==1.0.3 (4/16/23) - 1.0.3.2 (4/27/23)==
Changed Super Jump to give the player an incentive to hold it for longer. Also fixed damage scaling-related issues tied to it.
As usual, general bugfixes (a lot of which were Simul-related -_-) and QOL changes.

*[Buff] - If held longer, Super Jump will deal more damage and fly up faster.
*[Buff] - You should now be able to Roman Cancel out of the Headbutt throw.
*[Nerf] - Initial damage for Super Jump is very slightly lower.
*[Bugfix] - Rewrote how putting opponents in the dizzy state in Shotgun is handled a little bit. (Was probably not necessary because of the custom fall state changes but eh)
*[Bugfix] - Fixed debug error on Treasure winpose.
*[Bugfix] - Rank down SFX now properly plays when going from P down to A.
*[Bugfix] - Non-charged Super Jump is now affected by damage scaling.
*[Bugfix] - Super Jump now applies damage scaling.
*[Bugfix] - The Bite throw is now properly classified as a standing move.
*[Change] - Shotgun and Breaking Point are now attributed as throws.
*[Change] - State 1150 now puts the opponent in a custom animation instead of the dizzy animation.
*[Change] - Increased length on afterimages
*[Change] - Custom fall states will no longer be applied to opponents if the player has more than one target (to prevent undesired behaviors in Simul mode)
*[Change] - Peppino is now invulnerable during the end of Breaking Point.
*[Change] - Sorted changelog by 1.0.x versions

Possibly a few less relevant changes arent listed here


==1.0.2 (4/14/23) - 1.0.2.1 (4/15/23)==
A good handful of bugfixes and QOL improvements. While he recieved some nerfs, these are moreso just to prevent him from performing infinites or 0-death combos.
He is relatively unchanged moveset-wise besides Suplex.

*[Bugfix] - Peppino should no longer be stuck due to a bug regarding Shotgun during Simul Mode. I don't know if there is any way to truly fix the bug but I at least tried to make it so that it is less problematic.
*[Bugfix] = Peppino now waits until animelem 6 in Shotgun until he starts shooting opponents. Should make the move function as it should when it hits aerial opponents.
*[Nerf/Bugfix] - Reworked Aerial IPS to prevent infinites revolving around Suplex's Long Jump
*[Nerf] - Can no longer perform Long Jump out of Suplex if the aerial IPS's count goes over 3 (to prevent 0-death combos via Roman Cancelling Body Slam)
*[Nerf] - Decreased Damage Dampener limit (0.25 -> 0.2)
*[Change] - Replaced most SSBU SFX with UMvC3 SFX
*[Change] - Made SFX louder in general
*[Change] - Hyper Portrait starts moving back faster
*[Change] - Made the proper treasures appear in Mansion and Strongcold
*[Change] - Rewrote the treasure winpose a bit to make it less laggy in certain MUGEN versions


==1.0.1 (4/12/23)==
Hotfix that fixed a very problematic crash in Simul Mode.

*[Buff] - Removed velocity dampen code on OTG moves
*[Bugfix] - Fixed crash in Simul mode when Peppino OTGs multiple opponents on the same frame


==1.0 (4/11/23) - 1.0.0.1 (4/11/23)==
Tiny hotfix released very shortly after his initial release. Besides changing his anim.air a bit, nothing was changed gameplay-wise.

*[Bugfix] - Fixed Peppino disappearing during spotdodge