Ranbu Super problem.

Started by RagingRowen, July 11, 2019, 12:58:03 PM

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RagingRowen

https://streamable.com/c9icu
A hitcount reset seems to occur during the second attack of the combo portion, making it blockable.

Here is the state where the attack occurs:
Spoiler (click to show)
; Super Combo
[Statedef 3352]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2117
velset = 0,0

[State 3251, twin nihtmare]
type=Helper
trigger1=!time
helperType=Normal
stateNo=4005
ID=4005
name="Twin Nightmare"
posType=P1
pos=0,0
superMoveTime=255
pauseMoveTime=255
ownPal=1

[State 2110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 50, <= 9
trigger1 = P2StateType != L
trigger1 = P2MoveType = H
pos = 70, 0

[State 2110, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3210, Hi Punch]
type=HitDef
trigger1 = animelem = 6
attr=S, HA
damage= 30
kill=0
priority=4, hit
animtype=Hard
getpower=0,0
givepower=36,36
guardflag=MA
hitflag=MAF
hitsound=S2+2
guardsound=S130,0
pauseTime=4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
ground.slidetime=12
ground.hittime =42
guard.hittime=12
ground.velocity=0
air.velocity=0
guard.velocity=-3
airguard.velocity=-2, -2
airguard.ctrlTime=10
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.5
air.fall=1
fall.recover=0
forcestand=1
kill = 0

[State 200, Hit]
type = HitDef
trigger1 = animelem = 12
attr = S, HA
damage = 25, 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-45
hitsound = S2, 9
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 12 + 2 * var(9)
guard.hittime = 12
ground.velocity = -2
guard.velocity = -2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

;[State 3205, HitCount]
;type=hitadd
;triggerall = animelem = 12
;trigger1 = movecontact
;value = 2

[State 210, Hit]
type = HitDef
triggerall = Anim = 2117
trigger1 = animelem = 19
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 46, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 25
trigger2 = animelem = 31
trigger3 = animelem = 46
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4, Hit
damage = 20, 0
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -2
guard.velocity = -2
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
kill = 0

[State 210, Hit]
type = HitDef
trigger1 = animelem = 39
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 40, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

[State 3210, Lo Kick]
type=HitDef
trigger1 = animelem = 54
attr = S, HA
damage = 40, 0
animtype = Up
hitflag = MAF+
priority = 3, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
hitsound = S2, 9
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = 0,-13.5
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-10
air.hittime = 0
fall.recover = 0
yaccel = .6
air.fall = 1
fall = 1
fall.recover = 0
kill = 0

[State 0, buster]
type = explod
trigger1 = animelem = 6
anim = 2213
ID = 400
pos = 21, -12
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4

[State 0, zsaber]
type = explod
trigger1 = animelem = 10
anim = 231
ID = 400
pos = 18,-18
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4

[State 0, zsaber]
type = Explod
trigger1 = animelem = 17
anim = 1008
ID = 400
pos = -20,-22
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 0, zsaber]
type = Explod
trigger1 = animelem = 37
anim = 1008
ID = 400
pos = 20,-22
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 420, explod]
type = explod
trigger1 = animelem = 23
anim = 401
ID = 400
scale = .5,.5
pos = -50,-95
postype = p1    ;p2,front,back,left,right
facing = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
removetime =  -2
sprpriority = 4

[State 0, explod]
type = explod
trigger1 = animelem = 28
trigger2 = animelem = 43
anim = 251
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 420, explod]
type = explod
trigger1 = animelem = 53
anim = 7006
ID = 7006
scale = .5,.5
pos = 5,-3
postype = p1
facing = 1
bindtime = -1
removetime = 6
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 10, =1
trigger2 = AnimElem = 17,
trigger3 = AnimElem = 23,
trigger4 = AnimElem = 28,
trigger5 = AnimElem = 37,
trigger6 = AnimElem = 42,
trigger7 = AnimElem = 52,
value = 0,4

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0, 11

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 22
value = 0, 12

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 27
value = 0, 13

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 36
value = 0, 15

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 41
value = 0, 14

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 51
value = 0, 15

[State 2110, State]
type = ChangeState
trigger1 = time > 169
value = 3353
WIP Schedule:
CvS Overdrive - Build 1

Mr. Giang

It's simple. You just need to put P2 in custom states and tah dah.
Or just increase hit time of the attacks.

RagingRowen

That's how it is, but it still resets, and I also increased the hit times.
I'm positive it is to do with the spawned clone because I commented the clone helper stuff and it comes out perfectly.
WIP Schedule:
CvS Overdrive - Build 1

Mr. Giang

You might want to check again because I don't see you put opponents in custom state at all.

RagingRowen

K, here's the full code for the super, with the p2 state and helpers.

Spoiler (click to show)
;======================<Z SABER COMBO Lv2>===================
[Statedef 3350]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2111
velset = 0,0

[State 0, TVCFX]
type = removeExplod
trigger1 = time = 0
ID = 2700

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 0
trigger1 = PrevStateNo = [1000,3999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 0, teleport]
type = explod
triggerall = prevstateno = 3302
trigger1 = time = 0
anim = 2116
ID = 400
pos = 0, 0
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 1
scale = 1,1
supermovetime = 9999999
pausemovetime = 9999999
removeongethit = 1
removetime = 4
sprpriority = 4
ownpal = 1

[State 2110, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 3302
trigger1 = time > 0
value = 3300, 1
channel = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 4
helperType = Normal
stateNo = 8510
ID = 8100
name = "Superpause FX"
posType = P1
pos = 0,-60
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,1
darken = 0
poweradd = -2000

[State 1, dust]
type = Explod
triggerall = time >71
trigger1 = !time
anim = 7502
ID = 1056
pos = 10,1
postype = p1
supermove = 1
scale = .4,.30
removeongethit = 1
ownpal = -1
sprpriority = 5
pausemovetime = -1
ignorehitpause = 1

[State 1, dust]
type = Explod
triggerall = time >71
trigger1 = timemod = 3,0
anim = 7502
ID = 1056
pos = -10,1
postype = p1
supermove = 1
scale = .2,.1
removeongethit = 1
ownpal = -1
sprpriority = 5
pausemovetime = -1
ignorehitpause = 1

[state 0, RE]
type = removeexplod
trigger1 = time > 126
ID = 1056

[state 0, RE]
type = removeexplod
trigger1 = anim = 2112 && time > 0
ID = 1056

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 1021
pos = -60,-30
postype = p1
bindtime = -1
facing = 1
supermovetime = 9999
pausemovetime = 9999
removetime = 9
sprpriority = 5
removeongethit = 1
scale = 1,1
ID = 400
ownpal = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 13
value = SCA
time = 1

[State 2100, 0]
type = PlaySnd
triggerall = Anim = 2111
trigger1 = AnimElem = 4
value = 3300, 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6, 1
value = 100, 3
channel = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 101, 0
channel = 1

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Anim = 2112
trigger1 = AnimElem = 2
value = 101, 0
channel = 1

[State 2100, VelSet]
type = VelSet
trigger1 = AnimElem = 6, 1
x = 12

[State 3250, hit]
type=hitdef
triggerall = !var(16) && var(15) < 4
trigger1=!time
priority=4, Hit
id=3350
attr=S,HA
kill=0
damage=0,60
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=1,1
guard.pausetime=12,12
sparkNo=-1 + 0 * (var(33) :=8014)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=120), var(36) :=-75
hitsound= S2+10*var(44),2
guardsound=s130,0
ground.type=High
ground.slidetime=12
ground.hittime=52
air.hittime=32
ground.velocity=0
air.velocity=0
airguard.velocity=-2
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
fall=1
air.recover=0
fall.recover=0
getpower=0,0
givepower=18,18
envshake.time=12
envshake.ampl=4
sprpriority=2
forcestand=1
p2stateno = 3354

[State 3250, p2state]
type=targetstate
trigger1= movehit && numtarget(3350)
trigger1= target(3350),Movetype=H
ID=3250
value=3354
ignorehitpause=1

[State 2100, Anim]
type = ChangeAnim
triggerall = MoveHit = 0
triggerall = Anim = 2111
trigger1 = AnimElem = 6, > 20
trigger2 = MoveContact
value = 2112

[State 2100, VelSet]
type = VelSet
triggerall = Anim = 2111
trigger1 = AnimElem = 8
x = .5

[State 2100, VelSet]
type = VelSet
trigger1 = Anim = 2112
trigger2 = MoveContact
x = .5

[State 2100, State]
type = ChangeState
triggerall = MoveHit
trigger1 = 1
value = 3352

[State 2100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Combo
[Statedef 3352]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2117
velset = 0,0

[State 3251, twin nihtmare]
type=Helper
trigger1=!time
helperType=Normal
stateNo=4005
ID=4005
name="Twin Nightmare"
posType=P1
pos=0,0
superMoveTime=255
pauseMoveTime=255
ownPal=1

[State 2110, TargetBind]
type = TargetBind
trigger1 = AnimElem = 50, <= 9
trigger1 = P2StateType != L
trigger1 = P2MoveType = H
pos = 70, 0

[State 2110, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3210, Hi Punch]
type=HitDef
trigger1 = animelem = 6
attr=S, HA
damage= 30
kill=0
priority=4, hit
animtype=Hard
getpower=0,0
givepower=36,36
guardflag=MA
hitflag=MAF
hitsound=S2+2
guardsound=S130,0
pauseTime=4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
ground.slidetime=15
ground.hittime =42
guard.hittime=12
ground.velocity=0
air.velocity=0
guard.velocity=-3
airguard.velocity=-2, -2
airguard.ctrlTime=10
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.5
air.fall=1
fall.recover=0
forcestand=1
kill = 0

[State 200, Hit]
type = HitDef
trigger1 = animelem = 12
attr = S, HA
damage = 25, 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-45
hitsound = S2, 9
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 15 + 2 * var(9)
guard.hittime = 12
ground.velocity = -2
guard.velocity = -2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

;[State 3205, HitCount]
;type=hitadd
;triggerall = animelem = 12
;trigger1 = movecontact
;value = 2

[State 210, Hit]
type = HitDef
triggerall = Anim = 2117
trigger1 = animelem = 19
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 46, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 25
trigger2 = animelem = 31
trigger3 = animelem = 46
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4, Hit
damage = 20, 0
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -30
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -2
guard.velocity = -2
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
kill = 0

[State 210, Hit]
type = HitDef
trigger1 = animelem = 39
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = 40, 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
kill = 0

[State 3210, Lo Kick]
type=HitDef
trigger1 = animelem = 54
attr = S, HA
damage = 40, 0
animtype = Up
hitflag = MAF+
priority = 3, Hit
pausetime = 2, 2
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -38
hitsound = S2, 9
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = 0,-13.5
airguard.velocity = 0,0
air.type = High
air.velocity = 0,-10
air.hittime = 0
fall.recover = 0
yaccel = .6
air.fall = 1
fall = 1
fall.recover = 0
kill = 0

[State 0, buster]
type = explod
trigger1 = animelem = 6
anim = 2213
ID = 400
pos = 21, -12
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4

[State 0, zsaber]
type = explod
trigger1 = animelem = 10
anim = 231
ID = 400
pos = 18,-18
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4

[State 0, zsaber]
type = Explod
trigger1 = animelem = 17
anim = 1008
ID = 400
pos = -20,-22
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 0, zsaber]
type = Explod
trigger1 = animelem = 37
anim = 1008
ID = 400
pos = 20,-22
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 420, explod]
type = explod
trigger1 = animelem = 23
anim = 401
ID = 400
scale = .5,.5
pos = -50,-95
postype = p1    ;p2,front,back,left,right
facing = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
removetime =  -2
sprpriority = 4

[State 0, explod]
type = explod
trigger1 = animelem = 28
trigger2 = animelem = 43
anim = 251
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 420, explod]
type = explod
trigger1 = animelem = 53
anim = 7006
ID = 7006
scale = .5,.5
pos = 5,-3
postype = p1
facing = 1
bindtime = -1
removetime = 6
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 10, =1
trigger2 = AnimElem = 17,
trigger3 = AnimElem = 23,
trigger4 = AnimElem = 28,
trigger5 = AnimElem = 37,
trigger6 = AnimElem = 42,
trigger7 = AnimElem = 52,
value = 0,4

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0, 11

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 22
value = 0, 12

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 27
value = 0, 13

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 36
value = 0, 15

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 41
value = 0, 14

[State 3103, snd]
type = PlaySnd
trigger1 = AnimElem = 51
value = 0, 15

[State 2110, State]
type = ChangeState
trigger1 = time > 169
value = 3353

;---------------------------------------------------------------------------
; Tenshouha
[Statedef 3353]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3353
velset = 0,0

[State 2110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3300, 2
channel = 1

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 25
freq = 80
ampl = 5
ignorehitpause = 1

[State 2110, DiagUp]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage = 280, 0
animtype = Down
hitflag = MAF+
priority = 3, Hit
pausetime = 2, 2
getpower = 0
sparkNo = -1 ;+ 0 * (var(33) := 8014)
guard.sparkNo = -1; + 0 * (var(34) := 8000)
sparkXY = -1;0 + 0 * (var(35) := 80), var(36) := -30
hitsound = s2,6
guardsound = s130, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = -4, -9
airguard.velocity = -5,4
air.type = High
air.velocity = -4, -9
air.hittime = 100
fall.recover = 0
p2facing = -1
air.fall = 1
fall = 1
kill = 1

[State 1006, HitSpark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8000, 8014)
ID = 8000
name = "Spark"
posType = P2
pos = 15,-45
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 0
sprpriority = 4

[State 0, explod]
type = explod
trigger1 = animelem = 4
anim = 3354
id = 3354
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 0
removetime = -2
ownpal = 1
scale = 1,1.4
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3110,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 2,2

[State 2110, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3354]
type    = S
movetype= H
physics = S
juggle = 1
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 0
facep2 = 1

[State 3115, HitFallSet]
type = HitFallSet
trigger1 = !Time
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 3355

[State 0, SelfState]
type = SelfState
trigger1 = time > 62
value = 0
ctrl = 1

;===================<TWIN NIGHTMARE>===================
[Statedef 4005]
type=A
physics=N
movetype=A
anim=4006
ctrl=0
velset=0, 0
sprpriority=2

[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 42

[State 3255, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = S100,3
persistent =0

[State 00];
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 3

[State 3255, VelSet]
type = Velset
trigger1 =animelem=3
x = 7

[State 3255, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1

[State 3255, End]
type=changestate
trigger1 =time >24
value=4006

;-------------------------------------------------------------------------------
[Statedef 4006]
type=S
movetype=A
physics=N
anim=4007
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 137

[State 3255, End]
type=changestate
trigger1 =time >14
value=4007

;------------------------------------------------------------------
[Statedef 4007]
type=S
movetype=A
physics=N
anim=2119
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 137

[State 3210, TargetFacing]
type = TargetFacing
trigger1 = !time
value = -facing
ID = 3205
ignorehitpause =1

[State 3210, Width]
type = Width
trigger1 =time<10
edge = 90,
player=70,
ignorehitpause =1

[State 3210, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1

[State 3210, Punch Snd]
type = PlaySnd
trigger1 = Animelem =3
value = 2,2
channel=7

[State 3210, saber Snd]
type = PlaySnd
trigger1 = Animelem =9| Animelem =16| Animelem =22| Animelem =28| Animelem =36| Animelem =43
value = 2,9
channel=8
ignorehitpause=1

[State 3205, HitCount]
type=ParentVarAdd
trigger1 = movecontact=1 && numtarget(3210)
trigger1=(enemynear, movetype=H) && !(target,time)
trigger2 = movecontact=1 && numtarget(3211)
trigger2=(enemynear, movetype=H) && !(target,time)
var(13)=1
ignorehitpause=1

[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3210)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8014)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -15),-35
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535

[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3211)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8015)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -15),-35
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535

[State 3210, HitSpark]
type=Helper
trigger1 = movecontact=1 && numtarget(3212)
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=Ifelse(MoveGuarded, 8001, 8015)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -30),-95
ownpal = 1
facing = -1
ignorehitpause = 1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535

[State 3210, Hi Punch]
type=HitDef
trigger1 = animelem = 3
attr=S, HA
ID = 3210
damage= 10
kill=0
priority=4, hit
animtype=Hard
getpower=0,0
givepower=36,36
guardflag=MA
hitflag=MAF
hitsound=S2+10
guardsound=S130,0
pauseTime=4,4
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
ground.slidetime=12
ground.hittime =12
guard.hittime=12
ground.velocity=0
air.velocity=0
guard.velocity=-3
airguard.velocity=-2, -2
airguard.ctrlTime=10
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.5
air.fall=1
fall.recover=0
forcestand=1
envshake.time=12
envshake.ampl=5
envShake.freq=120
kill = 0

[State 200, Hit]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
ID = 3211
damage = ceil(ifElse(fvar(11) * 23 < 7, 7, fvar(11) * 23)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 10 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 2, 2
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
hitsound = S2, 9
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 12 + 2 * var(9)
guard.hittime = 12
ground.velocity = -2
guard.velocity = -2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0

[State 210, Hit]
type = HitDef
trigger1 = animelem = 16
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = ceil(ifElse(fvar(11) * 46 < 7, 7, fvar(11) * 46)), 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 22
trigger2 = animelem = 28
trigger3 = animelem = 43
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 17 < 1, 7, fvar(11) * 17)), 0
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 4,4
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -2
guard.velocity = -2
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0

[State 210, Hit]
type = HitDef
trigger1 = animelem = 36
ID = 3211
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4 ,Hit
damage = ceil(ifElse(fvar(11) * 46 < 7, 7, fvar(11) * 46)), 0
ID = 200
getpower = 20 * !var(20), 0
givepower = 30, 30
hitsound = s2, 9
guardsound = s130, 0
pausetime = 3,3
sparkNo = -1
guard.sparkNo = -1
sparkXY = 0,0
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3.25
guard.velocity = -3.25
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
kill = 0

[State 0, buster]
type = explod
trigger1 = animelem = 3
anim = 2213
ID = 400
pos = 21, -12
postype = p1
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4

[State 0, zsaber]
type = explod
trigger1 = animelem = 7
anim = 231
ID = 400
pos = 18,-18
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
bindtime = -1
IGNOREHITPAUSE = 0
scale = .6,.6
supermovetime = 0
pausemovetime = 0
removeongethit = 1
sprpriority = 4
;ignorehitpause =
;persistent =

[State 0, zsaber]
type = Explod
trigger1 = animelem = 14
anim = 1008
ID = 400
pos = -20,-22
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 0, zsaber]
type = Explod
trigger1 = animelem = 34
anim = 1008
ID = 400
pos = 20,-22
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
ownpal = 1
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
removeongethit = 0
ignorehitpause = 0
persistent = 1

[State 420, explod]
type = explod
trigger1 = animelem = 19
anim = 401
ID = 400
scale = .5,.5
pos = -50,-95
postype = p1    ;p2,front,back,left,right
facing = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
keyctrl = 0
ownpal = 1
removetime =  -2
sprpriority = 4

[State 0, explod]
type = explod
trigger1 = animelem = 25
trigger2 = animelem = 40
anim = 251
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 3210, End]
type=ChangeState
trigger1=animelemtime(47)>=0
value=4008

;---------------------------------------------------------------------------
[Statedef 4008]
type=C
physics=N
movetype=I
ctrl=0
velset=0, 0
sprpriority=2
anim = 2120

[State 3201, 1]
type = PalFX
trigger1 = animelem = 1
trigger2 = animelem = 2
add = 256, 256, 256
mul = 256, 256, 256
ignorehitpause = 1
time = 35

[State 3211, NHB]
type=nothitby
trigger1=1
value=SCA
ignorehitpause=1

[State 3211, End]
type=destroyself
trigger1=time>=32

If it doesn't help, I may have to post the edit in its current state.
WIP Schedule:
CvS Overdrive - Build 1

Mr. Giang

Well, yes, you are supposed to put P2 into custom state in every hitdef active during the super (including hitdef of Sougenmu as well), not just the first hitdef.

Koop

This is in state 3354

[State 0, SelfState]
type = SelfState
trigger1 = time > 62
value = 0
ctrl = 1


You should increase the time it takes for the opponent in this state to go to state 0 so Zero has enough time to hit them without them breaking out

RagingRowen

It's okay now, I fixed it by putting the p2stateno in the hitdefs in the Twin Helper's combo. (State 4007)
WIP Schedule:
CvS Overdrive - Build 1