Все разобрался.
Также создай через Fighter Factory (вкладка Constans) файл hyper.st и всавь туда вот этот код.
;===========================<reppuu=jinrai=shou>================================
[Statedef 8000]
type=S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype=A ;Move-type: A-attack, I-idle, H-gethit
physics=S ;Physics: S-stand, C-crouch, A-air
juggle=1 ;Number of air juggle points move takes
velset=0,0 ;Set velocity (x,y) (Def: no change)
ctrl=0 ;Set ctrl (Def: no change)
anim=8000 ;Change animation (Def: no change)
sprpriority=2 ;Set p1's sprite layering priority to 2 (in front)
[State 1000, 2]
type=SuperPause
trigger1=Time=0
sound=S7,3
movetime=28
darken=100
sprpriority=3
Time=28
[State 0, Explod]
type=Explod
trigger1=time=0
anim=6020
ID=6020
pos=30,-70
postype=p1 ;p2,front,back,left,right
facing=-1
supermove=1
removetime=-2
sprpriority=3
ontop=1
shadow=0,0,0
ownpal=1
removeongethit=1
ignorehitpause=1
[State 0, AfterImage]
type = AfterImage
trigger1 = Animelem = 1
time = 200
length = 30
palbright = 200,100,0
palcontrast = 100,50,0
palmul = .75,.75,.0
timegap = 1
framegap = 1
trans = add
[State 0, HitDef]
type=HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 11
trigger3 = animelem = 19
trigger4 = animelem = 27
trigger5 = animelem = 36
trigger6 = animelem = 45
trigger7 = animelem = 52
trigger8 = animelem = 61
trigger9 = animelem = 67
trigger10 = animelem = 72
trigger11 = animelem = 77
trigger12 = animelem = 83
trigger13 = AnimElem = 90
trigger14 = animelem = 95
trigger15 = animelem = 100
trigger16 = animelem = 106
trigger17 = animelem = 114
trigger18 = animelem = 119
trigger19 = animelem = 124
trigger20 = animelem = 128
trigger21 = animelem = 136
trigger22 = animelem = 147
attr=S,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag=MAF ;HLAFD+-
guardflag=MAFD
getpower=50,30
givepower=0,0
animtype=back ;light,medium,hard,back,up,diagup
air.animtype=up
fall.animtype=Back
priority=3,Hit ;Hit,Miss,Dodge
damage=40,25
pausetime=5,15
sparkno=S66000
guard.sparkno=-1
sparkxy=-20,-71 ;X-offset for the "hit spark" rel. to p2,;Y-offset for the spark rel. to p1
hitsound=s900,900 ;Sound to play on hit
guardsound=s120,1
ground.type=High ;Low,Trip,None
air.type=High
ground.slide=0
ground.hit=0
air.hittime=20
ground.velocity=0,0
air.velocity=0,0
fall.yvelocity=-4.5
fall.damage=13
kill=1
guard.kill=1
fall.kill=1
[State 0, VelSet]
type=VelSet
trigger1=time>28
x=3
y=0
[State 0, TargetVelSet]
type=TargetVelSet
trigger1=movehit
x=-2
y=0
[State 200, 4]
type=ChangeState
trigger1=animelem=152&&movehit
value=430
ctrl=1
[State 200, 4]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State 0, Pause]
type=Pause
trigger1=animelem=152
time=1