemTime(3)>=0 && !NumHelper(3205) helpertype = normal stateno = 3205 ID = 3205 name = "Drill FX" postype = p1 pos = 0,0 size.xscale = 0.5 size.yscale = 0.5 ownpal = 1 [State 3201, Voice] type = PlaySnd trigger1 = Anim = 3202 value = 3200,3 channel = 0 persistent = 0 [State 3201, Hits] type = HitDef ;trigger1 = !var(16) && var(15) < 15 trigger1 = Anim=3202 && !(Time%3) attr = A, HA damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 3 priority = 4, hit animtype = Hard getpower = 0, 0 givepower = 15, 15 guardflag = HA hitflag = MAF hitsound = S2,10 guardsound = S130,0 pausetime = 6,6 guard.pausetime = 6,6 sparkNo = -1 + 0 * (var(33) := 8017) guard.sparkNo = -1 + 0 * (var(34) := 8001) sparkXY = -10 + 0 * (var(35) := 74), var(36) := -35 air.animtype = Back fall.animtype = Back ground.type = High air.type = Low ground.slidetime = 16;18 ground.hittime = 16 guard.hittime = 16 ground.velocity = -4.5, 0 air.velocity = -2, -1.89 guard.velocity = -4.5 airguard.velocity = -2, -1.89 airguard.ctrlTime = 16 ground.cornerPush.velOff = 0 guard.cornerPush.velOff = 0 air.cornerPush.velOff = 0 yaccel = .5 fall = 0 air.fall = 1 fall.recover = 0 forcestand = 1 palFX.time = 12 * var(9) palFX.add = 255,255,255 palFX.sinAdd= -255,-255,-255,48 envshake.time = 18 envshake.ampl = 6 envShake.freq = 120 [State 3201, End] type = ChangeState trigger1 = vel y>0 && pos y>=10 value = 1135