Here's the current change log if someone wants to entertain a discussion:
Spoiler, click to toggle visibilty
-----------------------------------------------------------------------------------------------
EVIL KEN
-----------------------------------------------------------------------------------------------
GAMEPLAY:
- Lowered life and defense values
- Revised damage output
- Revised a lot of collision boxes and invulnerability times
- Can charge power beyond three bars, just in case maximum power is changed or Simul mode is used
- 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
- 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
- Can cancel dash recovery with a second dash
- Senpuu Kyaku is no longer an overhead
- Attacking from a forward dash is now less insane, more like Darkstalkers dashes
- Weak Ryuujin Kyaku is now the one able to cancel to more aerial attacks, while strong one is the most damaging. This way all versions have a purpose
- Normal air throws have slightly different ranges from each other
- Can Rage Burst (custom combo) with only one power level
- Can't combo into Shun Goku Satsu
- Added Negative Edge
- Alternate Shun Goku Satsu finisher only happens on KO
- Skuhachi's flames disappear if Ken is hurt or uses Tameiki Wari
- Normal attacks that allowed aerial fall recovery now just make P2 automatically land on his feet, less button mashing for him
- In the event of locking down a character in an infinite between his air chains and aerial Tatsumaki, those attacks will start knocking down after a certain time
- Kyouja Renbu now keeps going even if blocked, to make it more different from the other Lv2
- The punch in the Kyouja Renbu combo does a lot of hit stun now, meaning it is the best point to cancel the move with a roll
- Rolls are considered grounded and vulnerable to anything but throws
- The penultimate hit of MSSM Skuhachi is no longer randomly unblockable
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- Fixed high jumps getting off the ground before their animation start, and removed near high jump vaiation
- All specials and supers force P2 to stand when they hit
- Teleports have slightly more recovery and don't build power
- Can no longer use Zenpu Tenshin with A+X, just to prevent the illusion that it's a KOF roll
- Fresh set of palettes. Many thanks to Hoshi and Anjel
- High jump cancels need down, up input
OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Effects no longer share colors with Ken
- Fixed camera errors caused by some intros
- Cleaned leftover animations from the AIR file
- Special intros trigger against more characters
- Special intros are disabled in Simul mode to prevent errors
- Added Throw Escape and Electrocuted special animations
- Resynched Shun Goku Satsu
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival mode, except for a few
- Shun Goku Satsu uses the "cheap KO" animation when available
- Now using common guard sparks (this is easy to revert using text replacement)
- Overwrote guarding states to prevent some AI spasms
- Tidied up his intro storyboard
-----------------------------------------------------------------------------------------------
EVIL RYU
-----------------------------------------------------------------------------------------------
GAMEPLAY:
- Lowered life and defense values
- Revised damage output
- Revised a lot of collision boxes and invulnerability times
- Power Charge can now be initiated by holding B+Y, not just pressing them
- Can charge power beyond three bars, just in case maximum power is changed or Simul mode is used
- Increased liedown.time
- Can throw with A+C and X+Z as well
- 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
- Can use medium and strong versions of Zenpou Tenshin now, not just the weak one
- Rolls are considered grounded and vulnerable to anything but throws
- MSSM Kuuchuu Shinkuu Hadouken dissipates if Ryu is hit
- 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 now has an initial thunder bolt so that it's not less effective than the normal version
- Tenrai No Ken's victim now stands up after a predetermined time
- Dashes are now considered grounded and Ryu can attack from them
- Can cancel dash recovery with a second dash
- Aerial fireballs can be blocked low
- Revised fall recovery states
- Alpha Counters cost 2000 power
- Hitting Ryu cancels the electrical burn effect
- Metsu Joudan Sokutou Geri changed. Normal version is similar to former MSSM version, which now is different
- Metsu Hadouken now spends the three levels of power right when it starts, so that Ryu doesn't get multiple opportunities to retry the move
- Each level of Metsu Hadouken charge is flagged by a PalFX
- All hits of Shoryuken knock down
- A juggling Shoryuken connects all hits but can juggle less times
- Can't normally combo after MSSM Misogi
- Kaze no Ken has more range, making it a better counter move and thus better worth the three bars
- Weak Ryuujin Kyaku is now the one able to cancel to more aerial attacks, while strong one is the most damaging. This way all versions have a purpose
- Can Rage Burst (custom combo) with only one power level
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- Fixed high jumps getting off the ground before their animation start, and removed near high jump vaiation
- All specials and supers force P2 to stand when they hit
- Teleports have slightly more recovery and don't build power
- Can no longer use Zenpu Tenshin with A+X, just to prevent the illusion that it's a KOF roll
- Fresh set of palettes. Many thanks to Hoshi, Anjel and Garuda
- High jump cancels need down, up input
OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Unlocking the secret mode is now flagged by a PalFX
- Some visual effects no longer make P2 guard
- Cleaned leftover animations from the AIR file
- Fixed palette errors in some sprites
- Fixed camera errors caused by special intros
- Special intros are disabled in Simul mode to prevent errors
- Added Throw Escape and Electrocuted special animations
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival mode
- Tenrai no Ken uses the "cheap KO" animation when available
- Now using common guard sparks (this is easy to revert using text replacement)
- Overwrote guarding states to prevent some AI spasms
-----------------------------------------------------------------------------------------------
DRAGON CLAW
-----------------------------------------------------------------------------------------------
GAMEPLAY:
- Advancing Parry now costs 1000 power
- Made many Clsn2 fatter and Clsn1 thinner
- Crescent Moon Slash only goes through projectiles with the strong version
- Back dash is immediately invulnerable but the invulnerability lasts a shorter time
- Flash Step is only invulnerable to projectiles during the dash
- There is now a better incentive to use the different variations of Flash Step, as each provides the best combo opportunities for certain distances
- Counter Blow has less abusive timing and Clsn and cannot counter low hits, but can now react to super moves
- Revised fall recovery states
- Throw attempts are slower, but throws have a bit more range and damage
- Can throw with A+C and X+Z as well
- The second passing of a blocked Heaven's Sword no longer homes in
- Several moves can now kill by chip damage
- The motions for Sun Blast and Sun Cry can now be done in both directions, which also determines where the move goes
- Can't air block after Sun Blast, Homing Flight and Counter Blow
- Added Negative Edge
- In the event of locking down a character in his air chains, those attacks will start knocking down after a certain time
- Corrected several aspects of the Hit Break (clash) system so it works as intended
- Counter Blow's positioning has new button inputs: A for left of screen, B for center, C for right and two kicks for behind the opponent
- MSSM Sun Cry doesn't home in after missing
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- New command attack using a previously unused animation: up + roundhouse (C) in the air
- All specials and supers force P2 to stand when they hit
- Homing Flight and Heaven's Sword can be done on the front wall from a jump
- Fixed an issue that made DC unable to guard some rare multi-hitting moves (e.g. my Ryu's Shinkuu Tatsumaki Senpuu Kyaku)
OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Fixed transparency issues in some sprites
- Adjusted camera movement for wall jumps
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival mode
I'm almost done, mostly kinda waiting for the next 1.0 version to see if there's final adjustments needed.