Added hit effect to attacks that are manually detected
Some more hit effects
Changed Hero tornado drill (DLRJ) mechanics
Fixed issue where player wasn't returning to grabbing sprite after grab attacking
Removed moving hit effect but shortened its time duration from 300->200 ms
Prevent an enemy getting hit by a run attack from getting hit more than once
The downside is that if another attack tried to hit the opponent after he is knocked back, it won't proc
Fixed running attacking positioning. See a reference video about this.

We want to make a running attack hit detection more accuration. We also want to make it easier for a player to execute it. It was discovered that making a player speed up while doing the run attack made it hard for the attack to proc. Following the style of LF2, a player slows down immediately when he performs a running attack and comes to a stop. The same mechanic is applied here, and makes it a *lot* easier to land a running attack. It basically should be almost effortless.

The attack should also proc even if your character has crossed a little bit past your target opponent. The exact distance is placed at the moment as your normal range / 5 (we would obviously not want your hit to proc even if you're like a body space over already). This "opposite side hit detection" does not occur on a normal non-running hit.
Made running jumps faster (in LF2, its only 410 ms, here, I made it 460-490 ms or so).
Running jump attack animation must therefore be faster - using shortened 2 frames in 200 ms for Hank's
So Hank's air combo must now take on a longer version of the same animation, thus the DUJA swap
Fixed bug where wrong < > sign was used for detecting running attacks that have crossed the opponent sprite position