Made AI take 400 ms to perform special instead of instantly
Proper permissions set for skills
i.e. cannot perform skills when jumped or flinched etc
Using simple fsm. No need for another class.

Give AI psuedo-controls for custom extensions later on (tentative)
Flinch/stun time inflicted depends on character
Added a debug two player mode
Fixed bug in p1/p2 controls
Tested Hero intercepting Hank's attack successfully
Added a very fun ball bouncing feature
Players can punch incoming ball attacks and they will be reflected back the other way
Using jumpCheck() to check for a player's jump attacks
Proper running attack knockback+down effect
Static jump attack should also "knockdown" but with no x/y components
Running attack hit detection fixed, but some things to be desired:
- proper proc range
Not allowed to do jump->attack instantly or else its too cheap
Made it a bit harder to land a static jump attack

The attacker's attacking flag is set to true at minimum 300 ms after the jump has started, and the attacking flag is set back to false 300 ms after being true

In effect, you have to sort of time it more now, except the hitbox is still too large right now
Made some intense modifications to allow Hank to do an air kick combo right after doing a DUA (def->up->attack)

The problems that might arise are that I am now allowing "falling" opponents to also get hit