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New features for the Template:

Format:------------------------------------------------
---Feature
	--- Command
			---Description
				*ExtraInfo
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--- Roll added at states: **,**
	-- Command: Kick + Kick (Can also be used as downed as Recovery Roll)


--- Push Block / Advancing Guard added at states 700.
	-- Command: Punch + Punch while guarding. 
		 	-- The code for Push Block was taken at MugenGuild Public Thread by **
				*Credits for **,**

--- Smash Strong Punch (States 225)
	-- Command: C
			-- Strong Punch usually is used as a launcher attack but will be replaced if the enemy near is 
			-- downed by a Smash Punch to hit the enemy in liedown state.
				*Read the Hints to properly remove if you dont want this feature

--- Running Attacks states (300 for Punch and 310 for Kick)
	-- Command: C and X (while Running
			-- Strong attacks used while Running Foward (Dash) will be replaced for a faster move.
				*Recommended chain it with Specials

--- Combo Shaking using Var(40)
			-- Increase var 40 everytime an standard attack hits the oponent, at certain amount the attacks
			-- starts shake the screen and use strong hit sparks/sounds.

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Modified:
--- Offscreen Run
--- GetHits now will skip the first frame of the animation ignoring the hitpause making it properly shows the 'motion effect"
--- Custom Sparks removed in order to properly work with the screenpacks.
--- Little AI fixes in order to make the character more "humanized"
--- Colored Stripes removed. That was a personal modification with no logical purpose but my only taste.
--- HyperBG
	--- The main BG animation was replaced by a dark static sprite. Its nothing wrong with the common one but I felt
	--- its doesnt work very nicely with glow effects. *Check the Hints to back for the original.
	--- Stripes: Since I replaced the colored stripes that are being used by the HyperBG it allows me to make sort of
	--- "angular feel adjustment". check the Hint section to know more about it.
--- Minor Changes at hitdefs and some effects.

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Char Custom Config:

Var(41) --- CustomSparks	
Set this var to 1 to activate custom sparks for the moves.
-When 0 all the hitdefs will use the screenpack common sparks instead the custom ones of the character.

Var(42) --- Disable Vertical Mechanic
Set this var to 0 to deactivate all the Vertical mechanic of the character.
-Disable Superjump and Launchers
-Launch attacks hitdefs will be affected making it not launching the oponent for a very high distance.

Var(43) --- AI Spam Control
Set this var to adjust the random behavior in the AI of the character.
-Increase this will make him use more times the specials, decrease less.
-Decrease to 0 will disable the specials and hypers.

Var(44) --- AI Predict Control
Works exactly as the above but this affects the predict behavior of the character.
Examples: Increase this will make the character rolls anytime a proj is released by the enemy.
	(making him very difficult to be hitted). The same for AntiAir moves (if properly coded).

Var(45) --- AI Hyper Control
Unlikely the others AIControls, this var is used to control when the character CAN use a Hyper based in the POWERBAR level
giving the sense of the AI is saving power to a especificaly movement.

Example:
	>AI Hyper Control is set for 200.
	>Character will be able to use the Level 1 hyper when the powerbar is between 1000 and 1200 (1000+Var)
	>The chances for use the hyper will be the same of the AISpamControl var.
	> If the character pass the 1200 he will save his power untill reach Level 2
	> Level 2 hyper will be able to use between 2000 and 2200.
		*Level 3 should not be affected

This is to prevent the character to never use all his hypers due to the fact he is always using the Level 1 before get the Level 2

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Hints:
--- To remove any unwished feature I recommend just use dot-coma on the command lines and dont touch the code to easily update on future,
--- For remove Smash Punch you will also has to remove the triggerall that block the common punch to be used when enemy is downed in the command state. (triggerall = (enemynear, statetype = L)

--- Use the AIPredictControl var instead of AISpamControl var in specials that can be used as Dodge or AntiAir




