Contains assorted patches for the following characters.

WARNING: Does *NOT* contain the full characters, you will need the original character for these patches to work!!!

Adon by Vs Debuts
Beast by GladiaCloud, MotorRoach, and Kenshiro99
Cody by Gou-San & VsDebuts
Dormammu by GladiaCloud, AI patch by Vorse_Raidier (you need both)
Felicia by ahuron & RedHot
Gallon by VsDebuts
Hal Jordan by Enzo, Buyog2099, Arque, and McCready
Jedah by VS Debuts
Jubilee by Gladiacloud, ShinZankura & Kenshiro99
Karin by Beximus
Lei-Lei by VS Debuts
Marrow by Buckus
MechGouki by MystikBlaze
Megaman by DG
Nightcrawler (Legacy of Heroes 1.1) by 087-b, DarkWolf13
Psylocke by WhiteMagic2002
Rose by Beximus
Sagat by VS Debuts
Sasquatch by VS Debuts
Sonson by FerchoGTX, RyouWin, Kong & RedHot
Strong Guy by McCready, GokuSSJ4, Buyog2099 & DG (1.0 release)
Supergirl by Toni

Installation:
drop the files into the character folder. I trust you are familiar with how to edit MUGEN's select.def or a character's .def file.

Detailed Changelog:
Adon
- Added an AI. Nothing fancy.
- fixed some variables and var triggers sitting in statedef -1
- added movecontact triggers to a lot of his specials
- fixed his non-functioning counter by making it go into statedef 1000
V1.01
- fixed p2stateno hitdefs for boss characters. Add bosses to statedef -2

Beast
- lowered Beast's screams and voice lines by ~7db

Cody
- added an AI
- AI activation method changed
- fixed various inconsistencies for AI triggers in statedef -1
- added bosscode variable and added it to all hitdefs with p2stateno parameters except throws. Bosscode var(2) in statedef -2 to add boss names.
- 623k now hits low
- removed one of his hypers and fixed up and added in an existing one. Cody can now throw Tornados with 236PP, mash p for more tornados.

Dormammu
- QCF P has 10 more frames before returning ctrl
- F sMP only lasts 180 frames instead of 300
- QCB PP now has an selfdestroy time of 600, instead of infinite (which could lock out other moves)
- All Level 1 supers and sLauncher can now hit boss type enemies. See Statedef -2 for setting up additional names.
- Slight tweaks to the AI (-very- slightly less spammy)

Felicia
- Added an AI
- Now has 3000 power and does not start with lvl 1
- added an Alpha Counter
V1.01
- changed AI activation method

Gallon
Changelog
- Added an AI.
- hyper Damage values adjusted
V1.01
- fixed p2stateno hitdefs for boss characters. Add bosses to statedef -2

Hal Jordan
- changed the power system. Hal still pays power to perform special attacks but he can now do them even without sufficient power.
   This decision was made when it became appearant that he would be at a huge disadvantage against most other fighters.
   While for MvDC and its slower paced gameplay this was not much of an issue, he would get clobbered by most regular MvC-ish fighters (player or CPU).
   The rework is a compromise to acknowledge the mechanic while accomodating for the overall difference in gameplay and roster.
- Changed his basics to chain together better
- changed his boxing gloves hypers to chain together better. His Smackdown Hyper was changed significantly in how it hits. It is faster and hits more often, but deals less dmg per hit
Update 1.05
- updated his chaining again, specifically the aerial rave chaining.
   - shortened start up frames of all aerial basics
   - redrew many hitboxes for jumping basics. It is now significantly easier to hit your target.
   - slightly increased hittime on aerials (up to six frames on heavy)
   - jHK now slams opponent down
- increased hittimes by 6 frames on cHeavies
- tweaked his launcher p2vel. Now launches slightly faster / higher, allowing for more consistency when aerial rave
- switched around some commands in the command structure
- added pushblock
- added alpha counter
- reduced his overall attack value to 90 (was 100)
- updated his AI routines with Pushblock and Alpha Counter codes by MystikBlaze
known issues:
block shield does not travel with block transitions (vanilla issues, visual only). This also affects the push block effect.
He still has issues with small targets. Fixing this would require a MAJOR rework of basically everything and is out of the scope of this project.
His AI is still all over the place. It's functional and arguably serviceable, so I don't see reason to update it.

Jedah
- only added an AI

Jubilee
- made her AI more aggressive. No longer uses AI level.
- added a shortranged Counter
V1.1 update
- Her Spark Wall now has range dependant on button strength. Medium and Heavy versions don't reflect anymore. Heavy version throws higher and further, with a little more damage.
- This also affects her counter since the 1320 anim now has more range. Deals little damage overall but knocks the opponent away.
- Some touch ups to her damage values and scaling, feels more consistent overall now
- Her normals give 20% more power.
- 236x ground & aerial startup faster by 5 frames (slightly more consistent in combos, still dependent on RNG)
- couple of touch ups to her AI, should be slightly less derpy now

Karin
- fixed a few syntax errors according to FF
- fixed a few hitdef parameters
- added a light AI (should probably give her another update sometime)
- changed some values around damage dampening. Hopefully I succeeded in fixing Hypers doing LESS damage in combos than doing them stand alone.
- according to the files I made an update to the .air file? Can't figure out what exactly I did there
- new, darker red color palette. New default for her.
Update 1.05
- nerfed her Lvl 3 damage
- optional harder AI. defaults to medium.
- fiddled around some more with her Damage Dampening, specifically with her Level3 hyper
Update 1.06
- fixed debugflood from statedef 9030
- fixed 9000,0 not being properly colored in roster overview

Lei-Lei
- only added an AI

Marrow
- Added an AI
- optionally disabling powerset 1000 on match start
V1.01
- changed AI activation method
- fixed 9000,1 portrait colours

MechGouki
- simply finished his AI, with codes from MB's Evil Ryu. Prevented MechGouki from cheating when using the Hyper Shoryuken move.
- Also gave his Ashura Warp a vulnerability phase of 3 frames after warping,
- and took back his Hyper Shoryuken invul frames by 5 or 6 (he still has about half a second of invulnerabilty on startup so...)
- 2 Levels of AI. Hard should be rather competent

Megaman
- changed some stuff about Hyper Drill, mostly toned down block damage
- some semblance of an AI
- had to free up a variable for AI, so merged variable for intro/outro

Nightcrawler
- Added an AI. Despite it being simple, him being able to teleport all over the place still makes him a pain to deal with.
- rearranged the palletes to be consistent with my other releases
- fixed var(57) / var(59) triggers in cmd to be consistent with AI triggers.
- hopefully fixed his jHP / jHK not knocking down correctly, and jHK not linking correctly from jMP/jMK
- Re-organized his QCF teleport attack inputs. Kick now correlates to a kick special while Punch now does the sword attacks.
- dejanked his qcf teleport specials. They were set to appear at posset 0,0. They will now appear in relation to p2 which makes them a lot more consistent (and dangerous).
- normalized damage values. He does a little less damage overall but has his hyper moves normalized and upped in damage.
- Reworked his Hyper Teleport. Should now teleport to p2 and consistently facing left and right, teleports are now tied to animelemtime & p2 position. Could still use a little polish.
- added an emergency teleport. Functionally the same as regular teleport, but works as an Alpha Counter variant. Cost 1 Bar.
V1.01
- Work around for P2 recovering during Buccaneer Hyper
- Changed AI activation method

Psylocke
- I just added a Pushblock. That is all.

Rose
- changed her P-Throw P2anim, so p2 shouldn't be invisible anymore
- 2 cns files with damage changes (there are a few individual changes to dmg values within helpers as well)
- enabled Hyper Combo Finish (and added sound)
- Soul Illusion is now a proper Level 3
- added (simple) AI, code by MystikBlaze, adapted by me

Sagat
- fixed sWK not chaining
- added an AI
Update 1.01
- Sagat's attacks can now hit bosstype characters. Add your own to Statedef -2.

Sasquatch
- gave some of his normals a small vel vector for comboing
- added an AI

Sonson
- Added an AI
- optionally disabled meter gain on round start

Strong Guy
- Just added an AI

Supergirl
- touched up her AI, it's a lot more aggressive and consistent with their moves now
- reworked some of the damage values - hyper damage values specifically, to make them pop a little more.
	- Max damage should be somewhere in the 500s per combo (some of the after hyper juggling / combo extension is weird)
- Added a Hyper Combo Finish BG (by Beximus)
- new Portrait, old one is now 9000,2