Been a while, hasn't it?
General
- Added Beowulf's tutorial! Help find bugs, please. (Note: He doesn't build hype with grab finishers yet, even though it says he does. He will.) 
Big Band
- Made Lv5 input also easier when DHCing, not just when he is the point character. Ha ha oops. 
- Fix the same math error in ceiling-check code for Tympany that was previously fixed in Painwheel's flight. 
- Can now DHC off the last hit of a taunted Super Sonic Jazz. 
Beowulf
- Fixed his AI after he gets tagged in. 
- Updates for both versions of NWO Arena, to hopefully improve framerate. 
- All Clinch attacks and finishers will now hit assists and other objects! Go full beat-em-up style! 
- After death/snap, Wulf Blitzer can no longer change the incoming character's side by changing direction; all followups are considered facing the way he started. 
- Pickup animation from c.MK and from taunted F+K/F+P/B+P during Wulfamania is now invincible rather than vulnerable...oops. 
- Chairless s.HP startup 20f->18f. 
- s.MP mic is in correct display layer when dropped. Very important! :^) 
- Can no longer link after Geatish Trepak. 
Double
- Fixed meter gain on Avery in j.HK to conform to the real SG rules, rather than act as 2 more H's. 
Eliza
- Nekhbet Breaker now moves forward while offscreen and drops the enemy slightly more in front of Eliza; should prevent most ambiguous corner crossups afterward if the enemy began close to the corner. 
- Default 2nd assist Butcher's Blade -> Osiris Spiral H. 
- Dive of Horus blockstop -3f. 
Painwheel
- Last hit of j.HP is properly overhead instead of mid if no other hits have made contact. Thanks someone I forget. 
Peacock
- j.MK returned to a mid hit instead of overhead. Doesn't really look overhead and I don't want it to be a low, so a mid it stays. 
- Lenny now has 4f vulnerable startup instead of being first-frame invincible. 
- Fixed meter gain on Avery in j.HK to conform to the real SG rules, rather than act as 2 more H's. 
RoboFortune
- Weight reduced from Double class to Parasoul class, jump and doublejump takeoff velocities adjusted to match. 
- Added super laser, QCT+PP / 236+PP. With 3+ levels, hold P before the superflash starts to spend more meter for a Lv3 version. With 5 levels, hold HP (specifically) before the superflash to spend all your meter for a Lv5 version! 
- New animation for snapback. Yes, she is Fortune for a few frames, don't worry that won't stay. 
- More new effects, like ground throw, beams, c.MP, and s.MP! (Oxford comma woo!)
- New clean normal attacks already, wow, what the heck?! 
- Real vulnerable boxes on all normals except s.LP. 
- c.LP can now be done 2x, damage 250->200. 
- c.MK does correct damage, was not supposed to be that high since you can combo off it. S'what I get for copying a sweep script. :^) 
- s.MK does correct damage, same as c.MP. 
- s.HP hitstun +2f for all hits. 
- j.HK updated: holding HK during the attack disallows jump cancels, so you can choose to hover while hitting without doublejumping; active frames 2[2]2[2]... -> 1[3]1[3]...; last hit is properly not overhead if another hit made contact; float height adjusted; Up no longer has any effect during a j.HK after using up her doublejump. 
- Bugfix: Beams no longer interact with placed tears on your own team. 
- HP beam now behaves better vs airborne characters. 
- LP/MP beams chip 100->250. 
Valentine
- Fix VO for intro and tag related to RoboFortune. Sorry if you were expecting gameplay fixes. :^)