Update Log for Kenji_EOH version. Note that this is mainly for me to keep track of all the 
work and fixes Jon receives, so it may be abit long and boring.

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1/1/2008
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-Public (New Years) release.

1/1 - 1/10/2008
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-Fixed issues with repeating sequences by UGC if hit multiple times by the opponent abit
-Adjusted clsn1 & clsn2 boxes for sword-base & wristblade-based attacks
-Fixed a debug code for state 625
-Made Jumonji more MvC-like by increasing the number of kunai count from 9 to 18
-Adjusted the knock out of the screen sequence by Bakuryusho, so for it to look smoother
-Adjusted the knock out of the screen sequence by Enmazuki (UGC) abit
-Tweaked Super Jump after opponent is launched, so it will come out easier without needing to 
 hold up, plus you can now press up, up-forward, or up-back to initiate
-Changed attributes of Jumonji and Bakuryusho to the correct one, which is projectile
-Tweaked Standing HK & Body Blow's effect on an opponent  

1/15/2009
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-Officially added direction control for Variable Counter (ground & air)
-Fixed animation for Air Variable Counter, as well as timing for direction of attack for both ground &
 air versions of Variable Counter
-Fixed airguard vel for all of Kenji's launchers when blocked
-Added knock out of the screen sequence for both jump HK and jump F+HK
-Changed motion for both Kidachi Harai and Chigi Otoshi  
-Fixed that random 250+ instant death bug in Homura Tsumuji (FINALLY!!!!)

2/10 - 13/2008
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-Recoded sequence for Aerial Rave, now Super Jump is possible as long as P2 is in gethit state, as
 well as gave 3 different motions for the Super Jump: Up, Up-Forward, and Up-Back.
-Fixed Blind Blow throw, where many characters would disappear for the dizzy state.
-Other small tweaks & adjustments.

2/20 - 3/2/2008
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-Changed Homura Tsumuji's old & bland fire sprites with new, colorful ones (may not match, but 
 there have been several requests to update the fire sprites, so you get what you ask for)
-Tweaked Homura Tsumuji abit.
-Optimizing coding (1st phase, hitpauses and hittime)
-Tweaked triggers for Variable Counters, making them more responsive & easier to execute.
-Changed motion of Variable Counter to match that of MvC2
-Redid winpose decider, eliminating the issue where Kenji would not do his win pose at times
-Tweaked some basic attacks & added a few new combo links
-Added new air throw, Shoten (Great Leap)  

3/6 - 3/09/2008
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-Added a custom stop state & more custom landing states in Kagero for both Kenji & his clones
-Revised Hitoverride coding in all versions of UGC 
-Optimizing coding (2nd phase, air states)
-Added double Aerial Rave ability
-Fixed a few gethit states and sprite alignment
-Added Midair Aerial Rave ability through U+LP (Kidachi Harai)

3/11/2008
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-Lowered damage for some of Kenji's attacks a little bit

5/1 - 5/30  
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-Clones disappear if Kenji is hit during UGC: Suigetsu or Musou Zan
-Reduced jump height and super jump height
-Added more MvC-Interaction to some moves
-Switched (fixed, really) voice clips during Rasetsujin
-Added a better sound for UGC activation
-Reduced hitpause during Rasen Kyaku, as well as eliminated issues where Kenji would stand on
 air if hit early during this move
-Added hit sounds to Rasen Kyaku
-Reworked HP and HK throws
-Reworked speed to give more of a MvC feel
-Bakuryusho now hits downed opponents for better overall use
-Adjusted juggle points for Hyper Attacks
-Oboro Ichimonji now has different execution speed based on button strength
-Redid physics for Oboro Ichimonji in midair, as well as fixed anims for when the kunais 
 disappear upon impact
-Tweaked F+HP-HP combo and crouching HP
-Added missing/new sounds to Homura Tsumuji and Bakuryusho

6/2 - 6/8/2008
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-Infinity Hyper Combo, C.O.R.E, finally implemented
-Tweaked Aerial Rave and super jump
-Fixed triggers in Bakuryusho to prevent Kenji form looping infinitely if move is blocked
-Added OTG combo ability
-Realigned and tweaked sword slash FX

6/11 - 6/19
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-Tweaked HK Rasen Kyaku
-Sped up Oboro Ichimonji
-Adjusted some visual FX for all Hyper Combos
-Added sounds from Red Earth in C.O.R.E

6/21 - 6/22/08
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-Tweaked crouch MP
-Added ability to jump and do Hyper Combos during Dash
-Redid clsn1 for MK-MK (launcher part)
-Fix issue where initial part of C.O.R.E would kill p2 if low on health 
-Tweaked chain combos, making it possible to go from standing to crouching combos and vice versa.
-Added leaves to Utsusemi
-Added Shoten as a followup through HK Kagero.

6/23 - 6/24/2008
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-Tweaked run onto screen sequence
-Changed select screen portrait (temporary)

6/26/2008
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-Reduced counter timing for UGC
-Added getpower= 0 to C.O.R.E
-Tweaked crouch HP
-Realigned clsn boxes
-Changed Oboro Ichimonji to plain ol' Ichimonji & adjusted speed
-Fixed bug where Kenji wouldn't transition properly during Bakuryusho (hopefully for good)
-Fixed command for Varaible Counters and corrected the triggers 
-Revised all MvC-physics and interactions to make Kenji compatible for team battles
-Tweaked vels for Standing Variable Counter

7/4/2008
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-Tweaked F+HP
-Tweaked Rasen Kyaku

8/2008
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-Fixed issue where P2 wouldn't gain control after being thrown by Kenji (released as a patch)
-Fixed truncated interger issue

10/6/2008
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-Updated UGC coding to work against attacks that put characters into a custom state
-Tweaked knocked out of the screen sequence for Bakuryusho
-Tweaked chain combo abit, eliminating standing and crouching LP -> LK
-Recoded all air gun attacks, eliminating issues dealing with screenbound
-Added the ability to activate Jumonji while on the ground, as well as recoded Jumonji's hyper bg
-Reanimated most of Kenji's jump frames in the .air, as well as recoded most air attacks to end
 in state 680 (jump recovery state)
-Eliminating custom landing state 213
-Reduced hitpause during Musou Zan to prevent Kenji from hitting the opponent immediately after 
 getting hit by his shadow clone (helper)
-Tweaked clones' movements during Suigetsu no Jin ver. 3
-Normal throws xan now be done while holding either forward or back

10/6/2008
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-Tweaked Jumonji abit
-Added new MvC FX from Kong's MvC2 rips
-Adjusting Special and Hyper Combo cancel points

10/13/2008
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-Recoded Utsusemi
-Replaced/added a few new sprites

10/15-21/2008
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-Tweaked trigger for screen scrolling sequence during Bakuryusho
-Rearranged some sounds and FX for some moves
-Added new select screen portrait and replaced small icon
-Added burn palfx for all gun attacks
-Tweaked Jumonji
-Tweaked Advancing Guard
-Realigned Forward Walk and Backward Walk animations
-Revamped Rasenkyaku to be more similar to Red Earth/Warzard version
-Recoded sword streaks as helpers
-Tweaked coding related to Slam fx
-Rearranged vocals for Tessa during C.O.R.E
-Added missing sprites for Bakuryusho from Red Earth

11/1/2008
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-Added necessary coding to fix sword slash issue during Musou Zan of UGC
-Removed old coding for Utsusemi (forgot about them), as well as adjusted height during Utsusemi

11/3-4/2008
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-Redid hitpauses for all basic attacks
-Removed some clsn1 boxes from Rasen Kyaku
-Tweaked Utsusemi
-Gave some invincibility frames during Danjiri Ate of Kagero (Run)
-Fixed some ill-written expressions and lines
-Tweaked some MvC-related physics
-Added the ability to cancel into all specials during Dash Fwd and Dash Back