0.17
v0.17.6.1
Ref Spec wasn't updated so the blockstun/hitstun values did not work on EXE export, they are working now
v0.17.6
May as well done a new release but no need, the HUD overlay has been upgraded
v0.17.5
Character select flickering is gone, never to appear again.
At the bottom of the preview normals is now a highlighter, shows various beneficial normals by a criteria. On top of that there is a punish selector. Click a normal, see the best way to counter!!!.
v0.17.4.2
Hit/Block advantage is now calculated from recovery, there are some false positives, but it's a start

v0.17.4.1
Frame Data window is getting category windows to make my life easier
v0.17.4
Fished out some animation data from the mot file, recovery is found, one I get the cancel windows some stuff is gonna be weird
v0.17.4
Air Knockback X/Y for normals found. some ground Knockback found but a little weird.
v0.17.3.2
Created a mini move profiler, as you do moves, it'll sniff out recovery, whiff recovery, etc. if it's not listed in the frame data window, wip to finding other values.
v0.17.3.1.2
Move ID CSV accidently got nuked, restored
Also figuring out why some chars like morrigan and polimar had no hitstun or blockstun, and even then I'm not even right
v0.17.3.1.1
Cleaned up some hurtboxes for giants, but I don't like it, but it's better than before, but eh
v0.17.3.1
Hurtboxes were very busy, they now have a "clean" "detailed" and "debug" option to help reduce some business. Also some minor tweaks to camera work to help them stablize
v0.17.3
On hit, hitboxes and hurtboxes would "Freeze" and sometimes stop rendering or even crash. I dunno about you, but that sounds pretty bad......so that should be not a problem now. Also hitboxes now flash on invincibility, or during loss of control, still a WIP
v0.17.2
Invul flag has been found, doing some basic research into it
v0.17.1
after opening a window, the other windows became unresponsive :/
It's good now
v0.17
Megacrash trainer updated, now you have the ability to crash on subsequent attacks, so if you want the crash to happen only after (for example) the second hadouken in your combo, it tracks that then bursts. Also affects airborne characters now

Profiles built for supers projectiles, should immediately load on frame data open
mission mode now checks for crouching characters, and as it also now tracks combo counter it should be more accurate.
Frame data window has also been given a facelift, is a lot friendlier, but still needs work

Hurtboxes are also live, they still need refining but seem to be mostly accurate
OTG windows are open
Post KO movement is still a thing, some characters are unaffected, seeking why