Hmm, I guess I didn't have it tweaked as good as I had thought. Here's the Xtreme code if you're interested, otherwise we can stick with the same one.
As you can see, the slow motion stuff is in there, the timing is just off for everything else:
FightMove {
animenum = ea_power8 ;
combotextfinisher = Smash ;
icon = 8 ;
is_power = true ;
lockangles = true ;
lockspeed = true ;
name = power9 ;
playspeed = 1.3 ;
priority = uninterruptable ;
trigger {
life = -1 ;
name = slowmotion ;
speed = 0.2 ;
time = 0 ;
type = ce_game_speed ;
}
trigger {
always = true ;
name = camera_override ;
time = 0 ;
}
trigger {
description = New Text ;
name = team_xtreme_msg ;
time = 0 ;
title = Hulk Smash ;
}
trigger {
name = sound ;
sound = char/hulk_m/p7_power ;
time = 0 ;
}
trigger {
bolt = Bip01 L Hand ;
effect = char/hulk/p9_power ;
fxlevel = 2 ;
name = effect ;
time = 0.05 ;
}
trigger {
bolt = Bip01 R Hand ;
effect = char/hulk/p9_power ;
fxlevel = 2 ;
name = effect ;
time = 0.05 ;
}
trigger {
name = sound ;
sound = char/hulk_m/p3_charge ;
time = 0.15 ;
}
trigger {
effect = char/hulk/p9_power ;
fxlevel = 1 ;
name = effect ;
time = 0.30 ;
}
trigger {
life = -1 ;
name = slowmotion ;
speed = 0.75 ;
time = 0.4 ;
type = ce_game_speed ;
}
trigger {
effect = char/hulk/p9_power ;
fxlevel = 3 ;
name = effect ;
time = 0.63 ;
}
trigger {
damage = %hulk_p9_dmg ;
knockback = 245 ;
maxrange = 600 ;
name = radial ;
time = 0.63 ;
damagemod {
name = dmgmod_ground ;
}
damageMod {
name = dmgmod_popup ;
}
}
trigger {
life = 0.22 ;
movement = -105 ;
name = slide ;
time = 0.28 ;
}
trigger {
name = sound ;
sound = char/hulk_m/p9_power ;
time = 0.52 ;
}
trigger {
critical = true ;
end = true ;
name = xtreme_start ;
time = 0.99 ;
}
chain {
action = Idle ;
result = idle ;
}
}