It's because of the lifebars.
Add004 also include gameplay changes. (Also characters have a despawn animation on simul)
You can edit them out on commmon1.cns
Also I forgot to say it I released yet another update:
When you pressed Ctrl+# (The debug AI command) it did set the AI to 8 ignoring the difficulty setting, now it should set it up correctly.
I remember that 2Dee4ever said that he could not get a poison effect work.
Upon reading more I found that in MUGEN it uses a reversal def bug.
Ikemen GO does have the "RedirectID" parameter that allow to use any State Controller on the other chars without the need to use the ReversalDef bug.
Here is a example of a very simple poison effect
[State -2, Poison]
type = LifeAdd
trigger1 = <Is the enemy posioned? trigger> ;(Could be a var that get set to a certain amount when a attack hits)
value = -1
kill = 0
RedirectID = <Enemy id here> ;(You can save it in a var when a attack hits)
Hey Amidweiz I did manage to replicate the KFM combo (It was hard) and I noticed something if you replace the Strong Kung Fu Blow with a Light Kung Fu Blow the combo works.
It seems that the problem is in the way that Ikemen GO manages the combo window.
Does anyone know how many time does mugen give between hits?