Why does the FE3 Barbarian sprite and enemy both disappear at one point of the round?

Video portrayed is an arena round between Ross (whom I replaced Brigand and Pirate with FE3 Barbarian in this hack) and an enemy Wyvern Rider. In my test run of my hack, it worked mostly fine but for whatever reason Ross is prone to disappearing with the enemy after a single round of combat. It works fine otherwise, but it’s a very jarring glitch and idk why it does this, as it only happens for FE3 Barbarian. If anyone can help, that’d be nice.

Apologies if this is a noob question.

If anyone wants the metadata for the FE3 Barbarian and can spot it, you can use this:

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#20 banm_ax1 Barbarian Axe

#When importing to FEditorAdv delete # and after each line.
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/// - Mode 1 #Melee Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
2 p- banm_ax1_000.png
4 p- banm_ax1_001.png
5 p- banm_ax1_002.png
5 p- banm_ax1_003.png
4 p- banm_ax1_004.png
4 p- banm_ax1_005.png
5 p- banm_ax1_006.png
4 p- banm_ax1_007.png
4 p- banm_ax1_008.png
C41 #Play Axe rising SFE
3 p- banm_ax1_009.png
2 p- banm_ax1_010.png
C1A #Normal hit
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit
C1F #Play hit SFE (sounds like Eliwood with sword’s hit)
C42 #Play Axe falling SFE; long axe swinging SFE
12 p- banm_ax1_011.png
C01 #NOP
2 p- banm_ax1_012.png
C34 #Play heavy stepping SFE
3 p- banm_ax1_013.png
3 p- banm_ax1_014.png
3 p- banm_ax1_015.png
C15 #Slight vibration of screen
3 p- banm_ax1_016.png
3 p- banm_ax1_017.png
C32 #Show medium sized dirt wave moving backward animation
C06 #Begin opponent’s turn after hit.next code 0D.
6 p- banm_ax1_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 3               #Melee Critical Animation
C03                               #Start attack animation; need 07 right after this.
C07                               #Start attack animation; need 03 right before this.
1 p- banm_ax1_000.png
C33                               #Play battle cry SFE (REALLY stupid)
4 p- banm_ax1_018.png
3 p- banm_ax1_019.png
4 p- banm_ax1_020.png
4 p- banm_ax1_021.png
3 p- banm_ax1_022.png
5 p- banm_ax1_023.png
8 p- banm_ax1_024.png
C1B                               #Play quick "heavy step" SFE
C15                               #Slight vibration of screen
3 p- banm_ax1_025.png
4 p- banm_ax1_026.png
5 p- banm_ax1_027.png
4 p- banm_ax1_028.png
3 p- banm_ax1_029.png
3 p- banm_ax1_030.png
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit
C20                               #Play hit SFE (sounds like Knight Lord with Durandal's hit)
C14                               #Heavy vibration of screen
C08                               #Critical hit
C42                               #Play Axe falling SFE; long axe swinging SFE
10 p- banm_ax1_031.png
C01                               #NOP
6 p- banm_ax1_032.png
5 p- banm_ax1_033.png
5 p- banm_ax1_034.png
2 p- banm_ax1_012.png
5 p- banm_ax1_035.png
5 p- banm_ax1_036.png
5 p- banm_ax1_037.png
4 p- banm_ax1_038.png
4 p- banm_ax1_039.png
4 p- banm_ax1_040.png
4 p- banm_ax1_041.png
4 p- banm_ax1_042.png
C06                               #Begin opponent's turn after hit.next code 0D.
6 p- banm_ax1_000.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 5 #Ranged Animation
1 p- banm_ax1_000.png

/// - Mode 6               #Ranged Critical Animation
1 p- banm_ax1_000.png

/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
1 p- banm_ax1_000.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- banm_ax1_043.png
1 p- banm_ax1_044.png
C01 #NOP
3 p- banm_ax1_043.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 8               #Dodge Ranged Attack
C02                               #Start of dodge
1 p- banm_ax1_000.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- banm_ax1_043.png
1 p- banm_ax1_044.png
C01                               #NOP
3 p- banm_ax1_043.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 9 #Equiped with Melee Weapon
1 p- banm_ax1_000.png
C01 #NOP

/// - Mode 10               #Standing motions
1 p- banm_ax1_000.png
C01                               #NOP

/// - Mode 11 #Equiped with Ranged weapon
1 p- banm_ax1_000.png
C01 #NOP

/// - Mode 12               #Attack Missed Animation
C03                               #Start attack animation; need 07 right after this.
C07                               #Start attack animation; need 03 right before this.
2 p- banm_ax1_000.png
4 p- banm_ax1_001.png
5 p- banm_ax1_002.png
5 p- banm_ax1_003.png
4 p- banm_ax1_004.png
4 p- banm_ax1_005.png
5 p- banm_ax1_006.png
4 p- banm_ax1_007.png
4 p- banm_ax1_008.png
C41                               #Play Axe rising SFE
3 p- banm_ax1_009.png
2 p- banm_ax1_010.png
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit
C42                               #Play Axe falling SFE; long axe swinging SFE
12 p- banm_ax1_011.png
C01                               #NOP
2 p- banm_ax1_012.png
C34                               #Play heavy stepping SFE
3 p- banm_ax1_013.png
3 p- banm_ax1_014.png
3 p- banm_ax1_015.png
C15                               #Slight vibration of screen
3 p- banm_ax1_016.png
3 p- banm_ax1_017.png
C32                               #Show medium sized dirt wave moving backward animation
6 p- banm_ax1_000.png
C06                               #Begin opponent's turn after hit.next code 0D.
C0D                               #End of dodge animation. preceeded by 0x06

/// - End of animation