MUGEN Characters
Name  Brandy Oteigh Version  1.3 Animations completed  62 / 64 Current number of sprites  1,111 
Name  Creamy Goodness Version  WIP (Not yet available) Animations completed  8 / 104 Current number of sprites  46 
Name  William Guile Original author  N64Mario84 Author's website  Mario's Gaming Universe 
Changes
 Raised bounce sprite by five pixels.
 Fixed infinite on standing light punch.
 Tweaked damage of throws, specials and supers to more appropriate amounts.
 Changed icon to one that fits border.
Version 1.95_CGX02

Slowed down power charge so it takes over 5 seconds to
fill from empty.
Name  Hikkoshi Baba Original author  616 Author's website  Rockitsrow (offline) 
Changes
 Turned down overall attack power from 100 to 80.
 Turned down attack power of dragon punches by 25%.
 Fixed infinite on rapid rugbeater attack.
 Changed ugly ass icon.
Name  Dan Hibiki Original author  Scar Author's website  Scar Mugen 
Changes
 Raised
bounce sprite (5160) by ten pixels.
 Reduced Attack from 130 to 100.
 Decreased
damage of all three Koryukens from 122 to 60, 80
and 100 for L, M, and H.
 Increased
damage of Shinkuu Gadouken from 12 to 19 per hit.
 Increased
damage of Haoh Sho Koh Ken from 250 to 300.
 Cut
damage of Kouryuu Rekka down to just over half its
original value.
 Dan
can no longer move before round begins.
 Eliminated
infinites on standard standing attacks.
 Retouched
sprites, making the wristpads the right colors in
all frames, and cleaning up errant pixels.
Name  Bubbles Original author  Kenshin Himura Author's website  Puffy Ami Yumi Brasil (offline) 
Changes

Raised
fall and bounce frames so that Bubbles no longer dips too far into
the ground.
 Shaved off the bottom row of pixels on the icon, making it 25 x 25 pixels.
 Made each Sonic Boom a different speed, and lowered damage to 20, 40, 60.
 Disabled all flying specials and supers except dash punch.
 Using the sonic yell while flying caused Bubbles to disappear off the bottom of the screen. Disabling the areal version of this move solved this problem.
 Slowed down power charge so that it takes 5 seconds to fill from empty.
 All laser eye beams do 20 points of damage.
 Bubbles must have at least one stock to start flying.
 Bubbles gradually loses energy while in flight. When her energy reaches zero, her flight ends automatically.
 Edited standing attacks so that Bubbles can't use them to prolong her flight.
 Super laser eye beams now do 100, 200, and 300 points of damage.
 Super sonic discs now do 150, 300, and 500 points of damage.
 Each dash punch travels a different distance.
 Each dash punch knocks opponent back a different distance.
 Standing dash punches now do 35, 55, and 75 points of damage.
 Jumping and flying dash punches now do 40, 60, and 80 points of damage.
 Edited Tripped animation (5070) so that Bubbles no longer goes into the ground.
 Reduced ticks in standing light punch and turned down ground.slidetime from 5 to 4, increasing the attack's rate.
 Reduced ground.slidetime and ground.velocity of crouching light kick to 4 and 2 respectively, increasing the attack's rate.
 Increased Juggle of crouching hard kick to 15 so that Bubbles can't use it to kick a downed opponent.
 Adjusted the damage of all standard attacks to more appropriate amounts.
 Sped up the Super sonic disc animation by reducing the number of ticks in its frames from three to one.
Version 1.01_CGX02
 Super Sonic Boom: Changed air.velocity and ground.velocity from 10, 3 to 0, 0 to prevent the opponent from bouncing away after the initial hit.
 Super Sonic Boom: Changed fall from 1 to 0. This holds the opponent in one spot to receive full damage.
Version 1.01_CGX03
 Adjusted frames in Coming Down From Hit Up animation (5061) to look less awkward, and to keep Bubbles from going too far into the ground when landing.
 Flying
dash punch (2120, 2122, 2124) no longer gives energy, preventing
player from abusing it for infinite flight time.
Name  Makoto Original author  NHK Author's website  NHK's website (offline) 
Changes
 Overwrote sff with that of older version.
 Changed xscale and yscale to 1.
 Raised draw.offset by three pixels.
 Edited grab so that Makoto doesn't force certain opponents into ground.
 Raised sprites in air fall animation (5050) by up to 23 pixels.
 Got rid of custom energy meter.
 Amended special intro vs. Gouki (189) to include Morisoba's SvC Gouki (svcgouki).
 Amended special intro vs. Ryu (193) to include N64Mario's Street Fighter Zero Ryu (RyuSFA).
Name  Underdog Original author  Derrick D. Rowell Author's website  DDR Creations 
Changes
 Changed portrait to one that fits border (120 x 140 pixels).
 Underdog can now only hold the car for up to 5 seconds instead of 999 ticks (over 16 seconds) before dropping it.
 Raised last frame of coming down from hit up animation (5061) by 25 pixels.
 Deleted second frame of Air Fall animation (5050).
 Palette 4 no longer triggers the long theme song intro (193), but instead triggers the "I have no choice" intro (189).
Name  Samurai Jack
(Chibi) Original author  Pockefreeman Author's website  Pćo de Mugen 
Changes
 Shrank Jack, projectiles, and effects to half size, and adjusted their positions and hitboxes.
 Raised Jack by three pixels using draw.offset.
 Shortened third bloodspark (6002) to 10 frames, and simplified it to three drops of blood.
 Merged sprites of fourth and fifth bloodsparks (6003 and 6004) into one (6003), and simplified it to one single spray of blood.
 Added Evil palette.
 Cropped portrait to 120 x 140 pixels.
 Deleted blank frames of Fall  Recovery animation (5210).
 Raised Air Fall (5050) and Bounce (5160) animations by 20 pixels.
 Hammer super (2000) now costs two stocks instead of one, and does 300 damage instead of 270.
 Wave super (2100) now costs two stocks and does 200 damage (instead of 270) if wave alone hits. If sword hits as well, super does 380 damage. Each melee hit of wave super (2100) now does 20 damage instead of 5.
 All blows of Level 3 super (3000) now connect, because it no longer knocks down opponent, and Jack moves forward as he performs super. The move can now do up to 700 points of damage.
 Realligned frames of Lose animation (170).
 Copied frames from Lose (170) over to Dizzy (5300) and added hitboxes.
 Both versions of Level 1 short wave super (2200) now does 190 points of damage at most.
 Both ground smashes (1300 and 1301) now do 80 damage at most.
 Standing quick arrows (1000 and 1100) now do 15 damage, while aerial quick arrows (1200) do 20 damage.
 Standing hard arrows (1001 and 1101) now do 25 damage, while aerial hard arrows (1201) do 30 damage.
 Changed ground.velocity of fire sword uppercuts (1400 and 1401) to 0 to ensure all hits in combo hit.
 Decreased damage of hard fire sword uppercut (1401) from 160 to 120.
 Decreased damage of fire dash specials (1500 and 1505). Quick version now does 75 damage, while Hard version does 125.
 Jack can no longer use his supers without having the required energy stocks.
Name  Ryoko Izumo Original author  Hiram Yagami Author's website  Clan Yagami Extreme 
Changes
 Turned life down from 1100 to 1000
 Turned attack down from 110 to 100
 Turned defence down from 115 to 100
 Got rid of Ryoko's background cheering squad by commenting out Helper 6005.
 Cropped sprites 0, 0 and 5111, 4
 Guard cancel now costs half a stock (500 energy points)
 Ryoko now rises into the air while doing the Nagasi (1400)
 Increased forward velocity of medium diving attack (1610) from 6.5 to 8.
 Increased forward velocity of hard diving attack (1620) from 7 to 10.
 Disabled State 1820 because nothing referred to it.
 Attacks now give a reasonable amount of energy instead of causing the energy meter to fill up completely.
 ShinBosatsusho (1800) now does up to 150 points of damage instead of 295.
 Hien Hou Ou Kyaku (3000) now does a total of 150 points of damage instead of 355.
 Tenchi Haouken (3300) now does 180 points of damage instead of 294.
 Level 1 Izumo Dan (2000) now does 200 points of damage instead of 250.
 Level 2 Izumo Dan (2010) now does 350 points of damage instead of 520.
 Level 3 Izumo Dan (2020) now does 600 points of damage instead of 870.
 Buster Wolf (3700) now does 320 points of damage instead of 380.
 ShinRyuu Ken (3500) now does 280 initial points of damage instead of 250, plus 10 additional points per tap of HK.
 Otosi (3800) now does 450 points of damage instead of 428.
 The three versions of the Bosatsusho (1000, 1010, 1020) now do up to 20, 40, and 60 points of damage instead of 60, 80 and 96.
 Short range version of Kou Ken (1030) now does 40 points of damage instead of 91, and long range version does 50 points of damage instead of 100.
 Hao Shou Ko Ken (13500) is now considered an EX move and costs half an energy stock (500 energy points)
 Hao Shou Ko Ken (13500) now does 100 points of damage instead of 170.
 Transposed button commands for the Light and Hard versions of the Ryuzansho (12000, 12010, 12020), which were in the wrong order.
 Adjusted heights of the Ryuzanshos (12000, 12010, 12020) by changing their VelSet values from 6.5, 8.5, and 6.5 to 2, 8, and 12.
 Transposed hit sounds for the Light and Hard versions of the Ryuzansho (12000, 12010, 12020), which were in the wrong order.
 The three versions of the Ryuzansho (12000, 12010, 12020) now do 40, 60, and 80 points of damage instead of 90, 120 and 40.
 Medium Ryuzansho (12010) now only hits once instead of twice.
 Close Kick Crunch (1100, 1110, 1120) is now performed by entering QCB + K instead of HCB + K
 Lowered the height of medium Close Kick Crunch (1110) by changing the VelSet Y value from 10 to 8.
 All three versions of the Close Kick Crunch (1100, 1110, 1120) now do 60 points of damage instead of 85, 95 and 105.
 All three versions of the Lariat Drop (1200, 1202, 1204) have been consolidated into one version.
 Lariat Drop (1200) is now performed by entering QCF + K instead of HCF + K
 Lariat Drop (1200) now does 70 points of damage instead of 130.
 Prevented Lariat Drop (1200) from sending opponents deep into the ground by eliminating last bounce (1222), and skipping ahead to the opponent's Lie Down state (5110).
 Super Shoulder Throw (1300) now does 90 points of damage instead of 155.
 Tomoe Dan (1700) is now considered an EX move and costs half an energy stock (500 energy points).
 Tomoe Dan (1700) now does 140 points of damage instead of 175.
 Adjusted TargetBind values of beginning of Tomoe Hia to prevent opponent from plunging deep into the ground.
 Removed explosion from impact of Tomoe Hia, and switched to less dramatic sound sample.
 Tomoe Hia (1900) is now considered an EX move and costs half an energy stock (500 energy points).
 Tomoe Hia (1900) now does 140 points of damage instead of 200.
 Raioh Ken (13200) now does 30 points of damage instead of 75.
 Mahamatsu (1830) now does up to 60 points of damage instead of 135.
 Hirohiro (2300) now does 50 points of damage instead of 80.
 Ryoko no longer sends opponent flying after back breaker (800).
 Prevented Ippon Seionage (850) from sending opponents deep into the ground upon landing by changing Animation 871's sprite from 5031, 50 to 5030, 30. Changed PosAdd Y from 10 to 20 to stop opponent from teleporting upwards.
 Prevented Tomoe Nage (900) from sending opponents deep into the ground upon landing by pointing to Animation 871 instead of 921. Changed PosAdd Y from 10 to 20 to stop opponent from teleporting upwards.
 Added a PosSet to knee lift (260) to prevent Ryoko from going below ground level when landing.
 Knee smash (245) now activates at a distance of 10 pixels or closer to opponent instead of 28.
 Reduced ground.velocity of crouching light punch (400) from 7 to 5 to make it easier to combo.
 Reduced ground.velocity of crouching medium punch (410) from 6 to 2 to make second blow more likely to hit.
 Sped up crouching light kick animation (430) by reducing its sprite's ticks from 2, 5, 3 to 2, 4, 2.
 Reduced ground.velocity of crouching light kick animation (430) from 6 to 5 to make it easier to combo.
 Added CLSN1 boxes to the second frame or areal medium kick (640).
 Adjusted damage values for standard attacks.
Version CGX02
 Standing back chop (210) now does 30 points of damage instead of 25.
 Standing front chop (215) now does 25 points of damage instead of 30.
 AnimType of second hit of standing uppercut (220) is now Hard instead of Medium.
 AnimType of standing downward chop (225) is now Hard instead of Medium.
 AnimType of standing knee kick (230) is now Light instead of Medium.
 Standing knee smash (245) can now be comboed into spinning heel kick (255).
 AnimType of high roundhouse kick (250) is now Hard instead of Medium.
 ground.type of high roundhouse kick (250) is now High instead of Low.
 Flying knee smash (260) now does 40 points of damage instead of 20.
 Crouching medium back chop (410) now does 20 points of damage instead of 15.
 Crouching hard palm thrust (420) now does 30 points of damage instead of 40.
 Set AnimType of crouching medium ground kick (440) to Medium.
 Added one tick to all frames of forward roll animation (460).
 Rolling palm thrust (460) now does 60 points of damage instead of 50.
 Rolling ground kick (470) now does 55 points of damage instead of 45.
 Two handed push (710) now does 50 points of damage instead of 90.
 Hard side flying kick (750) now does 50 points of damage instead of 90.
 Back breaker (800) now does 60 points of damage instead of 75.
 Back breaker (800) now can be trigger from 10 pixels away from opponent instead of 3.
 Ippon Seionage (850) now does 75 points of damage instead of 60.
 Ippon Seionage (850) now can be trigger from 10 pixels away from opponent instead of 13.
 Tomoe Nage (900) now does 75 points of damage instead of 60.
 Tomoe Nage (900) now can be trigger from 5 pixels away from opponent instead of 3.
 Heaven Toss (950) now does 100 points of damage instead of 90.
 Changed pausetime of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 0, 0 in order to prevent opponent from bouncing away from attack.
 Changed ground.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 4, 3 in order to prevent opponent from bouncing away from attack.
 Changed air.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 1, 0 in order to prevent opponent from bouncing away from attack.
 Quick Bosatsusho (1000) now does 6 damage per hit instead of 5, totaling up to 24 damage instead of 20.
 Medium Bosatsusho (1010) now does 7 damage per hit instead of 5, totaling up to 56 damage instead of 40.
 Hard Bosatsusho (1020) now does 7 damage per hit instead of 5, totaling up to 84 damage instead of 60.
 Subtracted five ticks to the fifth frame of Kou Ken wind up animation (1030).
 Lariat Drop (1200) now once again does 130 points of damage instead of 70.
 (QCB, F + (x, y, or z)) will now trigger Shoulder Throw (1300) instead of (HCF + (x, y, or z)).
 Super Shoulder Throw (1300) can now be entered in 20 ticks instead of 15.
 Super Shoulder Throw (1300) now does 120 points of damage instead of 140.
 Nagasi (1400) now does 100 points of damage instead of 110.
 Ippon Seionage reversal slam (1500) now does 140 points of damage instead of 110.
 Quick Hien Ken (1600) now does 40 points of damage instead of 74.
 Medium Hien Ken (1610) now does 60 points of damage instead of 79.
 Hard Hien Ken (1620) now does 80 points of damage instead of 84.
 Increased forward velocity of hard Hien Ken (1620) from 10 to 12.
 Disabled Tomoe Dan (1700).
 (QCB, F + (x+y, x+z, or y+z)) will now trigger Tomoe Hia (1900) instead of (HCB, F + (x, y, or z)).
 Added one tick to all frames of Hao Shou Ko Ken wind up animation (13500).
 Commented out NotHitBy state controller of Hao Shou Ko Ken (13500), making it possible to interrupt the attack.
 Activated CLSN Standard of CLSN2 box of first frame of Hao Shou Ko Ken's fireball throwing animation (13502).
 (HCF + (x, y, or z)) will now trigger Hao Shou Ko Ken (13500) instead of (F, HCF + (x, y, or z)).
 The command for Hao Shou Ko Ken (13500) can now be entered in 20 ticks instead of 30.
 ShinBosatsusho super (1800) now does up to 240 points of damage instead of 150.
 Level 1 Izumo Dan super (2000) now does 150 points of damage instead of 200.
 The command for all three versions of Izumo Dan super (2000, 2010, 2020) can now be entered in 30 ticks instead of 20.
 Changed Pause state controller of Hien Hou Ou Kyaku super (3000) to SuperPause, making it possible to interrupt the attack.
 Hien Hou Ou Kyaku super (3000) now does a total of 200 points of damage instead of 150.
 Tenchi Haouken super (3300) now does 200 points of damage instead of 180.
 Changed Pause state controller of ShinRyuu Ken super (3500) to SuperPause, making it possible to interrupt the attack.
 Added four ticks to the first frame of ShinRyuu Ken super (3500).
 ShinRyuu Ken super (3500) now does full damage without the need to jam on "c".
 Changed air.velocity of all hits of ShinRyuu Ken super (3500) to 1, 5 in order to prevent opponent from bouncing away from attack.
 ShinRyuu Ken super (3500) now does up to 540 points of damage.
 Changed Pause state controller of Buster Wolf super (3700) to SuperPause, making it possible to interrupt the attack.
 Buster Wolf super (3700) now does up to 400 points of damage instead of 320.
 Otosi super (3800) now does 500 points of damage instead of 450.
 Ryoko's AI now has a 5% chance of using ShinBosatsusho super (1800) when 30 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 5% chance of using Level 1 Izumo Dan super (2000) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 50% chance of using Level 2 Izumo Dan super (2010) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 90% chance of using Level 3 Izumo Dan super (2020) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 5% chance of using Hien Hou Ou Kyaku super (3000) when between 50 and 200 pixels away from the opponent, and opponent is on the ground.
 Ryoko's AI now has a 5% chance of using Tenchi Haouken super (3300) when 30 pixels away from the opponent or closer.
 Ryoko's AI now has a 50% chance of using ShinRyuu Ken super (3500) when 20 pixels away from the opponent or closer.
 Ryoko's AI now has a 50% chance of using Buster Wolf super (3700) when between 100 and 150 pixels away from the opponent, and opponent is on the ground.
 Ryoko's AI now has a 50% chance of using Otosi super (3800) when 40 pixels away from the opponent or closer.
 Ryoko's AI now has a 30% chance of using Tomoe Hia (1900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Hao Shou Ko Ken (13500) when 200 pixels away from the opponent or further.
 Ryoko's AI now has a 20% chance of using any version of Bosatsusho (1000, 1010, 1020) when 30 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Kou Ken (1030) when between 40 and 60 pixels away from the opponent, and opponent is on the ground.
 Ryoko's AI now has a 60% chance of using Quick Close Kick Crunch (1100) when 30 pixels away from the opponent or closer, and opponent is airborne and 60 pixels above Ryoko or higher.
 Ryoko's AI now has a 30% chance of using Medium Close Kick Crunch (1110) when between 30 and 60 pixels away from the opponent.
 Ryoko's AI now has a 30% chance of using Hard Close Kick Crunch (1120) when 60 pixels away from the opponent or further, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Lariat Drop (1200) when between 150 and 200 pixels away from the opponent.
 Ryoko's AI now has a 60% chance of using Super Shoulder Throw (1300) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Nagasi (1400) when 40 pixels away from the opponent or closer.
 Ryoko's AI now has a 90% chance of using Ippon Seionage reversal slam (1500) when 30 pixels away from the opponent or closer, and both Ryoko and opponent are crouching.
 Ryoko's AI now has a 60% chance of using Quick Ryuzansho (12000) when 20 pixels away from the opponent or closer, and opponent is airborne.
 Ryoko's AI now has a 60% chance of using Medium Ryuzansho (12010) between 20 and 40 pixels away from the opponent, and opponent is airborne.
 Ryoko's AI now has a 60% chance of using Hard Ryuzansho (12020) between 40 and 60 pixels away from the opponent, and opponent is airborne.
 Ryoko's AI now has a 30% chance of using Raioh Ken (13200) when 30 pixels away from the opponent or closer while airborne.
 Ryoko's AI now has a 30% chance of using standing downward chop (225) when 30 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using flying knee smash (260) when 40 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using rolling palm thrust (460) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using rolling ground kick (470) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using back breaker (800) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Ippon Seionage (850) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 30% chance of using Tomoe Nage (900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Ryoko's AI now has a 90% chance of using Heaven Toss (950) when 10 pixels away from the opponent or closer, and both Ryoko and opponent are airborne.
 Swapped Palettes 3 and 9.
 Swapped Palettes 5 and 12.
 Swapped Palettes 6 and 8.
Name  Valkyrie Original author  OGGY Author's website  Berserk Works 
Changes
 Disabled Bunsin super (8039).
 Sword projectiles (210) now to 15 damage each instead of 35.
 Cropped portrait so that it fits border (120 x 140 pixels).
 Saikuron super (8031) now does 40 damage per hit instead of 50.
 Edited Victory animation so that only the Valkyrie title screen shows.
 Added 15 ticks to the fifth frame of the Tatumaki super (8030), causing a delay of a quarter second before Valkyrie starts spinning.
 Added a blue hit box to the fifth frame of the Tatumaki super (8030), making it possible for Valkyrie's opponent to hit her and stop the attack.
 Added one tick to each frame of the shield bash (200).
 Added one tick to each frame except for the last one of the sword energy balls (210).
 Added one tick to the first four frames, and two ticks to the fifth frame of the air downward slash (610).
 Added one tick to each frame of the crouching sword thrust (411).
 Overhauled SFF file to be make it possible to add new palettes.
 Added five new palettes.
Name  Rimul Aileron Original author  rainman Author's website  Rainman's Works 
Changes
 Fixed icon's Y offset.
 Changed Juggle of air launcher (441) from 2 to 7, allowing Rimul to use attack to hit opponent only twice before missing.
 Fixed Zinrai super (7001) so that Rimul no longer spins around forever after hitting the opponent.
 Zinrai super (7001) now does up to 300 damage.
 Raizan super (7000) now does up to 250 damage instead of 280.
 Created five new palettes; monochrome, goth, red, green, and blue.
Name  GikoNeko Original author  2chneler Author's website  2chneler's website (offline) 
Changes
 Two stocks of energy are now required to enter Level 2 Gettaaaaa!! super (1110).
 AI no longer needs to be at or below 500 hit points to enter Level 2 Gettaaaaa!! super (1110).
 Three stocks of energy are now required for AI to enter Level 3 giant beam super (15000).
 AI no longer needs to be at or below 250 hit points to enter Level 3 giant beam super (15000).
 One stock of energy is now required for AI to enter Level 1 black beam super (50000).
 AI no longer needs to be at or below 500 hit points to enter Level 1 black beam super (50000).
 Removed code that drained an additional 1000 energy points during super pause of Level 1 black beam super (50000).
 Medium jab (200) now does 30 damage instead of 40.
 Decreased ground.hittime of medium jab (200) from 12 to 6.
 Changed animtype of medium jab (200) from Light to Medium.
 Added stateno = 210 and trigger2 = movecontact = 1 triggers to the command of medium jab (200) so that the light jab (210) can combo into it.
 Light jab (210) now does 10 damage instead of 70.
 Sped up light jab (210) so that it only takes 2 ticks to hit opponent instead of 4.
 Decreased wind down time of light jab (210) so that it only takes 3 tick to recover instead of 7 in order to make comboing easier.
 Changed animtype of light jab (210) from Hard to Light.
 Changed ground.hittime of light jab (210) from 12 to 6.
 Changed ground.velocity of light jab (210) from 4 to 6 so GikoNeko can't get an infinite combo.
 Giant sword chop (220) now does 100 damage.
 Light spin kick (250) now does 20 damage instead of 50.
 Corrected animtype of light spin kick (250) by changing it from Heavy to Hard.
 Changed ground.type of light spin kick (250) from High to Low.
 Hard spin kick (260) now does 35 damage instead of 68.
 Changed fall of hard spin kick (260) from 0 to 1, so that kick no longer knocks down opponent.
 Changed ground.velocity of hard spin kick (260) from 3.5, 6.6 to 10, 0, so that kick no longer sends opponent airborne.
 Corrected animtype of hard spin kick (260) by changing it from High to Hard.
 Changed ground.type of hard spin kick (260) from High to Low.
 Hard jab (270) now does 45 damage instead of 85.
 Corrected animtype of hard spin kick (270) by changing it from Heavy to Hard.
 Changed fall of hard jab (270) from 0 to 1, so that kick no longer knocks down opponent.
 Changed ground.velocity of hard jab (270) from 1.3, 4.1 to 5, 0, so that kick no longer sends opponent airborne.
 Switched commands of hard jab (270) and giant sword chop (220), so that hard jab is performed with "z", and giant sword chop is performed with "c".
 Added stateno = 200 and trigger2 = movecontact = 1 triggers to the command of hard jab (270) so that the medium jab (200) can combo into it.
 Sped up hard jab (270) so that it only takes 7 ticks to hit opponent instead of 11.
 Crouching medium jab (400) now does 20 damage instead of 45.
 Increased wind down time of crouching medium jab (400) so that it takes 6 ticks to recover instead of 4.
 Changed first sprite of crouching medium jab (400) from 11, 0 to 40, 1.
 Added stateno = 430 and trigger2 = movecontact = 1 triggers to the command of crouching medium jab (400) so that the crouching light jab (430) can combo into it.
 Crouching hard jab (410) now does 40 damage instead of 65.
 Slowed down crouching hard jab (410) so that it takes 6 ticks to hit opponent instead of 4.
 Increased wind down time of crouching hard jab (410) so that it takes 20 ticks to recover instead of 6.
 Added stateno = 400 and trigger2 = movecontact = 1 triggers to the command of crouching hard jab (410) so that the crouching medium jab (400) can combo into it.
 Crouching knock down jab (420) now does 40 damage instead of 100.
 Crouching light jab (430) now does 10 damage instead of 23.
 Changed ground.hittime of crouching light jab (430) from 12 to 10.
 Crouching head butt (440) now does 50 damage instead of 65.
 Added stateno = 410 and trigger2 = movecontact = 1 triggers to the command of crouching head butt (440) so that the crouching hard jab (410) can combo into it.
 Uppercut (450) now does 50 damage instead of 100.
 Aerial light jab (700) now does 10 damage instead of 40.
 Aerial hard jab (710) now does 30 damage instead of 70.
 Aerial pounce (720) now does 20 damage instead of 100.
 Aerial turnaround light jab (730) now does 10 damage instead of 40.
 Aerial turnaround hard jab (740) now does 30 damage instead of 70.
 Aerial turnaround pounce (750) now does 20 damage instead of 100.
 Running tackle (110) now does up to 50 damage total instead of 280.
 Level 2 Gettaaaaa!! super (1110) now does up to 360 damage total instead of 450.
 Sign jump (1100) now does 20 damage instead of 35.
 Rapid hits of light sign spin jump (2160) now do 5 damage each instead of 8.
 Final hit of light sign spin jump (2160) now does 30 damage instead of 45.
 Rapid hits of hard sign spin jump (2170) now do 5 damage each instead of 8.
 Final hit of hard sign spin jump (2170) now does 40 damage instead of 55.
 Sign drop (2100) now does 20 damage instead of 35.
 Rapid hits of light sign spin drop (2110) now do 5 damage each instead of 8.
 Final hit of light sign spin drop (2110) now does 15 damage instead of 45.
 Rapid hits of hard sign spin drop (2120) now do 5 damage each instead of 8.
 Final hit of hard sign spin drop (2120) now does 20 damage instead of 55.
 Light sign trap (2000) now does 20 damage instead of 70.
 Medium sign trap (2010) now does 40 damage instead of 135.
 Hard sign trap (2020) now does 60 damage instead of 180.
 All speech balloons now do 15 damage per hit.
 Fireball (10000) now hits only once and disappears, doing only 30 damage instead of hitting five or six times, doing 18 damage per hit.
 Level 3 giant beam super (15000) now does up to 400 damage total instead of 600.
 Level 1 black beam super (50000) now does up to 180 damage total instead of 252.
 Doubled all getpower parameters so that GikoNeko gains energy twice as fast.
 Created five new palettes; yellow, orange, red, green, and blue.
 Replaced portrait (9000, 1) with one of an image I found on Google Images.
 Increased airjuggle from 15 to 25.
 Decreased the random trigger of Level 1 black beam super (50000) from 333 to 50, giving GikoNeko a 5% chance of using the super when available instead of a 33% chance.
 Increased the random trigger of Level 2 Gettaaaaa!! super (1110) from 333 to 500, giving GikoNeko a 50% chance of using the super when available instead of a 33% chance.
Name  Luigi Original author  Warner, N64Mario & TMasta Author's website  Infinity Mugen Team 
Changes
 Recropped portrait to the proper dimensions (120 x 140 pixels).
 Luigi now has three power stocks instead of one.
 Raised character by two pixels by changing draw.offset from 0, 0 to 0, 2
 Raised sprites 7, 8, 9, 10, 17, 18, 19, 20, 27, 28, 29, and 30 of Giant Swing victim state (808) in order to keep the sprites fairly level.
 Quick jab (200) now does 10 damage instead of 20.
 Smash Punch (205) now does 40 damage instead of 145.
 Head Smash (215) now does 50 damage instead of 190.
 Standing Uppercut (225) now does 40 damage instead of 100.
 Standing Kick (230) now does 30 damage instead of 130.
 Dash Attack (250) now does 13 damage per hit instead of 20, totaling up to 52 damage.
 Added CLSN1 box to the ninth frame of Dash Attack (250).
 Disabled "trigger1 = Time >= 50" line under ChangeState of Dash Attack (250), so that Luigi only uses attack once.
 Reduced ground.velocity of Dash Attack (250) from 5 to 2 to allow all four blows to hit.
 Fiery Punch Uppercut (300) now does 60 damage instead of 225.
 hitsound of Fiery Punch Uppercut (300) is now S1, 2 instead of S6, 6.
 Tornado Spin (310) now does 50 damage instead of 180.
 Tornado Spin (310) now moves Luigi forward with a velocity of 3.
 Tornado Spin (310) is no longer followed by the Tornado Spin Finish (315).
 The third frame of the Throw Fireball animation (320) is now 6 ticks long instead of 14.
 Fireballs (325) now do 30 damage instead of 60.
 Quick Crouch Kick (430) now does 10 damage instead of 100.
 Down (x) will now trigger the quick Crouch Kick (430) instead of the hard Crouch Kick (440).
 Quick Crouch Kick (430) can now be comboed into a hard Crouch Kick (440).
 Hard Crouch Kick (440) now does 20 damage instead of 120.
 Hard Crouch Kick (440) can now be comboed into a Crouch Sweep (450).
 Crouch Sweep (450) now does 40 damage instead of 170.
 Jump Kick (630) now does 20 damage instead of 125.
 Drill Kick (640) now does 5 damage per hit instead of 30.
 Smash Kick (650) now does 30 damage instead of 140.
 Flip Kick (660) now does 50 damage instead of 60.
 Knee (882) now does 20 damage instead of 40.
 Throw (803) now does 40 damage instead of 120.
 Giant Swing (804) now does 60 damage instead of 160.
 Eliminated invulnerability in wind up phase of Flaming Fireball super (340).
 Eliminated extra hits of Flaming Fireball super (340) by commenting out ChangeState state controller.
 Flaming Fireball super (340) now does 160 damage instead of 300.
 Flaming Fireball super (340) now plays sound 6, 5 when it hits instead of 6, 6.
 Added NumHelper trigger to Flaming Fireball super (340), so that Luigi can't use super while a Flaming Fireball is already present.
 Added Level 2 version of Flaming Fireball super (345), which does 400 damage.
 Added Level 1 Dragon Punch Combo super (351), which does up to 180 damage.
 Added Level 2 Dragon Punch Combo super (352), which does up to 420 damage.
 Spinning Tornado super (360) now does 700 damage instead of 400.
 Spinning Tornado super (360) now plays sound 6, 6 when it hits instead of 1, 5.
 Spinning Tornado super (360) is now a Level 3 super.
 Doubled poweradd parameter of all normal and special attacks.
 Added getpower parameter to each normal and special attack equal to its poweradd parameter.
 Added givepower parameter to each normal and special attack equal to half its poweradd parameter.
 Added Hover Inhibitor, which prevents Luigi from standing in midair.
 Luigi's AI now has a 5% chance of using the Level 1 Dragon Punch Combo super (351) when 20 pixels away from the opponent or closer.
 Luigi's AI now has a 50% chance of using the Level 2 Dragon Punch Combo super (352) when 20 pixels away from the opponent or closer.
 Luigi's AI now has a 5% chance of using the Level 1 Flaming Fireball super (340) when 100 pixels away from the opponent or further.
 Luigi's AI now has a 50% chance of using the Level 2 Flaming Fireball super (345) when 100 pixels away from the opponent or further.
 Luigi's AI now has a 90% chance of using the Spinning Tornado super (360) when 20 pixels away from the opponent or closer.
 Luigi's AI now has a 30% chance of using Fiery Punch Uppercut (300) when 20 pixels away from the opponent or closer, and opponent is on the ground.
 Luigi's AI now has a 60% chance of using Fiery Punch Uppercut (300) when 20 pixels away from the opponent or closer, and opponent is airborne.
 Luigi's AI now has a 30% chance of using Tornado Spin (310) when 50 pixels away from the opponent or closer, and opponent is on the ground.
 Luigi's AI now has a 30% chance of using Tornado Spin (310) when 20 pixels away from the opponent or closer while airborne.
 Luigi's AI now has a 20% chance of using Fireball (320) when 50 pixels away from the opponent or further.
 Luigi's AI now has a 30% chance of using Head Smash (215) when 15 pixels away from the opponent or closer, and opponent is on the ground.
 Luigi's AI now has a 30% chance of using Standing Uppercut (225) when 10 pixels away from the opponent or closer, and opponent is on the ground.
 Luigi's AI now has a 50% chance of using Dash Attack (250) when 50 pixels away from the opponent or closer while running.
 Luigi's AI now has a 50% chance of using Smash Punch (205) when between 20 and 50 pixels away from the opponent, and opponent is on the ground.
 Luigi's AI now has a 30% chance of using Standing Kick (230) when 20 pixels away from the opponent or closer, and opponent is on the ground.
 Luigi's AI now has a 60% chance of using Crouch Sweep (450) when 20 pixels away from the opponent or closer while crouching.
 Luigi's AI now has a 90% chance of comboing into Crouch Sweep (450) after Hard Crouch Kick (440).
 Luigi's AI now has a 60% chance of using Quick Crouch Kick (430) when 10 pixels away from the opponent or closer while crouching.
 Luigi's AI now has a 90% chance of comboing into Hard Crouch Kick (440) after Quick Crouch Kick (430).
 Luigi's AI now has a 30% chance of using Drill Kick (640) when 15 pixels away from the opponent or closer while airborne.
 Luigi's AI now has a 30% chance of using Smash Kick (650) when 30 pixels away from the opponent or closer while airborne.
 Luigi's AI now has a 30% chance of using Flip Kick (660) when 30 pixels away from the opponent or closer while airborne.
 Luigi's AI now has a 30% chance of using Jump Kick (630) when 15 pixels away from the opponent or closer while airborne.
 Luigi's AI now has a 30% chance of using Run Forward (100) when 100 pixels away from the opponent or further.
 Luigi's AI now has a 30% chance of using Run Backward (105) when 30 pixels away from the opponent or closer.
Name  Roy Original author  liero116 Author's website  liero116's YT channel 
Name  Arina Makihara Original author  NHK Author's website  NHK's website 
Changes
 Fixed palette issue of icon (9000, 0) and portrait (9000, 1) by setting Shared Palette of icon to "OFF".
 Raised character by two pixels by changing draw.offset from 0, 0 to 0, 2.
 Standing quick jab (200) now does 10 points of damage instead of 37.
 Second standing quick jab (201) now does 10 points of damage instead of 37.
 Hard jab (210) now does 40 points of damage instead of 90.
 Hard jab (210) now only hits on the sixth frame instead of the fourth and sixth, increasing wind up time from 5 ticks to 8.
 Standing high kick (230) now does 20 points of damage instead of 43.
 Standing roundhouse kick (240) now does 30 points of damage instead of 70.
 Crouching quick jab (400) now does 10 points of damage instead of 32.
 Increased ground.velocity from 4 to 2 of crouching quick jab (400) in order to speed up comboing into second crouching quick jab (401).
 Increased ground.velocity from 4 to 2 of second crouching quick jab (401) in order to speed up comboing into crouching ground kick (430).
 Second crouching quick jab (401) now does 10 points of damage instead of 32.
 Crouching hard uppercut (410) now does 50 points of damage instead of 82.
 Crouching ground kick (430) now does 10 points of damage instead of 40.
 Foot sweep (440) now does 30 points of damage instead of 100.
 Aerial quick uppercut (600) now does 10 points of damage instead of 37.
 ground.velocity of aerial quick uppercut (600) is now 0 instead of 4.
 air.velocity of aerial quick uppercut (600) is now 0, 3 instead of 1.3, 3.
 Second aerial quick uppercut (601) now does 10 points of damage instead of 37.
 Aerial downward jab (610) now does 40 points of damage instead of 90.
 Second aerial downward jab (611) now does 30 points of damage instead of 90.
 Aerial butt smash (630) now does 20 points of damage instead of 40.
 Disabled second butt smash (635).
 Flying kick (640) now does 50 points of damage instead of 110.
 Tyudan (710) now takes 35 ticks to hit opponent instead of 27.
 Tyudan (710) now does 30 points of damage per hit instead of 90, totaling up to 60 damage.
 Body Toss (800) now does 70 points of damage instead of 78.
 Buttock Bounce (801) now does 70 points of damage instead of 72.
 Ground Slam (880) now does 100 points of damage instead of 78.
 Ground Slam (880) is now a special throw instead of a normal throw.
 Hasira alternate state (900) is now performed by entering D + BK instead of BP + BK.
 Aura of Hasira alternate state (900) now does 90 points of damage instead of 35.
 Uncharged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage instead of 70.
 Short charged star projectiles (1000, 1010, 1020, 1030) now do 40 points of damage instead of 80.
 Short charged star projectiles (1000, 1010, 1020, 1030) now take 13 to 21 ticks to charge instead of 13 to 24.
 Medium charged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage per hit instead of 23, totaling up to 60 damage.
 Medium charged star projectiles (1000, 1010, 1020, 1030) now take 22 to 51 ticks to charge instead of 25 to 36.
 Long charged star projectiles (1000, 1010, 1020, 1030) now do 20 points of damage per hit instead of 23, totaling up to 100 damage.
 Long charged star projectiles (1000, 1010, 1020, 1030) now take 52 ticks to charge instead of 37.
 Super Heart Attack supers (1150 and 1160) now do points of 150 damage instead of 62.
 Quick Spinning Kick (1200) now does 15 points of damage per hit, totaling up to 45 damage instead of 66.
 Arina can now combo into Quick Spinning Kick (1200) after standing roundhouse kick (240).
 Hard Spinning Kick (1290) now does 20 points of damage per hit, totaling up to 80 damage instead of 86.
 Arina can now combo into the Super Spinning Kick super (1300) after Hard Spinning Kick (1290).
 Initial hits of Arina Upper (1400) now do 20 points of damage per hit instead of 36, totaling up to 40 damage instead of 72.
 Follow up hits of Arina Upper (1400) now do 8 points of damage per hit instead of 25, totaling up to 32 damage instead of 100.
 Arina Super Upper super (1500) now does 35 points of damage per hit instead of 40, totaling up to 210 damage instead of 240.
 Disabled follow up hits of Super Arina Upper super (1500).
 Raging Arina super (3000) is now a Level 2 super.
 Raging Arina super (3000) now does a total of 430 points of damage instead of 300.
 Roast Rabbit supers (4000 and 4200) are now a Level 3 supers.
 Up version of Roast Rabbit supers (4000 and 4200) now does 320 points of damage per hit instead of 140, totaling up to 960 damage instead of 420.
 Up/forward, forward, backward, and up/backward versions of Roast Rabbit supers (4000 and 4200) now do 240 points of damage per hit instead of 140, totaling up to 960 damage instead of 560.
 Down/forward and down/backward versions of Roast Rabbit supers (4000 and 4200) now do 160 points of damage per hit instead of 140, totaling up to 960 damage instead of 840.
 Down version of Roast Rabbit supers (4000 and 4200) now does 480 points of damage per hit instead of 140, totaling up to 960 damage instead of 280.
 Arina's AI now has a 5% chance of using the Ground Super Heart Attack super (1050) when 100 pixels away from the opponent or further while standing on the ground.
 Arina's AI now has a 90% chance of comboing into the Ground Super Heart Attack super (1050) after Hard jab (210).
 Arina's AI now has a 5% chance of using the Aerial Super Heart Attack super (1060) when 100 pixels away from the opponent or further while airborne.
 Arina's AI now has a 5% chance of using the Super Spinning Kick super (1300) when between 50 and 100 pixels away from the opponent, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into the Super Spinning Kick super (1300) after Hard Spinning Kick (1290).
 Arina's AI now has a 5% chance of using the Super Arina Upper super (1500) when 15 pixels away from the opponent or closer, and opponent is on the ground.
 Arina's AI now has a 10% chance of using the Super Arina Upper super (1500) when 20 pixels away from the opponent or closer, and opponent is airborne.
 Arina's AI now has a 90% chance of comboing into the Super Arina Upper super (1500) after crouching hard uppercut (410).
 Arina's AI now has a 50% chance of using the Raging Arina super (3000) when between 50 and 200 pixels away from the opponent, and opponent is on the ground.
 Arina's AI now has a 90% chance of using the Ground Roast Rabbit super (4000) when 100 pixels away from the opponent or further while standing on the ground.
 Arina's AI now has a 90% chance of using the Aerial Roast Rabbit super (4200) when 100 pixels away from the opponent or further, and opponent is below Arina.
 Arina's AI now has a 30% chance of using Tyudan (710) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 30% chance of using Ground Slam (880) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 20% chance of using ground horizontal star projectile (1000) when 100 pixels away from the opponent or further while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 20% chance of using ground diagonal star projectile (1010) when 100 pixels away from the opponent or further while standing on the ground, and opponent is airborne.
 Arina's AI now has a 90% chance of comboing into either ground diagonal star projectile (1000 or 1010) after hard jab (210).
 Arina's AI now has a 20% chance of using aerial horizontal star projectile (1020) when 100 pixels away from the opponent or further while airborne, and opponent is airborne.
 Arina's AI now has a 20% chance of using aerial diagonal star projectile (1030) when 100 pixels away from the opponent or further while airborne, and opponent is on the ground.
 Arina's AI now has a 30% chance of using Quick Spinning Kick (1200) when between 20 and 80 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into Quick Spinning Kick (1200) after standing roundhouse kick (240).
 Arina's AI now has a 30% chance of using Hard Spinning Kick (1290) when between 20 and 100 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 30% chance of using Arina Upper (1400) when 15 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 60% chance of using Arina Upper (1400) when 20 pixels away from the opponent or closer while standing on the ground, and opponent is airborne.
 Arina's AI now has a 90% chance of comboing into Arina Upper (1400) after crouching hard uppercut (410).
 Arina's AI now has a 30% chance of using standing quick jab (200) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into second standing quick jab (201) after standing quick jab (200).
 Arina's AI now has a 30% chance of using hard jab (210) when between 15 and 25 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into hard jab (210) after second standing quick jab (201).
 Arina's AI now has a 30% chance of using standing high kick (230) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 30% chance of using standing roundhouse kick (240) when between 20 and 35 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into standing roundhouse kick (240) after standing high kick (230).
 Arina's AI now has a 90% chance of comboing into spinning blast kick (241) after standing roundhouse kick (240).
 Arina's AI now has a 60% chance of using crouching quick jab (400) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into second crouching quick jab (401) after crouching quick jab (400).
 Arina's AI now has a 60% chance of using crouching hard uppercut (410) when 15 pixels away from the opponent or closer while crouching, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into second crouching hard uppercut (411) after crouching hard uppercut (410).
 Arina's AI now has a 60% chance of using crouching ground kick (430) when between 20 and 30 pixels away from the opponent while crouching, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into crouching ground kick (430) after second crouching quick jab (401).
 Arina's AI now has a 60% chance of using foot sweep (440) when between 20 and 30 pixels away from the opponent while crouching, and opponent is on the ground.
 Arina's AI now has a 90% chance of comboing into foot sweep (440) after crouching ground kick (430).
 Arina's AI now has a 60% chance of using aerial quick uppercut (600) when 15 pixels away from the opponent or closer while airborne, and opponent is above Arina.
 Arina's AI now has a 90% chance of comboing into second aerial quick uppercut (601) after aerial quick uppercut (600).
 Arina's AI now has a 60% chance of using aerial downward jab (610) when between 12 and 20 pixels away from the opponent while airborne, and opponent is level with or below Arina.
 Arina's AI now has a 90% chance of comboing into second aerial downward jab (611) after aerial downward jab (610).
 Arina's AI now has a 60% chance of using aerial butt smash (630) when 12 pixels away from the opponent or closer while airborne, and opponent is below Arina.
 Arina's AI now has a 60% chance of using flying kick (640) when between 20 and 30 pixels away from the opponent while airborne, and opponent is level with Arina.
 Arina's AI now has a 50% chance of using Crouch (11) when 30 pixels away from the opponent or closer while standing on the ground.
 Added getpower and givepower values to all normal and special attacks equal to their poweradd values.
Name  Rai Bakuoh Original author  Ryoga Author's website  Fun Factory (offline) 
Changes
 Replaced icon (9000, 0) with one based on his Win animation (180).
 Recolored and resized portrait (9000, 1), and cropped it to 120 x 140 pixels.
 Increased Attack from 70 to 100.
 Increased Defence from 80 to 100.
 Rai now has 15 AirJuggle points instead of 6.
 Applied Shared Palette to all sprites except for the first two.
 Counter jab (113) now does 40 points of damage instead of 63.
 Standing quick jab (200) now does 15 points of damage instead of 23.
 Subtracted one tick from each of the first two frames of standing quick jab (200).
 sparkxy of standing quick jab (200) is now 10, 50 instead of 10, 76.
 Second standing quick jab (201) now does 10 points of damage instead of 23.
 Rai can no longer combo second standing quick jab (201) back into first standing quick jab (200).
 Standing hard uppercut (210) now does 45 points of damage instead of 57.
 Standing hard jab (211) now does 40 points of damage instead of 57.
 First blow of Rolling Knuckle (212) now does 25 points of damage instead of 54.
 Second blow of Rolling Knuckle (212) now does 45 points of damage instead of 57.
 Standing quick roundkick kick (230) now does 20 points of damage instead of 26.
 Standing hard axe kick (240) now does 45 points of damage instead of 63.
 Added two ticks to each of the first six frames of Futtobe Kyaku (241).
 Futtobe Kyaku (241) now does 60 points of damage instead of 63.
 Kaminari Da Kyaku (242) now does 65 points of damage instead of 120.
 Pisoton (245) now does 30 points of damage instead of 50.
 Crouching quick jab (400) now does 15 points of damage instead of 23.
 Added one tick to the first frame of Crouching quick jab (400).
 Reduced ground.slidetime of crouching quick jab (400) from 4 to 2 to make it easier to combo.
 Reduced ground.velocity of crouching quick jab (400) from 4 to 2 to make it easier to combo.
 Rai can no longer combo crouching quick jab (400) into crouching hard upward jab (410).
 sparkxy of crouching quick jab (400) is now 10, 20 instead of 10, 30.
 Second crouching quick jab (401) now does 10 points of damage instead of 23.
 Reduced ground.slidetime of second crouching quick jab (401) from 4 to 2 to make it easier to combo.
 Reduced ground.velocity of second crouching quick jab (401) from 4 to 2 to make it easier to combo.
 Rai can no longer combo second crouching quick jab (401) back into first crouching quick jab (400).
 Rai can now combo second crouching quick jab (401) into crouching hard upward jab (410).
 Crouching hard upward jab (410) now does 40 points of damage instead of 37.
 Crouching quick ground kick (430) now does 10 points of damage instead of 28.
 sparkxy of quick ground kick (430) is now 10, 25 instead of 10, 5.
 Foot sweep (440) now does 30 points of damage instead of 72.
 sparkxy of foot sweep (440) is now 10, 25 instead of 5, 2.
 Aerial quick jab (600) now does 15 points of damage instead of 20.
 Aerial hard uppercut (610) now does 50 points of damage instead of 20.
 Knockdown Attack Air (611) now does 50 points of damage instead of 57.
 Crouching hard uppercut (612) now does 50 points of damage instead of 97.
 Added two ticks to each frame of Knockdown Attack Stand (613).
 Knockdown Attack Stand (613) now moves Rai forward with a velocity of 8 instead of 6.5.
 Knockdown Attack Stand (613) now moves Rai upward with a velocity of 3 instead of 1.95.
 Knockdown Attack Stand (613) now does 60 points of damage instead of 57.
 Quick flying kick (630) now does 20 points of damage instead of 26.
 Hard flying axe kick (640) now does 50 points of damage instead of 70.
 Headbutt of punch throw (800) now hits on the sixth tick instead of the fifth.
 Headbutt of punch throw (800) now does 40 points of damage instead of 10.
 Hard jab of punch throw (800) now does 50 points of damage instead of 20.
 Hard jab of punch throw (800) now adds a second hit to the combo counter.
 Ground quick Inazuna Cannon (1000) now does 15 points of damage instead of 30.
 There can now be two ground quick Inazuna Cannon (1000) projectiles present on screen at once instead of one.
 Reduced ground.hittime of ground quick Inazuna Cannon (1000) from 18 to 10 in order to prevent infinite combos.
 Ground Super Inazuna Cannon super (1020) now does 25 damage per hit instead of 30, totaling up to 200 damage instead of 240.
 Increased velocity of ground Super Inazuna Cannon super (1020) from 5 to 12 in order to prevent infinite combos.
 Ground Super Inazuna Cannon super (1020) no longer gives back power.
 Aerial quick Inazuna Cannon (1030) now does 25 points of damage instead of 50.
 Aerial hard Inazuna Cannon (1031) now does 25 points of damage instead of 60.
 Aerial Super Inazuna Cannon super (1032) now does 28 damage per hit instead of 57, totaling up to 224 damage instead of 456.
 Increased velocity of aerial Super Inazuna Cannon super (1032) from 6, 5 to 10, 8 in order to prevent infinite combos.
 Aerial Super Inazuna Cannon super (1032) no longer gives back power.
 Dai Kaiten Hig Jump (1100) now does 120 points of damage instead of 140.
 Quick Inazuna Crash (1200) now does 40 points of damage instead of 100.
 Hard Inazuna Crash (1201) now does 60 points of damage instead of 130.
 Super Inazuna Crash super (1202) now does up to 260 damage instead of 340.
 Super Inazuna Crash super (1202) no longer gives back power.
 Quick Inazuna Upper (1300) now does 40 points of damage instead of up to 75.
 Quick Inazuna Upper (1300) now hits only once instead of three times.
 Increased juggle of Quick Inazuna Upper (1300) from 1 to 5.
 Hard Inazuna Upper (1302) now does 30 damage per hit instead of 25, totaling up to 90 damage instead of 105.
 One power stock is now required to do the Super Inazuna Upper super (1304).
 Super Inazuna Upper super (1304) now does 50 damage per hit instead of 45, totaling up to 250 damage instead of 225.
 Added an extra 30 tick delay to the beginning of Super Inazuna Upper super (1304).
 Super Inazuna Upper super (1304) no longer gives back power.
 Eliminated Renda (1306 and 1307).
 Chou Chikara Gourai Dengeki Ken (1400) is now a Level 2 super.
 Chou Chikara Gourai Dengeki Ken (1400) now does 405 damage instead of 595.
 Added 25 ticks to the first frame of Chikara Gourai Dengeki Ken (1400).
 Chou Chikara Gourai Dengeki Ken (1400) no longer gives back power.
 Applied BGPalFX state controllers to Chou Chikara Gourai Dengeki Ken (1400) to darken background.
 Applied PalFX state controllers to Chou Chikara Gourai Dengeki Ken (1400) to make Rai flash different colors.
 Gourai Tempest (1500) is now a Level 2 super.
 Gourai Tempest (1500) now does 19 damage per hit instead of 120, totaling up to 342 damage instead of 2160.
 Added 30 ticks to the first frame of Gourai Tempest (1500).
 Gourai Tempest (1500) no longer gives back power.
 Applied BGPalFX state controllers to Gourai Tempest (1500) to darken background.
 Applied PalFX state controllers to Gourai Tempest (1500) to make Rai flash different colors.
 Reduced ground.velocity of Gourai Tempest (1500) from 10, 7 to 2, 7.
 Reduced guard.velocity of Gourai Tempest (1500) from 3 to 1.
 Reduced air.velocity of Gourai Tempest (1500) from 10.5, 8.5 to 0, 4.
 Reduced airguard.velocity of Gourai Tempest (1500) from 5.5, 4.5 to 0, 2.
 Added Waku Waku 7 Harahara Attack Motion Start background (80) to Bukurai Hurricane (1600).
 Rai's AI now has a 5% chance of using the Ground Super Inazuna Cannon super (1020) when 150 pixels away from the opponent or further while standing on the ground.
 Rai's AI now has a 5% chance of using the Aerial Super Inazuna Cannon super (1032) when 100 pixels away from the opponent or further while airborne.
 Rai's AI now has a 5% chance of using the Super Inazuna Crash super (1202) when between 50 and 150 pixels away from the opponent, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into the Super Inazuna Crash super (1202) after standing hard uppercut (210).
 Rai's AI now has a 5% chance of using the Super Inazuna Upper super (1304) when 20 pixels away from the opponent or closer, and opponent is on the ground.
 Rai's AI now has a 10% chance of using the Super Inazuna Upper super (1304) when 30 pixels away from the opponent or closer, and opponent is airborne.
 Rai's AI now has a 50% chance of using the Chou Chikara Gourai Dengeki Ken (1400) when 50 pixels away from the opponent or further while standing on the ground.
 Rai's AI now has a 50% chance of using the Gourai Tempest (1500) when 40 pixels away from the opponent or closer while standing on the ground.
 Rai's AI now has a 90% chance of using the Bukurai Hurricane (1600) when 150 pixels away from the opponent or closer while standing on the ground.
 Rai's AI now has a 10% chance of using ground quick Inazuna Cannon (1000) when between 50 and 150 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into ground quick Inazuna Cannon (1000) after standing hard uppercut (210).
 Rai's AI now has a 10% chance of using ground hard Inazuna Cannon (1010) when 150 pixels away from the opponent or further while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 10% chance of using the aerial quick Inazuna Cannon (1030) when 100 pixels away from the opponent or further while airborne.
 Rai's AI now has a 10% chance of using the aerial hard Inazuna Cannon (1031) when 100 pixels away from the opponent or further while airborne.
 Rai's AI now has a 30% chance of using Dai Kaiten Hig Jump (1100) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 30% chance of using quick Inazuna Crash (1200) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into quick Inazuna Crash (1200) after standing hard uppercut (210).
 Rai's AI now has a 30% chance of using hard Inazuna Crash (1201) when between 30 and 60 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 60% chance of using quick Inazuna Upper (1300) when 20 pixels away from the opponent or closer, and opponent is on the ground.
 Rai's AI now has a 90% chance of using quick Inazuna Upper (1300) when 30 pixels away from the opponent or closer, and opponent is airborne.
 Rai's AI now has a 90% chance of comboing into quick Inazuna Upper (1300) after standing quick jab (200).
 Rai's AI now has a 90% chance of comboing into quick Inazuna Upper (1300) after crouching hard upward jab (410).
 Rai's AI now has a 60% chance of using hard Inazuna Upper (1302) when 30 pixels away from the opponent or closer, and opponent is on the ground.
 Rai's AI now has a 90% chance of using hard Inazuna Upper (1302) when 40 pixels away from the opponent or closer, and opponent is airborne.
 Rai's AI now has a 30% chance of using standing quick jab (200) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into second standing quick jab (201) after standing quick jab (200).
 Rai's AI now has a 30% chance of using standing hard uppercut (210) when between 12 and 20 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 30% chance of using standing hard jab (211) when between 15 and 25 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 60% chance of using Rolling Knuckle (212) when between 15 and 70 pixels away from the opponent while running, and opponent is on the ground.
 Rai's AI now has a 30% chance of using standing quick roundkick kick (230) when between 20 and 40 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 30% chance of using standing hard axe kick (240) when between 15 and 30 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 30% chance of using Futtobe Kyaku (241) when between 30 and 50 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 60% chance of using Kaminari Da Kyaku (242) when between 50 and 100 pixels away from the opponent while running, and opponent is on the ground.
 Rai's AI now has a 60% chance of using Pisoton (245) when 20 pixels away from the opponent or further while airborne and 100 pixels above opponent or higher.
 Rai's AI now has a 60% chance of using crouching quick jab (400) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into second crouching quick jab (401) after crouching quick jab (400).
 Rai's AI now has a 60% chance of using crouching hard upward jab (410) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into crouching hard upward jab (410) after second crouching quick jab (401).
 Rai's AI now has a 90% chance of comboing into crouching hard upward jab (410) after crouching quick ground kick (430) when 15 pixels away from the opponent or closer.
 Rai's AI now has a 60% chance of using crouching quick ground kick (430) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into crouching quick ground kick (430) after crouching quick jab (400).
 Rai's AI now has a 90% chance of comboing into crouching quick ground kick (430) after second crouching quick jab (401).
 Rai's AI now has a 60% chance of using foot sweep (440) when between 15 and 25 pixels away from the opponent while crouching, and opponent is on the ground.
 Rai's AI now has a 90% chance of comboing into foot sweep (440) after crouching quick ground kick (430).
 Rai's AI now has a 60% chance of using aerial quick jab (600) when between 12 and 20 pixels away from the opponent while airborne, and nearly level with opponent.
 Rai's AI now has a 60% chance of using aerial hard uppercut (610) when 12 pixels away from the opponent or closer while airborne, and between 0 to 50 pixels below opponent.
 Rai's AI now has a 60% chance of using Knockdown Attack Air (611) when 12 pixels away from the opponent or closer while airborne, and nearly level with opponent.
 Rai's AI now has a 60% chance of using crouching hard uppercut (612) when between 12 and 20 pixels away from the opponent while crouching, and opponent is on the ground.
 Rai's AI now has a 30% chance of using Knockdown Attack Stand (613) when between 60 and 80 pixels away from the opponent while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 60% chance of using quick flying kick (630) when between 15 and 30 pixels away from the opponent while airborne, and between 0 to 30 pixels above opponent.
 Rai's AI now has a 60% chance of using hard flying axe kick (640) when between 20 and 40 pixels away from the opponent while airborne, and between 0 to 30 pixels above opponent.
 Rai's AI now has a 30% chance of using punch throw (800) when 12 pixels away from the opponent or closer while standing on the ground, and opponent is on the ground.
 Rai's AI now has a 50% chance of using crouch (11) when 25 pixels away from the opponent or closer while standing on the ground.
 Added one new palette.
Name  Shartel Original author  Teaf Author's website  FanaTail 
Changes
 Deleted custom Kuromaru upsidedown sprite (9005, 0).
 Added one tick to each frame of downward sword slash (210).
 Added two ticks to the first three frames, and one tick to the rest of the frames of the upward sword slash (240).
 Added one tick to each frame of crouching sword slash (410).
 Added two ticks to the first two frames of crouching sword launcher (440).
 Standing quick uppercut (200) now does 10 damage.
 Downward sword slashes (210 and 211) now do 30 damage.
 Flying butt check (220) now does 25 damage.
 Back roundhouse kick (230) now does 20 damage.
 Upward sword slashes (240 and 241) now do 40 damage.
 Upward sword slashes (240 and 241) can now only hit once per attack.
 Crouching quick uppercut (400) now does 10 damage.
 Crouching sword slash (410) now does 30 damage.
 Sliding kick (420) now does 20 damage.
 Crouching sword launcher (440) now does 30 damage.
 Aerial quick slash (600) now does 10 damage.
 Aerial downward sword slash (610) now does 30 damage.
 Aerial heel kick (630) now does 25 damage.
 Aerial upward sword slash (640) now does 50 damage.
 Back toss (800) now does 50 damage.
 Quick pouncing heel kick (1000) now does 25 damage.
 Hard pouncing heel kick (1010) now does 60 damage.
 S3 version of rising sword slash (1020) is now triggered by (F, D, DF, x) instead of (B, D, DB, y).
 Velocity of quick rising sword slash (1020) is now (2, 7) instead of (2, 10).
 Quick rising sword slash (1020) now does 40 damage.
 Velocity of hard rising sword slash (1030) is now (3, 10) instead of (1, 12).
 Hard rising sword slash (1030) now does 80 damage.
 Added three ticks to the first three frames of the sword ground pound (1040).
 Sword ground pound (1040) now does 75 damage if sword strikes opponent.
 Sword ground pound (1040) now does 50 damage if quake effect strikes opponent.
 Spinning sword slash (1050) now does 30 damage per hit, totaling up to 90 damage.
 Added weakspot to spinning sword slash (1050), so that Shartel becomes dizzy for three seconds if hit at least 70 ticks into attack.
 Backbreaker (1060) now does 100 damage.
 Shartel now has 15 AirJuggle points instead of 30.
 Six slash combo super (1500) now does up to 200 damage.
 Superslash super (1510) now does 150 damage.
 Super sword ground pound super (1550) now does 420 damage if sword strikes opponent.
 Super sword ground pound super (1550) now does 250 damage if quake effect strikes opponent.
 Shartel can no longer combo into Super sword ground pound super (1550).
 Super backbreaker super (1560) now does 350 damage.
 Applied Wood's Shartel voice pack.
Name  Rucheca Original author  Teaf Author's website  FanaTail 
Changes
 Deleted custom Kuromaru upsidedown sprite (9005, 0).
 Standing quick spark (200) now does 10 damage.
 Second quick spark (205) now does 10 damage.
 Added one tick to the first four frames of horizontal icicle (210).
 Horizontal icicle (210) now does 25 damage.
 Added one tick to the first seven frames of standing downward icicle (215).
 Standing downward icicle (215) now does 40 damage.
 Added one tick to the first four frames of standing quick flame (220).
 Standing quick flame (220) now does 30 damage.
 Added three ticks to the first four frames of standing hard flame (225).
 Standing hard flame (225) now does 60 damage.
 Crouching quick spark (400) now does 15 damage.
 Added one tick to the first four frames of crouching downward icicle (410).
 Crouching downward icicle (410) now does 25 damage.
 Added two ticks to the first four frames of crouching heart flame (420).
 Crouching heart flame (420) now does 40 damage.
 Aerial spark (600) now does 20 damage.
 Aerial icicle (610) now does 30 damage.
 Aerial flame (620) now does 50 damage.
 Energy drain (800) now does 40 damage.
 Standing lightning bolt (1000) now does 15 damage.
 Aerial lightning bolt (1005) now does 20 damage.
 Flash dash (1010) now does 70 damage.
 Added four ticks to the first four frames of flash dash animation (1011).
 Standing ice shield (1100) now does 40 damage per ice ball, totaling up to 160 damage.
 Increased spread of ice balls of standing ice shield (1100).
 Ice trap (1110) now does 20 damage per hit, totaling up to 40 damage.
 Added two ticks to the first four frames of standing fireball (1200).
 Standing fireball (1200) now does 60 damage.
 Aerial fireball (1205) now does 60 damage.
 Fire flash (1210) now does 40 damage.
 Added six ticks to the first four frames of lightning strike super (1500).
 A vertical hit of lightning strike super (1500) now does 40 damage per hit, totaling up to 160 damage.
 A horizontal hit of lightning strike super (1500) now does 160 damage.
 Each hit of orbiting ice ball super (1510) now does 20 damage per hit, totaling up to 200 damage.
 Each hit of pheonix super (1520) now does 50 damage per hit, totaling up to 200 damage.
 Magic rain ultimate (1900) is now a Level 3 super.
 Applied Wood's Rucheca voice pack.
 Decreased Defence from 100 to 80.
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