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Introduction - EX Special Move
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Paste this codes into the top of a statedef that you want to turn into an EX move.
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R_KFM.cns
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[State 1200, 6]
type = explod
trigger1 = !time
anim = 6114
id = 6114
pos = 5,-55
facing = 1
sprpriority = 3
bindtime = 4
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1300, Blink]
type = PalFX
trigger1 = !time
time = 20
add = 0,0,52
sinadd = 64,32,5,3

[State 1, 3]
type = playsnd
trigger1 = !time
value = 3000, 0

[State 1300, 1]
type = poweradd
trigger1 = !time
value = -500

==========================================================================================
Introduction - Distortion Drive
==========================================================================================
Paste this codes into the top of a statedef that you want to turn into a Distortion Drive.
==========================================================================================

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[State 1, ]
type = nothitby
trigger1 = 1
value = SCA

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 3001, 0
channel = 0

[State 1, ]
type = playsnd
trigger1 = animelem = 5
value = 0, 5

[State 3007,]
type = Helper
trigger1 = !numhelper(8985)
helpertype = Normal
name = "Distortion"
stateno = 8985
ID = 7002
pos = 10,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3007,]
type = Helper
trigger1 = winko
trigger1 = !numhelper(8992)
helpertype = Normal
name = "Finish"
stateno = 8992
ID = 8992
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0,-75
anim = -1;100
time = 70
movetime = 8
darken = 0
sound = S3000, 1
poweradd = -1000
p2defmul = 1


==========================================================================================
Distortion Hitdef - Don't use this if you have already one set up.
==========================================================================================
[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5200,5210]
trigger1 = enemynear,movetype != A
trigger1 = !movecontact && !movereversed
attr = S, SA
animtype  = Hard
damage    = ceil(200+(50*numhelper(9884))), 10 ;Make the distortion damages receive buff when NOY is active.
hitflag = MAFD
guardflag = M
pausetime = 10,12
sparkno = 3
sparkxy = -10,-50
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -3,-8
air.velocity = -3,-7
fall = 1
air.fall = 1
fall.recovertime = 45
y.accel = .5
guard.ctrltime = 20 
ground.cornerpush.veloff = -40
air.cornerpush.veloff = -40
nochainID = 8000
getpower = 0,0

[State 210, 2]
type = HitDef
triggerall = enemynear,stateno != [5200,5210]
trigger1 = enemynear,movetype = A
trigger1 = !movecontact && !movereversed
attr = S, SA
animtype  = Hard
damage    = ceil(250+(50*numhelper(9884))), 10
hitflag = MAFD
guardflag = M
pausetime = 10,12
sparkno = 3
sparkxy = -10,-50
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -3,-8
air.velocity = -3,-7
fall = 1
air.fall = 1
fall.recover = 0
y.accel = .5
guard.ctrltime = 20 
ground.cornerpush.veloff = -40
air.cornerpush.veloff = -40
nochainID = 8000
getpower = 0,0