you could make a PSA with a IASA, although it wouldn't stop the SFX from playing
in other words, you could make a taunt that can be canceled out with another move after a short timeframe (think about mario's taunt in ssb64; you could shield out of it halfway through)
It's just that the sound files will continue to play despite if you move afterwards (notice, falcon punches, warlock punches, and several other moves have TWO sound files, so that if the character is hurt midway in the animation, it doesn't have to play the rest of the sound file).
or did you still want the sound file to continue? in that case, disregard what I just said. All you would need then is the IASA.
i'm totally sorry, but i like, have no idea what a IASA is. i never did a PSA hack before, so... yeah. ><
i get some part of what you mean though. (not talking about the sound files though)
what i'm trying to say is though... you ever played Guilty Gear? the characters could merely cancel out of their taunts by WALKING. meaning they could cancel ANYTHING out of their taunts. i'm a leecher of sorts, so i'm trying to find a code that works like how the taunts worked in GG. xP