1. Vehelits takes +30 damage from all attacks. Helps prevent characters without strong single-hit attacks from taking too long to defeat it.
2. Damage before mini-bosses go flying in an invincible state increased.
3. Fixed issue with some enemies attempting grabs from too far away.
4. Rocket and Jet MKII flicker when getting ready to attack. Flicking speeds up when ready or almost ready to attack.
5. Barbon's & Jet's Base Life +250.
6. Modified how the Enemy extra life setting works.
7. Jet moves faster.
8. All bosses that previously didn't have any defense boosting effects now take 20% less damage when air-juggled, or hit while on the ground.
9. Control panel in the Bonus Area is now animated, shakes when hit, and has explosions emit from it when hit.
10. (With "Enemy Item Pick-Up" option on) Fixed problem with enemies trying to pick-up items that were still 'in' the object that fell into the stage.
11. In the bonus area, the damage to the gas meter when playing solo against the bouns game increased.
12. When playing in Simul mode against the bonus game, Boss max life bonus reduced from +50% to +25% (same bonus mini-bosses get), and attack rate increased.
13. Mr.X Gun hit attack slowed a bit.
14. Fixed problem with Roo's Grab attacks not giving power when dealing damage.
15. Abadede won't pick-up items while running anymore (if option is on). Suplex slightly weakened, and Pummel attack (from grab) speed reduced.
16. Onihime & Yasha damage dealt reduced by 25%.
17. R.Bear's pummel attack weakened.
18. Roo's Special attacks weakened.
19. Guard damage of all enemy attacks reduced.
20. Akaiho's Reversal move now uses a HitOverride instead of a ReversalDef. Stop Akaiho from being able to protect other enemies.
21. Fixed problem with some of Mona's/Lisa's attacks not being able to (fake) KO Players.
22. Big-Ben's speed during his fire breath attack is no longer affected by the difficulty setting.
23. Various other enemy attacks deal slightly less damage.
24. Zamza's, Abadede's, and Ash's suplex attack modifed to look more like the suplex performed by other characters.
25. Removed the setting to make enemies take less damage when they are hit enough times or take a certain amount of damage.
26. Fixed problem with Big-Ben falling through the floor when using his BodySlam attack.
27. Barbon's intro now has the background fade to black, then back to normal with him also fading to normal instead of the whole screen turning white then back.
28. Seeker's explosion damage is now affected by difficulty.
29. Difficulty levels below 'Very Easy' removed. 'Very Easy' and 'Easy' now drop enemy stats more to make up for this.
30. Shiva and Abadede now can't be hit by projectiles during their dash/run.
31. Shiva's Final Crash now has higher guardstun and cause him to move backwards after it ends. Should make it harder to simply guard the attack, then counter-attack.
32. Shiva now always uses his Absolute Guard (no damage when blocking), even if playing solo against the bonus game (although the chance is reduced if so).
33. Player life bars are now 1 single yellow bar no matter their actual max life. 'Mid bar' also added that shows damage taken/recovered.
34. Mona & Lisa have slighty higher move speed during their 'jumping' team attack (where they jump forwards up to 3 times in random ways).
35. Zamza is overall much faster (falls faster, less delay after landing, faster attacks).
36. Abadede/Warrior Karate Chop attack is now an overhead (can't be blocked crouching).
37. Jet/Rocket can now fly to other side of screen to escape being stuck in a corner.
38. When Jet/Rocket/Jet MKII perform their special Air Recovery, they stay in that state slightly longer and can't attack right afterwards. Should help prevent successful hits against them from being countered anyway (usually by their grab).
39. Fixed problem with R.Bear's Pummel attack not giving Power (Super Energy) with each hit.
40. All throws by enemies now give a set amount of power depending on their base damage. Previously was affected by target's defense.
41. Projectiles created by enemies are no longer helper-type projectiles.
42. Characters under 1000 life no longer get set amount of life from healing items, instead gaining a percentage of life back like normal.
43. Fixed Harakiri's stand animation (his upper body wasn't aligned properly in 2 of the sprites).
44. Can now set Variable 48 (previously called "Item layer priority") in the Config file to 2 to hide the foreground parts of the stage so they don't hide items/objects.
45. Can now enable blocking enemies to use the default MUGEN guard system instead of the previous HitOverride blocking system.
46. Ranked mode added. See how high you can get your Rank with just 1 life and 80% weaker healing items. Enemies have -25% power and very low life, but as your Rank rises, stronger enemies start appearing and their life rises (but not their attack power).
47. New Enemy special effects added:
Stealth (Mostly invisible, Immune to normal attacks while invisible, deals big damage if attacking while invisible, -25% max life)
Buffer Armor (60% of damage taken is 'delayed', instead being dealt to the enemy at 15 Life per second. +50% max life) Enemy has pale yellow PalFX effect on them.
Sub-Elite (+25% max life, damage dealt +10%) 2 sliver stars are next to enemy lifebar.
Elite (+50% max life, damage dealt +20%, slightly increased attack rate) 3 gold stars are next to enemy lifebar.
Super Elite (+75% max life, damage dealt +30%, increased attack rate) 4 cyan stars are next to enemy lifebar.
You can set the enemy special effects option to "2" to make only the elite-class enemies appear
48. Added Poison status compatibility to enemies. If you have an character that causes (or is meant to cause) poison or any other damage-over-time effect with a custom state, use the following state controllers in the custom hit state of the attack to add the effect to an SoR enemy hit by said attack (Note that enemies can't be KO'd by poison damage):
;Set duration of poison effect here (in frames, 60 = 1 second)
[State 525, VarSet]
type = VarSet
trigger1 = IsHelper(200) || IsHelper(201) || IsHelper(202)
trigger1 = Var(41) = 470561329;Unique ID for SoR enemies
trigger1 = Time = 0
v = 22
value = 60;<-- Change
ignorehitpause = 1
;Set strength of poison effect here (Enemy life is a float value, damage is dealt every frame. Ex. 0.1 = 6 damage per second)
[State 525, VarSet]
type = VarSet
trigger1 = IsHelper(200) || IsHelper(201) || IsHelper(202)
trigger1 = Var(41) = 470561329;Unique ID for SoR enemies
trigger1 = Time = 0
fv = 27
value = 0.1;<-- Change
ignorehitpause = 1
49. Modified the way points are gained when hitting enemies~.
50. No longer possible to lose against the bonus game. Getting KO at 0 lives instead reduces current score by 25%. Score loss from KOs above 0 lives now reduce score by 3% instead of 5%^.