Reworked the death screen. Hopefully it will sit properly.
Characters that uses the channel = 0 for when damaged will no longer occur when hit by ???'s attacks.
The intro now uses a variable system to detect if the opponent's intro is finished or not.
AssertSpecials in Statedef -2 has been moved onto a new statedef that ignores pauses.
Fullscreen OHKO now only occurs when ???'s attack gets reversed or put into a hurtstate somehow. (not mentioned in the readme)
Added a fullscreen hurtbox helper which activates whenever it reads the enemy's movetype as attacking. This was done to prevent counters to effect.
The jukebox will no longer overlap with another one when skipping the intro.
The death screens now only appears if you get caught by ???'s attacks, and not just by pressing F1. (why would you anyways?)
The fury of hell...awaits!