That reminds me of something.
I wish Mugen had a predefined variable that returns the number of rounds needed to win the match.
Really annoyed me when I learned Mugen had no way to detect that.
Can't recall off the top of my head if there's a sctrl, or a HitDef property that does this. (HitDefs have a down.bounce parameter, but I'm not sure if that achieves the effect you're looking for.)
If there's no sctrl or HitDef property for that, you could try forcing your target into a custom state.
Yeah, the chances of desync are pretty high actually. :/
I haven't done this before on my life bars, but I've seen one that does something similar.
I figured out how they pulled it off once the sound desynced. Checking the .snd confirmed it.
1. If you want the sound effect to play after the character wins the round, you could maybe edit the "KO" sound to include the icon sound.
Have it play a few seconds after the "KO".
However this will mess up if your characters don't transition to RoundState = 4 immediately.
2. I don't think you can do anything for draw games, but again, you can edit the "Double KO" sound effect to play another sound after a few seconds.
In State 5900, send your character into their intro state with the triggers RoundNo > 1 and RoundsExisted = 0
This is assuming you have a specific intro that only activates in team mode. If you just want the character to use any of their intros, then simply RoundsExisted = 0 is a sufficient trigger.
There is no simple solution.
Make sure that the .sff can be read by 1.0, (I think 16 bit, compared to 1.1's 32 bit)
Find all instances of 1.1 only code, and replace it with code that works in 1.0 and performs identical behavior to the one you replaced. I'd imagine depending on the code used, this can either be rather simple or a living nightmare.