Found a spare hour last night to play with the address you found for X's saber duration. It works great! By reducing it from 16 to 10~8 you shave off just the last bit of delay, makes it a lot more quicker to use without going too far.
I went back and tried to follow this operation more carefully, and started documenting on my spreadsheet all the useful 800970A0+ addresses I've found so far for future reference.
As for the saber action:
Both change for an unique ID for each different action. Probably a general action ID and/or a spritesheet ID.
Seems to be the main flag for the saber action status.
By preventing changes on one or more of these address I've managed to make the saber self cancelling, but not without problems (like the saber not actually appearing and hitting anything). But I'm getting somewhere
8003E630 checks if the buster shot action is in progress, if it is, the function for the saber action is skipped. By NOPing this op you can remove the very small wait you have after shooting with the buster before being able to use the saber. Not much of an impact since it's just a couple of frames, but cool nonetheless
8003F13C is the start of the function that reads conditions to trigger the saber action
8003EA04 is where it checks if the corresponding button is pressed
8003EA34 is where it jumps to if the button is pressed. Setting a breakpoint here puts you right at the start of the saber action after the button is pressed and all conditions are met. However, pressing the button during the slash itself wont trigger this breakpoint, or any point of this function. At some point (I havent found it yet), the whole function (that triggers saber action if conditions are met, including button press) is being skipped while the saber action is in progress. However other button presses checks are obviously not being skipped, since you can cancel it with a dash.
At this point I ran out of time. But I guess I just need to find out what is making this function be skipped during while the action is in progress.
MAN! That's some impressive detective work. Thank you so much! I'm definitely adding this to my documentation
Fun fact, ALL of Alia dialogues I've checked are managed by the same operation except ONE: the introduction dialogue in Infinity Mijinion stage. A last minute addition, probably?
So, I see you confirmed those three weapons do not have a separate Mission Report dialogue for Zero in vanilla?
So I guess they were not actually being skipped in my hack after all?
What you're saying is, Ray Arrow does actually have a separate dialogue, and what injoon84 just reported for vanilla is wrong? Are you sure? (wish I could just try by myself but I'm at work all day and while I can check the forums on my phone on my breaks I can't just boot a game just as easily