Meh, reopened.
[State 0, TargetBind]
type = TargetBind
triggerall = time < 36
trigger1 = movehit
time = 1
id = 2
pos = 20,-20
[State 1314, 1]
type = HitDef
trigger1 = time%4 = 0
attr = S, NA
damage = 4,1 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime =0,11 ;Time attacker pauses, time opponent shakes
sparkno = 1 ;Spark anim no (Def: set above)
sparkxy = -30, -25 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S9, 30 ;Sound to play on hit
guardsound = S9, 30 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0 ;Time that the opponent slides back
ground.hittime = 10 ;Time opponent is in hit state
ground.velocity = -10 ,-.8 ;Velocity at which opponent is pushed
airguard.velocity = -10,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12
envshake.time = 5
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
id = 2
So yeah, I put the id tag. The problem now is, the enemy would still bind to the attack when the enemy is standing up. This, I truly do not know now what to do.