2017-01-09
CCS Characters
[UPDATE] Power charge can now be cancelled into guarding
[UPDATE] Adjusted clsns where needed
[UPDATE] Adjusted startup time and frame advantage of various attacks
[UPDATE] Reduced damage of Firey (Sakura,Eriol,Void)
[BUGFIX] Fixed Move being unblockable (Eriol, Void)

Vita
[UPDATE] Adjusted clsns where needed
[UPDATE] Adjusted startup time and frame advantage of various attacks

Serika
[UPDATE] Adjusted clsns where needed
[UPDATE] Adjusted startup time and frame advantage of various attacks
[BUGFIX] Fixed Starstorm having too low hitpause/hittime, letting the enemy fall and avoid most of the hits
[BUGFIX] Fixed Palette 5 having the wrong color appear in some effect sprites such as lightning

Lelouch
[UPDATE] Adjusted clsns where needed
[UPDATE] Adjusted startup time and frame advantage of various attacks

Seravy
[UPDATE] Spiritial Laser startup time reduced
[UPDATE] True Comet is now cancelled if the round ends while it is being cast
[UPDATE] Royal Flare startup is now significantly faster (like on Patchouli)

Aura
[UPDATE] Hard attack (x) is no longer frame disadvantage when hitting
[BUGFIX] Aura is now always unable to get knocked out while debug mode is active – previously this required activating the first phase.
[UPDATE] Data Beam is faster and deals more damage
[UPDATE] Data Highway startup time is faster, and no longer provides a frame advantage when blocked
[UPDATE] Drain Heart now uses a long superpause while the effects are animated to have an actual chance of hitting (effective startup 30 ticks instead of 130)
[UPDATE] When all 8 Phases are activated, Data Drain is replaced by 2128 Drain : same effect but recover health equal to the damage assigned.

Archer
[UPDATE] Tornado Drill startup is now longer (11->21 ticks)
[UPDATE] Added option to disable the Unlimited Blade Works mode (in minus.st)

2015-05-19
Reimu Hakurei
[BUGFIX] Fixed DFA being S,NA type instead of S,SA.
[BUGFIX] Fixed Sliding Kick adding multiple orbs for Fantasy Heaven

Kaguya Houraisan
[BUGFIX] Fixed New Moon Barrier having vertically mislocated clsn box.

Yukari Yakumo
[AI BUG] Fixed AI not using skill cards

CCS
[BUGFIX] Fixed a minor bug in calculation of the time enemy spends unmoving for Snow.

All Touhou
[AI UPD] Update to handling Stage card AI priorities
[AI UPD] Skill cards can now be used when the AI flag “don’t use supers, enemy invincible” is active

Hijiri Byakuren
[BUGFIX] Deleted duplicate anim 1350 from .air

Cirno
[AI UPD] Perfect Freeze is now only used if burden is low

Sakuya
[AI BUG] Fixed AI priorizing Killing Doll card when not using it. Fixed AI 7+ not using Killing Doll even if declared.
[BUGFIX] Fixed Killing Doll being executed entirely during superpause. Now there is a window of 10 ticks at the end when Sakuya is vulnerable as intended.

Marisa
[AI UPD] Master Spark is now not used against already blocking opponents (unless it would kill them anyway)

Youmu
[BUGFIX] Fixed 200 Yojana in one slash upper shockwave having misaligned clsn

Satori (since RC1)
[BUGFIX] Fixed Precognition Strike being possible to activate when it shouldn’t be.
[BUGFIX] Fixed Precognition Strike not reducing the danmaku bar.
[AI UPD] AI is now walking forward to medium distance on high levels instead of using beams if enemy is idle at a 40% chance.
[AI UPD] AI is now jumping at a 20% chance when enemy is far.
[AI UPD] AI will no longer use Fragrance of Roses if the enemy is near.
[AI BUG] Fixed the AI enemy move recognization level not being set to the intended tier.
[BUGFIX] Fixed “Opening the Gates of Hell” not having guard.kill=1 at level 1.
[BUGFIX] Fixed various shielding effects cancelling another (Rose Wall vs Foresight Barrier mostly)
[BUGFIX] Fixed All-Seeing Eye not being removed if another card is declared

Vanilla H
[AI UPD] Increased AI chance to attack from run forward state before stopping
[BUGFIX] Enemy is now unable to recover after air “D+x”

Hotaru Futaba
[BUGFIX] Fixed standing “b” being +11 on hit, which resulted in infinite in the corner, now it’s +3
[UPDATE] Increased dampening on D+b from 0.96 to 0.9 when used as the first hit in a chain
[UPDATE] Reduced damage of D+c from 50 to 35
[UPDATE] Throw no longer hits opponents in air
[UPDATE] Adjusted clsn2 on DBx to make it harder to hit her during startup
[UPDATE] DFX, DFY damage increased slightly (78->88, 95->102)
[UPDATE] DBC damage reduced (105 total), startup increased by 1 tick, blockstun reduced by 4 ticks (now -14 instead of -10)
[UPDATE] DDX startup increased from 2 ticks to 7
[UPDATE] Increased air velocity on DFX and DFY hits to make it easier to connect the combo
[UPDATE] Fixed DDZ super move explods not being transparent in 1.1 Mugen
[UPDATE] DDZ now has a startup time of 6 ticks instead of 1 when the opponent is close enough for the 1st hit to connect.

Nanoha
[AI BUG] MAJOR BUG FIX – AI was unable to use projectile moves when the enemy didn’t have an anti-projectile move active instead of the other way around!
[AI UPD] Nanoha will not run forward directly after teleporting.

2014-05-08
Sailor Moon(RC)
[UPDATE] Added new intro animation (transformation)
[UPDATE] Crouching light punch now has a new animation (and better range), and is unblockable while standing
[UPDATE] Replaced the crouch blocking sprites
[UPDATE] Added new attack : Double Roundhouse Kick
[UPDATE] Added new super move : Moon Healing Escalation, 2 versions.
[UPDATE] Reduced standing “a” startup time by 1 tick (6->5)
[UPDATE] Reduced the damage of standing and crouching “b” from 62 to 54
[UPDATE] F+b is now -20 on block instead of -16
[UPDATE] Slightly increased the damage done by Falling Moon (x projectile)
[UPDATE] Increased the amount of power given to the opponent when blocking Moon Boomerang
[UPDATE] Increased Rainbow Moon Heart Ache damage and blocked damage
[UPDATE] Moon Gorgeous Meditation animation cooldown increased to prevent gaining frame advantage by this attack
[UPDATE] Added simplified command to use Starlight Honeymoon Theraphy Kiss while blocking
[UPDATE] Starlight Honeymoon Theraphy Kiss projectiles now move faster horizontally to make contact with the opponent faster

Sailor Moon(RC2)
[UPDATE] Moon Healing Escalation now removes only 1000 power from the opponent.
[UPDATE] Moon Princess Halation now uses the appropriate animation
[UPDATE] Mystic Silver Crystal now uses a new animation

Sailor Moon
[UPDATE] Added sparkling effect to Moon Healing Escalation
[UPDATE] Moon Healing Escalation now removes 1500 power from the opponent.
[UPDATE] F+b movement speed reduced
[UPDATE] Adjusted run velocities
[UPDATE] Reduced graze effect duration on the startup of F+a and F+b by 1 animelem (no longer extends to the active frames)
[BUGFIX] Fixed F+b not having graze effect properly coded

Vanilla H(RC)
[BUGFIX] Fixed a possible bug with the Superpause controller in Super Eye Laser
[UPDATE] Increased damage of close range standing “a”
[UPDATE] Both versions of standing “a” have reduced frame disadvantage on block
[UPDATE] Reduced startup of standing “b” to 7 ticks, adjusted clsn2
[UPDATE] Reduced startup of standing F+b, eliminated frame disadvantage on hit, adjusted clsn2
[UPDATE] Reduced startup of standing “x” to 17 ticks from 23
[UPDATE] Adjusted clsns on DFX, attack is now safe on block and does 50% more blocked damage
[AI UPD] Improved AI use of standing x,DFX,DBX
[BUGFIX] Removed Trip type from hitdefs of all attacks
[UPDATE] D+x is now unguardable while standing instead of while crouching
[UPDATE] Throw no longer hits opponents in air or jump start
[UPDATE] Opponent can no longer break out of throw by the recovery command
[UPDATE] Increased Eye Laser hittime so it’s no longer disadvantegous on hit
[UPDATE] Reduced startup time of Eye Laser by 5 ticks (31->25)
[UPDATE] Reduced startup time of Double Eye Laser by 15 ticks (46->31)
[BUGFIX] Fixed Eye Lasers being cancellable into Super Eye Laser during startup
[AI BUG] Fixed AI not taking barriers/reflection/invincibility into account when using normal attacks
[UPDATE] Super Drill adjusted clsn1 so it no longer misses when opponent is too close and thin
[AI UPD] Other AI improvements
[UPDATE] Hypercannon unblocked damage is increased to 900 from 600.
[UPDATE] Hypercannon now requires Milfeulle and the Angel Bar to be available
[UPDATE] New modes in the OPTIONS.TXT
; 0 – Solo Mode (No Angels and related abilities)
; 1 – Normal Mode (One Angel at a time, cannot be used while being hit)
; 2 – Boss Mode (Multiple Angels at a time, Nanoboost, Nanorecovery enabled)
; 3 – Final Boss Mode (Angels can be called while being hit, Nanorecovery enhanced)
[UPDATE] Super mode command (3xStart during intro) will now enable Final Boss Mode instead
[UPDATE] Nanorecovery no longer spends Angel Bar when used. Instead, it has a cooldown period of 30 seconds (which gets reduced at lower health)
[UPDATE] Nanorecovery now heals a constant 100 health on Vanilla instead of a random amount betwen 140-210.
[UPDATE] ATK and DEF levels are now displayed as bars
[UPDATE] Availability of Nanorecovery is now displayed by Vanilla’s portrait appearing above the bars.
[UPDATE] While Mint is active the Angel Bar keep decreasing slowly. For a full bar, you can gain an additional 1000 power on top of the amount gained from it before the update.
[UPDATE] Calling Mint no longer costs 20% bar.
[UPDATE] Aerial “x” can now hit falling opponents
[BUGFIX] Fixed Vanilla regaining control 4 ticks earlier than necessary after using Nanorecovery
[UPDATE] Hypercannon now uses movetype=A 80 ticks in advance of the laser being fired to provide a fair chance of blocking to AI controlled opponents.
[BUGFIX] Throw now sets the fall flag.
[BUGFIX] Fixed problems with the timing anf sprpriority of some animations used during Nanorecovery
[BUGFIX] Fixed Super Normad Spin not setting fall flag/air statetype on the opponent
[BUGFIX] Super Normad Spin no longer hits OTG
[BUGFIX] Fixed Hard Kick not setting fall flag on the opponent
[BUGFIX] Removed Supermovetime from Super Eye Laser beam helper
[UPDATE] Added option to select default mode for AI and Human players independently
[UPDATE] Added fall.recovertime to DDx

Vanilla H (RC2)
[BUGFIX] ? Fixed a possible superpause bug source : Angels now can’t destroy themselves during the Superpause of the KO effect.
[BUGFIX] Fixed Super Hair Drill setting the invincibility of the opponent 1 tick too late. Also attack will now not proceed if target is lost in the first tick.
[UPDATE] Forte’s bullet now only stuns for 60 ticks, and you can recover by fewer button presses
[UPDATE] Summoned angels are now stunned when being hit depending on the hitstun time of incoming attacks as normal character would.
[UPDATE] Forte summon now costs 40% bar
[UPDATE] Nanorecovery crouching animation no longer has invincibility. However, when already crouching, the full duration is invincible.
[BUGFIX] Nanorecovery : timer and bar no longer advances while it is being executed.
[UPDATE] Reduced Super Normad Spin damage by 20
[UPDATE] Nanoboost recharge time changed : 20 seconds, and it’s no longer reduced by health
[UPDATE] Nanorecovery now costs 1000 power, does not require an active bar, and heals 180
[UPDATE] Nanorecovery now grants 1 defense when used below half health, 1 attack when used above, and no power. Random gains are removed.
[BUGFIX] Fixed Mint’s bar to power conversion not giving power
[UPDATE] Mint now converts the bar into power at double effectiveness in Final Boss Mode
[UPDATE] Nanoboost now grants 1 attack level when your health is above 50% or 1 defense below, and 1 attack if the opponent has over 50% health or 1 defense if they don’t. The random gain is removed. (This does mean that it is now twice as effective)
[UPDATE] Changed Hypercannon command from BDFb to DDb
[UPDATE] x and D+x now causes a fall properly
[UPDATE] Added 3 new palettes
[UPDATE] Adjusted dampening, damage and max. duration of Normad Spin. Also adjusted hit velocities for the second hit.
[BUGFIX] Hypercannon cannot be used when Milfeulle is already on the screen
[BUGFIX] Fixed Normad Slam and air kick not setting the fall flag on the opponent
[BUGFIX] Fixed Normad Slam not costing juggle points to use
[BUGFIX] Fixed Normad Slam not hitting attacking opponents (caused by leftover code of the long ago removed “Chance combo” feature)
[UPDATE] Changed eye laser animation to use a wider beam, allowing the attack to hit shorter opponents at a long distance
[UPDATE] Ranpha’s attack is now interrupted by all hits not just supers
[BUGFIX] Fixed Super Eye Laser not having attackdist set
[BUGFIX] Fixed opponent falling to the wrong direction after Super Hair Drill

Byakuren
[UPDATE] Removed testing purpose code that freezes the game when incorrect state type is set by enemy custom state

Aura
[BUGFIX] Debug mode : Fixed hitcount and damage total resetting when it isn’t supposed to.
[BUGFIX] Debug mode : Fixed Frame advantage counter being affected by control being redirected to the debug control panel from the character.

Alyssa (RC)
-New character

Alyssa
[UPDATE] Cannot recover from falls.
[UPDATE] D+c no longer hits falling and down
[UPDATE] Extended superpause length during activation of Artemis’s Blessing to make it safer.
[BUGFIX] The effect of Artemis’s Blessing is now stopped at the end of the round.

Kaguya
[BUGFIX] Fixed sprpriority problems with Robe of Fire Rat, Buddha’s Bowl, New Moon Barrier, Invincible NEET

Cirno
[UPDATE] Changed standing up code (5120) to be compatible with Alyssa

Flandre_RP
[UPDATE] Changed standing up code (5120) to be compatible with Alyssa

Mima_RP
[UPDATE] Changed standing up code (5120) to be compatible with Alyssa

Seravy
[AI BUG] Fixed AI not using Reimu appropriately

Unknown
[BUGFIX] Fixed Swimming Up the Waterfall proceeding when the target is lost due to a simultaneous hit
[UPDATE] DFb is now -6 on block
[UPDATE] Standing “c” is now -6 on block
[UPDATE] Standing D+a is now +3 on hit instead of +9
[UPDATE] Standing “b” does 11 more damage, D+b does 9 less damage
[UPDATE] Reduced startup of Toy Knife (25->20 ticks)
[UPDATE] Creature of the Deep no longer does block damage. Toy Knife now does block damage instead.
[UPDATE] Reduced the cooldown of the “y” projectile
[AI UPD] AI will not use “y” projectile if one is already on screen
[BUGFIX] Fixed Teleport command taking priority over Rotten World
[UPDATE] Changed command of “Denial of Existence” and “Swimming up the Waterfall”

Nagato
[UPDATE] Increased startup of F+b (3->6)
[UPDATE] F+b is now more unsafe on block
[UPDATE] Charge minimum duration is 10 ticks (but you can still cancel into graze earlier)
[UPDATE] Changed standing up code (5120) to be compatible with Alyssa
[UPDATE] Standing “b” startup reduced, clsn1 extended, is +4 on hit instead of +11, and +0 on block instead of +3
[UPDATE] Increased startup time of standing “c” and fixed hitdef triggering 1 animelem later than necessary
[UPDATE] Reduced damage of D+c
[UPDATE] Reduced the active frame duration on D+a and D+b
[UPDATE] Increased the damage of air “c”
[BUGFIX] Reduced the hittime of air “a” to prevent jumping infinite
[UPDATE] U+b can now be activated and hit when the opponent if falling.
[UPDATE] F,D,b startup now has invicibility against normal attacks (NA). Added move to the readme.(it was missing)
[UPDATE] D,B,a now has graze while jumping forward
[UPDATE] Both DBa and DBb are now unsafe on block
[UPDATE] DDb is now unsafe on block
[UPDATE] Increased the startup time of the DFA projectile
[UPDATE] Throws (FDb and FDz) will now miss opponents during jump start(state 40)
[UPDATE] Various minor AI adjustments
[UPDATE] Power charge can now be cancelled into guarding (except during the startup).
[UPDATE] Adjusted the instant kill effect so it should now work against The Void without problems. Note that it does not prevent resurrection effects from working, as long as they cancel out the custom state, but it does keep killing the opponent periodically if they do not.
[BUGFIX] Power charge is now unavailable while the instant kill mode is enabled (as you can’t gain power anyway)

2014-02-15
Sailor Saturn
-Character has been completely redone. Uses new set of sprites, new movelist.

Sailor Saturn(Beta2)
[UPDATE] Air kick can now hit falling opponents
[UPDATE] Increased clsn1 size on Nut Kick
[BUGFIX] Fixed Silence Buster projectile causing a cloning bug
[BUGFIX] Fixed Skydome and Ribbon Revolution not spending the bar cost.
[BUGFIX] Silent Glaive Surprise now uses the intended animation
[UPDATE] Death Reborn Revolution and Silent Glaive Surprise no longer provide invicibility against hyper attacks (HA)

Sailor Saturn(RC)
[UPDATE] Increased hitpause durations for light attacks
[BUGFIX] Silent Wall no longer works while it’s still active
[UPDATE] Adjusted timing on walk and run animations
[UPDATE] Stand to crouch and Crouch to stand now uses the jump start animation frame
[UPDATE] Replaced the portraits
[BUGFIX] Fixed bar not refilling during some super moves
[UPDATE] Reduced health for power ratio of healing : 1000 power now refills 125 health instead of 150
[UPDATE] DFC(Triple Combo) now only does the second and third attack if the first one hits.
[UPDATE] The first hit of Triple combo pulls the opponent closer to avoid missing the third hit which has less range
[BUGFIX] Deleted the duplicate 1400,0 sound in the SND file
[UPDATE] Added sound to Ribbon Revolution
[UPDATE] Reduced the startup time of Ribbon Revolution
[UPDATE] Ribbon Revolution is now unblockable while standing and does more damage.
[UPDATE] Increased cooldown and reduced hittime of Ribbon Revolution to prevent it from chaining into itself
[UPDATE] Reduced the duration of Silent Wall to 5 seconds
[UPDATE] Renamed “Space-Time Link” to Power of Silence
[UPDATE] Power of Silence and Destruction Rain use the new animation
[UPDATE] Replaced display effect of Power of Silence
[UPDATE] Adjusted AI difficulty seed numbers
[UPDATE] Power of Silence now reduced bar refill speed by 50% instead of 25.
[BUGFIX] Removed airjump
[BUGFIX] Fixed animation 5050

Sailor Saturn(RC2)
[BUGFIX] Fixed Death Dive Break having a guard distance despite being unblockable
[AI BUG] Fixed the AI being unable to use Cosmic Debris
[BUGFIX] Fixed Silent Glaive Surprise BGM not playing on the round it was activated
[BUGFIX] Added the missing Attackdist controller to the Spinning Slash
[BUGFIX] Disabled Playerpush on Death Reborn Revolution
[BUGFIX] Fixed the jump forward animation
[UPDATE] Replaced the air slash with the new animation (“a”)
[BUGFIX] Fixed the AI being unable to use air slash
[BUGFIX] Fixed the AI not blocking better on higher difficulty levels
[UPDATE] Added a Heavy Air Slash move (uses the animation the old air slash used for now)
[BUGFIX] Fixed the AI using some attacks when out of range

Sailor Saturn
[UPDATE] Added cooldown to the animation of Spinning Slash to make it unsafe on block
[UPDATE] Reduced range of Spinning Slash by 16.6%
[UPDATE] Silent Wall duration reduced to 3 seconds

2014-01-26
Rika
[UPDATE] Increased the startup of D+a by 3 ticks
[UPDATE] Increased the startup of D+b by 2 ticks
[UPDATE] DFa startup increased to 10 ticks, startup invicibility to NA/SA/NT increased to 12 ticks
[UPDATE] DFa damage reduced
[UPDATE] Removed startup invincibility from DDA super
[UPDATE] Reduced damage of DFc super move (Hanyuu)
[UPDATE] Reduced Oyashiro Beam damage by ~30
[UPDATE] Aerial “c” now only hits once but for more damage
[UPDATE] Oyashiro Barrier now has the same effect as for Hanyuu (Projectile reflection)
[BUGFIX] Fixed Dusty dealing no damage
[UPDATE] Using Oyashiro Barrier no longer grants 8 ticks of invincibility

Sayuri
[UPDATE] Adjusted clsn2 on gethit animations (5xxx)
[UPDATE] Reduced number of active frames on standing “a”
[UPDATE] Increased startup of standing short “b” by 2 ticks
[UPDATE] D+a is now +6 on hit and -5 on block instead of (+9,+0)
[UPDATE] Reduced cooldown of D+b by 4 ticks, increased startup by 1 tick
[UPDATE] Reduced the active frames on D+c (9->3)
[UPDATE] Standing throw can no longer hit if the opponent is in air
[UPDATE] Magical : Angents now displays gun fire effects that were missing
[UPDATE] Magical : Angents hitpausetime is increased to make sure the opponent does not fall out of move range while being under attack
[UPDATE] Magical : Angents cooldown is increased to make sure you can’t start a chain with it due to the higher pausetime
[BUGFIX] Fixed Magical : Agents skipping a few frames of animation on startup, adjusted startup time (21 ticks total, 9 before the superpause, 12 after)
[UPDATE] Magical : Angents now does a small amount of block damage
[UPDATE] Removed unguardable while crouching limitation from Magical : Thunderstorm
[UPDATE] Magical : Pressure startup time has been reduced greatly
[BUGFIX] Fixed Magical : Pressure superpause happening too late
[UPDATE] Magical : Pressure no longer works in air
[UPDATE] Reduced distance for activating the short version of standing “b” by 5. (25->20)

Silver(RC)
[BUGFIX] Fixed standing “b” not hitting twice
[UPDATE] Standing “b” is now +2 on hit, -9 on block, reduced startup,cooldown duration
[BUGFIX] Fixed crouching “a” not being unblockable while standing
[BUGFIX] Fixed several low attacks using Trip type which causes unwanted damage reductions.
[BUGFIX] Fixed crouching “c” being +5 on hit (now is +1)
[UPDATE] Added sound to normal attacks
[UPDATE] Reduced startup of DFB by 4 ticks
[UPDATE] Sweep Attack can now be cancelled into Rainbow on the Sky
[BUGFIX] Fixed Rainbow Binding applying the damage dampening twice
[UPDATE] Rainbow Binding will now diappear and the target fall if they are no longer alive
[UPDATE] Greatly reduced the startup time of Sweep Tornado (46->17 ticks)
[UPDATE] Sweep Tornado is now unguardable in air
[AI UPD] AI will now use Sweep Tornado more often
[UPDATE] Reduced startup time of Royal Failure (28->18 ticks)
[UPDATE] Reduced startup time of Spiral Rainbow (32->22 ticks)
[UPDATE] Increased damage of Spiral Rainbow on hit (341->369), blocked damage is unchanged (156).
[UPDATE] Reduced the power cost of Rainbow Cutter to 1000
[UPDATE] Reduced the damage output of Rainbow Cutter by 40%
[UPDATE] Renamed Rainbow Cutter to Rainbow Frenzy
[BUGFIX] Fixed Compressed Rainbow being colorless/invisible at a low chance
[BUGFIX] Fixed Rainbow Bind being invisible/wrong color after hit
[UPDATE] Rainbow Frenzy beams will now be removed if Silver takes a hit

Silver
[UPDATE] Spiral Rainbow is now +0 on hit and block instead of +10
[BUGFIX] Spiral Rainbow and Royal Failure block hittime is fixed to prevent regaining control between hits

Yukari
[BUGFIX] Fixed gap throw Angledraw missing the value parameter

Yukari RP
[BUGFIX] Fixed gap throw Angledraw missing the value parameter

Sakuya
[UPDATE] Reduced blockstun of Luna Dial

Byakuren
[AI BUG] Fixed minor AI bug with the activation condition of some super moves

Bernkastel
[UPDATE] DDz super move no longer heals Bernkastel when hitting.
[AI UPD] AI intelligence category is now the highest in AI.st

Yuyuko
[BUGFIX] Gate to the Underworld, light effect now disappears correctly instead of too late

Aura
[UPDATE] Debug mode : Added tick correction to startup time measurement for P2 side
[BUGFIX] Debug mode : Fixed hitcount and damage not resetting when regaining control and getting hit again
[UPDATE] Debug mode : clsn2 size of the standing animation is extended while in debug mode to make sure attacks that can only hit taller character can be tested.

Cirno
[BUGFIX] Fixed Frost Columns startup time being 5 ticks slower than intended

2014-01-15
Aura
[UPDATE] Added new .Def file to always start in debug mode.
[UPDATE] Debug mode left and right keys are no longer swapped when the character is facing backwards.
[UPDATE] Added new debug function : Attack Analysis
-Display startup and posthit time of enemy attacks
-Display frame adavatage of enemy attacks
-Display total number of hits and damage taken from enemy attacks

2013-11-26
All Characters
[UPDATE] Adjusted air dash velocities to be roughly equal to the character’s ground dash velocities for most characters (+/-10%, but there are exceptions)

Sakuya Izayoi (from Beta1)
[UPDATE] Adjusted D+z command to not trigger if DDZ or DFZ was the input and D is held too long
[UPDATE] DBz now cannot be activated if there is no declared card or it isn’t a spell
[BUGFIX] Fixed dampening not being added by attacks done by Time Paradox
[BUGFIX] Fixed a few attacks doing no damage when used through Time Paradox
[BUGFIX] Fixed Time Paradox now using up the card when used by D+z
[BUGFIX] Fixed cloning bug
[UPDATE] Reduced Time Paradox cost to 20% bar
[UPDATE] Reduced the sprpriority of the background effect for the time stop moves
[BUGFIX] Removed testing purpose superpause from state -3

Sakuya Izayoi (from Beta2)
[UPDATE] Reduced power gain when using Magic Star Sword
[UPDATE] Removed unused animationas from the .AIR file
[BUGFIX] Fixed Private Square background effect not moving with the camera
[UPDATE] Removed most unused sprites from .SFF
[UPDATE] Color separated the black on the shoes
[UPDATE] Added alternative SFF/DEF containing Barai’s sprites.
[BUGFIX] Fixed SFF bugs (duplicate sprites/indexes)
[UPDATE] Added 12 palettes to the default SFF
[UPDATE] Added 7 new palettes to the alternate SFF, added 5 palettes from Barai’s SFF.
[README] Updated Destiny Draw description by removing an unimplemented feature.
[UPDATE] Stopwatch projectiles now stop time instead of slowing it.
[UPDATE] Updated Private Square time slowing to be smoother.
[UPDATE] Stopwatch projectiles will only keep the opponent frozen for 15 ticks after losing contact with the projectile instead of 30.
[UPDATE] Increased dampening caused by Intervention. Opponent can now recover.

Sakuya Izayoi (from Beta3)
[BUGFIX] Fixed Eternal Meek projectiles being affected by time manipulation
[BUGFIX] Fixed Soul Sculpture and Inscribed Red Soul projectiles being affected by time manipulation
[README] Added passive ability to clarify that Sakuya’s projectiles are meant to move during time stop.
[BUGFIX] Added missing ctrl=0 to win states
[UPDATE] Increased damage dampening on Magic Star Sword. Additional dampening is applied for this skill when time is stopped.
[BUGFIX] Adjusted position of hitspark for Inscribed Red Soul and Soul Sculpture.
[UPDATE] Sakuya’s World sets the burden bar to a minimum of 25% while active.
[BUGFIX] Fixed star hitsparks not moving during pauses.
[BUGFIX] Private Square effect is now disabled while the opponent is in a hit state to prevent infinites.
[BUGFIX] Meiling now stays in hitstun for the proper amount of time.
[BUGFIX] Added missing pausemovetime to spellcard circle when leveling up skill cards
[BUGFIX] Fixed Lightspeed Ricochet aiming inaccurately and missing small targets like Cirno
[BUGFIX] Fixed Lightspeed Ricochet not having a block sound
[UPDATE] Reduced the amount of time “Prepared for Everything” knives spend frozen, and increased the randomness of the duration
[UPDATE] Chief Maid is now active below 40% life instead of 33%

Shiori
[UPDATE] Added ice cloud effect to Calling Icicle to make it easier to notice
[UPDATE] Standing “a” is now +6 on hit instead of +9
[UPDATE] Increased the startup of standing “b” (short) by 2 ticks
[UPDATE] Reduced the active frame duration of standing “b” (short) by half
[UPDATE] Adjusted clsns on standing “b” (short) and it can now hit into air.
[UPDATE] Standing “c” is now -9 on block instead of +2
[UPDATE] Standing “c” is now unguardable while standing
[BUGFIX] Fixed D+a being unguardable in air instead of not hitting air.
[UPDATE] D+a is now +3 on block and +6 on hit instead of +0 and +9.
[UPDATE] D+c is now -8 on block instead of +8 and adjusted clsn2 on it.
[UPDATE] Air “b” no longer has a negative y hit velocity
[UPDATE] Adjusted clsn1 on both the air and ground throw animation. Throw can now only hit air-to-air or ground-to-ground. Jump Start(40) counts as neither air nor ground and the move will always miss against it.
[UPDATE] Halved hit and blockstun duration of Icicle projectiles
[UPDATE] Reduced the startup of D+x by 10 ticks (is now 14 instead of 24). Projectile damage is doubled.
[BUGFIX] Fixed animation problem with D+y when hitting early
[README] Fixed Skewering Hailstorm not listed among the super moves and Hailstorm for You being listed with the wrong command.
[UPDATE] Shiori’s throw will now miss Cirno as it involves freezing.
[AI UPD] AI cannot use Ice Cream Beam at difficulty levels 1-3. Chance to use is reduced greatly for levels 4-5 and somewhat for 6-8.

Hanyuu
[UPDATE] Most normal attacks are less disadvantageous on block when transformed compared to their untransformed equivalent.
[BUGFIX] Reduced the number of active frames on D+a by 3 to match transformed version. Adjusted blockstun amount.
[BUGFIX] Removed “Trip” type from DDB hitdef (causes additional hardcoded damage reduction )
[BUGFIX] Fixed DDA having NA type hitdef instead of SA type
[UPDATE] Increased yaccel and jump velocity slightly
[UPDATE] Redcued hittime of air “a”
[UPDATE] Air “a” can be cancelled into Air “b” and “c”, Air “b” can be cancelled into Air “c”
[UPDATE] Air “b” now has 12 active frames instead of 4, has longer startup and causes less hitstun.
[UPDATE] Increased damage done by air “c”
[UPDATE] Transformed “a” is now -8 on block instead of -13
[UPDATE] Transformed “b” now does +20 damage and is 2 ticks faster to start (9 instead of 11).
[UPDATE] Illusion Kick (high) is no longer safe on block
[UPDATE] DDC is now -12 on block instead of -7
[UPDATE] Reduced startup of Godly Slash to 16 ticks (was 36), and it is now unguardable while crouching
[UPDATE] Increased Hinamizawa Stress Release damage by 50. It now does 360 damage without transformation and 410 when transformed (which means it is still 30 less damage than 2xTime Freeze without, but now 20 more with transformation.)
[BUGFIX] Fixed D+c counting as a standing move instead of crouching

Marisa
[BUGFIX] Reduced the hitstun of the beam attacks by 4 tick (the faster beam was +6 on hit, fast enough to start a combo at close range)

Yuyuko
[BUGFIX] Adjusted Nothitby on B+b when used from blockstun to not apply on the cooldown on the move.
[BUGFIX] Youmu now stays in hitstun for the proper amount of time.

Kano
[BUGFIX] Napalm Beat can now only be used from standing blockstun

Tenshi
[UPDATE] Sword of Unletting Soil now has startup NA/SA invincibility when used from blockstun.

Sailor Moon
[BUGFIX] Limited Moon Princes Halation to have at most 25 active projectiles at a time. If enemy is invincible and the projectiles don’t hit, spawning now stops at 25 of them to prevent using up all available helpers and bugging the enemy character due to reaching the helper limit.

Lelouch
[BUGFIX] Fixed Flash Grenade not being able to hit more than one target
[UPDATE] Flash Greande is now NT type instead of ST
[AI UPD] AI will not use Flash Grenade when the enemy is stunned by another Flash Grenade already.

Saturn
[BUGFIX] Fixed AI being able to use Reaper mode in survivor due to inheriting variables from another character

Aura
[BUGFIX] Fixed AI being able to use Debug mode in survivor due to inheriting variables from another character
[UPDATE] Danmaku Bar is not filled while using the 8 Phases of Morganna

Void
[UPDATE] Increased clsn2 size on falling animations because certain combos that were supposed to hit her missed.

Serika
[UPDATE] Thunderbolt is no longer a hyper projectile, and it no longer does power damage when guarded.
[UPDATE] Starstorm is no longer unguardable while standing

All CCS
[AI BUG] Fixed the AI not landing from Fly until the timer expired
[BUGFIX] Fixed frozen state counting as standing even in air

Archer
[BUGFIX] Fixed run forward counting as an aerial state instead of a standing one

Patchouli
[Ai UPD] Minor update to timing of AI use of Koakuma summon
[BUGFIX] Kouakuma now stays in hitstun for the proper amount of time.

Ayu
[UPDATE] Standing “a” now has a startup of 2 instead of 3, and 1 active frame instead of 6
[UPDATE] Reduced startup and hitstun of F+b
[UPDATE] F+b is now a dodging attack (invincible to NA and SA on startup)
[UPDATE] Crouching “a” now has 1 active frame instead of 5
[UPDATE] D+b no longer works as a counterattack from blockstun, does increased damage.
[BUGFIX] Fixed throw animation lacking clsn2 on startup, additionally it can now be interrupted by hits
[UPDATE] Throw is now missing against opponents in their jump start state (40)
[UPDATE] Adjusted clsn2 on various attacks
[UPDATE] Reduced frame advantage gained by y
[UPDATE] Increased Taiyaki Throw startup time to 8 ticks (was 4)
[BUGFIX] Fixed grazing effect not appearing during Taiyaki Jump

Nanoha
[BUGFIX] Fixed normal beam having clsn1 size of Divine Buster
[UPDATE] Standing “a” is now +4 on hit and -4 on block instead of +8/-8
[UPDATE] Standing “b” now has +1 ticks of startup (4->5)
[UPDATE] Standing “c” now has 9 ticks of startup instead of 6
[BUGFIX] Added missing A to the guardflag of D+a
[UPDATE] Reduced startup of D+a by 3 ticks (12->9)
[UPDATE] Adjusted clsn1 and reduced active frame duration on air “a”
[UPDATE] Protection got a new effect : creates a barrier that blocks non-hyper projectiles for 3 seconds (weaker version of Wide Area Protection)

Rika
[UPDATE] Reduced cooldown of standing “b”

2013-08-16
ALL RP
The project is now discontinued. These are the last updates to these 4 characters.

Yukari RP
[UPDATE] Reduced the blocked damage cause by Ran
[BUGFIX] Fixed guardspark positioning on B+c
[UPDATE] Increased the damage of Zen Temple Butterfly
[BUGFIX] Fixed the gap not eating some projectiles
[BUGFIX] Fixed Nest of Firefly missing some of the hits at close range
[UPDATE] Nest of Fireflies is now +5 on block instead of +14
[BUGFIX] Fixed superportrait problems
[BUGFIX] Fixed Boundary Wave removing some other projectiles without getting destroyed.
[UPDATE] Extended clsn1 on Zen Temple Butterfly, also adjusted clsn2.

Yuyuko RP
[UPDATE] Reduced active frames of standing b and c by 2, adjusted clsn1
[UPDATE] D+b is no longer -5 on hit
[UPDATE] Butterfly Dance C version is now -14 on block instead of -4

Flandre RP
[UPDATE] Reduced blocked damage of Royal Flush by about 40%
[BUGFIX] Fixed opponent not falling when surviving Then There Was None.
[BUGFIX] Fixed issues with throw
[BUGFIX] Fixed Shockwave being unblockable

Mima RP
[BUGFIX] Fixed AI not using Meteor Staff
[UPDATE] Improved air a and b attacks
[UPDATE] Standing b is now -5 on block instead of -10
[BUGFIX] Crouching c is now -14 on block as intended
[UPDATE] Stellar Missile is now removed earlier when blocked to avoid getting frame advantage
[UPDATE] Elemental Spark is no longer safe on block
[UPDATE] Additional friction is applied when in hit states to prevent messing up the combos of opponents
[UPDATE] Event Horizon is now less frame advantage on block (but it’s still +5!).

Cirno
[UPDATE] Ice Thorns, Ice Chaingun, Icicle now have higher airguard.velocity

Yuyuko
[AI UPD] Added missing Y distance restriction to standing B and F+b

Patchouli
[AI UPD] Added missing Y distance restriction to standing normals

Yukari
[BUGFIX] Fixed air D+a being an infinite when jumping.

2013-08-07
All Characters
[AI UPD] Added recognization of attacks that require movement or jumping to avoid to the AI file, and proper handling of this in the characters themselves.
[AI UPD] Nitori’s Hisoutensoku is now recognized as a duration invincibility attack
[AI UPD] AI will no longer conserve power for learned card if the learned card is a stage card
[AI UPD] AI will recognize Marisa’s attacks.
[AI UPD] Fixed AI being limited to 60 ticks of grazing when the maximum grazing duration is 75 ticks
[AI BUG] Fixed AI cognition level set by enemy authorname instead of own for RP characters

All Touhou
[UPDATE] Added compatibility with Marisa’s “Phantom Thief Strikes Again!” spellcard.
[R UPD] Updated all readme files with a newer explanation about declaring spellcards.
[UPDATE] Holding B and F when pressing Z will have the same effect as DFZ. This command is necessary to activate a declared spellcard while guarding because DFZ is not possible to enter while holding back (it triggers grazing)
The way to use a non-declared spellcard while guarding is unchanged (B+D and the z button).
[BUGFIX] Fixed Y velocity formula used by air kicks on Marisa, Youmu, Reimu, Suika, etc

Nitori
[UPDATE] F+a now has +10 hittime so it’s no longer a disadvantage on hit when used from far distance
[UPDATE] DFb now has +9 hittime so it’s no longer a disadvantage on hit
[AI BUG] Fixed AI being unable to use Rocket Launcher
[UPDATE] UFO Activity UFOs move slower
[BUGFIX] Fixed the camera following Nitori during Hisoutensoku
[UPDATE] Added the new spellcard configuration exe
[UPDATE] The command DFb now takes priority over D+b as it should
[UPDATE] High Hammer Attack and Low Hammer Attack now makes Nitori move forward
[UPDATE] The opponent can no longer recover from falling after Nitro Boost, and the 3 laser spellcards
[UPDATE] Immunity to attacks isn’t applied to the first 4 ticks of Opto-Camouflage anymore
[UPDATE] Opto-Camouflage no longer hits opponents in the air, so it’s easier to avoid it by jumping now.
[AI UPD] Changed use condition for Opto-Camouflage for AI.
[UPDATE] High Hammer attack is unguardable while crouching. Other changes have been added to make sure you can’t combine it with low projectiles effectively.
[UPDATE] Roundsaw now moves faster.
[BUGFIX] Fixed the power cost not being spent when chaining into Petawatt Laser and Zettawatt Laser
[UPDATE] Increased the damage dampening on Double Shot
[BUGFIX] Fixed Double Shot taking priority over the DFy command of Rocket Launcher
[UPDATE] Reduced the power generated by Rocket Launcher on use and block, and increased it on hit
[UPDATE] Hammer attacks cannot be used during Fountain of Kappa
[UPDATE] You can’t have more than 2 Bubble Cannons active at the same time
[UPDATE] Mobile Barrier cost is reduced to 30% bar
[UPDATE] Hisoutensoku now does an additional 30 guarded damage for each level
[UPDATE] Roundsaw now does 10 guarded damage
[UPDATE] Shield Generator Unit now costs 1000 and reduces 8% damage for each level instead of 2000 for 12.
[UPDATE] Laser Cannon does 50% more damage
[UPDATE] Air Strike and Parabots additional duration per level is now 10% instead of 20.
[UPDATE] Air Strike base duration is now 7 seconds instead of 10
[UPDATE] UFO Activity : UFOs appear periodically now instead of randomly
[UPDATE] UFO Activity : UFOs now fire a laser beam instead of projectiles.
[UPDATE] UFO Activity : UFOs only appear on top
[BUGFIX] Fixed sprite/clsn positioning of lighting gethit (anim 7696)
[BUGFIX] Updated Mobile Barrier to use Helper instead of Projectile because it caused issues.
[BUGFIX] Fixed Nitori having 60 air juggle points instead of 15
[UPDATE] Adjusted timing of b,D+a,D+b (reduced startup by 2-3 ticks)
[UPDATE] Air kick (F+b) now works the same as standing kick (more damage, causes a fall)
[BUGFIX] Fixed Nitro Boost applying grazing invincibility for the startup
[UPDATE] Rapid Fire crouching version is now unguardable while standing
[UPDATE] Rapid Fire startup is now 8/10 ticks instead of 4/9
[UPDATE] Reduced startup time of Magical Water Cannon to 25 from 41/35
[UPDATE] Increased startup time of Surprise Grenade by 6 ticks
[BUGFIX] Fixed lasers having an interruptable tick on startup
[UPDATE] Increased Petawatt Laser damage by 1/hit
[UPDATE] Greatly increased Hisoutensoku damage. This attack is extremely slow so it’ll almost always get blocked anyway.
[UPDATE] Waterball projectiles can no longer be hit or destroyed by physical attacks

Yuyuko
[AI UPD] Added Y distance check to standing “a”
[BUGFIX] Deadly Butterfly, projectile spawning point is now bound to Yuyuko so they won’t spawn elsewhere when she is pushed.
[BUGFIX] Updated Light of the Undead to use Helper instead of Projectile because it caused issues.
[UPDATE] D+F+a now has a simpler command, F+a instead
[UPDATE] “b” and F+b can be cancelled into F+a, D+b, danmaku
[UPDATE] Reduced startup of “c” by 6 ticks
[UPDATE] Throw Ghosts does +3 damage/projectile
[BUGFIX] Added missing removeongethit parameter to some normal attack effects
[UPDATE] Light of Undead startup is 12 ticks faster
[UPDATE] Light of Undead now hits 3 times (total damage on hit is increased). Skill card levels add only 10% damage instead of 15% but add 15 guarded damage instead of 10. Spritual Beam passive gives 5% damage/level instead of 10%.
[UPDATE] Rush of the Dream movement velocity is 2 less (now 2 faster than the slow version instead of 4)
[UPDATE] Reduced startup of Immaterial Laser (20 ticks before the superpause and 8 after)
[UPDATE] Ghost Path startup is reduced to 15 ticks (was 53)
[UPDATE] Greatly reduced Ghost Highway aniamtion time. Changed Ghost Highway movement pattern and duration.
[UPDATE] Ghost Path and Ghost Highway projectiles can now be grazed
[UPDATE] Removed armor code from Ghost Highway. It is now an interruptable attack.
[UPDATE] Limited Ghost Highway to have only one active at a time
[UPDATE] Lance of Death damage and guarded damage are both reduced by 2/hit
[UPDATE] Invitation to Afterlife is no longer a spellcard. It is now a danmaku move. Command is DDY. Damage has been lowered accordingly.
[UPDATE] Lance of Death can be chained into Flawless Nirvana
[UPDATE] Gate to the Underworld startup is reduced by 20 ticks. Effect improved.
[UPDATE] Reduced startup of Flawless Nirvana to 40 ticks.
[UPDATE] Reduced Sakura Dance startup by 32 ticks.
[BUGFIX] Fixed color separation problem with color 23 and 31 on a few sprites
[UPDATE] Lance of the Undead base damage is increased to 75.
[UPDATE] Lance of the Undead and Light of the Undead now has attack distance set on Yuyuko’s states in addition to the beam itself, allowing for guarding earlier.
[UPDATE] AI difficulty seed number for levels 5-7 are reduced
[UPDATE] Reduced the simultaneous amount of helpers during Ghost Highway by making them move faster and disappear at a lower height (-220)
[UPDATE] Air b now uses aiming velocities like most other Touhou characters with similar kicks, except Yuyuko’s kick can’t go upward, only down.
[BUGFIX] Fixed Superpause trigger bug in Ghost Path
[BUGFIX] Fixed D+b not working during hitstun even though it was supposed to? Not sure but it was halfway removed, weird…
[UPDATE] D+b command has been changed to B+b
[UPDATE] D,D,b command is now D+b
[UPDATE] Reduced input time for BD commands
[UPDATE] D+b (Old DDb) can no longer be chained into itself
[UPDATE] Spiritual Beam is no longer interruptable on startup
[UPDATE] Reduced Ghost Highway damage by about 25%
[BUGFIX] Fixed Ghost Highway damage adapting to last used card if another card is used before it expires.
[BUGFIX] Fixed problems with the fan display when chaining into Flawless Nirvana
[UPDATE] The Ruler of Light Skill Card now adds a little bit of additional damage to the beam Spell Cards (about 4-5%/level)
[UPDATE] Lance of Death now darkens the screen

Reimu
[AI BUG] Fixed AI using the wrong type of Dimension Rift as part of Wind God Kick
[UPDATE] F+b is unguardable while crouching
[BUGFIX] DDa command now takes priority over D+a command as intended
[UPDATE] F+a can be cancelled into DDa, but only on HIT
[UPDATE] Adjusted clsns on air “a”
[UPDATE] DDA has grazing during movement and new command, DFA
[UPDATE] Added new attack : Sliding Kick, command : DDA
[UPDATE] Reduced startup and animtion time for Hakurei Amulet
[UPDATE] Hakurei Amulet projectiles start moving faster
[BUGFIX] Fixed timing when Spread Hakurei Amulet splits up
[UPDATE] Sealing Pillar, Dormant Pillar startup reduced greatly
[UPDATE] Sealing Pillar cooldown reduced greatly, no longer hits falling opponents
[UPDATE] You can’t chain two aerial kicks together anymore
[UPDATE] Instant Dimension Rift startup is reduced greatly, it’s no longer interruptable, and Reimu doesn’t become transparent before the replacement appears.
[BUGFIX] Initial hits at time of orb spawning on Fantasy Orb will not push opponents away and will stun them enough for the rest of the attack to hit
[UPDATE] Initial hits of Fantasy Orb and Fantasy Seal at close range do less damage than the main hits
[BUGFIX] Fixed/Added hispark to Fantasy Orb and Seal
[UPDATE] Demon Binding Circle startup has been reduced by 16 ticks (now 11 instead of 27)
[UPDATE] Exorcising Border now comes out a few ticks after the superpause instead of immediately. Total startup is now 20.
[UPDATE] Exorcising Border damage is significantly reduced, dampening is also reduced, leveling up the card will now make the borders move slower instead of increasing the damage output directly.
[UPDATE] Sanctifier Orb startup has been reduced to 15 ticks
[UPDATE] Reduced startup of Priestess Mandala by 10 ticks (is now 35)
[UPDATE] Wild Exorcism startup is now 18 ticks instead of 33. Cooldown is also adjusted.
[UPDATE] Further extanded clsn1 on air a
[UPDATE] Air a now cannot be chained after itself
[UPDATE] Will now display the other guard animation when taking guard damage
[BUGFIX] Fixed aerial kick not aiming at opponent properly when they are down or crouching

Kaguya
[BUGFIX] Fixed Eirin not having clsn2 on her gethit animation
[BUGFIX] Removed debug spam from Lunar Cannons
[UPDATE] Reduced Lunar Cannons guarded damage by 1/hit for each level.
[AI UPD] Updated conditions for using normal physical attacks
[AI BUG] Fixed AI not saving power for resurrection
[AI BUG] Fixed AI containing outdated guarding code
[UPDATE] Increased startup of “b” by 2 ticks
[UPDATE] Increased startup of DFb by 2 ticks
—Updates to bring up Kaguya to the intended boss tier, as compared to other Touhous she is a bit underpowered—
[UPDATE] Growing Moon Beam does +10 damage on the first hit
[UPDATE] Waning Moon Dissipation projectiles now do 50% more damage and the damage boost/level is doubled. It also does 1 guarded damage now instead of 0.
[UPDATE] Full Moon Shine projectiles now do 7 guarded damage each and +2 damage/hit when not guarded
[UPDATE] Moondust Explosion does +20 damage but upgrades only add 20% damage instead of 25%
[UPDATE] Moondust Meteor now does 66% more guarded damage
[UPDATE] Bamboo Harvesting Season now causes a fall
[UPDATE] Changed the frame order of the animation for Waning Moon Dissipation
[UPDATE] New Moon Barrier command (DDY) no longer takes priority over DFy and DBy

Kano Kirishima
[UPDATE] Increased startup time of standing “a”
[UPDATE] F+c now causes shorter blockstun so it’s punishable
[UPDATE] Throw will now miss when the enemy is in the jump start state
[UPDATE] Frost Nova is no longer unguardable and does an extra 30 damage
[UPDATE] Changed Gravity Field command to BDFc from FDFc
[UPDATE] Increased the startup time of DDc by 4 ticks
[UPDATE] Increased Fire Bolt animation cooldown by 12 ticks
[UPDATE] Cold Bolt is now limited to one active at a time
[UPDATE] Increased guard.hittime of thunderstorm to make it safer
[UPDATE] Removed knockback velocity and cornerpush from standing “b” and “c”. You can now do x->c->x or x->b->c->x instead of just x->x to do more damage. “x” costs 20% bar to use so it’s not an infinite.
[UPDATE] Increased dampening on standing “c”.
[UPDATE] Jupitel Thunder command is now DFDFz instead of FDFz
[BUGFIX] Added guard distance to Hell Inferno
[UPDATE] Increased startup of F+a by 5 ticks
[UPDATE] Increased startup of F+c by 2 ticks, is now -20 on block instead of -12
[UPDATE] Adjusted item drops (item quality was too low in general)
[BUGFIX] Fixed bug that caused better rare items to drop than intended when past a certain score barrier
[UPDATE] Increased Fire Bolt damage
[UPDATE] Added all the new boss ratings of my characters to the scoring that determines the item drop. All characters listed with “BOSS” AI now drop better items and some of the non bosses also drop a bit better ones.
[UPDATE] Increased lightning bolt hittime and reduced the animation cooldown.
[UPDATE] Walking or running no longer resets MP regeneration, but teleport,jumping,or getting hit resets it.
[UPDATE] Changed command for soul strike, sightblaster, soul expansion
[UPDATE] Reduced time available for hcf and hcb commands
[UPDATE] Increased startup time of standing “b” (7->10) and dampening (0.93->0.88)
[UPDATE] Increased cooldown of DDC to make it punishable on block (now -11)
[UPDATE] Crouching light attack is unguardable while standing, startup slower, cooldown higher.
[UPDATE] Increased startup of D+b by 6 ticks (6->12), increased dampening, increased cooldown by 4 ticks
[UPDATE] Increased startup of D+c and reduced cooldown greatly
[UPDATE] Removed old air ‘a’, moved old air ‘b’ to ‘a’, added new air ‘b’. New b can be cancelled into new a.
[UPDATE] Adjusted clsns on staff surfing (more clsn2, smaller clsn1)
[UPDATE] Reduced blockstun of Soul Strike
[UPDATE] Increased Fireball startup by 3 ticks, reduced blockstun by 10 ticks
[UPDATE] Reduced Lightning Bolt startup by 11 ticks. Lightning bolt projectile is now removed if the player is hit during the first 6 ticks.
[UPDATE] Reduced Lord of the Vermillion, Meteor Storm startup time by 15 ticks (64->49), increased damage and guarded damage on Lord of Vermillion.
[UPDATE] Earth Strain now does 20 less damage but does 30 blocked damage. Increased startup time by 5 ticks.
[UPDATE] Greatly reduced startup of Hell Inferno (121->31), it is now not possible to interrupt it at all.
[UPDATE] Added juggle point cost to sliding kick
[BUGFIX] Inventory can no longer be opened while the character is in a custom state. Doing so could potentially freeze the game due to root,command not reading keys in custom states.
[BUGFIX] Frost Diver now moves upward normally when opponent is very close instead of having huge gaps
[UPDATE] Meteor Storm is no longer unguardable while standing

Byakuren
[AI BUG] Fixed AI being unable to use spellcards when the enemy was invincible
[AI BUG] Fixed AI containing outdated guarding code
[BUGFIX] Added missing time>10 limitation to skill card to danmaku cancels
[BUGFIX] Fixed the Light/Dark Blaster keeping statetype=C when they are supposed to switch to statetype=S
[UDPATE] Light/Dark Beam startup is 6 ticks lower, active duration is 6 ticks higher but total damage is unchanged
[UPDATE] 2nd version of standing “a” will be used if the opponent is too far to reach with first “a”.
[UPDATE] Adjusted clsn on DBC
[UPDATE] Manifestation of M. startup has been reduced by 8 ticks (now it’s 48 ticks total)
[UPDATE] Omen in Purple Mist duration has been reduced by 3 seconds (now it’s 7 seconds on level 1)
[UPDATE] Reduced startup of Light Sword Strike to 9 ticks.
[UPDATE] Devil’s Recitation damage has been increased by 10% on hit and by 60% on guard on level 1.
[BUGFIX] Flying Fantastica no longer ignores damage dampening

Satoko
[UPDATE] Rubber Bomb explosion area is halved
[BUGFIX] Added the missing guard.ctrltime parameter to normal attacks
[UPDATE] Increased animation cooldown of “x”
[UPDATE] Adjusted AI use of super moves on higher difficulty
[UPDATE] Added guarded damage to explosives (rubber bomb and fireworks rocket)
[UPDATE] Increased damage of Rubber Bomb by 10
[UPDATE] Changed aerial D+x command to “y” because button was unused
[UPDATE] Changed aerial D,D,x super command to DDy to match the above change
[UPDATE] Increased range of DFC
[UPDATE] Kick (b) now uses updated code
[UPDATE] DBA is now -10 on block
[UPDATE] Increased startup time of Rubber Bomb and the super version of it by 4 ticks
[BUGFIX] Fixed Rika not having clsn2 on startup (she grazes while running but isn’t supposed to be completely invincible)
[UPDATE] The dust from Rika now stuns longer on hit and shorter on block
[UPDATE] Changed DBa command to DBc

Youmu
[UPDATE] Reduced startup of DFa and reduced movement velocity.
[UPDATE] DFa is now unguardable while standing (like the bar version BDa)
[UPDATE] DFb is now unguardable while crouching
[BUGFIX] Fixed the player being unable to chain non-learned spellcards after Reckless Assault
[UPDATE] Updated kick to work similar to Reimu’s and Marisa’s (target opponent’s head position)
[BUGFIX] Fixed the bar immediately restarting to fill after using Wicked Soul and ignoring the 30 ticks of delay
[UPDATE] Parrying level 4 now gives 30 power instead of 40 so each level adds 10 power
[BUGFIX] Added attack distance for F+a to allow AI to block it
[BUGFIX] Fixed Slash of Present->Slash of Eternity chain not spending the power cost
[BUGFIX] Fixed Slash of Present->Slash of Eternity chain consuming the card but having no effect when activated too late or being guarded
[BUGFIX] Fixed Slash of Present->Slash of Eternity chain failing if the attack doesn’t make contact and causing the a chain the next time it’s possible
[UPDATE] Extended clsn1 on Lunar Cycle Cut because consecutive hits were sometimes depending on the opponent’s clsn2 on their fall animation
[UPDATE] Added new CHAIN option : Heart Carving Cut -> Slash of Spring Wind
[BUGFIX] Added missing spell-chain variable reset outside of card states
[UPDATE] Reduced amount of active frames on air kick
[BUGFIX] Fixed Spiral Pierce hitspark only appearing on the first hit
[UPDATE] Sprial Piece hits now push Youmu backwards if the distance of the opponent is below a certain amount. Primary reason for this is that the spell doesn’t look like it’s hitting at very close range, but I do want it to be able to hit AND look like it’s hitting.
[UPDATE] Spiral Pierce, reduced startup by 8 ticks
[UPDATE] Tenha Yuurei Retsuzan, reduced startup by a few ticks
[BUGFIX] Fixed Low Cut being unguardable crouching when it should have been unguardable standing.
[UPDATE] Low Cut, reduced startup time
[UPDATE] Reduced active frame duration of F+b and adjusted clsn2
[UPDATE] F+a startup is 3 ticks less, now does 3 guarded damage.
[UPDATE] Minor adjustments to various normal attacks
[UPDATE] Increased the dampening of Crescent Moon Slash when used without Full Moon Slash
[UPDATE] Increased Sonic Wave startup by 2 ticks
[UPDATE] Slash of Eternity, added 5 ticks of delay between superpause and first hit (total startup unchanged, superpause just activates earlier), to provide a fair chance for guarding the attack.
[UPDATE] Added attack distance to Slash of Eternity so the AI will be able to block it
[UPDATE] Flawed Nirvana lv2 and above can kill when guarded.
[UPDATE] Added the new spellcard configuration exe
[UPDATE] Major changes to how Double Pain works.
-Clones are now spawned periodically
-Clones now disappear from hyper attacks, and when the main body takes too much damage
-Leveling up increases the maximum number of clones active at the same time, but it will not spawn them immediately.
[UPDATE] Adjusted power gain amount from Runic Sword
[AI UPD] Increased AI dfficulty seed number for levels 3-6
[BUGFIX] “b” is no longer unguardable in air
[BUGFIX] Fixed aerial kick not aiming at opponent properly when they are down or crouching
[UPDATE] You can’t chain two aerial kicks together anymore
[BUGFIX] Fixed Slash of Present hitting during superpause. Now there is no startup before superpause and 7 ticks after.
[UPDATE] Slash of Eternity, Superpause now starts immediately instead of at time=5
[BUGFIX] Fixed Life Ending Sword hitting during superpause. Now there is 3 ticks of startup before superpause and 20 ticks after. Fixed upgraded version’s animation being slower than level 1.
[UPDATE] Slashing a Flower on One’s Head now has graze instead of invincibility against NA/SA/NP/SP/NT

Flandre
[BUGFIX] Fixed ground bounce custom state (619) sometimes not bouncing the opponent
[UPDATE] Sonic Claw startup time reduced significantly (was too slow for its intended purpose of being a fast projectile)
[UPDATE] Increased Sonic Claw projectile starting velocity
[UPDATE] Reduced Stigmatizer Boomerang Startup time by 5 ticks
[UPDATE] Increased Ground.velocity induced by Stigmatizer Boomberang on hit and reduced it on guard
[UPDATE] Increased Bloodbolt Arc damage and added guarded damage, and power gain when guarded
[UPDATE] Added ability to cancel Stigmatizer of Earth into itself
[UPDATE] Reduced the amount of burden reduction granted by persistence levels 2-4
[BUGFIX] Fixed the danmaku attacks keeping statetype=C when they are supposed to switch to statetype=S (this can prevent cancelling them into grazing), bug affected most Type=U danmaku, but it was most noticable on those that had D+button as the command.
[BUGFIX] Fixed Stigmatizer of Earth having no physics
[UPDATE] Reduced cooldown and startup of Stake Spread
[BUGFIX] Fixed “And Then There Was None” spellcard’s bonus damage from levels not being applied
[BUGFIX] Fixed “And Then There Was None” spellcard doing negative guarded damage instead of 0 if opponent had too much power
[BUGFIX] Fixed “And Then There Was None” spellcard doing certain hits at wrong timing
[UPDATE] Reduced startup of Underblaster by 7 ticks
[UPDATE] Standing “a” is now -1 on block instead of -8
[UPDATE] Standing “b” is now -16 on block instead of -4
[UPDATE] D+a is now -10 on guard and -1 on hit
[UPDATE] Adjusted clsn on DFb
[UPDATE] Reduced startup of DFb, increased startup of DFa, DFa is now -14 on block
[UPDATE] Reduced Bloodbolt Arc cooldown by 20 ticks
[BUGFIX] Fixed Bloodbolt Arc sprpriority
[BUGFIX] You can now cancel Sonic Claw cooldown into grazing etc
[UPDATE] Changed Bloodbolt and Bloodbolt Shower startup reduced by 5 ticks. Bloodbolt Shower fires +1 projectile.
[UPDATE] Scarlet Flare, QED 495 startup time has been reduced significantly (92->32 ticks)
[UPDATE] Laevatien does +10 damage and +15 guarded damage
[UPDATE] Starbow Breaker projectiles are now fired during the superpause, faster. There are 16 ticks of startup before the superpause where the attack can be interrupted. There is about 40-50 ticks between the end of the attack and the first hit done by the released projectiles.
[UPDATE] Starbow Breaker projectiles no longer have screenbound
[BUGFIX] Fixed Fountain of Destruction not having a guardsound
[UPDATE] Reduced Starbow Blaster startup by 30 ticks

[BUGFIX] Fixed Superpause bug affecting Scarlet Flare and QED.
[BUGFIX] Fixed bat projectiles being able to hit more then 5 times if they made contact with a new helper during the hitpause
[UPDATE] Laevatein is now unguardable while crouching (now matches Flandre RP)

Remilia
[UPDATE] Reduced the amount of burden reduction granted by persistence levels 2-4
[BUGFIX] Fixed the danmaku attacks keeping statetype=C when they are supposed to switch to statetype=S (this can prevent cancelling them into grazing)
[UPDATE] Stading “b” now does more damage
[UPDATE] D+a is now -10 on block instead of -23
[UPDATE] Reduced startup of D+c by 4 ticks
[UPDATE] Reduced cooldown of “x”
[UPDATE] Queen of Midnight startup was reduced by 13 ticks (now it’s 11).
[UPDATE] Queen of Midnight projectiles now stun longer and do not cause a fall
[UPDATE] Vampire Lord Cradle also invincbile against SA attacks now.
[UPDATE] Reduced startup of Scarlet Devil by 20 ticks
[UPDATE] Reduced startup of Midnight Massacre by 10 ticks
[BUGFIX] Fixed bat projectiles being able to hit more then 3 times if they made contact with a new helper during the hitpause
[UPDATE] Remilia is now invincible during the pause of Vampire Kiss so it won’t get interrupted by nearby projectiles until the attack is completed.

Marisa (from Beta1)
[UPDATE] Reduced startup of Meteonic Debris
[BUGFIX] Aerial a and D+a will make Marisa fall faster when used above a certain height
[BUGFIX] Fixed aerials not having a juggle cost
[UPDATE] Reduced guardstun times on Miasma Sweep. Stronger version has -2 more y velocity.
[UPDATE] Reduced frame advantage when blocked of the lasers by 4. Reduced it on Master Spark by 25.
[BUGFIX] Fixed not being able to cancel normal attacks into spellcards.
[UPDATE] Set down.velocity for the crouching attacks
[UPDATE] Reduced cooldown of Meteonic Debris
[BUGFIX] Fixed invincibility not being applied on the 3 Phantom Thief spellcards (character is still vulnerable to HT but nothing else)
[BUGFIX] Fixed invincibility not being applied to Master Spark and Final Spark
[BUGFIX] Fixed laser positioning of Orreries Pulsar being wrong
[BUGFIX] Fixed Marisa’s standing up animation
[BUGFIX] Fixed cards appearing at wrong scale when being stolen by Phantom Thief Strikes Again
[UPDATE] Misama Sweep and Escape Velocity now requires landing before regaining control. Weak version of Misama Sweep can be cancelled into D+a on hit.
[UPDATE] Adjusted dampening values on Escape Velocity
[UPDATE] Fixed AI failing to guard the exploding flask when it passes them by making the star effects face the opposite direction and have attack distance (they aren’t actually attacking, though)
[UPDATE] Reduced hit velocity on standing b
[UPDATE] You can now cancel D+b into the same things as F+b
[UPDATE] Added new danmaku attack : “Galactic Rain”, command is D+c
[BUGFIX] Fixed Beam Blasting having a cost of 2000 instead of 1000
[UPDATE] Makai Torch startup is faster (both animation and projectile)

Marisa (from Beta2)
[UPDATE] Meteonic Debris now only gains 5% damage/level
[UPDATE] Reduced startup of Stardust Reveire
[BUGFIX] Fixed graze effect not being displayed when using Meteonic Rift/Eruption/Gust
[UPDATE] Increased Superpause length on Master Spark and Final Spark
[BUGFIX] Added missing Recovery spellcard sound
[UPDATE] X velocity is set 2 animation frames earlier on Miasma Sweep and Escape Velocity to make them have an acceptable range on ground level.
[UPDATE] Added a targetbind controller to Escape Velocity to make sure the opponent doesn’t fall out of the attack after the first hit
[UPDATE] Reduced hit velocity on Meteonic Debris and increased it on Meteonic Framgments
[UPDATE] Reduced pre-superpause startup time of Non-Directional Laser
[UPDATE] Increased the dampening on Magic Missile
[UPDATE] Adjusted power gain amounts on Meteonic Debris
[BUGFIX] Fixed Starstorm and Meteonic Shower giving power for hits
[BUGFIX] Fixed ground bounce custom state (619) sometimes not bouncing the opponent
[UPDATE] Updated some of Dragon Meteor’s hit parameters
[UPDATE] Miasma Sweep guard hittime is increased
[UPDATE] Reduced active frame duration of Miasma Sweep by 7
[UPDATE] Reduced guard.hittime of Miasma Sweep by 14
[UPDATE] Stream Laser and Narrow Spark damage is exchanged.
[UPDATE] Narrow Spark startup is 6 ticks faster
[UPDATE] Removed shadow from Dragon Meteor
[BUGFIX] Fixed Phantom Thief spells not applying the power cost when chained
[UPDATE] Added sky effect to Phantom Thief spellcards
[BUGFIX] Fixed Phantom Thief spells not being able to hit more than one target and failing after making contact with a helper
[UPDATE] Marisa returns running from the edge of the screen after using Phantom Thief spellcards or Comet-Blazing Star instead of jumping down from above
[UPDATE] Adjusted timing so after Phantom Thief cards, Marisa and the opponent regains control at the same time
[BUGFIX] Fixed Marisa being vulnerable after successfully hitting with Phantom Thief cards before reaching the edge of the screen
[AI UPD] Adjusted AI chance for using various attacks
[UPDATE] Aerial “a” and “D+a” now cannot be used if the previous move used was one of these AND they were used 5 or more times without landing
[UPDATE] Added explosion effect to Dragon Meteor
[UPDATE] Removed unused sprites from SFF
[UPDATE] Added intro, winpose
[UPDATE] Color Separated color index 7 and 11 (Black on clothes and eyes) to support palettes
[BUGFIX] Fixed some sprites having random grey leftover pixels in the background
[UPDATE] Added 12 palettes

Marisa (from RC)
[BUGFIX] Fixed aerial kick not aiming at opponent properly when they are down or crouching
[UPDATE] You can’t chain two aerial kicks together anymore
[UPDATE] Aerial kick no longer causes a custom state
[BUGFIX] Added missing A to the guardflag of D+b
[UPDATE] Master Spark startup is now 11 ticks faster (total 22 ticks instead of 33. Final spark is unchanged at 13 ticks)
[UPDATE] Final Spark does 95 more damage
[UPDATE] Some palettes have been adjusted or improved
[UPDATE] Magic Missle projectile now appears closer to Marisa’s hand (so it no longer misses on close range)
[UPDATE] Stream Laser startup is reduced by 16 ticks
[UPDATE] Exchanged commands of Makai Torch and Magical Reusable Bomb
[UPDATE] Misama Sweep is now using A and B buttons instead of B and C
[UPDATE] Exchanged commands of Meteonic Rift and Meteonic Gust
[BUGFIX] Fixed Stardust Reveire doing less damage than intended.
[UPDATE] Comet-Blazing Star, there is now an additional 20 ticks of cooldown duration before Marisa returns to the screen
[BUGFIX] Fixed palette not being applied to 2 sprite groups
[BUGFIX] Fixed some palette problems in the SFF
[UPDATE] Marisa is now vulnerable during the cooldown of Master Spark. (Not after Final Spark, though)
[UPDATE] Narrow Spark, Stream Laser, Star Storm and Meteonic Shower effect no longer uses ownpal=1, instead uses Trans, this should reduce the lag in Mugen 1.0
[UPDATE] Improved effect of Non-directional Laser (star sparks and additional thinner beams)
[UPDATE] Increased clsn1 width on the first active frame of Miasma Sweep, aligned sprites in the animation better
[UPDATE] Replaced Galactic Rain animation and it now fires 5 projectiles instead of 3
[UPDATE] Reduced Meteonic Fragmets startup time by 4 ticks
[UPDATE] Meteonic Fragmets now has no guard.pausetime so it pushes back oppponents better
[AI UPD] Minor adjustments to AI difficulty (mostly reduction for normal 5)
[BUGFIX] Removed ctrl from Win state
[UPDATE] Meteonic Fragment base damage is now also increased by Meteonic Mastery
[AI UPD] Limited AI use of Missile Rain to difficulty 5 or higher

Onpu Segawa
[AI UPD] Adjusted AI difficulty seed number for levels 3-6 (reduced)
[UPDATE] Throw will now miss on opponents in the jump start state
[UPDATE] Increased startup of D+a by 2 and D+b by 1 tick.
[UPDATE] Removed “-” from the hitflag of throw, because it is slow and won’t be fast enough to hit on blockstun ever.
[UPDATE] Increased the startup of DFA by 3 ticks (10->13), reduced damage by 15
[UPDATE] Increased Crescent kick by 5 ticks, reduced blockstun by 20 ticks, attack now does only one hit and only 60 damage.
[BUGFIX] Fixed Rising Moon Punch being NA instead of SA
[UPDATE] Reduced Falling Moon Kick blockstun greatly. It’s still safe on block when used from a distance but not at close range. Increased startup by 3 ticks.
[UPDATE] Increased startup time of Idol Beam by 5 ticks (18->23)
[UPDATE] Increased startup of I’m Busy by 4 ticks (3->7)
[UPDATE] Increased startup of Supremem Idol Beam (16->21)
[UPDATE] Warm Up and Heat Up now both do a small amount of blocked damage
[BUGFIX] Fixed invincibility caused by superpause extending over the superpause itself (probably engine bug) by adding unhittable=0 and nothitby.
[UPDATE] Changed Link effect so that the superpause now only takes 100 ticks instead of 600
[UPDATE] Strength Up now uses the faster casting animation like Restore Magic (healing and sleep still use the long animation)

Patchouli
[BUGFIX] Removed “Trip” from crouching attack hitdefs because it causes unintended damage reduction
[UPDATE} “a” and D+a startup has been increased by 1 and 2 ticks
[UPDATE] Aerial b now uses juggle points and can targetstate more than once
[UPDATE] Increased the damage of Autumn Blade by 6/hit and blocked damage by 2/hit. Adjusted damage gained by leveling up.
[UPDATE] Reduced startup of Summer Flame by 3 ticks
[UPDATE] Dew Spear projectiles now block other projectiles. Adjusted clsn. Adjusted sprpriority.
[UPDATE] Spring Wind now also gives immunity to special attacks (SA).
[UPDATE] Twister now has additional delay while the projectile forms before it gets released.
[UPDATE] Compressed Wind startup was reduced by 3 ticks
[UPDATE] St. Elmo’s Pillar is now 9 ticks faster
[UPDATE] Replaced Philosopher’s Stone spellcard with a completely new effect.
[UPDATE] Adjusted damage done by Noahian Deluge and reduced dampening
[UPDATE] Reduced startup of Akiba Summer by 10 ticks
[UPDATE] Satellite Fireworks is now SP type instead of HP
[UPDATE] Reduced startup time of Lunar Blaster to 13 ticks from 79
[UPDATE] Reduced Satellite Sunflower animation time
[UPDATE] Reduced Solar Flare startup by 10 ticks (is now 35)
[UPDATE] Extended maximum distance covered by Static Green to 240 from 200

Cirno
[UPDATE] Startup of “b” reduced by 6 ticks
[UPDATE] Reduced cooldown of “x” and other attacks using the same animation greatly
[UPDATE] Startup of “x” reduced by 3 ticks
[UPDATE] Startup of “DDX” increased by 3 ticks
[UPDATE] Only D+z can be used to quick-land now, as DD is part of the DDX command which can be used in air.
[UPDATE] Great Crusher now provides startup invincibility against NA,SA,NP,SP instead of NA,NP,NT
[UPDATE] Frost Columns now does 20 more guarded damage. Great Crusher now does 5 guarded damage.

Suika
[UPDATE] Reduced hittimes of F+a because it was +9 both on hit and block
[UPDATE] F+b animation is faster, distance covered is less, and the shockwave causes fall damage. It costs 6 juggle points to prevent infinite on OTG opponents
[UPDATE] Reduced startup of DDA by 6 ticks
[UPDATE] Increased DDB startup, range, adjusted hittimes
[UPDATE] Suika’s throw no longer hits opponents in air or jump startup
[UPDATE] Added width controller to “b” so it no longer misses at short range.
[BUGFIX] Fixed D+a being blockable while standing
[UPDATE] Crouching kick now hits on the ground, costs 4 juggle points
[UPDATE] Updated air kick code to the same as Youmu’s.
[UPDATE] Reduced startup of DBX by 5 ticks and all other attacks that use the same animation as well
[UPDATE] Fire Oni will not split when the hit is done during the initial 10 ticks.
[UPDATE] Fire Oni now stuns for a much longer duration, does guarded damage, does less damage, and dampens more. The small projectiles do more damage. Will of the Wisp levels only add 10% damage/level.
[UPDATE] Reduced startup of Magma Spray (D+y)
[UPDATE] Art of Binding can no longer hit opponents in air.
[UPDATE] Reduced Greater Pandemonium startup by 20 ticks.
[UPDATE] Added attackdist to standing F+a
[UPDATE] Reduced length of anim 2002 (Fireworks, Black Hole, White Hole) very significantly
[UPDATE] Spirit Ball damage has been doubled
[UPDATE] Increased the damage output of most non-card attacks
[UPDATE] Added attackdist to forward Flame Punch
[UPDATE] Disabled fall.recover on Secret of Kings
[UPDATE] Alcoholic Boost now adds increased dampening as well as increased damage
[UPDATE] Advanced Multiplication now increases stun duration of the Chibi Suika projectiles. Dampening is increased.
[UPDATE] Reduced power generated by Chibi Suika when upgraded to higher levels because it was excessive
[UPDATE] Reduced the frequency of small stones generated by Black Hole
[UPDATE] Magma Axis and Magma Spray now does guarded damage against opponents in air
[UPDATE] D+a is now able to hit opponents very close
[UPDATE] Reduced startup of standing “b” by 6 ticks
[UPDATE] Reduced startup of DFB by 4 ticks
[UPDATE] Flame Disaster initial projectile appears 20 units closer to Suika to avoid missing nearby opponents
[UPDATE] Fixed opponent being able to recover during Flame Disaster
[UPDATE] Fire Breath is now NP type instead of NA

Tenshi
[UPDATE] “b” is now +0 on block. Startup time is reduced by 1 tick.
[UPDATE] Reduced B+b startup time by 4 ticks.
[UPDATE] Reduced F+a cooldown, adjusted positioning, increased damage by 9
[UPDATE] Reduced cooldown of F+b
[UPDATE] DFa can be cancelled into F+b, DFB or cards after the 3rd hit.
[UPDATE] Trample (DDB) no longer causes a fall and can hit standing opponents.
[UPDATE] Trample (DDB) can be cancelled into any other attack (except b) on contact.
[UPDATE] Trample now has an easier command : D+b. Old D+b now has the command DFB
[UPDATE] DFB now has a startup time of 9 instead of 14, and a total duration of 33 instead of 44
[UPDATE] Reduced D+b startup by 16 ticks
[UPDATE] Air kick (a) now aims the same way as Youmu, Reimu, Suika, Marisa, etc
[UPDATE] Scarlet Shot (x) startup reduced by 10 ticks
[UPDATE] Reduced dampening of Piercing Keystone.
[UPDATE] Piercing Keystone is limited to one at a time, a new one cannot be fired until the previous disappears
[UPDATE] Strengthened Keystone increases Piercing Keystone durability now
[UPDATE] Decreased startup of Pillar of Divine Punishment by 5 and cooldown by 14.
[UPDATE] Reduced startup of Six Earthquakes (old name Ground Uncertainity) by 10 ticks. Reduction also applies to Catastrophe Forecast.
[UPDATE] Increased Sword of Earth damage by 30. Reduced startup by 6 ticks.
[UPDATE] Aerial Bombardment now pushes the opponent backwards. Increased damage.
[UPDATE] Added new card config exe. Renamed Serial Angel Cut to Scarlet Sword Frenzy
[UPDATE] Sword of Unletting Soil, reduced startup by 6 ticks. Added Superpause.
[UPDATE] Temperament Spear hit parameters adjusted to make sure it’ll do 5 hits. Adjusted damage.
[UPDATE] Greatly reduced Spear Storm startup (now 27 ticks)
[UPDATE] Pillars of Heaven is now unguardable while standing and air instead of being completely unguardable. Startup is reduced to 21 ticks. Increased damage to match the new properties.
[UPDATE] Reduced the damage of World Creation Press by about 50
[UPDATE] Exchanged commands of air a and b because aimed kick is b on every other character that has one
[UPDATE] Added attackdist to Temperament Spear and Spear Storm
[UPDATE] Increased cooldown of aerial “a” because it was possible to use it to maintain altitude
[UPDATE] Updated Sky Pillar to use the same damage formula as Beams of non-Perception
[UPDATE] Sky Pillar is now unguardable in air
[UPDATE] Added victory animation
[AI UPD] Reduced AI difficulty seed numbers for level 3-7

Yukari
[UPDATE] Reduced startup of standing “a” by 2 ticks (8->6)
[UPDATE] Throw no longer hits opponents in air or during jump start
[UPDATE] Increased startup of D+y by 3 ticks (8->11)
[UPDATE] Increased Bewitching Bait animation time by 10 ticks to match the amount of the startup time on the projectile
[UPDATE] Reduced cooldown of Eye of Changes
[UPDATE] Reduced startup of Space Warping by 7 ticks.
[UPDATE] Set attackdist of space splitting to 0 because it is unguardable.
[UPDATE] D+b can now be cancelled into cards or danmaku
[UPDATE] Reduced startup of Spacequake (65->40), improved effect, moved Superpause to the beginning
[BUGFIX] Fixed Flesh Dismantler giving power
[UPDATE] Yukari now stops moving forward after making contact with an opponent using Illusion Rift
[UPDATE] Adjusted guarded damage grated by Border Melting. Reduced it gratly on non-projectile moves.
[UPDATE] Increased Space Warping damage (both on hit and guarded)
[UPDATE] Updated Ran’s code the same way as Sakuya’s for Remilia.
[UPDATE] Ran will not go on cooldown if her attack was interrupted before the first projectile spawn, and cooldown was reduced to 2 seconds.
[UPDATE] Shikigami Ran, Chen : Added Superpause to summon with a long duration to give enough time to the player to chain the spells.
[UPDATE] Increased the startup of Space Splitting by 6 ticks (26->32)

Rena
[UPDATE] Reduced number of active frames on standing a,b
[UPDATE] Attacks no longer use Trip
[UPDATE] D+b is now -18 on block instead of -9
[UPDATE] Increased hitstun on air “a”
[UPDATE] Clsn1 is active on air DFC one frame earlier
[UPDATE] Reduced jump velocities, removed air jump, fixed jumping animation
[UPDATE] DFA is now -13 on block instead of +3, also reduced damage by 20
[UPDATE] Increased damage of DBC, reduced damage of DDC,DFB
[UPDATE] DBC is no longer -8 on hit (now it’s +0)
[UPDATE] DBX is now -15 on block instead of -8 and reduced guard.pausetime
[UPDATE] D+c now causes a fall

All RP
[UPDATE] Graze effect will now reverse HP projectiles if option is set to graze hypers.
[BUGFIX] Fixed Spellcard selection appearing on continue and congratulations screens.
[UPDATE] Dashing no longer has a cooldown period/noguard period if the graze option is not enabled.

Yukari RP
[UPDATE] Standing “a” startup increased by 1 tick (3->4)
[UPDATE] Standing “b” startup increased by 2 ticks (5->7), danamge increased by 8 (36->42), is now -11 on block instead of -6
[UPDATE] Dash b is now -7 on block instead of +4
[UPDATE] Standing “c” startup increased by 5 tick (7->12), charged version is an additional 5 tick slower (7->17)
[UPDATE] Throw is now unable to hit opponents in jump start state (40)
[UPDATE] Crouching “a” startup increased by 3 ticks (3->6)
[UPDATE] Crouching “b” startup increased by 3 ticks (5->8)
[UPDATE] Crouching “c” startup increased by 4 ticks (8->12)
[UPDATE] Reduced Boundary Wave guardstun duration. (31->14)
[BUGFIX] Fixed Bound to Grave not having reduced blockstun in air
[UPDATE] Reduced Bpunt to Grave projectile blockstun as well on the C version
[BUGFIX] Fixed Yukari going underground after Flesh Dismantler
[BUGFIX] Fixed Yukari doing less than 10 hits while going up during Flesh Dismantler and doing the remaining hit(s) while coming down instead
[BUGFIX] Yukari Express will no longer miss opponents in hit/blockstun
[AI UPD] AI will not use the B version of Illusion Rift on difficulty 5 or below. Chance of using it is reduced for difficulty 6-7.

Yuyuko RP
[UPDATE] Increased startup of standing b by 1 tick (6->7), reduced advantage on block by 10 (+3->-7)
[UPDATE] Throw is now unable to hit opponents in jump start state (40)
[UPDATE] Increased startup of crouching a by 1 tick
[UPDATE] Increased startup of crouching b by 3 tick
[UPDATE] Reduced y velocity on air b because it was possible to stay in air infinitely by spamming it
[UPDATE] Increased the cooldown of Eternal Wandering C so it’s no longer advantage on block. Also reduced the guardstun times of the projectiles on all 3 versions.
[UPDATE] Reduced the startup of Eternal Wandering C by 11 ticks (34+8->23+8)
[UPDATE] Removed the charge sound effect from the C versions of specials
[UPDATE] Removed the outer clsn2 boxes from Butterfly Dream Dance
[UPDATE] Reduced the startup on Butterfly Dream Dance C version greatly (23->9), updated readme description of all 3 versions.
[UPDATE] Beam B version now does more damage and C version does more guarded damage.
[UPDATE] Reduced Superpause duration on Ghastly Dream and Deadly Butterfly as the effective startup time of the attacks was zero, the projectiles spawnder during the Superpause itself.
[UPDATE] Changed Invocation of Death hitflag parameters to match Posessions of the Deceased (cannot hit on crouching, can hit on hitstun or fall)
[UPDATE] Attacks that can be cancelled into Posessions of the Deceased can also be cancelled into Invocation of Death
[UPDATE] Kaguya is now recognized as Immortal by Invocation of Death. Immortals do not gain power when they are not killed by the spell.
[UPDATE] Invocation of Death uses a new success rate formula
-Yuyuko losing health increases the success rate moderately
-Yuyuko having more health than the opponent increases the success rate greatly
-Yuyuko having less health than the opponent decreases the success rate somewhat
-The opponent losing health increases the succes chance a little bit
The cumulative result of these guarantees a success when the opponent is at 20% or below, or when Yuyuko has at least 44.4% Health advantage. The exact forumla and example values are available in the readme file
[UPDATE] Added facep2=1 to various attacks missing it

Flandre RP
[UPDATE] Adjusted clsn2 on some normals
[UPDATE] Standing “c” is now -10 on block instead of -3
[UPDATE] Throw is now unable to hit opponents in jump start state (40)
[UPDATE] Reduced startup of all 3 versions of Shockwave significantly
[BUGFIX] Fixed Shockwave projectile positioning/velocity to match explods displayed
[AI UPD] Common AI file now recognizes Laevatein as unguardable low.
[UPDATE] Kagome Kagome can no longer hit opponents in a hit state.
[UPDATE] Then There Was None doesn’t kill Kaguya
[UPDATE] Then There Was None does damage to Immortals but does not kill them. It doesn’t give them 3000 power.
[BUGFIX] Fixed opponent being stuck if last hit of Royal Flush missed them.
[UPDATE] Increased amount of power gained by most attacks because it was excessively low
[UPDATE] Standing “a” is no longer unguardable in air or crouching
[UPDATE] Removed the charge sound effect from the C versions of specials

Mima RP
[UPDATE] Removed the charge sound effect from the C versions of specials
[UPDATE] Standing “a” is now +4 on hit instead of +8
[UPDATE] Standing “b” now does 48 damage instead of 30
[UPDATE] Increased standing “c” startup by 2 ticks
[UPDATE] Crouching “b” now does 45 damage instead of 30
[UPDATE] Crouching “c” is now -14 on block instead of -8
[UPDATE] Increased Orrieries Satellite startup by 3 ticks (11->14)
[UPDATE] Stellar Missile : B version is faster than C now instead of slower.
[UPDATE] Increased Orreries Solar System damage by ~20
[UPDATE] Increased Event Horizon damage by ~40
[UPDATE] Oort Cloud meteors are no longer unguardable crouching and do an additional 12 damage each
[UPDATE] Reduced AI difficult on level 5-6.

2013-05-26
All RP
-Added ability to recover for the AI

All Touhou and CCS
[UPDATE] Replaced sprites for anim 7780 (card shading when power is not available) with a smoother one.

All Touhou
[UPDATE] Skill Card levels now carry over to the next MATCH in Arcade mode. They only reset if you lose and continue.
[AI BUG] Fixed the AI not upgrading a card already learned and ending up with the card stuck in hand on round 2 or later
[UPDATE] Spellcard display size adjusted
[BUGFIX] Cards cannot be memorized or activated after the enemy is knocked out but before the winpose anymore.
This change was necessary because the Mugen Engine ignores any powerbar changes after the round is over,
so the costs aren’t spent, but the effects will carry over to the next round or match in some cases, giving
the player a chance to obtain these effects for free. In particular, you could memorize, or upgrade cards for free if you cancelled the attack that finished the opponent into these actions.

Byakuren
[BUGFIX] Fixed Light Bolt,Dark Bolt, Omen of Purple Mist transparency not being applied properly in 1.1
[AI UPD] Set AI cognition level to maximum (forgot to set this on release so it was low)
[UPDATE] Reduced guardstun caused by DFb so it’s now easier to punish on guard
[BUGFIX] Fixed power being set to zero when Revealing Light Sword was used
[UPDATE] Bar charging speed is now also slower during the activation of Dawn of Power
[BUGFIX] Fixed Grand Mastery not upgrading the 5th skillcard
[UPDATE] Dawn of Power no longer gives power while in the common hit states
[UPDATE] Aiding Scroll now heals for 50% less, but also gives additional power and bar after the fall.

Yuyuko
[AI UPD] Minor update to dash forward triggers
[UPDATE] Updated state 609 to use offset instead of posadd (bouncing custom state)
[UPDATE] DDb now takes priority over BDb
[BUGFIX] Fixed Deadly Buterfly lv4 projectiles not disappearing sometimes
[UPDATE] Removed the Turbo Wandering spellcard. Yuyuko has plenty of cards to choose form and this one was far too uninteresting.
[UPDATE] Updated the spellcard config tool
[UPDATE] Light attack (a) now has 3 ticks fewer startup (7->4)
[UPDATE] F+b no longer gives frame advantage on hit
[BUGFIX] Fixed teleport command making D+c unavailble due to overlapping commands. Teleport now requires a directional button other than down to be held to activate.
[UPDATE] Fixed transparency problem with Turn Dead in Mugen 1.1
[UPDATE] Reduced Turn Dead cost to 6000
[UPDATE] Sakura Dance is now frame advantage on guard instead of disadvantage
[UPDATE] Gate of the Underworld is no longer frame disadvantage on guard
[UPDATE] Added guarded damage to Invitation to Afterlife
[UPDATE] Greatly increased the damage of Sakura Dance
[UPDATE] Greatly increased the range of Sakura Dance
[UPDATE] Increased Spiritual Beam damage by 7.5%
[UPDATE] Immaterial Laser guarded damage is doubled, tripled when level 3 or higher
[UPDATE] DDb is no longer unguaradble while standing
[UPDATE] Ghost Highway now appears under to the character instead of front, so it can do full damage at close range
[UPDATE] Touch of Death cannot hit crouching opponents
[UPDATE] Flawless Nirvana can kill when guarded if upgraded to level 2 or higher
[UPDATE] Turn Dead will miss against Kaguya because she is immortal
[UPDATE] Life End will always do 80% of the maximum life as damage against Kaguya even when it should do 100%. It can still KO if she had less than 80% life.

Yukari
[UPDATE] Added Space Splitting to readme (was missing)
[UPDATE] Space Splitting now has movetype=I so the AI won’t try to guard against it.
[UPDATE] Hiding in Zen Temple always does a minimum of 3 hits even if the edge is reached.
[UPDATE] Hiding in Zen Temple is now -8 frame advantage on guard instead of 0.
[UPDATE] Quadruple Barrier and Charming Quadruple Barrier are no longer punishable on guard.
[UPDATE] Reduced Space Splitting damage by 5%
[UPDATE] Increased hittime of Space Splitting so it’s no longer -11 on hit
[UPDATE] Shikigami Chen no longer requires Ran to be present

Remilia
[UPDATE] Reduced height limit during Bat Transformation to -190 from -350
[UPDATE] Adjusted hittimes and animation times on F+c
[UPDATE] Danmaku Boost passive ability has no effect during Bat Transformation
[UPDATE] Natural Recovery passive lifegain has 50% reduced effect during Bat Transformation
[UPDATE] Natural Recovery Level 1 now gives the same amount of bonus and penalty as the amount gained on the other levels (6,12,18,24 HP/sec instead of 10,15,20,25 and 9,18,27,36% damage taken instead of 14,21,28,35)
[UPDATE] Natural Recovery doesn’t have an effect while on the ground/standing up
[UPDATE] Vampire’s Kiss is now uninterruptable after making connect with the opponent (but you do take the damage)

Suika
[UPDATE] Reduced height limit during Pleasant Mist to -190 from -350
[UPDATE] Danmaku Boost passive ability has no effect during Pleasant Mist

Kaguya
-RELEASED, CHANGES FROM the RC version :
Sleeping Powder no longer hits opponents in the air
Sleeping Powder now has a priority of 1,miss
Applyed global bug fixes listed under “All Touhou”
Added palettes up to 12
Fixed color issues on some sprites
“a” now has 5 ticks of startup instead of 4
Moondust Blast has an additional 8 active frames and a wider hit area for those frames

Nanoha
[BUGFIX] Fixed kick being an infininite on OTG opponents

Aura
[AI UPD] Minor update to dash forward triggers

CCS Characters
[AI UPD] Minor update to dash forward triggers
[AI UPD] Glow (stunning version) will not be used when the opponent is down or falling

Nitori
[AI BUG] Fixed Geyser being used when the opponent was not standing
[BUGFIX] The camera will no longer follow Nitori while she is off the screen during Aerial Fortress
[UPDATE] Updated state 249 to use offset instead of posadd (bouncing custom state)
[UPDATE] Moblie Barrier now costs 40% bar

Vanilla H
[BUGFIX] The camera will no longer follow Vanilla while she is off the screen during Hypercannon

Onpu
[AI UPD] Minor update to dash forward triggers

Silver
[AI UPD] Minor update to dash forward triggers
[UPDATE] Fixed positioning of character during intro (was off by 1 pixel)

Ayu
[AI UPD] Adjusted reflect barrier use conditions
[UPDATE] Fixed feather animation sprite axis positions

Lelouch
[AI UPD] Geass will not be used while the enemy is under the effect of the flash greande (because it will miss)
[AI UPD] The AI will not use the graze forward option on AI levels 6 or higher.
[AI UPD] AI cognition level is now max-1

Serika
[UPDATE] Crystal projectiles from Crystal Shower cannot be hit by physical attacks anymore

Kano
[AI UPD] Grazing forward is now disabled when the danmaku bar is high depending on AI level

Void
[BUGFIX] Fixed compatiblity with pretty Coquettish Bomber

Cirno
[BUGFIX] Reduced hittime of standing b to prevent walking a-b infinite
[UPDATE] Improved Icicle now adds 10% damage/level to Icicle instead of 15%

Patchouli
[BUGFIX] Fixed Grand Phylosopher’s Stone having a guard distance despite being unguardable
[UPDATE] Solar Flare can kill when guarded if upgraded to level 2 or higher
[BUGFIX] Fixed Solar Flare doing 50% more damage than intended when not chained
[BUGFIX] Fixed Solar Flare not doing enough damage when chained due to the previous fix

Reimu
[UPDATE] Light attack startup is now 4 ticks instead of 6
[UPDATE] Aerial b kick now moves towards the opponent’s head more accurately
[UPDATE] Long attack (F+a) now has 11 ticks of startup instead of 14 and hittimes were adjusted by a few ticks
[UPDATE] Increased Fantasy Orb damage
[UPDATE] Priestess Mandala is now available to be used while in air. The startup time is the same regardless of where it was used.
[UPDATE] Priestess Mandala can kill when guarded if upgraded to level 2 or higher

Flandre
[BUGFIX] Fixed Stigmatizer Boomerang being removed early

Flandre RP
[UPDATE] And Then There Was None will have no effect against Kaguya because she is immortal.

Mima RP
[BUGFIX] Fire Elemental Spark is no longer unguardable while standing

2013-04-26
[BUGFIX] Fixed Bound to grave being useable after Illusion Rift B was guarded. Now it requires a hit.
[UPDATE] Boundary of Mind and Foot no longer causes a fall and no longer knocks standing opponents into the air. This change is to prevent getting a chance to get back the power cost through charge while the opponent is down.
It also gives more power to the opponent being hit now.
[AI BUG] Fixed the AI not being able to chain Illusion Rift after normals when the player can.
[AI BUG] Fixed AI using Illusion Rift C against opponents in guardstun.
[AI BUG] Fixed the AI not using Ride the Wave
[UPDATE] Adjusted hitspark position on Illusion Rift C
[BUGFIX] Reduced hittime on standing C because it was possible to combo a light attack after it.
[BUGFIX] Removed the ability to cancel Illusion Rift B into Bound to Grave
[BUGFIX] Fixed Zen Temple C skipping the cooldown state
[UPDATE] Increased the juggle const of standing C
[UPDATE] Bound to Grave A and B versions are now slower and do more damage (40,110 instead of 30,80)
[AI UPD] Improved the AI’s use of Zen Temple Butterfly
[UPDATE] Increased the cooldown of Zen Temple Butterfly greatly (all versions)
[AI UPD] Reduced the AI difficulty seed numbers for all difficulty levels
[UPDATE] Reduced guard.hittime and guard.pausetime on Zen Temple Butterfly (all versions)
[BUGFIX] Disabled Playerpush on Illusion Rift C version (it made the move not hit the opponent sometimes)
[UPDATE] Reduced the guard.hittime on Bound to Grave (all versions)
[UPDATE] Reduced the guard.hittime on Crouching C

2013-04-22
Reimu
[UPDATE] Instant Dimension Rift : holding forward will make you reappear near opponent, holding back will reappear at the back edge of screen. Not holding either will reappear at random like before.
[BUGFIX] Fixed Fantasy Orb doing extra damage when taking hits during the effect
[UPDATE] Fantasy Orb now does guarded damage when upgraded.
[UPDATE] Fantasy Fireworks now does more guarded damage when upgraded.
[UPDATE] Fantasy Orb projectiles are now released 5 ticks faster
[BUGFIX] Fixed Rising Dragon Kick helper having the wrong ID so the AI crouch guard didn’t trigger
[BUGFIX] Fixed crouching a adding 3 orbs for Fantasy Heaven instead of 1
[UPDATE] Barrier of 4 Gods now expires faster while being guarded

Yukari RP
[AI UPD] Illusion Rift C will not be used when the enemy is idle on higher difficulty.
[AI BUG] Fixed Ride The Waves and Boundary Wave AI code not working due to triggering on the wrong variable
[AI UPD] Other adjustments to AI

2013-03-02
Remilia
[BUGFIX] Fixed Sakuya walking when she was supposed to stand and attack

Patchouli
[-ETC-] Removed debug spam source from state 1151

Cirno
[UPDATE] Reduced kockback velocity on standing a
[UPDATE] Iceball (D+c) now targets the opponent’s position
[UPDATE] Exchanged the damage of Iceball and Iceberg
[UPDATE] Standing b now doesn’t cause a knockback
[UPDATE] Increased Frost Mine damage and it is now SP type.
[UPDATE] Reduced the number of helpers used by Ice Tornado by 7 to prevent using too many helpers at a time.
[UPDATE] Reduced startup time of Great Crusher, removed some excess clsn2
[BUGFIX] Added attackdist to Frost Columns to make it detectable for enemy AI
[UPDATE] Upgrading Frost Columns now adds 10 guarded damage to it for each additional level except the 1st.
[BUGFIX] Fixed Arctic Winds costing 6000 instead of 2000
[BUGFIX] Fixed Ice Sword playing wrong voice

Yuyuko RP
[BUGFIX] Fixed Yuyuko facing away from the oppnent when c is used while running forward

Flandre RP
[UPDATE] And Then There Was None now has full invincibility on startup
[UPDATE] Added spin hit compatibility (anim 5800) with my characters

Mima RP
[UPDATE] Projectiles from Orreries Sun are now SP type instead of HP so they can be grazed
[AI UPD] Fixed Stellar Missile being used when the opponent was way below the area it affects
[UPDATE] Reduced the amount of power the opponent gains when getting hit/guarding the laser beam from Orreries Sun
[BUGFIX] Fixed throw being usable while far from the opponent and while dashing

Seravy
[UPDATE] Updated Clockwork Cutter name to Absolute Harvester
[UPDATE] Updated spellcard display to be smaller and better positioned
[UPDATE] True Comet casting animation changed
[BUGFIX] Fixed Absolute Harvester not being able to damage more than target.
[UPDATE] Power charge is disabled while Divine Retribution is in effect
[BUGFIX] Fixed Meteo malfunctioning when being used from air

Yukari
[BUGFIX] Enabled chaining cards after physical attacks
[AI UPD] The AI will not use the graze forward option on AI levels 3 or higher.

Youmu
[UPDATE] Reduced guard.hittime of Slashing a Flower on one’s Head to make it punishable when blocked.
[BUGFIX] Fixed Life Ending Sword not activating superpause, not removing power cost, not displaying spellcard circle and name

Hanyuu
[UPDATE] Increased the damage of Time Freeze a bit

Rika
[AI UPD] Greatly reduced the chance of the AI using standing Syrengie attack on harder levels (6-8). This should make the character more “normal fighter friendly” due to less projectiles, and also harder to defeat because that move has a lot of cooldown, making it really easy to hit her when she uses it if you have a reliable way to bypass the projectiles, like grazing.

Satoko
[UPDATE] Big rocket now creates exlposion sound even when guarded
[UPDATE] Removed duplicate palettes 10 and 11, fixed hair color on palettes 7 and 8
[UPDATE] Added 4 new palettes so now there are a total of 12
[AI UPD] Minor update to dash forward triggers

Reimu
[UPDATE] Updated state 1149 to use offset instead of posadd (bouncing custom state)
[UPDATE] Improved clsn1 on long attack to no longer miss when the opponent is too close and thin

Shiori
[UPDATE] Reduced the guard.pausetime of DFa, DBc and DFc to make them more punishable

Unknown
[AI UPD] Solar will not be used when the Y distance of the opponent is not appropriate or when the damage would be dampened by more than half
[AI UPD] Denial of Existence will not be used while the opponent is falling/down
[BUGFIX] Fixed stand on air bug when being hit during teleport
[AI UPD] The AI will not use the graze forward option on AI levels 6 or higher.

Tenshi
[UPDATE] Updated State of Enlightenment armor damage dampener
[BUGFIX] State of Enlightenment,Fixed armor dampener applying to hits that go over 200 damage instead of hits done when previous hits already exceed 200 total damage
[BUGFIX] State of Enlightenment,Fixed armor dampener applying dampening to the hit itself instead of hits after it.

Nanoha
[BUGFIX] Fixed common.st not being included in the .def file
[AI UPD] Reduced AI difficulty of levels 2-6
[UPDATE] Disabled protection (horizontal version)

2012-12-11
Flandre
[AI UPD] Minor update to dash forward triggers
[AI UPD] Starbow Blaster will not be used while the opponent is falling/down
[UPDATE] Updated state 619 to use offset instead of posadd (bouncing custom state)
[UPDATE] Updated card config util to alternate the gray colors in the background to improve visibility of lines
[UPDATE] Removed Then There Was None stage card because it was not fun and had issues caused by engine bugs.
[UPDATE] Added a brand new “And Then There Was None” spell card to replace the removed old version.
[UPDATE] Charged Bloodbolt now generates some power when charging and firing projectiles
[UPDATE] Removed the spell card “Slave Flier”
[UPDATE] Removed no longer existing spellcard descriptions from the readme
[UPDATE] Disabled recovery on fall from Crucify
[UPDATE] Increased Scarlet Flare damage by 15 on all levels. Upgrading increases guarded damage by 15/level.
[UPDATE] Hell Catashtrophe superpause time is longer, so opponent will have only 22 ticks to react and guard
[UPDATE] Hell Catastrophe is unguardable in air
[UPDATE] Added new Spell Card : Counter Clock
[UPDATE] Increased guarded damage of Stigmatizer Max while P2 is in the air
[UPDATE] Stigmatizer Max is now immediately uninterruptable instead of having a short interruptable timeframe before the superpause
[BUGFIX] Fixed level 4 Unleashed Flare not doing guarded damage equal to the unguarded damage.
[UPDATE] Improved the effects of Unleashed Flare so it’s easier to distinguish it from Scarlet Flare now
[UPDATE] Renamed Unleashed Flare to QED Ripples of 495 Years to match official card name
[UPDATE] Increased Starbow Breaker damage by 10%, and added some guarded damage (guard.kill is off)
[BUGFIX] Fixed Starbow Breaker not hitting when the opponent moved behind Flandre during startup
[UPDATE] Fountain of Destruction is now immediately uninterruptable instead of having a short interruptable timeframe before the superpause

Byakuren
[UPDATE] Focused Magical Barrier is now inactive while Divine Restoration is being used to avoid blocking the healing.
[UPDATE] Devil’s Recitation guarded damage is increased more when the card is upgraded.
[UPDATE] Butterfly of Makai damage is doubled.
[BUGFIX] Fixed Butterfly of Makai defense reduction not being applied on most Spell Card’s damage.
[UPDATE] Light and Shadow barrier, startup faster, duration increased.
[UPDATE] Shadow Barrier no longer absorbs life, but absorbs more power.
[UPDATE] Adjusted DBa red clsn boxes
[UPDATE] Grand Mastery is no longer interruptable (but you can take damage)
[BUGFIX] Fixed Grand Mastery increasing a variable it shouldn’t have.
[UPDATE] Updated card config util to alternate the gray colors in the background to improve visibility of lines
[UPDATE] Darkness Rejuvenation now does A,HT type damage instead of A,HA
[BUGFIX] Fixed Darkness Rejuvenation not doing damage
[UPDATE] Barriers (D+x and D+y) can be used while guarding
[UPDATE] Summoning a light sword or shadow bomb no longer has a bar cost.
[UPDATE] Each shadow bomb now adds 22 to the total damage instead 11.
[UPDATE] F+a can now be used as a counterattack while guarding.
[UPDATE] F+a can now be used with an altenative command : B+a
[AI BUG] Fixed AI using Shadow Bolt instead of Light Bolt while P2 is stunned by a previous Shadow Bolt
[AI UPD] Updated condition for selecting barrier type to be used.

Sailor Moon
[UPDATE] Danmaku bar doesn’t refill while Lunar Beam is active

2012-11-25
Yukari RP
[BUGFIX] Eliminated guard distance from Yukari Express so the AI will no longer try to block it

2012-11-24
Yukari RP : RELEASED
-See system related changes at the first Flandre RP release
-Increased damage of Dash a
-Reduced gap effect size and changed position on Standing B to match clsn1 size better
-Dashing B is no longer unguardable in air
-Dashing B and C no longer use Trip animtype to avoid affecting enemy defense in a random way
-Added guard check on custom state activation for standing C
-Standing C will now release the strong version when back is pressed instead of C being held.
-Enabled the AI to use dash strong attack
-Dashing strong can no longer combo with itself
-Updated throw to have clsn2 on P1 and not on P2
-Updated throw to work the way it does on my Yukari (opponent appears at a distance from Yukari and far above the top of screen)
-Crouching attacks are no longer unguardable in air
-Crouching strong no longer hits falling/downed opponents
-Removed cornerpush and x hit velocity from Crouching strong (you want to stay close enough to be able to use air attacks on the opponent after jumping)
-Added guard check on custom state activation for aerial B
-Removed power cost from C version of specials
-B version of Illusion Rift has faster startup now.
-B version of Illusion Rift is now S,SA type (was NA)
-C version of Illusion Rift is now unguardable while crouching
-B version of Illusion Rift no longer has a reuse limitation (now can be used immediately again)
-Zen Temple Butterfly : Removed invincibility from startup
-Zen Temple Butterfly : Adjusted movement direction (C now moves forward)
-Zen Temple Butterfly : Holding an attack button will now release the projectile on all versions.
-Zen Temple Butterfly : The released projectile will move towards the opponent.
-Boundary Wave : projectile is no longer removed when Yukari is hit
-Boundary Wave : C version now does less damage, A and B versions do more.
-Boundary Wave is now removed after hitting, being grazed or guarded.
-Boundary Wave now has 6 juggle point cost instead of 2 to avoid hitting OTG 8 times in a row.
-Crouching C can now be chained after any standing or crouching attack (except itself)
-Ride The Waves now only gives invincibility against normal and special projectiles on startup and only when using the A type (the one that absorbs the projectiles)
-Increased duration of projectile absorbing gap to 3 seconds (original was less than 2)
-Increased startup time of Bound to Grave B and C versions
-Removed invinbicility from the startup of Bound to Grave A version, with that speed and reach it’s powerful enough as it is.
-Reduced guarded damage of Bound to Grave to 0
-Added guard check on custom state activation for Bound to Grave
-Signicifantly reduced the damage of Bound to Grave A and C versions (this attack is ridiculously powerful with a 3 ticks of strtup time and covering half the screen on the A version and the C version is meant to do damage via the projectiles.)
-Bound to Grave cannot be used while the C versions’s projectiles still exist
-Bound to Grave projectile hitdefs now reactivate 5 ticks after being grazed
-Increased the duration and damage of the Chen summon somewhat
-Reduced guard hittime and pausetime of the Chen summon
-Removed immunity to T type damage from Dashing Quadruple Barrier
-Hitbox helper for Dashing Quadruple Barrier now comes out immediately instead of on animelem=4 so damage is not ignored during that time.
-Removed the Defencemulset from the armor hitbox helper (A barrier that makes you take more damage? Besides, Defencemulset is bugged and unreliable, anyway.)
-Hitbox for DQB now has statetype=A to reflect Yukari’s statetype (she is flying forward in the barrier)
-Matter+Antimatter Boundary now does A,HT type damage and increased guarded damage
-Increased clsn1 size on Yukari Express (now you can’t jump “over” it)
-Reduced Yukari Express damage to ~500-550 from 700+
-Reduced Butterfly Nest damage somewhat and guarded damage greatly
-Removed unguardable while crouching restriction from Yakumo Triangulation, and extended the hit area.
-Further increased the startup time of Bound to Grave, all versions
-Reduced y velocity of Illusion Rift c version and adjusted clsn to reduce priority.

2012-10-24
Remilia
[BUGFIX] Scarlet Devil damage has been fixed (was doing about 100 less than intended)
[UPDATE] Gungir superpause length is now increased to make the move come out much faster
[UPDATE] Greatly increased Gungir guarded damage
[UPDATE] Increased Supreme Elegance damage by 20
[BUGFIX] Fixed clsn1 size and position on Gungir
[BUGFIX] Removed the 8 ticks before the superpause on Supreme Elegance which was still interruptable
[UPDATE] Increased nothitby duration on Trickster Devil to last until the first active frame of the attack
[UPDATE] Servant Flyer now switches to A movetype before releasing a bat to make it easier to see and block it for the AI
[UPDATE] Updated Ceiling Fear movetype during the second part to be properly recognizable for the AI. (AI failed to block it most of the time)
[UPDATE] Removed the invincibility while jumping away from the opponent after using Ceiling Fear
[UPDATE] Remilia will always face the opponent while coming down from Ceiling Fear, to make the attack detectable for AI.
[UPDATE] Increased damage and drain amount of Bloodsucker by 50.
[RENAME] Renamed “Bloodsucking” to “Dinner Time”
[BUGFIX] Fixed Remilia not having clsn2 on while performing Vampire Kiss
[UPDATE] Removed flying up into the air from the start of Midnight Massacre. It can now be used immediately even while standing.
[UPDATE] Reduced startup time of Midnight Massacre by 20 ticks (so it is now 40 ticks total when used in air)
[UPDATE] Reduced Midnight Massacre damage by 100 (so it is now 500 on lv1)
[UPDATE] Heart Breaker no longer hits opponents outside air
[UPDATE] Heart Breaker can now hit opponents close to you on the first 2 ticks.
[BUGFIX] Increased clsn1 width on Vampire Kiss because it sometimes failed to hit opponents
[UPDATE] Heart Breaker now does a significant amount of guarded damage.
[UPDATE] Added Envshake to releasing Heart Breaker and Gungir
[UPDATE] Greatly increased the damage of Rocket Kick.
[UPDATE] Demon’s Dinner fork now hits opponents in air only, and does more guarded damage. Upgrading Heart Breaker will now increase the guarded damage, too.
[UPDATE] Rocket Kick can now be chained after DFc
[UPDATE] Updated state 259 to use offset instead of posadd (custom state of DFc attack)
[UPDATE] Adjusted blood effect positioning on Midnight Massacre hits depending on enemy statetype
[UPDATE] Demon’s Dinner Fork animation is much faster (both startup and cooldown)
[UPDATE] Midnight Massacre, now Remilia turns into bats while casting this spell.
[UPDATE] Updated card config util to alternate the gray colors in the background to improve visibility of lines
[UPDATE] Chain Pursue startup time is somewhat faster
[UPDATE] Chain Pierce no longer ignores burden completely (it has halved effect on it, though)
[UPDATE] Renamed Serial Vampire Kick to Serial Rocket Kick. Increased guarded damage.
[UPDATE] Sakuya’s knives no longer cause a fall in air
[UPDATE] Increased the base chance for Sakuya to throw a knife from 4 to 10
[UPDATE] Increased Gungir damage by 20

Patchouli
[-RANK-] AI difficulty rating is now : Boss (was normal)
[UPDATE] Fireball startup time is faster
[UPDATE] Fireball power generation is higher
[UPDATE] Water Pillar no longer hits falling opponents (so it cannot be comboed with itself)
[UPDATE] Water Pillar now launches up the opponent more, and even more when upgraded
[UPDATE] Water Pillar is now taller when upgraded
[UPDATE] Royal Flare startup time is greatly reduced
[UPDATE] Updated readme : Crystal Spear is now called Dew Spear to match UNL
[UPDATE] Updated readme : Water Pillar is now called Winter Element to match UNL
[UPDATE] Watergun projectiles cannot be hit by physical attacks anymore
[UPDATE] Bubble of Hesitation hittime is increased
[UPDATE] Holding Spray projectiles no longer cause a fall in air, move faster and have their hittime increased
[UPDATE] Holding Spray now needs to do 6 hits to work instead of 5
[UPDATE] Increased the distance from the screen edges where Fireballs disappear at so it still has a chance to turn back when the enemy is near the edge of the screen.
[BUGFIX] Fixed Koakuma’s attack not doing any damage
[UPDATE] Fireball’s homing ability is turned off temporarily while the character is being hit.
[UPDATE] Updated the card config utility
[UPDATE] Added new spellcard : Grand Phylosopher’s Stone
[AI BUG] Fixed AI being unable to use Static Green when it was learned
[UPDATE] Greatly increased damage dampening of F+c and added a juggle cost of 6 so it can’t be used more than twice in a row anymore.
[UPDATE] Updated state 619 to use offset instead of posadd (bouncing custom state)
[UPDATE] Added alternative command for Winter Element : DDy
[UPDATE] Added new danmaku move : Twister (wind element standing only)
[UPDATE] Static Green now always goes to the position of the opponent directly (but can still miss if they move and there is a range limit)
[UPDATE] Updated card config util to alternate the gray colors in the background to improve visibility of lines
[UPDATE] Rubble Pile Belt projectiles are now SP type
[UPDATE] Rubble Pile Belt now releases asteroids instead of crystals
[BUGFIX] Fixed Absolute Harvester not being able to damage more than target.
[BUGFIX] Fixed St. Elmo’s Fillar small flames sometimes doing negative damage (healing the opponent)
[UPDATE] St. Elmo’s Pillar startup is now 15 ticks faster
[UPDATE] Noahian Deluge bubbles no longer give power when generated and hitting
[UPDATE] Adjusted Noahian Deluge bubble generaton frequency (250-180 ticks instead of 260-160)
[BUGFIX] Fixed Holding Spray not binding the opponent properly to the center of the bubble near the screen edge
[UPDATE] Holding Spray bubble size now adapts to the opponent if they are larger than the regular size of the bubble
[BUGFIX] Fixed Akiba Summer sometimes being interruptable and soemtimes not. Now it is always uninterruptable.
[UPDATE] Satellite Fireworks now does a lot more guarded damage.
[UPDATE] Satellite Fireworks now no longer has an interruptable startup before the superpause.
[UPDATE] Increased the damage done by Koakuma
[BUGFIX] Fixed a cloning bug in Satellite Sunflower
[UPDATE] Increased damage of Satellite Sunflower (both normal and guarded)
[BUGFIX] Removed projectile immunity from Satellite Sunflower and Satellite Fireworks

Sailor Moon
[AI UPD] AI will not use the lv4 super when it has 5000 or more power on hard difficulty (instead, it will be saved for the lv5 attack, or other, weaker attacks)
[UPDATE] Lunar Beam now disappears when the character is hit (except from custom stated attacks)
[UPDATE] Starburst is no longer uninterruptable, cannot be used as a counterattack from guarding, and covers a wider area with more projectiles, stun duration further increased by another 15 ticks.
[UPDATE] Adjusted clsns on some attacks (should be easier to hit opponents now)
[UPDATE] Increased ground.hittime for aerial “a”
[UPDATE] Added new aerial attack, F+a
[UPDATE] Fixed feather animation sprite axis positions
[UPDATE] SHTK now has full invincibility including the first 10 ticks on startup.
[UPDATE] SHTK can now be used during guarding.

2012-08-30
Mima RP
-See global changes to all RP characters in the 2012-08-04 release log entry
-Limited maximum flight height to 180 from 240
-Removed the “cannot guard in air” limitation.
-Added the new spellcard configuration utility.
-Added AI
-Updated clsns where necessary
-Removed “unguardable while crouching” restriction from all standing normals
-Removed “unguardble in air” and p2facing=1 from standing light punch
-Removed “unguardble in air” from standing strong attack second hit
-Added a “target is not guarding” check to the targetstate of standing strong attack to prevent the custom state activating when the player guarded the attack but it has hit another object.
-Standing strong attack, velocity is now set to -2.5 to avoid staying in a distance where another a,b,c chain can be started for an (almost, up to the juggling limit which is pretty high) infinite.
-Updated air guard state
-Removed unguardable in air restriction from all crouching attacks
-Crouching strong is now unguardable while standing instead of only guardable while standing?!
-Throw can hit both standing and air opponents, but not crouching ones, regardless of where Mima is.
-Added clsn2 to throw success to avoid invincibility
-Fixed statetype of orreries satellite helpers
-Stellar Missile, A version does more damage against opponents in air.
-Stellar Missile, B version is mostly unchanged except for the damage amount.
-Stellar Missile, C version is changed a lot : Not unguarable in air anymore, hits crouching and more damage against standing opponents. Still causes wallslam.
-Increased resolution of Stellar Missile explosion sprite to 4x
-Added targetstate check against guarding targets to wallslam of Stellar Missile, Meteor Staff, Escape Velocity
-Increased juggle point cost of heavy attack, fixed juggle point cost being applied twice when hitting an opponent already in air
-Removed “next hit does double damage” from the ice version of Elemental Spark
-Replaced allpalfx with Bgpalfx on thunder elemental spark to make it easier on eyes.
-Freezing the opponent will reset the dampener and hit counter, otherwise attacks would do next to no damage (the freezing move causes a lot of hits, and I don’t want to recode the entire dampening system just for this).
-Playerpush is disabled for the frozen opponent
-Freezing now returns to the air-gethit states after the time expires if the freezing happened in air
-Enemy is changed to a gethit animation while being frozen instead of keeping the last used animation (caused problem if last animation was from custom state through changeanim2)
-Mima is fully invincible while teleporting during B version of Meteor staff.
-Increased reach of A version of Meteor Staff, also added Attackdist to make AI see it coming earlier
-Moved invincibility 1 animation frame forward on Meteor Staff B (it was active during attack, now it is active while teleporting.
-Increased the timeframe while Meteor Staff C is active to 15 ticks from 8
-Mima is now invincible during the startup of a successful Meteor Staff C.
-Removed teleportation from C version of Meteor staff. If the enemy isn’t in range to successfully counter, you’ll miss.
-Added a juggle point cost of Meteor Staff A because it can combo with itself (limited to at most 2 hits)
-Meteor Staff A now gives invincibility against non-hyper non-throws instead of non-throws.
-Orreries Sun spellcard : Added a new ability to replace the C version of Orreries Satellite.
-Orbs that hit the opponent with the C version of the ability disappear immediately.
-Set 9999 guard distance of Orreries Sun Beam to make them guardable (guard distance was not set, so it was unguardable from a high distance)
-Escape Velocity is no longer unguardable in air
-Fixed Earthlight Ray to be A,HP type instead or A,HA.
-Significantly increased Earthlight Ray damage and removed guarded damage. (original did only 90 damage)
-Changed Earthlight Ray helper movetype to A
-Earthlight Ray now uses Hitdef instead of projectile to make sure it is always hitting each opponent exactly once
-Significantly reduced the guarded damage on Astrological Instrument (it did nearly as much as when it wasn’t guarded)
-Adjusted hitspark position for Astrological Instrument
-Made Astrological Instrument damage output less dependent on enemy position (opponent standing still closer takes a bit more damage)
-Astrological Instrument helpers don’t hit on the first 5 ticks to increase the startup time of attack (was only 7 ticks, way too fast)
-Event Horizon invincibility starts immediately, instead of 7 ticks after the superpause to make it more reliable and more different from Astrological Instrument (which also has short startup and a large area of effect)
-Removed the unguardable in air restriction from Event Horizont. What’s up with so many cards unguardable in air, I don’t get it. A few moves against air opponents are enough, if everything has it, jumping will be equal to a suicide.
-Significantly reduced the damage of Event Horizon. Not only is it fullscreen and invincible, it also starts very fast so guarding it is hard, making it a very good move.
-Fixed Event Horizon to actually suck the enemy towards the black hole while hitting.
-Flare Star is now based on the percantage of power the opponent has compared to the maximum.
-Flare Star startup is somewhat faster, but it can still be interrupted or avoided.
-Reduced the damage of Grand Cross and Twilight Spark somewhat
-Added hit and guard sound to Grand Cross
-Added invincibility to Grand Cross (It wasn’t reasonably possible to interrupt it for a human player, anyway. The superpause is very long and the startup after it is very short, so even if you expect it, you will not be able to time the attack right, usually)
-Increased the startup time of Grand Cross by 5 ticks.
-OOrt Cloud damage is significaly reduced. It’s essentially an unavoidable, unguardable attack that also lets just hit the opponent.
(note : unguardable because the meteors cannot be guarded crouching, so you can hit them with a low attack (or air unguardable if they jump) anyway)
-Changed up and down velocities in the flying state (flying down is now a lot faster)
-Fixed the tech standing up to have full invincibility and added the velocity because it was set to 0
-You can’t cancel attacks into the freezing version of Elemental Spark, and it can’t hit falling opponents anymore to prevent infinites.
-Removed the numtarget=0 trigger from the juggle reset sctrl because it resulted in the juggle system not working when the hit was done through helpers (Stelar Missile)
-Removed various code parts that belonged to Flandre RP and served no purpose in this character.
-Doubled the juggle cost of Stellar Missile, so you can’t use more than 2 in a single combo now.
-Laser beam from Orreries Sun does no guarded damage anymore
-Plenty of other minor changes
-Orreries Satellite projectiles are now removed after taking 2 or more hits. It still has an absurdly high priority against other projectiles.
-Orreries Sun is cancelled if you fall down to the ground

Flandre RP
-Updated the instant KO move to have no effect against any Mokou character, not just Mokou RP
-Also removed the limitation of requiring Phoenix Rebirth to be selected for the above to be true
-Removed the numtarget=0 trigger from the juggle reset sctrl because it resulted in the juggle system not working when the hit was done through helpers (Counter Clock)

Yuyuko RP
-Updated the instant KO move to have no effect against any Mokou character, not just Mokou RP

Hotaru Futaba
[AI UPD] AI difficulty of levels 2-6 reduced

CCS
[UPDATE] Projectiles generated by the Illusion card are now removed on contact/graze. This also reduces the overall duration they can stun for.
[UPDATE] Updated stronger version of Earthy (Shaoran, Void, Yue) to do a more consistent amount of damage. Damage area is now limited to near the ground only.

Silver
[UPDATE] Added Happy Dance compatibility for Noah’s Klarissa Moonflower

Youmu
[BUGFIX] Fixed color separation problems on sprites : 121,11;121,12;group 6019;group 998;group 802

2012-08-19
Yuyuko RP
-Changed special and super commands
-Removed power cost from Z versions of specials
-AI replaced/updated
-See 2012-08-04 Update for system related changes common to all RP characters
-Adjusted clsns on a lot of animations (both clsn1 and 2)
-Removed the forward velocity from standing medium attack (it has a huge range already)
-Added numtarget and check to not affect guarding targets to target controllers in dashing medium
-Dashing medium is no longer unguardable in air and adjusted clsn1 on it
-Added clsn2 to throw success
-Reduced yaccel (she felt far too heavy for a ghost)
-Enabled jump after hitting with D+c
-Reduced the time between hits on aerial c to make sure all 4 hits will happen before landing
-Increased startup time of Z version of Eternal Wandering and removed power cost.
-Y version of Eternal Wandering is now the same speed as X version, and appears further up
-Now X and Y versions of Enernal Wandering do more damage under certain conditions and Z version doesn’t.
-Fixed Eternal Wandering not having a guard sound, and reduced the guarded damage to half.
-Dream Butterfly Dance now has NP/SP invincibility (grazing) on startup (also HP if grazing is set to full) instead of full invincibility
-Dream Butterfly Dance X version now does more damage, Y has higher range and faster movement, Z has most damage but slowest startup. Power cost from Z version has been removed.
-Fixed Eternal Wandering projectiles not being hit by other projectiles
-Removed Power cost from Z version of Light of the Undead, increased startup time.
-Replaced Light of the Undead hit projectiles with ones actually covering the area of the beams
-Removed invincibility from startup of Posessions of the Deceased (it was miscoded, anyway)
-Posessions of the Deceased can now hit standing opponents (but not crouching ones)
-Posessions of the Deceased all 3 versions have now 45 degrees upward movement and same startup time.
-Posessions of the Deceased, X version now drains power, Y version drains life, Z version does extra damage.
-Ghastly Dream butterflies now disappear on contact, damage is slightly reduced
-Fixed Ghost Butterfly projectiles being unhittable
-Increased hittime of Ghost Butterfly projectiles (opponent was able to regain control between hits.)
-Increased duration before Ghost Butterfly projectiles are removed
-Ghost Butterfly type is now SP so it can be grazed. Grazing won’t remove them, though.
-Reduced startup time of Peacful Route to Underworld
-Removed shadow from Peaceful Route to Underworld projectiles
-Fixed “Law of Mortality” projectiles being unhittable, so they can now block projectiles as intended.
-Law of Mortality duration is increased to 10 seconds
-Deadly Butterfly, second wave of butterflies is yellow
-Adjusted damage of Resurrection Butterfly
-Recoded Resurrection Butterfly to have the butterflies hit and do damage directly, and also applied a local dampener to limit the damage.
-Life Limit : Ticket to Netherworld is no longer unguardable in air
-Fixed Ticket to Netherworld explosion being blockable in some cases
-Other minor changes
-Added a spellcard configuration utility. Leaving all checkboxes empty will set the default to “random card select”, otherwise the checked cards will be selected by default.
-Added attack distance to Light of Undead beam to make it blockable
-Enabled crouching strong to be chained after standing strong
-AI will now always select random cards
-Added victory quotes (copied them from my Yuyuko)
-Implemented double hitdef technique and local dampening for both types of Deadly Butterfly (lv1 and lv2 cards)
-Removed the 200+ unused empty duplicate palettes from the SFF (how did they get there I wonder, maybe FF bug?)
-Changed the small portrait palette to be 8 bit instead of 5 bit (crashed vselect)

Flandre RP
-Changed all Lv3 spellcard commands from D,F,B,button to D,B,F,button. Will use this command for all other RP characters, too.
-Replaced the original spellcard configuration utility with the one I added for Yuyuko because it is easier to use.
-AI difficulty of levels 5-6 reduced

2012-08-15
Youmu
[UPDATE] Delusion of Enlightenment projectiles are no longer unguardable while crouching
[UPDATE] Delusion of Enlightenment now shows the area the next projectile is going to spawn from. Note that when the time between 2 projectile spawns is short, this might not be noticable or even present at all.
[UPDATE] Delusion of Enlightenment lv3 and 4 projectile spawn rates are slightly lower

Hotaru Futaba
[UPDATE] Grazing is now an optional feature. It can be enabled or disabled in the minus.st file.

Patchouli
[UPDATE] Updated some spellcard names
Spear of Heaven -> Rubble Pile Belt
Freedom Harvester -> Unbound Harvester
Supersolar Flare -> Solar Flare
Clockwork Cutter -> Absolute Harvester
[UPDATE] Additional mist effect signals the position where the crystals are going to appear

Flandre RP
[AI BUG] Fixed the AI being able to use 4 of a kind without ctrl

2012-08-04
New : ALL RP Characters Edited (only Flandre is available at the moment, system updates are done to all of them, but character specific ones not yet.)
-Converted to SFFv2
-Added minus.st file to contain minus states
-Added AI module to detect crouching/standing/invincible/reflect moves from my characters (AI.st)
-Added Palette Keymap to def files
-Added AI activation and grazing to state -3
-Added POTS prevent underground juggles code
-Added system anims, states and sounds (162,163, 6111,6017, 9999, S0,14)
-Added AI to guard and jump states
-Updated jump and landing to allow guarding
-Updated recovery states
-Updated liedown states to force lidedown.time (prevent early standup by spamming buttons)
-Added option to select grazing type (NP-SP, full, or none), available in Minus.st
-Switched buttons a/b/c with x/y/z through keymapping
-Added graze to the unused z button (original FF/BB commands also work)
-Bugfix : fixed character being vulnerable to attacks while standing up with the fwd/back button
-Updated dash states to contain grazing
-Updated Head.pos and Mid.pos values
-Added Super Jump/Graze up
-Forced spellcard select to always select 9 points of cards (original sometimes selected only 7, now it will keep trying until 9 are selected)
-Adjusted clsns where necessary
-Updated AI
-Removed P2facing=1 from all hitdefs because it is not blocked by hitoverride, messing up uninterruptable attacks by turning the enemy
-Removed power cost from “z” version of specials, and adjusted them accordingly (slower startup and/or other changes where necessary)
-Adjusted random spellcard selection to make a more random selection

New : Flandre_RP
-Standing/Crouching attacks are no longer unguardable in air
-Strong attack (c) is now a projectile
-Strong attack (c) no longer hits a falling opponent, and always sets the fall flag (was an infinite in the original)
-Enabled AI to use Strong attack (c)
-Adjusted effect size on crouching strong (c) to match the actual hit area better
-Enabled AI to use crouching light attack (D+a)
-Added clsn2 to throw (no invincibility while throwing the opponent anymore)
-Removed immunity to air attacks from light version of Laevateinn
-Changed invincibility on strong version of Laevateinn to work against all normal and special attacks instead of air anything
-Increased clsn1 size on Laevatein to match where the sword reaches
-Reduced the startup speed of all version of Laevatein to compensate for the higher range
-Increased juggle point cost of most attacks
-Reduced the time you can’t use Counter Clock for after the previous one disappears significantly
-Removed invincibility from Shockwave while grabbing an enemy
-Changed shockwave projectile to be projectile (C,SP) type (was attack type)
-Crouching strong (c) attack is now recognized by the AI module in all characters as a non-standard attack that needs to be guarded high
-Shockwave special move is now recognized by the AI module in all characters as a non-standard attack that needs to be guarded low
-Removed startup invincibility from Destruction Arrow
-Destruction Arrow now has the same type of grazing as selected for dashes, while Flandre is attacking
-Z version of Destruction Arrow does damage to Flandre when hitting in exchange for being faster and stronger than other versions
-Z version of Destruction Arrow is no longer unguardable
-Added juggle point cost to Destruction Arrow
-Enabled AI to use Destruction Arrow
-Enabled AI to use Cranberry Trap
-Cranberry Trap guarded damage is reduced to 0
-Changed CA invincibility to full invincibility while using Hell Catastrophe
-Enabled AI to use Hell Catastrophe
-Greatly reduced guarded damage of Hell Catastrophe
-Enabled AI to use 4 of a Kind
-Enabled AI to use Starbow Break
-Starbow Break no longer provides immunity to hyper projectiles if the grazing option is not set to maximum.
It does provide immunity to normal and special projectiles even when grazing is off, though.
-Kagome Kagome no longer has startup immuniy against hyper throws. (but still has against all attacks and non-hyper throws)
-Reduced damage of Starbow Break and Kagome Kagome
-Ripples of 495 Years now has full invincibility instead of partial
-Ripples is no longer unguardable in air, and it does HT type damage instead of HP(you aren’t supposed to graze fullscreen attacks, there is no place to avoid them…)
-Added Attackdist to 495 Years to allow the AI to guard against it
-Royal Flush can be guarded in air.
-Enabled AI to use lv3 spellcards. Yes, the original couldn’t use any of them.
-4 of a Kind clones inherit Flandre’s AI strenght under AI control
-Limited Cranberry Trap to be unusable until the last projectile from the previous one disappears
-Limited charge to be unusable until the last projectile from Cranberry Trap disappears
-4 of a kind clones disappear when the round ends
-Removed the reversaldef from And Then There Was None because it can potentially cause problems by reversing helpers that shouldn’t be reversible.
-And Then There Was None now provides immunity against crouching moves and physical attacks instead of crouching moves and projectiles on startup. The full invincibility on the dash part is unchanged.
-Added a new superportrait for ATTWN (thanks to Trinitronity for it)
-Added a better way to make opponent disappear after ATTWN.
-Updated Counter Clock to always turn towards the direction of the enemy(Projectiles facing away are unguarable to AI opponents due to how engine calculates guard distance)
-Enabled chaining Crouching light and medium attacks after standing light.
-Fixed quote selection when winning by ATTWN
-Added 2 new quotes, one against Remilia and one against Marisa

New Edited Character : Nagato Yuki
-Removed the KFM sprites from the SFF. Yes, they were in there. Seriously.
-Converted to SFFv2
-Fixed syntax errors in cns
-Enabled guard while jumping/landing
-Adjusted liedown.time and forced it to always work
-Added single button recovery commands
-Changed character scale from 0.47 to 0.5
-Changed Statetype=S/Statetype=C into Statetype!=A in cmd
-Changed Remap section in the cmd to map attack buttons to a,b,c and others to x,y,z
-Added damage dampening and adjusted damage values
-Added facep2=1 to attacks
-c,D+c are no longer unguardable in air
-Crouching a doesn’t hit opponents in air or falling anymore
-Fixed anim 410 not having clsn2 on the last frame
-b and D+b can no longer be comboed after itself many times
-Added POTS “Prevent Undergound Juggles” Code
-Replaced run state with the standard run state my characters use (but kept the velocity acceleration), to allow jumping,crouching, etc
-Replaced “hop back” with run back
-Added clsn2 to throw (throwing the enemy should not make you invincible)
-Removed power gain from using super moves
-Changed hitdef type to match the attacks (P for projectile, H for super/hyper, etc)
-Added P2defmul=1 to Superpauses to avoid them doing reduced damage in combos due to buggy defence related engine behavior.
-Removed full invincibility from dodge, it now works against non-hyper non-throws only.
-Disabled playerpush while dodging
-Merged the 3 different positioned delayed ice projectiles into one that targets P2 directly.
-The delayed ice projectile now freezes the opponent.
-Removed the rolling attacks. They look like the dodge roll, which is confusing…and this character has more than enough moves even without them.
-Added startup time for DDb/c kicks (state 1410-1420) because they had 0
-Changed the shield-like attack (DDx+y) into a shielding ability.
-Added missing clsn2 to first frame of FDb special throw
-Fixed the air downward kick to be able to hit (in original, character reached ground before hitdef activated most of the time)
-The barrier ability (x) no longer works against hypers but you gain life equal to the damage blocked instead of 10.
-Removed ~ from the beginning of commands (to prevent them from register keys not intended as part of the command, like cruching, walking or guarding)
-Changed a few harder to use commands to easier ones (for example a+b+c+dir. of teleport to s+dir.)
-Moved most super move commands onto the “z” button.
-Updated teleport : no invincibility at startup and end of animation, and 3 directions available, forward, back, and to the opponent (down)
-Changed portrait to the other one included in the original
-Removed a whole ton of code that was doing nothing, like setting never used variables and such
-Added some clsn2 to the startup frames of the jump kick super (it still has a lot of priority, though)
-Added compatibility with grazing for projectiles (they are removed when reversed now, and use P type in hitdef)
-Other minor changes
-The instant kill mode that hacks the world itself fails when used against Aura, due to her “Data Hiding” passive ability.
-Instant kill mode bar fills 2x as fast while hitting an enemy and drains 5x slower when guarding a hit compared to taking hits.
-Removed the “cannot guard” restriction from the instant kill mode. It made the whole thing entirely unusable, it’s unreasonable to last that long without guarding even on normal. The defense penalty still applies.
-Instant kill mode counter now goes up at half speed.
-Fixed the backward moving projectile not being guardable by AI due to moving at a negative x velocity
-Increased pausetimes on normal attacks
-Replaced AI :
–Now uses difficulty settings from the options menu, adjusted to match difficulty levels of my characters
–Common states updated with AI where necessary
–Simplified conditions on using attacks
–Includes high/low attack, projetile, and invincibility/reflection detection module to recognize such moves from my characters.

All Characters
[UPDATE] Added the new lowpriority parameter to the getting hit voice playsnd so the character will not restart the getting hit sound until it finishes.
[AI UPD] Added ability to recognize barriers or reflection abilities. Chance for this to trigger, and reaction is different for various charcters. Simpler/less intelligent characters don’t even use the feature in their AI.
[AI UPD] Minor adjustments to some characters’ AI, and AI difficulty (more significant changes are listed at each individual character)

All Touhou
[UPDATE] Bombs are now an optional feature. Options are :disabled,start with 0,1 or 2. Defaults to disabled except for Seravy. You can change this in the minus.st file.
[BUGFIX] Fixed New Card Album re-drawing the first new card from the old deck instead of the new one.

Reimu
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.
[AI UPD] Dimensional Rift is used at higher difficulty levels (5+) only and at a lower chance except for level 8.
[AI UPD] Sky Balance is used at higher difficulty levels (4+) only and at a lower chance below level 6.
[UPDATE] Shikigami Decoy statetye is now S to be hittable by attacks that don’t hit in air
[UPDATE] Reduced damage of Exorcism Needle by 1/hit
[UPDATE] Basic Talisman now does a small amount of guarded damage.
[UPDATE] Damage taken is reduced to 75% while using Divine Retribution. This doesn’t reduce the amount of damage reflected.
[AI UPD] Reduced AI difficulty on levels 3-6
[UPDATE] Dimension Rift, reappearing time is doubled to give more chance to react. Disappear time is halved, so overall startup time is only 5 ticks slower, however, the slower appearing makes it easier for opponents to guard properly.
[BUGFIX] Fixed Dimension Rift not working in air under player control (normal kick was taking priority)
[UPDATE] Safety Border, Earth Seal, Heaven Seal, animation startup time reduced to half.
[UPDATE] Added New Danmaku move : Head Protector (vertical version of Sealing Border)
[UPDATE] Changed some spellcard names to match the official :
Fantasy Fireworks -> Fantasy Seal
Shikigami Decoy -> Instant Dimension Rift
Orbs of Balance -> Concealed Orbs of Light
Serial Miko Kick -> Wind God Kick
Sealing Barrier -> Exorcising Border
[UPDATE] Replaced Golden Beam with Wild Exorcism. The propreties of the attack are the same but it uses amulets instead of a beam now.
[UPDATE] You can’t use Safety Border while you already have one active
[UPDATE] Ai module of all characters now properly reacts to Dimensional Rift Low.
[UPDATE] D+x no longer hits opponents more than once when they are slow at standing up
[UPDATE] Ascension Kick has NA/SA/NT immunity even when not used after guarding
[UPDATE] Modified X velocity of Praying for Rain, also modified knockback of the hit
[UPDATE] Added new aerial normal attack : downward kick (D+b)
[BUGFIX] Fixed Praying for Rain sprite positioning
[BUGFIX] Made Reimu switch to the correct animation frame of anim 42 after finishing Praying for Rain.
[UPDATE] Fantasy Heaven is now unguardable, and updated color effects and hit frequency
[UPDATE] Renamed Sky Balance to Orb Scattering
[UPDATE] Chaining multiple light punches will only add 1 orb to Fantasy Heaven
[UPDATE] Ascension Kick now has a juggle cost of 4, and adjusted clsn2 on it
[UPDATE] Damage from Fantasy Heaven now starts slower but speeds up more as the attack progresses
[BUGFIX] Reduced guard.hittime/pausetime of standing dimensional rift because it was supposed to be punishable after guarding but wasn’t.

Remilia
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.
[BUGFIX] Supreme Elegance is now uninterruptable (Should have been like that in the first place), to avoid getting hit, you have to jump out of the way.
[UPDATE] Reduced forward movement distance on Supreme Elegance

Yukari
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.

Silver
[BUGFIX] Fixed Rainbow Bind rarely being invisible
[AI UPD] Increased AI difficulty on levels 3-8
[UPDATE] Added 10 ticks of startup to Flower Star after superpause
[BUGFIX] Fixed Flower Star effect alignment/position/coding

Nitori
[BUGFIX] Fixed getting hit voice not triggering on some types of hits
[AI UPD] Mobile Barrier is not used below Ai level 4
[AI UPD] UFO Barrage is not used by AI below lv5

Youmu
[BUGFIX] Fixed getting hit voice not triggering on some types of hits
[AI UPD] Reduced AI difficulty on levels 1-7

Suika
[BUGFIX] Fixed getting hit voice not triggering on some types of hits

Yuyuko
[BUGFIX] Fixed getting hit voice not triggering on some types of hits
[AI BUG] Fixed AI being unable to use the Dematerialize and Life End spellcards
[BUGFIX] Fixed Youmu’s attack not doing damage
[UPDATE] Adjusted Lance of the Dead position to be 30 lower (this makes it more likely to hit shorter standing players)
[UPDATE] Slightly adjusted Spirit Shot y position
[BUGFIX] Fixed Life Limit and Life End attaching to a guarding opponent when hitting a helper at the same time
[UPDATE] Updated Teleport with additonal directional key controls to control reappear position.
[UPDATE] Yuyuko no longer regains control while using Gate to the Underworld
[UPDATE] Gate to the Underworld, additional effect added
[UPDATE] Graze effect is removed from the cooldown animation of Dance of the Dream
[UPDATE] Butterly Nest : now all waves of butterflies go to the direction of the first wave
[UPDATE] Increased the width of the Sakura Dance attack

Patchouli
[BUGFIX] Fixed getting hit voice not triggering on some types of hits
[BUGFIX] Fixed Satellite Fireworks doing too low damage

Tenshi
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.
[UPDATE] Added temperament effect to Serial Angel Cut, and updated clsn2
[AI BUG] Fixed bug that caused Tenshi to use spellcards when she wasn’t supposed to

Flandre
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.
[AI UPD] Minor improvements to the AI
[BUGFIX] Limited Chain Push to pushing one target to prevent the Mugen freeze bug of executing a targetbind on multiple targets.
[UPDATE] Removed unguardable while crouching restriction from Bloodbolt Arc
[UPDATE] Updated Bloodbolt Fountain. It now works like Sailor Moon’s Starburst used to, except the projectiles appear from Flandre’s hand.
[UPDATE] Renamed “Den of Tigers” to “Hell Catastrophe” to match with Flandre_RP’s card name.

Cirno
[UPDATE] Added voice. Voice can be enabled or disabled in the minus.st file. Default is enabled.
[UPDATE] Updated effect positioning in Ice Tornado
[UPDATE] Opponent no longer regains control between multiple hits of Strategy 9
[UPDATE] The moment when Strategy Nine reads enemy life used to calculate the damage is now close to the time when the attack hits.
[UPDATE] Added intro state/anim
[UPDATE] Changed several spellcard names to match the ones used in the translated version fo UNL
Ice Hedgehog -> Cold Sprinkler
Cirno Drill -> Super Ice Kick
Ice Hammer -> Great Crusher
Iceberg Assault -> Frost Columns
Icenado -> Ice Tornado
[UPDATE] Propagating Frost, Ice Trap, Frost Column animation startup is faster
[UPDATE] Propagating Frost clsn1 is taller when updated
[UPDATE] Propagating Frost is renamed to Advancing Frost
[UPDATE] Added 12 new palettes
[UPDATE] Freezing status duration is increased by a second when caused by Perfect Freeze
[UPDATE] Frost Mine clsn size increases when upgraded, and causes fall
[UPDATE] Made DDX and DDY take priority over D+x and D+y from keyboard input
[UPDATE] Normal attack “a” now has higher range and uses an ice sword effect (Also increased knockback)
[UPDATE] Crouching attack d+a now hits opponents on the ground and produces additional power when doing so.
[UPDATE] Crouching attack d+a no longer has pushback and cannot be comboed after other attacks
[UPDATE] Reduced the vulnerable duration before graze effect starts after superpause for Super Ice Kick
[UPDATE] Increased hittime of Ice Sprinkler
[BUGFIX] Fixed 99 Needles projectiles rarely not being removed
[UPDATE] Added some guarded damage to Cold Sprinkler

Unknown
[BUGFIX] Fixed Denial of Existence not having guard.hittime
[UPDATE] Updated Teleport with additonal directional key controls to control reappear position.

Satoko
[AI UPD] Reduced AI difficulty on levels 3-5
[UPDATE] Modified the power gain amounts from Rubber Bomb

Vanilla H
[AI UPD] Guarding chance slightly increased for normal and hard levels

Eriol
[UPDATE] Disabled recovery from fall on Earthy and doubled guarded damage

CCS
[BUGFIX] Fixed the Thunder (burst attack) having the wrong type (HA instead of HT)
[UPDATE] Shortened the animation on the second Song effect activation and removed the invincibility from it.

Rena
[AI UPD] Reduced AI difficulty on levels 2-7
[BUGFIX] Fixed Superpause ending too early when activating Fury Mode
[AI BUG] Fixed Ai being unable to use dodge
[UPDATE] Increased startup time of Flame Strike (was almost instant)
[UPDATE] Increased startup time of DFa (7 ticks instead of 4)

Vita
[AI UPD] Reduced AI difficulty on levels 2-7
[UPDATE] Adjusted clsn1/2 on some normal attacks

Sailor Moon
[AI UPD] Reduced AI difficulty on levels 2-7
[UPDATE] Updated Starburst. It now works similarly to the previous version of Flandre’s Bloodbolt Fountain.
[UPDATE] Increased clsn size on standing “c” kick to be able to hit standing opponents
[UPDATE] Lunar Beam is no longer unguardable while crouching
[UPDATE] Lunar Beam cost is reduced to 200
[UPDATE] Lunar Beam cannot be used while another one is active

Hotaru Futaba
[BUGFIX] Fixed common.st file not being included in Def

Archer
[AI UPD] Reduced AI difficulty on levels 3-6

Aura
[AI UPD] Increased AI difficulty on levels 3-7
[UPDATE] Updated Teleport with additonal directional key controls to control reappear position.

Rika
[AI UPD] Reduced AI difficulty on levels 3-5
[BUGFIX] Fixed Hanyuu intro playing when on round 2 when Hanyuu was already selected to be active for round 1
[BUGFIX] Fixed a bug that caused the mode to change when start was pressed during intro
[BUGFIX] Fixed Hanyuu’s projectile (c) not being removed after hitting something
[BUGFIX] Fixed hitsound on Hanyuu’s projectile (c)

Hanyuu
[UPDATE] Increased damage of the Time Freeze super to 170 (from 158)

Seravy
[UPDATE] Updated Teleport with additonal directional key controls to control reappear position.
[UPDATE] The following cards can now be used in air : Royal Flare, Wide Area Protection, Spiritual Beam, Divine Support, Clockwork Cutter, Meteo
[UPDATE] Lunar Beam is no longer unguardable while crouching
[UPDATE] Lunar Beam cannot be used while another one is active

Shaoran
[BUGFIX] Reduced Ice Shard hittime to prevent a->x->a infinite
[UPDATE] Adjusted mid.pos y and head.pos.y to the walk animation because it is significantly taller than the standing one.

Yue
[BUGFIX] Reduced Ice Shard hittime to prevent a->x->a infinite

Onpu
[UPDATE] Reduced startup time of animation on D+a

2012-06-30
All
[BUGFIX] Fixed many small syntax errors in the st files thanks to FF3′s syntax highlight

All Touhou
[AI BUG] AI now priorizes skillcards properly during all rounds
[AI BUG] AI now priorizes the Recovery system card properly

Seravy
[AI BUG] Fixed AI Bug that caused AI to never use Scarf Shield
[AI UPD] Allowed AI to replace learned spell with Infinite Power when at high power
[UPDATE] Made the boomerang projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Youmu Konpaku
[UPDATE] Increased Dampening of Strange Half Body
[UPDATE] Updated how Delusion of Enlightenment looks
[BUGFIX] Bar cost of Sonic wave is now subtracted when the projectile appears as intended.

Yuyuko Saigyouji
[AI UPD] Updated conditions on using Consume Spirit
[BUGFIX] Updated card upgrade animation to match superpause length (-1 tick)
[UPDATE] Replaced palettes 2,3,5,6,12 with new ones
[AI UPD] Enabled AI to use Butterly Nest at more situations
[AI UPD] Butteryfly Invasion is now used in the air more frequently, and can be used for a wider range of distance
[AI UPD] Grazing forward in the air is significantly less likely when the opponent is not in the air.
[AI UPD] Consume Spirit, Touch of Death use for AI is limited to guarding opponents only
[AI UPD] Other minor updates to AI

CCS
[BUGFIX] Fixed standing on air bug of Little custom state
[BUGFIX] Fixed wrong animation while in air in the Little custom state
[UPDATE] Updated the Litte hit state to apply the actual hit velocities, increased by 50%
[UPDATE] Background generated by using The Create (strong) now disappears while using Illusion (NoBG assertspecial) or Maze
[UPDATE] While the crater background is active after using The Create, camera scrolling is disabled.
[BUGFIX] Fixed wind attack forcing stunning custom state while The Little was in effect
[BUGFIX] Fixed The Little effect not working during hitpauses
[UPDATE] Enemy takes 33% additional damage while under the effect of The Little (applied before defense)
[UPDATE] Damage Damening no longer resets during the effect of The Little
[UPDATE] Changed The Shot targeting effect color

Tenshi
[BUGFIX] Updated card upgrade animation to match superpause length (-5 ticks)
[AI UPD] Serial Angel Cut will not be used when the opponent is falling
[UPDATE] Removed “Celestial Law” Spellcard (This ability will be more suitable for a future Shikieiki character)

Flandre
[BUGFIX] Updated card upgrade animation to match superpause length (-3 ticks)
[UPDATE] Made the boomerang projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Patchouli
[BUGFIX] Updated card upgrade animation to match superpause length (-1 tick)
[UPDATE] Improved chance of Full Moon Beam to appear while using Lunar Blaster, and increased damage
[BUGFIX] Bar cost of Bubble of Hesitation, Compressed Wind is now subtracted when the projectile appears as intended.
[UPDATE] Made the homing projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Sakura
[AI UPD] Shower is now available to the AI even when the opponent is in the air.

Lelouch
[AI BUG] Fixed condition of Flash Grenade improperly being set to “when bar would get empty” instead of “when bar would NOT get empty”

Nitori
[UPDATE] Machine Guns are now not hit by normals.
[UPDATE] Increased animation speed of Install Machine Gun
[UPDATE] Install Machine Gun now lasts longer when upgraded (+1 shot for each 2 upgrade levels)
[BUGFIX] Fixed Install Machine Gun projectiles not doing damage
[BUGFIX] Fixed Install Machine Gun not causing damage dampening
[UPDATE] Increased Danmaku bar cost of Install Machine Gun to 400
[BUGFIX] Fixed state and movetype of the Machine Gun
[UPDATE] Bubble Cannon is not hit by normals.
[UPDATE] Increased hittime of Bubble Cannon bubble projectiles
[UPDATE] Upgrading Compressed Water Cannon increases damage a bit more.
[UPDATE] Upgrading Nitro Boost increases damage a bit more.
[UPDATE] Increased guard distance on Nitro Boost
[UPDATE] Upgrading Double Shot now increases the damage of the gun projectiles
[UPDATE] Changed Double Shot command from c+y to replace standing y.
[UPDATE] Increased power gain on many danmaku attacks
[UPDATE] Added guard.velocity to normal “a”
[BUGFIX] Updated card upgrade animation to match superpause length (+3 ticks)
[BUGFIX] Removed all instances of the Trip type
[UPDATE] Reduced damage and incraesed dampening of rockets to balance damage with no Trip type
[UPDATE] When landing from air during certain danmaku attacks, animation now switches to the standing version of the same animation
[UPDATE] Updated Rocket Launcher behacior in air to match other attacks (landing doesn’t interrupt it)
[UPDATE] Checked and updated clsns
[UPDATE] Kick(b) can no longer be chained after itself
[UPDATE] Exchanged command of Kick (now F+b) and piercing attack (now b), both on ground and in air
[UPDATE] Kick now does more damage and knocks the opponent away, and has somewhat slower startup
[BUGFIX] Fixed all UFOs disappearing when multiple instances of UFO Escort are active
[UPDATE] Limited number of UFOs to 18 at a time
[UPDATE] Reduced dampening and increased damage of Fountain of Kappa
[UPDATE] Adjusted casting time of Bubble Prison (lv 1 is now 40 tick, lv 4 is 16)
[UPDATE] Increased damage, dampening, added guarded damage to Surprise Grenade, also added double hitdef technique to it. Damage/hit now increases by upgrade level.
[UPDATE] Added new danmaku attack : Mobile Barrier
[UPDATE] Added new danmaku attack : UFO Barrage
[UPDATE] Disabled recovery from Laser Cannon’s fall
[UPDATE] Bombs now always cause a fall without recovery (Air Strike, UFO Barrage)
[UPDATE] Increased damage from Air Strike projectiles
[BUGFIX] Fixed Damage Dampener not resetting under cetrain contitions when it should have (Jellyfish Princess for example)
[UPDATE] Aerial Fortesss now causes a fall
[BUGFIX] Disabled power gain when hitting with Aerial Fortress

Silver
[UPDATE] Replaced palette 4
[UPDATE] Made the homing projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Rena
[UPDATE] Removed round 2 intros because it gave the wrong impression of Rena using a powerup mode to some people which isn’t true.

Yukari
[UPDATE] Updated display name

Reimu
[BUGFIX] Fixed improper hair color on sprite 3000,6
[BUGFIX] Fixed improper eyebrow color on sprite 7696,0
[UPDATE] Updated all palettes to improved ones
[AI UPD] Reimu will no longer use Fantasy Fireworks and Orb when the opponent is falling or on the ground

Vanilla H
[UPDATE] Hyper Cannon now causes a fall
[BUGFIX] Disabled power gain when hitting with Hyper Cannon
[UPDATE] Added a new option into options.txt for another boss mode, limited to one summon at a time (old boss mode is unaffected and is still the deafult)

Shiori
[BUGFIX] Fixed a bug in Freezing Tornado Strike that made the attack repeat itself if the opponent was stuck in state 2580 due to the attack losing target in an unknown way
[BUGFIX] Fixed Freezing Tornado Strike hitting at most one target at a time

Sayuri
[AI UPD] Updated Pressure and Explod use conditions
[BUGFIX] Fixed Magical-Pressure spending all power instead of 1000 when hitting more than once
[UPDATE] Reduced animation recovery time and increased damage of DFy
[UPDATE] Increased damage of the star projectiles to 60

Hotaru Futaba
[AI UPD] Added restrictions on when to use super moves on AI levels 6 or higher
[AI UPD] Updated DBx AI conditions
[BUGFIX] Disabled ability to chain DFy after itself
[AI BUG] Enabled AI to chain DDx after DFz even if the opponent was not in the air
[AI UPD] Increased chance for AI to chain DDx after DFz on AI levels 6 or higher

Sailor Moon
[BUGFIX] Updated clsn2 on some animations where they were too small
[UPDATE] Replaced default super move sound effect where it was still used
[UPDATE] Starburst can be used simply by pressing y while guarding.
[UPDATE] Starburst now costs a fixed 200 danmaku bar and shoots projectiles evenly spread in a large area. The projectiles do low damage but they have a long stun duration. The old effect of Starburst is no longer available.
[AI UPD] Restricted AI use of “c” to tall enemies or enemies in air.
[UPDATE] Made the homing projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.
[UPDATE] a and D+a cannot be chained after itself (attach has so short reach it often didn’t connect more than once anyway)
[UPDATE] a and D+a knockback velocity is now 0

Suika
[UPDATE] Added Turn to White Hole projectiles to make sure they always move forward due to guard distance limitations

Onpu
[UPDATE] Made the homing projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Aura
[UPDATE] Made the homing projectile turn towards the opponent so the AI will be able to detect it when it is approaching from behind.

Kano Kirishima
[BUGFIX] Fixed High Wizard card being invisible when dropped
[BUGFIX] Fixed item drops being higher rarity than intended
[UPDATE] Adjusted item drop calculation and chances
[BUGFIX] Cold Bolt is no longer removed while guarding

Hanyuu
[UPDATE] Invincility on Position Shift now starts at tick 6, disappearance is 2x faster. Ctrl is gained on tick 8 of appearance instead of 16.
[UPDATE] Updated clsn2 on some animations
[BUGFIX] Changed improper animtype of Oyashiro Mode air “c”
[BUGFIX] Removed D from hitflag of Oyashiro Mode aerial b and c
[UPDATE] DDa, DDb can now be used while guarding by pressing “a” or “b”
[BUGFIX] Fixed Wrath of God being unable to hit more than one target

Nanoha
[UPDATE] Divine Buster damage area now matches the paralyze area, so it always does damage when it hits.
[UPDATE] Spread Beam (DDy) is now faster

2012-06-02
Suika Ibuki
[UPDATE] Increased damage of Flame Punch (both version), and Magma Spray
[UPDATE] Increased X velocity on third a attack to make sure it doesn’t miss due to range
[BUGFIX] Fixed Greater Pandemonium to use the intended animation
[UPDATE] Increased clsn1 size on Drunken Tech
[UPDATE] Updated clsn2 on many animations
[UPDATE] Updated anim 40 and 47 (jump start and landing)
[UPDATE] Halved power gain when using Chibi Suika attacks
[UPDATE] Disabled guard.kill for Chibi Suika
[UPDATE] Projectiles fired by White Hole are now not removed when they are generated offscreen.
[BUGFIX] Fixed Giant Oni and Secret of Kings hitting multiple times while under attack
[UPDATE] Increased duration of Black Hole spellcard
[UPDATE] Increased the damage of Throw of Atlas
[UPDATE] Disabled recover from fall on Missing Power hit
[BUGFIX] Updated card upgrade animation to match superpause length (-11 ticks)
[UPDATE] Charging Oni Spirit Bomb now generates some power while being charged
[UPDATE] Added guarded damage to Will of the Wisp spellcard
[UPDATE] Increased damage (and dampening) of the Will of the Wisp spellcard
[UPDATE] Disabled recover on fall from Flame Punch (both version)
[UPDATE] Increased damage of Missing Power by 30
[BUGFIX] Fixed “cannot guard” effect of C2H5OH boost not displaying the alternative guarding animation
[BUGFIX] Fixed “cannot guard” effect of C2H5OH boost not always working when intended
[*NOTE*] Guarding during the “cannot guard” effect might block custom states (like throws) from activating, but damage and other effect of the hit happen as though the attack wasn’t guarded.
[AI UPD] AI is now not trying to guard when the “Cannot Guard” effect is active.
[UPDATE] Increased speed of Flame Punch (both versions)
[UPDATE] Reduced animation cooldown time of Fire Oni and Magma Spray
[BUGFIX] Removed use of “trip” hitdef type on 3rd a and F+a attacks
[UPDATE] Increased damage of Flame Disaster
[UPDATE] Replaced old palettes with new, improved ones
[UPDATE] Forced effects to not use the 1,1 palette

Shiori
[BUGFIX] Fixed Typhoon Spinner command not working
[UPDATE] Ice Boulder damage increased
[UPDATE] Removed sprite group 3000-3063 which were unused duplicates of 12200,13600-13700
[UPDATE] Color Separated sprites (Shoes, Socks, Dress)
[UPDATE] Replaced old palettes with new, improved ones (note : there is an additional palette, 1,13 that is not used in the SFF)
[UPDATE] Increased aerial b,c damage
[UPDATE] Sharper than I thought command is now D+x (easier to use)
[UPDATE] Ice Cream Beam command is now D,F,y (matches beam attack command on other characters)
[UPDATE] Hailstorm for You command is now DBy (switched with beam command)
[UPDATE] Added guarded damage to Cold Experience
[BUGFIX] Fixed Freezing Tornado Strike not hitting again after the initial hit
[BUGFIX] Fixed Freezing Tornado Strike not moving the opponent around if they were at a certain distance
[UPDATE] Changed hit velocity of aerial b attack
[UPDATE] Aerial b cannot be chained after itself
[UPDATE] Updated Calling Icicle coding to make it better detectible for AI
[UPDATE] Disabled recovery from D+c fall
[UPDATE] Increased Sharper than I Thought damage
[BUGFIX] Sharper than I Thought projectile now turns into idle movetype while disappearing properly
[UPDATE] Increased Icebird Assault damage somewhat.

2012-05-18
Tenshi Hinanai
[UPDATE] Removed Keystone Rain danmaku bar attack
[UPDATE] Removed Heaven and Earth Press danmaku bar attack
[UPDATE] Added Tackle normal attack (can only be used while running forward by c button)
[UPDATE] Added new danmaku attack : Keystone Rush. (powered up by Strenghtened Keystones Skill card)
[UPDATE] Added new danmaku attack : Jump of Receiving
[BUGFIX] Piercing Keystone now disappears when going below ground
[UPDATE] Added new danmaku attack : Aerial Bombardment
[AI UPD] Significantly reduced chance for AI to jump on higher AI levels (She fights much better on ground)
[AI UPD] Disabled dashing forward while in air for AI
[AI UPD] Disabled use of several attacks while the opponent is falling for the AI
[UPDATE] Beam of Perception hit damage is increased by 50%
[UPDATE] Replaced palettes 6,9
[UPDATE] Removed “Keystone Shooter” spell card
[UPDATE] Reduced cost of Guardian Keystones to 1000
[UPDATE] D+b aeiral attack now does a minimum of 40 damage even with maximum dampening
[BUGFIX] Fixed Bermuda Triangle Cut last cut timing not matching animation
[UPDATE] Halved the removetime of Release Temperament projectiles
[UPDATE] Increased damage and guarded damage of Sword of Unletting Soil, increased flame range on lv4 version, disabled recovery for opponent when falling after the attack
[BUGFIX] Added double hitdef coding techinque to Sword Of Unletting Soil to prevent doing excess damage when it is not intended
[UPDATE] Strenghtened Keystones powerup effect on World Creation Press is reduced
[UPDATE] New Spellcard : Skyfall has been added
[UPDATE] Removed guard.distance from Angel Wing Breeze so AI will no longer attempt to guard it
[UPDATE] When activation Minor Doomsday, Tenshi now jumps towards the center of the screen where the source of beam is instead of towards P2

2012-05-04
Youmu Konpaku
[BUGFIX] Updated coding of Reckless Assault and Jump
[BUGFIX] Disabled recovery on Lunar Cycle Cut hitdef
[BUGFIX] Removed ctrl from win state
[BUGFIX] Removed use of Trip hitdef type in Lunar Cycle Cut, Full and Crescent Moon Slash
[BUGFIX] Adjusted velocities of Full Moon slash and Lunar Cycle Cut hitdefs
[BUGFIX] increased animation recovery time of b to prevent a,a,b,a,a,b infinite
[UPDATE] Adjusted Full Moon slash and Lunar Cycle Cut damage and dampening
[BUGFIX] Removed use of Trip type in several normal attacks
[BUGFIX] Fixed Dodge having N Physics instead of S
[UPDATE] Increased the number of projectiles generated by Spiritual Unleashment by 50%
[UPDATE] Life Ending Sword animation time is now faster
[BUGFIX] Fixed 200 Yoyana in 1 Slash Superpause, voice and power cost not being applied
[BUGFIX] Fixed not having invincibility while jumping for using 200 Yoyana in 1 Slash
[UPDATE] Added hitspark, hitsound to Flawed Nirvana, updated one of the effects to be larger
[UPDATE] Changed the angle Flawed Nirvana is being fired at
[UPDATE] Reflected projectiles from Netherworld Reflection Slash are now a lot faster
[UPDATE] Wicked Soul can be used by “y” instead of “DDy” while guarding

Flandre
[BUGFIX] Unleashed Flare can no longer go out of control while it is being stopped
[UPDATE] Unleached Flare can now be stopped by any attack button

Remilia
[AI UPD] Queen of Midnight will not be used when the opponent is down/falling

Reimu
[BUGFIX] Fixed Fantasy Heaven superpause lenght extending over the animation

CCS
[BUGFIX] Added missing facep2=1 to dizzy state (used by whirlwind)
[AI UPD] AI will not use the Song card if his Silent is in effect
[BUGFIX] Fixed bug that prevented the light attack from working sometimes.

Hanyuu
[AI UPD] Updated AI use condition of Time Freeze to match current damage of the attack

Yukari Yakumo
[UPDATE] Chen no longer causes a fall.
[UPDATE] Chen no longer hits falling players.
[UPDATE] Chen’s hitdef reactivates 24 ticks after a hit instead of 12, but 6 ticks after a graze
[UPDATE] Added some new palettes/updated/replaced some existing ones.
[BUGFIX] Fixed Ran not returning to her normal state when Yakumo Clan fails
[BUGFIX] Fixed some miscolored pixels in the umbrella part of sprite 0,0
[BUGFIX] Fixed a few miscolored pixel on her skirt in a few sprites
[BUGFIX] Fixed skirt colors on sprite 2002,0 (Chen) to work with the palettes properly
[UPDATE] Changed the sound effect of Spacequake
[UPDATE] Added sound effect to Flesh Dismantler
[UPDATE] Added sound effect to Bewitching Bait
[UPDATE] Wormhole reflected damage is now rounded up instead of down
[UPDATE] Wormhole power gained from reflected projectiles hitting is now depending on the reflected damage amount instead of being constant
[BUGFIX] Fixed Rising Slash missing on falling opponents
[UPDATE] Increased damage and powergain of Slash (y)
[BUGFIX] Disabled Screenbound on P2 during the effect of Dimensional Tear
[UPDATE] Switched command of Illusion Maniii Parasol (now DBx) and Hiding in Celestial Temple (now DDx)
[BUGFIX] Fixed the camera locking code not working during Spacequake
[UPDATE] Eye of Laplace is now uninterruptable
[BUGFIX] Eye of Laplace now sets velocity to 0 properly
[UPDATE] Progressing Beams now appears closer to the character
[BUGFIX] Fixed oppponent not vanishing when disappearing in Dimensional Tear and losing.
[UPDATE] Removed hitpause from Illusion Manii Parasol hits, adjusted damage, dampening
[UPDATE] Removed knockback from Illusion Manii Parasol
[BUGFIX] Updated remove conditions of beams
[BUGFIX] Opening a wormhole is now an I state instead of A
[UPDATE] Border Melting guarded damage boost is increased on most attacks
[BUGFIX] Disabled recovery from fall on “Open the Box” hits
[UPDATE] Hiding in Zen Temple attack stops after it is guarded.
[UPDATE] Increased damage of Bewitching Bait
[BUGFIX] Fixed Bewitching Bait hitdef not deactivating fast enough when the attack is over
[BUGFIX] Fixed Bewitching Bait having incorrect animtype (diagup)
[BUGFIX] Space Splitting attack is now immediately removed if interrupted instead of continuing
[UPDATE] Increased startup speed of Splace Splitting significantly
[BUGFIX] Fixed the Space Warping->Space Splitting chain not working
[BUGFIX] Space Warping animation time now matches the attack length instead of ending early
[UPDATE] Increased Space Warping damage, reduced dampening
[UPDATE] Reduced guard.hittime of illusion rift
[BUGFIX] Updated Dimensional Tear to use Targetbind instead of Posset
[AI UPD] Disabled Illusion Rift use for AI when P2 is in the air
[AI UPD] Disabled Dimensional Tear use for AI when P2 is in the air
[AI UPD] Disabled Eye of Changes use for AI when P2 is near

Silver
[UPDATE] Stars no longer appear during Happy Dance. Enemy is put into anim 5800 (spinning) or 5300 (dizzy) if they aren’t compatible.
[UPDATE] Happy Dance animation is now applied for Noah’s Sakura.
[UPDATE] Dance animation (5300) is applied for Princess Fine
[UPDATE] Changed My Little Princesses to be SP type so it can now be grazed.
[UPDATE] My Little Princesses now summons 5 random colored mini Silvers instead of 4, and they are spread out more.
[UPDATE] Added colored sparkling effect to Royal Highness
[UPDATE] Most danmaku attacks are now 1-2 random colors instead of all colors together
[UPDATE] Updated color of Wishing Star

Seravy
[BUGFIX] Disabled Screenbound on P2 during the effect of Dimensional Tear
[BUGFIX] Updated Dimensional Tear to use Targetbind instead of Posset

Ayu
[AI UPD] AI will only use Reflect Barrier if the number of opposing helpers/projectiles is greater than 3.

Moon
[UPDATE] Disabled playerpush for the cooldown time of Starfall

Shiori
[BUGFIX] Fixed Minor Hailstorm stopping condition

2012-04-01
Yukari
[RELEASED]

All Characters
[AI UPD] Updated conditions for the AI to choose between guarding high or low
[AI UPD] AI can now racoginze attacks from my characters with non-standard high/low guarding restriction and guard them properly
[AI UPD] AI now no longer changes to guarding low or high immeditely on difficulty below 8. Lower difficulty levels mean higher average time for switching to the correct type of guarding.
[AI UPD] Improved way of AI detecting enemy helper count by not counting permanent/stick around helpers. This information is used for activating projectile reflection moves and to avoid using risky interruptables.
[AI UPD] Greatly increased AI chance of guarding directly after standing up from the ground to avoid abuse by timing an attack to that moment when the AI has only 3 ticks to react.

All Touhou
[BUGFIX] Fixed the wrong spell name being displayed when using spell chains
[UPDATE] You can chain any related danmaku bar move after using skill cards. Related meaning a move that skill card enables or upgrades. Note that related moves that are not danmaku moves (spell cards, normals) cannot be chained.

Cirno
[BUGFIX] Fixed 999 Needles cost being applied when chaining 9999 Needles

Remilia
[UPDATE] Removed Demon Lord Rush Spellcard
[UPDATE] Removed Gift from Heaven Spellcard
[UPDATE] Added some new palettes (replacing some old ones)
[UPDATE] Bat Transformation command has been moved from y to x
[UPDATE] Increased animation cooldown time of “c”
[UPDATE] Increased animation cooldown time of “D+c”
[UPDATE] Added forward velocity to “c”
[BUGFIX] “a” cannot be chained after “b” anymore to prevent infinite
[UPDATE] Adjusted damage output of some normal attacks a bit
[UPDATE] Increased amount of power gained when using normal attacks
[UPDATE] “c” now cannot be skipped in an a,c,F+c combo, F+c after a will result in doing c instead.
[UPDATE] Chain Rush speed increased
[BUGFIX] Fixed sprite positioning for Remilia during Vampire Lord Assault
[UPDATE] DFc is now uninterruptable by non-hypers but the damage is reduced from 97 to 69
[UPDATE] F+c damage is now increased to 99 to compensate for the reduction in DFc’s damage
[UPDATE] Basic Bat dampening increased

Flandre
[UPDATE] Updated Starbow Rain to use a different animation on the projectiles
[UPDATE] Removed “Gift From Hell” Spellcard
[UPDATE] Chain Push startup time is now faster
[UPDATE] Updated “Scarlet Flare” and “Unleashed Flare” Hitsound, spark, and BGpalfx
[UPDATE] Increased unguarded damage of “Unleashed Flare” by 75% (guarded damage unchanged)
[UPDATE] Added 6 new palettes (they replaced some of the old ones.)
[BUGFIX] Fixed a bug that returned the opponent into common state 51 instead of 52 at the end of Chain Push.
[UPDATE] Bloodbolt Arc command is changed to DBc
[UPDATE] Added new danmaku attack : Sonic Claw (DFc) which is a weaker version of the removed spellcard “Sonic Scar”
[UPDATE] Removed Spellcard “Sonic Scar”
[UPDATE] Increased Laevateinn upgrade damage of additional hits.
[UPDATE] While “Four of a Kind” is in effect Flandre cannot gain power
[BUGFIX] Fixed Chain Push not having a hitspark
[UPDATE] Kagome Kagome damage and duration was reduced
[UPDATE] Bloodbolt Shower and Charged Bloodbolt animation startup time reduced
[BUGFIX] Charged Booldbolt now fires 3 bolts without charging as intended (was 4 before)
[UPDATE] Kagome Kagome can now be used in air
[UPDATE] Cranberry Trap can now be used in air
[UPDATE] Increased firing frequency of Cranberry Trap and reduced duration to prevent easy stacking of many of them.
[AI BUG] Updated AI condition to use Then There Was None at as it was being used when it was not worth risking.
[UPDATE] Stigmatizer of Sky can be used by D+x if already in the air.
[UPDATE] Stigmatizer of Sky and Earth both fire an additional projectile at level 4
[UPDATE] Stigmatizer of Sky and Earth damage dampening increases with spellcard level, and base dampening is also increased
[UPDATE] Stigmatizer Boomerang returns one more time on level 4
[UPDATE] Servant Flyer now generates the first bat 2 seconds later instead of immediately
[UPDATE] Starbow Blaster is now significantly faster
[UPDATE] Increased pausetime on Starbow Rain hits to make sure the knowback won’t push the opponent away before the last hit.
[BUGFIX] Starbow Breaker effects start fading when they should instead of being 10 ticks after the projectiles are fired.
[UPDATE] Basic Bat damage and dampening increased

Yue
[AI UPD] Added condition for AI to stop using Frost Barrier

Tenshi
[UPDATE] Pillar of Divine Punishment duration is reduced
[UPDATE] Appearing Y position for Keystone Rain projectiles is raised to 400

Vanilla H
[UPDATE] Removed Chance Combo feature

Satoko
[UPDATE] Falling Vat is no longer unguardable while crouching
[BUGFIX] Improved velocity control of Gigantic Rocket to avoid missing the opponent if they are in the air

Reimu
[BUGFIX] Added Facep2=1 to custom state 249

Silver
[UPDATE] Updated Royal Healing : Amount healed is greatly reduced, healing happens during a superpause (but can still be interrupted on startup), no longer heals opponent.
[UPDATE] Color sparated sprites and updated SFF. Thanks to Muirtower/Noah for doing the first half of color separation.
[UPDATE] Updated animations and clsns where necessary
[UPDATE] Fixed various random pixels having improper colors on several sprites
[UPDATE] Added 12 new, improved palettes to replace the old obsolete ones
[UPDATE] Increased damage and number of cuts in Rainbow cutter to make it more useful, while also increasde dampening to maintain balaced damage
[BUGFIX] Fixed sprpriority of cut effect being too low on Rainbow Cutter

Nitori
[BUGFIX] Surprise Greande explosion is no longer unguardable while crouching

Onpu Segawa
[BUGFIX] Rising Moon is no longer unguardable while crouching

Furude Rika
[BUGFIX] Fixed Satoko Dan being usable in air

Youmu
[BUGFIX] Fixed bug that caused Youmu to not take damage during Reckless Assault
[BUGFIX] Fixed source of invalid state debug message when using Double Pain
[UPDATE] Increased chance of Double Pain clones to run forward
[BUGFIX] Updated AI level of Double Pain clones in the readme and the actual coding to match each other
[UPDATE] Disabled guarding and playerpush for the Double Pain clone
[UPDATE] Reduced damage of DDa and DDb
[UPDATE] Increased guard distance of Medium’s Bind, Slash of Present
[BUGFIX] Fixed Spiral Pierce chaining cost set to another spell’s cost

Patchouli
[UPDATE] Updating Day of Crystals now increases the number of crystal projectiles generated instead of the damage on Crystal Spear
[UPDATE] Crystal Pierce animation startup time reduced (it is now faster for the first crystal to appear)
[BUGFIX] Changed Emerald City and Megalopolis movetype to A (movetype=I was unfair against AI because it wasn’t attempting to guard during the first 6 ticks)

Ayu
[UPDATE] Added a minimum duration of 30 ticks for Reflect Barrier

Seravy
[UPDATE] Fixed bug that caused Meteo and Pretty Coquettish Bomber casting to be unable to end if character was being hit continuously when finishing the attack.
[UPDATE] Dimensional Tear now makes the opponent reappear falling from above the stage.

Shiori
[BUGFIX] Fixed the airguard velocity of “Watch your head”

2012-01-30
Satoko Hojo
[RELEASED]

All characters
[AI UPD] AI now stops running back if the opponent gets behind somehow (teleport, falling, whatever)
[BUGFIX] Fixed various syntax bugs and removed various deprecated parameters that had no particular effect anyway (thanks to FF3′s syntax highlight it’s easier to spot these now)
[BUGFIX] Blocked targetstate from activating on custom stated attacks when it is guarded but simultaneously hits something else.
[UPDATE] Moved all single button commands to top of cmd file. This should be able to neutralize the command redirection bug of the engine at least in the case when two of my characters fight each other.

CCS characters
[UPDATE] Meteor (6000 cost version) cost is reduced to 5000.
[UPDATE] Holding forward when pressing “b” now does strong attack instead of medium
[UPDATE] Updated Storm 4000 cost ability damage
[UPDATE] Updated Storm 4000 cost ability hit velcities
[UPDATE] Updated Storm 4000 cost ability with movement when pressing back or forward
[UPDATE] Void, Eriol and Shaoran now have the other effect of Storm than before
[BUGFIX] Fixed Snow (second ability) being cast if it’s already in effect instead of the card being discarded at no cost.
[BUGFIX] Fixed debug spam source in state 14001 (Fly)
[UPDATE] Eliminated debug spam “division by zero” caused by the use of Ifelse instead of Cond in state 12550 and 12560
[AI UPD] Prevented AI from using certain Clow Card attacks when the damage dampener would reduce the damage too much to be useful

CCS Yue
[UPDATE] Changed to use the other Wood
[BUGFIX] Fixed Ice Barrier being unable to end after taking hits for 60 ticks.
[BUGFIX] Frost Barrier no longer works in air

CCS Sakura
[BUGFIX] Fixed crouching a animation times again (seems like it wasn’t saved last time)

Ayu
[UPDATE] Reflect Barrier bar cost is now doubled

Vanilla H
[UPDATE] Removed “Great Explosion” attack.
[UPDATE] Increased dampener on aerial a
[UPDATE] Reduced y velocity of opponent when hit by Normal Slam launcher
[UPDATE] Aerial a cannot be chained after itself or other aerial attacks now
[BUGFIX] Fixed landing sound not playing when doding right after another dodge
[UPDATE] Removed all instances of the deprecated “volume=255″ parameter
[UPDATE] When chaining after b, Medium Kick takes priority instead of light kick
[UPDATE] Hit velocities of light punch and kick are reduced to 0
[UPDATE] Light Punch cannot be chained after itself or light kick anymore
[UPDATE] Chrouching Light Punch cannot be chained after attacks and has a hit velocity of 0
[UPDATE] Light punch (standing and crouching) startup is now faster but cooldown is slower
[AI UPD] Increased AI chance of using the a->b->F+b->DBx->DFx chain (or parts of it)
[BUGFIX] Added missing animtype=up to Super Normad Spin
[BUGFIX] Updated angel.st to use Superpause controllers instead of Pause controllers where necessary
[BUGFIX] Fixed bar depleting even when Nanorecovery was interrupted
[UPDATE] Increased recovery animation duration of DBx and Dfx
[UPDATE] Reduced Eye Laser Super damage from 214 to 199
[BUGFIX] Made P2 face P1 in custom state 241 and 2305 to make the knockback happen to the proper direction
[BUGFIX] Fixed Milfeulle’s bike attack knockback direction
[AI UPD] AI now stops using Normad Spin if it misses immediately

Rena
[BUGFIX] Removed some leftover testing purpose code that caused the game to freeze on a certain condition

Flandre
[UPDATE] Updated X hit velocity direction to take facing, opponent’s facing, and projectile’s movement direction into account.
[UPDATE] Present From Hell damage reduced by 20 for all levels, Additional guarded damage for level up halved.
[UPDATE] Present From Hell, magic circle effect added
[UPDATE] Spell Card “Standard Cross” was removed.
[UPDATE] Spell Card “Triser” has been removed.
[UPDATE] New Spell Card : “Kagome Kagome” has been added
[UPDATE] New Spell Card : “Cranberry Trap” has been added
[UPDATE] New Spell Card : “Then There Was None” has been added
[AI UPD] Updated how AI uses Charged Bloodbolt
[UPDATE] Reduced damage of Fountain of Destruction

Aura
[UPDATE] 8 Phases of Morganna hitdef is now active for 9 ticks only.
[UPDATE] 8 Phases of Morganna damage is halved

Reimu
[UPDATE] Rising Dragon Kick damage is reduced from 180+20*level to 160+15*level
[BUGFIX] Rising Dragon Kick statetype is now attacking, and guard distance is set to 320
[BUGFIX] Shikigami Decoy projectiles now give no power when hitting
[UPDATE] Sky Balance and Shikigami Decoy dampening increased from .92 to .89
[BUGFIX] Fixed Orbs of Balance damage not being affected by dampener, also adjusted damage
[BUGFIX] Fixed Orbs of Balance orb starting X velocity
[UPDATE] Leveling up now increases Orbs of Balance duration
[BUGFIX] Fixed Serial Miko Kick cost on card image (cost is 2000 but card had 1500 on it)
[UPDATE] Adjusted Demon Binding Circle hit velocities to always pull opponent closer to center when hitting

Cirno
[UPDATE] Iceberg Assault now has 0 horizontal hit velocity (opponent falls directly up)

Remilia
[UPDATE] Reduced normal c attack hit velocity and cornerpush
[UPDATE] Vampire Lord Rush superpause is now longer, and there is an additional 10 ticks of timegap after it to leave enough time for guarding.
[UPDATE] Present From Heaven damage reduced by 20 for all levels, Additional guarded damage for level up halved.
[BUGFIX] Set Attack Distance to 140 on D+b.
[UPDATE] Pressing c again while performing c will chain F+c instead of doing nothing

Seravy
[UPDATE] Updated turning code in state 1 to work directly after performing moves even if directional buttons are held.
[BUGFIX] Fixed character not being able to move horizontally on ground
[UPDATE] Increased forward/back graze movement speed on ground
[BUGFIX] Fixed Healing Rain description in readme and amount of bonus to Recovery actually done.
[BUGFIX] Round can now end immediately after enemy disappears in Dimensional Tear lv4.
[UPDATE] Increased duration of animation for Dimensional Tear (to prevent attacking the opponent while he tries to avoid the black hole)
[BUGFIX] Fixed Dimensional Tear not removing the correct amount of power on level 2 or higher.
[AI UPD] Experimental new AI guarding code added (will be added to other characters after further testing and improvements in next release)

Tenshi
[UPDATE] Pillar of Heavens damage reduced from 210+level*30 to 180+level*20.

Youmu
[UPDATE] Updated readme file (added missing attack costs and types)

Silver
[UPDATE] Increased hittime of Rainbowstatic Discharge to prevent opponent regaining control too early
[UPDATE] Fixed 2 typos in the .AIR file that had no effect on the actual gameplay
[UPDATE] Removed unused sprites in the group 1030
[UPDATE] Increased pausetime of light normal attacks
[UPDATE] Added AllPalFX and NoBG to Starfall Dance to make it look better
[UPDATE] Adjusted clsns on many animations
[UPDATE] Princess Tackle hitdef now acticvates on tick 4 instead of 1
[UPDATE] Updated recovery common state coding
[UPDATE] Starfall Dance now causes the opponent to fall when it is over

Archer
[UPDATE] Eliminated debug spam source in state 1050

Patchouli
[UPDATE] Added clsn2 to projectiles generated by Phylosopher’s Stone

Onpu
[UPDATE] Fixed amount of power gained by grazing (was set to twice the intended amount)

2011-12-31
CCS
[UPDATE] Bubble (3000 cost version) is no longer unguardable. It does damage when guarded, though. Cost is reduced to 2000.
[BUGFIX] Bubble (1000 cost version) is no longer unguardable when not in air.
[UPDATE] Bubble (1000 cost version) damage increased
[BUGFIX] Burning Wood can now be grazed
[UPDATE] The boost to Wood spawning rate when the Rain is active is reduced.
[BUGFIX] The Libra is now no longer doing damage during superpauses to avoid doing the damage multiple times as enemy life isn’t updated during the superpause.
[UPDATE] New attack added to the card Illusion. This attack is similar to what the Glow used to do. Sakura ,Yue and Eriol can use this ability of the card.
[UPDATE] The Dream can now activate the first ability of the Mirror (creating a copy of yourself)
[UPDATE] The Shadow, grabbing ability now costs 2000 power to use, and drains 1000 power from the opponent. Coding is also updated, and dampening is increased.
[UPDATE] Amuont of time being frozen in Maze from ice trap hits is now a constant 1 second each.
[BUGFIX] Removed unnnecessary pausemovetime from Mirror clone helper
[UPDATE] Added new Flower card ability. The new ability can be used by Sakura and Eriol. It costs 1000 power to use, and slowsly gives you more power back for 30 seconds.
[UPDATE] Replaced old flower card ability (you cannot be knocked out for 24 seconds) with a new one (The next time you would be knocked out, you return to life with 300 life left) and increased the cost of the card to 3000
[UPDATE] Removed old flower card coding, and tree effect from SFF
[UPDATE] Improved visibility when The Dark (Shaoran or Eriol) is active and fixed an sprpriority issue with it.
[UPDATE] Added new Thunder card ability. The new ability can be used by Sakura and Eriol. It does damage according to the amount of power spent on it.
[UPDATE] Swapped which ability of Thunder Yue, Void and Shaoran can use.
[BUGFIX] Fixed the power cost of old Thunder being improperly set to 3000 instead of 2000.
[UPDATE] Replaced old Glow card effect with a new one.
[BIGFIX] Fixed a few typos in the system .AIR file
[UPDATE] Fixed AI jump cancel code resetting standing animation
[UPDATE] Boost in jumping velocity when the Jump is used is reduced
[UPDATE] The Dash now only boosts X velocity during walk and running
[UPDATE] The Dash now allows dashing directly after another dash without waiting for the 10 ticks of cooldown between dashes.
[AI UPD] AI can now recognize and use the new card abilities
[AI UPD] Updated AI decks
[UPDATE] Losing by KO no longer uses the lose animation
[BUGFIX] Added missing ctrl=0 to changestate into falling in standing state.
[UPDATE] Changed pattern of raindrops appearing from the Rain (first ability) to be predictable, and area is a bit wider.
[UPDATE] Power gained while the Mirror is summoned and alive is halved from all sources except the cards, Flower and Dark.
[BUGFIX] Fixed counterattack Nothitby not working
[AI UPD] Updated condition for landing from Fly state for AI
[UPDATE] When the character ends up higher than the maximum flying height for the Fly card, it will keep losing altitude until it is below the maximum.
[AI UPD] Greatly increased chance of AI using run forward
[AI UPD] Adjusted priority and conditions for using Twin
[UPDATE] The Rain’s second ability now uses attack statetype when it’s about to start the raining.
[UPDATE] a and crouching a can no longer be chained after itself or each other
[UPDATE] a and crouching a has 0 hit velocity now if it’s not guarded
[UPDATE] Adjusted a and crourching a animation times to make the previous to changes work properly
[UPDATE] The Sand, cost reduced from 1500 to 1000, and additional damage taken is removed.
[UPDATE] The Sand, duration is reduced from 15 to 10 seconds.
[BUGFIX] Fixed The Sand 40% damage reduction not working.
[UPDATE] The Silent power cost is increased to 2000.
[UPDATE] The Shadow (first ability) now keeps its movetype at A even when not attacking to warn the AI about itself.
[BUGFIX] Fixed air dashes using constant velocity instead of the character’s own
[BUGFIX] Fixed glow around icicles to be blue as intended (they were red)
[UPDATE] Replaced second attack of The Freeze with another one.
[BUGFIX] The Twin helper now removes all of its explods before removing itself.
[UPDATE] The dream now no longer counts as a hit state (to reset dampeners of the opponent), statetype is crouching, and damage taken is reduced by half.
[UPDATE] The Void card unguardable (9cost) attack has 0 guard distance set now
[BUGFIX] No crater background is created during intro of next match after a Create meteor hit.
[UPDATE] Playerpush is now turned off when under the effect of the Sleep status
[UPDATE] Crater backround of Create is now invisible when the Illusion (new ability) is used and disabled background
[UPDATE] Sleeping now has movetype=H so damage dampener isn’t reset until the opponent wakes up.
[UPDATE] The Twin now doesn’t change state to match parent’s if the parent’s statetime exceeds 3. This is to prevent the Twin restarting attacks due to being out of sync caused by hitpauses.
[UPDATE] The Twin now doesn’t change state to match parent’s if the parent is in a hit state and instead uses another state reserved for this situation that copies the animation only.
[UPDATE] Added a velset to set Twin’s own velocity to 0. Replaced Posset with Bindtoparent for binding position.
[UPDATE] Updated outdated description fo the Twin card in the readme file.
[BIGFIX] Added missing NoShadow to Erase second effect
[UPDATE] Erase second effect now has 0 guard distance
[UPDATE] Added transparency for player while using erase’s second ability to indicate there is partial invincibility.
[UPDATE] Playerpush is disabled while erase’s second ability is being used.
[UPDATE] Added one more Freeze card effect (for Yue only)
[AI BUG] AI now properly stops air dashing forward when necessary
[UPDATE] Removed Freezing traps from the Maze
[UPDATE] To escape the maze, now you need to choose the path with no traps 3 times in a row.

CCS Shaoran
[UPDATE] Ice Shard y velocity is now higher so range is reduced if fired while standing. It wasn’t supposed to reach the other side of the stage.
[UPDATE] Groundfreeze startup is longer, damage is reduced
[UPDATE] Shaoran now has 1000 HP and 0 Defense like Sakura
[UPDATE] Chain Lightning can now be guarded, but does guarded damage in air.
[UPDATE] The Light can be guarded in air, but does guarded damage. Overall damage is reduced.
[UPDATE] Changed to use the other Mirror card
[UPDATE] Changed to use the other Bubble card
[BUGFIX] Adjusted clsns to eliminite gaps between them
[UPDATE] Ice Shard animation startup time is reduced
[UPDATE] Ice Shard hittime increased, hit velocity removed, animation cooldown increased, added power gain on hit.
[UPDATE] Groundfreeze can be chained after Ice Shard
[UPDATE] Normal sword attacks (b,aerial b, and crouching F+b) do increased damage
[UPDATE] Time limits on shield’s disappearance increased (14-> 20 ticks of not taking a hit or 600->720 ticks of being hit without any 20 tick gaps)

CCS Sakura
[UPDATE] The Mirror maximum HP was reduced to 350.
[UPDATE] Sword (DFx) animation startup time increased very significantly.
[BUGFIX] Fixed improperly aligned clsns on aerial b attack (all 3 character versions)
[UPDATE] Rain cloud from Shower HP reduced from 80 to 50
[AI UPD] Restricted AI to use sword(DFx) only if Life is above 350 or a protection spell is active
[UPDATE] Strong attacks (b, aerial b and crouching F+b) damage is reduced

CCS Yue
[UPDATE] HP reduced, Defense increased
[AI UPD] Chance to use Ice Crystal is greatly reduced
[UPDATE] Increased pushback velocity on crouching kick
[UPDATE] Increased size of Lunar Arrow projectile, increased damage.
[UPDATE] Ice Shard hittime increased, hit velocity removed, animation cooldown increased, added power gain on hit.
[UPDATE] Exchanged commands of Ice Shard, Ice Crystal and Ice Bolt with each other
[BUGFIX] Fixed Crystal Wall to use value2 nothitby instead of value1.
[UPDATE] Crystal Wall is renamed to Frost Repluser, and replaced graphic effect, but the move is functionally the same.
[UPDATE] Added new danmaku ability : Frost Barrier. This reduces all incoming damage by 95%.
[UPDATE] Reduced Moonbolt Impulse unguarded damage by about 30%.
[UPDATE] Adjusted clsns on normal attacks
[UPDATE] Adjusted hit velocity and spark position for Frost Repulser
[UPDATE] Removed “unguardable while crouching” restriction from Frost Repluser
[UPDATE] Enabled using strong attack (b) in air
[UPDATE] Ice Shower startup time is faster
[UPDATE] Ice Shower is fired once even if button was immediately released
[UPDATE] Lunar Arrow animation is faster, hittime of projectile increased
[UPDATE] Ice Bolt now appears directly above opponent and goes downward
[UPDATE] Ice Bolt cannot freeze now when guarded

CCS Void
[UPDATE] Changed to use other Song card
[AI UPD] Limited maximum height for using the star and laser attacks
[BUGFIX] Fixed alignment of victory portrait
[BUGFIX] Updated b attack animation time to prevent infinite
[UPDATE] All normal attacks now have more startup animation time before the hitdef activates (they only had 1 tick before)
[BUGFIX] Fixed changestate loop caused by trying to guard while Negative Existence is active
[UPDATE] Explosion invincibility now starts earlier (at tick 8 instead of 16)
[UPDATE] Removed old unnecessary parts of Explosion coding
[BUGFIX] Fixed a color issue on one of her gethit sprites
[UPDATE] Explosion hitdef is now deactivated on time=28, invincibility is deactivated on time=40
[UPDATE] Reduced Explosion damage by 10
[UPDATE] Explosion now gives less power on startup and more when hitting/being guarded
[BUGFIX] Adjusted clsns on gethit animations (some frames had too small or misaligned clsn2)

CCS Eriol
[UPDATE] Reduced hit velocity and guard velocity of Light (FBx,DBx) attacks
[UPDATE] Adjusted clsns on normal attacks
[UPDATE] Increased dampening on of b and DFb attacks
[UPDATE] Changed to use other (new) Freeze card

Reimu
[UPDATE] Mercy of Buddha now disappears immediately if round ends while it is being cast
[UPDATE] Reduced guard hittime and pausetime of dimensional rift to make it more punishable

Yuyuko
[AI UPD] Added chance for AI to run forward at random

Seravy
[UPDATE] The Sword animation startup time is much slower
[BUGFIX] Royal Flare effect is now properly bound to Patchouli

Onpu
[AI UPD] Adjusted maximum distance AI is using DDz at.

Flandre
[UPDATE] Powered Bats now makes Servant Flyer fire more projectiles
[UDPATE] Bat projectile base damage and boost by Powered Bats is reduced.
[UPDATE] Slave Flyer spellcard now no logner increases the number of bats fired by Servant flyer (Powered Bats does it instead)
[UPDATE] Bat projectiles fired by Servant or Slave Fliers do 20/40% less damage.
[UPDATE] Slave Flyer bat damage is boosted by Powered Bats only 1/3 of the Servant Flyer boost.
[UPDATE] Triser duration increased significantly (about twice as long)
[AI UPD] Edited AI deck

Ayu
[AI UPD] Updated DFDFc max distance

Patchouli
[UPDATE] Jellyfish Princess now generates 8 bubbles instead of 5
[UPDATE] Jellyfish Princess bubbles are no longer affected by gravity
[UPDATE] Jellyfish Princess bubbles now do less damage per hit
[UPDATE] Grazing no longer removes bubble projectiles from Jellyfish Princess if the spellcard is level 4
[UPDATE] Reduced movement speed in Jellyfish Princess
[UPDATE] Guarding is disabled while in Jellyfish Princess (pointless to guard as you don’t take damage anyway)
[UPDATE] Grazing is disabled while in Jellyfish Princess (as it can help you move faster than the velocity limit, and also because the barrier still gets hit by projectiles even if you graze.)
[BUGFIX] Royal Flare effect is now properly bound to Patchouli

Youmu
[AI UPD] Adjusted distance for using Life Ending Sword

Sailor Moon
[AI UPD] Fixed AI not using Moon Tiara Action, updated conditions when to use it

Hanyuu
[AI BUG] AI is now no longer using Ball Lightning when it would make the danmaku bar run out.
[AI BUG] Disabled use of both Oyashiro Barriers if one is still out.

Tenshi
[AI BUG] Prevented AI from using State of Enlightenment again while it’s still active.

Remilia
[UPDATE] Reduced overall damage of Serial Vampire Kick by increasing the dampener on hits

2011-12-21
Rena
[BUGFIX] Removed debug spam souce from throw (missing floor)
[BUGFIX] D+F+c no longer triggers the throw and does a choruching c attack as it should
[UPDATE] Aerial throw cannot be used it the opponent is standing.
[UPDATE] Reduced clsn1 size on D+c, aerial DBc
[UPDATE] Throw cleaver damage is reduced, but guarded damage is a bit increased.
[UPDATE] Adjusted clsns on standing c, crouching c, aerial c, standing DBc, DDc,DFc to have less priority
[BUGFIX] Added ignorehitpause=0 for red cut effects.

2011-12-19
Rena
[RELEASED]

Aura
[BUGFIX] Added missing projedgebound and projestagebound parameters to Data Drain and Drain Heart

All Touhou Characters
[BUGFIX] Restored the ability to cancel Skill Card use into grazing forward

Tenshi
[BUGFIX] Beams of non-Perception no longest affect danmaku bar when it’s already empty.
[UPDATE] Beams of non-Perception damage completely readjusted. New values are : level 0 : 70,0; level 1 : 84,21; level 2 : 98, 32; level 3 : 112, 46; Level 4 : 126,63
[UPDATE] Beams of non-Perception duration and number of hits is now affected by level
[UPDATE] Piercing Keystone does 33% less damage
[UPDATE] Rock Lotus does 33% less damage
[UPDATE] Rock Lotus hitdef is now active for 4 ticks only
[UPDATE] Increased fall.recovertime of Sword of Earth to 18
[UPDATE] Release Temperament projectiles now have a removetime of 10 seconds set
[UPDATE] Added red light effect to intro
[BUGFIX] Pillar of Divine Punishment can no longer hit multiple times if being hit by a projectile at the same time it hits the opponent.
[BUGFIX] Pillar of Divine Punishment changes into standing statetype when reaching the ground.
[BUGFIX] Fixed Serial Angel Cut still not hitting the opponent in air properly

CCS characters
[UPDATE] The Flower effect now disappears if the opponent loses.
[UPDATE] The Flower effect disappears much slower, so you have time to activate a healing spell if necessary. You won’t have time to charge for power anymore, though.
[BUGFIX] Added missing projedgebound and projestagebound parameters where necessary
[BUGFIX] Character now stops casting animation if round ends while using The Dark or The Light
[UPDATE] The Light (The 5000 cost version) now does 331 damage instead of 350. Amount of healing is unchanged.
[BUGFIX] Fixed afterimage of the Fight card not appearing when cancellng dash into attacks
[BUGFIX] Removed immunity to S and C type attacks while flying (was supposed to be removed a very long time ago).
[BUGFIX] Fixed Jump immunity effect being overridden by grazing immunity effect on back jump
[BUGFIX] Fixed grazing projectile immunity not being cumulative with the immunity of Fight and Cloud
[UPDATE] Added jump and air grazing
[UPDATE] Air graze limit is set to 3. Air graze limit is disabled when the FLY card is in effect
[UPDATE] Added the ability to move sideways while standing up from the ground
[AI UPD] Edited AI decks
[BUGFIX] Fixed enemy retaining positive y velocity when entering lie dead state through the Sleep state
[UPDATE] Power charge doesn’t give power right at the beginning, so if it’s interrupted immediately, no power is gain
[BUGFIX] Updated Sleep state ending conditions to work as intended when sleeping is caused by The Dark.
[UPDATE] Sleep status lasts longer when caused by The Sleep if The Dark (Shaoran’s or Eriols version) are in effect

CCS Sakura
[UPDATE] Slicer Jump has no bar cost
[UPDATE] Slicer Jump can be comboed after Whirlwind
[UPDATE] Fireball can be comboed after Whirlwind
[UPDATE] Increased hittime of Whirlwind, increased animation length
[UPDATE] Whirlwind cannot be used until the previous whirlwind projectile disappears
[UPDATE] Whirlwind damage reduced, power gain for hitting increased

CCS Eriol
[UPDATE] Added ability to crouch
[UPDATE] Added ability to crouch guard
[UPDATE] Comet animation startup time is slower
[UPDATE] Asteroid Zone Startup and cooldown time of animation is slower
[UPDATE] Earth Spike has been replaced with Earth Drive
[AI UPD] AI difficulty seed numbers reduced for level 3 and above
[UPDATE] Added new attack : Darkness Pillar
[UPDATE] Added new attack : Light Bolt
[UPDATE] Added new attack : Floating Light

CCS Void
[UPDATE] Added ability to crouch
[UPDATE] Added ability to crouch guard
[AI UPD] AI difficulty seed numbers reduced for level 4 and above
[UPDATE] Negative Existence power cost is increased to 2000
[BUGFIX] Explods created by normal attacks are now removed properly when chaining from these attacks

Furude Rika
[BUGFIX] Dust hitdef deactivates earlier now
[BUGFIX] Fixed intro VS Rena activating on round 2 again

Vanilla H
[BUGFIX] Removed a purposeless varset that messed up Milfeulle’s displayed life.

Serika
[AI BUG] Fixed improper AI handling of “c” attack

Ayu
[BUGFIX] Fixed run conditions (was possible to cancel attacks into running which caused infinites)

Kano
[UPDATE] Lightning Bolt now has 0 y hit velocity
[UPDATE] Lightning Bolt is no longer unguardable in air, but does higher guarded damage if the opponent is in air instead.
[UPDATE] Lightning Bolt can do at most 1 hit for each casting
[UPDATE] Fire Bolt projectiles move faster
[UPDATE] Cold Bolt projectiles are destroyed when Kano takes a hit before they start moving towards the target
[UPDATE] Cold Bolt projectiles move much faster
[UPDATE] Fire Pillar does no additional hits if the first hit is guarded.
[UPDATE] Soul Strike and Soul Expansion now targets enemy midsection y position instead of constant 50 above enemy axis.

Cirno
[UPDATE] Increased power given by Icecar from 108,18 to 145,36
[UPDATE] Freezing chance of Mist Swirl is reduced
[UPDATE] Freezing chance of Mist Swirl is further reduced if used as a guard reversal

Seravy
[BUGFIX] Added missing projedgebound and projestagebound parameters to Royal Flare and Clockwork Cutter

Patchouli
[BUGFIX] Added missing projedgebound and projestagebound parameters to Royal Flare and Clockwork Cutter

Sailor Moon
[UPDATE] Sliding kick graze property after running nowworks against special projectiles as well as normals
[BUGFIX] Sliding Kick hitspark now appears at the start of the hitpause instead of after the end of it.

Yuyuko
[UPDATE] Turbo Wandering and Eternal Wandering projectiles now do guarded damage.
[UPDATE] Butterfly Invasion now has a faster animation
[UPDATE] Reduced damage of Butterfly Invasion
[UPDATE] Call Spirit now has a faster animation
[UPDATE] Ghostly Butterfly Nest projectiles move faster
[UPDATE] Increased animation cooldown time of D+b, increased stun duration
[UPDATE] Specials and supers can be chained after D+b
[UPDATE] Butterfly Invasion (c) can be chained after normal attacks
[UPDATE] Butterfly Elevation now uses stun state on all compatible characters properly.
[UPDATE] When Butterfly Invasion is used in air, the pushback amount is greatly reduced.
[UPDATE] D+c can no longer be used from guarding states as a guard reversal/counter due to it starting quite good combos.
[UPDATE] Light of Undead guarded damage now increases from skill card Ruler of Undead Light

Hanyuu
[BUGFIX] Fixed parts of the sound effect for Oyashiro Stress Release being played too long.

Remilia
[UPDATE] Added new big portrait

Unknown
[UPDATE] Reduced damage of aerial c attack

2011-12-03
All Characters
[BUGFIX] Changed coding to allow command input during hitpauses to be detected
[UPDATE] Increased pausetime and set lower guard.pausetime on normal attacks
[UPDATE] Projectile moves can only be cancelled into grazing back or up now. Cancelling into grazing forward caused infinites (attack->projectile->graze->repeat).It also allowed reaching the opponent at the same time your projectile does too easily.
[AI BUG] AI can no longer cancel jumping if the jump was performed after a launcher.
[UPDATE] Disabled hardcoded feature of pressing buttons making the character stand up earlier.
[UPDATE] Adjusted liedown time for all characters (fastest = 20, slowest=60)

Touhou characters
[UPDATE] Enabled card selection while using a Skill Card.

Clow
[BUGFIX] Libra : Bug that causes the damage to be done to increase if the target healed itself while the damage was done is fixed.
[UPDATE] Sakura : The Dark now does the power drain attack instead of the life drain one.
[UPDATE] Shield : Damage reduction is now 20% instead of 25%.
[UPDATE] Shaoran : Projectile moves are a little bit slower to use.

Aura
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Fixed character being unkillable if “Skeith, the terror of death” was not activated and the character had over 6000 power.
[BUGFIX] Added Ownpal=1 to super move explods
[UPDATE] Standard invincibility of standing up added for teleport standing up

Seravy
[OTHER] Updated flying state code
[UPDATE] Graze up can now be used as long as Y position at most 20 above the ground regardless of statetype
[BUGFIX] Fixed player being unable to use cards in air that can be used in air
[UPDATE] Leveling up/Memorizing cards can now be used in air
[UPDATE-POLL] Increased Royal flare guarded damage, reduced unguarded damage
[UPDATE] Updated Royal Flare effect, hit/guard spark/sound
[AI BUG] Made AI capable of teleporting while standing up
[UPDATE] Teleporting while standing up adds immunity against throws for 12 ticks like normal standing up
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Enabled chaining cards after successful normal attacks
[UPDATE] Youmu HP reduced from 200 to 110

Silver
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Hitoverride is no longer active on Rainbowstatic Discharge during recovery
[UPDATE] Ground.front increased to 15
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Added juggle point cost to D+b
[UPDATE] Rainbow Binder disappears if you hit the ground while falling

Sailor Moon
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[UPDATE] Updated Moon Princess Halation to have the hitoverride inactive during recovery time
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Ground.front increased to 15
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Removed unnecessary Statetype!=C conditions from attacks

Sailor Saturn
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Added missing damage dampening to D+b
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Fixed hitflag of DBa to contain F as intended
[BUGFIX] Fixed barrier not having Noshadow

Vanilla H
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[OTHER] Lowered default starting life of angels. Edit the Options.txt if you want to change the amount.
[UPDATE] Reduced amount healed on angels when using Nanorecovery
[UPDATE] Starting life of angels now also functions as maximum life (they cannot be healed above that amount)
[UPDATE] Life of angels is shown relative to their maximum instead of a full bar always equaling 600.

Kano
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Reduced damage and increased cornerpush on a and D+a
[UPDATE] Added juggle point cost to D+c attack
[UPDATE] Enabled fall.recover on D+c attack
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Phen card now uses hitfallset to keep the armor overlay helper in non-falling state
[BUGFIX] Enabled control after landing from jump if roundstate>2 (roundstate doesn’t progress to win pose without ctrl)

Lelouch
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] DDa now takes 4 juggle points
[UPDATE] Added 4 juggle point cost to crouching explosion
[UPDATE] Increased damage dampening of aerial b
[UPDATE] Launch Anchor bar cost increased to 40%

Serika
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[BUGFIX] Disabled air c attack during a super jump
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Increased y velocity on D+a so it should now be impossible to chain it into itself

Archer
[BUGFIX] Fixed controllers in wrong order in state 109 causing stand on air bug for 1 tick
[UPDATE] Increased hittime of DFx projectiles
[AI BUG] Fixed AI not using knife projectile attacks when intended
[AI UPD] Increased AI run forward priority
[AI UPD] AI difficulty level 4 seed number reduced from 30 to 25
[AI UPD] AI difficulty level 5 seed number reduced from 58 to 40
[AI UPD] AI difficulty level 6 seed number reduced from 90 to 60
[AI UPD] AI difficulty level 7 seed number reduced from 200 to 90
[AI UPD] AI difficulty level 8 seed number reduced from 1000 to 160
[OTHER] Adjusted hitspark position on B+b

Youmu
[BUGFIX] Changed state 109 statetype to U to work properly when jumping from D,D,b launcher
[BUGFIX] Prevented hits taken while using Reckless Assault or Reckless Jump from triggering voice again
[BUGFIX] Spellcard use/learning can now be chained after attacks
[UPDATE] Increased recovery part of “a” attack animation by 3 ticks
[BUGFIX] Added Hitfallset to Reckless Assault and Jump

Ayu
[OTHER] Updated state controller order in state 230
[OTHER] Updated all Statetype=S and Statetype=C triggers with Statetype!=A triggers in the cmd
[AI BUG] Fixed bug of AI using standing c in the air
[AI UPD] AI difficulty level 8 seed number reduced from 120 to 80

Suika
[BUGFIX] Fixed Statetype of Pleasant Mist
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Increased recovery part of “a” attack animation by 3 ticks
[BUGFIX] Fixed Crouching a not working for the player
[UPDATE] Reduced crouching b damage and increased dampening and cornerpush.
[UPDATE] Added juggle point cost to crouching a attack

Shaoran
[BUGFIX] State 529 (lighting hit) is now correctly A type

Remilia
[BUGFIX] Fixed statetype of state 640
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Reduced X velocity of D+b
[AI BUG] Enabled chaining learned spellcard after attacks for AI
[UPDATE] Standing c cannot be comboed after itself
[BUGFIX] Natural Recovery no longer increases life after losing
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Spellcard use/learning can now be chained after aerial attack “a”
[UPDATE] Reduced damage of F+b by 10
[UPDATE] Reduced “Rocket Kick Upper” damage by 20
[BUGFIX] Playerpush is no longer turned off while standing up normally
[BUGFIX] Fixed statetype of state 13202 to be A

Furude Rika
[AI BUG] Fixed bug of AI being unable to use Satoko-Dan
[UPDATE] Reduced liedown time to 30
[AI BUG] Fixed AI being stuck in intro bug

Cirno
[BUGFIX] Updated recovery time and reduced hittime on a and D+a to prevent walking infinite
[BUGFIX] Fixed Ice Hammer statetype
[AI BUG] Enabled chaining learned spellcard after attacks for AI
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Some projectiles that didn’t react to grazing now get removed or reactivate their hitdef
[UPDATE] Propagating Frost is now removed after hitting/being guarded
[UPDATE] Standard invincibility added after standing up (3 ticks of SCA and 12 ticks of AT)
[UPDATE] Freezing Aura freezing chance reduced against guarded hits significantly.

Patchouli
[OTHER] Removed unnecessary Statetype!=C condtions from attacks
[BUGFIX] Increased recovery time of F+a Wind attack to prevent F+a,a,F+a walking infinite
[UPDATE - POLL] Increased Royal flare guarded damage, reduced unguarded damage
[UPDATE] Updated Royal Flare effect, hit/guard spark/sound
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Summer Red is now a special projectile
[UPDATE] Removed supermovetime from Spear of Heaven helper except for startup

Reimu
[BUGFIX] Disabled chaining cards after air attack hits
[UPDATE] Increased dampening on Dimension Rift (upper)
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[BUGFIX] Playerpush is no longer turned off while standing up normally

Vita
[BUGFIX] Danmaku Bar no longer refills while using Forcefield
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Panzer Shield now cannot cause the character to stay in falling state and be immune to attacks that miss on falling opponents.

Flandre
[UPDATE] Reduced damage of aerial a and increased the dampening caused by it.
[UPDATE] You can now chain DFa or DFb after b.
[UDPATE] Increased fall.recovertime on DFa
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[AI UPD] Enabled AI to use dash forward
[UPDATE] Updated Scarlet Flare and Unleashed Flare effects
[UPDATE] Updated Scarlet Flare damage and description
[AI UPD] Standing normal attacks will not be sued when the opponent is on the ground
[BUGFIX] Spellcard use/learning can now be chained after aerial attack “a”
[BUGFIX] Playerpush is no longer turned off while standing up normally

Nitori
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Spellcard use/learning can now be chained after attacks
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Increased dampening on some normal attacks

Yuyuko
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Added fall.recovertime to Jump of the Dream
[BUGFIX] Playerpush is no longer turned off while standing up normally

Shiori
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] Calling Icicle is limited to do at most 5 hits now. Damage is reduced.
[UPDATE] DFc and DBc now costs 8 juggle points instead of 4
[BUGFIX] Playerpush is no longer turned off while standing up normally

Unknown
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Increased recovery time of standing a attack to prevent too many hits being done while walking forward in corner

Sayuri
[BUGFIX] Limited upwards velocity on air attacks to -5
[UPDATE] First b attack doesn’t push opponent back
[UPDATE] Second b attack recovery part of animation increased
[UPDATE] Ah, got your skill animation is now faster to avoid gettng hit by an opponent that stands up early after a successful hit

Hanyuu
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Playerpush is no longer turned off while standing up normally

Nanoha
[BUGFIX] Limited upwards velocity on air attacks to -5
[BUGFIX] Round Shield now cannot cause the character to stay in falling state and be immune to attacks that miss on falling opponents.

Tenshi
[UPDATE] Ground.front increased to 20
[BUGFIX] Playerpush is no longer turned off while standing up normally
[UPDATE] Changed Hitdef triggers for more accurate damage dampening
[UPDATE] Keystone Rain no longer causes a fall. Hits while standing have 0 velocity.
[UPDATE] Advanced Masochism attack reduction and defense boost is lower (10%/level).
[BUGFIX] State of Enlightenment now cannot cause the character to stay in falling state and be immune to attacks that miss on falling opponents.
[BUGFIX] Scarlet Weather Rhapsody spellcard damage is now affected by attack reduction of Advanced Masochism
[UPDATE] Recovery effect is reduced while Advanced Masochism is actvie
[UPDATE] Pillar of Divine Punishment HP reduced to half

2011-11-06
Reimu Hakurei
-Fixed Serial Miko Kick last hit to work again
Furude Rika
-Mode can be selected during intro with left/right button now.
-Default mode is Assist on Loss : Hanyuu. To chenge the default, edit the beginning of the minus.txt file.
-Syrengie projectile velocity formula updated
-Syrengie projectile no longer causes pushback when guarded
2011-11-05
All CCS characters, Touhou characters, Seravy
-Disabled grazing when pressing z while holding more than one directional key at the same time. (up not included)
The intented use of this is to make it possible to cancel guarding into spellcards that use the z button without grazing taking priority or releasing the guard button.
To use the spellcard while guarding, hold any additional directional key together with back when pressing z, or press z after releasing all directional keys.
To cancel guarding into grazing, press z while holding one directional key only.

All Characters
-Fixed cmd files so commands no longer detect key releases as the first part of the command. (Removed $ from the front of the command)
This way, things like DFa being performed when you crouch then walk forward to punch will no longer happen.
Some characters already had the commands properly defined so those are unchanged, but the majority unfortunately wasn’t.
-Added the “Prevent Underground Juggles” code by POTS
-When a DD command is entered but a DF or DB command is also registered of the same type, the DF or DB command takes priority.
This is to avoid unwanted commands being exectued when button release happens, as release order can cause mugen to detect the key released later as a new keypress (engine bug).
-Updated code that distinguishes grazing after crouching (D,F+z or B+z) from super move commands (D,F,z or D,B,z)
-Updated the DU super jump command to no longer detect holding/releasing D (so pressing up after crouching will not result in a super jump unless you actually press D again)
-Allowed cancelling running back and forward into crouching and jumping.
-Added code that allows guarding into the jump up state (because hardcoded guarding doesn’t register while the up key is held)
-Added code that allows guarding into the graze up state
-Added information to readme files about availability of movement for each character (super jump, air dash, etc)
-Added code that prevents guarding or grazing after leaving a grazing state (except the up one) for 10 ticks
-Enabled control while landing from a jump, and added code to allow guarding on the first tick of landing.
-Updated the displayname of some characters to contain their full name instead of just the first name.
-Made characters face the opponent while landing from a jump immediately
-Made characters turn towards opponent during graze end states
-Disabled guarding in graze end states where it wasn’t disabled yet

All Touhou characters
-Skill card leveling can be cancelled into grazing or spellcard attacks except for the first 10 ticks. This includes other skill cards, so you can activate multiple skill cards in a chain.

CCS characters
-The Cloud Clow Card now doesn’t generate additional explods during superpauses.
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Removed supermovetime from the Mist and Dark Clow Cards.

Yuyuko
-Playerpush is disabled while performing Flawless Nirvana
-Passage to the Netherworld, Hitoverride ends earlier so it is now possible to start a combo when hitting Yuyuko during the recovery part of the move.

Youmu
-D+c can be comboed after standing a and b now
-Standing a and b no longer cause cornerpush to avoid F+b missing due to low range
-F+b sprites of animation have been aligned better. As a result, the range of the attack increased because the character actually moves forward while performing it.
-Increased the hittime of D+a by 4 ticks
-Added ignoerhitpause=1 to the statetypeset line in the reckless jump state
-Increased cut hitspark size on standing D+y
-Added missing statetypeset for movetype=A on reckless assault
-Reduced the distance covered by Reckless Jump
-Reckless Jump and Reckless Assault have increased guard distance added to make them fair against CPU
-DFb Physics=S after landing
-AI no longer uses Life Ending Sword when the opponent is falling
-Increased guard.hittime of Slash of Spring Wind.
-Increased the velocity of the first projectile generated by Slash of Spring Wind to make sure it reaches the opponent before Youmu gets behind them (which switches forward and back around, resulting in the attack not being guarded)
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Silver
-AI difficulty seed number decreased from 3 to 2 on Difficulty Level 1
-AI difficulty seed number decreased from 7 to 4 on Difficulty Level 2
-AI difficulty seed number decreased from 16 to 8 on Difficulty Level 3
-AI difficulty seed number decreased from 25 to 16 on Difficulty Level 4
-AI difficulty seed number decreased from 36 to 24 on Difficulty Level 5
-AI difficulty seed number decreased from 51 to 40 on Difficulty Level 6
-Fixed palette 11

Sayuri
-Replaced all palettes.
-Made 4 new palettes to replace the 4 worst looking original ones (9 pink hair+white dress, 10 pink hair+red dress, 11 green hair+white dress, 12 blue hair+red dress)
-Added 10 ticks of time after the superpause but before the start of the “Magical : Agents” attack to provide a fair chance at guarding.
-Adjusted height, head.pos and mid.pos
-Increased timeframe for interruption on Magical-Thunder after the superpause from 3 to 16 ticks.
-Increased air graze limit to 3.
-Reduced guard.hittime of Double Magical Sword second hit.
-Reduced guard.hittime of D+c
-Increased the juggle point cost of aerial b to 4
-Disabled fall.recovery of DFb

Hanyuu
-Added lose animation
-Kaminari no longer causes a fall
-Removed debug spam source from state 7501
-Increased animation cooldown time of standing a
-Reduced amount of power gained while grazing to the intended amount
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced the air graze limit to 3
-Fixed variable collosion between air dash limiter and win pose temp variable

Flandre Scarlet
-Removed debug spam source in state 12501
-Made opponent invincible while performing Crucify on him to avoid projectiles interrupting the attack.
-Moved the Offset controller in the custom hit state 419 to be after the changestate
-Updated the Posset of custom state 419 so it properly bounces the opponent into air even if an underground juggle happens
-Fixed Chain Push custom state to be Statetype=A
-Starbow Blaster, Hitoverride ends earlier so it is now possible to start a combo when hitting Flandre during the recovery part of the move.
-Added missing skill card descriptions to the readme

Ayu
-Down button can be used in addition to Up when using Spin cutter
-Gigapunch command was changed from DFDFc to FDBc
-Reduced damage of aerial c, and increased dampening, increased juggle points taken by 1
-Aerial c now causes a fall even if the opponent was standing
-Removed debug spam source in state 11600
-AI Difficulty level 3 seed number reduced from 16 to 13
-AI Difficulty level 4 seed number reduced from 25 to 20
-AI Difficulty level 5 seed number reduced from 36 to 28
-AI Difficulty level 6 seed number reduced from 51 to 40
-AI Difficulty level 7 seed number reduced from 77 to 55
-Crouching b has the animtype fixed. It no longer has additional hit velocity when used as a counter.
-Increased cooldown of c attack
-D+c cannot be chained onto itself anymore and has increased cooldown time
-Increased cooldown of a attack to prevent walking infinite in corner
-Fixed some coding problems in the run forward and back states (805,806)
-Reduced ground and air dashing speed to 12.5 from 15
-Disabled cancelling grazing forward into grazing back and vice versa (both for ground and air)
-Added an air dash limit of 5
-Updated air dash ending states

Unknown
-Further updated “they are everywhere”, now it is working as intended
-Added nothitby to Inside the Barrel custom states to prevent the opponent getting hit out if it.
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Added facep2 to custom state 3397
-Character no longer “warps” back to maximum allowed flying position if ending up higher from a move or hit, instead it’ll move down at a velocity of 6.
-Changed AI air dash forward stopping condition to avoid the AI staying in the air moving back and forth without attacking. It will now be able to reach the X position of the opponent and attack downward.
-Increased aerial a recovery time to prevent infinite.
-Increased juggle point cost of aerial b to 3
-Allowed chaining aeiral a->b->c. longest aerial chain you can do is a->b->c->a->b->b against a standing opponent now.

Shiori
-AI Difficulty level 5 seed number reduced from 22 to 20
-AI Difficulty level 6 seed number reduced from 35 to 28
-AI Difficulty level 7 seed number reduced from 60 to 40
-AI Difficulty level 8 seed number reduced from 120 to 60
-Reduced guard.hittime of normal a and b attacks
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced air graze limit to 3

Kano Kirisima
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 38
-AI Difficulty level 7 seed number reduced from 77 to 55
-AI Difficulty level 8 seed number reduced from 120 to 75
-Modified state 52 to not give control before the start of the round (as intro used it)
-Fixed hit/guardspark y position of Fire Pillar’s first hit
-Reduced guard.hittime and removed guard.pausetime of Fire Pillar
-Reduced guard.hittime of standing and crouching a,b and c attacks
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Reduced the air graze limit to 3

Princess Silver
-AI Difficulty level 4 seed number reduced from 16 to 14
-AI Difficulty level 5 seed number reduced from 24 to 20
-AI Difficulty level 6 seed number reduced from 40 to 28
-AI Difficulty level 7 seed number reduced from 77 to 40
-AI Difficulty level 8 seed number reduced from 120 to 60

Serika
-Fixed bug that caused Major Haunt helper to not get destroyed when the attack was over.
-Removed ability to guard while grazing back
-Fixed aerial c not making the danmaku bar run out
-Fixed aerial c not having dampening
-Fixed debug spam source in state 220

Aura
-AI Difficulty level 3 seed number reduced from 16 to 13
-AI Difficulty level 4 seed number reduced from 25 to 20
-AI Difficulty level 5 seed number reduced from 36 to 28
-AI Difficulty level 6 seed number reduced from 51 to 40
-AI Difficulty level 7 seed number reduced from 77 to 55
-Updated coding of opponent disappearing after Delete and Data Drain. Now the round can end without having to wait an additional 10 seconds looking for the missing opponent.
-Eliminated debug spam source in state 1301
-Fixed bug that enabled losing in debug mode
-Aura now has graze back movement instead of jump back

Sakura Kinomoto
-AI Difficulty level 3 seed number reduced from 16 to 12
-AI Difficulty level 4 seed number reduced from 25 to 18
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 35
-AI Difficulty level 7 seed number reduced from 77 to 50
-AI Difficulty level 8 seed number reduced from 120 to 75

Vanilla H
-AI Difficulty level 3 seed number reduced from 16 to 12
-AI Difficulty level 4 seed number reduced from 25 to 18
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 35
-AI Difficulty level 7 seed number reduced from 77 to 50
-AI Difficulty level 8 seed number reduced from 120 to 100
-Fixed F+b not returning opponent into own states.
-Fixed Giant Milfeulle’s head animation not having supermovetime when it should
-Removed anim=5051 line from state 4102 as it was unused and cause debug spam

Tenshi
-Eliminated debug spam source in state 13603
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.
-Prevented AI from using Heaven and Earth press from too close range

Hotaru Futaba
-Added dampening on aerial b and x
-Increased animation time of crouching x
-Removed improperly specified yaccel parameter from DDz super that made the opponent fall down too fast and stand up before taking the larger hit.
-Reduced hittime of DBy
-You can now combo DBy into supers
-Added juggle point cost for aerial attacks (you can at most chain 3x aerial x now)

Seravy
-AI Difficulty level 3 seed number reduced from 10 to 9
-AI Difficulty level 4 seed number reduced from 18 to 14
-AI Difficulty level 5 seed number reduced from 26 to 20
-AI Difficulty level 6 seed number reduced from 51 to 40
-Reduced damage of “a” by 25%
-Fixed DFa doing twice the intended number of hits instead of reactivating after a graze
-Repuller now pulls opponent all the way to the center of the attack
-Fixed Y position while performing Clockwork Cutter.
-Disabled camera movement while performing Clockwork Cutter.
-Added more cogwheel effects to Clockwork Cutter
-Fixed not gaining control when entering the flying state through common states that are replaced by flying (20,40,50).
-Removed debug spam from state 14603
-Character no longer “warps” back to maximum allowed flying position if ending up higher from a move or hit, instead it’ll move down at a velocity of 6.
-Guarding in air (except for the duration of guard.hittime which still applies normal gravity) now applies flying physics instead of air physics.
-Increased chance of AI guarding while charging power for higher difficulty levels

Suika Ibuki
-AI Difficulty level 3 seed number reduced from 16 to 10
-AI Difficulty level 4 seed number reduced from 25 to 16
-AI Difficulty level 5 seed number reduced from 36 to 25
-AI Difficulty level 6 seed number reduced from 51 to 36
-AI Difficulty level 7 seed number reduced from 77 to 60
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Reimu Hakurei
-Fixed improperly set shoe color on palettes 6,7,9-12
-Moved the Offset controller in the custom hit state 249 to be after the changestate
-Updated the Posset of custom state 249 so it properly bounces the opponent into air even if an underground juggle happens
-Fixed Bomb to be possible to cancel danmaku moves into as intended.
-Dimensional Rift now costs danmaku bar to use
-Reduced power gained by hitting with Dimensional Rift and Ascension Kick
-Increased startup time of long distance a attack
-Added ignorehitpause to the movetype=I set of Amulet attacks after doing the final hit available to avoid doing extra hits to other targets during the hitpause.
-Fixed Hakurei Amulet Double to properly disappear when it needs to.
-You cannot place a Dormant Pillar if there is another one already set
-Increased recovery time of aerial a attack to prevent jumping infinite

Cirno
-Disabled playerpush while performing Icenado
-Freezing the opponent with Ice Aura or Arctic Winds adds to the Burden Bar. (multiplier of 0.7 or 0.9 to damage)
-Adjusted hittime of DBb to always last until the end of attack, so opponent can’t regain control early.
-Reduced the amount of power gained by using DBb
-The opponent can no longer recover from the fall caused by Midsummer Snowman
-Reduced priority of DBb and also reduced clsn1 size by a bit
-Increased ground velocity of Midsummer Snowman attack hits, and changed animtype to DiagUp
-Reduced damage of Midsummer Snowman attack hits by 25% (projectile hits after releasing it are unchanged)
-Fixed D+b cooldown ending too early
-You cannot place a Frost Trap if there is another one already set

Patchouli Knowledge
-Applied the 50% firing chance to the non-water element crystals of Phylosophers Stone (was supposed to apply to all 5 but didn’t)
-Fixed Y position while performing Clockwork Cutter.
-Disabled camera movement while performing Clockwork Cutter.
-Added more cogwheel effects to Clockwork Cutter
-Moved the Offset controller in the custom hit state of Summer Red to be after the changestate
-Updated the Posset of Summer Red so it properly bounces the opponent into air even if an underground juggle happens
-Added missing velset=0,0 to Spring Wind

Archer
-Added ability to run forward to the AI
-Graze up now uses the same afterimages as the other graze states
-Removed an unnecessary explod from air dash states
-Increased jump height
-Disabled arrow shot on high level AI (makes the character too vulnerable)

Nitori
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Lelouch
-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Saturn
-Fixed run forward animation to use jump forward sprite instead of the jump back one.
-Added Facep2 to throw custom state to ensure the opponent is always being thrown to the proper direction

Nanoha
-AI Difficulty level 6 seed number reduced from 51 to 47
-AI Difficulty level 7 seed number reduced from 77 to 65
-AI Difficulty level 8 seed number reduced from 120 to 100
-Removed Air Dash limit.
-Reduced active time of Protection attack
-Protection attack stops being uninterruptable after the active time expires.
-Reduced guard.hittime of normal attacks

Remilia Scarlet
-AI Difficulty level 6 seed number reduced from 40 to 36
-AI Difficulty level 7 seed number reduced from 77 to 54
-AI Difficulty level 8 seed number reduced from 120 to 80
-Increased recovery time of aerial b to prevent jumping infinite

Vita
-Limited maximum height for air dash
-Fixed Hammer spin doing some unguardable hits
-Replaced jump back with run back
-Fixed hitspark position of D+b
-Completely reworked normal attack commands, effects and combo sequence (a,b,F+a,F+b, aerial a, b)
-Reduced amount of time for interruption after superpause on Flame Strike. It can now be comboed after other attacks.
-Aligned character sprite/animation X postions of Flame Strike animation
-Loading Cartridges can be cancelled into grazing.
-Loading Cartridges have 10 ticks less startup time.
-Reduced damage of Flame Strike, and Giganto Hammer.
-Reduced Panzer Shield duration/HP from 660 to 420 (7 seconds without taking a hit).
-Fixed bug that made Panzer Shield last for 900 ticks if it wasn’t taking damage.
-Fixed coding bugs in Hammer Spin (missing caused regaining control early, and it returned to air statetype without a reason)
-Made the AI more likely to run forward
-Added Facep2=1 to all normal attacks
-Removed additional invulnerability when many cartridges are loaded from every move.
-Fixed smoke transparency on Loading Cartridges
-Fixed flame transparency of Hammer Spin
-Fixed grazing not reversing special projectiles

2011-10-08
Hanyuu
-Trident attacks now replace normal a and b button attacks in Oyashiro Mode and no longer use the DFa/DFb commands
-Adjusted trident attack 1 animation length to prevent infinites
-Illusion Kick attacks had thir commands changed from DBa/DBb to DFa/DFb
-Changed the number of anim 7700 to 17700 to avoid the grazing card display bug from appearing.
-Fixed intro for round 2 when transformed not working
-Increased damage of standing “c” to 44
-Reduced dampening amount on “DDa”
-Added getpower=0,0 for supers where it was missing
-Reduced damage of Time Freeze to 158
-Increased damage of Hinamizawa Stress Release to 320 (normal) and 350 (Oyashiro)
-Updated state 5120 to allow moving while standing up
-Fixed hitflag of Hinamizawa Stress Release by adding D (wasn’t able to hit opponents on the ground)
-Removed veladd controller that increased jump height when using “b”
-Added the missing clsn2 to the last frame of “c” attack
-Visibility of the real Hanyuu during illusion attacks increased
-Added the missing dampening to DDc
-Disabled air jump
-Fixed hitspark position on Time Freeze
-Fixed illusion not being transformed when it should have been.
-Reduced amount of power generated when using illusion kick.
-Fixed palfx debug spam source in state 2702
-AI no longer uses DFZ and Z when the opponent is guarding
-Fixed broken anim 5080

Seravy
-Fixed the color separation problem with Seravy’s eyes when taking a hit
-Fixed bug of Pillar of Heavens copying the level of the last used spell instead of keeping own.

Unknown
-Updated “They are everywhere!” to become ungrazable even if the opponent enters the circle after it was created.

2011-10-05
Hanyuu
-is released
2011-08-30
Youmu
-Added missing animation for the enemy on DFc
-Added missing “c” command to the readme file
-Fixed x+y descrption in the readme file (was referring to the wrong spellcard name)

CCS
-Prevented life gain from The Song card after the end of the round.

Reimu
-Disabled hitdef of Hakurei Amulet (all types) after the maximum number of hits are done. This prevents the amulet from hitting new targets while it is being removed.

Silver
-AI no longer uses Rainbow Bind again if opponent is already bound by it.

Unknown
-Both normal and guarded damage of “They are everywhere” has been increased.

2011-08-21
Youmu Konpaku
-Released

Unknown
-Added other version of Creature of the Deep
-Added Concentrate(Instant Charge x+y)
-Increased Swimming up the waterfall jump X velocity to cover a larger distance.
-Cruel World (DDy) damage has been increased (+6 damage/hit, +45 total damage if all hits connect)

Patchouli Knowledge
-Phylosopher’s Stone fires projectiles at an 50% chance for each skill used instead of 100.

Ayu
-Added Yaccel parameter to hitdef of Shockwave Impact

All Touhou
-Fixed some mistyped lines in the system.st file.

Kano
-AI no longer uses Concentration/Instant Charge when the opponent is falling or OTG

Shiori
-AI no longer uses Concentration/Instant Charge when the opponent is falling or OTG

Vanilla H
-Added ignorehitpause=1 to all Nothitby and hitoverride controllers on strikers (might prevent an unreproducable cloning bug)

2011-06-17
Seravy
-Fixed palettes not working
-Removed ctrl before the start of the round
-Reduced power generated by Thundershock hits
-Fixed Opto-Camouflage initial hit doing 0 damage
-Removed the limit on number of air grazing without landing as it doesn’t make sense for a levitating character
-Fixed movetype of flame effect on meteor fragment

Hotaru
-Fixed taunt(start) not working
-Lv3 super damage was adjusted, and is now ignoring fall.defenseup and defense parameters

Eriol
-Added missing hitsounds on normal attacks

Unknown
-Released

2011-05-05
Hotaru Futaba
-x button attack animation length increased to prevent comboing x->a
-Increased juggle points on DDx from 1 to 5 (as it is applied only once, not once per hit)

2011-05-03
Hotaru Futaba
-Released

All Characters
-Updated state 40 (jump start) to only change animation if the jump is not cancelled by the AI restriction

Aura
-AI difficulty level 1 seed number increased from 3 to 5
-Removed debug spam source from state 300

Archer
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation
-AI difficulty level 2 seed number decreased from 7 to 6

Flandre
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 2 seed number decreased from 7 to 6
-AI difficulty level 3 seed number decreased from 16 to 11
-AI difficulty level 4 seed number decreased from 25 to 16
-AI difficulty level 5 seed number decreased from 36 to 28

Kano
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation
-Sightrasher : Added guard distance.

Lelouch
-AI difficulty level 2 seed number decreased from 7 to 6
-AI difficulty level 3 seed number decreased from 16 to 9
-AI difficulty level 4 seed number decreased from 25 to 14
-AI difficulty level 5 seed number decreased from 36 to 22
-AI difficulty level 6 seed number decreased from 51 to 35
-AI difficulty level 7 seed number decreased from 77 to 60

Nitori
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 2 seed number decreased from 7 to 6
-AI difficulty level 3 seed number decreased from 16 to 11
-AI difficulty level 4 seed number decreased from 25 to 16
-AI difficulty level 5 seed number decreased from 36 to 25
-AI difficulty level 6 seed number decreased from 51 to 45
-AI difficulty level 7 seed number decreased from 77 to 70

Patchouli
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation

Reimu
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 2 seed number decreased from 7 to 6
-AI difficulty level 3 seed number decreased from 16 to 12
-AI difficulty level 4 seed number decreased from 25 to 20
-AI difficulty level 5 seed number decreased from 36 to 30

Sailor Moon
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation

Shiori
-Increased number of juggle points for DFc and DBc (seems like juggle points only apply to the first hit of multi-hit attacks)
-Adjusted Calling Icicle projectile spawn delay, damage, and hit velocities.
-AI difficulty level 1 seed number decreased from 3 to 1
-AI difficulty level 2 seed number decreased from 7 to 3
-AI difficulty level 3 seed number decreased from 16 to 9
-AI difficulty level 4 seed number decreased from 25 to 14
-AI difficulty level 5 seed number decreased from 36 to 22
-AI difficulty level 6 seed number decreased from 51 to 35
-AI difficulty level 7 seed number decreased from 77 to 60

Sayuri
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 3 seed number decreased from 16 to 9
-AI difficulty level 4 seed number decreased from 25 to 14
-AI difficulty level 5 seed number decreased from 36 to 22
-AI difficulty level 6 seed number decreased from 51 to 35
-AI difficulty level 7 seed number decreased from 77 to 60
-Reduced guard.hittime of Magical Sword and Double Magical Sword

Saturn
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation

Seravy
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 2 seed number decreased from 7 to 4
-AI difficulty level 3 seed number decreased from 16 to 10
-AI difficulty level 4 seed number decreased from 25 to 18
-AI difficulty level 5 seed number decreased from 36 to 26
-AI difficulty level 8 seed number increased from 120 to 180
-Thundershock hitdef rectivates for further hits when grazed

Suika
-AI difficulty level 1 seed number decreased from 3 to 2
-AI difficulty level 2 seed number decreased from 7 to 4

Tenshi
-AI difficulty level 3 seed number decreased from 16 to 14

Vanilla
-Fixed jump sound effect timing

Vita
-AI difficulty level 2 seed number increased from 7 to 10

Void
-AI difficulty level 3 seed number decreased from 16 to 12

Yuyuko
-Super jump returns to jump down state (51) instead of 50 now to prevent restarting the jump animation
-AI difficulty level 3 seed number decreased from 16 to 11
-AI difficulty level 4 seed number decreased from 25 to 16

2011-04-18

Cirno
-Fixed Icecar effect positioning
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players

Flandre
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players

Nitori
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Fixed Opto-Camouflage armor not having NA/SA evasion when it was upgraded

Patchouli
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Updated Clockwork Cutter positioning code to properly keep Patchouli at the center of the screen at all time

Reimu
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Sky Balance Danmaku bar cost is increased to 400 (40%)

Remilia
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Reduced AI difficulty for levels 1-6

Suika
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Fixed the number of hits done by Massacre on Mt. Ooe when upgraded (was 1 fewer then intended)

Tenshi
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Moved burden application from state 1100 to state -2 to work on projectiles hitting late
-Added hitsound for Pillar of Heavens
-Pillars have an I movetype after they are raised instead of remaining in A type.

Yuyuko
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed major bug that prevented Stage cards from leveled up for human players
-Added more AI conditions for Deadly Butterfly

Shiori
-Fixed bug that caused danmaku bar to not reset between rounds
-Fixed lightning gethit animation axis
-Disabled Playerpush while performing freezing tornado strike

Ayu
-Fixed backdash taking priority oved the DBDBZ (feather storm) command

Sailor Moon
-Made Silver Crystal bound to the character’s X position
-Significalty reduced the chance of AI using Starbust below difficulty level 6

Sailor Saturn
-Removed compatibility for Seravy’s reflection ability of the Silent Hole skill

Serika
-Removed compatibility for Seravy’s reflection ability of the Starstorm skill

IAMP Serika
-Removed compatibility for Seravy’s reflection ability of the Starstorm skill

CCS characters
-Removed compatibility for Seravy’s reflection ability of the Void and Create cards
-Fixed 2 minor problems with Sakura’s The Big spellcard coding. (Neither caused actual problems)
-Reduced damage of Sakura’s The Big spellcard from 360 to 300
-Reduced Dream spellcard explod scale to fit the higher resolution cards

Aura
-Removed compatibility for Seravy’s reflection ability of the Delete skill
-Removed Debug spam of state 1311
-Disabled life regeneration effect of Cobernik when the round already ended

Sayuri
-Added super move commands into the readme. (How did I foget that, I wonder?)

Seravy (Touhou version)
-Released

2011-03-19
Shiori
-Reduced cost of Frost Riser to 1000

2011-03-16
Shiori
-First normal release

Yuyuko
-Deadly Butterfly does more damage now
-Yuyuko regains control a bit faster after using Deadly Butterfly
-Additional stun time of Deadly Butterfly when a Chain is activated is greatly increased to make sure the Chain always connects.

Eriol
-Updated cards in intro to always disappear behind character where they appear from.

Void
-Updated cards in intro to always disappear behind character where they appear from.

Reimu
-Exorcist Needle stops when bar is empty.
-Fortune Telling doesn’t make you memorize skill cards anymore

Cirno
-Added time limit of 10 seconds for Ice Chaingun chargeup time
-Updated Frozen(P2) states (189189-198198)

Tenshi
-Added yaccel parameter for Keystone Rain hitdef, increased ground.velocity to -8

Kano
-Concentrate cannot be used when it is already active
-Updated “frozen” effect state (198198)

Seravy
-Added character name “Shiori Misaka” in addition to “Shiori” to recognized character names

Flandre
-Reduced power given to opponent by Triser when guarded

2011-02-24
Flandre
-Updated readme file : S.Rain can be chained into S.Breaker
-Added juggle points to air attacks.
-Added DFa and DFb launcher attacks.
-DFa is lower damage, 3 juggle points, fast, unguardable while standing.
-DFb is higher damage, 6 juggle points, slow, unguardable while crouching.
-Increased hittime of standing a from 15 to 19

CCS
-Fixed bug of Void’s normal attack’s black hole effect not being removed properly
-Mirror card reflection beams now aim at opponent’s const.size.mid.pos.y

Ayu
-Fixed standing on air bug when taking a hit during F+b

Aura
-Infinite Telekinesis now stops when the round is over during it instead of continuing forever.

Sayuri
-Released

2011-02-16
Seravy
-Updated bar recharge speed
-Organized cns code into multiple .st files
-Replaced Stateype=S triggers with Statetype!=A triggers
-Updated bar costs
-Updated bar display
-Added damage dampening
-Updated AI
-Fixed clsn1 alignment on Suika (F+x)

Serika IAMP
-Updated bar recharge speed
-Organized cns code into multiple .st files
-Replaced Stateype=S triggers with Statetype!=A triggers
-Updated bar costs
-Updated bar display
-Added damage dampening
-Updated AI
-Updated hittime and pausetime of normal attacks
-Replaced Movecontact triggers in cmd with Movecontact>1 (required for damage dampening to activate)
-Updated damage done by super moves
-Added missing bindtoparent for Crystal spellcards
-Projectile attacks can be chained after successful physical attacks
-Fixed other minor things

Serika Normal
-All updates done to the IAMP version, plus
-Removed bombs
-Removed spellcard selection, and spellcard activation states
-Spellcards are now regular super moves that can be used any time
-Old first spellcards are now lv1 supers (1000 cost)
-Old second spellcards are now lv2 supers (2000 cost)
-Starstorm is now lv3 (3000 cost, more damage)
-All attack commands are changed except for normal physical attacks

Yuyuko
-Air.velocity on DDb is increased

Suika
-Fixed Pleasant Mist Y=-1 velocity activating too early

2011-02-13
CCS
-Removed the card name display subsystem – it was way too overcomplicated, and unnecessary.
-Updated bar refilling speed, display colors
-Updated spellcasting state to include a superpause, sound effect depending on the card being used,
and a black background with the card also displayed
(Planning to add all cards in higher resolution and 24bit color when Mugen 1.1 becomes available.)
-Removed old Clow circle and added a new one for card usage
-Updated cmd file
-Updated the AI
-Allowed any specials to be chained after any succesful physical attack
-Allowed Clow cards to be chained after any physical or projectile attack.
-The Through card teleportation ability cannot be used while being hit anymore.
-Fixed Eriol’s dodge animation transparency/duration
-Added Damage dampening
-Updated attack and hitspark coding of most attacks
-Medium crouching attack disabled for Yue (D+F+b), was the same as his light attack
-Fixed Void’s portrait size
-Replaced first Sakura’s big portrait
-Added victory portrait for the Void
-Reduced damage output of most cards
-Recuded cost of “Windy-Tornado” to 2000 and reduced damage significantly
-Changed “Light-Shining Light” : made it unguardable, reduced damage, and added a healing effect.
-The Twin is now unable to copy Clow Card spells, and costs only 2000 power to use.
-Reduced the cost of Thunderstorm. The damage is unguardable, but the amount is very unpredictable and usually less than expected.
-Replaced old Sword attack “Rain of Blades” with a new one.
-Fixed bug of Shaoran using the wrong Song card effect
-Sleep state (Sleep and Dark card) now uses sleep animation for MHP characters (my Silver and Noah’s Ecoco and Sakura)
-Silence card now stops the effect of “Healing Song”
-Removed old Shot card effect (Sniping), and added a new one instead (new effect is same as Nanoha’s Area Search).
-Reduced cost and damage of Shot – Omnipowerful Burst Cannonade , and made it grazeable.
-Fixed The Move hit state movetype (was I not H)
-Removed Glow – Focused Light. All characters can use the other Glow – Rain of Light instead.
-Fixed Meteor Shower meteors not having a clsn1 on them
-Fixed frozen effect remaining displayed after character is unfrozed bug.
-Added new, high resolution (300*480) Clow Card images
-Updated the readme files
-Fixed bug of AI canceling intentional jumping repeatedly when The Jump card is active

2011-02-02
Archer
-Updated run states
-Updated AI
-Added damage dampening
-Adjusted super move damage
-Added “p2defmul=1″ to all superpause controllers
-Added facep2 to attacks that didn’t have it
-Removed power gain from most attack’s startup
-Adjusted power gain amounts
-Fixed trip (5070) animation
-Increased hittime of a,x,y normal attacks to enable comboing

All Touhou characters
-Updated spellcard memorize state (less duration, new superportrait)
-Fixed bugs caused when updgrading spellcards with the “z” button instead of “DDz”
-Fixed damage dampening not activating on the new root,projhittime=0. Yay for inconsitencies, it only works in the player, not in helpers.

Yuyuko
-Updated Stage of Reflectors. Reflected damage butterflies now are generated from the area where the incoming attack hits.
-Modified “Deadly Butterfly” butterfly number and movement pattern
-Fixed “Deadly Butterfly” bug of additional effects applying a level earlier than intended
-Deadly Butterfly does less damage, especailly on the higher levels.
-Deadly Bufferfly can now be used from air
-Invitation to Afterlife can now be used in air
-Dance of the Dream cherry blossom effect added (idea comes from RP’s Yuyuko)
-Added new attack : Jump of the Dream (again, idea comes from RP’s Yuyuko)
-Fixed Dance of the Dream bufferfly effect not appearing. Also fixed it not being bound to the player.
-Added juggle points for DDb,BDy,and air a attack to limit combo length
-Removed targetdrop and target,prevstateno!=609 from air a attack, the juggle system takes care of that now.
-Reduced guard.hittime on the two b button normal attacks to make them more punishable
-Added a new spellcard : Spiritual Convergence
-Changed Sakura Dance attack behavior (single hit, faster, works as launcher, and is affected by/generates burden)

Reimu Hakurei
-Added juggle points to some attacks and removed old target,prevstateno limitations.

Nanoha
-Included the correct snd file, prev upload had an older version

Sailor Saturn
-Included the correct snd file, prev upload had an older version

Kano Kirishima
-Fixed damage dampening not activating on the new root,projhittime=0. Yay for inconsitencies, it only works in the player, not in helpers.

Silver
-Fixed damage dampening not activating on the new root,projhittime=0. Yay for inconsitencies, it only works in the player, not in helpers.

Sailor Moon
-Fixed SHTK returning character to the ground instead of the air if used from the air.
-Disabled playerpush while using SHTK

2011-01-25
Vita
-Converted SFF into SFFv2
-Removed duplicate sprites from SFF (yay for SFF2 giving a warning for these)
-Updated air dash states
-Reduced amount of time allowed in air to keep air dashing
-Reduced attack bonus from loaded cartridges to 2% each
-Attacks can be comboed after normal “a” now
-Removed ctrl and time>30 limit of dash states
-Added damage dampening
-Adjusted bar recharge speed and bar costs
-Removed start button bar recharge for power feature. (Bar recharges faster now anyway)
-Removed High Jump special move (Graze jumping is already implemented so no need for two evasion jumps)
-Changed many commands
-Adjusted clsn on a few attacks
-Removed Panzer shield special defense
-Added Panzer Shield super move (cost 1 cartridge, used for protection)
-Changed power gain/loss for guarding/idle
-Other minor updates
-Removed nonexsisting parameters originating from Finir’s code like Superpausetime,Hitpause and Supermove
-Organized state code into multiple state files

Flandre
-Updated Laevateinn Spellcard
-Organized state code into multiple state files

Saturn
-Fixed bar full sound effect

Nanoha
-Fixed bar full sound effect

Ayu
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Kano
-Fixed Sightblaster facing when player turns around
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Sailor Moon
-Fixed guardsound of F+a
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Sailor Saturn
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Silver
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Vanilla H
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Cirno
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Nitori
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Patchouli
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Reimu
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Remilia
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Suika
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files
-Fixed “invalid action” intro bug

Tenshi
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files

Yuyuko
-Replaced Projhittime=1 triggers with the correct projhittime=0 triggers.
-Organized state code into multiple state files
-Increased width of clsn1 on Touch of Death/Consume spirit to prevent missing when the opponent is too close.

2011-01-22
Nanoha
-Removed leftover time>30 line from back dash states
-Added display bar for damage dampening
-Updated danmaku bar display, refill, and costs
-Updated AI
-Updated (reduced) the damage of super moves
-Projectile attacks can be cancelled into supers
-Normal attacks can be comboed into projectiles or supers
-Fixed bug that caused the character to stand on air after most super moves/specials
-Added hit/guard sparks and sounds to Divine Buster
-Updated effect and superpause timing of Starlight Breaker
-Added hit/guardsound for Starlight Breaker
-Startlight Breaker superpause duration is now indicated by screen darkening
-Added Superpause for Divine Buster
-Fixed various effects having/not having supermovetime

Silver
-Updated custom state 1079

2011-01-21
Lelouch
-Removed leftover time>30 line from back dash states
-Added display bar for damage dampening
-Updated danmaku bar display, refill, and costs
-Updated AI
-Fixed two supers being affected by Palno=12 instead of Evil Mode
-Fixed too low hittime of first hit of Mad Bomber
-Updated (reduced) the damage of super moves

2011-01-17
Aura
-Increased front.width
-Added new attack : Data Flow
-Added new attack : Infinite Telekinesis
-Added new attacks : 8 Phases of Morganna
-Improved AI
-Updated physical attack coding
-Added damage dampening
-Updated the danmaku bar
-Teleportation, number of guardians limit, resurrection depend on the activated phases.

Flandre
-Removed two debug spam sources

Reimu
-Fixed Animtype of Barrier of 4 Gods
-Added sound effect to Mercy of Buddha
-Added hitsound to Priestess Mandala

Ayu
-Fixed the hitspark positioning on Taiyaki Rain

Patchouli
-Reduced clsn on holding Spray projectiles

2011-01-10
Silver
-Fixed improper colored pixels on sprite 49,1
-Updated the danmaku bar
-Removed ctrl from air dash states
-Added damage dampener
-Updated AI
-Updated all physical attacks
-Added hitspark for Wishing Star projectile
-The icicle projectile attacks are removed
-Added a new attack : Rainbow Binder
-The super move “Wild Rainbow” is removed
-Command, cost, damage and effect of Spiral Rainbow is changed (it is now a standard beam attack instead of a custom stated one)
-Added new super move : “Rainbow Cutter”

All Touhou
-Eliminated a debug spam source in the cmd file
-Removed leftover time>30 condition from back dashes so it is now possible to stop after 10 ticks (like forward dahses)
-Fixed the first tick of the grazing jump still counting as standing statetype

Patchouli
-Removed a state 1090 related debug spam source

Reimu Hakurei
-Removed a debug spam source from statedef -2
-Added more victory quotes, and replaced her victory portrait.
-Added Statetypeset A for Serial Miko kick to prevent stand on air bug when the move is interrupted

Tenshi
-DFa hittime reduced on last hit to prevent infinites

Remilia
-Increased the dampener of Rocket Kick
-Removed debug spam source from state 13002
-D+x can be chained after F+b now
-Increased effect size on Serial Vampire Kick kicks.
-Added Statetypeset A for Serial Vampire kick to prevent stand on air bug when the move is interrupted

Ayu
-Removed debug spam from state 1257

Kano
-Removed debug spam from state 3200
-Removed leftover time>30 condition from back dashes so it is now possible to stop after 10 ticks (like forward dahses)

2010-12-30
Vanilla H
-Removed deprecated, and pointless helpertype=player lines left over from Taruse’s code
-Removed deprecated “supermove=1″ parameters and replaced them with supermovetime=9999
-Rearranged physical attack commands
-Updated physical attack coding
-Added damage dampening
-Added bar that shows damage dampening
-Updated AI
-Greatly reduced attack and defense boost by attack and defense levels
-Reduced natural defense boost and defense boost for low health
-Fixed Forte’s normal gunshot not doing any damage
-Other minor improvements
-Removal of excessively complicated custom states, replaced with simpler ones
-Reduced power gained from Chance Combo
-Reduced chance of gaining power from Nanorecovery, especially reduced the chance for gaining more than 1000
-Mint increases all power gained by attacking by 50% instead of generating it herself
-Option to disable Boss mode (all striker attacks, Nanoboost, Nanorecovery and Hypercannon are not available when disabled)

2010-12-28
Sailor Saturn
-Adjusted clsn1 size on kicks
-Updated danmaku bar and bar costs
-Fixed anim 5040
-Updated AI
-Completely recoded physical attacks
-Changed most attack commands
-Added damage dampening
-Added hitsparks to attacks not having them
-Silence Buster cannot be used from hit states
-Many attacks have been renamed
-Gears of Fate (old Saturn Slicer) cost is now 3000 only.
-Silent Hole cost is 7000 only
-The power charge has been removed
-Fixed a lot of bugs and problems

2010-12-26
Patchouli
-Increased hittime of Satellite Fireworks projectiles

Sailor Moon
-Added Burden bar
-Added damage dampening
-Updated AI
-Updated danmaku bar and attack costs
-Updated physical attack behavior
-Kick (b) cannot be chained after itself anymore, but does higher damage
-Reduced jump X velocities
-Added moon effect to F+a punch
-Updated air dash states
-Increased hittime of DFx star projectiles
-Adjusted damage done by attacks
-Added Superpause for Moon Gorgeous Meditation
-Added Superpause for Moon Princess Halation
-Moon Boomerang projectile is removed by grazing
-Removed ~ from the beginning for all commands

Ayu
-Increased pausetime of Feather Storm projectiles, and added an yaccel parameter
-Reduced chance of AI using light punch/cr. light punch by 33%

2010-12-24
All Touhou characters
-Danmaku bar doesn’t refill faster when the opponent is falling.
-Higher AI levels have been reduced in difficulty, especially level 8.
-AI chance for each attack adjusted a bit.
-Adjusted the bar cost of all attacks
-Updated bar display colors
-Other AI related improvements

Kano
-Danmaku bar doesn’t refill faster when the opponent is falling.
-Higher AI levels have been reduced in difficulty, especially level 8.
-AI chance for each attack adjusted a bit.
-Adjusted the bar cost of all attacks
-Updated bar display colors
-Adjusted spark position of Fire Pillar’s initial hit
-Other AI related improvements

Ayu
-D+b can only be used as a counter after guarding a hit
-Increased bomb damage back to 50
-Higher AI levels have been reduced in difficulty, especially level 8.
-AI chance for each attack adjusted a bit.

Remilia
-Added guard.pausetime=0 to Serial Vampire Kick

Reimu
-Added guard.pausetime=0 to Serial Miko Kick

Cirno
-Reduced hittime of D+b to prevent D+b,D+a infinite
-Reduced guard.hittime of D+b

Flandre
-Starbow Blaster guard distance is now zero during the whole attack

Suika
-Reduced guard.hittime of both Flame Punch attacks

Yuyuko
-Fixed bug causing “has no root in stat 1020″ debug spam
-Adjusted clsn1 on DDb (distance is a bit larger now)

2010-12-22
Ayu
-Added missing velset=0,0 to state 4500 (Gigapunch)
-Added dampage dampening
-Updated bars to display damage dampening
-Adjusted super move damage
-Replaced all Movecontact triggers in -1 with Movecontact>1
-Adjusted hittime of some attacks
-Old D,F,a command is moved to D,B,c
-F+c moved to D,F,a because command was conflicting with throw (also F+c)
-D,F,a also works as an air launcher now and causes a fall
-D,F,a hits on earlier frame than before, and clsn1 are realigned
-y can also be chained after F+a
-Added F+b and F+c (now D,F,a), and air D+c to readme (they were not listed)
-Adjusted damage of several attacks
-Bomb cost is increased to 250 bar
-y can be chained after D,F,a or D,F,c
-D,B,y can be chained after D,F,a or D,F,c
-Adjusted anim 215 sprite y axis
-Increased hitspark size of the Taiyaki projectile
-Adjusted clsn position on Feather Storm feathers
-Bar cost of summoning a partner is raised to 500
-Adjusted Frozen state display for Icebird Assault
-Opponent can be hit by attacks while frozen by Icebird Assault
-Increased hittime of superstar attack
-Random attacks by Mai no longer cause a fall or pushback.
-Updated Taiyaki Rain to use the Double Hitdef technique.
-Superdive can be chained after any sucessful physical attack
-Gigapunch can be chained after any sucessful physical attack
-Feather Storm can be chained after any sucessful physical attack
-Fixed partner attack power cost problems
-Changed Magic Shield command to D,F,x
-Gigapunch can now hit falling opponents

2010-12-21
Kano Kirishima
-Added display for damage dampening
-Revised damage dampening values on some attacks
-Super move damage is reduced for most attacks
-Aligned hitspark position of Fire Pillar
-Lightning Bolt no longer causes a fall in air.
-Added missing velset=0 to Fireball explosion
-Added missing target,selfanimexists check for Lord of Vermillion
-Earth Strain can now hit oppponents on the ground
-Automatic power gain is reduced

Nitori
-Fixed looping problem of anim 5040
-Added 7696 (lightning hit) animation

2010-12-20
All Touhou characters
-AI is now able to use Stage cards properly
-Increased glowing card frame Y scale
-Graze helper creation position is fixed
-Skillcard use state updated to be Movetype=I by accident (was A)

Remilia
-Updated custom state 259 to use const.size.mid.y
-Fixed stage cards costing 1/3 of the intended value
-Reduced guard.hittime on many normal attacks to make them more punishable
-Reduced guard.hittime of Sakuya’s knife projectile

Cirno
-Reduced guard.hittime on some attacks to make them more punishable

Yuyuko
-Updated Gate of Underworld code to use spellcard level at time of activation.

Reimu
-Fixed stage cards costing 1/3 of the intended value

Tenshi
-Fixed stage cards costing 1/3 of the intended value

Suika
-Fixed stage cards costing 1/3 of the intended value
-Fire Breath effect is removed when chaining attack into another one

Flandre
-Reduced Guard.hittime of Chain Push.
-Removed guard distance from Stabow Blaster (is unguardable anyway)
-Updated Starbow Breaker effect

2010-12-04
All Touhou Characters (Important system related updates!)
-Doubled spellcard name resolution, removed black anti-aliasing
-Added new card type : Skill cards
-Boost card type is now called a Stage card instead
-Old Boost cards are replaced by an equivalent Skill (self boost) or Stage (other, more global effect) cards
-You can upgrade the level of your current spell by using it
-You can put a Stage card into your Memory slot by using it
-When a spell is used, the name is displayed
-Updated the readme file information about the updated card system
-Added new SKILL cards, and updated all skills that need to be affected by the new SKILL cards.
-Removed the movecontact and movereversed triggers from the Idle Statetypesets because they are unnecessary and prevent Freez Aura from working properly
-Removed ctrl from air dash states where it was left on by accident.
-Updated AI spellcard priority distruption code for low level AI.

Flandre
-Fountain of Destruction fall.recover=0 now, also added somepausetime
-Starbow blaster projectiles 30 ticks faster
-Starbow Rain now provides invincibility while releasing the projectiles
-Servant Flier can be chained after b
-Fixed Slave Flier power cost
-Increased Sonic Scar size, and pausetime
-Increased Sonic Scar hitspark size
-Sonic Scar is now much faster to release the projectile
-Reduced damage boost from leveling up Sonic Scar by 40%
-Unleashed Flare ends when the round is over
-Fixed Intro doing damage to opponent if starting position is too close (didn’t expect hits to be possible before the start of the round…)
-Aerial B updated to prevent infinite in the corner (second hit in a row makes the opponent fall immediately)
-Added new Skill cards : Sharper Stigmatizer, Powered Bloodbolt, Powered Bat

Remilia
-Added “Provides full invincibility” information to Bloodsucker in the readme file.
-DFy and DBy now take precedence over Bat Transformation even if F/B isn’t released before pressing y.
-Fixed bug in Vampire Lord Assault’s hitdef that made the move unguardable. (There were two guardflag lines…)
-Fixed several other hitdefs that had the same problem.
-Reduced damage of Vampire Lord Assault (damage was adjusted for 4000 cost but this spell costs 3000)
-Kick (b) moves forward when necessary to give the attack a reasonable range.
-Kick (b) cannot be chained after itself
-Reduced the time between the superpause and the release of the projectiles in Heart Breaker. (Anti-air projectiles are useless if the opponent lands before they hit…)
-Queen of Midnight is now uninterrupteable in addition to grazing.
-Queen of Midnight damage was reduced from 15/projectile to 13/projectile
-Removed the getpower from Vampire Lord Cradle hitdef
-Added grazing to Blood Rush
-Added increased attackdist to Blood Rush
-Fixed D+c guardflag (unguardable while standing now as intended)
-Vampire Kiss now makes the opponent fall when successful.
-Chain Rush will not run forward if the hit produces no target (hitting a helper/projectile/or a player using an uninterruptable spell)
-Added guard.hittime=15 for Chain Rush
-Vampiric Aura now gains life for additional damage done caused by passive ability of the learned spellcard.
-Added new Skill cards : Master of Bats, and Elder Demon Techniques

Patchouli
-Changed Ring of Fire movement
-Reduced Clsn1 size of Ring of Fire
-Fixed improper face color in sprite 5120,4
-Increased projstagebound and projedgebound values on Phylosopher’s stone because they were removed when created by a crystal outside of the screen.
-Reduced damage of Phylosopher’s Stone projectiles
-Prevented crystals of Phylosopher’s Stone from mirroring their position when the player turns around
-Fixed Compressed Wind to be unusable while the danmaku bar is empty
-Added Superpause for Noahian Deluge
-Added Statetypeset=A to Spring Wind while above ground
-Increased Jellyfish Princess bubble size
-Added the ability to fly into Jellyfish Princess
-While Jellyfish Princess is active, you are in an Aerial state and can only use Aerial attacks.
-Reduced the HP gained by Jellyfish Princess bubble per level to half
-Jellyfish Princess bubble is removed when the round is over
-Fixed AI using Autumn Blade when the danmaku bar is low
-Added fall.recover=0 to Koakuma’s attack and also for b/F+b
-Playerpush is turned off while Jellyfish Princess is active
-Reduced duration of active hitdef of Emerald City
-Added getpower=0,0 to Ring of Fire hitdef
-Other minor improvements
-Using Supersolar Flare cancels the effect of Jellyfish Princess
-Jellyfish Princess is not used on Easy AI levels.
-Jellyfish Princess is activated by the AI when life is less than 180*(AIlevel-2) (180*(Ailevel-1) if the spell is learned)
-Increased stand up animation duration (5120)
-Removed the four elemental Boost cards.
-Added the four elemental Skill cards.
-Day of Gusts level increases the number of projectiles fired by Compressed Wind instead of the damage.
-Day of Waves level increases the number of Water Pillars created when level is 3 or 4.
-Day of Crystals level increases spell of crystal generation for Crystal Pierce
-Some Spellcards have been renamed
-Upgraded Fireball movement and Day of Flames increases the number of Fireballs fired.

Suika
-Improved distance condition of AI D+b because the AI was often missing with it
-Fixed type of Magma Spray in the readme (It is correctly A,HP, meaning it cannot be grazed.)
-Chibi Suika projectiles (both types) are removed by grazing
-Magma Spray hitdefattr is fixed to be A,NP (was A,HP by accident)
-Burden bar cannot reset while performing Minimum Density Train
-Minimum Density Train projectiles are not removed by the camera movement now when they end up outside the screen.
-Increased Oni Spirit Bomb chargeup speed
-Added new SKILL cards : Gathering for Explosion and Advanced Multiplicaton
-Flame Punch is now SP type
-Flame Punch (forward version) fixed clsn1 timing/alignment to match with the flame better.

Cirno
-Added Statetypset into frozen state to match position.
-Added Hitfallset=0 to frozen state, frozen opponents are not falling.
-Icicle is reduced to 4 hits from 5.
-Fixed character having control when jumping as part of Cirno Drill
-Added downward graze (D+z or DD) to allow fast landing
-Fixed getting stunned when using Midsummer Snowman again when the previos one is being removed.
-Guarded damage of Midsummer Snowman was reduced to 1/hit from 3/hit
-Renamed “Absolute Zero” to “Perfect Freeze”, and “Berserk” to “The Strongest”
-Renamed “Seal of Kyuu” to “Strategy 9″
-Converted the boost card “Ice Aura” to skill card “Freeze Aura”.
-Added skill cards “Snowman Building”, “Improved Icicle”, “Advanced Ice Construction”
-Fixed damage boost amount to Frost Mine by learning Ice Hedgehog (was 100% instead of 10%)

Yuyuko
-Dizzy state (429) uses anim 5800 when present
-Increased stand up animation duration (5120)
-Reduced the power generated by Butterfly Nest
-Fixed AI using Call Spirit when the danmaku bar is low
-Projectiles from Butterfly Nest are now properly removed when they hit ground.
-Butterfly Nest and Spirits Who Died Well aftercast animation is slower.
-Butterfly Nest now produces 2 nests instead of 4, each firing 3 times 3 butterflies that spread out.
-Updated DFc and DBc commands to prevent interference from teleportation (Otherworldly Passage spellcard, F+c, B+c)
-Increased hittime of Deadly Butterfly when at level 4 to prevent the opponent from regaining control before the additional wave of hits.
-Fixed transparency effect not appearing when Dematerialize is learned and physical immunity is on.
-Deadly Butterfly can now be grazed.
-Several attacks are renamed.
-DDb now provides invincibility against NA,SA and NT type attacks at startup
-Added new SKILL cards : Butterfly Control, Spirit Swarm, Ruler of Undead Light, and Dance Lesson.
-Updated hitdef triggers for damage dampener to work better on helper projectiles
-Butterfly Nest and Spirits that Died Well can now be used from Air.
-Fixed Spiritual Beam not causing a fall when it was supposed to.

Tenshi
-Bermuda Triangle Cut sets P2′s life to 0 properly when P2 disappears.
-Eliminated debug spam source in state 1070
-Increased stand up animation duration (5120)
-Fixed Serial Angel Cut to prevent opponent falling too early when hitting an opponent in the air.
-Reduced the power generated by Beams of non-perception to half
-Added yaccel=0.5 for Sky Pillar to prevent comboing it into itself multiple times.
-Added Noshadow for Celestial Law helpers
-Added new Skill cards : Temperament Manipulation, and Seismic Control

Reimu
-Fixed spellcard learning animation length (was shorter than the Superpause duration by 15 ticks)
-Added command!=”DDB” to make DDb register instead of D+b if D is not released fast enough.
-Delayed the effect of Divine Intervention to prevent interference from hardcoded changestate after intro.
-Added the missing Numhelper(14020)=0 line for Divine Intervention helper creation to prevent multiples from being created.
-Fixed bug caused by variable collosion between Spell-Chain, and Divine Intervention (both used var(25))
-Greatly reduced the damage of Barrier of 4 gods, but increased duration and possible number of hits.
-While Barrier of 4 Gods is active, running speed is reduced, and skills that use teleportation are unavailable.
-Ascension Kick damage was reduced
-Air kick now moves towards the opponent at high velocity. Air F+b is removed as b now has the same, but improved effect.
-Added the new Skill cards : “Calligraphy” , “Miko Sealing Power” , “Superior Kicking”, and updated realted attacks.

2010-11-12
Tenshi
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Increased hittime, velocity and cornerpush of light attack.
-Implemented Burden Bar system
-Readjusted damage of many attacks
-Added pausetime to physical attacks
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Adjusted hitspark position of F+a and B+a
-Added Width to F+a to match animation
-You can now jump after F+b or D+b to hit again in the air.
-D+a cannot be chained after itself.
-Air a kick now uses the same velocities as Suika’s air kick.
-Air b is limited to 3 hits, and it has an X velocity of 0.
-Removed F from the hitflag of D+b, and also removed cornerpush from it.
-Air D+b can hit on the ground now.
-Duration of Pillar of Divine Punishment is reduced by 50 ticks.
-Speed of Heaven and Earth press projectiles is reduced
-Reduced clsn size of Release Temperament projectiles, and increased their hittime
-Added Superpause for Serial Angel Cut
-Serial Angel Cut stops attacking if there are not hits done.
-Leveling up Sword of Unletting Soil increases the damage of the skill : Sword of Earth.
-Fixed statetype of Guardian Keystones to make it work in the air properly
-Fixed statetype of Temperament Spear to make it work in the air properly
-Added Superpause for Angel Wing Breeze
-Adjusted clsn1 size and position on Pillars of Heaven.
-Reduced clsn size on Keystone Shooter projectiles.
-Made Keystone Shooter keystones always appear onscreen even after camera movement.
-Added Superpause for Catastrophe Forecast
-Learning Catastrophe Forcast increases the damage of the skill : Ground Uncertainity
-Tenshi will not jump higher if Scarlet Weather Rhapsody is used in the air.
-Reduced the amount of power generated by Advanced Masochism
-Other minor updates (like removal of debug spam)
-Reduced clsn size of Meteorological Advantage projectiles

Suika
-Added the new “Volumescale” parameter to increase volume.
-Added Value=0 To Secret of Kings Angledraw to preven unintended rotation.

Remilia
-Fixed Piercing Chains not working from P2 side.

Flandre
-Adjusted Laevatein damage.
-Reduced clsn1 size on Stigmatizer projectiles
-Renamed spellcard Wing Beams to Starbow Breaker
-Added new spellcard : Starbow Rain
-Added new spellcard : Four of a Kind
-Added new spellcard : Starbow Blaster
-Added new Spell-Chain : Starbow Blaster->Starbow Rain
-Added new Spell-Chain : Starbow Rain->Starbow Breaker

2010-10-31
Suika
-Implemented Burden Bar system
-Readjusted damage of many attacks
-Added pausetime to physical attacks
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Most attacks can now be chained after the second and third punch just like after the first one.
-Movehit>=1 triggers changed into movecontact>1 triggers for combos in the cmd file
-You cannot chain D+a after D+b anymore, only D+b after D+a.
-Slide attack can now hit on the ground.
-Slide attack can be chaned after jump attack (F+b -> D,D,b for OTG attack)
-Fire Breath can be chained after punches and crouching attacks now.
-Changed velocities of hitdef from Flame Punch Up
-Flame Punch Up can be cancelled into jumping after a successful hit.
-Added F to the hitflag of air attacks
-Increased the hittime of Fire Breath a bit
-Added missing ctrl=0 for Drunken Tech
-Increased hittime of White Hole and Minor White Hole projectiles, and removed ground.velocity
-Reduced the amount of power generated by some attacks slightly
-Changed fall=1 on Magma Spray and Magma Axis to air.fall=1 instead.
-Added proper hittime for Magma Spray and Magma Axis
-Increased clsn1 size on Chibi Suika
-Added the missing clsn2 on Chibi Suika
-Aligned spell level up superportrait Y position
-Learning the spell : White Hole increases damage done by the skill : Minor White Hole
-Learning the spell : Black Hole increases the pulling power of the skill : Minor Black Hole
-Added larger clsn1 for the double hitdef technique second hit for Magma Axis and Magma Spray
-Added Superpause for Magma Axis
-Added guardspark for Atlas Throw
-Added a Superpause for Missing Power
-Playerpush is turned off for Giant Oni
-Added Superpause and energy gathering effect for Lesser Pandemonium
-Added missing velset=0,0 to Lesser and Greater Pandemonium
-Changed startup statetype of Lesser and Greater Pandemonium to A from U
-Excessive (1000+) damage when the opponent is close to the center is now regulated by the damage dampening to the proper amount.
-Excessive (1000+) damage from Minimum Density Train when the opponent is in the corner is now reduced by the damage dampening to the proper amount.
-Added Superpause and Velset=0,0 for Flame Disaster
-Increased hittimes of Will of the Wisp projectiles
-Will of the Wisp increases damage of the skill : Fire Oni
-Added velset=0,0 for Will of the Wisp
-Added burning effect to Will of Wisp hits
-Added Superpause for Will of the Wisp
-Added Superpause for Gigaton Throw
-Removed leftover usage limitation from Life the Gathering.
-Added missing velset=0,0 to Life, The Gathering, and Magic : The Gathering
-Changed startup statetype of Life, The Gathering, and Magic : The Gathering to A from U
-Life : The Gathering drains less life from the opponent and heals less, to match to reduced damage output of characters better.
-Added missing facep2=1 to large energy projectile used by some spellcards
-Doubled the amount of walling effect from the card Wall of Mist
(Some examples of new combos : a,a,b,DBb,jump,b or a,a,a,F+b,DDb)

Cirno
-Aligned spell level up superportrait Y position

Yuyuko
-Aligned spell level up superportrait Y position
-Increased double-hitdef technique secondary clsn1 size on Deadly Butterfly

Patchouli
-Aligned spell level up superportrait Y position

Reimu
-Aligned spell level up superportrait Y position
-Reduced AI difficulty of all levels by a bit.
-Reduced chance of AI using Dimensional Rift, and disabled it for AI levels 1-3.
-Needle that pierces the heavens is not used by AI when the opponent is falling.

Remilia
-Increased double-hitdef technique secondary clsn1 size on Heart Breaker
-Fixed projectile angle of Heart Breaker
-Added secondary part of Heart Breaker projectile
-Made Heart Breaker projectiles thinner
-Adjusted Heart Breaker projectile starting position
-Applied the same changes to Demon’s Dinner Fork as to Heart Breaker

2010-10-19
Remilia
-Increased speed of bats on Bat Transformation to follow character better
-Added Changeanim to Bat Transformation to always have the same sized clsn2 on the character while transformed.
-Added Grazing to Demon Lord Arrow
-Increased cost of Demon Lord arrow to 300

2010-10-18
All Touhou
-Updated Recovery spell in readme.html (removed “heals 300 life” outdated information)

Cirno
-Implemented Burden Bar system
-Readjusted damage of many attacks
-Added pausetime to physical attacks
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-DBb can only be used while guarding after a guarded hit (states 150-155, not 120-130)
-DBb can be chained after b now.
-Ice around frozen opponent breaks (and does additional damage) only if velocity when reaching ground is above 3.
-Character stops moving while charging Ice Chaingun now
-Replaced freezing mist -40 constant with enemynear,const(size.mid.pos.y)
-Added F to hitflag of Misty Spiral
-Misty Spiral now does multiple, smaller hits, and makes opponent fall upwards
-Recovering from Misty Spiral is disabled
-Misty Spiral is limited to at most 10 hits in a combo.
-Misty Sprial duration is reduced to half.
-Reduced Misty Spiral upward velocity.
-Fixed Misty Spiral positioning bug (replaced Posset with Offset because Posset position changes by camera movement)
-Moved State 1121 angledraw and offset after the changestate to prevent them from affecting first tick of next state
-Fixed New Card Album sound effect being played (S0,17) instead of Super Move sound effect (S0,18) when using Berserk
-Added Superpause for 99 Needles
-Added mist converging effect for 99 Needles during Superpause
-Increased hittime and pausetime for 99 Needles hits
-99 Needles now boosts the skill : Ice Thorns when on level 2 or above.
-Added Superpause for Ice Hedgehog
-Added mist converging effect for Ice Hedgehog during Superpause
-Ice Hedgehog now boosts the skill : Frost Mine when on level 2 or above.
-Added missing Type=U to learned spellcard activation state.
-Fixed Hitdefattr of Near Thousand Needles to be SP, so it can now be grazed (at least to an extant, as it lasts much longer than how much you can normally graze.)
-Changed Ice Devil hitdefattr to SP, so it can also be grazed now.
-Added P2sprpriority=-3 for Ice Devil’s hitdef
-Added hitsparks and guard sparks for Ice Devil
-Ice Devil now boosts the skill : Mist Swirl when on level 2 or above.
-Fixed hitspark of Mach 9 not working.
-Fixed all swords attaching to the root instead of each to its parent when using Mach 9.
-After Mach 9, Cirno returns to standing instead of staying in air.
-Added Superpause for Mach 9
-Fixed the opponent falling too early after 9999 Needles cusotm state.
-Added missing type=U to Seal of Kyuu state
-Added hitsparks for Icenado
-Ice Devil has no effect if one is already summoned as intended now.
-Adjusted guarding time necessary for Arctic Winds to work.
-Added states 170,180 (win/lose)
-Added animation 5800
-Character autoturns towards the opponent while flying if F is not held.
-Fixed bug that caused additional hits thanks to the workaround of replacing projectiles with hitdefs against this bug : http://www.youtube.com/watch?v=V-nTjaa-0Ro on Icecar (P hitdefattr projectiles are limited to one hit per tick, hitdefs don’t have this restriction)
-Replaced contant 25 with enemynear,const(size.mid.pos.y) for IceCar

Vanilla H
-Fixed Superpause length bug on Nanorecovery

Patchouli
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Added missing Type=A for state 13202 (Djinn gust)

Yuyuko
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Fixed spellcard level up affecting skill damage starting from level 1 instead of 2.
-Update to AI conditions on the attack “Touch of Death” : High level (5+) AI will only use it against a nearby guarding opponent.

Flandre
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Bat projectile guard pausetime is reduced, number of guarded hits also reduced.
-Added AI spellcard selection priority code
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Made character stop while charging Charged Bloodbolt

Remilia
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Bat projectile guard pausetime is reduced, number of guarded hits also reduced.
-Added missing animation 31500 to the air file (guard spark)
-Replaced 6th palette
-Added missing animation 6220 to the air file (Demon Lord Cradle)
-Added missing velset=0,0 for Queen of Midnight
-Added AI spellcard selection priority code
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.

Reimu
-Fixed position of spellcard activity frame y axis (the red and green borders around the card when you can use them)
-Fixed spellcard level up affecting skill damage starting from level 1 instead of 2.
-Fixed bug of Golden Beam working in air instead of Barrier of 4 Gods.
-Added Darken=1 and sound effect for Superpauses where it was missing
-Added superpause for Orbs of Balance
-Added superpause for Serial Miko Kick

2010-10-03
Patchouli Knowledge
-Implemented Burden Bar system
-Readjusted damage of many attacks
-Added pausetime to physical attacks (Not that Patchouli has that many, so this mainly means light puch here…)
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Updated spellcard cost colors to match the element of the spellcard. (Water/Wood=blue,Wind/Moon=green,Fire/Sun=Red,Earth/Metal=White, no or all elements = purple)
-Added Victoryquotes that are displayed based on the element of the learned spellcard.
-Removed debug spam source “No Helper 1131″
-Strong air attack (b) now uses custom state.
-Emerald City can be used only after guarding a hit as a counterattack
-You can chain danmaku attacks and spells after Wnid Attack (F+b)
-Improved Fireball is removed by grazing.
-Watergun doesn’t hit on first 2 ticks of movement
-Removed debug spam source from state 610
-Changed constant -40 to size.mid.pos.y in custom state 1079
-Increased cost of standing Summer Red
-You can jump after hitting with Emerald City to use air attacks for a combo
-Autumn Blade cost was increased.
-Flame Dance doesn’t drain bar anymore if it is already empty.
-Added Superpause for St.Elmo’s Pillar. Spell can now be interrupted after the power cost has been spent as well as before.
-Added attack distance of 9999 for Royal Flare (I thought I’ve added this a long long time ago, I wonder when was it deleted…)
-Added Superpause for Royal Flare
-St.Elmo’s Pillar : Fixed Type=A that was supposed to be Type=U (This bug prevented spell chaining from working)
-St.Elmo’s Pillar : Added pausetime, and increased y velocity to prevent the opponent from touching the ground when chaining into Royal Flare
-Removed A from hitflag of flame wave of St.Elmo\s Pillar lv2+, changed type to low, and removed y velocity.
-Eliminated “No Helper” debug spam source from state 12607
-Added Superpause for Emerald Megalopolis, added hitpause for hits by EM.
-Slightly reduced the number of bubbles generated by Noahian Deluge
-Silent Selena area increases at upgrading from level 3 to 4.
-Silent Selena does guarded damage starting from level 3 instead of 4.
-Added Superpause for Silent Selena
-Removed Nothitby controllers from Freedom Harvester. They weren’t supposed to be there, but got copied over from Elemental Harvester by accident.
-Added Superpause for Djinn Gust
-Fixed invalid state bug on Jellyfish Princess bubble projectile (Lv2 and above)
-Added Superpause for Spear of Heaven
-Reduced bonus damage from Boost spells to 10% per level.
-Added superpause for Discharge
-Added missing state types to Discharge
-Added hitspark/sound for Discharge
-Added Statetypeset for Discharge when in air

Yuyuko
-Replaced “-40″ with size.mid.pos.y in custom state 609.
-Changed time=0 trigger to time=60 on damage multiplier setting for Final Utopia

2010-09-30
Yuyuko
-Implemented Burden Bar system
-Readjusted damage of many attacks
-Readjusted amount of power gained from attacking
-Added pausetime to physical attacks
-Added a Statetypeset to I for all attacks after the attack frame of animation is over.
-Fixed Clsn1 size on light attack (a)
-Adjusted clsn1 size and position of F+b attack
-DF+b crouching long kick can now be used as a combo starter (but cannot be comboet into itself)
-Updated targetstate triggers for dizzy state on D+b
-You can jump immediately after hitting with D,D,b to allow continuing with air combos.
-Reduced X velocity on D,D,b for same reason
-Added yaccel parameter to hitdef of D,D,b
-Butterfly Elevation can be used in a combo after D,D,b
-Touch of Death can be used in a combo after D,D,b
-Spellcards can be used after D,D,b
-Dance of the Dream can be used in a combo after b or F+b
-Butterfly invasion cannot be chained after normal attacks. It’s too slow for a combo hit so chianing it is useless.
-Updated Butterfly Nest dampener to work on early hits immediately
-Minor adjustments to Spirits Who Died Well to prevent opponent from regaining control between hits
-Increased bar cost, and damage of Call Spirit
-Reduced clsn1 size on ghost throw
-Added Superpause for Immaterial Laser
-Addjusted superpause effect position for Immaterial Laser and Spiritual Beam
-Immaterial Laser and Spiritual Beam increases Light of the Undead damage when learned.
-Lance of Dreams increases Lance of the Undead damage when learned.
-Changed hitdef ID of Consume Spirit
-Added targetdrop to prevent binding a target retained from a previous attack
-Removed bug that caused Consume Spirit to cost danmaku bar
-Added F hitflag to Touch of Death and Consume Spirit
-Significantly reduced damage of Consume Spirit because it has too many advatages now (works in combo, gains life, gains power, damages power, all for only 1000 cost is waaaaay too good to do 180-240 damage)
-Added Superpause to Consume Spirit
-Added Superpause to Ghost Road
-Turbo Wandering increases Eternal Wandering damage when learned.
-Passage to Netherworld disappears properly when duration is over now, instead of stopping after leaving the screen.
-Ghost Road and Passage to Netherworld can hit opponents on the ground.
-Added missing Noshadow to Life Limit and Life End projectile
-Dematerialze passive physical attack immmunity fixed to work only against normals (NA,NT)
-Decreased Dematerialize physical attack evasion chance by 5% per level.
-Changed Dematerialize nothitby to use Value2 instead of Value to prevent conflict with other nothitby effects like grazing
-Fixed Hitspark on Dream Lance
-Increased pausetime to last until the attack is over to prevent the oppoenent from recovering
-The butterflies from Dream Lance don’t do hits to prevent them from canceling the hit/pausetime on the opponent
-Removed Y velocity from Dream Lance hitdef
-Added Superpause for Lance of Dreams, and Gate of the Underworld
-Adjusted hitspark position for Gate of the Underworld
-Added Superpause for Final Utopia
-Added guard sound and spark to ghostmaker level 1
-Added Superpause for Ghostmaker
-Dream Stage counts as a H state to allow burden of the opponent to work properly on reflected damage.

Reimu Hakurei
-Ascension Kick uses Statetypeset for A statetype after rising above ground.
-You cannot chain spellcards or other attacks after an Ascension Kick while still in the air.
-Fixed typo in state 410 that caused Statetypeset not to work

Remilia
-AI doesn’t get control when dashing forward after Chain Rush hits.
-Reduced velocity of Drill Slide