Character change log for the October 2024 revision.

You can read more about this update here:
https://mugenguild.com/forum/topics/bringing-reus-characters-new-mugen-106728.0.html


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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 itself
 - 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 their 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
 - Some neutral states stop the character immediately instead of relying on friction to do it
 - Fall Recovery can be activated with any single button


OTHER:
 - 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
 - Added Ikemen GO movelist
 - Added Ikemen GO tagging animations
 - Some adjustments for better compatibility with stage zooming
 - Removed most calls to inexistent sounds, to clear debug messages in Ikemen
 - Switching between regular and full power stance is smoother
 - Fixed a few required sprites
 - Added a victory portrait
 - Fixed some special effects being flagged with movetype A
 - Slow motion effects are less likely to cause inputs to be dropped
 - Included Dragon Claw wallpaper and theme song in the archive, for the sake of their preservation
 - Added an unused special effect to the taunt


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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.
