=======<Changes from Original P.O.T.S.'s Shin Gouki>==========

<3 17 13>

 -Added new palettes
 -Added More Super Portraits by Knuckles8864
 -Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
 -(SF4) Tweaked Far Standing Heavy Kick
 -All other updates I'd forgot to mention

<1 30 13>
 
 -Updated Few Effects
 -Added Super Finish Fonts
 -Added New Super Portraits (Look in the .air file, "7510" for normal mode and "7515" for shin mode to edit it)
 -Added a few winquotes against random and specific opponents
 -Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
 -(Normal Mode) Changed Aura color to Red
 -(Normal Mode) Fixed Bugged Intro against Vega by PotS
 -(Shin Mode) Successful taunts will now increase Gouki's attack power for one hit except Misogi
 -(SF4) Tweaked Far Standing Heavy Kick so the second hit would connect.
 -(All Modes)Reduced horizontal hitbox(1st) of Crouching Heavy Punch
 -(SF4) Increased horizontal hitbox of Crouching Heavy Kick
 -(Normal Mode) Tweaked the way Ex Tatsumaki Zanku Kyaku launches the opponent away. 
 -(Shin Mode) Tweaked the speed of Hyakki Gou Shu
 -(Shin Mode) Added new level 2 super: Tenshou Kaireki Jin. (Command = QCF2x + 2K)
 -(All Modes) Added Gouken to the list of characters who can resist and escape Shun Goku Satsu.
 -All other updates not worth mentioning and forgotten. :P

<1 12 13>

 -Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
 -Slight Update on AI
 -Added a different projectile sprite that will contrast the two modes
 -Both modes will speak differently on various moves
 -(All Modes) Vega Intros implemented for non AI players
 -(SF4) Reduced forward motion of Far Stand Hard Kick
 -(Shin Mode) Increase the push of the Alternate Hard Punch on hit
 -(All Modes) Hyakki Gou Shou's hit will now put the opponent into a custom state
 -(Normal Mode) Tweaked Messatsu Gou Hado Agyo's HitVels and increase the chance for the projectiles to hit
 -All other updates I'd forgot to mention :P 

<12 30 12>

 -Updated super pause effects
 -Updated few effects
 -Added Simul Intro (Buggy aggainst certain opponents)
 -Tweaked Animations, Damages, Hitbox and Hitdefs
 -Slight Update on AI :[
 -Added an alternative Vega intro for normal mode only - Gouki kills Vega with a Shun Goku Satsu
 -The intro where Vega is killed by a misogi is only available for shin mode
 -Added new level 3 super BG's (Thanks Knuckles)
 -Can now configure the normal moves and the zankuu hadoken whether to have SF4 properties or CVS properties, Applicable for both modes (See Readme)
 -Can now configure whether to turn on/off the Oni normal moves (Gankauchi) for Shin Mode only
 -(CVS) Now have an alternative crouching light kick anim that has a faster recovery time
 -(Shin Mode) Can now perform an alternative hard punch by pressing two punch simultaneously
 -(SF4) Far Standing Hard Kick is now super cancelable only from the first hit
 -(All modes) Close Standing Hard Kick is now super cancelable only from the first hit
 -(Normal Mode) Tweaked the hitpause of Ex Gohadoken
 -(All Modes) Simplified the damage of every version of shoryuken 
 -(All Modes) Extended invulnerability of all versions of shoryuken
 -(All Modes) Changed the behavior of the hits of shoryuken when used on grounded opponents and juggles
 -(All Modes) Light Tatsumaki now causes 0 juggle point - Meaning after a Light Tatsumaki hit, you can juggle with any attacks(except throws) with the right timing
 -(All Modes) Air Tatsumaki also causes 0 juggle point but only on the first hit
 -(Normal Mode) Ex Hyakki Shuu can now be super canceled by Air Supers but only on the top arc/descend of the move
 -(Shin Mode) Counter Hit from Hyakki Gou Shou will now make the opponent bounce of the ground
 -(All Modes) Reduced the land recovery time of Hyakki Gou Shou
 -(Shin Mode) Hyakki Shuu can now be super canceled into any Air Supers but only on the top arc/descend of the move
 -(Normal Mode) Reduced the speed of every version of Ashura Senkuu
 -(Shin Mode) Can cancel Zenpou Tenshin from into a Tenma Shurettou
 -(Shin Mode) Taunt can now be super canceled from into Misogi on contact
 -(All Modes) Changed overall damage of certain Super Moves
 -(All Modes) Can now super cancel to Messatsu Gou Hado (Agyo)/ Tenma Gou Zanku (Agyo) from (Ex) Hadoken, (Ex) Zankuu Hadoken and (Ex) Shakunetsu Hadoken on just when the projectile fires - just like in SF3
 -(All Modes) Increased invulnerability of certain Super Moves
 -(Shin Mode) Can Super cancel a level 1 Super Move to another level 1 or level 2 Super Move
 -All other updates I'd forgot to mention :P

<10 9 12>

-Changed Taunt for normal gouki
-Can no longer perform tenma kujin kyaku in a small jump
-Changed the sound when Zanku Hadoken hits the floor
-Fixed super finish FX during Kongou Kokuretsu Zan
-Shin Gouki can Super cancel a lvl 1 super to another lvl 1 super, except for Messatsu GoHado
-Fixed missing explod in the hitspark during Shun Goku Satsu

<1st Editing>
<System Changes>
 -Tweaked some of the animations, 
   -Either increased or decreased startup time but vice versa to the recovery time to compensate
 -Adjusted various hit boxes
 -Changed the Hit velocities of various attacks for stricter juggling
 -Added P.O.T.S.'s latest hitspark and hitsound
 -Added P.O.T.S.'s latest juggling system
 -Tweaked the dampener
 -Added land recovery animation to air specials and special or super moves that launch you to the air
 -Added few new palettes
 -Changed some of the normal, special, and super moves' damages
 -Changed the hit reset(player 2) from normal moves  to that is similar to P.O.T.S's latest characters
 -Reduced juggle possibilities for various special and super moves
 -Can no longer super cancel from lvl 1 super to another lvl 1 super(for Normal Gouki only)
 -Changed the zero counter command to B, DB, D + p/k to ressemble P.O.T.S. latest characters
 -Changed zero counter power cost back to lvl 1
 -Plays differently from the original Shin Gouki but most moves still persist
 -Can play in two modes: Normal Gouki and Shin Gouki

<Normal Gouki Changes and Details>
 -Edited and nerfed for it to almost resemble SF4 Gouki and other 3D versions
 -Various normal moves(mostly far standing and all air normals) is Un-cancelable
 -Changed the far standing HK animation - from roundhouse kick to double kick - can force stand on first hit
 -Close HK knock airborne opponents on first hit
 -Changed far standing MK animation to a forward kick
 -Changed animation of crouching HK to SF3 version - can juggle with it though, uncancelable
 -Unable to use senpu kyaku
 -Changed animation of close HP to that is similar to SF4 close HP while losing the force stand props
 -Gohadoken does not knock the opponent down in close range
 -Added Ex Gohadoken which hits twice aand knocks down opponents
 -The number of hits using shoryuken differs and depends on the version used - stronger version hitsthe most
 -Inulnerability of shoryukens depends on version used medium and EX have the most invulnerability, heavy has the least
 -Each version of shoryuken has its own limit when used to juggle
 -Added Ex shoryuken as the strongest version
 -Shoryuken can connect after a tatsumaki(hit) mostly on light version but can also connect on other version under circumstances
 -Added Ex tatsumaki that is similar to Ryu
 -Ex tatsumaki won't knock grounded opponents down until last hit - knocks opponent away on last hit
 -Aerial tatsumaki has less spin and hits(2 hit max) but leaves opponent in a juggle state
 -Added aerial Ex tatsumaki that resembles the ground version
 -Changes on hyakki shuu:
    -P version of grabs works only on grounded opponents
    -K version of grabs works on airborne opponents only
    -Demon Dive kick knocks airborne opponents
  -Added Ex hyakki shuu which follows the opponent's position
  -Hyakki Gou Shou(demon palm) during Ex hyakki shuu can ground bounce the opponent leaving him/her open for juggling
 -Zanku hadoken slows you down in mid air for a little while
 -Zanku hadoken only fires one projectile
  -Instead of speed versions differ on angle - light version for the steepest and hard version for greater range
 -Ex zanku hadoken casts two projectiles with different angles
 -Ex zanku hadoken can be canceled out of an Ex hyakki shuu on start of the jump
 -Added Ex Shakunetsu Hadoken that has faster startup and recovery with a 3 hits projectile
 -Ashura Senkuu command is now DF/RDF + 3P/3K 

<Super Moves>
 -Messatsu Gou Hado
  -5 hits super move
  -slower and less invulnerable
 -Tenma Gou Zanku
  -5 hits super move
  -slower and less invulnerable
 -Messatsu Gou Shoryu
  -Most hits won't connect on airborne opponents
 -Messatsu Gou Rasen
  -First hit is less capable of juggling than the middle hits
  -Mostly invulnerable until the first hit(knee thrust)
 -Messatsu Gou Senpuu
  -Same properties as Gou Rasen
  -Cannot be super cancel out of air moves
 -Added new lvl 2 supers
  -Messatsu Gou Hado Agyo and Tenma Gou Zanku Agyo 
  -Inspired by the same move from MVC3 Akuma
  -The closer the opponent the more likely for it to have more hits
 -Kongou Kokuretsu Zan
  -Made it a lvl 3 super with the same command 
  -More damage 
  -Juggling with it is a little easier
  -Can be canceled out of a taunt if hit connects
 -Shun Goku Satsu
  -Reduce Hit to 15 hits
  -Lesser damage
  -Different kanji background
 -Super moves that cannot be used in this version
  -Tenma Shinzui Heki
  -Tenshou Kaireki Jin
  -Misogi
 
<Shin Gouki Details>
 -Faster than normal Gouki
 -Can juggle better than normal Gouki
 -Cannot use Ex moves
 -Retains most of P.O.T.S.'s original Shin Gouki's moves
 -Though normals cannot be chain comboed without linking
 -Added two target combos
  -Target combo 1: close MP > HP
   -Knocks down opponents on second hit
  -Target combo 2: back MP > HP
   -Similar to Oni in SSF4:AE
 -Some normals can knock down aerial opponents
 -Tenma Shinzui Heki is a lvl 2 super
 -Cannot use the lvl 2 Agyo supers
 -Still cannot use Tenshou Kaireki Jin(maybe adding it on next update)
 -Misogi is his lvl 3 super
  -Changed command to D, D, D + 2K

====<Known Bugs>=====

 I noticed some bugs while in the process of editing but somehow can't fix it(cuz i have no idea how)
  -Custom combo can sometimes malfunction if constantly used(though, i don't know how or when)
  -At some time, during crossing hits with each other, a hit spark is shown but Ryu is not affected by the hit and resumes his move and most likely countering the opponent(mostly occurs during shoryukens and crouching attacks)
 
=====<Credits>=====

A lot of thanks to those whom i stolen codes and stuffs from :P

 -Sethzel 
 -Warusaki3
 -Zero De Artemis
 -Orbinaut
 -Jmorphman
 -POTS
 -C.A.N
 -Knuckles8864
 -Balthazar and Cybaster
 -And to thos whom I've forgotten :D
