Currently trying to make a Air Grab attack but I don't see any progress on my side, anything I'm missing anything?
State:
;---------------------------------------------------------------------------
;236M
[Statedef 1020]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 1020
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 5
x = 14
y = -24
[State 0, VelSet]
type = VelSet
trigger1 = animelem= 13
y = 0
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 14
x = 6
[State 0, Gravity]
type = Gravity
trigger1 = Time > 32
[State 0, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = AF
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1021
p2stateno = 1023
fall = 1
[State 1020, 4]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
value = 481
ctrl = 0
;---------------------------------------------------------------------------
;236M (Air)
[Statedef 1021]
type = S
movetype= A
physics = N
anim = 1021
poweradd = 60
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 3
x = 8
y = 20
[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 79, -26
[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 19, -174
[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -23, -202
[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -65, -188
[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -69, -180
[State 10, Hurt]
type = TargetLifeAdd
trigger1 = pos y > 0 && vel y > 0
value = -1100
[State 10, Throw]
type = TargetState
trigger1 = pos y > 0 && vel y > 0
value = 1024
[State 1020, 4]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
value = 1022
ctrl = 0
;--------------------------------------------------------------------------------------------------------------------------------------
;236M - Land
[Statedef 1022]
type = S
movetype= A
physics = S
anim = 1022
sprpriority = 1
velset = 0,0
[State 1021, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1021, 3]
type = ChangeState
trigger1 = !time
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;236M (Player 2)
[Statedef 1023]
type = A
movetype = H
physics = S
Anim = 1023
velset = 0,0
[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1023
;---------------------------------------------------------------------------
;236M Aftermath
[Statedef 1024]
type = A
movetype = H
physics = S
velset = 0,0
Anim = 1024
poweradd = 40
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 21, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 21, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 21, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
The Idea: