(10-23-2022)
System
----------------------
-Fixed how super moves were not activating the super name background due to how Ikemen GO handles the Win trigger.

Stages
----------------------
-Pro Wrestling: Wrestling Ring
--Fixed an issue where the camera man could bind to other characters' projectiles/helpers in Round 2.

Characters
----------------------
-Redone how Level 3 supers work if defeating the opponent with chip damage. Most of these supers won't active if they kill on chip damage with some exceptions:
--Dig Dug's Pump and Blow: Will still proceed to inflate the opponent.
--Black Mage's Banishing Zap!: The opponent will still be warped away but with no cinematic.

Black Mage:
-Fixed a bug with Banishing Zap! where the portal would get removed too early but not kill the opponent either.

Star Man:
-Fixed a sound bug regarding one of his match win poses.
-Fixed Star Man's grabs so if they defeat the first opponent on a tag team, they're not stuck lying down.
-Star Man keeps flashing through the rest of EX Sommersault Kick now.
-If an opponent is defeated with (EX) Nova Whip, they'll properly go into their defeat state and be considered unpinable for the win pose.

Thonolan:
-In Sky High Kick, the kick flip will still follow-up the soaring kick on block. This also makes the move -10 on block now.


(10-5-2022)
System
----------------------
-Select screen was changed to be much neater.
-Most of the character portraits were updated to use the ones from Mr. X.

Stages
----------------------
-New stages:
--Final Fantasy: Corneria Fields
-Mega Man's stage all use new music thanks to MC Jimmy!
-Fixed an issue with the Stone Wizard where the eyes wouldn't function properly in Turns mode and Survival mode.

Characters
----------------------
-Recovery Rolls has been added. These can be performed by holding A+B while falling from a soft knockdown. You can also roll forwards by holding forwards too.
-The overall tag system was updated:
--All tag-in moves now simply use Select + B
--Summoning partners now uses half a bar. You can also summon them mid-attack for an entire bar.
--Summoning your partner when not attacking makes you perform your summoning animation.
--Switching characters mid-attack now requires a full bar.
-Fixed several helpers that caused characters to die twice or not properly go into their death states at all.

Black Mage:
-Has been added!

Mario:
-Stomp causes a hard knockdown on aerial opponents.
-Fixed a palette error on his default palette.
-Luigi:
--Fixed an issue where if Luigi throws out his fireball while the opponent was laying down, it couldn't hit the opponent after they got back up.

Urban Champion:
-Scapegoat was reworked:
--When activated, Urban Champ's meter still drops but the super pause effect nor the move name will display.
--If the opponent hits Urban Champion, they get stunned in place.
--Has 1 frame of startup compared to the previous's 0
--Only active for 32 frames instead of 44. (The active frames only overlap when Urban Champ is looking up. As soon as he looks down, it's no longer active.)
--Recovery was increased from 24 F to 32 F.
--Fixed a bug where Sewer Brawl's uppercut can launch an opponent hit from behind the wrong way.

Samus:
-Pit:
--Fixed Stand Summon being unblockable.

Mega Man:
-Can no longer perform another air attack after his Jumping Light Punch.

Simon:
-Can no longer perform another air attack after his Jumping Light Punch.
-Fixed a bug where if Simon dies during Medusa's Wrath, the super name background for it would show up/
-Fixed a bug where his win fanfare was not playing in Simul.

Dig Dug:
-Fixed a glitch where Mappy stayed on screen if Dig Dug was defeated.
 
Thonolan:
-Rat Soldier
--Fixed a bug where the Rat Soldier could not be killed.

Bomberman:
-Can no longer perform another air attack after his Jumping Light Punch.
-Black Bomberman:
--General:
---Black Bomberman now hops in for both attacks. Stand Summon has him land near Bomberman while Crouch Summon has him land a bit behind Bomberman.
--Stand Summon:
---The grab now launches the opponent up into the air and can lead to followups
-Lode Runner:
--Crouch Summon is now a hard knockdown
-Challenger:
--Stand Summon:
---Throws up to two knives, one after the other
---Knives do not cause a knockdown now
---Damage on the knife is lowered (100 -> 50) albeit the overall damage remains the same compared to the previous knife throw.
--Crouch Summon:
---Completely reworked. Challenger runs forward in the power-up state to swing the power-up knife upwards. An anti-air assist that causes a floaty launch even on aired opponents. 

Dig Dug:
-Fygar:
--Crouch Summon is now a hard knockdown
-Pac-Man:
--Fixed a bug where Pac-Man was unable to kill the opponent.

Ryu:
-Bomb Jack:
--Crouch Summon is now a hard knockdown


(10-26-2020)
Characters
----------------------
-Fixed issue of (Charge) Back, Forward command specials not chaining off basic attacks when facing left. (Applies to Simon, Dig Dug, Thonolan)

Mario:
-Fixed infinite Air Fake Fireball

Samus:
-Fixed Samus's Air Wave Beam using up all your power if you chain it off of an air projectile.
-Fixed Metroid Trap causing issues with Urban Champion and Star Man.
-Fixed an issue where Takamaru couldn't be summoned again after getting hit,
-Fixed bug where Kraid Crouching Assist was not doing damage.

Star Man:
-Fixed bug where Star Man may attempt to pin the opponent when the opponent is not on screen. (Caused by the opponent going into a death state via helper.)
-Star Man EX Shooting Slam will now force opponent to turn the other way if the opponent faces the same as Star Man.
-The Amazon will now make the opponent go into their appropriate death states.

Mega Man:
-Ground Metal Blade + Shadow Blade:
--Recovery increased by 10 frames.
--The blade comes out slightly higher and further away from Mega Man's center.

Thonolan: 
-Fixed Sky High Kick causing a crash in Simul if it had multiple targets.

Dig Dug:
-Dig Dug's hook will disappear and drop the opponent if it makes contact the same time with the opponent.

Ryu:
-Corrected Soul Splitter's command.


(10-20-2020)
Characters
----------------------
-Characters that use the Charge Back, Forward motions (as well as similar charge commands ending in forward) can now end the command with a down-forward to activate the move.

Urban Champion:
-Minor fix on Urban Champion's nose in his portrait.

Samus:
-Fixed issue where Metroid Trap didn't activate the Super Finish screen if the opponent was KO'd due to mines.

Simon:
-Fixed bug where the text for Medusa's Wrath didn't show up for the Super Finish.

Bomberman:
-Removed Bomberman's Air Light Punch's ability to regain control in mid-air.
-Fixed bug where Bomberman's Destruction activated on non-target hits.

Dig Dug:
-Fixed bug where hitting multiple targets with Rock Drop could cause the game to freeze.

Ryu:
-Fixed Standing Strong Punch and Crouching Strong Punch using incorrect colors.
-Fixed the super finish screen reappearing at the beginning of a round.


(10-15-2021)
System
----------------------
-Pause menu is fixed to prevent issues where graphics remain on the screen.
-The design of the helper bars have been changed; notably the helper meter bar was redone to be easier to read. The bar charges up and then "resets" while adding a stack.

Stages
----------------------
-New stages:
--Kid Niki: Stone Wizard Temple
--Yie Ar Kung-Fu: Dojo
--Journey to Silus: Space Colony
-Simon's and Samus's stages all use new music thanks to MC Jimmy!
-Star Man's stage now has the camera man follow the players around while fighting. (However, this also makes the stage lose out on the camera man if not used inside of FCF)
-Bomberman's stage loses vertical scrolling.
-Ryu's stage and the training stage have been extended vertically. You won't notice this in FCF but if the stages are used outside of FCF, this will fix some graphical glitches these stages have.
 
Bonus Stages
----------------------
-New bonus stage!: Kung-Fu Fighting
--Either hit or evade as many projectiles as you can without getting hit yourself!
 
Characters
----------------------
-Projectiles were recoded to fix command issues (ex: not being able to throw out a projectile 
when the opponent was laying down).
-Special projectile attacks will now only cancel into supers if the projectile makes contact or it disappears. Exceptions to this rule are EX attacks that tackle on another proejctile.
-The juggle system has been changed so that most level 1 supers don't give add to the juggle if they make contact. Exceptions to this include command grabs and counters.
-Any helper summons that required half a bar had their meter requirements increased. Under the old bar design, this would be equivalent to 2/3rds.

Mario:
-Ex Raccoon Tail recovery was increased  (18 -> 30, -1 on block -> -9) now
-Flame Launch does two hits, total damage slightly nerfed (130 to 135)
-Air Light Punch has a new animation, slightly more range (in both directions), startup increase (3F to 4F) and is active longer (4F to 9F)
-Stomp landing frames decreased. (8F -> 7F)
-Flame Launch's knockback was nerfed, not launching the opponent as high.
-Air Super Fire landing frames increased. (5F -> 13F)
-Hammer Wreck now only activates if the 4th swing hits, not any of the previous hits.
-Luigi now takes 3 hits
-Luigi's fireball does two hits, due to calculations the chip damage has been slightly nerfed (25 to 24)
-Luigi's jump is blockable but causes the opponent to ground bounce
-When the opponent bounces off the wall from Kirby's inhale, they travel slightly less forward
-Kirby's Stone is replaced with Freeze
-Link stops a bit earlier during his stand summon
-Link now hops in to throw the boomerang and he throws it farther. However, the boomerang doesn't keep the opponent grounded and if Link gets interrupted while the boomerang is still out, the boomerang will disappear and the opponent gets thrown forwards.

Urban Champion:
-Rising Uppercut has more ending lag. (5F -> 8F)
-The final uppercut on Triple Rise was reworked; it knocks down on the initial hit, Urban Champ
himself doesn't move as far as he does and he has a lot more ending lag. (4F -> 13F)
-Urban Champion now has his own KO sound when defeated.

Samus:
-Now color separated, palettes have been updated as well
-New animations: Standing Strong Punch, Jumping Strong Kick
-New Basic attacks:
--Low Hook - An overhead that allows for links.
--Blast Upper - Basic launcher, can act as a close anti-air
-Stand Light Punch's startup is increased by 1F. (4F -> 5F), range increased.
-Standing Strong Punch uses a new animation.
-High Cannon has a new animation, active frames increased by 2F (3F -> 5F) more recovery (15F -> 19F), more frame disadvantage on block (-05 -> -07)
-Standing Strong Kick is reworked, more range, travels farther, 1F startup increase (9F -> 10F), more recovery (13F -> 24F) (-7 -> -10 on block), not cancellable
-Crouching Light Punch's startup is increased by 1F (3F -> 4F), range increased.
-Jumping Light Punch's range is increased.
-Knockback on Jumping Strong Punch is decreased.
-Samus retains a bit of momentum after Knee Smash.
-Instead of Freeze Beam in general only freezing once in a combo, now each variant can only freeze once. This means it's possible to freeze an enemy up to three times.
-Screw Attack hitbox increased.
-Cannon Smash has been replaced with a completely new (but functionally similar) attack: Shoulder Shot. Samus lets out a blast from her cannon that propells her forward. Unlike Cannon Smash, the hurtbox is active while she charges forward. It's only safe if done at the correct range.
--EX version: Travels farther, does more damage and has a single hit of super armor.
-New special: Rolling Bomb. Samus throws out a bomb at a specific distance. The bomb itselfwon't make contact until it explodes
--EX version: The bomb is launched close to Samus but there's a delay before it explodes.
-Wave Beam has more recovery. (23 -> 34, landing recovery: 7 -> 13) 
-New super attack: Screw Rush. Samus performs two Screw Attacks, a hopping one and then a horizontal one. The hopping one has some projectile invincibility in the beginning.
-Kraid now hops into the battle instead of running in.
-Damage on Kraid's spikes have been decreased. (50 -> 30)
-Pit now hops into battle for the standing summon.
-Fixed an issue where Pit's arrow would get stuck at the end of the stage.
-Damage on Pit's arrow has been decreased. (255 -> 90)
-Pit's crouch summon has him higher in the air and doesn't utilize the hammer anymore; instead going for a shield bash when he gets within certain range.
-Takamaru's Sword attack knocks the opponent up a bit higher.
-Varia Suit has been turned into a normal palette with no additional attributes. The special 
intro has also been disabled.
 
Star Man:
-Fixed an oversight that could let Star Man autocorrect his aerial EX Shooting Slam.
-Both versions of Shooting Slam will force him to be considered standing if he uses it while he was crouching.
 
Mega Man:
-Air Metal Blade and Shadow Blade have a longer startup (9F to 12F) and decreased knockback. Air Metal Blade also has less hitstun.
-Level 3 has been changed a bit to look better and was recoded to prevent Mega Man or the opponent getting stuck in certain conditions.
 
Simon:
-Jumping Strong Kick has less pushback.
-Whip Swing now has two different variants:
--Punch version comes out faster (15F -> 13F), does weaker damage, and only hits mid.
--Kick version has the original startup, longer recovery, does more damage (although its damage is nerfed from the original Whip), has a bit more range and can hit lower.
-Whip Swing can also be performed in the air, the punch version being a whip in the air while
the kick version has Simon pull out the whip and swinging it on landing.
-Flame Whip's damage has been nerfed (150 -> 120) but is now super cancellable.
-Flame Whip can now be performed in the air.
-Holy Water's damage spreads out much faster and has had its hitbox increased vertically.
-New super: Axestorm
-Spawn of Death has been completely reworked: Simon throws a scythe that on contact will summonDeath. The scythes themselves home in on the opponent and have no effect on the juggle limit or abide by it but they can be destroyed (only to respawn). Simon himself can also use his meterlessspecials and helpers while the super is going on.
-Red Skeleton requires 1/3rd of the helper bar to summon and revive instead of a full helperbar. He also rises faster from the initial summon and the player can follow up after he takes a bite.
-Fuuma's Standing Summon has Fuuma jumping out first before jumping towards the opponent (whichin turn, makes his damage more consistent). Fuuma can also destroy projectiles while spinning.However, the overall damage of the summon has been nerfed.
-Fumma's Crouch Summon how has him tossing out a Hexplosive, which blows up and separates intobullets on contact or after a certain amount on time. On hit with an opponent, it'll launch theminto the air.

Dig Dug:
-Super Driller:
--The final hit's velocities have changed: the multi-hit part moves the opponent less and for the final hit, on grounded opponents it launches them into the air but on aired opponents, it knocks them away with not much vertical knockback.
--Dig Dug moves on the second frame instead of the first frame. (Which stops that weird moment where he shifts himself during the super pause)
--Fixed the bug where the final hit was registered as a normal attack.
-Jackhammer Dive:
--Startup frames decreased (5F -> 3F)
--The hurtbox was extended down a bit.
--Invinicibility frames were decreased (9F -> 4F)
 
Thonolan:
-Bub's recovery after shooting his bubble is shortened (94F -> 48F).
-If an empty bubble is on the screen and Bub isn't, he can be re-summoned.
 
Ryu:
-Fire Wheel's damage has been nerfed (210 -> 165) but its hit velocities have been modified to allow for follow-ups.
