Two questions/help

For your first question, you need to put something like this in one of the keyscript matching your character (either the character, the player, or the global keyscript). You'll probably want to add some checks so that you can't perform the move in every situation.

Code:
void main(){
	int  plIndex = getlocalvar("player");
	void vEnt = getplayerproperty(plIndex, "entity");
	
	int attack2 = playerkeys(plIndex, 1, "attack2");
	int attack2H = playerkeys(plIndex, 0, "attack2");
	
	int jump = playerkeys(plIndex, 0, "jump");
	int jumpH = playerkeys(plIndex, 1, "jump");
	
	if((jumpH && attack2) || (attack2H && jump)){
		performattack(vEnt, openborconstant("ANI_freespecial1"));
	}
}


For your second question, how and where back grabbing is triggered ? It should not be in the playable character logic.
 
;)

I don't use OpenBOR hardcoded grab system but I think enemies can have grab animations and grab players with it. For starters, that would be more appropriate than using player grab animation.
 
I see. I still think you should figure a way so that enemy start the process and not the playable character. What you're trying to do can be divided into the  getting grabbed part and the being grabbed part. I guess you could start with the hardcoded grabbing system (so that you don't have to code the getting grabbed part) and continue with customs script from there (that is when enemy start playing grab animation), or create a full new system.

Anyway, key script might be useful to handle factor 3 and 4.
 
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