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Teleportation:
- Use Insurance Policy or Waiver to throw out a paper which by itself does nothing.
- Click on "Exchange" to teleport to the paper the turn AFTER you clicked it.
- Using any defensive option (including Hustle) will cancel the teleport.
- Teleporting to the paper when it is in the air requires an air option if you are also in the air(not right now, will fix in a bit)
+-------------------------------------------
Timestop (not changed):
- Click on the "Timestop" toggle on any special with a hitbox while you have 2 super to toggle it on.
- If you hit an enemy with Timestop, the enemy and ALL projectiles (including your own) are frozen in time, leaving only you able to do anything for a significant amount of time. Upon hitting the enemy once again or after a certain amount of time has elapsed, time resumes.
+-------------------------------------------
Multi-Party Compensation (the clock) and Antitrust (the wave)
- Using Antitrust will throw out a damaging wave. The wave bounces off walls and the ground and speeds up a bit after it is thrown.
- Using Multi-party Compensation (special) or Multi-Multi-party Compensation (super) will spawn a clock which will damage the enemy after a time.
- If an Antitrust wave touches a clock:
--- The clock disappears.
--- A new Antitrust wave is spawned aiming directly towards another clock, or if there are none, the enemy's current position.
--- The Antitrust wave which hit it goes in the direction of your current DI (like Cowboy).