Damon Caskey
Great playthroughs, buddy

I see that you perfectly got the true intention of the playable grunts. In fact, each grunt gives you some kind of "custom difficulty" level, and this is why I maintained all them with your original moveset.
Some new features will be added, like the ability to cancel grabs with "front+special", but I will not change the default structure too much. Even if I create an additional "full moveset version" for each grunt, the original will remain the same for fun.
Mr.Din
Wow, nice to see your feedback Din! Yeah, I got some ideas from SOR4 to make SOR2X more close to the new mechanic. I'm thinking about adding some kind of "SOR4 exceptions" option in future updates and get a few new features like you mentioned. I agree with you about the enemies getting itens, I can add it as an extra menu option in next updates.
Don't forget that everything in SOR2X is at your disposal to help in your projects, if you want. And if you have more suggestions, please let me know.
kimono
Thanks man! Your Streets of Nightmare is an awesome mod. In fact I'm thinking about doing something like a "zombie" mode where you need to fight against a horde of low level enemies, like Galsia and Donovan and need to survive each wave instead of walk through the level. In addition, it will be possible to manage obstacles too. But we can talk about custom modes after the default routes are all added
About the throw / slam editor, you can get it in SOR2X scripts folder v2.2. Look for the "debugs" folder and open the "DEBUG_GRABS". With this tool you can see exactly all position values to be added in the "@cmd position script". You can move the grabbed opponent, change frame, flip, etc. Remember, the script needs to be added in the grabbed entity, not in the grabber. You can use any character as a "sparring" for this purpose.
IlyaNev
Thanks bro. I will take a look in these sprites