I made extra-sure that the CLSNs are the exact same as with Cammy, so that shouldn't be a problem. But, I decided to copy-paste the code in here, as that'll likely make things a lot easier.
;------------------------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[
[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[2" && Power >= 2000) || (Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && Power >= 3000, 2, 0))
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))
[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4
trigger1 = Time = 0
var(5) = 0
[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2
[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2
[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100
[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000
[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000
[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000
[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0
[State 3000, AfterImage]
type = AfterImage
triggerall = !(var(0)&2**2) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 3001, Super]
type = Helper
trigger1 = Time = 2
id = 8000
name = "Super"
pos = ceil(15*const(size.xscale)),ceil(-70*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,1
channel = 0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
var(6) = 0
[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
var(29) = 0
[State 1100, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(28) = var(17)
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(!Var(5),42,49))*fvar(10))<7,7,((ifelse(!Var(5),42,49))*fvar(10)))),ceil(ifelse(((ifelse(!Var(5),42,49))*fvar(10)/8)<7,7,((ifelse(!Var(5),42,49))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -41
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((28+(var(5)*7))*fvar(10))<7,7,((28+(var(5)*7))*fvar(10)))),ceil(ifelse(((28+(var(5)*7))*fvar(10)/8)<7,7,((28+(var(5)*7))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -66
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((21+(var(5)*7))*fvar(10))<7,7,((21+(var(5)*7))*fvar(10)))),ceil(ifelse(((21+(var(5)*7))*fvar(10)/8)<7,7,((21+(var(5)*7))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -80
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9
ignorehitpause = 1
var(39) = ifelse((AnimElem = 7),-41,ifelse((AnimElem = 8),-66,80))
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
;------------------------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[iã¸j
[Statedef 3101]
type = A
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3101, ifelse(var(5) = 1, 3111, 3121))
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7 && !var(5)
trigger2 = AnimElem = 11 && var(5) = 1
trigger3 = AnimElem = 15 && var(5) = 2
movetype = I
[State 52, Effect]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0
channel = 20
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 2
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 1
y = -8.667-(var(5)*1.333)
[State 1100, Gravity]
type = VelAdd
trigger1 = 1
y = .55
[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) >= 0
var(6) = var(17)-var(28)
[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) < 0
value = 3101
elem = 5
persistent = 1
[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) < 1
trigger1 = AnimElemTime(5) = 0
value = 3101
elem = 7
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3101
elem = 6
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3101
elem = 7
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) < 0
value = 3111
elem = 5
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(5) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3111
elem = 6
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) < 0
value = 3111
elem = 7
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(7) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(7) > 0 && AnimElemTime(8) < 0
value = 3111
elem = 8
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(8) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(9) < 0
value = 3111
elem = 9
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(9) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) < 0
value = 3111
elem = 10
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(10) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3121
elem = 6
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) < 0
value = 3121
elem = 7
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(7) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(7) > 0 && AnimElemTime(8) < 0
value = 3121
elem = 8
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(8) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(9) < 0
value = 3121
elem = 9
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(9) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) < 0
value = 3121
elem = 10
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(10) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(10) > 0 && AnimElemTime(11) < 0
value = 3121
elem = 11
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(11) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(11) > 0 && AnimElemTime(12) < 0
value = 3121
elem = 12
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(12) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(12) > 0 && AnimElemTime(13) < 0
value = 3121
elem = 13
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(13) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(13) > 0 && AnimElemTime(14) < 0
value = 3121
elem = 14
persistent = 1
ignorehitpause = 0
[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(14) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0
[State 1100, VarSet]
type = VarSet
trigger1 = !var(5) && AnimElemTime(5) = 0
trigger2 = !var(5) && AnimElemTime(6) = 0
trigger3 = var(5) && AnimElemTime(7) = 0
trigger4 = var(5) && AnimElemTime(8) = 0
trigger5 = var(5) && AnimElemTime(9) = 0
trigger6 = var(5) && AnimElemTime(10) = 0
trigger7 = var(5) = 2 && AnimElemTime(11) = 0
trigger8 = var(5) = 2 && AnimElemTime(12) = 0
trigger9 = var(5) = 2 && AnimElemTime(13) = 0
trigger10 = var(5) = 2 && AnimElemTime(14) = 0
var(29) = 0
ignoregitpause = 1
[State 1100, VarSet]
type = Varadd
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger2 = Command = "block" || Command = "down" || Command = "up" || Command = "back"
var(29) = 1
ignoregitpause = 1
[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 1100, HitDef]
type = HitDef
triggerall = !var(5)
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10))<7,7,((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10)))),ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10)/8)<7,7,((ifelse((time=8||time=13),21,14))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 1100, HitDef]
type = HitDef
triggerall = var(5) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4||AnimElem=7||AnimElem=10),21,14))*fvar(10))<7,7,((ifelse((AnimElem=1||AnimElem=4||AnimElem=7||AnimElem=10),21,14))*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 1100, HitDef]
type = HitDef
triggerall = var(5) = 2
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse((AnimElem=3||AnimElem=6||AnimElem=9||AnimElem=12),14,21))*fvar(10))<7,7,((ifelse((AnimElem=3||AnimElem=6||AnimElem=9||AnimElem=12),14,21))*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54
[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(1) > 0
value = 3105
;---------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[i’…’nj
[Statedef 3105]
type = S
physics = S
ctrl = 0
anim = 3105
velset = 0,0
[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
This is all three states associated as far as I know.
Edit: I've just thought of how much of an overload of code this could be, so I am very sorry if I made everything hard for you.