Table of Contents

States

States are used to determine the characters attributes during specific frames. Things such as being airborne, crouching, or in a counter hittable state are all managed by the State section. There are 4 sections in the state section, S(start), E(end), Flags, Unknown Flag 2.

Start & End

Start and End determine the duration of the Flag. This value uses the frame data for the move BEFORE the Speed setting.

Flags

The flags setting is a drop down menu with multiple flags listed. You can select any number or combination of these flags. There are 16 states in the drop down menu, however there is also several unlisted states that must be inputted manually using the “Raw Display”

Stand Character is considered “Standing” regardless of the animation used
Crouch Character is considered “Crouching” regardless of the animation used
Air Character is considered “Airborne” regardless of the animation used
Counterhit Hitting the character during this state will result in a Counterhit
Force Turn Forces the character to turn around regardless of which side the opponent is currently on
Can Turn Allows the character to turn around regardless of which side the opponent is currently on
Flip Turns the character to face backwards during these frames
Keep_cmd_Side Keeps the same directional inputs even if the character changes sides with the opponent.
Hovering Allows the character to remain airborne even when the scripts header is set to “end on land”
ImmoveableMyself Character is unable to move while in this state
ImmovableTarget If the opponent is hit while this state is enabled they will be unable to move
InvisMyself Character turns invisible while in this state
InvisTarget Opponent will turn invisible if hit while this state is enabled
IgnorePhysics_YZ While enabled all previous physics commands for the Y axis will be halted. Once this state is ended the physics will start back up.
IgnorePhysics_XYZ While enabled all previous physics commands for the X and Y axis will be halted. Once this state is ended the physics will start back up.
IgnoreCounter_Atk Will ignore Counters?