All of the states required for this game are in Ultimate.st.

Example command for SDM/HSDM.

;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;OJt[˂iQ[WxPj
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3001
triggerall = fvar(1)
triggerall = power >= 1000
triggerall = command = "TripleKFPalm"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


For normal DM's, you want to use triggerall = !fvar(1) in place of triggerall = fvar(1).


Put this bit in all of your SDMs and your HSDM.


[State #]
type = VarSet
trigger1 = 1
fvar(1) = 0

This will "remove" fvar(1) and the timer bar along with it when the SDM/HSDM is excuted.

For the non-moving Dodge, I just uses the POW animation. You'll have to change this to an actual evade animation.

Combo Dampening is active on ALL MOVES. Including SDMs and HSDMs. It will activate after 4 combo hits.


Thanks  
Pneophen for the combo dampner
Helios for timer and effects code.
Anyone who tried to help me get the stupid fucking match-portrait crap to work in Simul.