
added new 'separation anxiety' hyper (basically timed buff aggresive ai helper for combos) added another intro by Empawk, costume transform added Peter Parker TAS intro, sprites by Empawk added frozen and shocked anims (credit for sprites goes to Empawk) added Empawks Peter Parker TAS intro here too, its too good replaced walk away anim in "without web fluid" winpose with running anim (by LuisChamat) sevaral fixes by O llusionista (smoother dash anim, additional frame for standing MK, transition frame for standing HP) fixed crouch HK, had sort of weird anim before added 2 new winposes, replacing 2 old ones which had reused anims diagonal hyper blast can still be performed by holding 'up' during horizontal blast hyper (although it doesnt cause ceiling collapse anymore) added 'gauntlet beatdown' hyper (code parts from Acey's Beast Feral Lunge hyper) added 'room destruction' hyper (some sprites from Acey's Captain America, not sure if its Capcom or Acey, so crediting him) completely realigned sprites, new timings, new hitboxes, new voicelines, many coding and sprite fixes, clean up in sprites and sounds scorpion now can be hit during hypers (his moves already pretty op, so thought it is fair to remove his invincibility) fixed my previous implementation of heavy air punch/kick changes (infinite abuse fix, old heavy kick with fixes used as heavy punch now) different crouch pose from existing sprites, slight fixes to tail movement in the stance
#Mugen archive kingdom hearts code
added new grab hyper, code parts from new/fixed O Ilusionista throws used (O Ilusionista): fixes to rhino gore and knee drop specials with smoother anims and new hitdefs (+small changes by me) (O Ilusionista): added forward throw, +fixes to original throw (O Ilusionista): remade battering ram special and rampage hyper with new effects and properties (+small changes by me) stop sign special now applies dizzy state to the opponent on the first hit instead of knock down added 1 hit Super Armor (code taken and adapted from Acey's Juggernaut) added new hoof stomp special (Lethal Syndicate recreation) added 1 new winpose and 1 new intro (Lethal Syndicate recreation) finishing effect in clone attack hyper replaced with different one (before was Shocker shield, now recolored effect from Caliban by Blagoy) fixed frozen sprite, restored shocked anim new walkback anim provided by Jspiderman171717 fixed Smythe face in the hyper (looked odd before) added conventional recovery roll (disabled old one) added octobot summon hyper (credit to Phantom.of.the.Server, Zvitor for boss helper code) added wallcrawling ability (credit to Bradern for tentacle movement reference used for wallcrawling anim, octobot walking) added frozen sprites, restored shocked anim added new 'craze' hyper (basically timed buff aggresive ai helper for combos) restored shocked anim (sprites were already included) "Bad Luck" is not a constant random rain of objects anymore, but rather 1 direct object drop when black cat is attacked goblins will have new sprites, anims and effects, and possibly some code changes, but nothing experimental, nothing that can break, so im not worried about those future changes that much
#Mugen archive kingdom hearts update
this is NOT final version from me, but sort of mid-way update to find and eliminate bugs and such.

Ive uploaded previous preview version to vip section, but only very few people downloading it from there, definitely not enough for proper testing, so here it is for public. i dont want final version turn out to be buggy Very much in need of testing, since a lot of experimental changes has been done (most notable: vulture youth steal hyper, rhino super armor, doc ock octobot summon, venom and carnage new hyper effects, etc, all need good testing).

Hey guys, so decided to upload this preview version (basically most current one), since a lot of work has been done and all included characters (aside from goblins) are completed (only possible changes left are mouth movements for few intros/winposes and organized palettes) Lizard and Kingpin minigames thugs/minions count now changes with difficulty level (no thugs at easy 1-2 levels, less thugs for medium 3-5 levels) Tombstone AI more often uses his "Diamond Skin" hyper and counter special Tombstone has his main punching bag special made to be MUCH more useful with extra hitdef (so to balance it out, his defence lowered from 150 to 125, and lowered some AI values seems to be balanced now) Mysterio fixed colors on his glove for 1 of the gethit sprites Mysterio AI more often uses "Mirror" hyper slightly better Electro AI (was nerfed a little too much) slightly better Sandman AI (was nerfed a little too much) Green Goblin/Hobgoblin fix for missing frames in Spider-man "One for J.J" hyper So uploading this final (hopefully) patch-update Hey guys, tested for a few days, seems no issues anymore
