User blog comment:Zobbes/Hyper Help?/@comment-3495717-20130713221059

I know how to do it in theory, but I wouldn't be able to simply post you a code.

Essentially, you'd have the initial hitdef have a ground.velocity set to a value that (after trial and error) gets the opponent to the other end of the screen. Change P1's animation to the running animation and set your velocity (make sure the trigger is to do with the distance from P2). Do whatever else you need to do.

Do be aware that this might not even work. I'm just working off the top of my head here :P