- emo crowd goes away on lose - delayed hold item toss by 10f before he gets exclamation can now use after cancelling normals - Megaton punch pushes Satan to the opposite edge of the screen - fixed issue with wrong air zetto coming out - air emo Dynamite kick now triggers limiter 5/23/25 - recoded super ko bg with projectile triggers - changed rapid jab var so that it isn't sharing with flip gethit var - made it so satan LVL3 can no longer trade hits with P2 5/20/25 - fixed issue with rapid jab activating by single presses in state transitions 12/9/24 - Removed Proximity blcok from Mine and Raging Demon - Damage of holding throwable items has been reduced - Dynamite Kick is now considered an attack on block but no longer triggers proximity block 12/9/24 -Mine can now be blocked mid -Delaying the item throw now causes objects to hit twice. Also made all items blockable mid -Fixed Gotenks scribbles (they faced the wrong way before) -Added a fix to throw teching to allow more consistent teching on wakeup -Punch Zetto is no longer unblockable 6/4/24 -after wall cling jump cancel it takes 3 ticks before you gain control -P2 goes into Megaton Punch recovery as their custom state ends -saibaman walbreak kill fix 5/30/24 -removed redundant problematic first attack code -Mines no longer go to Idle if they explode when Satan is hit -LVL1 jetpack hyper no longer causes hitstate -cHP no longer hits OTG 5/15/24 -updated jetpack gethits -added 1 frame to FA startup -updated the focus dash cancel code -fixed first attack issue and reapplied ctrlset fix in guard -added hold to get up roll -LVL2 rocket hyper fully invuln has increased guard dmg and guard pushback, no longer considered a hit state, and no longer an overhead along with LVL1 -can still do mine roll while mine limit is reached, will simply not drop a mine -mine will not explode while P1 is in hit state -jHP no longer causes HKD (should fix 18 float hit through ground issue) -Megaton Punch hyper plays broken hand anim on KO -can chain sLP>sMK -removed control after super rocket air dash and removed hold to crash into wall, can cancel into dynamite kick -applied new limiter to emo dynomite kick it is random based and the more times you do it in a combo the more chances for a roll. 1 out of 10 chance. For testing purposes you may hold start -cLK longer startup now hit OTG and must be blocked low -cMK Longer startup -cHK longer startup must be blocked low -cHP must be blocked low and hits OTG -super capsule now always HKD -reduced damage of emo exit while adding chip dmg to it -all LVL3 cause HKD -sHK 2nd hit doesn't take JP if first hit had connected -reduced time it takes for run HP to come out -run HP chains into sMP now -can hit airborne and crouching opponents with Megaton Punch and it no longer has to be blocked high for the punch. The trip is still a low -hold P to not drop mine from roll 3/10/24 Fixed critical error that caused a crash when trying to decide winstate fixed dash cancel on focus 1/15/24 fixed winpose statue not moving with the stage fixed satan being able to recover out of jetpacks after being alpha countered 1/14/24 removed invuln on alpha counters applied zetto recovery change fixed super capsule debug flood fixed satan j.hp causing vegetto to fall through the ground satan cr.mk is now a low satan hp now does 37 max damage satan 2hp down from 37 to 30 fixed satan auto correcting on FADC 5/26/23 -invincibility added to satan backdash -air status applied to backdash -reversal def seemed to work fine for me 2/16/23 -both jetpack supers can now be properly blocked low -jetpack super first hits mid, second is low -lvl2 jetpack super hits mid -lvl1 jetpack super is projectile invul 2/14/2023 **Buff** -Jetpack Super 1: -Final attack can now hit opponents low after whiff **Misc**: -Jetpack Super 1 & 2: -Recode on both supers to allow proper interaction with reversals 11/18/2022 -**Misc**: -Item Toss: -Bugfix on an item coming into contact with another helper, which would not allow Satan to throw another item -Rapid Jabs: -Recovery increased to 8 frames (from 5) 10/15/2022 -**Nerf** -Megaton Punch: -Inital attack is now a high and can be avoided by crouching -All sequences can now be block mid-air -Standing Heavy Kick: -All follow-ups on hit require a minimum distance to the opponent to be successful -Rapid Jabs: -Recovery increased to 5 frames (from 2) -Hitpause increased to 2 (from 0) -Hitstun on P2 increased to 5 (from 0) -**Misc**: -Jetpack Super(s): -5.1 ReversalDef changes added -Hyperkill BG added -Megaton Punch: -Hyperkill BG added -Finisher 3: -Hyperkill BG added -Bugfix on P2 facing wrong direction during the start of Lvl3 finishers -Bugfix that allowed P2 Satan to interupt his Air Hype Taunt too early 5/10/2022 -**Misc**: -Turn update -Hitflag adjustments for projectiles 5/2/2022 -**Nerf**: -cMK is now a mid (prev. low) -**Misc**: -Updated Heavy Knockdown Code and added SFX -Priority adjustments for all normals -Bugfix on crouching attacks not being air guardable -Can no longer cancel Satan Dash from Run Stop -Updated Throw Tech 4/20/2022 -**Buff**: -5.1 Run adjustments -**Nerf**: -Air normals have reduced priority -**Misc**: -Hitbox adjustments for standing normals -5.1: -Minimum distance for Air Dash and Satan Booster reduced to -30 -Guard String Penalty added -Hit override adjustments for Item Toss and Mine 4/4/2022 -**Misc**: -5.1: -Updated trigger to Focus Attack -Updated Air Guard during aerial dashes -Added QOL to Air Dashes 1/13/2022 -**Nerf**: -Back Dash: -Removed invincibility frames -**Misc**: -Simul: -Bugfix that allowed AI controlled Satan to use Emo Mode 1/7/2022 -**Misc**: -General: -Screen Flash on Counter Hit removed -aHK: -Bugfix on sending taller characters below screen 1/5/2022 -**Buff**: -Can now backdash cancel a blocked Focus Attack (non fully charge) -**Nerf**: -Rolling Mine: -Mines can now be blocked low -**Misc**: -General: -Aerial Hurtboxes made more consistent 12/17/2021 -**Nerf**: -Rolling Mine: -Can now be hit by physical attacks during roll -Mines no longer do damage while Satan is being attacked -Praying Counter: -Now active on frame 7 (from 1) *Non Emo* -Active time out of Emo is 34 frames *unchanged* -Active time in Emo reduced to 40 (from 56) -Recovery time in Emo increased to 18 (from 9) -No longer invulernable to throws or projectiles -**Misc**: -Praying Counter: -Reduced AI usage 12/5/2021 -*Buff*: -Throws: -Fwd and Back throw dmg increased to 90 (from 70) -Air Heavy Punch: -Causes heavy knock down -Wake Up: -Roll(s) on Wakeup added -Zetto Counter: -All Zetto Counters cause heavy knock down -Satan Jab [Running + HP]: -Knockback reduced -Recovery reduced -New Counter Hit properties: -Has an automatic extra hit -*Nerf*: -Air Heavy Kick: -Knockback on aerial opponents decreased -Air Dash: -Minimum height increased to 50 (from 20) -Air Guard: -Cant guard during Fwd Air Dash -Jump: -Jump start increased to 4 frames (from 3) -*Misc*: -Throws: -Improved throw tech added -Bugfix on Dash Collision -5.1: -Ai guard code adjusted -Wall Break Kill changes 10/22/2021 -*Buff*: -cHP and sHPx2: Grounded and airborne opponents can no longer recover after being hit -**Nerf**: -Focus Attack: -Can no longer dash cancel when guarded -**Misc**: -Fixes added to Wall Kills UPDATES: 3/6/2021 -**Misc**: -Bugfix on Focus Attack keeping its charge after being hit -Bugfix to prevent freezing during Wall Crash KO -VFX change during Forward Throw UPDATES: 2/23/2021 -**Nerf**: -No longer able to cancel into Satan Booster from normal attacks -No longer able to cancel into Air Taunt from sHK UPDATES: 2/14/2021 -**Buff**: -New Move: Satan Booster [KK in air] -Super air dash that can be held for more speed. Holding K for too long can lead to smashing into the nearest wall, leaving you open -Can also hold Up or Down to change your angle while flying -**Misc**: -Bugfix on being able to move before a round starts UPDATES: 2/10/2021 -**Misc**: -Megaton Punch: -Compatibility for Majin Vegeta UPDATES: 2/5/2020 -**Buff**: -Dynamite Kick: -Emo version has less horizontal knockback on first hit -Praying Counter: -Now invulnerable to throws -**Nerf**: -Rolling Mine: -No longer invulnerable to throws -Dynamite Kick: -Emo version has less vertical knockback on last hit -Praying Counter: -No longer able to roll when hit by projectiles (still invulnerable) UPDATES: 2/2/2021 -**Misc**: -Wake up Turning code adjusted -Special Megaton compatibility for Majin Vegeta added UPDATES: 1/27/2021 -**Misc**: -Bugfix on Hype carrying over between matches -Held Capsule State is now Idle to allow CPU to attack -Failsafes added to Aerial Zetto Counters to avoid going below the floor UPDATES: 1/23/2021 -**Nerf**: -Wall Jump from Wimbly Nimbly height reduced -**Misc**: -Gotenks' Scribble VFX adjusted -Tien's Birds-eye VFX adjusted UPDATES: 1/14/2021 -**Buff**: -Satan can now Taunt in the air while Hype is active -Hype will remain active if Satan has won the previous round -**Misc**: -Bugfix on being able to Superjump during Hype activation -Special Intros added if Satan has won the previous round with Hype active UPDATES: 1/7/2020 -**Buff**: -Increased chance of AI to use Praying Counter -**Misc**: -Bugfix on clones spawning from the rock Awesome Item -Position Bind added for Vegetto during Missle Accomplished UPDATES: 1/5/2020 5.0 Patch -**Nerf**: -Throws will have increased combo scaling -All Zetto Counters will apply max scaling to combos UPDATES: 1/1/2021 5.0 Patch -**Misc**: -Gallery will appear over stage foreground elements -Bugfix on the Gallery not becoming visible again after a Grand Fan UPDATES: 12/31/2020 5.0 Patch -**Misc**: -Anti Fuzzy updates -Forward Throw: -Bugfix on being able to move slightly after it plays the winning animation -Bugfix on P2 getting control back after a winning animation -Added proper hit counter (Applies to Back Throw also) UPDATES: 12/28/2020 5.0 Patch -**Buff**: -During Emo, Grounded Kick Zetto Counter will lead to Emo Dynamite Kick on hit -Dynamite Kick: -Grounded landing lag reduced -7 -More space given to Satan on block -Blockstun increased +2 -Praying Counter: -is now active on Frame 1 -Pause increased to +20 (from +15) -**Misc**: -Made the window for a super jump after aHK or sHK>U+HK tighter -Bugfix on infinite involving Rolling Mine and Focus Attack UPDATES: 12/21/2020 -**Misc**: -The Gallery will go away and become silent during enemy cinematics -Bugfix on HK dynamite kick passing thru opponents -Anti-fuzzy block changes added -Basics limiter changes added UPDATES: 12/18/2020 -**Misc**: -Guarding reworked internally Follow-Up: -Screen lock added to Grand Fan -VFX adjusted during Saiyan Pod easter egg -VFX adjusted during guard -Megaton Punch now has proper power requirements -Megaton Punch wont make P2 go into special animaion on KO -Ai cant throw an item while another is out UPDATES: 12/16/2020 -**Misc**: -Ai restrictions lifted -Present For You now costs 2000 power at all levels in Emo -Bugfix on dizzy stars not being removed for Rocket Finisher -Bugfix on not being able to do Multi-Punches on hit -Bugfix on Megaton Punch winpose not playing correctly -SFX added to Item Toss and Golden Capsule -New Lvl2 Super VFX -Chip KO bugfix UPDATES: 12/2/2020 -**Buff**: -Satan can now act 30 ticks after the start of his Taunt (Super Taunts also) -Praying Counter will always play the "on-knees" animation, even in Emo -Removed Juggle Points from Dynamite Kick -Non Emo Dynamite Kick has less horizontal velocity on hit -**Nerf**: -Now only Heavy Air Dynamite Kick can stick to walls -**Misc**: -Camera follows Satan during Wimbly Nimbly -No longer camera locked -If P2 gets behind Satan during a Wall Cling, Satan will enter a falling state -New Ai patch added -Bugfix on Ai going to invalid states UPDATES: 11/15/2020 -**Buff**: -aD+HK landing is -2f faster -**Misc**: -Afterimages added to Superjump(s) -Screen is now locked during Wimbly Nimbly -Bugfix on aD+HK rotating Satan the wrong way after 18's Eternal Revolution -Bingo Dance Added -Bird's Eye added -Wall crash KO SFX added -Stop sign, Moneybag, and C16 blocking items VFX adjustment UPDATES: 7/3/2020 -Buff: -D+HK from Wimbly Nimbly now does (10) chip damage -aD+HK and D+HK WN now cause knockdown -Misc: -Bugfix on Explosive/Special Items not being an overhead when held -Giant Rock Item VFX changed -Extra flame VFX added to explosive moves UPDATES: 4/19/2019 -Misc: -Bugfix on Back Throw pausing a non-thrown player to block instead of walk backwards during animation UPDATES: 1/26/2019 -Misc: -Wimbly Nimbly D+K VFX change -Twist Fall VFX change UPDATES: 12/29/2019 -Nerf: -All Non-Emo Dyna Kick recovery increased by 2 ticks on block -Misc: -VFX changes on/added to: -Dash -Delay Item Toss -Champ's Delight! -Giant Rock Item -SFX changes on/added to: -Lvl1 Supers -Peace Emo Taunt -Cape Intro -sHK -Present For You! -Teeth Item -Small Rock Item -Basketball Item -Spike Ball Item -Golden Statue Winpose -Chip KO UPDATES: 11/14/2019 -Misc: -Bugfix on Megaton Punch not giving P2 control back UPDATES: 10/19/2019 -Nerf: -Options other than Jump [Hold UP] or Dynamite Kick [K] while attached to wall are disabled -Misc: -Bugfix on First Attack! not being available after blocking a heavy attack at the start of the match UPDATES: 09/25/2019 Im Back?! Edition -Buff: -Wall Slide [hold BACK during Wall Cling] options added/adjusted: -Roll [press FORWARD] -Dynamite Kick [K] -Misc: -Bugfix on aHK/aHP/aD+HK causing airborne opponents to go below the stage -Bugfix on Debug Flood when round ends -Placing a Mine while rolling from wall can now be done with any Punch button UPDATES: 08/21/2019 Is It Over Yet? Edition -Buff: -Wall Cling time extended (+30 ticks) -Misc: -Superjump chase only allowed after sHK>U+sHK Target Combo -VFX and SFX changes to Golden Capsule Super -Bugfix relating to Superjump after connecting an aHK -SFX changes to Wimbly Nimbly -Satan is now locked to screen space when flying back during Wimbly Nimbly -Satan will now compensate for screens moving backwards while in Wall Cling and Wall Slide -Gave Satan ability to still go into roll from Wall Slide UPDATES: 08/13/2019 Im Being Held Hostage Edition -Misc: -SFX bugfixes on Mines -VFX bugfixes on Held Items -SFX changes to successful Counter in Emo -SFX changes to Golden Capsule Items -Landing a Golden Capsule while an opponent is airborne will now drag them to the ground -Roll from Wimbly Nimbly now has a time limit (45 ticks) -Stick Winpose fixed for backwards facing opponents UPDATES: 08/10/2019 Get Me Off This Character Edition -Buff: -Praying counter now dodges Non-Hyper Projectiles -Misc: -Input timing for Level 3 has been adjusted -Jump [Hold Up] from Wimbly Nimbly has height increased -VFX adjustments on Forward Grab -SFX adjustments on CHAMP'S DELIGHT -New SFX for Get-Up and Air Recovery -SFX for Mines have been delayed a few ticks -Mid-Air Punch Zetto Punch knocks down grounded opponents -Level 3 now goes through Piccolo's Clones -PalFX removed on FADC -SFX adjustments to one of his Emo Taunts -Consecutive air normals will now cause a knockdown UPDATES: 08/08/2019 -Misc: -Roll from Wimbly Numbly Re-tuned -From wall cling hold FORWARD to start roll -From roll you can: -Continue holding FORWARD to keep rolling -Press LP to place a mine (will always place 1 no matter if in emo) -Added compatibility for Gotenks' Scribble Finisher -New SFX for emo activation -Fixed bug interaction with Lvl1 Bat out of Hell and an enemy's Super Move -VFX on CHAMP'S DELIGHT added UPDATES: 07/17/2019 -Buff: -Invulnerability added to Wimbly Nimbly startup (only during the "fly back" portion) -Nerf: -Kick Zetto Counter no longer gives power -Recovery on blocked Megaton Punch increased by 5 ticks -Defender GuardTime on blocked Megaton Punch decreased to 10 (from 12, Standing Portion) -Misc: -Anti-Fuzzy Code for Aerial Normals added -Added 3rd AI Behavior: Focuses on Wimbly Nimbly [QCB+K] and it's follow ups -SFX adjustments to CHAMP'S DELIGHT -Finishers will now be played out facing the proper directions -Added SFX to Oolong Guarding Item UPDATES: 07/06/2019 -Nerfs: -Superpause Time decreased for Level 2 Bat Out Of Hell Super -Misc: -Mine's FX appear correctly outside of mirror matches -Fixed bug causing uncharged Item Toss to be overhead -Brick Break Intro adjusted for moving stages -Guard Code updated UPDATES: 07/05/2019 -Misc: -Fully charged Focus Attack will put P2 in custom Dizzy State -Added new animation standard -Removed short Air Dash bug -Air Normals are now overhead only when falling down -Attacks that DO NOT cost meter can be done at the end of a round -Items from Item Toss and Golden Capsule will be removed during cinematics UPDATES: 07/02/2019 -Misc: -Audience reacts properly to Hype building -Level indicators appear properly during Neo Dynamite Kicks -Hype given during Neo Dynamite Kicks has been reduced (4 kicks to build 1 level) UPDATES: 06/26/2019 -Buffs: -Mine wait timer reduced to 40 (from 80) -Neo Dynamite Kick gives Hype (~8 successful kicks to MAX Hype) -Misc: -Added sound effects to CHAMP'S DELIGHT -Returned Item Toss to original Jango system -Updated invulnerability during Jump Start UPDATES: 06/22/2019 -Nerfs: -Decreased Super Pause for Lvl 1 Jetpack Super by 3 ticks -Misc: -Added New Cinematic: CHAMP'S DELIGHT (Finisher Level 3) -Done with sLP,sLP,Fwd,sLK,sHK (Raging Demon Motion) -Further tweaks on Mines UPDATES: 06/15/2019 -Misc: -Mine FX adjusted -Satan is no longer vulnerable to attacks after a successful Forward Throw UPDATES: 06/15/2019 -Misc: -AI follows the same Mine rules as the player -Grounded Dynamite Kick can hit falling opponents -Player indicators added to Mines (P1=Red P2=Blue) -Megaton Punch fixed against Farmer UPDATES: 06/14/2019 -Misc: -Meter gain bug on startup of Beat Punch/Beat Kicks is removed -Succesful pre-grab animation changed -Various FX changes for moving stages -Comboed into Capsule Surprise will have proper trajectory -Bat out of Hell visual bugs fixed UPDATES: 06/13/2019 -Nerfs: -Double Mine removed from base form UPDATES: 05/31/2019 -Misc: -Megaton Punch reaction added for C18 UPDATES: 05/29/2019 -Misc: -Dash collision sprite fixed -Aerial Zetto Counters wont kill UPDATES: 05/21/2019 -Buffs: -Punch Zetto Counter causes knockdown -Nerfs: -Misc: -Fixed Satan appearing for 1 tick during block stun -Changed flashing effect on Focus Attack UPDATES: 05/20/2019 -Buffs: -Super Jump after launcher is defaulted to Super Jump Forward -Reduced time that mine helpers stay on screen after explosion -Nerfs: -Misc: -Stick winpose wont play if P2 is KO'ed by Rocket Finisher -Golden Capsule items now have more space between them and a wall UPDATES: 04/26/2019 -Buffs: -Nerfs: -Misc: -Grand Fan can now be air blocked -Capsule Items can now be air blocked UPDATES: 04/24/2019 -Buffs: -Nerfs: -Misc: -Increased Guard Distance on Capsule Items to 50 UPDATES: 04/18/2019 -Buffs: -Nerfs: -Misc: -Dynamite Kicks from wall cling can now be air blocked UPDATES: 04/16/2019 -Buffs: -Air dash will now always go up first, regardless of held direction -Updated Guard to protect against frame 1 attacks -Nerfs: -Grounded Dynamite Kicks no longer hit overhead -Misc: -Dynamite Kicks can now be blocked while airborne -Air dash wont go below the floor UPDATES: 04/14/2019 -Buffs: -Dash Collision win state changed to back throw -Nerfs: -Cannot cancel real beat punches/kicks after blocking an attack -Misc: -Taunt push box has been pushed back -Voice lines on Successful Prayer have been changed -Soda Can Item has new ranges to reflect button strength -Hurtbox added to whiffed Megaton Punch -Combo counter goes up accurately on Present for You UPDATES: 04/13/2019 -Buffs: -Can now cancel into sMK from Dash jab -Nerfs: -Dash jab PauseTime increased to 10 (from 8) -All Real Beat Kicks HitTime has been decreased to 15 (from 20) -Misc: -Cinematics now stop stage music -Golden capsule items have visual fx on landing UPDATES: 04/08/2019 -Buffs: -Golden capsule now instakills Piccolo clones -Can now cancel sMK into cHK -Guarding hitstun on aHP has been increased to 10 (from 5) -Increased frequency of AI item toss slightly, while idle -Nerfs: -Level 3 no longer connects on non-gethit states -Misc: -Adjusted AI routing, SHOULD properly throw items -Level 3 walking animation plays walking footsteps properly -The actual capsule appears closer to Satan, before the item pops out -CCT is disabled until further notice -Super jump now triggers after HK>UK properly -Power charge grunt stops when not charging -Plushie block has a new sound -Sound effects on Tank finisher and Rocket finisher have been switched UPDATES: 04/06/2019 -Buffs: -Added super jump cancel to HK>U+HK Target Combo -Capsule Toss items have consistent ranges between Item ranks -Nerfs: -Light capsule toss has reduced range -Can no longer cancel into sMK from Dash Punch -Misc: -Capsules appear closer to Satan when he throws them -Captain America's shield has lower height UPDATES: 04/05/2019 -Buffs: -Scaling on mines is less harsh -Nerfs: -Ai uses mines less frequently -Dynamite kick in Hype mode no longer gives Hype -Misc: -Mine placed sound is delayed to actual mine placement -Fixed bug with Palettes after round 1 -Added Golden Capsule, Megaton Punch,Nimbly Nimbly, U+HK, and DAIR to AI -Ai Variations dropped to 2 (from 3) -Ai will now use item toss and praying counter in both variations UPDATES: 04/04/2019 5.0 Update stuff -Buffs: -Item Toss has varying ranges (button strength dependent) -Nerfs: -Mine damaged reduced to 100 (from 120) -Mines have harsher combo scaling -Can no longer cancel quick item toss -No more item toss on whiff normals -Misc: -Quick Item Toss has been put back UPDATES: 04/01/2019 5.0 Update stuff -Buffs: -Ai made a little tougher (mine variation needs tweaks) -Misc: -New voice lines added -Plushie block is coded in -Rocket finisher has new positioning -Palette selection has been fixed UPDATES: 03/25/2019 5.0 Update stuff -Buffs: -Can now use 2 mines in a combo (from 1) -Mines damage increase to 120 (from 80);might have to decrease -Manual wall detach speed increased -Can now dash cancel from held item -Held items are thrown as an overhead -Nerfs: -Air dash reduced to 1 -Mines minimum damage has been decreased to 5 (from 7) -Removed invinciblity on endlag of supers -Meter gain from punch and kick loops has been cut by 50% -Misc: -Items no longer go invis if p2 charges while its thrown. -Added an indicator for overhead attack on held items. -Items now have an order that they are thrown: (Badx4,Goodx2,Great,Good,Badx2,Great,Special) UPDATES: 04/18/17 Crowd goes stupid because of bugs - Bugfixes - Stopped crowd from getting stuck in the sky following a a super jump ko. - Fixed bug where crowd expanded to fill entire section in a Satan ditto. - Fixed Mr. Satan being able to super jump out of his normal jumping HK. - Added some community palettes! - Redid Mr. Satan's gethits so they don't revert back to stance in the last frame. - Megaton Punch custom anims now only use MUGEN Required Sprites - Fixed Champ Mode activating in Saibamen fight. - Disabled NEWS winpose in simul mode. UPDATES: 04/11/17 Boom time - Bugfixes - Fixed Hype not resetting whenever Mr. Satan whiffs on Present For You. - Made the crowd go "AWWWWWW" if he gets hit out of it. - Fixed the SGS not being possible if Mr. Satan didn't have at least 1 level of Hype. - Reduced damage on Crowd Goes Wild Lv. 3 - Reduced damage on the Lv. 3 Finisher - Fixed the mines sharing palfx with Mr. Satan - Fixed the explosion from the tank using dust cloud palette. - Fixed Alpha Counter killing UPDATES: 04/09/17 After the Hype - Bugfixes - Fixed the following bugs against the Saibamen - The Saibamen not playing their reaction animation - Mr. Satan freezing and getting 999 hits against them when using Megaton Punch - Bat Outta Hell spawning him out of nowhere against them - Basically a ton of bugs that were caused by not knowing that we changed Saibamen's name to "Saibamen Z2" lol - Poking Stick winpose - Will not trigger in the following circumstances: - Time Over - Against Saibamen - Prayer Winpose - Will not trigger against Saibamen - Bat Outta Hell - Fixed a bug where two Satans doing the move into each other stop being able to attack.