His Hand of god move doesn't work correctly. After the first punch, the start up punch, he hits the enemy and then he keeps repeating the same animation over and over. here is the code, could someone look at it for me and let me know whats wrong
Hand of God
[Statedef 7000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 7000
sprpriority = 0
velset = 0,0
[State 0, ]
type = AfterImage
trigger1 = animelem = 2
time = 15
length = 15
framegap = 4
palcontrast = 200,200,200
trans = add1
[State 0, ]
type = Explod
triggerall = p2bodydist X = [0,75]
triggerall = p2bodydist Y >= -100
trigger1 = animelem = 2
anim = 8500
pos = 0,0
postype = Back
bindtime = 50
supermove = 1
pausemovetime = 40
ontop = 1
scale = 2,1
ownpal = 1
removeongethit = 1
[State 0, ]
type = SuperPause
trigger1 = animelem = 2
sound = S8000,0
pos = -23,-70
poweradd = -2000
anim = -1
time = 40
[State 0, ]
type = PlaySnd
trigger1 = animelem = 2
value = 4000,0
[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 3,7
[State 0, ]
type = PlaySnd
trigger1 = animelem = 3
value = 2,2
[State 0, ]
type = PlaySnd
trigger1 = movehit = 1
value = 0,11
ignorehitpause = 1
persistent = 0
[State 0, ]
type = EnvColor
trigger1 = movehit = 1
value = 255,255,255
time = 5
ignorehitpause = 1
persistent = 0
[State 0, ]
type = Helper
trigger1 = animelem = 2
name = "Orb"
ID = 8000
pos = -10,-90
postype = p1
stateno = 8000
supermovetime = 40
pausemovetime = 1
size.xscale = .35
size.yscale = .35
ownpal = 1
[State 0, ]
type = Helper
trigger1 = animelem = 2
name = "Bolt"
ID = 8101
pos = -10,-90
postype = p1
stateno = 8101
supermovetime = 40
pausemovetime = 1
size.xscale = .75
size.yscale = .75
ownpal = 1
[State 0, ]
type = Helper
triggerall = NumHelper(8000) < 3
trigger1 = animelem = 2
name = "Orb Bolt"
ID = 8005
pos = -10,-90
postype = p1
stateno = 8005
supermovetime = 40
pausemovetime = 1
shadow = 0,0,0
size.shadowoffset = -1000
ownpal = 1
[State 0, ]
type = Helper
triggerall = NumHelper(8000) < 3
trigger1 = animelem = 2
name = "Orb Bolt"
ID = 8005
pos = -10,-90
postype = p1
stateno = 8010
supermovetime = 40
pausemovetime = 1
size.shadowoffset = -1000
ownpal = 1
[State 0, ]
type = Helper
triggerall = NumHelper(8000) < 3
trigger1 = animelem = 2
name = "Orb Bolt"
ID = 8005
pos = -10,-90
postype = p1
stateno = 8015
supermovetime = 40
pausemovetime = 1
size.shadowoffset = -1000
ownpal = 1
[State 0, ]
type = Helper
trigger1 = movehit = 1
name = "Hit Bolt"
ID = 6001
pos = 0,-70
postype = back
stateno = 6001
supermovetime = 40
pausemovetime = 1
size.shadowoffset = -1000
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 0, ]
type = Helper
trigger1 = animelem = 3
name = "AngelWing"
ID = 7005
pos = 0,0
postype = p1
stateno = 7005
supermovetime = 40
pausemovetime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 0, ]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "Air"
ID = 161
pos = 40,-70
stateno = 161
random = 5, 5
sprpriority = 5
size.xscale = .5
size.yscale = .5
supermovetime = 40
pausemovetime = 1
size.shadowoffset = 500
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 0, ]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "Air"
ID = 161
pos = 60,-70
stateno = 161
random = 5, 5
sprpriority = 5
size.xscale = .75
size.yscale = .75
supermovetime = 40
pausemovetime = 1
size.shadowoffset = 500
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 0, ]
type = VelSet
trigger1 = time = 9
x = 7
[State 0, ]
type = VelSet
trigger1 = movehit = 1
x = 0
[State 0, ]
type = HitDef
trigger1 = animelem = 4
attr = S,HA
hitflag = MAF
guardflag =
animtype = hard
air.animtype = hard
fall.animtype = Diagup
priority = 6,Hit
damage = 300,0
pausetime = 30,30
guard.pausetime = 10,9
sparkno = 3
guard.sparkno = 40
sparkxy = 0,-70
hitsound = S0,8
guardsound = S0,10
ground.type = Low
air.type = Low
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
guard.hittime = 10
air.hittime = 20
guard.ctrltime = 0
guard.dist = 10
ground.velocity = -10,-4
guard.velocity = -2
air.velocity = -10,-4
airguard.velocity = -1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
down.cornerpush.veloff = -10
guard.cornerpush.veloff = -2
snap = 70,0
forcestand = 1
fall = 1
fall.recover = 0
fall.damage = 10
air.fall = 1
down.bounce = 0
[State 0, ]
type = ChangeState
trigger1 = animtime = 0 && movehit = 0
value = 0
ctrl = 1
[State 0, ]
type = ChangeState
trigger1 = animtime = 0 && movehit = 1
value = 195
ctrl = 1
[Statedef 7005]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7005
velset = 0,0
sprpriority = 5
[State 0, ]
type = AfterImage
trigger1 = time = 0
time = 999
length = 5
framegap = 2
palcolor = 33
paladd = 0,0,100
trans = Add1
[State 0, ]
type = DestroySelf
trigger1 = animtime = 0