Character change logs for Mugen 1.0 January 2010 revision.

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)                                         DRAGON CLAW                                         (
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GAMEPLAY:
- Advancing Parry now costs 1000 power
- Made many Clsn2 fatter and Clsn1 thinner
- The motions for Sun Blast and Sun Cry can now be done in both directions, which also determines where the moves go
- Crescent Moon Slash only goes through projectiles with the strong version
- Back dash is immediately invulnerable but the invulnerability lasts a shorter time
- Flash Step is only invulnerable to projectiles during the dash
- There is now a better incentive to use the different variations of Flash Step, as each provides the best combo opportunities for certain distances
- Counter Blow has less abusive timing and Clsn and cannot counter low hits, but can now react to super moves
- Revised fall recovery states
- Throw attempts are slower, but throws have a bit more range and damage
- Can throw with A+C and X+Z as well
- The second passing of a blocked Heaven's Sword no longer homes in
- Several moves can now kill by chip damage
- Can't air block after Sun Blast, Homing Flight and Counter Blow
- Added Negative Edge
- In the event of locking down a character in an infinite with his air chains, those attacks will start knocking down after a certain time
- Corrected several aspects of the Hit Break (clash) system so it works as intended
- Counter Blow's positioning has new button inputs: A for left of screen, B for center, C for right and two kicks for behind the opponent
- MSSM Sun Cry doesn't home in after missing
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- New command attack using a previously unused animation: up + roundhouse (C) in the air
- All specials and supers and specific normals force P2 to stand when they hit
- Homing Flight and Heaven's Sword can be done on the front wall from a jump
- Fixed an issue that made DC unable to guard some rare multi-hitting moves (e.g. my Ryu's Shinkuu Tatsumaki Senpuu Kyaku)
- Most specials now allow ground fall recovery
- Fixed a glitch that made Heaven's Sword not consume power under certain conditions

OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Fixed transparency issues in some sprites
- Adjusted camera movement for wall jumps
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival modes
- Many special effects can now have a floor reflection
- Eliminated debug spam
- Some effects are compatible with widescreen
- Palettes are now ordered from X to C

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R.I.P. Reuben, and may your work continue to entertain and inspire people as much as it did with me.
