Like the description says, whenever I perform a certain special move with one of my Chars the A.I or CPU will usually block it successfully which therefore makes it pretty useless for the most part, is there any way to solve this somehow ?
Here is the code
;Pretty kick
[Statedef 1040]
type = A
movetype= A
physics = N
juggle = 1
anim = 1600
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1
[State ]
type = Hitdef
trigger1 = !movecontact
trigger1 = p2statetype != C || p2stateno = [120,159]
damage = 120,20
pausetime = 0,0
attr = S,NA
guardflag = M
hitflag = MAFD
animtype = high
air.animtype = back
priority = 1, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
guard.dist = 92
forcestand = 1
[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1
[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1600 && animelem = 2
x = 5
[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1
[Statedef 1041]
type = A
movetype= A
physics = N
juggle = 1
anim = 1601
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype = Back
damage = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 5
;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5
[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1999
persistent = 0
[State 0, VelAdd]
type = VelSet
trigger1 = anim = 1601 && animelem = 5
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1