Krizalid still shares colors because I didn't want to add more variables to palettize later.
But does everyone think using his default color is better than varying according to Ken's outfit? And I'm not gonna change/remove him.
Some boring stuff:
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EVIL KEN
- Removed old AI activation methods, obsolete in Mugen 1.0
- Lowered life and defense values
- Can continue charging power even if the bar is full, just because that pose is so cool
- Can charge power beyond three bars, but at that point doing it becomes really slow
- Increased liedown.time
- Can throw with A+C and X+Z as well
- Power Charge can now be initiated by holding B+Y, not just pressing them
- Medium and strong Hadoukens can no longer eat other projectiles
- Fireballs are no longer drawn behind the player after hitting
- There are no longer normal attacks that deal guard damage
- Tatsumaki Senpuu Kyaku has a bit more startup and, as such, isn't unblockable at point blank
- Can't guard during dashes
- Effects no longer share colors with Ken
- Shakunetsu Hadou Ken can no longer be made safe on block by mashing
- Aerial fireballs can be blocked low
- Revised fall recovery states
- Alpha Counters cost 2000 power
EVIL RYU
- Removed old AI activation methods, obsolete in Mugen 1.0
- Lowered life and defense values
- Can continue charging power even if the bar is full, just because that pose is so cool
- Can charge power beyond three bars, but at that point doing it becomes really slow
- Increased liedown.time
- Can throw with A+C and X+Z as well
- Power Charge can now be initiated by holding B+Y, not just pressing them
- Medium and strong Hadoukens can no longer eat other projectiles
- Fireballs are no longer drawn behind the player after hitting
- MSSM Kuuchuu Shinkuu Hadouken will no longer randomly be nullified by other projectiles, always explodes
- MSSM Kuuchuu Shinkuu Hadouken now uses transparency. The darkened background still looks cool though, so that was kept
- There are no longer normal attacks that deal guard damage
- Added Negative Edge
- Unlocking the secret mode is now flagged by a PalFX
- The sparks on the alternate stance no longer make P2 guard
- MSSM Kuuchuu Shinkuu Hadouken dissipates if Ryu is hit
- Can now be thrown out of rolls
- Tweaked Tenrai No Ken to work properly under new Mugen's corner behaviour (why did they
change that?) and other situations too
- Dive kicks can be "tiger knee'd" and must be blocked high
- It is now a whole lot easier to hit Ryu out of charging a Metsu Hadouken
- An opponent dizzied by Metsu Hadouken can now be thrown or comboed on the ground
- Electrical burns no longer override the dizzy state
- MSSM Kongou Kokuretsu Zan causes an initial ground shockwave that briefly stuns P2
- Fixed palette errors in some sprites
- Tenrai No Ken's victim now stands up after a predetermined time
- Dashes are now considered grounded and Ryu can attack from them
- Aerial fireballs can be blocked low
- Revised fall recovery states
- Alpha Counters cost 2000 power
DRAGON CLAW
- Removed old AI activation methods, obsolete in Mugen 1.0
- Advancing Parry (guard escape) now costs 2000 power