I tried the King of beasts skill and it proved to not be working for me so I tried to tweak it. Just a few things not working really. When my characters floats up, he never reaches the same height as the target he sent flying. Also when I reach step 9 of the combo, my animation 540 freezes mid playing but the several times it plays again, it just works perfectly. Lastly, I have setup animations 199 to play on target but it still plays on user. Any ideas would be wonderful because it is one big Skill that's sure to be eye candy.
<setup action>
#King of Beasts
display action
wait: 60
immortal: targets, true
</setup action>
<whole action>
hide battle hud
camera focus: user
zoom: 120%, 30
wait for zoom
opacity not hidden: 0, 60
wait for opacity
motion chant: user
motion wait: user
se: Darkness8
opacity user: 55%, 20
wait: 20
opacity user: 100%, 20
wait: 20
se: Darkness8
opacity user: 55%, 20
wait: 20
opacity user: 100%, 20
wait: 20
se: Darkness8
opacity user: 55%, 20
wait: 20
opacity user: 100%, 20
wait: 20
motion guard: user
motion wait: user
</whole action>
<target action>
#Moving to Target
move user: targets, front, 20
motion standby: user
wait for movement
face user: target
#Knock Enemy Up
#eval: alert("Attack #1");
motion attack: user
animation 6: target
action effect
float target: 350%
face target: user
motion chant: user
motion wait: user
animation 40: user
wait for animation
#Pummel them with attacks! (Atk: 2 - 7)
#2
#eval: alert("Attack #2");
float user: 650%
move user: targets, front, 15
motion attack: user
animation 6: target
action effect
#3
#eval: alert("Attack #3");
wait: 5
float user: 350%
wait: 10
move user: targets, front, 15
face user: target
motion attack: user
animation 7: target
action effect
#4
#eval: alert("Attack #4");
wait: 5
float user: 350%
wait: 10
move user: targets, front, 15
face user: target
motion attack: user
animation 8: target
action effect
#5
#eval: alert("Attack #5");
wait: 5
float user: 350%
wait: 10
move user: target, front, 15
face user: target
motion attack: user
animation 9: target
action effect
float target: 350%
face target: user
wait for movement
#6
#eval: alert("Attack #6");
wait: 5
float user: 350%
wait: 10
move user: targets, front, 15
face user: target
motion attack: user
animation 10: target
action effect
float target: 350%
face target: user
wait for movement
#7
#eval: alert("Attack #7");
wait: 5
float user: 350%
wait: 10
move user: targets, front, 15
face user: target
motion attack: user
animation 10: target
action effect
float target: 350%
face target: user
wait for movement
#8
#eval: alert("Attack #8");
wait: 5
float user: 350%
wait: 10
move user: targets, front, 15
face user: target
motion attack: user
force element: fire
animation 3: target
action effect
wait for animation
clear element
float target: 350%
move target: backward, 60, 3
face target: forward
wait for movement
#9 Teleport Attack (1 of 3)
#eval: alert("Attack #9");
animation 540: user
move user: target,back head, 5
animation 199: target
opacity user: 0%
wait for opacity
float user: 350%
move user: target, front base, 5
face user: target
animation 540: user
wait for animation
animation 199: target
face user: target
opacity user: 100%
wait for opacity
motion attack: user
force element: ice
animation 4: target
action effect
wait for animation
clear element
#10 Teleport Attack (2 of 3)
#eval: alert("Attack #10");
animation 540: user
move user: target, back head, 5
wait for animation
face user: target
animation 199: target
opacity user: 0%
wait for opacity
float user: 350%
move user: target, front base, 5
face user: target
animation 540: user
wait for animation
animation 199: target
action effect
opacity user: 100%
wait for opacity
motion attack: user
force element: thunder
animation 5: target
action effect
wait for animation
clear element
float target: 350%
#11 Teleport Attack (3 of 3)
#eval: alert("Attack #11");
move user: target, back center, 5
face user: target
animation 540: user
wait for animation
animation 199: target
opacity user: 0%
wait for opacity
float user: 100%
move user: target, front base, 5
face user: target
animation 540: user
wait for animation
animation 199: target
face user: target
opacity user: 100%
wait for opacity
motion attack: user
force element: fire
animation 3: target
action effect
wait for animation
clear element
float target: 350%
face target: forward
wait for movement
wait for animation
#12 Slam Down to the Ground
#eval: alert("Attack #12");
float user: 350%
move user: target, head, 5
wait for movement
animation 540: user
wait for animation
animation 199: target
motion victory: user
motion wait: user
wait for animation
move user: target, head
wait for movement
float target: 0%
face target: forward
float user: 0%
wait for float
animation 40: user
wait for animation
wait: 5
action effect
wait: 30
jump user: 100, 40
move user: return, 40
motion escape: user
wait for movement
</target action>
<follow action>
wait: 15
opacity not hidden: 100%
show battle hud
immortal: targets, false
death break
</follow action>