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OHSMBY Style Notes
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Things to pay attention when making OHSMBY characters. I've been following these ruleset
myself. if you want your character to look like your typical OHMSBY release, just follow
them.
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Notes
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This was made by ZolidSone, and edited by me.
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-Small Portrait must match the Big Portrait. (You usually need to make one yourself.) 
-Image Group 6114, 7001, 7002,6, 7003, 7004, 7016,0, 7016,1, and 8005 need to have matching colors. Heavy attack Vignette color can be different.
-Grab Attempt needs to have 5 startup and 3 active frames, while Running Grab Attempt is 3 startup and 3 active frames.
-Both Burst and Ultra Burst needs to have 45 frames/ticks.
-All attacks show the counter message while the opponent is attacking. (Counter message will appear automatically. But need to be manually added when using a helper.)
-All hitsparks, guard sparks, shockwaves and effects aren't misaligned.
-All specials, force breaks, both distortion drives and astral heat have the correct attribute flag and deals chip damage upon block.
-If a special is used as a command normal, the attribute flag is still V and deals chip damage, but doesn't chip kill.
-All reversals have increased cornerpush on the last hit.
-No effects continues playing and follows the character when rapid canceling.
-No effects shares the palfx nor have delay when using force breaks.
-All force breaks can be used 4 consecutive times with 0 meter remaining unless a special is required to perform it.
-All force breaks and distortion drives do not gain meter when it hits the opponent.
-Distortion drives chip kill on the first hit unless it puts them on a custom state to prevent the finish animation from being delayed or played multiple times.
-Distortion drive finish BGs are layered correctly so the Burst icon and Red Xs aren't present during them. (Should be automatically hidden unless you mess something with the distortion code. or a rouge helper being the culprit.)
-Both characters and effects temporary freeze during the distortion drive finish BGs. (Should be automatically paused unless pausemovetime & supermovetime are tampered.)
-The hitspark on the astral heat doesn't play when it hits if them and the opponent are placed on fixed positions.
-The guard spark on the astral heat when it's blocked is not misaligned and doesn't chip kill.
-All throw based astral heat startups are unblockable with certain exceptions.
-The amount of meter on the lifebar remains 0 during the astral heat winpose.
-The vignette animation is layered in front with envshake. (Anim group 6985-6986 in R_KFM.air.)
-Ultra Bursting resets the damage dampener.
-The Burst icon goes inactive and doesn't disappear when defeated while in Ultra Burst.
-Burst icons are layered correctly and can't be seen during anyone's astral heat (Layerno of -7, while Red Xs are -6).
-Have "This Is Me Compatibility" with OHMSBY's Faust. (Anim group 5317 in R_KFM.air.)

-Dusts:
Small Sliding Dust (Used during certain running animations & run stop)
Large Sliding Dust (Used when forward dashing, attacks & running throw)
Dodge Dust (Used on dodges and has a different sound effect)

-Air Dash:
New (Used in the air) (Anim group 6151, 6152, 6153 in R_KFM.air. Usually accompanied with Sound group 101,0 in R_KFM.snd.)
Old (Used on the ground and for special attacks) (Anim group 6150 in R_KFM.air. Usually accompanied with Sound group 101,0 in R_KFM.snd.)

-Shockwaves:
Normal Ground Shockwave (Layered behind)
Strong Ground Shockwave (Layered in front)
Normal Wall Bounce (Layered behind)
Strong Wall Bounce (Layered in front with envshake)
(Shockwaves uses the systems files instead of from the character.)

-Palfx Colors:
Rapid Canceling (Blink White)
Dodge (Glow White)
Force Breaks (Flash)
Distortion Drive (Blink Blue)

-Attribute Flags:
Specials/Force Breaks (S)
Forward/Backwards/Running/Air Throws (Rope)
Distortion Drives/Astral Heat (H)

-Sprites/Anim Placement
0 - Idle
102 - Air Dash Forward
103 - Air Dash Back
105 - Back Dash
106 - Back Dash Land
120-152 - Guard
160 - Dodge
161 - Dodge Forward
162 - Air Dodge
170 - Time Out
181 - Round Win
182 - Match Win
183 - Astral Win
191 - Intro
192-194 - Vs. Intro
196-199 - Vs. Intro End
200 - 5A
201 - 5AA
202 - 5AAA
203 - 5AAAA
204 - Guard Cancel
210 - 5B
211 - 5BB/5[B] (Optional)
212 - 5BBB (Optional)
300 - 4A
230 - 66A
240 - 66B
400 - 2A
410 - 2B
420 - 2C
600 - jA
610 - jB
620 - jC
1000-1500 - Special Attacks (EX attacks uses for example group 1002, 1102, 1202, etc. But you're free to use any state group.)
3000 - Distortion 1
3050 - Distortion 2 
3900 - Astral Heat
4000 - Exceed Accel Attempt
4100 - Exceed Accel Level 1
4200 - Exceed Accel Level 2
5300 - Stunned
5315 - Faust Sprite Compatibility
5316 - Powered Ciel Sprite Compatibility (Optional)
5317-5318 - Coco Kiryu Sprite Compatibility
5501 - Collapse
9689 - Tomoka Minato Sprite Compatibility (Optional)
8000 - Burst
8060 - Ultra Burst
9999 - Blank
(Refer to any OHSMBY characters for reference.)

-Voicelines/Sound Placement
11 - KO
151 - Block
161 - Dodge
162 - Dodge Forward
170 - Time Out
181 - Round Win
182 - Match Win
183 - Astral Win
191 - Intro
192-194 - Vs. Intro
200 - Medium Attack
204 - Guard Cancel
210 - Heavy Attack
211-215 - Charged Attack
300 - Light Attack
500 - Sound Effects
1000-1500 - Special Attacks (EX attacks uses for example group 1002, 1102, 1202, etc. But you're free to use any state group.)
3001 - Distortion 1
3050 - Distortion 2 
3900 - Astral Heat
4000 - Exceed Accel
5000 - Light Get Hit
5001 - Medium Get Hit
5002 - Heavy Get Hit
5210 - Recovery
8000,0-8000,1 - Burst
8000,2 - Ultra Burst
8999 - Perfect (System Voicelines) - Need to match source game.
(Refer to any OHSMBY characters for reference.)

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