Sorry for all the posts lately.
This is not a problem, at all.
You just need to add the proper check (read the Triggers documentation under DOCS folder in your Mugen folder), take a look:
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
Will trigger if:
- The command is X
- AND you haven't held that button
- If your statype is S (standing)
- And if you have control
Its the same logic for the medium punch, you just add more checks
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact
ignorehitpause=1
Look at the TRIGGER2 line. It will trigger if you are in any of those state numbers (200,230,400,430) and the move has made contact, plus the all the previous conditions.
The same works for the hard attack
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430) && movecontact
ignorehitpause=1
Just avoid to inclued the same state of the attack (in other words, do not include stateno 220 for the Stand Strong Punch) or it will be a infinite combo.
About the spam in the corner, read in the manual for "juggle" and "ground.cornerpush". The info is all there.