Fixed running attacks by declaring it as a special attack (setting a performingSpecial variable to it)
With the new keyboard, I was letting go of the keyboard buttons for attack and it was setting Hank back to idle before the attack animation finished playing.

I have prevented it by setting a permission on returning to idle by checking whether player is "attacking" first
Added normal jump attack (not running)
Needs better hit detection though
Fixed keyboard up/down tap
Attempt to fix enemy Hero using DLRJ then being able to move directions by adding movementOverrideMask to Player:zoom() and changing speedY value
Fixed running attack hit detection time
Fixed the y-direction disabled problem (it was due to movementOverrideMask)
Custom gravity option implemented for modifiedJump(). The reason is that Hank's dragon kick seemed too fast.
Lowered gravity from 750 to 600 and lowered the starting x velocity.

Also put movementOverrideMask (MOM) for defend-sliding-dodging
Fixed throw opponent
Releasing the jump button was idling the player thus cutting the animation short
Also the grab time expiry might have been a half culprit
Fixed bug where player would be stuck in grab punching position after enemy falls down
On off switch for AI in main screen
Mac OS friendly bots enable/disable button on main page
Player should only stay invulnerable for 500 ms after getting up animation is finished playing (which is also 500 ms)
Invulnerable enemies are automatically excluded from hit detection, or else it might register as a false hit and player's punchCount will ++1