-------------------------------------
Sanae Kochiya (Sanae_RP)
(Touhou: Gensokyo Reloaded version)
-------------------------------------
Author: RicePigeon

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Contents
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1. Contents (You're reading this)
2. Version Changes
3. Movelist
  3a. Command Moves
  3b. Specials
  3c. Spellcards
4. Credits

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Version Changes
------------------

=====================================
01/01/21 - Version 2021.01.01
=====================================

- [System] Fixed bug where Sanae was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 6z/j.6z: Can no longer KO an opponent via chip damage.
- 4z/j.4z: Can no longer KO an opponent via chip damage, fixed inability to be performed during air dashes.
- 2z: Guard velocity increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Wind Goddess ~ Thrust: Fixed issue where counterhit hitstun bonus was not being applied.
- "Forgotten Ritual": Now gains counterhit bonuses.
- "Moses's Miracle": Fixed issue where attack was not giving player 2 the proper amount of powergain on hit or block.

=====================================
08/17/20 - Version 2020.08.17
=====================================

- Throw: Removed fall parameter glitch.
- Fixed incorrect Counterhit stun bonuses on air Normals.

=====================================
08/01/20 - Version 2020.08.01
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Adjusted tech recovery behavior slightly.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 4z: Hitbox size adjusted & slightly increased. Suwako now begins attacking closer to the ground to avoid whiffing against certain crouched opponents.
- 4z: Damage decreased (34xN->28xN).
- 2z: Hit velocity on block increased.
- j2y: Proration increased (0.85xN->0.9xN)
- Throw: Fixed Ikemen-exclusive bug.
- Omikuji Bomb: Bomb types now follow a predetermined pattern, instead of being chosen at random.

=====================================
05/24/20 - Version 2020.05.24
=====================================

- [System] Fixed an IKEMEN-exclusive damage dampening issue.
- "Charm of Good Commerce": Significantly reduced the amount of talisman helper afterimages.

=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

=====================================
09/26/19 - Version 2019.09.26
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.

=====================================
06/07/19 - Version 2019.06.07
=====================================

- j.2y: Overhead property restored.
- j.2y: Can no longer be used again in the same jump if the move is successfully blocked once.

=====================================
05/03/19 - Version 2019.05.03
=====================================

- Sprites realigned.
- Fixed numerous sprite errors.
- [System] Minor adjustments to Sanae's regular hurtbox in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected forward dash startup time (4f->5f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected back hop/air dash landing times (9f->8f).
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a heigt restriction when ascending.
- Added a crouch turning animation.
- Fixed angledraw issues with the goddess helpers.
- Fixed visual issue where the tech recovery explod was being affected by palfx.
- Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- 5x: Hit velocity slightly increased.
- 5y: Damage decreased (50->45).
- 6y: No longer loses overhead properties when chained into.
- 6y: Hurtboxes adjusted.
- 6z: Proration decreased (80%->85%).
- Pillar Toss: Projectile now disappears if Sanae is hit.
- Pillar Toss: Now flags recovery frames once the projectile's active frames have ended.
- Pillar Toss: Fixed IKEMEN exclusive visual issue where the Onbashira effect helpers would incorrectly generate a shadow.
- Iron Ring: Aerial version now has a separate animation that uses the regular aerial hurtbox.
- Iron Ring: Suwako now disappears if Sanae is hit.
- Iron Ring: Damage decreased (35x3->34x3)
- Iron Ring: Proration increased (95%x3->93%x3). 
- Iron Ring: Suwako gauge now only starts recharging once Suwako has completely disappeared.
- 2x: Corrected inability to conserve forward dash momentum into the attack.
- 2x: Secondary hurtbox and hitbox moved down slightly.
- 2x: Hitbox size decreased.
- 2y: Can now be blocked high, horizontal range slightly increased.
- j.5x: Damage decreased (40->35).
- j.5x: Proration increased (92%->90%).
- j.5y: Damage decreased (60->55).
- j.2y: No longer hits overhead, hitstun decreased by 5f.
- j.2y: Can no longer guard or airdash until landing.
- j.5z: Damage decreased (80->75).
- Throw: Now applies 90% normal proration.
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Wind Call: Projectile now disappears if Sanae is hit.
- Wind Call: Proration increased (96%x3 -> 94.7%x3).
- Omijuki Bomb: Projectile is now destroyed if Sanae is hit.
- Omijuki Bomb (Good Luck): Damage decreased (80->75), block damage increased (8->15).
- Omijuki Bomb (Great Luck): Damage decreased (150->130), block damage decreased (30->26).
- Omijuki Bomb (Bad Luck): Homing projectile is now destroyed if Sanae is hit.
- Omijuki Bomb (Bad Luck): Fixed various debug errors.
- Omijuki Bomb (Poor Luck): Damage decreased (20x10->17x10), block damage decreased (4x10->3x10)
- Omijuki Bomb (Poor Luck): Fixed bug where proration would continue to be applied every frame after the attack had hit 10 times.
- Wind Goddess ~ Thrust: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Wind Goddess ~ Thrust: Damage decreased (120/130/140->110/120/130)
- Wind Goddess ~ Thrust: Proration increased (85%->80%). 
- Wind Goddess ~ Thrust: Kanako gauge now only starts recharging once Kanako has completely disappeared.
- Wind Goddess ~ Pillar: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Wind Goddess ~ Pillar: Projectiles are now destroyed if Sanae is hit before they become visible.
- Wind Goddess ~ Pillar: Recovery frames are now flagged 1 frame after the pillars spawn.
- Wind Goddess ~ Pillar: Kanako now disappears 6 frames earlier, but the Kanako gauge takes 6 frames longer to fully charge.
- Wind Goddess ~ Pillar: Moved Kanako down so that she now appears mostly on screen from a grounded camera y-position.
- Earth Goddess ~ Snare: Suwako now disappears if Sanae is hit, but only if she's not leaping out of the ground.
- Earth Goddess ~ Snare: Damage decreased (48x3->42x3).
- Earth Goddess ~ Snare: Proration slightly increased (95%x3->94.7%x3).
- Earth Goddess ~ Snare: Suwako gauge now only starts recharging once Suwako has completely disappeared.
- Earth Goddess ~ Shield: Suwako gauge now only starts recharging once Suwako has completely disappeared.
- Cobalt Spread: Projectile is now destroyed if Sanae is hit.
- "Charm of Good Commerce": Damage increased (11x23->12x23), block damage increased (1x23->2x23).
- "Charm of Good Commerce": Proration increased (99%x23->98%x23).
- "Forgotten Ritual": Now flags recovery frames once the active frames have ended.
- "Night of the Supernova Storm": Now flags recovery frames once the active frames have ended.
- "Moses's Miracle": Now applies 45% proration.
- Filled out missing readme move entries.

=====================================
01/27/19 - Version 2019.01.27
=====================================

- j2y: Startup increased by 2f, hitbox size decreased.
- Wind Goddess ~ Pillar: Fixed juggle flag issue.
- "Night of the Supernova Storm": Fixed issue where opponent could recover prematurely. 

=====================================
12/10/18 - Version 2018.12.10
=====================================

- 5x: Hitbox priority decreased.
- 5y: Hitbox priority decreased.
- 6y: Hitbox priority decreased.
- 5z: Hitbox priority decreased.
- 2x: Startup increased by 1f, Hitbox priority decreased.
- 2y: Hitbox size & priority decreased.
- j5x: Startup increased by 2f, Hitbox size & priority decreased.
- j5y: Hitbox size & priority decreased.
- j5z: Hitbox size & priority decreased.

=====================================
12/02/18 - Version 2018.12.02
=====================================

- [System] Fixed bug involving OTGs.

=====================================
09/20/18 - Version 2018.09.20
=====================================

- Fixed a minor issue with reset.

=====================================
05/27/18 - Version 2018.05.27
=====================================

- Fixed counterhit related bugs.

=====================================
05/18/18 - Version 2018.05.18
=====================================

- Fixed additional bugs in reset code.

=====================================
03/17/18 - Version 2018.03.17
=====================================

- Adjustments to reset behavior.
- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.

=====================================
12/11/17 - Version 2017.12.11
=====================================

- Throw: Fixed bug on throw escape.

=====================================
11/27/17 - Version 2017.11.27
=====================================

- Wind Goddess ~ Pillar: Fixed bug on groundbounce velocities from OTG.
- Cobalt Spread: Fixed bug with projectile interaction.

=====================================
11/21/17 - Version 2017.11.21
=====================================

- Fixed visual bug in IKEMEN where wind gauge appears as incorrect color.
- 5x: Hit velocities decreased.
- 5y: Damage decreased (55->50), hit velocities decreased.
- 5z: Damage decreased (65->60), hit velocities decreased. Can now cancel into 6z or 4z on hit.
- 2x: Hit velocities decreased.
- j2y: Hitbox size slightly increased, fixed bug with juggle flags.
- 6z/j6z: Damage decreased (70->65).
- 6z/j6z: Startup decreased by 5f.
- 4z/j4z: Damage decreased (45x3->35x3).
- Wind Goddess ~ Pillar: All versions now drop exactly 2 pillars. Button press now determines pillar drop location.
- Wind Goddess ~ Pillar: Pillars now drop faster.
- Wind Goddess ~ Pillar: Startup invincibility increased. Startup invincibility removed on Y and Z versions.
- Wind Goddess ~ Pillar: Proration decreased (80%->72%).
- Wind Goddess ~ Pillar: Startup on Y and Z versions increased by 2f and 4f, respectively.
- Wind Goddess ~ Pillar: Fixed bug where groundbounce could occur twice from a single hit.
- "Charm of Good Commerce": Is now air usable.

=====================================
11/03/17 - Version 2017.11.03
=====================================

- Fixed minor graphical bug with wind gauge in IKEMEN.
- 6z/j6z: Now deals chip damage.
- 2x: Proration increased (90%->92%).
- 2y: Proration decreased (90%->85%).

=====================================
09/29/17 - Version 2017.09.29
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Fixed missing dust particles on ground tech.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 4z/j4z: No longer causes a reset versus airborne opponents. Hit velocities adjusted.
- 4z/j4z: Damage decreased (50xN->45xN). Now causes chip damage.
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j5z: No longer causes a reset versus airborne opponents.

=====================================
08/18/17 - Version 2017.08.18
=====================================

- 6y: Proration decreased (90%->85%).
- 6z/j6z: Proration decreased (98%->85%).
- 6z/j6z: Power gain on hit adjusted (80/60->80/40).
- 2z: Proration decreased (80%->75%).
- 3z: Proration decreased (80%->75%).
- 4z: Proration decreased (96%xN->95%xN).
- j5x: Proration decreased (92%->90%).
- j2y: Power gains decreased (80/40->40/20).
- j5z: Proration increased (75%->80%).
- Wind Call: Power gain on startup decreased (40->20).
- Wind Call: Fixed bug where proration was being applied twice per hit.
- Omikuji Bomb: Power gains adjusted (40/40/20->20/60/30).
- Wind Goddess ~ Thrust: Power gain on startup decreased (60->45).
- Wind Goddess ~ Pillar: Power gain on startup decreased (60->45).
- Cobalt Spread: Power gains adjusted (40/40/20->20/60/30).
- Earth Goddess ~ Shield: No longer applies power gains on startup.
- Earth Goddess ~ Snare: No longer applies power gain on startup use, only when trap is activated.
- Earth Goddess ~ Snare: Fixed bug where proration was being applied multiple times per hit.
- Earth Goddess ~ Snare: Proration decreased (96%x3->95%x3).

=====================================
08/17/17 - Version 2017.08.17
=====================================

- Frog Hop: Adjusted cancel window on hit.
- Omikuji Bomb: Can no longer toss additional packets if one is already on screen.
- Cobalt Spread: Hit velocities adjusted.
- Cobalt Spread [Y version]: Now causes a knockdown.
- Wind Goddess ~ Pillar: Can now be used in midair.
- "Charm of Good Commerce": Packets can now hit OTG if directed downward via wind.

=====================================
08/14/17 - Version 2017.08.14
=====================================

- Safeguard implemented if target is somehow lost during throws.

=====================================
06/05/17 - Version 2017.06.05
=====================================

- Throw: fixed bug where poweradds were not being applied.

=====================================
05/23/17 - Version 2017.05.23
=====================================

- Adjusted minor issue in select screen portrait.
- Removed unused sounds.

=====================================
05/22/17 - Version 2017.05.22
=====================================

- Fixed Wind Gauge not displaying as proper color in IKEMEN.
- "Charm of Good Commerce": Fixed potential bug where not all hits would register properly.
- "Forgotten Ritual": Fixed improper damage scaling in IKEMEN.

=====================================
04/19/17 - Version 2017.04.19
=====================================

- Fixed bug involving graphical display of Spellcard selection.

=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.
- Omikuji Bomb: Now has a higher chance of Good & Great Luck if Sanae is at low health.

=====================================
02/22/17 - Version 2017.02.22
=====================================

- Fixed issue with anims 5030 & 5035.

=====================================
12/07/16 - Version 2016.12.07
=====================================

Changes from Version 2016.10.31

- Wind Summon: Wind gauge amount per use increased, now roughly 33% (up from 25%).
- Wind Call: Projectile hitbox no longer activates instantly unless summoned wind is present.
- Iron Ring: Air recovery time increased. Landing recovery time increased by 8f.
- Cobalt Spread: Fixed bug where more than one frog appears on screen.

=====================================
10/26/16 - Version 2016.10.31
=====================================

Changes from Version 2016.10.08

- Fixed knockdown issues.

=====================================
10/08/16 - Version 2016.10.08
=====================================

Changes from Version 2016.09.22

- Wind Goddess ~ Thrust: Now grants projectile invincibility during charge.
- Earth Goddess ~ Shield: Bubble HP increased (150->200).
- "Charm of Good Commerce": P2 power gain per hit increased (10->13).
- "Forgotten Ritual": P2 power gain per hit decreased (10->8).
- "Night of the Supernova Storm": P2 power gain per hit decreased (20->15).
- "Moses's Miracle": Adjusted command timing.
- "Moses's Miracle": P2 power gain on hit increased (200/175 -> 600/600).

=====================================
09/22/16 - Version 2016.09.22
=====================================

Changes from Version 2016.07.07

- Fixed velocity behavior in ground teching.
- Fixed issue with liedowntime value.

=====================================
07/07/16 - Version 2016.07.07
=====================================

Changes from Version 2016.07.06

- Wind Goddess ~ Thrust: Corrected air version's inability to cause Soft Knockdowns.

=====================================
07/06/16 - Version 2016.07.06
=====================================

Changes from Version 2016.07.04.01

- Wind Gauge regeneration speed increased.
- Wind Gauge no longer recharges while Sanae is airborne.
- Corrected animation error when Sanae gets up from knockdown.
- Wind Goddess ~ Thrust: No longer preserves Sanae's vertical momentum at beginning of dash.
- Wind Goddess ~ Thrust: Now causes Soft Knockdown.
- Wind Call: Now causes Soft Knockdown.
- Omikuji Bomb (Bad Luck): Corrected glitch in projectile homing.
- Esoterica "Forgotten Ritual": Corrected misplaced effects.


=====================================
07/04/16 - Version 2016.07.04.01
=====================================

Changes from version 2016.07.04

- Corrected color separation issue in Sanae's taunt.
- Can no longer immediately walk when landing from a jump.

=====================================
07/04/16 - Version 2016.07.04
=====================================

First release


------------------
Movelist
------------------
 
X - Light Attack
Y - Medium Attack
Z - Heavy Attack
A - Dash Shortcut 
B - Shortcut for x+y
C - Shortcut for x+y+z
Start - Taunt

------------------
Command Moves
------------------

Note: Each move indicates if it can be done on the ground only [G], in the air only [A], or both [GA]

* F,F or F+a (66 or 6a) - Forward Dash [GA] 
- The ground version can be jump cancelled or cancelled into ground moves, while the aerial version can be cancelled 
  into aerials.

* B,B or B+a (44 or 4a) - Backward Dash [GA]
- Both the ground and aerial versions can be cancelled into aerials.

* y+z (5yz) - Forward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack. Sanae launches the opponent skyward, allowing for numerous followup options.

* B+y+z (4yz) - Backward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack. Sanae launches the opponent skyward, allowing for numerous followup options.

* F+z (6z) - Pillar Toss [GA] 
- Requires a full Kanako gauge. Sanae summons Kanako to launch half a dozen Onbasihra forwards, which are able to have
  their direction influenced with Wind Summon, and cause a guaranteed wallbounce if they hit. The Kanako gauge will
  take 2 seconds to recharge once Kanako has disappeared.

* B+z (4z) - Iron Ring [GA]
- Requires a full Suwako gauge. Sanae summons Suwako from below the ground, who launches herself diagonally upwards
  while spinning a large ring. The Suwako gauge will take 2 seconds to recharge once Suwako has disappeared.

* j.D+y (j.2y) - Frog Hop [A]
- Putting Suwako's teachings to good use, Sanae does her best moustachioed plumber impression and frog hops on the
  opponent. Sanae can use this move up to three times in a single jump, but will lose all remaining uses of the move
  if any one of them is successfully blocked.

* Any direction + x+y - Wind Summon [GA]
- Requires at least 1/3rd of the Wind Gauge. Sanae summons a gust of wind that pushes her in the relevant direction,
  influences the direction in which certain attacks will travel, and activates her Wind Call Special. Each use of the
  wind will deplete 1/3rd of the gauge, but it will automatically start to recharge after a while, with the rate of
  recharge depending on how much of the gauge is still left (less = slower).

------------------
Specials
------------------

* B,DB,D + x/y/z (412x, 412y, or 412z) - Guard Cancel [G]
- Requires 1000 Power, can only be done during blockstun. Sanae counterattacks using the x version of Wind Goddess ~
  Pillar. Does not consume or require Kanako bar if used in this manner.

* D,DF,F + x/y/z (236x, 236y, or 236z) - Wind Call [G]
- Sanae spawns an inactive wind projectile in front of her, which can then be activated at the appropriate time using
  Wind Summon. Button press determines how far in front of Sanae the projectile will be spawned.

* D,D + x/y/z (22x, 22y, or 22z) - Omikuji Bomb [G]
- Sanae throws an explosive packet into the air, which will explode either on contact with the ground or with the
  opponent. Button press will determine the direction in which the packet is originally thrown, but Sanae can then use
  Wind Summon to further influence the packet's direction. Upon the packet exploding, it will become one of four different
  attacks that follow a predetermined pattern:
    - Good Luck: a simple explosion. 
    - Great Luck: a larger explosion than that of Good Luck's.
    - Bad Luck: a slow tracking projectile.
    - Poor Luck: a black void that will damage anything it hits, Sanae included.

* B,DB,D,DF,F + x/y/z (41236x, 41236y, or 41236z) - Wind Goddess ~ Thrust [GA]
- Requires a full Kanako gauge. Sanae summons Kanako and charges forward at full thrust, with the direction of charge
  being influenceable by Wind Summon; in addition, Sanae is invulnerable to projectiles at any point while she is
  moving forwards. Button press will determing the attack's startup time and for how long Sanae will move forward. The
  Kanako gauge will take 2.75 seconds to recharge once Kanako has disappeared.

* F,D,DF + x/y/z (623x, 623y, or 623z) - Wind Goddess ~ Pillar [GA]
- Requires a full Kanako gauge. Sanae summons Kanako to smash two Onbasihra into the ground on either side of her.
  Button press will determine how far away from Sanae the Onbashira will drop, with the x version also having several
  frames of startup invulnerability. The Kanako gauge will take 2.5 seconds to recharge once Kanako has disappeared.

* B,D,DB + x/y/z (421x, 421y, or 421z) - Earth Goddess ~ Snare [G]
- Requires a full Suwako gauge. Sanae summons Suwako, who buries herself in the ground and lies in wait; Suwako will
  then leap out the ground if the opponent gets too close to her position, or if B,D,DB + x/y/z is manually input
  while she's still underground. The Suwako gauge will take 3 seconds to recharge once Suwako has disappeared.

* D,DB,B + x (214x) - Earth Goddess ~ Shield [G]
- Requires a full Suwako gauge. Sanae summons Suwako, who encases herself in a bubble shield for a limited duration.
  The shield protects Sanae from all forms of melee attacks and projectiles while her hurtbox is inside it, but she
  remains vulnerable to grabs, and the bubble itself can only take so much damage before Suwako is forced to disappear.
  Wind Summon can be used to move the bubble to a different position. The Suwako gauge will take 2.5 seconds to
  recharge once Suwako has disappeared.

* D,DB,B + y/z (214y or 214z) - Cobalt Spread [G]
- Sanae throws a packet into the air, which will change into an underground frog once it makes contact with the ground
  and start advancing forwards; the frog will then leap out of the ground once it gets close enough to the opponent's
  position. Button press will determine the speed in which the underground frog will advance forwards, but Sanae can
  use Wind Summon to influence where the initial packet will land.

------------------
Spellcards
------------------

=============================
Level 1 Spellcards
=============================

* D,DF,F,D,DF,F + x/y/z (236236x, 236236y, or 236236z) - Prayer "Charm of Good Commerce" [GA]
- Sanae sends forth numerous talisman projectiles, the direction and/or velocity of which can be influenced by Wind
  Summon.

* D,DB,B,D,DB,B + x/y/z (214214x, 214214y, or 214214z) - Esoterica "Forgotten Ritual" [G]
- Sanae perfoms a ritual to generate a five-pointed star that hits multiple times. The move has startup
  invulnerability that persists into the first few active frames.

=============================
Level 3 Spellcards
=============================

* D,DB,B,D,DB,B + x+y+z (214214xyz) - Miracle "Night of the Supernova Storm" [G]
- Must be selected prior to match. Sanae sends a samll star skyward to cover all airspace with a giant hitbox. The
  move is unblockable, but only makes contact with opponents who are airborne.

* D,D,D + x+y+z (222xyz) - Sea Opening "Moses's Miracle" [G]
- Must be selected prior to match. Sanae momentarily makes herself invisible before teleporting above the opponent's
  head, then slams down with enough force to split the sea. Sanae is invulnerable up until the move's active frames
  are over, and the move hits both high and OTG.


------------------
Credits
------------------

Elecbyte 		- For making MUGEN.
ZUN             	- For creating the Touhou project.
Daniel9999999		- Recycled code portions, beta testing, and a good friend in general
Flawless		- Original X-Costume Selector code
DoomBowser		- Additional fixes

Palette Contributors:
- IkuTronHD
- DoomBowser
- Ryoucchi
- GarchompMatt
- Yagoshi300

Beta Testers:
- DoomBowser
- Rodknee