It's highly recommended to use Fighter Factory 3 to edit your character, which has very user friendly interfaces for managing Sprites and Animations.
Launch the program, Open your character, then check out the Sprites tab and Animation tab - you'll see that it's pretty straight-forward
Well I downloaded it but nothing seemed too different from what I had before. The only value shown for animations were the ones for the first frame of each animation.
So what I did was I replaced the sprites for the running group (which was 10 here) with my 3 new ones. So my sprites were now in group 10 and had the indexes 0,1......
With that, I put the value 10100 for my first new sprite in the first changeanim value. Then for the rest, I just put animelem = 3, 4 .....
The whole thing looked like this
[Statedef 100]
type = S
physics = S
sprpriority = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
value = S0, 68
volume = 1000
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 53547
ID = 53547
pos = 10,-5
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 0
ontop = 0
scale = 0.5
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(0) = 0
trigger1 = vel x > 0 && Anim != 100
value = 100
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(0) = 0
trigger1 = vel x > 0 && Animelem != 10100
value = 10100
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(0) = 0
trigger1 = vel x > 0 && Animelem != 3
value = animelem = 3
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(0) = 0
trigger1 = vel x > 0 && Animelem != 4
value = animelem = 4
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(0) = 0
trigger1 = vel x > 0 && Animelem != 5
value = animelem = 5
[State 100, 1]
type = VelSet
triggerall = var(0) = 0
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 1]
type = VelSet
triggerall = var(0) = 1
trigger1 = 1
x = const(velocity.run.fwd.x) + 5
[State 100, 1]
type = VelSet
triggerall = var(0) = 1
trigger1 = 1
x = const(velocity.run.fwd.x) + 10
[State 100, 1]
type = VelSet
triggerall = var(0) = 1
trigger1 = 1
x = const(velocity.run.fwd.x) + 15
[State 100, 1]
type = VelSet
triggerall = var(0) = 1
trigger1 = 1
x = const(velocity.run.fwd.x) + 20
[State 100, 1]
type = VelSet
triggerall = var(0) = 1
trigger1 = 1
x = 8.0
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
It is not perfect in game but it's more or less what I wanted and it worked so thanks for the help, especially with the animelem part.