Dude dude, you still gotta fix dis
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[State -3, Super Cancel Check]
type = VarSet
trigger1 = var(20) && (StateNo = [200,699])
trigger2 = var(20) && (StateNo = [1000,2999]) && (MoveContact || var(18))
trigger3 = (StateNo = [200,699]) && Time <= 2
trigger4 = StateNo = 200
trigger6 = StateNo = 210 && (AnimElemTime(6) < 0 || (MoveContact = [1,8]))
trigger7 = StateNo = 225 && (AnimElemTime(7) < 0 || (MoveContact = [1,8]))
trigger8 = StateNo = 230
trigger9 = StateNo = 245 && (AnimElemTime(5) < 0 || (MoveContact = [1,8]))
trigger11 = StateNo = 400
trigger12 = StateNo = 410 && (AnimElemTime(5) < 0 || (MoveContact = [1,8]))
trigger13 = StateNo = 420 && AnimElemTime(4) >= 2 && MoveContact
trigger14 = StateNo = 430
trigger15 = StateNo = 440 && (AnimElemTime(6) < 0 || (MoveContact = [1,8]))
trigger16 = StateNo = 450 && (AnimElemTime(6) < 0 || (MoveContact = [1,8]))
trigger17 = StateNo = 1003 && AnimElemTime(5) >= 0
trigger18 = StateNo = 1100 && AnimElemTime(5) >= 0 && AnimElemTime(12) < 0 && MoveContact
trigger19 = StateNo = 1205 && AnimElemTime(1) >= 0
var(7) = 1
ignoreHitPause = 1
Fix the trigger numbering, and change Stateno =1100 && AnimElemTime(5), change the 5 to a 3, so you won't end up only being able to Super Cancel AFTER the tackle is done hitting the enemy. Beyond that, then you have to make the juggling less strict on his Tyrant Punish super, so all the hits can connect after a supercancel(juggle limit 5 on all hitdefs for Normal, 8 or 7 I think for MAX version) since POTS Juggle system resets the juggle during a supercancel. I say this because then you can do Cr.HP, Tackle, Supercancel into Tyrant Slaughter or Punish, whatever, and get good damage if all of this is applied.