Version 6.2:
 - Removed unused variable coding in -3
 - Updated some more palettes

Version 6.1:
 - New small icon (credit to ValleryTheNepGamer96)
 - Touched up more palettes and reordered them a bit
  - Default palettes are all now references to something - orginals have been moved to extra palettes
 - Fixed AI helpers appearing when playing normally
 - Optimized .sff and .air file to remove unused sprites and animations
 - Super Fairy Ram now uses new effects from Regular and EX Fairy Ram

Version 6: 
 - New visual effects
 - Touched up some palettes
 - Fixed sprite allignment of the hitsparks 
 - Fixed not being able to throw while air dashing as a human player
 - Improved the falling intro a bit
 - Fixed landing sound not playing in the Jump in intro
 - Redid a lot of win quotes and removed ones that felt out of character
 - Fixed Super Fairy Ram's attribute being labeled as a special move
 - Removed Juggle Points, go crazy with the combos
 - Greatly buffed Checkerboard Chase (felt underpowered compared to her other supers, now should be a lot better)
 - Crystal Uppercut can now be air teched if hit again (done to prevent infinites with the removed juggles)
 - Improved the AI yet again

Version 5.91:
 - Fixed an issue where the AI would use Crystal Uppercut at inappropriate times

Version 5.9: 
 - Slightly increased her horizontal jumping velocity
 - Added facep2 to grounded attack states
 - Dashes are now bufferable
 - Can no longer air dash during a back dash
 - Crystal Blast has been buffed and had its effects overhauled
 - Removed VelMul and Gravity state controllers from air dash fall states
 - Fairy Uppercut reworked:
  - Renamed to Crystal Uppercut
  - Startup reduced (6 frames > 3)
  - Non EX version landing recovery reduced (10 > 5)
  - Greatly increased range
  - Normalized physics
 - More new effects
 - Improved the AI again

Version 5.8:
 - Redid big portrait (now properly indexed)
 - Remade Palette Selector text and made it more "animated"	
 - Fixed some CS issues
 - Fixed liedown animations using the incorrect sprite
 - Fixed one of her default win quotes not showing up
 - Fixed her dizzy effect
 - Fixed her gethit sounds playing at incorrect times
 - Fixed moves involving her crystal casuing it be dislocated from her
 - Fixed Ribbon Otoshi using x/y/z to attack when using a/b/c controls
 - Improved dash in intro
 - Added width controller to her throw
 - Changed variable height code to the newest version made by POTS (used in my latest characters)
 - Added POTS' corner push code
 - Can now instantly act from landing
 - Increased hitbox sizes of standing and crouching heavy attacks and Fairy Ram to make comboing into them more consistent
 - Grounded normals now have 'fall.recovertime = 30' added to make combos consistent
 - Dodge Attack can no longer be recovered from
 - Shard Gun's homing is smoother
 - New effects
 - Improved the AI

Version 5.7:
 - Added brand new hyper backgrounds
 - Air Dash effects are now pink
 - Added Sergio P's Dio Brando palette
 - Improved the AI's accuracy with Ribbon Rush against aerial opponents
 - Hitboxes for aerial normals have been slightly increased to make air combos more consistent
 - Added the AI Blocking Safeguard system 
 - Marginally increased damage on Ribbon Rush and Checkerboard Chase

Version 5.6:
 - Fixed AI not blocking correctly (especially when it came to projectiles)
 - Crystal Blast has less recovery frames
 - Crystal Blast's hittime has been increased slightly (25 > 27)
 - Crystal Blast's damage has been increased slightly
 - Dodge Attack has been given 2 extra I frames and its hitbox has been made a little bit bigger
 - Super Fairy Ram now has full I-frames (consistent with her other hypers)
 - Changed guard sparks and sound
 - Fixed Fairy Uppercut and the last hit of Dedede's attack not having guard sparks

Version 5.5:
- Added more alternate portraits from Sergio P.
- Fixed Shard Gun Blast's Blast being affected by PalFX
- Fixed a couple color separation errors in some sprites 
- Crystal Ribbon:
 - Life and Meter Gain increased
 - Can now always air tech
 - Damage requirement to KO (not in 12p mode) increased to 300 (from 150)
 - Crystal Ribbon now gains full invinicibilty when her moves make contact
 - Damage multiplier increased to 3 (from 2)
 - 12P damage multiplier increased to 10 (from 5)
 - More Crystals appear during Crystal Rain and the move has a wider range
 - Added end of round regen

Version 5.2.1:
- Rest of the unused sprites removed (thanks Sergio P!)
- Added Sergio P's portrait as an alternate
- Fixed palette error in the default portrait 

Version 5.2:
- Some sprite fixes
- Fixed an error with the Cirno palette
- Hurtboxes of taunt changed to match the standing hurtboxes
- Extended the hitbox of aerial light attack to make combos more consistent against some characters
- Added an option in the config that allows her to sparkle like in Star Allies (Normal Ribbon only)
- Added more palettes for Crystal Ribbon - now has 12 unique palettes
- Some visual fixes with Crystal Ribbon
- Removed some unused sprites


Version 5.11:
- Added Sergio P's Cirno palette with edits by me
- Included JtheSaltyy's small portrait as an alternate one (check out more of his portraits here: https://mugenguild.com/forum/topics/-jthesaltyys-portrait-thread-requests-closed-192574.0.html)
- Special Intro against Kirby no longer plays when fighting Shadow Kirby (my version)
- Added a win quote against Shadow Kirby
- Changed commands for air recovery

Version 5.1:
 - Corrected command priority for 'Shoryuken' speicals
 - Updated EX effects
 - Added a custom power bar (can be disabled in the config.txt)
 - Fixed Level 1 Hyper Background not working properly in 1.0
 - Updated small portrait a little bit
 - Fixed EX Fairy Uppercut not adding to scaling 
 - Adjusted hit velocities of EX Fairy Uppercut to reduce loops
 - A few AI tweaks and fixes

Version 5.01:
 - Fixed Shard Gun Blast using the wrong hitspark

Version 5:
 - Buffering added!
 - Her AI has been improved now scales with the in-game difficulty setting
 - Updated Sprites:
  - Palettes have had their shading changed in one or another
  - Default palette has been updated to be closer to Star Allies.
  - Keke palette has been redone, now based on her apperence in Kirby 64.
  - Crystals have reduced transparency and have a darker blue to make them easier to see in stages with white backgrounds.
  - More palettes added!
 - Hitboxes improved
 - Improved some more animations
 - New visual and sound effects
 - Some of her voice clips are louder to make them easier to hear
 - Increased fall recovery time from normals to prevent characters from escaping in the middle of combos
 - Fixed a glitch where you could cancel Fairy Ram indefinitely if you hit someone with Crystal Blast
 - Spotdodge attack has less blockstun
 - Minimum damage scaling reduced from 30% to 10%
 - All Assists:
  - The calling animation has much less recovery to it (24 > 18)
  - Voice clip plays earlier and always plays (assists are easier to react to)
  - The time it takes to call another assist is generally longer
  - Start up times for assists have been adjusted
 - Shard Gun:
  - Will now always fire a fixed amount of shots (done to fix a bug)
  - Greatly improved homing
  - Increased travel speed of the crystals
  - Now has much less endlag
  - Pause time has been reduced to 2 for the opponent (all crystals now push the opponent)
  - Reduced damage
  - Now affected by damage scaling and also adds to it
 - Crystal Blast:
  - Now affected by damage scaling
 - New Move: Fairy Flip
  - F, D, DF, x
  - Ribbon jumps from the ground and does a 'flip'
  - She is invincible against grounded and crouching attacks and all projectiles
  - She can act out of it with any normal air attack
  - She suffers a bit of recovery when landing after using it
- New Move: Ribbon Otoshi
  - F, D, DF, y
  - Does a move inspired by Sakura Otoshi
  - Press Y to combo three downward punches
 - All hypers have had their damage adjusted, a bit higher overall.
 - Ribbon Rush:
  - Minimum scaling set to 70%, same as other hypers. (No longer unaffected by scaling)
  - Now adds to scaling
 - Super Fairy Ram
  - Minimum scaling set to 70%, same as other hypers. (No longer unaffected by scaling)
 - A lot of other changes I forgot to list here lol

Version 4.5:
 - Fixed grounded throw not working in Simul
 - Fixed palette selector in watch mode
 - Fixed an issue where the aerial version of 'assist call' animation could changed the diagnol variant at anytime during the move.
 - Added 'Target Facing' code from POTS
 - Overall meter gain increased
 - Crystal Blast:
  - Hitbox lasts very slightly longer
  - Slightly increased damage and reduced scaling
 - Shard Gun:
  - Damage per crystal increased very slightly
  - Increased pushback
  - Increased hittime
  - Reduced endlag
 - Ribbon Rush
  - Increased pausetime and hittime for opponents to prevent them from acting out of it
- Crystal Ribbon:
 - Fixed afterimages during dodges
 - Now has 2 new palettes (Ruby and Emerald)
 - Added 12p mode!
  - 50% defence increased
  - Walk and Run speeds are doubled
  - Damage multiplier is 5 instead of 2
  - Life and Power regen are doubled
  - Damage requirement to be KO'd is raised to 500
  - Projectile immunity in addtion to the throw immunity

Version 4:

- Sprites and Palettes updated
 - The bottom of her dress no longer has 'white diamonds' on them.
 - Her legs now have white pants on them.
 - Fixed a few inconsistenties
 - Eye colors have been adjusted to match Star Allies better
 - New small portrait
- Palette selector added! Up to 25 palettes are now selectable!
- Improved some animations
- Added new sounds and effects
- Added damage scaling
- Normals adjusted to be more refined
- You can now block during air dashes
- Air Dashes travel a bit farther
- Air Dodge added
- Fixed more aligments of sprites
- Special meter gain (65 > 85 (Crystal Blast and Fairy Ram)/105 (Shard Gun)
- Fixed Shard Gun's ending state giving meter
- New Attack: Dodge attack! Press any of the buttons for normal attacks during a neutral dodge.
- Crystal Blast:
 - Increased damage
 - Increased knockback on normal version
 - EX version now always knocks down
 - Reduced Juggle point usage
- Fairy Ram:
 - Has more pushback on block and has more blockstun
 - Grounded versions deal more damage (80/110 > 90/120)
 - EX Fairy Ram has more chip damage on the grounded version (10 > 15), matches the air version.
 - Increased time it takes to air tech to prevent characters from escaping in the middle of combos.
 - No longer 'trips' aerial opponents
 - Normal aerial version now use 'pos y > -vel y' to match to the other versions.
 - Reduced Juggle point usage
- All Assists:
 - Now cancelable from normal attacks (like specials)
- Kirby Assist:
 - It has less start up
 - Increased priority
 - Opponent pause time increased (8 > 10)
 - Increased active frames
- Waddle Dee:
 - Completley redone!
 - Waddle Dee now rides in the cart from Kirby 64 (credits to Ganava for sprites)
 - Is now a multihit assist with a finishing hit
 - Increased priority
 - Total damage increased (40 > 70)
 - Velocity reducded slightly
- Ribbon Rush:
 - Damage increased
 - Priority increased
 - Now activates on block again (bugfix)
 - Fixed the move using more juggle points than intended
 - Now has full immunity to projectiles and throws on startup
 - Fixed it being used in the air
- Fairy Uppercut
 - Reduced Juggle point usage
 - Increased gravity when falling.
- Super Fairy Ram:
 - Damage Increased (160 (hit), 20 (block) > 180,30)
- Crystal Rain:
 - Adjustments made to make it more consistent
 - Reducded meter gain from hitting the crystals
- Shard Gun Blast:
 - Increased size of the blast
- More AI improvements
- Completely new mode: Crystal Ribbon! (as a seperate def)
 - Attack power is doubled
 - Life and Power regeneration (life regens at a slower rate compared to power)
 - Shard Gun Blast is unblockable
 - Throw immunity
 - Can only be KO'd by an attack that deals more than 150 damage or a combo






Version 3:

- Added new effects for guard sparks and landing.
- Properly aligned head and mid pos 
- Fixed alignment of hitsparks
- Fixed the alignment of some sprites
- Fixed a crash when Ribbon got up from a liedown
- Added an Air Throw 
- Expanded the list of characters for her 10th victory quote
- Correctly labeled some states as 'idle'
- Crystal Rain fixes (debug overflow and position influence).
- Now has a victory quote against Luigi (she already did, but it went unused due to an oversight).
- Life reverted to 850
- Ribbon Rush now uses a hitdef instead a changestate to detect opponents in front of her
- Ribbon Rush's last hit now extends farther back, should remove or at least reduce moments where it whiffs
- Super Fairy Ram can no longer hit the wall on start up (bug fix)
- A few CLSN improvments
- Added a new portrait (credits to TheAdorableOshawott)
- Added config - can be used to change controls and damage output.
- AI improvements

Possible changes for future updates:
 - New moves
 - Replace Waddle Dee with Adeleine 

Unlikely changes:
 - Sprite overhaul (I'm not a very talented artist so someone would have to do it for me.  If you do want to make better sprites, you are free to do so).




Version 2:

- Sprite quality improved slightly 
- New sounds
- New intro
- New palettes

- BALANCE -

- Life reduced to 800 (from 850)

Specials:

 * Crystal Blast
  - Can be canceled into other moves (Fairy Ram and Hypers)

 * Shard Gun
  - Increased advantage on hit
  - Reduced recovery time

Hypers:
- Ribbon is now invincible during all hypers

 * Ribbon Rush
   - Revamped: Much more effective overall 
   - Afterimages added
 
 * Crystal Rain
   - Crystals now take the ScreenPos in consideration for spawning
   - Damage reduced
   - Recovery time (10 ticks > 20)
   - Can now be blocked while crouching 
   - Crystals now have afterimages
   - Horizontal position can now be influenced by holding left or right
   - Now forces fall
   
 * Shard Gun Blast
   - Increased size of blast
   - Slightly reduced damage










