He has been spending a lot of his time working on creating a new Mugen-like engine called Blugen, so he has been doing less Mugen content creation recently.
Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
These weren't on your list, but I figure I'd chime in since it's the same general topic.
This is Ondine. Capcom used it in Darkstalkers and Jojo.
This is Inakuzure, Capcom also used it in Darkstalkers. Unfortunately it's a proprietary typeface owned by a particular Japanese typesetting company, and you have to actually use their typesetting service to make use of it.
Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
I'm still getting crashes when attempting to open the Open window with the 64 bit version. JZ has done a bit of troubleshooting with me and he's concluded that it's likely related to me running Windows 8.1.
Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
When attempting to run FF, I get this Windows message, which I am able to dismiss and that lets FF open. However it then crashes when the file browser appears after selecting "Open."
Revamped NW far s.HP, with extra frames and some pose tweaks. This is a case similar to his far s.MP where an animation that was originally fairly quick and with few frames in his DS1 boss form was given slower, more reasonable frame data in his NW incarnation but the amount of sprite frames stayed the same, thus looking a little jerky in comparison.
That's because it's based on one of the unused CFJ animations (the seppuku animation, specifically). Demitri's CFJ spriteset contains almost every animation he's ever had. However stuff that CFJ doesn't actually use was not resized, it's the same as it was in Darkstalkers. That's one of the reasons I recommend using his original Darkstalkers sprites.
There are too many differences to list. Huitzil's sprite set was heavily reworked in each game, which is why I made each game into a separate SFF. If you plan on combining them, you should note that axis placement is different between games. This is most prevalent when comparing VS to the previous games, where VS is 9 pixels further forward, and 1 pixel further down. There are also some differences in axis placement between certain reused jumping frames in DS1 and NW.
Hmm, seems like it might be a bit hard to make with the parts available, but I suppose I could give it a shot. His chest and waist have plenty of rotational frames, at any rate.