UPDATES: 03/24/17 Screw it I'm done
- New stuff
       - Some more palettes
       - Added Old Satan kill intro
       - Redid some of the gethit hitboxes

UPDATES: 03/19/17 j/k got a few more things to add
- Bugfixes
       - Damage Dampener applied to items and helpers (thanks JNP!)
       - Yet another attempt to make the crowd go down (velset 
         triggers if the crowd's pos goes over the maximum allowed 
         height)
       - Added in that DisplayToClipboard goodness that we were 
         supposed to put in, replacing the Pos X tracking I did 
         for tests.
       - Fixed Super K.O. BG Not playing on Bat Outta Hell X2
       - Made Mr. Satan's Gokule Winpose super BG cover up the 
         opponent if they lose via Time Over.
---------------------------------------------------------------------
UPDATES: 03/18/17 DONE
- Bugfixes
       - Made an aerial custom state for Megaton Punch
       - Crowd doesn't cheer after Mr. Satan successfully grabs someone any more.
       - Updated the command buffering??? I dunno.
- Newscaster winpose
       - One more winquote!
- Present For You
       - Added in the sounds/detonator, and tweaked animations and timings.
- Palettes
       - Added: Interstella 5555, Portugal, and Brazil
----------------------------------------------------------------------------------------------------------------

UPDATES: 03/15/17: New thing when
- Bugfixes
      - Saibamen shouldn't make the crowd bug any more
      - And hopefully the crowd shouldn't fly into the sky.
      - Fixed the item toss cancelling into EVERYTHING although you can still cancel basics
      - Fixed the sounds for Bat Out of Hell???
- NEW SYSTEM FEATURE: Zero Counters
      - While blocking, F+2P or F+2K
      - Right now it's all lazy copy-pasta from other attacks with a few minor tweaks to make opponents
        fly further back and have different physics.
      - Variations
          - Ground 2P: Baseball Bat
          - Ground 2K: Light Dynamite Kick
          - Air 2P: Strong HP
          - Air 2K: Light Aerial Dynamite Kick
- Megaton Punch
      - Opponent now enters a custom state when punched so that they cannot recover.
- Palettes!
      - New Colors: B4-4, Quarter to One B5-5
------------------------------------------------------------------------------------------------------
UPDATES: 03/09/17: GODDAMMIT ICED
- Bugfixes
      - I think I did? I forget.
- Present For You
      - Changed damage values AGAIN
      - Lv. 0 went back to removing all hype.
      - Lv. 3 finisher got extended with more animations and stuff
- Megaton Punch
      - Damage 110 -> 200
- NEW BETA MOVE GODDAMMIT ICED: Bat Out of Hell??? (Lv. 2)
      - QCFx2+2K
      - I dunno, the jetpack blows up
      - Visually it's not complete (I'm planning on reusing the SSJ dream sparks on the jetpack to
        show that it's malfunctioning).
;-----------------------------------------------------------------------------------------------------


UPDATES: 03/07/17
-Bugfixes
      - Fixed Mr. Satan being able to move around after the wrestling intro. WHOOPS.
      - I forget if I mentioned it, but you now start at LV. 0 hype when you enter Champion mode.
      - Some sounds fixed/added
- Tactical Retreat
      - Reverted back to QCB+K command. Sorry!
      - HK version is now the "move forward" version.
- Item Toss
      - You can now delay throwing your items! Hold the button down until you're ready to throw.
      - This resulted in me overhauling how the item throw was coded.
- Mine Drop
      - Sound for laying the mine now actually plays whem Mr. Satan drops the mine.
- Crowd Goes Wild!
      - Added Thedge's crowd people to the Lv. 3 version
- Megaton Punch
      - Added a delay to the recoil if the attack KO's the opponent
      - Added a unique winpose if he finishes with this attack!
- New Palettes: Zap Rowsdower (The Final Sacrifice), Callie and Marie (Splatoon), Plague Knight (Shovel Knight)
- Minor Text Fixes
      - No seriously, I did some grammar/typo fixes to the winquotes and deleted duplicates.

--------------------------------------------------------------------------------------------------------------------
UPDATES: 02/24/17
- Bufixes
      - Mr. Satan shouldn't sink during the floor during OTG
      - Fixed those weird wrong changestates in PRESENT FOR YOU
      - More crowd fixes!
      - Updated baseball bat sound
      - CROWD GOES WILD can now be chained into.
- New Moves... Kinda
      - sK -> U+sK = ending in launcher
      - sK -> D+sK = ending in Dair
- New Winposes
      - Some reference to Iceman I think
      - The stick-poking winpose
      - A winpose where he prays then gets up and starts taunting the opponent.
- ???
      - I think there's more but I forgot to note the changes lol
--------------------------------------------------------------------------------------------

UPDATES: 02/18/17 ABAJABAJABAJ
- Bugfix
      - Mr. Satan can no longer airblock if moving forwards.
- Tactical Retreat
      - Commands for both forward and back made more lenient.
- NEW MOVEMENT OPTIONS
      - Super Jump
            - Ummm... it's there?
      - Airdash Forward
            - Actually decreases forward velocity, but gives Mr. Satan a bit of a vertical boost.
- Capsule Surprise
      - Did I mention that you can only block items high now? You can only block items high now.
      - Fixed the missing sounds on the rock, chicken, and broom, and fixed the pineapple one.
- Blocking
      - C16 now grunts in pain as you hit him. Poor guy.
- NEW SYSTEM FEATURE: Change palettes
      - It's in config.txt
      - The IRL Friend Palettes are now marked as "FAF"
      - Added a ton of new palettes, as seen in the new Palette PNGs folder!
      - I know JNP wants me to add palette-swapping during the intro... BUT I REFUSE (Rohan pose)
--------------------------------------------------------------------------------------------------------

UPDATES: 02/10/17 Jango Sells Out
- Tactical Retreat
      - Command is now B,D,DB+K
- NEW... Half move
      - Forward Tactical Retreat (F,D,DF+K)
      - Ummm... it's like Tactical Retreat but jumping forward? Yeah.
- Dash
      - You can cancel forward dashes by tapping down twice.
- Dash Jab
      - Shouldn't be able to infinite with the rapid jabs/kicks any more.
- Present For You
      - Fixed bug where people could jump out of the attack
- Capsule Surprise
      - Items are now overheads (cannot crouch block)
      - Fixed the one tick delay from the sound of the item hitting the opponent.
      - Added back the guard sparks.
- Bat Out of Hell
      - Hits more and does more damage, and looks more like Maximum Spider
- Megaton Punch
      - Now breaks focus attacks!
- Crowd Fixes
      - Now they should seriously be leaving when they're supposed to!
- Mine Drop
      - Should now be entirely blockable
- Blocking
      - Chili makes delicious chili sounds
------------------------------------------------------------------------------------------------------------------

UPDATES: 02/04/17 First round of beta bugfixes!
- Mine Drop
     - There's now a two second cooldown from when the mine finishes exploding to when you can set another one.
- Crowd
     - Should clear itself out on Present For You
- Present For You
     - Fixed bug where Mr. Satan kept going in a loop on State 3001. Whoops!
- Multikicks/punches
     - Increased cornerpush
     - Increased guard.pausetime
     - You should no longer be able to cancel into a dash.
     - Poweradd was decreased
     - Opponent will now ALWAYS face Mr. Satan during it.
- Dynamite Kick
     - Should now rebound properly in air.
     - LK Dynamite Kick should now play the correct blocksound
- Bat Outta Hell
     - In the rare event that Mr. Satan gets hit while his helper is out, the helper will be destroyed.
- Common state shit
     - Got rid of a weird bug where jamming X or X+Y would result in Mr. Satan doing inappropriate things to the floor.
- NOT A BUG
     - Cell bobblehead intro now has a Goku Black variant, although said variant only has two quotes at the moment.
-------------------------------------------------------------------------------------

UPDATES: 02/02/17 BUGFIXES OUT THE ANUS I mean ready for beta-testing
- Mine Drop
     - Fixed a debug error
- Crowd
     - There's now a delay from when the crowd goes down.
- Sounds
     - A ton of missing sounds too lazy to list them all... again.
- Fixed ANOTHER bug where Mr. Satan was alive when he should've been dead
- Dynamite Kick
     - Added the extra follow-up for doing a Dynamite Kick out of a dash jab. Whoops!
     - Reverted pausetime to default in when you have HYPE
- News winpose
     - Will now only play on the last round of a match.
- Money Block
     - Filled in more pixels to make the offset look less noticeable.
- Crowd Goes Wild Super
     - Mr. Satan now gets dragged along with the crowd.
     - Damage formula also redone
- Capsule Surprise
     - Fixed wrong damage on Awesome Items.


UPDATES: 01/30/17
- Housekeeping
     - Fixed a bug that kept Mr. Satan alive in certain circumstances where he should've died.
     - Reassigned the variable for tracking hype.
     - Anything that EXPLODES now causes the same PalFX that the throw bomb has (ie: Sander's KOF fire palfx)
     - Fixed a bug where you could chain back and forth between multipunch/kick with medium attacks.
     - Reduced hitbox on s.HK to avoid hitting people behind Mr. Satan.
     - I'm too lazy to document all the sounds I added so... a shitload of sounds.
- FINSHED SPECIAL: Mine drop
     - Drops a mine.
     - There's a 40 tick delay before the bomb can go off, and it'll automatically blow up in five seconds.
     - You can combo into and out of it.
     - Cannot perform if there's already a mine onscreen
- Present For You
     - Walking vels are faster
     - Footsteps added
     - Alternate command: QCBx2+Punch, BUT vels are the original slow vels
- Crowd Goes Wild
     - Added a TON of extras
     - Ramped up the damage by a lot
- F-Throw
     - New sprites
- Hype buildup
     - Mr. Satan now lipsynchs his intro!
- Dynamite Kick
     - All versions change properties when he gets HYPE
- Praying
     - He does his taunt animations instead of his praying one when he gets HYPE
- Crowd
     - Will now persist between rounds
     - They cheer whenever Mr. Satan does a hyper.
     - Coding changed so that instead of using cosin, the jiggling is hardcoded in the animation. This allows Y-pos to
       be locked to the bottom of the screen.
- NEW WINPOSE: News
     - So far, only cycles between two voiceclips.
----------------------------------------------------------------------------------------------------------------------
UPDATES: 01/10/17 Pump Me Amadeus - BanYa
- Housekeeping
     - Fixed debug flood with the finishers
     - Also made sure they face the correct way now
     - Fixed Aerial Dynamite Kick playing the wrong soundclip
     - Changed sprpriority on the car intro. Shouldn't conflict with too many intros now.
- B-Throw
     - Explosion should be farther away from Mr. Satan (although it's always relative to the bomb)
- Capsule Throw
     - Chicken got promoted to a Good Item
     - Sounds added for: Rock, Chicken, Broom
- NEW MODE: False Courage (Hype Mode???)
     - D,D, MP+MK
     - Crowd rises up from the bottom
     - Taunt to build up hype.
     - 0-2 taunts = lv. 1, 3-5 = lv. 2, 6 = lv. 3
     - Crowd lowers itself whenever Mr. Satan does Present For You, the Crowd super, or dies.
- Megaton Punch
     - Fixed a bug with the second phase of the opponent's animation starting too early
     - Buffed damage a bit. Come on, he's taking damage to do this attack!
- Golden Capsule
     - If the opponent goes behind Mr. Satan as the capsule goes up, the item falls in front of Mr. Satan and doesn't
       track the enemy's pos x.
     - Recovery time got increased GREATLY so that it can't just be spammed repeatedly.
     - If the opponent is pressed against the wall, items will be slightly further away so that they can still hit but
       aren't cropped offscreen.
     - To summarize, escaping this attack either involves timing a dash or dashing and jumping over Mr. Satan.
     - Added Arcade Cabinet to droppable items
     - If opponent is standing when they are hit, they will now go into a custom state where they lie down for a while.
       Getting hit in the air is still the same, however.
- Bat Out Of Hell
     - Made hitboxes bigger, nobody in the Z2 cast misses any of the hits now.
     - Mr. Satan no longer goes to pos x = 0 when he misses the opponent. It now locks onto the opponent's current position.
     - Damage nerfed :(
- Present For You
     - Detonator animation is present for Lv.0 now, and recovery is faster.
- LOTSA SOUNDS
     - Almost all basics have sounds
     - New sounds for pretty much every super
     - Back Dash has voices again
- New Intros!
     - Tile Chop
     - Wrestling Intro (has six different songs!)
     - Cell Bobblehead Kill
- New Animations
     - Aside from the new intros, added some more dudes to the crowd super (Chopper, GRAND FAN, and Mr. Fox)
- New... Start of a Move
     - QCB+Punch does the rolling thing for the landmine but right now he doesn't drop a landmine lol

---------------------------------------------------------------------------------------------
UPDATES: 12/19/16 Christmas is a money laundering scheme
- Housekeeping
     - Fixed a bug where Mr. Satan reflected clones of himself back.
     - Started adding JNP's "reversed commands" coding. It should work on all the specials except for the prayer one.
     - Added super compatibility for Piccolo so that the clones either disappear or get killed.
     - Added sparks/sounds to the F.Throw
- Yelling Intro:
     - Got rid of the "old man" intro and replaced it with "fists start flyin'" intro.
- Megaton Punch:
     - Mr. Satan will now act as if he whiffed the attack if he's guarded.
- Power Charge:
     - Mr. Satan now says "FULL OF IT" when he maxes out.
- Golden Capsule:
     - Added a fridge.
- Bat Out of Hell
     - Recoded movement so that it always happens in a specific point on the screen
     - Changed vels so that they slightly curve a little bit and that they can hit multiple targets on screen.
     - Got rid of a bug where the jetpack lingers for a little longer than it should.
- NEW ANIMS:
     - A proper placeholder crumple
     - Midnight Bliss
     - Backbreak
     - Electrocution
- NEW SUPER: I GOT A PRESENT FOR YOU
     - Command: LP, LP, fwd, LK, HP
     - Costs 1 stock.
     - For testing purposes, regular taunts power it up. Emo mode will need to be on in the future.
     - Variations:
           - Default: Exploding Present
           - Lv. 1: TNT super
           - Lv. 2: TANK!! by Yoko Kanno
           - Lv. 3: Not a Heihachi Reference
- Fun value shit
      - Added two more colors to 9271987 for more IRL friend requests (Pinkie Pie on LK and Marth on MK)

UPDATES: 11/15/16 JNP strikes back

- Housekeeping
     - Fixed a rare state change in a.HK. Whoops!
     - Deleted states for Mr. Satan's old super
     - Fixed bug where spent items would bounce off multiple fireballs
     - Gokule winpose removes landing frames and the wind-up to the kicks got sped up.
- Baseball Bat reflector
      - It can reflect projectiles now! Or at least it should. All of this was copy-pasted from the newest Gohan so if
        there's any problems, lemme know.
Capsule Surprise
     - All items now have an extended hitbox for one frame to hit Majin Vegeta and Babidi at point blank range.
     - New items:
          - Crap: Apple
          - Good: Rock
          - Awesome: Missile, Ball (temporary)
- Megaton Punch
     - It's blockable again
     - Damage was nerfed
     - God it's like I don't want you to use this attack or something
- Bat out of Hell
     - The first hit now goes more vertical rather than horizontal.
     - Fixed glitch where the jetpack would disappear during someone else's super
     - Added voices!
- NEW BASICS: Throws! (X+A and either hold foward or back)
     - Ummm... they're throws???
     - No SFX yet except for the bomb.
- NEW SUPER: Golden Capslue (QCFx2+Punch)
     - Drops a heavy item on the opponent that locks in on their X-axis just before dropping (so you can avoid it by 
       dodging)
     - Must be blocked high.
- NEW... Experiment?
     - Config.txt now has "Fun Values"
     - Change the ID to something
     - Working IDs
          - 19921: Palette 7 is remapped to Mario's palette in 7 GRAND DAD
          - 9271987: Palette 7-10 are remapped to palettes of my and three IRL friends' favorite colors

------------------------------------------------------------------------------------------------------
UPDATES: 11/15/16 Purple Translucent Tentacles

- Housekeeping
     - Fixed the rough edges when Mr. Satan blocks with the sign and money bag on the right side.
     - Fixed sound problems on the helicoptor winpose
     - Realigned the hitspark on Megaton Punch
     - Fixed being able to chain HP and HK into either of the Punch/Kick multi-specials.
     - Recoded how the HK calculates Velocities.
     - Power Charge now has sweat drops, and a unique color if using palette 10 (Hakan)
     - Fixed a sound error in blocking
NEW SUPER: Jetpack (QCFx2+K)
     - Works on either side of the stage.
     - Damage is affected by power ofc
     - Can only be attacked before take-off. After that, he's completely invulnerable.
     - If the first hit is blocked, he skips to the last attack.
     - Didn't place super spark yet since I didn't want to invest TOO much time on it.
- NEW... yeah: The recoil for a guarded HK
     - Something rough I coded really quickly. Will probably add sounds later.
- s.HK
     - Directional influence is back! Hold back to go backwards!
- NEW FOLLOW-UP: s.HK
     - Tap HK again when the move hits!
     - Damage is significantly less than most HK but hey it's still something.
     - Yes you can still chain Dynamite Kick into it
Capsule Surprise
     - Major overhaul on how items are gotten
          - Random number picked between 0 and 999
          - Each time you use Capsule surprise, you add 33 to that number for the next time you use it.
          - You also add a small amount based on how much power you have at the moment. At max power, you add 50 every time.
          - When you get an Awesome item (the ones that explode), this number resets to zero.
          - Easter Egg probability decreased (they still add to the RNG tho).
          - The coding is much less complicated! XGarg will be pleased :P
- Megaton Punch
     - Changed damage a bit
     - Added animations for Goku and SSJ Goku
     - Changed animations for Gohan and Vegeta
- Multi-Punch
     - First frame now hits
- Damage Calculation
     - Instead of being based on taunts, is now based on your power.
     - The more power you have, the more damage you do.
     - Super damage is also affected by this, but to less of an extent.
- STUFF I ADDED IN THE LAST UPDATE I FORGOT TO MENTION
     - POWER CHARGING - Y+B to use
     - Fixed most of the blocking problems.


UPDATES: 10/23/16 Love is over... or never was apparently... SO, HOW ABOUT THOSE DOLPHINS, HUH?!

- Housekeeping
     - Replaced the Purple palette with a Heihachi one. May replace the Champa and Launch palettes later.
     - A bunch of other little bugs.
     - KNOWN ISSUE: Capsule Surprise will still whiff on the Vegetas and Babidi. Trying to figure out a solution for that.
     - Super BGs are in!
- Megaton Punch
     - The punch is now unblockable.
     - Damage got buffed a bit.
     - Now drains power properly
     - Also doesn't give Mr. Satan power. Whoops!
- NEW COUNTER AND FIRST HIT ANIMATIONS
     - The other notifications are in but I haven't done anything about those yet.
- NEW INTRO: CAR
     - Right now it's just using the Gokule animations + new voices.
     - In a mirror match, it is impossible for both Mr. Satan's to do this intro at the same time.
- NEW SUPER: GRAND FANS
     - QCB,HCF+HK
     - Fans bum rush the stage
     - Placeholder sprites and sounds and spark placement
     - Damage is calculated based on how many times you've taunted.
     - Resets taunt counter after use.
- So many goddamn Iced winquotes. At least one of them was already in so I made up something. If you see any doubles, let me know.

I know I haven't hit everything on "the list," and I know I was going to use this week to code more. Life just... kinda
kicked my ass for a while. No details in here (I've already told a few of you), but yeah, it's been rough. Still, y'all
aren't here for that, so while this isn't everything I wanted to have in the next update, I figure at least publishing
some progress is better than radio silence. I'm sorry again.

============================================================================================================

UPDATES: 10/05/16 Now with 100% more GRAND FAN

- Housekeeping
    - Fixed the wrong hitsound for MK
    - Fixed a huge bug with the shield and condensed it!
    - Correct hitsounds play with item throws
    - Did some cheapo recovery animations using the roll
- NEW ATTACK
    - Megaton Punch
       - On Hit: Success
       - On Guard: Same animation, except the opponent can move during them and hit it.
       - If too far away: Mr. Satan trips into the opponent doing a bit less damage.
- NEW... sprites???
    - In preperation for the crowd super, I give you GRAND FAN
--------------------------------------------------------------------------------------------------------------------------
UPDATES: 10/01/16 TFW your hair stylist is the only one who gives you a birthday present :'(

- Housekeeping
   - Fixed Mr. Satan somehow popping up REALLY HIGH when an awesome item hits.
   - Fixed the wrong wooshing sounds for the Rapid Punch
   - Vels on thrown items now allow the item to stay on screen longer and fade out a little slower.
   - rip in piece SBAHJ face in the palettes. Oh hai bat palette.
   - I fixed something else but I forgot what it was.
- NEW SOUNDS
   - More blocking sounds! Get ready for dat Rapid Punch Drum Solo!
- NEW ATTACK
   - Focus Attack
      - Doesn't reflect projectiles yet, but other than that, weee!
- NEW ANIMATIONS
   - Cursed Animation
   - New blocking animations for custom states as well!
--------------------------------------------------------------------------------------------------------------------------

UPDATES: 09/24/16 This house is filthy, we need some HOUSEKEEPING

- All Housekeeping, all day
   - Fixed characters falling through floor for Tactical Retreat follow-ups
   - Fixed the rapid punch disabling the rapid kicks
   - Reduced the volume on the Pokeball SFX
   - Fixed a Pokeball glitch that froze the match indefinitely
   - The available guard sounds that I added last night are now in the crouching/air versions.
-----------------------------------------------------------------------------------------------------
UPDATES: 09/24/16 Last day of vacation and I'm working on this fml

- Housekeeping
   - Brushed Mr. Satan's teeth for S.MK and S.HK
   - I *think* I fixed the bug where Tactical Retreat sinks beneath the floor. Lemme know.
- NEW SPRITES
   - A buncha gethits (although I probably didn't align a lot of them right)
- NEW SOUNDS
   - Helicopter Winpose
   - Dreaming Intro
   - Gokule Winpose
- NEW ATTACK
   - Rapid Punch (LP,LP,LP...)
          - Right now it's just a copy-pasta of the MK version with a few tweaks.
          - Yes I know the WHOOSHES aren't correct yet.
- NEW CAPSULE ITEMS
    - Crap: Lollipop
    - Good: Pineapple, Dumbell, Sword, Vega Claw
    - Awesome: Bike from Vegeta's Intro
    - Easter Egg: Pupa's Wrench. It flies perfectly straight with no gravity.
- Pokeball Easter Egg
    - Overhauled the coding on this thing a lot.
    - You can now move during it, although the camera is frozen.
    - New sprites thanks to Balthazar!
    - New sounds thanks to Pokemon Go!
    - Most of the dialogue boxes are gone except for the "GOTCHA" box.
- S.MK (rapid kick)
   - Increased speed of attacks.
- S.HK
   - Removed the whole veladds with directions
   - Added in posadds to make it more more consistently.


======================================================================================================
UPDATES: 09/18/16 First day of vacation and I'm working on this fml

- Housekeeping
   - Changed some alignment for the turning and one of the gethits. Thanks Sin!
   - Changed the timings on the helicoptor winpose
   - Added footsteps to Mr. Satan's walk animation
   - Possibly other things? I've been lazy in my documentation
   - Changed the randomization code for the Capsule Toss, should have a more... random spread than before.
   - Recoded the projectiles to have hurtboxes again. HOPEFULLY they behave this time.
- NEW ATTACK
   - Light Punch. All the basic attacks are coded! Woo!
- NEW ANIMATIONS
   - Yelling intro
   - SSJ intro
   - Gokule winpose
   - Cape fluttering in helicopter winpose
- NEW EASTER EGG (GODDAMMIT ICED)
   - Pokeball Toss
     - Will randomly replace the Capsule Toss (I currently have it so that it activates if random >= 980)
     - Opponent gets trapped in the ball based, and stays in there for a time equivalent to how much health is left.
     - If the opponent gets KO'ed from it, they are captured!
     - Coded names (ie: "Gotcha! PICCOLO was caught!") for every existing character in the game so far, as well as Android 18. Also a ton of extra names, DBZ and not.
     - Your character will also go into his stance animation for the duration of the ball wiggle, and regains control when it stops.
     - Due to how long this thing lasts, I have frozen the timer so that you can't win/lose by time out as easily.

------------------------------------------------------------------------------------------------------------------------
UPDATES: 09/04/16 Shall I name this heartrending pain Satan halation?

- Housekeeping:
   - Added a removexplod to the Captain America shield
- NEW ANIMATIONS
   - Cape throw intro
   - Helicopter winpose
- NEW ATTACKS
   - Light Kick
   - Medium Kick
   - Heavy Kick
   - Multi-kick (super smash that mf "b" button)
- NEW SOUNDS
   - Heavy Punch
   - Heavy Kick
   - Pray
   - Item Toss (sounds AND voices)
- NEW ITEM TOSS ITEM
   - Pineapple (thanks Daeron)
- BLOCKING 
   - Fixed a bug where Mr. Satan would spawn clones
   - Fixed a bug where there would be more than one Mr. Satan blocking at the same time.
-Probably a bunch of other shit I forgot.

--------------------------------------------------------------------------------------------------------------------------
UPDATES: 08/07/16 So apparently you can set up a date around Pokemon Go? No complaints there.

- Housekeeping:
   - moar updated attack animations
- NEW ANIMATIONS
   - Walking
   - Walking B-pffff okay this is just the last one in reverse lol
   - Blocking
        - Pulls out a random item every time he blocks.
        - Items: Stop Sign, Plant, Curry, Oolong, Android 16 (more to come)
- NEW ATTACKS
    - Jumping Light Punch
    - Jumping Medium Punch
         - Cancels the first frame if chained from Light Punch/Kick
    - Jumping Heavy Punch
        - This move will always spike if it hits an aerial opponent
        - Cancels the first frame if chained from Light/Medium Punch/Kick
- Standing Heavy Punch
   - Should now chain from all attacks ranked lower than it.
   - With the exception of Dash Attack, he will start on frame 3 if chained.
   - Updated the command so that there isn't a command overlap with Dash Attack
- Dash Attack
   - Does half the knockback for both attacks
   - Hitpausetime increased by 2
- Item Toss
   - Can now be chained like the other specials
   - If chained, you will start on frame 5 (so basically we don't see him pull the capsule out and activate it).
   - It should now be IMPOSSIBLE for them to generate clones.
   - Chance of getting an Easter Egg increased by 0.5% (lol)
   - New Easter Egg Item: Captain America's Shield (flies straight ahead)
--------------------------------------------------------------------------------------------------------------------------
UPDATES: 07/20/16 Weddings are hard, when I get married it's gonna be without a ceremony and the reception will be at a McDonald's

- Housekeeping:
   - Ummmm... some of the existing animations got updated?
- NEW ATTACKS!
   - Standing Heavy Punch (based on Majin Vegeta's heavy punch)
   - Standing Medium Kick (aka the Michael Jackson kick)
- NEW ANIMATIONS!
   - Dashing Attack. Hitboxes and timings also got tweaked
   - Standing and crouching gethits
- NEW CAPSULE ITEMS!
   - Crap: Tomichin Soll, Flute, Dentures
   - Good: Spikey Ball, Broom
   - Awesome: TV
- NEW... oh I guess that's it

--------------------------------------------------------------------------------------------------------------------------

UPDATES: 06/14/16 Rumors of My Death have been greatly exaggerated.

-Housekeeping
   - I think I changed some of the sounds around? I forget. That's what I get for not logging it right away :P
   - Realigned his standing Medium Punch.
-NEW ATTACK: Crouching Medium Kick
   - Not really much to say. Although it's kinda funny how all of his kicks use the same foot.
-Now for the big one... NEW ATTACK: Capsule Throw
   - Currently the capsule flies at the same velocity for all strengths
   - Have a few mock items in here, that are classified under four categories: Crap, Good, Awesome, and Easter Egg
         - Crap: Teddy Bear, Doll (light damage, low velocity, slight knockback)
         - Good: Hammer, Axe (medium damage, decent velocity, knockback equal to a ki blast on most characters)
         - Awesome: Politank Z (heavy damage, good velocity, knocks down)
         - Easter Egg: Soda Can (all easter eggs will have variable effects. As a trade-off, there's only a 2% chance of ever getting an Easter Egg item)
   - Excepting Easter Eggs, all items share the same hitboxes in their particular class.
         - Politank Z is just a placeholder until I can get some actually good items for the Awesome class, although attack properties probably won't change. He'll be delegated to Easter Egg most likely.
   - Taunts increase your chances of getting better items, although this chance maxes out at three just like the damage buff (However, there's still a roughly 3% chance that you'll get a crap item at maximum taunts). Additionally, Easter Egg frequency is unaffected by taunts.
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UPDATES: 04/30/16 Shenanigans

-Housekeeping, as per our lord and savior, Cybaster
   - All attack "whoosh" sounds will play during the blur.
   - The blur will no longer pause during hitpause for all attacks.
-Tactical Retreat Roll
   - Bugfix: Fixed the statetype to "S" instead of "A." Whoops!
   - EXPERIMENT: Every strength roll does something different now.
         - LP: Totally invincible (except for grabs) and no playerpush, but doesn't attack
         - MP: Vulnerable, playerpush, ends with a medium punch
         - HP: Vulnerable, playerpush, ends with a crouching heavy kick
         - I didn't change any of the vels yet, still working those out.
   - Reorganized State numbers. Nothing that affects gameplay, just wanted it to be easier for me to read lol
- Pray
    - NEW SPRITES! He will lose the ability to counter when the sweat bead shows up.
- Standing Medium Punch
    - NEW SPRITES!
    - Can now be chained from any light attack, and can chain out into any strong attack.
- Crouching Light Punch (Close)
    Bugfix: changed a !movehit to a !movecontact so that he doesn't hit multiple times on guard any more.
- New winquotes courtesy of our evil overlord, Iced. Oh I also snuck in a handful because we needed more Macho Man in there.
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UPDATES: 04/29/16 It's not a party without STREAMERS!

- Bugfix
   - Fixed a glitched sprite in the Jumping Strong Kick. Whoops!
- Tactical Retreat Roll
   - Made Light, Medium, and Heavy versions, all with different vels
   - Overhauled how the rolls work. All have a fixed roll, and will stop rolling after one roll.
   - Each one plays a different combination of dismounting/landing sounds. Tell me your favorites!
           - Light: New Dismount, Old Land
           - Medium: Old Dismount, Old Land
           - Heavy: Old Dismount, New Land
- Standing Medium Punch
   - Changed "whoosh" sound to the correct version.
- Intro
   - Added a rudimentary confetti animation!
- NEW ATTACK: Crouching Light Kick
   - Attributes ripped off from Goku lol
- NEW ATTACK : Crouching Strong Kick
   - Hitdef ripped off from Vegeta lolololol
   - Velset not finalized
- Housekeeping
   - All attacks have actual recovery frames now. As in, if Mr. Satan attacks, the opponent will stop blocking and can attack once the damaging frames are over.

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UPDATES: 04/25/16 DO A BARREL ROLL

- Tactical Retreat Roll
   - Changed the vels around a bit. I accidentally was making him accelerate horizontally on the way down. Whoops.
   - He goes slightly farther than before.
   - Added new sounds for them. Dunno how I feel about them.
- Standing Medium Punch
   - Woosh sound should be less intense.
- NEW INTRO: Breaking through the... what do you even call these things? Sorry I'm bad with words.
   - 50% chance of Dynamite Kick, 50% chance of Dash
- NEW MOVE: Prayin muh savior
   - Command: B,D,DB+Punch
   - Counters any Normal, Special, or Super attacks that aren't throws
   - No sounds of any kind
   - JUST enough pause on the opponent to allow Mr. Satan to roll behind them and punish quickly.
   - Only the first 30 ticks of the prayer will counter. He's totally vulnerable afterwards.
- Housekeeping
   - Updated the commands for all the specials. Hopefully, they should come out more smoothly.
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UPDATES: 04/23/16 That kid kicked sand in Satan's face!

- Air Dynamite Kick
    - You can now do a Tactical Retreat Roll during the wall mount.
- Dash Attack
    - Vertical movement AND knockdown only occurs if you taunted three times.
- NEW ATTACK: Standing Medium Punch
    - Placeholder anim by Daeron.
    - Can be cancelled into Dynamite Kick.
    - Currently all attributes are stolen from Freeza lol except for damage formula. Speaking of...
- Housekeeping
    - Damage dampener formula is still the same, but I simplified the coding a bit. Now it should be easier to adjust scaling if y'all wanna try increase/decrease it.
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UPDATES: 04/22/16 I swear, Screenbound, all you do is cause problems.

- Bugfixes
   - Fixed Dair from hitting multiple times when opponent blocks.
   - Fixed Aerial Dynamite Kick making Mr. Satan go offscreen if his back is to the edge and he lands the hit.
- Tactical Retreat
   - The amount of time Mr. Satan can cling to the wall by holding back before he starts slipping has been reduced, 60 -> 30 ticks, or 1/2 of a second.
    - Follow-up has two new finished frames added!
- Now for the big change... The auto-dodge coding is GONE
   - Mr. Satan will now get hit just like everyone else in this game
   - Sprites are still misaligned and not colored in because I don't have all the new ones.
   - I think that takes care of all the overrides, so if you run into any problems, let me know.

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UPDATES: 04/20/16 420 blaze it coty edition

- Bugfixes
   - Fixed the woosh sound not playing for j.MK and j.SK if chained into
- Housekeeping
   - Deleted a bunch of sprites that aren't being used for Mr. Satan currently (ie: his old attacks).
   - None of his old attacks should trigger. At all.
- Mr. Satan got a nerf?!
   - His hype taunts don't add as much to the attack multiplier as before. At maximum, Mr. Satan's attacks will do 50% more damage (versus the previous which doubled his attack).
- NEW ATTACK: Dash Attack
   - Placeholder sprites by me tracing over the placeholder sprite. Placeholderception!
   - Can be done at any point in the dash.
   - Knocks down and knocks away
   - Can be chained into Dynamite Kick.
- NEW FOLLOW-UP: Tactical Roll
   - Placeholder sprites provided by me recoloring what was in the concept animation.
   - After successfully clinging to a wall via Tactical Retreat, do a QCF+Punch command
   - Shouldn't be hittable by anything other than grabs.
- NEW FOLLOW-UP: Wall Cling
   - Hold back while clinging to the wall to delay falling
   - If you let go of back, you have 15 ticks to input a command.
   - Holding on for more then a second will cause Mr. Satan to slip.

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UPDATES: 04/18/16 Who needs punches when you got kicks like these!

- Bugfixes
   - Fixed Mr. Satan's winpose not playing. Whoops!
   - Fixed some formatting and grammar errors in his winquotes. (okay this isn't a bug)
   - Fixed air kick sounds not playing following a wall mount.
- Dair changes
   - A chained Dair now starts on the second frame instead of the fourth.
- Tactical Retreat
   - Sliding bug fixed? I removed the Screenbound parameters. This means that he'll be a little behind the wall if he's backed up all the way to the edge, but at least he won't slide forward!

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UPDATES: 04/17/16 Later, that very same bee...

- NEW: Jumping Medium Kick
   - Attack attributes borrowed from Freeza's medium kick atm, with adjustments to sounds
   - You can chain in from Jumping Light Kick, and chain in to Jumping Heavy Kick, all aerial Dynamite Kicks, and...
- ALMOST NEW: Dair... again (I basically had to recode a bunch of it)
   - Overhauled how he transitions from wall clinging, from both Tactical Retreat and the Air Dynamite Kick wall cling.
   - Mr. Satan will ALWAYS face Player 2 when he does this technique. I might code in an exception for if the opponent is really close to the wall (since he currently turns around if the opponent is flesh against the wall he's clinging from), but I have to do more tests.
   - Experiment time (which is why I overhauled a bunch of coding)... You can now chain into Dair from any aerial basic that makes contact.

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UPDATES: 04/17/16 IT KEEPS HAPPENING

- Aerial Dynamite Kick
   - Limited chaining to only work IF the previous moves made contact (jumping light or strong kick)
   - Juggle limiter removed from follow-up from aerial Dynamite Kicks, and their wall-cling versions.
- Sprite fixes
   - Crouching Medium punch graphical problem fixed
   - Fixed an accidentally duplicated frame in the dashback. Whoops.
- Other
   - Fixed a few deprecated controllers. Nothing really noticeable, but just wanted to get it out of the way.

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UPDATES: 04/16/16 Son, I am disappoint.

- Removed the palette folder from the archive as we won't be needing that any more thanks to 1.0.
- Graphical glitches from conversion fixed:
    - Crouching MP
    - Dynamite Kick
    - Jumping Strong Kick
- Dair's hitsound is now the same as Jumping Strong Kick
- SFF and palette major update, to accomodate...
- NEW INT-okay it's just his winpose/taunt dressed up a bit, I got tired of looking at black sprites.
    - Edited the cloaked sprite you had from the Super palette mockup to fit the template, and drew some rough highlights on the shoes.
    - The transition sprite and cape flying are recolored from the old Mr. Satan.
    - All palettes updated to accomodate the cape
    - Everything added/tweak is totally temporary until I get the finished product ;) 

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UPDATES: 04/15/16 He had an upgrade, mom.

- Air Strong Kick
    - Windup will now be removed following an Air Dynamite Kick wall cling.
    - Has a new extended hitbox below him to make it easier to hit people he's right on top of when he's falling.
    - Fixed the "whoosh" sound playing either too late or not at all. Whoops!
- Air Dynamite Kick
    - Should now be able to combo off of a Heavy Kick.
- Now for the biggest change: Mr. Satan is now a 1.0 character!
    - SFF has been upgraded to SFF2.
    - Default palette is the correct one (I won't have to change it whenever I update :P), ABAJ.act (the color-separated one) is not accessible via the game but is present in the SFF so I can still add new sprites without any problems.
    - There were some graphical glitches from the conversion initially but I fixed them as far as I can tell, lemme know if you see anything I missed (outside of the obvious leftovers from the original)
    - Still gotta do some tweaks to some parameters, but now it'll be much easier to develop!

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UPDATES: 04/07/16 You're trying to seduce me, aren't you Mr. Satan?

- All damage values for all current attacks have been reduced to slightly below what's the norm in the game (using Goku and Majin Vegeta as Guidelines). Reason provided later on.
- Added the adjusted backwards jump and dash animations
- Air Dynamite Kick changes
    - Fixed a bug where Mr. Satan could do another Aerial Dynamite kick with wall cling after clinging from the wall. This is because for some reason I made it possible to do an Aerial Dynamite Kick after Dair. Removed it now, and while you can still do Dynamite Kick from another kick
    - Mr. Satan now enters a hopback state when he hits the opponent instead of passing through them. Temporarily using frames from the hopback animation.
    - Light version
          - Horizontal Velocity 21 -> 16
          - Gravity 0.8 -> 0.9
    - Medium version
          - Horizontal Velocity 18 -> 13
          - Gravity 1.2 -> 1
    - Heavy version
           - Just kidding, no changes here.
- Attack of the Killer Iceds
    - Started coding the attack multiplier for this. Currently, the maximum you can do is almost double (after three taunts). Potentially, this means that if you get all three taunts, your damage output should be higher than any character in the game!
- Tactical Retreat
    - You can now perform an Aerial Dynamite Kick while clinging to the wall!
- NEW ATTACK: Air Strong Kick
    - The windup is pretty huge but it's negated by...
           - Chaining it from light kick
           - Performing it during the falling animation of Tactical Retreat
           - In short you can get around this attack's drawback by not throwing it out randomly
           - Currently it's possible to get a combo from doing an strong kick, then jumping and doing another one, but it's not a true combo, it just looks funny XD

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UPDATES: 04/02/16 April Fools kinda sucked this year MUGEN-wise

- Miscellaneous fixes
     - Sounds fixed for Dair
     - Made Mr. Satan's default palette be his normal one, with the Yo! Son Goku and Friends Return palette replacing the missing slot.
- Added the new animation frames for forward and backward jumping and Tactical Retreat, as well as more frames for the winpose (more on that later)
- NEW MOVE: Aerial Dynamite Kick
     - Comes in LK, MK, and HK varieties with differing velocities.
     - If you come into contact with the edge, you will latch on for a little while.
     - Temporary placeholder falling animation borrowed from Tactical Retreat
     - Follow-ups: Dair and a second Aerial Dynamite Kick (this version is the same for all strengths, though)
- NEW MOVE?: Attack of the Killer Iced
     - Okay it's just your taunt. Push Start to use.
     - Temporarily using Mr. Satan's victory pose with no sounds.
     - Iced pops up from the ground to cheer on Mr. Satan.
     - One Iced will be added after every taunt, maxing out at three.
     - This move has no purpose... yet.

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UPDATES: 03/28/16 Go Home, Easter Rabbit. You're Drunk.

- Miscellaneous bug fixes
     - Jumping LK no longer loops infinitely if jumping backwards.
     - Crouching HP shouldn't "jump" any more. I accidentally was making him stand instead of crouch at the end lol
     - Deleted all the unused King Kai trials
- Dynamite Kick
     - Light version now goes into the same landing state as Medium and Strong, making it less spammable.
- Dair
     - Sound effects replaced with stronger versions.
     - Should no longer freeze in mid-air under certain circumstances. Lemme know if not. 
- Tactical Retreat
     - Horizontal velocity reduced DRASTICALLY. Should look more natural.
     - From this point on, any aerial attacks can work during the falling portion. Right now that means j.LK and Dair.

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UPDATES: 03/27/16 WELCOME TO THE EASTER UPDATE MOTHER RUSSIA

- Added landing sounds for the landing states for Dynamite Kick and Tactical Retreat
- Tactical Retreat Updates
    - Added the new sounds
    - Now has vertical and horizontal movement, with vertical varying depending on attack strength used. 
    - Fixed bug where Mr. Satan wasn't clinging to the wall consistently. Thanks XGargoyle and Jmorphman!
- NEW MOVE: Dair (Down+HK) (temporary name since that's what you call 'em in Smash Bros)
    - Has to be blocked high
    - Stops all vertical/horizontal momentum until the kick happens, and then changes it to a sharp downward angle.
    - Knocks Down.

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UPDATES: 03/25/16

- Changes to NEO Dynamite Kick
   - Changed the commands to be QCF+K lol
   - Edited timings on when Mr. Satan says "Dynamite Kick"
   - Edited velocities so that there's some vertical movement as well
   - Added a landing state so the transition from air to landing is more natural.
   - Extended leg hitboxes so there should be *less* instances of missing the opponent
- Realigned Crouching HP
- Started work on Tactical Retreat (QCB+K). Nowhere near done yet, but it's there.
- Rearranged a bunch of palettes for Mr. Satan, but all 12 slots should be filled up now. I might go back and change some.

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UPDATES: 03/03/16

- Started incorporating new sprites! Old sprites are blacked out because they're on an outdated palette and I was too lazy to make the palettes compatible with each other (don't think that's even possible!)
- New Anims For:
   - Stance
   - Crouch
   - Turning (standing and crouching)
   - Jumping (neutral, forwards, and back)
   - Dash Back
   - Win Pose
- New Attacks
   - Crouching Punches (light, medium, strong) [currently using Goku's attack coding]
   - Jumping Light Kick
   - NEO Dynamite Kick
       - Light (fastest, least punishable)
       - Medium (most knockback)
       - Heavy (least knockback, but can go behind opponents)
- Stat changes
   - Increased distance of Dash Back (dashing stops on Animelem 11 instead of 6 due to new animation)
   - Increased defense 35 -> 100

What has tobe done
 - Mid-air Dynamite Kick and all of its follow-ups
 - That one command kick in mid-air

Known bugs
 - Due to me changing how the backdash works, some of his old counters won't work correctly.