Damon Caskey said:
Look up staydown. It does exactly what you are asking for.
Damon Caskey duh, I totally forgot about this!
staydown {rise} {riseattack}
Gives more or less delay to opponent's rise and riseattack.
{rise} defines how much time in centiseconds to be added or subtracted from opponent's rise time for next rise.
{riseattack} defines how much additional time in centiseconds before opponent's next riseattack.
Both effect are gone once opponent rises or riseattacks.
Use this with knockdown attack of course. If this is used by non knockdown attack, the effect won't show itself until hit entity is knockeddown by other attack.
My only problem will probably be that my attack is using a script called finish that hurts the enemy via script so I'm unsure if staydown will work.
No, it won't. As we explained before, with scripts you have full control of what is going on. And that is - YOU have the full control of what is going on.
The engine will do exactly what - and only what* - you tell it to do.
(*not 100% true, but you get the idea)