Well technically, the only problem I saw first was that while copying and pasting the enemy's stats correctly, it even attempts to touch the formation data. I now see why this would happen, though - it is for the case of someone modifying the enemy's model ID, right? The formation data needs to be updated separately to call that enemy or it will produce a rather broken battle in-game. However, here's the problem:
Let's take that Air Buster issue as an example. Apart from Air Buster's entry, the scene 91 also contains an entry for Special Combatant.
Now, Air Buster is in the first, second and third formation table of Scene 91. There are three Special Combatants in the fourth formation table.
Then look at Scene 86, first formation table. You'll find three Special Combatants. Now sync the current Special Combatant with other scenes...
And boom! Scene 91, first formation table. It is now filled with three Special Combatants, one of which has Air Buster's position values, and the two others have FFFFh position values because there weren't supposed to be three enemies in the first place. And there we have replicated Karifean's broken Air Buster fight, which no longer even contains Air Buster.
![Wink ;)](https://forums.qhimm.com/Smileys/akyhne/wink.gif)
Now, the way I see it, updating the model IDs in formation tables is what doesn't work as intended. Instead of checking IF the formation table even has any enemies of a given ID (in this case, 001E), it simply copies over the synced enemy's IDs as they were in the original scene's formation tables.
...Then again, there's always the chance that my theory here couldn't be any more wrong, given the fact that I know nothing of Proud Clod's inner workings.
![Grin ;D](https://forums.qhimm.com/Smileys/akyhne/grin.gif)