For the duration of the air combo, we set Hank's static jump attack power to a different value, but to prevent code from getting too messy, simply set it back to default value within 300 ms (by then, Hank is surely to land again)

Or else, the static jump attack (normal J+A) will have different value from then on

As of this commit, if you attack enemy while he is falling, he will get hit again, we need a new mFall variable to differentiate between a very static falldown vs. an air falldown
Refined Hank air combo a bit
Changed code for hit detection to not allow unnecessary effects to appear unless the hit was actually registered
(so, inflict the damage before actually making the effect appear)

This was primarily done to prevent a hit effect from appearing on a unproc'd hit
Invulnerable indicator for the player after he gets up
Fixed going back to mode select bug after fight is over

Might have fixed issue where player does not fall properly on dying, need to test more
Fixed case where Hero uses electric shock attack and opponent lands at a different Y spot