me
12/24/21
-added fatality/winpose to finisher 3
-reduced likelihood of attacks in 1i 1-4
-fixed F+MP ai cancel bug
-fixed improper varset in changestate
-removed music from large clown intro
-updated win quotes
-disabled tester emo build with taunt
-disabled emo exit
-added new strong man items tickle nut coded
-added back turn win pose
-changed easy command for Magnetron to QCBx2
-reduced dmg on easy cmd 360
-allowed OTG after Magnetron when in emo
-added demarcus clown theme

12/22/21
-fixed issue on death
-replaced mountains
-finished KO for finisher 2
-finished fatality for finisher 1
-removed back dash armor
-added back dash dropkick
-fixed issues with running basics

12/21/21
-fixed sound misshap
-Jiren has 5 frames of armor on back dash
-added some ai


12/20/21
-restored when 360 kills and adjusted the timing of wall break for it
-Jiren no longer tosses them off screen for followup on kill
-restored cHP glory but made the hurtbox even larger (not like he can be knocked out of said frame)
-after images on armor move during pauses
-ground throw power gain reduced by half
-Jiren has ctrl during guard pause when armor is active
-removed armor from K zetto and increased active time
-chicken block fix applied to EX 360 and armor removed from it
-added large glow behind ball in finisher 3
-recoded all SUPER BG kill triggers
-cMK air blockable
-LVL3 no longer goes into finisher when killing oB
-ColUpper no longer makes chars guard on ground from full screen
-fixed guarded glare issue
-moved emo icon down and over 1 px
-finished finisher 3 besides fatality
-updated air hurtboxes
-removed tester command for Magnatron
-changed dmg for easy command version
-Made the command 720+K normal and HCFx2+K in easy
---have NOT removed tester command for 360 nor have I updated them to work as they should in easy mode
-removed QCF+P easy FISTS command

12/19/21 Brose Log: long time no see build
-Nerf:
    -Ground Throw:
        -No longer able to change direction
-Misc:
    -New Cliff Portrait
    -Movelist adjusted
    -Re-Entry Warhead:
        -VFX adjusted
    -Back Throw:
        -SFX adjusted
    -Power Charge:
        -SFX added in EMO
---JNP addendum---
-Changed hitdef of cHP so it should hit multiple targets
-altered size of clsn boxes for cHP
-fixed issue with sHP going through Freeza
-sHP has longer startup and recovery
-Can now gain ctrl during guard slide while armor is on
-360 now kills when they hit the ground
-360 causes 20 more dmg when they hit the ground
-360 causes a bounce when they hit the ground instead of just hitting and having no more momentum




Dec/17/21
-LVL2 720 throw helper now destroys itself as it should allowing Jiren to charge power at normal speed again
-raised emo logo
-EX pal fx applied to spin states
-cMK no longer hits OTG
-updated emo icon w new sprites
-added birds eye view sprite
-added new emo power charge
-fixed Glare if it hits as crossup?
-walk no longer gets pushed around
-added hurt boxes to new charge anim
-upgraded walk forward push
-removed old power up command
-increased armor after ColUpper by 20 ticks
-Teledash can be used during guard slide time when armored
-solved issue with multiple flip fx


Dec/16/21
-crater stays longer
-Jiren changes to now dynamic shading before flip kick
-cSP startup increased
-removed additional scaling to wall bounce
-fixed missing speedlines on lvl2
-removed reflections from finishers
-updated finisher 2 and applied fatality
-added updated emo symbol
-added fatality smoke to finisher 1 and 2


Dec/15/21
-removed change in H/EX toss on limiter air 360
-emo AA allows OTG if done in a combo
-AA no longer able to hit opponent if they are in a guard stun state
-fixed issue with EX hands staying if you do a move that makes them stop hitting
-removed higher dmg scaling boost from AA in emo
-emo AA no longer loses buffer if used as the first throw in a combo
-added voice and neck crack to emo
-fixed footstep sounds and envshake on walk in intro (tested the current walk speed but it makes the intro last forever because he's slow as sin so I reverted it)
-changed how his get hits are pulled
-added large hitsparks to finisher 0 finisher 0 completed?
-removed wallbounce limiter being created off 360 toss
-fixed finisher 1 from being screwy, I think? 
-added fatality to LVL1
:dead:
-reduced min dmg on AA
-fixed min dmg on finishers
-removed metergain from empty teleport
-recoded LVL1 finisher

Dec/14/21
-removed emo gain from empty teleport
-cLP hit data buffed a bit to same as sLP
-Colossal Upper now makes opponent face properly on hit in front and behind
-made a cross up helper to assist the opponent for airguarding ColUpper
-removed proximity guard bug from ColUpper
-reduced height on LVL1 colupper air guard hitting
-throw prevention limiter added to guarded ColUpper
-reduced armor timer after lvl2 ColUpper
-fixed issue with ground throw going wrong way while back to wall
-removed reflections from ground fx
-DP+K moved to emo only and gives emo meter
-updated small balls fx
-added jiren symbol for emo
-Ground Throw limiter applied to all finishers
MORE
-fixed air throw limiter for the last time, maybe?
-removed ability to change sides from limiter
-limiter air 360 ends comboability of throws/otg
-H/EX 360s throw straighter longer
-ground dash stops with back to wall on return from 360
-fixed mysterious flash on OTG throw after counterhit
-teledash knocks down clones instead of just doing the full attack
-fixed issue with fire rebinding after ColUpper>ground throw
-fire only comes out on emolvl3 and is not used with ontop so some things can be in front of it (and because it's hell to layer ontop)


Dec/13/21
-removed 360 throw limiters
-increased emo gain 
-P zettos and super throws fill emo
-fixed issue with air throw clsn
-EX 360 slower startup
-reduced hang time from jHK on hit
-toni fixed the issue and I took the credit here: FIXED double sound from back throw slam!
-cannot recover from cMK
-decreased range on EX,L,M ground 360
-limiter air throw version created
-increased startup on teleports
-EX now has armor instead of invuln
-telegrabs can hit falling opponents in emo
-weird 360 wrong anim counterhit glitch fix
-emo carries over on win
Addendum
-fixed issue with MK telegrab
-changed anim of P2 if hit in the air with telegrab
-fixed air 360
-fixed dmg on raw 720 in emo
-fixed missing fx on cMP
third strike
-LVL3 now air blockable
-2nd 360 uppercut causes HKD
-emo gain decreased when landing special throws
-reduced final input of 360 to 10 from 20
-increased dmg from combo'd hyper throws
-cannot hit AA throw after 360 uppercut launcher unless emo


Dec/9/21
-fixed issue with not being able to air guard against 360 uppercut
-360 uppercut has more recovery and pushes back further on oB
-fxed issue with jHP not being air blockable
-won't trigger large clown intro vs Majin w Babidi trying to suck
-small balls share palette with Jiren in Blaze hyper
-added envshake to the LVL1finisher fireball hitting at the end
-LVL3 connects during Blaze Hyper
-emo costs 2 bars
-360 no longer adds to JP on hit
-fixed issue with dash collision always winning
-fixed bug making fwd throw fill all meter
-fixed snd issue on back throw
-fixed issue with shadowoverlay on magnetron
-removed old armor and replaced it with Buu armor

Dec/8/21
-added dust ring to DP
-converted P zettos to normal zettos
-added OTG throw limiter anim
-Magnetron LVL1 makes p2 do a slow constant rise as they are picked up before their send off
-added vacuum to LVL2 uppercut
-removed flashes on emo 0 finisher and fixed clones bug there
-I coded a fix so maybe he cannot combo from teledash out of emo
-recoded telegrab on hit
-added dynamic lighten to Magnetron LVL1 explosion
-P2 bounces after being slammed from AA grab
-all ground/crater fx should be bound to the ground so they can shake on shaking stages

10/26/21
-I think I fixed the power up armor! Maybe, hopefully!
-reduced dmg from teleport grab

10/22/21
-fixed 360 dmg on non hdbz chars
-decreased dmg on 360 and 720
-fixed OTG infinite on cLK
-air P zetto no longer kills
-jMP now overhead
-added throw tech anim
-can only combo afte 2nd hit of cMP
-changed how AA grab kills
-fixed bug on 360+P strength that appeared after changing the shortcut to kicks

10/21/21
-reworked 720 moves
-power charge is slower when you connect LVL2 Magnetron or Storm and full focus will not cause dizzy
-added easy shortcuts for testing 360 = QCB+P 720 = QCBx2+K
-remapped LVL3 to QCFx2+K
-made test power up DP+Start
part 2
-added explosion to LVL1 Megneton
-changed easy testing 360 command to QCB+K
-adjusted dmg to Upper and Glare
-Upper and jHP now add to dampener
-fixed issue with Upper dropping the combo counter
-fixed issue with wall bounce kill causing glass to appear on wrong side
-added width to jHP and K air zetto
-adjusted landing from AA throw
-increased dmg to P zettos
-P zettos keep the opponent OTG longer
-fixed issue hitting P2 from behind with Magneton
-fx stay on Jiren when he adds another layer of armor (DP+K)
-fixed lie dead anim
-Storm hyper projectiles no longer share palfx with Jiren



10/20/21
-Reworked all normals armor timings
-brought back Power Up armor
-soldified(?) Glare QCFx2+P, Storm QCFx2+P in air, and Colossal Uppercut LVL1&2 QCB+P (2P)
-added credit to lunchbillion in .def

10/14/21
-fleshed out air to ground throw
-use taunt to toggle fwd dash on and off for testing fwd dash not available in FA unless he hits the focus)
-F1 FA fixed

converted Jiren from 4.x to 5.0by going over ALLLLLL of this mess

Fix animation in state 651
Fix Focus Attack dash cancel on whiff
-Gotenks LVL2 scribble standard anim 7612 (AIR)(SFF)
-Satan LVL3 finisher standard anim 7611 (AIR)
-Satan Megaton punch standard anim 5260 (AIR)

-New anim standard 5252 - Body twist (AIR)
-Make get up time universal (AIR)
-update throws (NORMALS)
-add anti fuzzy code to jump attacks (NORMALS)
- Fix Basics limiter Helper (NORMALS)

-make sure no OTG attacks can cause infinite with new OTG system fixes in place (example is cMK fix) (NORMALS) (SPECIALS)
-full power focus makes P2 dizzy (SPECIALS)(SYSTEM)(-2-3)
-change when power charge actually begins (SYSTEM)
-change how air dash works if hold forward/back (SYSTEM)
-make sure none of your zetto counter can kill and that they do NOT give you back power (SYSTEM)
crouch guard code fix (SYSTEM or OVERRIDE)

-make jump start state not hittable by throws (OVERRIDE)
-remove extended throw invincibility from get up (OVERRIDE)
-hold button to recover (OVERRIDE)
-change invuln time after get up from 3 to 1 (OVERRIDE)
-Ground/wall spark clones fix (OVERRIDE)

Hit Ground/Wall Spark fix (OVERRIDE)(no more repeats)
Proper recovery sound[ (OVERRIDE)
-Fireball Projectile Helper Standard (HELPERS)
-Chicken Block Helper fix (HELPERS)
-move flip ko sounds to -2 (-2-3)

-when dizzy have stars above head (-2-3)
-Update emo sound and the LVL3 hyper sound (SUPERS)
-remove variable length airdash bug
-Wall Break KO
-Tien Bird Eye View animation standard 5220

-move power charge stopsnd from -3 to -2
-guard code updates
-2P dash shortcut
-update zetto commands
-Bingo Dance animation standards

-cheap ko fix
-update FA dizzy reset

==============end 10/14/21 update log ;_;================

10/13/21
-fixed issue with Fwd throw not keeping opponent on screen
-added ability to ONLY ground throw after normal throws
-increased size of ground throw hitbox
-changed how his ground to air special reacts to the edge of the screen, it no longer auto turns, and he keeps rising up to certain points once it connects
-hopefully fully finished the fixes to air P zetto
-increased active timing of P zetto counters from 15 to 18
part2
-increased speed of ground to air slam
-made normal throws have less range
-changed when envshake occurs for back throw
-changed sprpriority for coming down from back throw
-P2 goes to the correct state when killed by back throw
-reduced pausetime when air P zetto connects
-asjusted "hits" from f throw and ground throw

10/12/21
-tweaked some normals dmg
-added new grab anim
-added new back grab coded by Rawk
-added ground zetto attacks
part2
-sLK creates force stand on hit
-updated several attackdist parameters on normals
-updated timings on some normals and adjusted all jump attack clsn boxes
-added air zettos


9/23/21 JNP Log:
-finished? ex air slam
-made Hard and EX 360 toss higher and faster so P2 can hit the wall in his own stage
-can only do ground throw after EX air slam
-LVL3 hyper makes P2 face Jiren on hit
-EX TP requires meter
-added more recovery to cMP
-fixed juggle points issue

9/1/21 JNP Log:
-can now keep up with opponent when throwing them on infinite stages
-adjusted DP special
-changed/added voices to fists, DP, and 360
-reduced guard stun from D+HK
-updated walk anim
-cMP has more recovery and 1st hit has less hit stun
-added var juggle system. removed mugen default juggling
-tweaked some to hopefully fix the ground throw bug where the opponent may slide the wrong way near walls
-sLK can combo into cHK and is now -4/-2 on hit instead of -8/-4
-cMK can now combo from sLP, sLK, cLK but still too slow for cLP to combo
-adjusted sHK timing, FX, and when it becomes a standing state
-readjusted how specials can be canceled from normals (6MP > 360 will still miss)
-tried a fix for jHK ground bounce issue if canceled too soon
-cannot do EX fists if normal Fists helper is still alive
-6MP has longer startup
-updated fx for ground throw
-added ex DP special

7/25/20 Brose Log:
-Buff:
	-Both Magnetron Supers are now active on Frame 1 after superpause
-Misc:
	-Bugfix on voice-clips being cut short after a whiffed grab
	-Bugfix on burning effect from a counter hit sHK to not affect SSJ Goku
	-Bugfix on Dash-Port Grab [HCF+/K]:
		-No longer auto corrects on side switch
		-Prevents Jiren from being frozen in the corner
7/23/20 Brose Log:
-Nerf:
	-aMP range reduced
-Misc:
	-Blazing Storm [air 2QCF+P] retooled:
		-first wave fires all together
		-subsequent waves will not fire unless first one hits a target
		-number of total waves reduced
	-Animation changes to:
		-Guard frames
		-My Toes animation
		-Chip KO
		-Belmod's Orders Intro
	-Bugfix on Focus Attack causing p2 to return to idle when dizzied
	-Fwd throw ending extended
	-Bugfix on Power Up FX to play during superpause
7/1/20 Brose Log:
-Buff:
	-Started on Emo
		-Throws build meter towards finishers/take away meter from Emo
		same as SSJ Goku's teleports in his Emo mode
5/22/20 Brose Log:
-Buff:
	-New Move: Justice Falls [LP+LK in air]
		-Mid-air throw
		-Can not be comboed into
	-Increase vertical speed on Air Slam [FDF+P]
	-Reduced startup on Dash-Port [HCF+K]
	-Speed boost given from Power Up [FDF+K] increased
	-Base damage increase given from Power Up [FDF+K] increased to 1.5x (from 1.2x)
-Nerf:
	-Startup on jHP increased
	-Recovery on jHP increased
	-Armor given from Power Up [FDF+K] removed
	-Horizontal knockback on P Zetto increased
	-Vertical knockback on P Zetto decreased
	-Number of Tornado Throws that can be done in combos reduced to 1 (from 2)
	-Scaling on Tornado Throw increased
-Misc:
	-Bugfix on not being able to cancel cHK from sLK
	-Clash anim changed
	-Palette 11 changed
	-More Troopers added to Pride Trooper Winpose:
		-Hold A for Kunshi
		-Hold B for Vuon
		-Hold C for Kettle
		-Hold X for Cocette
		-Hold Y for Kasheral
	-Bugfix on Forward Throw not always doing damage
	-Bugfix on Body Crush VFX
5/21/20 Brose Log:
-Buff:
	-Z Boost move added:
      	 	-Landing the second half of sHK on COUNTER HIT will cause DOT to p2
	-Damage on EX Tornado Throw increased
	-Blockstun reduced for Jiren on:
		-sLP
		-sMP and F+MP
		-sMK
		-sHK
		-crouching punches
		-cLK
		-cMK
	-Startup on cLP reduced by 3 ticks
	-Startup on sLP reduced by 2 ticks
-Nerf:
	-Number of Tornado Throws used in combos reduced to 1 (from 2)
-Misc:
	-Belmod's Orders Intro added
	-Back Throw adjusted
	-Hitbox on aLK adjusted
	-Bugfix on cLP being an overhead
	-Air Slam has more horizontal momentum
	-Bugfix on Air Slam when used in the corner

5/5/20 Brose Log:
-Buff:
	-Scaling for combos done after Body Crush reduced
	-New Command Normal: Dropkick [while running+MK]
	-[aD+HK] buffs:
		-startup speed reduced
		-travel speed/angle increased
		-can be special cancelled from air normals on hit
		-will trip a standing enemy
-Nerf:
	-Minimum dmg on Tornado Throw reduced: 
		-To 30 (from 45) *Normal
		-To 20 (from 35) *Easy
	-Throw angle of Down Throw reduced
	-Power charge VFX change
	-Limited to 2 Tornado Throws per combo
	-Scaling for combos after Tornado Throw increased
	-Can not wall bounce after using a Tornado Throw
	-Throw angle on grounded Tornado Throw reduced
	-aHP blast hitbox reduced
	-Easy Input Mash Punch can not be extended with button presses
		-Regular Inputs can [P,P,P...]
	-Range of cMP reduced 
	-Can no longer back dash from a forward jump
	-sHP is now +3 on block (from +8)
	-Aerial kicks blockstun for Jiren increased
-Misc:
	-Body Crush quotes added
	-Bugfix on Light Dash Teleport travelling through p2
	-Magnetron input changes:
		-Regular Input = [720 motion+P]
		-Easy Input = [2HCF+P]
	-Magnetron Cage and Colossal Upper 2 SFX change
	-Hold a direction during Trooper Winpose for specific trooper:
		-Forward = TOPPO
		-Back = DYSPO
		-Down = TUPPER
		-Up = ZOIRAY
	-Bugfix on Jiren being hit out of Magnetron Impact
	-New winpose added
	-Mash Punch command changed:
		-Easy inputs [QCF+P]
		-Regular inputs [P,P,P...]
	-aD+K command changed to [aD+HK]
	-Bugfix on cHP to not wall bounce when special cancelling
	-Throwing P2 against a wall will increase combo scaling
	-Bouncing P2 off a wall will add to the hit counter
	-Win quotes added
	-Belmod's Orders intro VFX change
	-Config option to turn off flashing lights during Body Crush
	-Jumpstart increased to 4f
	-Body Crush cinematic faces proper direction
	-cLP animation change
	-Fire fx recolor
	-Bugfix on not being able to cancel aHP into Blazing Storm
	-Bugfix on not being able to dash cancel a Focus Attack
4/13/20 Brose Log:
-Buff:
	-Light Tornado Throw range increased 
	-Height of P2 increased when hit by Lvl1 Colossal Upper [2QCB+P]
	-Incread minimum dmg hitcount on Air Slam[FDF+P] to 12 (from 7)
	-Minimum dmg on Tornado Throw increased to 45/35 for easy input (from 20)
	-Minimum dmg on Body Crush end increased to 70 (from 30)
	-Minimum dmg on Glare [2QCF+P] increased to 60 (from 20)
	-Incread minimum dmg hitcount on OTG throw to 10 (from 3)
	-Minimum dmg on aHP increased to 10 (from 3)
	-Jiren is invulnerable to projectiles during Mash Punch [QCF+P]
-Nerf:
	-Tornado Throw dmg changed for strength:
		-170/171/200 for regular command
		-92/116/150 for easy command
	-Heavy Ground Tornado Throw range reduced
	-Grounded Light Attacks juggle points reduced to 7 (from 9)
	-Chop [F+MP] juggle points reduced to 7 (from 9)
	-Mash Punch no longer knocks down grounded opponents
	-Hitbox/ranges of Mash Punch [QCF+P] reduced
	-Saibamen can no longer be killed by Wall Break
	-Hurtbox during Mash Punch [QCF+P] extended
	-Reduced minimum dmg hitcount on Tornado Throw(s) to 10 hits (from 20)
-Misc:
	-Back Throw alignment change
	-Body Crush VFX added
	-Ground set for landing on sHK
	-Bugfix on not being able to dash out of Taunt
	-Mash Punch command change: [QCF+P]
	-Bugfix on Wallbreak SFX 
	-Moves that will add to scaling correctly:
		-Dash-Port Grab [HCF+holdK]
		-Colossal Upper 1 and 2 [2QCB+K/2K]
		-Mash Punch [P,P,P,...]
		-Blazing Storm [2QCF+P in air] 
		-aHP
		-Body Crush [2QCB+K]
		-Glare [2QCF+P]
		-Magneton 1 and 2 [2HCF+P/2P]
	-Distance given to Jiren if connecting with Magneton or OTG throw in the corner
	-Jiren aligned at the end of Body Crush [2QCB+K]
	-Backdash SFX adjust
	-Trooper winpose will pose closer to Jiren and switch sides depending on screen space
	-Power Charge SFX change
	-Head.pos updated
	-P2 cant be hit out of Air Slam [FDF+P]
	-Farmer and Saibamen can be hit by Lvl2 Colossal Upper [2QCB+2P]
4/6/20 Brose Log:
-Buff:
	-New Super: Magneton Impact [2HCF+P]
		-Hold UP to fire P2 diagonally upwards
		-Throw super
	-New Super: Magneton Cage [2HCF+2P]
		-Throw super
		-D.O.T
	-New Super: Colossal Upper Lvl2 [2QCB+2P]
	-Use of fwd dashing without buffs
	-Blazing Storm can be done after cHK on hit
	-Ground Tornado Throw hitbox extended
	-OTG throw causes wall splat
	-Minimum dmg on OTG throw increased to 50 (from 20)
-Nerf:
	-Ranges and hitboxes on Mash Punches reduced
	-Recovery on Medium and Heavy Mash Punch increased
	-Guard stop and pushback on Mash Punch reduced for P2
	-Reduced active time on Body Crush startup
	-Power Up retooled:
		-1 powerup with multiple buffs
		-2 second timer
		-Base damage increased to 1.2x
		-Walking speed increased
		-Armor for 1 hit
-Misc:
	-OTG throw animation change
	-GetHit animation changes
	-Blazing Storm VFX changes
	-Animations for Power Up added
	-Air Backdash animation ending change
	-Lvl1 Colossal Upper retooled:
		-Multi-hit super
	-EX Punch Barrage properly dissapears without 12 hit minimum
	-SFX added to EX Punch Barrage
	-Height added to Storm Shot when used after first hit of sHK
	-VFX added to Colossal Upper
	-Collision fixes:
		-Colossal Upper
		-Air Slam
		-Body Crush
	-Strong Man items added
	-Color fixes on sMP
	-Grey Man Cometh Intro added
2/24/20 Brose Log:
-Buff:
	-Can now switch between Power Up [FDF+K] buffs without waiting for them to time out
-Nerf:
	-Can no longer dash out of Focus Attack or Taunt without SPEED power up
	-Pushback in the corner added to flame pop of cMP
	-Flame pop on cMP cant be chained into itself
-Misc:
	-Increased hitstop on aHP blast
	-"Somebody Help!" winpose added
	-Strong Man intro added
	-Bugfix on interaction with Sugeta heavy rekka ender
	-High/Low GetHit animation change
	-Body Crush VFX added
	-Tornado Throw animations changed
	-Time Over animation added
	-Timer freeze added to startup of Body Crush [2QCB+K]
	-Mash Punch [P,P,P,...] VFX and SFX changed
	-VFX added to cMP
	-Palette 3 changed
	-360 Command Adjusted
2/4/20 Brose Log:
-Nerf:
	-Aerial punches no longer chain
	-ARMOR power up time reduced to 2 seconds (from 3)
	-Hitstun increased on cMP
	-Startup of EX Tornado Throw no longer gives meter
-Misc:
	-Easy Command for Tornando Throw added [HCB,F+P]
		-Damage reduced to 150
	-Punch Barrage [P,P,P,...] has P2 facing properly
	-cMP animation change
	-Chop SFX change
	-Power Up order change (LK = SPEED, MK = ARMOR, HK = DAMAGE)
	-Body Crush command change [2QCB+K]
	-Body Crush VFX/SFX changes
	-Bugfix on Power Up changing properties during startup
	-Bugfix on Time Over! happening during Body Crush startup
	-Bugfix on repeated Taunt while Armored
	-Fall recovery animation change
	-Clsn changes
1/31/20 Brose Log:
-Buff:
	-Lvl3 "Body Crush" added [2QCB+2K] (WIP)
		-AA Hyper
		-Unblockable
	-Power Up [FDF,K] Retooled:
		-3 different powerups (LK = Damage, MK = Speed, HK = Armor)
		-DAMAGE = 1.35x Damage Buff
		-SPEED = Increased walk speeds and access to forward dashes
		-ARMOR = Damage and Hitpause nullification
		-Does not stack
-Nerf:
	-No longer able to dash forwards without SPEED Power Up
	-Time before being able to block during Taunt increased to 30 ticks
-Misc:
	-Taunt time reduced
1/25/20 Brose Log:
-Buff:
	-Can now block during Taunt 
-Misc:
	-HCB/HCF command fix
	-aLP VFX change
	-ZWANG! VFX change
1/23/20 Brose Log:
-Buff:
	-Base damage increased
		-Taunting increases his base damage further (3x limit)
		-Being knocked down removes the buff
	-Tornado Throw(s) damage increased
	-aMK non techable on airborne enemies
	-Big Chop knocks down
-Nerf:
	-No longer invincible if Justice Glare doesnt connect
	-Damage boost on Power Up removed
	-Kick aerials are non-chainable
	-Colossal Upper damage reduced 
	-Justice Glare damage reduced
-Misc:
	-Bugfix on being able to whiff chain from sLK during a combo
	-Animation changes:
		-Get up
		-Ground Tornado Throws
	-Taunt added
	-Removed shadow on sHK/aHK flame trail
	-Bugfix on cancelling sHK into other heavies
	-Tornado Throw(s) activate wall break on kill
	-Air Dash has 45 tick timer before falling
	-cHK has proper Juggle Points
	-Bugfix on Down Throw giving full meter
	-P2 faces Jiren if hit by Justice Glare
	-Hitsparks on Justice Glare match up to SFX
	-Justice Glare and Get Lost add hits to counter correctly
1/22/20 Brose Log:
-Buff:
	-cLP startup reduced by 2 ticks
	-cLP base damage increased to 30 (from 18)
	-Focus Attack now reflects projectiles
	-F+LP moved to F+MP
-Misc:
	-cLP>cMP comboes properly
	-Bugfix on cMP freezing
	-Animation change on sHK
	-SFX changes on Justice Glare
	-SFX changes on aLP/sLP
	-SFX changes on aMP
	-Bugfix on Air Dash being held indefinitely 
	-Justice Glare triggers First Attack! properly
	-aMK has proper hitpause
	-Justice Glare kills on last hit
1/20/20 Brose Log:
-Misc:
	-Bugfix on Jiren being moved during Colossal Upper
1/20/20 Brose Log:
-Buff:
	-aLP base damage increased to 30 (from 16)
	-aMP base damage increased to 37 (from 25)
	-sMP now an overhead
	-F+LP now an overhead
-Misc:
	-SFX added to Justice Glare
	-Animation changes:
		-F+LP
		-aLP/aMP
		-sHK
	-Justice Glare brings up ZWANG background on kill
	-SFX added to Justice Glare
	-Bugfix on Flame trails moving during KO Slowdown
	-VFX on full charge Focus Attack
	-cHP causes Wall Break KO on kill
	-Bugfix on Down Throw chaining into itself
1/16/20 Brose Log FOLLOW UP:
-Guard SFX on Focus Attack changed
-cHK animation change
-Corner pushback added to Glare on block
-P2 can block Glare after superpause
-Black screen VFX on supers fixed
-Colossal Upper works properly on Farmer
-sHP VFX adjusted
-cHK hitbox adjusted
-F+LP no longer knocks down
-OTG code added to Colossal Upper
1/16/20 Brose Log:
-Buff:
	-MAX Focus Attack leads to Wall Splat
	-P Zetto Counter added
1/14/20 Brose Log:
-Buff:
	-New Super 'Justice Glare' added (Alpha ver.) [2QCF+P]
-Misc:
	-VFX/SFX on aHK changed
1/12/20 Brose Log FOLLOW UP:
-sHP SFX changed
-aHP SFX changed
-CU extended properly
-sMP 1 tick faster on recovery
-sLP SFX changed
1/11/20 Brose Log:
-Buff:
	-sHP and cMK can push forward through 1-hit projectiles
	-aHP now throws a fireball diagonally downwards
-Misc:
	-aHP animation changed
	-aHK animation changed
	-Palette fixes
1/11/20 Brose Log:
-Nerf:
	-Crumble state on sHP removed
-Misc:
	-Air Slam SFX adjusted
	-sHP anim adjusted and VFX/SFX added
	-New anims added for Satan's Megaton Punch
1/8/20 Brose Log:
-Buff:
	-P2 horizontal velocity slightly decreased on Colossal Uppercut
	-Chains from sMK made proper
-Misc:
	-Hitspark height on Focus Attack changed
	-VFX changes on air D+MK
	-SFX changed on sMK
1/7/20 Brose Log FOLLOW UP:
-Colossal Uppercut can be canceled from normals properly
-SFX for CU
-SFX and VFX on sHK adjusted
-Hit frame adjusted for sMP
-Winquote chance changed
1/7/20 Brose Log:
-Buff:
	-Startup for LK Dash-Port [HCF+LK] reducted 10 ticks
	-Colossal Uppercut can protect Jiren from projectiles
-Nerf:
	-Ground and Air dash speeds slowed
-Misc:
	-Winquotes added
	-Palette fixes on F+LP
	-SFX change on Ground-To-Air Throw [FDF+P]
	-Guard SFX changes
	-Animation changes:
		-sHK/sMK
		-MK and HK Dash-Port
		-Standing Turn Around
	-Blazing Storm can be done after the first hit of sHK
	-KRAK! Win-Screen added to Colossal Uppercut
	-ZWANG! Win-Screen added to Blazing Storm
11/28/19 Brose Log:
-Buff:
	-sMP damage increased to 35 (from 20)
-Nerf:
	-Hitpause for normals have been extended
		-"Lights" increased to 14*
		-"Mediums" increased to 16*
		-"Heavys" increased to 18*
			*not exact for every move, only averages
-Misc:
	-Guard impact SFX changed
11/28/19 Brose Log:
-Buff:
	-All Heavy Normals have increased minimum damage to 10 (from 7) and now do 10 chip damage (from 0)
	-cHK damage increased to 43 (from 33)
	-cHK on COUNTER HIT! has a different launching effect
	-Reach of cMK extended
-Misc:
	-Trajectory of Blazing Storm shots adjusted
	-Palettes 6-11 added
	-Animation changes:
		-Power Up [FDF+K], SFX changes also
		-Idle
		-VFX added to cHP
	-Trajectory of P2 when hit by cHP has been adjusted
11/24/19 Brose Log: 
-Buff:
	-Air Slam damage increased per strength to 65/70/75 (from 60)
11/14/19 Brose Log: 
-Misc:
	-Air Slam position set to 0 on start
	-cHP will return to standing state instead of crouch, after completion
	-Sprite Priority of Jiren on successful counter changed to be below P2
	-Bugfix on sHP not connecting on armored characters
	-Hitspark added to Air Slam on impact with ground
	-Aura during LK Dash-Port [HCF+LK] goes away on hit
	-Bugfix on being invincible too long after a whiffed MK or LK Dash-Port
11/12/19 Brose Log: 
-Buff:
	-Extended Counter [Start] hitbox to cover Jiren's body
	-Ground to Air Slam [FDF+P] and Dash-Port [HCF+K] can now be extended from grounded normals
	-Removed invulnerability from P2 on successful Counter
	-Can now get proper combos off a sHP
		-P2 set to Air state to prevent infinites
-Nerf:
	-Damage reduced on Ground to Air Slam to 60 (from 100)
-Misc:
	-FX added to full charge Focus Attack [MP+MK]
	-Ground to Air Slam has proper Hit Count on impact
	-New Super added (Blazing Storm) [2QCF+P] (Air Only)
	-Animation change on Mash Punch [P,P,P...]
	-Bugfix on triggering a second mash punch after the first with only 1 button press

-AFTER-THOUGHTS PATCH:
	-Hitbox adjustments:
		-cHP
		-sHK
		-Counter
	-Slight palette fixes
	-Blazing Storm wont face P2 after crossup
	-cMP fixes:
		-startup faster
		-reduced hitstun
		-added screenshake
	-Bugfix on sHP interaction with Satan 
10/26/19 Brose Log: 
-Misc:
	-Animation changes:
		-Jump descent
		-sHK
		-L Backdash [HCF+LK]
	-sHK hits reduced to 1 (from 2). No change to damage
10/23/19 Brose Log: 
-Buff:
	-Extended hitbox on sLP to be closer to Jiren
-Misc:
	-New Move: Counter [Start] (temporary)
	-Animation Changes:
		-cHP
		-Stand to Crouch/Crouch to Stand
		-Counter

10/3/19 Brose Log: 
-Misc:
	-Animation changes:
		-sLP/sLK/cLK/cMK
		-Ground to Air Throw [FDF+P]
07/25/19 Brose Log: Long Time, No Update Edition
------------------------------------
Misc
-Fixed bug that caused P2 to teleport to Jiren after successful Back Throw
-Updated Palette 1
-sLP and sMP have updated animations
-Sucessful Get Lost has a new animation
05/09/19 Brose Log
------------------------------------
Buffs
-cMP hit time reduced to 5 (from 15)
Nerfs
-cHK is only 1 hit (for now)
Misc
-P2 now has a 0 width in Get Lost custom state, to better pass thru Jiren
-sLK has a new animation
-cHK has a new animation
-Rock Spike and Rock Slab are now immune to Hyper Projectiles
4/28/19 Brose Log
------------------------------------
Nerfs
-Increased hitstun on second hit of cHK to 18 (from 15)
Misc
-Voices lines added
-Successful Get Lost no longer has Jiren sliding
-MK and HK Get Lost share the same animation
-MK and HK Get Lost now pass thru opponents
4/18/19 Brose Log
------------------------------------
Buffs
-cSK hitstun is reduced to 8 (from 15) on first hit, and 10 (from 15) on second hit
Nerfs
-HK version of Get Lost Grab wont hit crouching opponents
-Jiren isnt invincible on the startup of Get Lost
Misc
-Second hit of cSK has new sound
-Successful Get Lost Grab is reworked
4/17/19 Brose Log
------------------------------------
-New sound on Get Lost startup
-Wont turn around when whiffing Get Lost in the corner
-New timing when appearing behind P2 on Light Get Lost
-New hit sounds on heavy kick moves

4/11/19 Brose Log
------------------------------------
-added Get Lost
-3 new palettes added

2/21/19 
------------------------------------
-updated armor
-new sLP and sMP
-updated F+MP
-new cLP
-updated cMP and cSP
-updated focus(temp disabled reflect)
-updated jump anims
-added recovery near ground
-fixed more armor issues
-cSK hits earlier
-fixed limiter on jSK ground bouncs
-created limiter for air 360




2/12/19 
------------------------------------
-revamped his armor to be more like Juggernaut

2/8/19 
------------------------------------
-many tweaks to 360 spins
-Full power focus now makes P2 have sounds and impact fx when they hit the wall
-added new sounds to sLK, Focus, and Power up
-updated the SK whoosh sound
-Can no longer stay Powered Up while charging energy
-added a P2 color

2/7/19 part 2
------------------------------------
-tweaked Focus reflect boxes
-added hurtboxes to power up
-removed damage reducer while armored
-fixed air block vanishing
-edited back dash anim
-added more width to Fwd throw so it looks okay at edge of screen
-changed back throw
-fixed red glow on 360+P
-tweaked range before air dash falls
-fixed issue with Jiren going under the ground 
-added rocks when opponent hits ground from F Throw
-changed glow fx from powered up armor

2/7/19 
------------------------------------
-added dash collision
-Added OTG throw
-Added focus attack
-Added Armor power up DP+K
-Updated guard anims

2/2/19 
------------------------------------
-fixed issue with tripped anim
-I think I fixed the clones issue with FISTS
-tweaked back throw anim
-should no longer create after images in sSP when hit

2/1/19 
------------------------------------
-I think I finished both normal grabs

1/25/19 part 2
------------------------------------
-fixed more air basics gethit sounds
-rock slab can hit OTG cSP

1/25/19 
------------------------------------
-more various sound updates
-After images of sSP now get removed if Jiren is hit out of the anim
-reduced juggle points given from air attacks from 7 to 5
-added a delay between EX FISTS
-reduced amount or power projectile fists give

1/24/19 
------------------------------------
-more wooshes added to 360 spins
-tweaked jump anim timings
-added after images to sSP and added an extra frame to recovery
-last hit of EX Fists rockets them back
-fixed alignment on jSP
-fixed alignment on cSK landing
-adjusted speed and destination of homing air dash
-Swap the impact sounds for SP and SK.
--DONE
-His j.MP uses the MP whoosh sound, not the SP whoosh sound that both his st. and cr. MP attacks use.
--FIXED
-His cr.MK and j.MK uses the MK whoosh sound, not the SK whoosh sound that his st. MK attack uses.
--FIXED
-The exact same thing as above but with his LK attacks.
--FIXED
-Add this sound to the st.LK coming out : https://vocaroo.com/i/s0rluidVG9VI
--ADDED
-The Somersault Kick whoosh sound could be added (not replace but add) to his cr.SK : https://vocaroo.com/i/s09l0vOWR3CV
--ADDED
-Stronger whoosh sound for all three of his SK attacks: https://vocaroo.com/i/s0giV8dRpVts
--ADDED
-Use this sound for the impact of FISTS : https://vocaroo.com/i/s0dQW6LR7EvZ
--ADDED
-The sounds you used for his ground dashes are commonly used for the dash-stop. The actual dashing sound should be the same one as those used in his air dash.
--FIXED
-When you connect with the grab of his 360 throw, it sounds like it plays 2 impact sounds on top of each other, doesn't sound great.
--FIXED
-Each next spin of his 360 throw should use a slightly faster version of the current whoosh sound.
 So, LP would remain as is. MP (which adds a spin before the throw) plays the same sound for the first spin and a faster sound for the second spin.
 SP adds an even faster sound for the third spin. EX adds yet another.
 MP (second spin) : https://vocaroo.com/i/s06ehqnRgpuY
 SP (third spin) : https://vocaroo.com/i/s09JnNBvntBK
 EX (fourth spin) : https://vocaroo.com/i/s0LvFrgHid8T
--ADDED
-He is missing a charging sound for his Power Charge. Try using the one from Babidi
--ADDED
-When close enough, his st.LK hits twice (both the foot and the 'dust'). Imo that looks and sounds bad. I'd remove the hitbox from his foot and keep just the one on the dust.
--DONE
-Try tweaking the timing of his st.MK frames a bit. It feels slower (the rotation) than his st.SK.
--TWEAKED
-Dunno if intentional or not, but you can't combo into his f+MP from his LP/LK attacks.
--Can now combo from light and into strong
 And for the SP version, it should just take a few more ticks for p2 to reach the ground after hitting the wall.
--SLOWED DOWN
-You never added my feet-edited version of his spin for the air version.
-ADDED

1/22/19 
------------------------------------
-fixed infinite when Jiren is in dorner using MP/SP FISTS
-cSP no longer hits after slab

1/18/19 
------------------------------------
-fixed bug with specials coming from cHK
-Can now cancel cHK into air 360 on hit

1/17/19 part two
------------------------------------
-removed ability to SJ after cHK
-fixed wall splat going upwards on impact
-fixed spin fx on EX air 360
-tweaked jLP, jLK,jMK,sLK,sMK,sSK,sSP, and cSK various anim and/or hit properties
-made mash HP super easy
-fixed issue with pushback on guarded FISTS
-adjusted power charge timings
-made air dash a homing dash
-adjusted hitsparks for FISTS

1/17/19 
------------------------------------
-adjustments to normals CLSN
-tweaked guard anims
-dash forward CLSN and width adjusted
-adjusted flip ko and bounce off ground anims
-fixed issue with sHP custom state on hit when cancelled into a special
-adjusted pushback dmg and order on FISTS
-fixed screen slide during 30 throw
-added air 360 + p or 2P for ex

1/10/19 
------------------------------------
-Updated Armor Code
-Gave more life (1300)
-Increased amount of points juggling gives
-Changed FISTS to be rapid punch (again)

10/25/18 
------------------------------------
-fixed issue with sSP on hit and added KD limiter
-fixed issue with cSK chaining into air FISTS and reduced height for cSK
-tweaked FISTS


10/24/18 
------------------------------------
-fixed chaining and issues with rock canceling
=added air dash
-adjusted clap vels and added Buu clap snd
-Command Throw now moves forward and uses 360 command
-added armor to active hit frames
NEW
-added Rapid punch with charge back forward + punch and QCF+P

10/23/18 
------------------------------------
-disabled air throw
-finished all basics
-Basics still need a bit of fine tuning for chaining and right now you can cancel a basic into another basic if you hit with the rocks from sLK and cSP
these will be fixed soon 

10/21/18 
------------------------------------
-updated all standing kick anims

10/20/18 
------------------------------------
-added cMP
-changed woosh and hitsounds for all basics

10/19/18 
------------------------------------
-updated sSP
-added cLP

10/18/18 
------------------------------------
-updated sMK and sSK

10/16/18 
------------------------------------
-added Ethan updated sff
-updated some gethit anims
-aligned get up better
-added new sLP
-added new sMP
-updated sSP
-updated small port
-added dust fx to back dash and changed the length of time he dashes
-added all 3 standing kicks