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 and End determine the duration of the Flag. This value uses the frame data for the move BEFORE the Speed setting.
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”
|Character is considered “Standing” regardless of the animation used
|Character is considered “Crouching” regardless of the animation used
|Character is considered “Airborne” regardless of the animation used
|Hitting the character during this state will result in a Counterhit
|Forces the character to turn around regardless of which side the opponent is currently on
|Allows the character to turn around regardless of which side the opponent is currently on
|Turns the character to face backwards during these frames
|Keeps the same directional inputs even if the character changes sides with the opponent.
|Allows the character to remain airborne even when the scripts header is set to “end on land”
|Character is unable to move while in this state
|If the opponent is hit while this state is enabled they will be unable to move
|Character turns invisible while in this state
|Opponent will turn invisible if hit while this state is enabled
|While enabled all previous physics commands for the Y axis will be halted. Once this state is ended the physics will start back up.
|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.
|Will ignore Counters?