-Shield
  -active frames: 8~128 after EX-Shield
  -success state: 25 frames
  -power cost: 1 level at most
  -power gain: 0
  -freezes player and opponent for 12 frames
  -cancellable into any special/super
  -failed attempt lag: 25 frames
  -proratio: 60% ??

-EX-Shield
  -active frames: 1~7
  -success state: 25 frames
  -power cost: 0
  -power gain: 5%
  -freezes player and opponent for 12 frames
  -cancellable into any attack
  -failed attempt lag: 25 frames
  -proratio: 80% ??

-Parry
  -active frames: 1~7
  -success state: 20 frames
  -power cost: 0
  -power gain: 8% ??
  -freezes player for 12 frames, opponent for 20 frames
  -cancellable into any attack
  -failed attempt lag: none, impossible to attempt another parry for 20 frames
  -proratio: 125% ??

-Just Defense
  -active frames: 1~7
  -success state: same as hitstun
  -power cost: 0
  -power gain: 5%
  -life gain: 0.8%
  -no freeze time besides hitpause
  -cancellable into any super/special during hitshake
  -failed attempt lag: none
  -proratio: 90% ??

-Repel
  -active frames: 1~7
  -success state: 40 frames o_o
  -power cost: 0
  -power gain: 0
  -"freezes" player for 12 frames, opponent for 50 frames O.O
  -cancellable into any attack
  -failed attempt lag: 30 frames
  -proratio: 60% x_x

To do:
-code Repel
-add super finish BG
-add some kind of command buffer during Parry/Shield pause
-make the Shield disappear smoothly ?? @_@
-remake the JD

Done:
-add more anims for Parry/Repel spark
-SF3 parry sound
-use another sound for JD

Bugs to fix:

-Fixed Bugs log:
  -in simul mode, throw (state 800), an opponent can push the player or the target during the animation
    -solved, recoded the whole thing without hitdefs and CLSNs
  -for some reason, it's possible to input a parry, attack => parry while attacking, wth ?
    -seems to happen at time=0 of the attack
      -solved, due to parry helpers set to movetype=a (attacking players have more priority than the others O_o ?)
        -now both Shield and Parry don't work against normal projectile, since the hitflag line is ignored due to movetype=i x_x
          -fixed, set the parry helpers to movetype=a again + reversaldefs disabled when a button or back direction is pressed
            -OMG, movetype=h works fine x_x
              -updated the disabling conditions : hitting any direction other than the one required disables the reversal OwO
                -updated the disabling conditions again : hitting the required direction twice in a row also disables the reversal, mwaha
                  -re-updated with CVS2-like timings (reversal active for 4 frames if direction held, 8 frames otherwise)
  -JD doesn't work when the chip damage is higher than the remaining life
    -fixed, recoded the entire thing using defencemulset @_@
  -parry/shield doesn't work well against pure projectiles (the projectile's pausetime is not overridden)
    -tried adding a projectile to the parry helper, no use =_=
      -recoded with Pause controllers x_x
        -damn j00, MUGEN limitations