Board: Your Releases, Mugen 1.0 +
So, about the guard breaking thing: if you supercancel a Hadouken into Shoryureppa when close enough for the first hit of Shoryureppa to combo from the Hadouken, the Shoryureppa will hit even if the opponent was BLOCKING the Hadouken. Basically, despite being in blockstun, the Shoryureppa will hit ANYWAY, making it unblockable AND un-dodgeable (unless you can cancel your guard with something INVINCIBLE; an ability that not every character has).
About the air recovery, I don't know what you're talking about. You obviously modified how it works from the default MUGEN air recovery, and I like it. It seems inspired by GG/MB (I don't know why I initially thought it was more like SFA3), but less extreme. I don't like how MUGEN's default air recovery works, either; shit sux. Better than nothing, though.



I would leave it able to connect during hitstun (add "triggerall = p2stateno != [150,153]" instead of "triggerall = p2movetype != H"), however, since it's so weak for a level 3 and he has no DM, and I like unorthodox combos such as into grabs like that (one of the reasons I got into Melty Blood). It could also stand to do more damage (I'd suggest around 450). Finally, the lifebar disabling during the move (which is cool; don't change that) prevents the several small lifeadds from having the effect of making the first 11 "hits" look weaker, because you can't see the damage while it's being done. Therefore, it is unnecessary and inefficient to use more than one big lifeadd at the end, unless you want them to be affected by P.o.t.S.'s damage dampener since they aren't technically attacks (in which case you'll have to multiply them by the variable(s) that control(s) the attackmulset, which can be difficult).