==========CHANGELOG=================

======10-17-2025======
-fixed tiny coding error with the end of the super move
-winquote updates
-made the hud compatible with widescreen(hopefully)
-ai changes so that he responds to opponents in the air better
-made the beginning hit of the super being able to hit when opponent is laying down
-made the explod when he jumps in the beginning of the super the jump dust and also made it positioned right
-made the recovery command "c"

======10-18-2025======
-patched chases super move custom states messing with chases states himself(specifically his recovery)

======10-19-2025======
-made his ai parry more when hes against another ai
-made his guard on crouch attacks manual instead of automatic in MUGEN 1.1 due to the lack of autoguard assertspecial (IKEMEN PRIVILEGE)
-ai fixes to hopefully reduce his ai missing the axe kick in a combo
-added chip damage to his normals
-sound files compressed to 22050 hz to reduce file size
-sprite index patch

======10-22-2025======
-fixed the guard only not filling up in mugen 1.1
-patched slap sound randomly not playing in 1.1
-fixed the sylveon palette for 1.1
-added the guardspark and guardsound to his hitdefs
-palette selector now shows up in watch mode and goes away after the opponents intro is done
-winpose reorganization for screen select
-new win portrait
-rewritten winquotes
-added folder icon
-made the HUD show up in ai matches
-added the rest of his default pals in his def file
-ai jump changes

======12-14-2025======
-changed player height so that kfm can jump over him
-buffed his life to 900
-winquote changes
-refined animation width stuff to reduce clipping
-hitbox refinements
-added more chip damage
-made slap less minus on block
-added more songs to the dance winpose
-new low-heath animation
-airtaunt added for extra style points
-added transitions to the low-health idle from moves animated with the normal idle in mind
-made it so that the flex winpose will not occur if you taunted after ko
-rare death sound implemented(if you thought you weren't hallucinating enough)
-general other balance changes
-made the palette selector show up in ai matches, automatically selecting once the opponents intro is done
-made the cooldown hud compatible with widescreen and made it easier to customize the height of it.
-added option sound cues to the cooldown hud
-some sprite fixes 
-added land smoke
-ai refinement and balances
-added power bonus when parrying

SLAP: 
-made slap -6 instead of -24 on block
-adjusted hitboxes to make it more jumpable
NEW GRAB!!!!:
-you can grab using the Y button, and in the period where you are holding your opponent, you can mash the attack buttons to pummel, racking up damage and also making your opponent bounce off the wall further which makes it easier to start combos.

TORNADO: 
-can be cancelled out of prematurely using the A button

KICKFLIP:
-added the ability to aim fully up by holding up during the startup of the move

FOOTSAW:
-added the ability to go further by holding forward during startup
-adjusted hitdef velocity stuff to better hit opponents near the ground
-adjusted hitboxes for it to go over really low attacks allowing mixups in that regard

SUPER:
-changed the command to B,DB,B,b to avoid command conflict with the slap
-the inital jump at the start is now controllable
-made the attack part of the super hittable
-made the last hit blockable
-made the opponent be able to get up after not being hit for a while
-added a custom punish state whenever the last hit is guarded
-fixed a bug that made the super not do as much damage due to fall.defence_up
-made it screenbound on the x axis
-fixed the elbow drop not hitting when opponent is already dead
-fixed the elbow drop randomly aiming at the wrong opponent in simul
-fixed chase being able to the get hit at the soundbyte part
======12-18-2025======
-some small timing changes to the spartan kick
-removed the proud winpose for appearing during the continue screen when it was supposed to be rare
======12-21-2025======
-added the ability to aim the tart of the super by holding forward or backward 
-the start of the super angles depending on your velocity
-added posadds to the uppercut to fix clipping
-made chase automatically do light punch if his ai is caught idling for way too long

======1-3-2026======
-added smear to the spartan kick
-made the velocity decay of the footsaw decrease when you hold fwd instead of then intital velocity being higher
======5-28-2026======
-added new tornado sprite
-changed some irrelevant palettes to new ones
     -Rudy
     -Phineas
     -Rainbow Dash
-smoothed out the kickflip and the slap
-made pummeling during the grab freeze the timer
-added rotating to the tornado whenever you move
-added unique feature to the super if you are at max health and you hold down during the attack
-made some code slightly more readable
-added new smear to the kick
-increased running acceleration
-buffed his health back up to the default 1000 
    -i did this to balance out the limited tools that he has compared to regular mugen characters
-changes to the footsaw hurtboxes so that it goes over low attacks
-changed the hurtboxes on the run
-removed stun on when the axe kick is blocked, changed it to a increased landing animation

-WALLJUMP:
-if you jump towards the wall and tap forward, you will jump off the wall,
-momentum is preserved if you jump quickly, so if you run towards the wall and then jump, you will jump off the wall just as quickly
======8-4-2026======
-added variable to turn on and off the random soundbyte during the end of the super
-added voiceline when elbowdrop connects
-added an actual config 
-made the cooldown hud disappear when chase's ai is enabled
-added winquotes against maavo
======8-5-2026======
-fixed CPU bug in 1.1 where chase would start before the round began
-fixed CPU bug where he would stand guard in the air (hopefully)
======8-8-2026======
-fixed bug where the pummel did not scale with the amount of pummel
-added combo counter for the super CPU(code stuff)
======8-11-2026======
-added super bg 
	-turns to blue when alt palette is selected (will add more in the future)
-slight vfx change to the elbow drop
-reduced his jumpsquat from 6 -> 4 frames
======8-13-2026======
-fixed bug where opponent would recover way too early when bouncing off the wall after the grab
-added maxdist mindist to chases footsaw and airpunch
======8-18-2026======
-IN THE PROCESS OF COMPLETELY REWORKING HIS PALETTE SELECTION,
-fixed chase clipping through opponents when using the uppercut(hopefully)
-added detail where if chase loses a round
	-his idle changes to the angry one  in watch mode
	-his ai is a tad bit more aggressive 
-changed the meter buff from a simple damage booster to reducing his v-scaling amount, meaning when at max power he can combo for longer
-CPU optimizations so chase doesn't drop combos as much
	-also made it so chases cpu does the super after long combos in watch mode instead of just doing it whenever his power is full.
-added adjustable palette selector positioning in chases config file.
======8-31-2026======
-updated 1.1 bug where super bg would not go away
-fixed ai comment left by jade who stole code from poyochan like a dickhead
======9-9-2026======
-made the final hit of the tornado not send as far if you are in the air 
-gave chase a vfx if he is at max power (is toggleable)
	-also added a sound cue for when chase is at max power (is toggleable)
-made the hurt animation to the uppercut be Up
-added base code for the shield meter (will be part of the ui if i can figure out what to do with it)
-slight edits to the air kick hitbox to make it more of a poke i think
-patched the character name being different in 1.1
