wait: x
Try:
Where "x" is the amount of frames.
<target action>
Fade out: 5
wait: 5
MOVE character 1: POINT, 1152, 0, 1
MOVE target: POINT, 550, 320, 1
MOVE user: POINT, 0, 0, 1
OPACITY user: 0%, 1
OPACITY target: 100%, 1
OPACITY character 1: 0%, 1
MOTION EVADE: character 1
MOTION EVADE: user
MOTION DAMAGE: target
FACE character 1: target
FACE target: character 1
common event: 196
CAMERA FOCUS: target, BASE, 1
ZOOM: 300%, 180
FACE target: FORWARD
wait: 5
Fade in: 5
ZOOM: 200%, 180
wait: 90
OPACITY user: 100%, 15
OPACITY character 1: 100%, 15
wait: 90
MOVE character 1: POINT, 550, 320, 30
MOVE user: POINT, 550, 320, 30
MOTION SPELL: user
MOTION SWING: character 1
FACE user: target
FACE character 1: target
wait for movement
animation 317: target
*animation 314: target
*animation 314: user
*animation 314: character 1
common event: 197
MOVE character 1: POINT, 450, 420, 180
MOVE user: POINT, 650, 420, 180
MOTION SPELL: user
MOTION SWING: character 1
wait: 90
animation 315: target
animation 316: target
common event: 196
animation 318: target
animation 318: character 1
animation 318: user
MOVE character 1: POINT, 1, 900, 30
MOVE user: POINT, 1152, 900, 30
MOTION SPELL: user
MOTION SWING: character 1
wait: 90
DAMAGE RATE: 7500%
action effect: target
immortal: targets, false
wait: 90
wait: 90
wait: 10
Fade out: 30
wait: 30
common event: 34
move user: return, 1
move character 1: return, 1
common event: 219
common event: 31
wait: 30
Fade in: 30
</target action>motion dead: user
wait: 100
MOTION VICTORY: user
wait: 200
ADD STATE X: target, (show)<finish action>
perform finish
face user: forward
clear battle log
immortal: targets, false
eval: $gameParty.removeActor(5)
</finish action>while ($gameParty.members().contains($gameActors.actor(5))){$gameParty.removeActor(5)}