-------------------------------------
Utsuho Reiuji (Utsuho_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
5. Contact Info

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

=====================================
11/25/21 - Version 2021.11.25
=====================================

- [System] Control Rod charge can now be carried over to Utsuho's other Specials.
- [System] New Victory quotes added, older unused Victory Quotes removed.
- [System] Fixed issue where certain effects from Aerial attacks were not being removed properly upon landing.
- [System] Corrected behavior of ground recovery tech.
- [System] Corrected issue where certain attacks that shouldn't be affected by proration were being affected and vice-versa.
- [System] Corrected issue where Control Rod charging effects would erroneously play at the beginning of ground tech recovery animation.
- [System] Updated charge gauge graphics to be consistent with those in the Touhou: Gensokyo Reloaded full game.
- [System] Crouching hurtbox size decreased.
- j.5x: Fixed oversight where 75% hard proration was not being applied if used at the beginning of a combo.
- Hell Geyser: Minimum & maximum startups decreased (24f~94f->14f~84f).
- Flare Up [Z ver]: No longer possesses startup invulnerability.
- Radiant Blade: Hitbox & hurtbox ranges extended.
- "Creeping Sun": Fixed oversight where move didn't cause a Hard Knockdown.

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

- [System] Fixed bug where Utsuho 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] Fixed visual issue with Utsuho's klaxon effects.
- [System] Fixed issue where Utsuho could begin charging Control Rod before the round begins.
- [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.
- Shortened length of Utusho's klaxon intro.
- 2z: Guard velocity decreased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Rocket Dive: Camera no longer snaps to Utsuho's vertical position during recovery.
- Rocket Dive: Fixed issue where the intended Spell Card and Last Word cancel conditions were being ignored.
- Flare Up: Invulnerability is now lost when cancelling the move while charging.
- "Creeping Sun" [Air]: Now turns to face the opponent when launching the projectile.
- "Giga Flare": No longer turns to face opponent a second time when used.
- "Tera Flare": No longer turns to face opponent a second time when used.
- "Tera Flare": No longer plays an exclusive BGM upon activation, fixed issue where certain effects would not persist during superpause.
- "Yatagarasu Dive": Now turns to face opponent when used.
- "Uncontrollable Dive": Now turns to face opponent when used.

=====================================
09/27/20 - Version 2020.09.27
=====================================

- [System] Can no longer perform more than one mid-air dash cancel.

=====================================
09/17/20 - Version 2020.09.17
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Proration no longer utilizes AttackMulSet.
- [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.
- 2z: Hit velocity on block increased.
- j5y: Fixed Counterhit stun bonuses.
- j6z: Fixed Counterhit stun bonuses.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bugs.
- Hell Geyser [Lv 1]: Proration increased (0.8->0.85).
- Hell Geyser [Lv 2]: Damage decreased (75x2->70x2), proration increased (0.8x2->0.89x2).
- Hell Geyser [Lv 3]: Damage decreased (70x3->64x3), proration increased (0.8x3->0.9x3).

=====================================
12/08/19 - Version 2019.12.08
=====================================

- Control Rod [Air versions]: No longer turns to face p2 on startup.
- Rocket Dive [Air version]: No longer turns to face p2 on startup.
- "Giga Flare": No longer turns to face p2 on startup.
- "Yatagarasu Dive": Now turns to face p2 on startup.
- "Uncontrollable Dive": Now turns to face p2 on startup.

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

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [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.
- [System] Adjusted head and mid positions.
- Fixed visual issue where the tech recovery palfx was only being applied for a single frame.
- Control Rod [Level 3]: Recovery frames are now flagged properly.
- Hell Geyser: Geysers now flag recovery frames peroperly.
- "Creeping Sun": Recovery frames are now flagged properly.
- "Giga Flare": Recovery frames are now flagged properly.

=====================================
07/24/19 - Version 2019.07.24
=====================================

- [System] Air dashes now have a height restriction on ascending from a jump.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Fixed issues with groundbounce & wallbounce behaviors.
- [System] Corrected regular jump landing time.
- [System] Corrected forward dash startup time.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- 6y: No longer loses overhead properties when cancelled into.
- Radiant Blade: Command changed to D,DB,B+X/Y/Z
- Reimplemented Flare Up Special (F,D,DF+X/Y/Z) with revised behavior.

=====================================
03/26/19 - Version 2019.03.26
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Updated outdated Recovery frame flags to current standards.
- [System] Updated outdated Hitdef triggers to current standards.
- [System] Added missing groundbounce animation.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Corrected time in which the forward dash can be jump cancelled.
- 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.
- 2x: Corrected inability to conserve forward dash momentum into the attack.
- Throw: Now applies 0.9 normal proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.

=====================================
02/17/19 - Version 2019.02.17
=====================================

- [System] Corrected bug that erroneously give projectiles counterhit properties.

=====================================
01/29/19 - Version 2019.01.29
=====================================

- "Creeping Sun": Fixed issue where opponent could recover prematurely.
- "Uncontrollable Dive": Fixed issue where opponent could recover prematurely.

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

- [System] Fixed bug involving OTGs.

=====================================
09/21/18 - Version 2018.09.21
=====================================

- Fixed a minor issue with reset.

=====================================
08/21/18 - Version 2018.08.21
=====================================

- Control Rod [Lv 3]: Vertical hit velocity increased.
- Flare Up: Replaced with Radiant Blade. Guard Cancel remains unchanged.

=====================================
06/08/18 - Version 2018.06.08
=====================================

- Movement velocities slightly adjusted.
- 5y: Recovery increased by 2f.
- 2y: Damage decreased (80->70).
- j5y: Damage decreased (90->80).
- j5z: Damage decreased (125->110), hitboxes adjusted, now causes a Knockdown.
- j6z: Damage decreased (110->100).
- Control Rod [Lv 2]: Recovery increased by 6f on ground versions.
- Control Rod [Lv 3]: Recovery increased by 6f on ground versions.

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

- Fixed counterhit related bugs.

=====================================
05/20/18 - Version 2018.05.20
=====================================

- Fixed additional bugs in reset system.

=====================================
04/25/18 - Version 2018.04.25
=====================================

- Slight adjustments to dashing behaviors.
- Corrections to guarding behavior regarding crossups.
- Adjustments to invincibility on Guard Cancel.
- Adjustments to reset behaviors.
- Rocket Dive: Fixed incorrect visual effects when fully charged.
- "Yatagarasu Dive": Dive portion damage increased (80xN->82xN).

=====================================
11/25/17 - Version 2017.11.25
=====================================

- Fixed incorrect sounds playing when Utsuho is knocked down.
- "Yatagarasu Dive": Now applies additional proration when used in a combo.
- "Uncontrollable Dive": Now applies additional proration when used in a combo.

=====================================
10/14/17 - Version 2017.10.14
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Fixed incorrect proration values on 5x and 5y.
- Hell Geyser [Lv.2]: Chip damage decreased (16x2->13x2).
- Hell Geyser [Lv.3]: Chip damage decreased (16x2->11x3).
- "Yatagarasu Dive": Fixed bug where startup invincibility would persist longer than intended.
- "Yatagarasu Dive" [Ground]: 1st hit is no longer air blockable.

=====================================
09/07/17 - Version 2017.09.07
=====================================

- "Creeping Sun": Fixed bug involving charging during an opponent's pause/superpause.
- "Creeping Sun": Fixed bug where projectile would not be launched if opponent is KOed.
- "Creeping Sun": Fixed issue with scaling.
- "Creeping Sun": Fixed issue with minimum guarding distances.
- "Creeping Sun": Fixed interaction with Yukari's Ride the Waves.
- "Creeping Sun": Fixed bug on hitsparks when colliding with another projectile.

=====================================
08/31/17 - Version 2017.08.31
=====================================

- "Creeping Sun": Fixed issue where Sun could be "disconnected" from Utsuho before release.

=====================================
08/27/17 - Version 2017.08.27
=====================================

- Adjusted timing & hurtboxes of several hit & system animations.
- Added safeguard during throws in the event target is somehow lost during throw.
- Added missing dust effects on ground tech animation.
- Corrected cancel windows on Specials.
- Corrected bugs on Klaxon intro.
- Fixed bug where Utsuho's charge from one Special could carry over to another.
- Fixed bug regarding Utsuho's palette effects while charging.
- Spellcards now properly remove charge meters from cancelled into from Specials.
- 5x: Damage decreased (60->50).
- 5y: Hurtbox size slightly increased, hitbox size reduced.
- 5y: Proration decreased (90%->85%).
- 5z: Damage decreased (91->90).
- 2x: Proration decreased (94%->90%).
- 2y: Now hits mid.
- 2z: Damage decreased (130->120).
- j5x: Damage decreased (55->50).
- j5y: Damage decreased (100->90).
- j5z: Damage decreased (130->125).
- j5z: Proration decreased (85%->80%).
- j6z: Damage decreased (120->110).
- Throw: Fixed bug regarding application of throw proration.
- Throw: Fixed bug where opponent could ground tech after being thrown.
- Control Rod (Lv1): Power gains adjusted (15/40/20->15/60/30).
- Control Rod (Lv2): Power gains adjusted (30/80/40->15/80/40).
- Control Rod (Lv3): Power gains adjusted (45/18xN/9xN -> 30/18xN/9xN).
- Control Rod (Lv3): Damage per hit decreased (24xN->22xN).
- Rocket Dive: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Rocket Dive: Power gain on startup reduced (45->30), now gains an additional 15 Power on startup when fully charged.
- Hell Geyser: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Hell Geyser: Now gains an additional 15 Power on startup when fully charged.
- Flare Up: Opponent can no longer erroneously go into block stance while Utsuho is charging.
- Flare Up: Now gains an additional 15 Power on startup when fully charged.
- Flare Up: Projectile hitboxes now activate 1 tick after being summoned.
- Flare Up: Proration per hit decreased (95%xN->90%xN).
- "Creeping Sun": Minimum guard distance during startup reduced.
- "Creeping Sun": Damage per hit during charging animation reduced (8xN->4xN).
- "Creeping Sun": Can now only hit a maximum of 30 times after being released.
- "Mega Flare"/"Giga Flare"/"Tera Flare": Opponent can no longer erroneously go into block stance while Utsuho is charging.
- "Mega Flare": Damage per hit decreased (66xN->60xN).
- "Mega Flare": P2 power gain per hit increased (30xN->50xN).
- "Giga Flare": Damage per hit reduced (36xN->34xN), chip damage reduced (4xN->2xN).
- "Yatagarasu Dive": Fixed bug where proration values were not being applied properly.
- "Yatagarasu Dive": Damage per hit during dive decreased (90xN->80xN).
- "Uncontrollable Dive": Fixed bug where proration values were not being applied properly.
- "Uncontrollable Dive": Damage per hit decreased (28xN->27xN).

=====================================
04/18/17 - Version 2017.04.18
=====================================

- Fixed bug involving graphical display of Spellcard selection.

=====================================
03/28/17 - Version 2017.03.28
=====================================

- Fixed sprite palette errors.
- Control Rod: Fixed hitbox placement on downward Air level 3 charge.
- Flare Up: Fixed bug where Klaxon sound wasn't playing on maximum charge.

=====================================
03/16/17 - Version 2017.03.16
=====================================

- Fixed issue with anim 5160.
- Fixed IKEMEN-specific bugs on supers.
- Rocket Dive: Utsuho now gains defense increase during armor states.

=====================================
11/22/16 - Version 2016.11.22
=====================================

Changes from Version 2016.11.05

- "Yatagarasu Dive": Chip damage on first hit increased.
- "Yatagarasu Dive": Corrected hit properties.

=====================================
11/05/16 - Version 2016.11.05
=====================================

Changes from Version 2016.10.09

- Fixed Knockdown issues
- Fixed Knockdown issues in custom states.
- Fixed color separation issues on some sprites.
- Control Rod: Charge is now retained during hitpause from normals.
- Rocket Dive: Recovery animation changed. No longer leaves Utsuho at a serious disadvantage if opponent ground techs.

=====================================
10/09/16 - Version 2016.10.09
=====================================

Changes from Version 2016.09.22

- 1 new palette, 1 old palette removed.
- j.5y: Now causes groundbounce on counterhit.
- Rocket Dive: Velocities increased.
- Rocket Dive: Hit velocities adjusted.
- Rocket Dive: Fully charged Rocket Dives now cause Hard Knockdown.
- "Creeping Sun": Can now be used in air.
- "Giga Flare": P2 power gain per hit decreased (30->18).
- "Tera Flare": P2 power gain per hit decreased (20->14).
- "Yatagarasu Dive": P2 power gain per hit increased (40->85).
- "Uncontrollable Dive": P2 power gain per hit decreased (60->37).

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

Changes from Version 2016.06.21

- Fixed velocity issue in ground tech.
- Fixed getup from liedown animation issues.
- Grab startup time increased by 1f.
- Chargeable specials can now be dash cancelled during charge.
- Flare Up: Projectiles no longer cast a shadow on certain stages.

=====================================
06/21/16 - Version 2016.06.21
=====================================

Changes from Version 2016.06.02

- Control Rod: Fixed bug where Utsuho would not fire projectile at certain times.
- Rocket Dive: Charged versions will no longer prevent Utsuho from being KOed.

=====================================
06/02/16 - Version 2016.06.02
=====================================

Changes from Version 2016.05.24

- Control Rod: Fixed interaction with Yukari's Ride the Waves.
- Explosion Sign "Giga Flare": Fixed interaction with Yukari's Ride the Waves.
- Flare Up: Fixed interaction with Yukari's Ride the Waves.
- Hell Geyser: Fixed interaction with Yukari's Ride the Waves.
- Rocket Dive: Can now be used in air.

=====================================
05/24/16 - Version 2016.05.24
=====================================

Changes from Version 2016.05.20

- Flare Up: Fixed bug when colliding with other projectiles.

=====================================
05/20/16 - Version 2016.05.20
=====================================

Changes from Version 2016.05.18

- Fixed colors on some palettes.
- Rocket Dive: No longer gets stuck offscreen on certain stages.
- Nuclear Heat "Uncontrollable Dive": No longer gets stuck offscreen on certain stages.

=====================================
05/18/16 - Version 2016.05.18
=====================================

Changes from Version 2016.05.17

- Fixed charge bug in Flare Up and Hell Geyser

=====================================
05/17/16 - Version 2016.05.17
=====================================

Changes from Version 2016.04.23

- Fixed control issues during palette & Spellcard select.
- Control Rod: Fixed several bugs involving charge not resetting when buttons are released.
- Nuclear Explosion "Giga Flare": Total animation time reduced by 120f.

=====================================
04/23/16 - Version 2016.04.23
=====================================

Changes from Version 2016.02.20

- Rocket Dive: Level 3 charge time reduced by 20f.
- Rocket Dive: Can now cancel charge with D,D. 12f recovery on cancel.
- Flare Up: Level 3 charge time reduced by 20f.
- Flare Up: Can now cancel charge with D,D. 12f recovery on cancel.
- Hell Geyser: Level 3 charge time reduced by 20f.
- Hell Geyser: Can now cancel charge with D,D. 12f recovery on cancel.
- Creeping Sun: Level 3 charge time reduced by 20f.
- Mega Flare: Charge time for Giga Flare reduced by 10f
- Mega Flare: Charge time for Tera Flare reduced by 20f.

=====================================
02/20/16 - Version 2016.02.20.1
=====================================

- Control Rod: fixed minor debug flood

=====================================
02/20/16 - Version 2016.02.20
=====================================

First release


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

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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.

* 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.

* F+y (6y) - Buster Slam [G]
- An overhead slam with Utsuho's 3rd leg. Hits high.

* F+z (6z) - Nuclear Rush [A]
- Utsuho pauses for a moment in midair before rushing toward the opponent, surrounded in nuclear energy. Causes
  Knockdown and has a long active frame duration, but long startup.

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Specials
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* B,DB,D + x/y/z (412x, 412y, or 412z) - Guard Cancel [G]
- Requires 1000 Power, can only be done during blockstun. Utsuho counterattacks using Flare Up.

* Hold & Release x/y/z - Control Rod [GA]
- Utsuho takes aim with her control rod and fires a blast of nuclear energy. Utsuho can freely move around and attack
  while the button is held. The longer the button is held, the more powerful shot Utsuho will fire. If done on the ground,
  holding down while releasing the button will fire the projectile upward at a 45 degree angle, while holding down in
  the air will fire the projectile downward. 
  NOTE: By performing another Special input while charging Control Rod, Utsuho can carry over the stored charge to continue
  charging her other Specials.
      Level 1: Fires a small fireball
      Level 2: Fires a larger, faster fireball that causes knockdown
      Level 3: Fires a multi-hitting beam of nuclear energy that expands across the stage and causes hard knockdown. 

* D,DF,F + x/y/z (236x, 236y, or 236z) - Hell Geyser [G]
- Utsuho slams her arm cannon into the ground, causing a geyser to erupt. Button press determines the placement of
  the geysers. Holding the button will cause Utsuho to spawn more geysers, up to 3 max at full charge. Charge can be
  cancelled at any time by pressing D,D.

* F,D,DF + x/y/z (623x, 623y, or 623z) - Flare Up [G]
- Utsuho unleashes a spiral of nuclear energy around her that knocks the opponent away. Button press determines the range
  and damage and amount of startup invincibility. Holding the button increases the amount of damage dealt. 

* D,DB,B + x/y/z (214x, 214y, or 214z) - Radiant Blade [G]
- Utsuho pumps nuclear energy into her body and ccharges at the opponent before recoiling backward with a beam of energy
  that knocks down. Button press determines how far Utsuho travels before unleashing energy. Holding the button will cause
  Utsuho's attack to have less ending recovery, as well as changing the hit properties of this move. Charge can be cancelled
  at any time by pressing D,D. The Z version will always causes a wallbounce.
    Level 1: default
    Level 2: Causes an untechable knockdown on hit. Reduces ending recovery by a small amount.
    Level 3: Causes a wallbounce on hit. Reduces ending recovery by a greater amount.

* B,D,DB + x/y/z (421x, 421y, or 421z) - Rocket Dive [GA]
- Utsuho pumps nuclear energy into her wings before charging forward and off-screen. Button press determines how fast
  Utsuho accelerates and also her point of re-entry. Holding the button will delay Utsuho's dive and cause her to charge
  the move for more damage. Charge can be cancelled at any time by pressing D,D.
    Level 1: default
    Level 2: Grants Utsuho 1 hit of armor until she reappears from offscreen.
    Level 3: Grants Utsuho armor for the entire duration of the dive until she reappears, allowing her to easily breeze 
             through multi-hitting attacks with ease.

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

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

* D,DB,B,D,DB,B + x/y/z (214214x, 214214y, or 214214z) - Nuclear Sign "Creeping Sun" [GA]
- Utsuho charges up an orb of nuclear energy into a sun above her before throwing it at the opponent, Frieza Death Ball
  style. Holding the button will allow Utsuho to charge the sun, allowing it to increase in size before throwing it. The
  larger the sun, the larger the hitbox and more hits dealt to the opponent, but the slower it moves. Utsuho is able to
  move while the sun is still moving toward the opponent. The sun can also hit opponents caught inside of it while Utsuho
  is charging, and will carry them as Utsuho throws it. 

* D,DF,F,D,DF,F + x/y/z (236236x, 214214y, or 214214z) - Explosion Sign "Mega Flare" [G]
- Utsuho fires a giant ball of nuclear energy from her 3rd eye that hits 6 times. Holding the button will not only delay the
  firing of the projectile, but will cancel into Explosion Sign "Giga Flare" or Nuclear Explosion "Tera Flare" if Utsuho has
  enough power to do so.

=============================
Level 2 Spellcards
=============================

* (50-99% charged Mega Flare) - Explosion Sign "Giga Flare" [G]
- Occurs automatically when Explosion Sign "Mega Flare" is 50-99% charged and Utsuho has another 1000 power to spare. Utsuho
  will instead fire a gigantic beam of energy from her arm cannon, engulfing the entire screen in front of her. Number of
  hits increased from 6 to 28. In addition, the projectile will spawn instantly after the startup, and Utsuho is invincible
  until the beam dissipates.

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

* (100% charged Mega Flare) - Nuclear Explosion "Tera Flare" [G]
- Occurs automatically when Explosion Sign "Mega Flare" is 100% charged and Utsuho has another 2000 power to spare. Utsuho
  will fly up into space and launch a gigantic blast of nuclear energy from orbit. Unblockable fullscreen that hits OTG. Can
  be used regardless of which Level 3 super is selected at the beginning of the match.

* D,DF,F,D,DF,F + x+y+z (236236xyz) - Crow Sign "Yatagarasu Dive" [GA]
- Must be selected prior to match. Utsuho does a flip kick into the air and the dives down at an angle while coated in nuclear
  energy. If done from the air, Utsuho will immediately go into the dive. Utsuho has startup invincibility during the ground
  flip.

* D,DB,B,D,DB,B + x+y+z (214214xyz) - Nuclear Heat "Uncontrollable Dive" [G]
- Must be selected prior to match. Utsuho will perform a powered up version of her Rocket Dive that will cause her to zigzag
  across the screen. Has projectile invincibility during the entirety of the dive.


------------------
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
DoomBower		- Additional fixes

Palette Contributors: 
- Ryoucchi
- smoke072
- GarchompMatt/PlasmoidThunder
- IkuTronHD
- Toonar12X
- DoomBowser
- Data_Drain

Beta Testers:
- Traweezie
- DoomBowser 


------------------
Contact Info
------------------

Any questions, comments, feedback, or anything else (except lawsuits or other legal notices of 
course :p), feel free to contact me, even if its just to hi or otherwise chill out.

email: ricepigeon@gmail.com

NOTE: I'm aware that some japanese mugen communities are aware of my creations. While I can't enforce
this, I would prefer that all e-mails sent to me be written in english, since that's the only langauge
I'm truly fluent in (I do have some knowledge of japanese, though its limited).