You mean something like this?
So what you need it's a flying screen code...
check my Sandman character for additional details on this.
That can be done setting some variables on the aerial rave finishers
usually Statedefs 620-650
but before that....
you`ll need a variable set on the Super Jump Statedef, in this example the var(25)
so your character will know theres a combo being done after a superjump.
and with this can activate var(26) on this example.
something like this:
;-----------------------------
[State 620, 1a] ; ------------
type = VarSet
triggerall = var(25)
trigger1 = prevstateno = [600,650]
trigger1 = P2moveType = H
v = 26
value = 1
ignorehitpause = 1
[State 620, 1b]
type = VelSet
trigger1 = var(25) && var(26)
x = 0
ignorehitpause = 1
[State 620, 2b]
type = ScreenBound
trigger1 = var(26)&& time>=5 && movehit
value = 0
ignorehitpause = 1
;---------------------------------------------------------------
so after that you build up your Hitdef...
and include on "air.velocity" parameter a trigger with var(26)
for adjusting velocity and P2 fly off screen when there's stage limits for that.
something like this:
air.velocity = ifelse(!var(26),-18,-22),11
;-------------------- and to end this statedef:
[State 620, end]
type = ChangeState
trigger1 = BackEdgeBodyDist <= -1 && var(26)
value = 9624
ctrl = 0
[State 620, end]
type = ChangeState
trigger1 = !AnimTime && !movehit
value = ifelse(var(25),2998,51) ; <------2998= sandman super jump down state
ctrl = ifelse((!var(26)||var(25)),1,0)
[State 620, end]
type = ChangeState
trigger1 = !AnimTime && movehit
value = 9623
ctrl =0
[state 620, safe]
type = ChangeState
trigger1 = Pos Y >= 1
value = 52
;============= and also you need to include these statedefs
; this consist on waiting offscreen, running offscreen and
;going down if closer to the limits of the stage.
[Statedef 9623]
type = A
physics = A
[State 9623, a0]
type = VelSet
trigger1 = !time
x = 1
[State 9623, a1]
type = ChangeAnim
trigger1 = !Time
value = 51
[State 9623, a3]
type = ScreenBound
triggerall = var(26)
trigger1=1
value = 1
movecamera = 1,0
ignorehitpause = 1
[Statedef 9624] ;jump down aerial rave
type = A
physics = N
[State 9624, 0]
type = VelSet
trigger1 = !time
x = 0
y = 0
[State 9624, a]
type = ChangeAnim
trigger1 = !Time
value = 51
[State 9624, 0]
type = ScreenBound
trigger1 = 1
value = 0
[State 9624, 1]
type = ChangeState
trigger1 = time>= 25
value = 9625
ctrl = 0
[Statedef 9625];wait out screen
type = S
physics = S
anim = 100 ; or a proper running animation
sprpriority = 1
ctrl = 0
[State 9625, A7]
type = PosSet
trigger1 = !time
y = 0
[State 9625, 0]
type = VelSet
trigger1 = time>25
x = 18
[State 9625, 0]
type = ScreenBound
trigger1 = 1
value = 0
[State 9625, 1]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 9625, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 9625, 3]
type = ChangeState
trigger1 = p2bodydist x <= 320
ctrl = 0
value = 104; This is Sandman custom Dash End state,
;check it if you want use or change to State 100 or 0. What looks better in your char.
;=======
; to always reset this system you need add this to [Statedef -2]
[State -2, ar];aerial rave reset var
type = VarRangeSet
trigger1 = statetype!=A
value = 0
first = 25
last = 26
ignorehitpause = 1
and that`s it.