diff --git a/src/d_player.h b/src/d_player.h
index ca700d4e1f593c26423d3f0947a9dae1348fe903..1409e28b3d5cb86537c8d576249881665b9b8e8e 100644
--- a/src/d_player.h
+++ b/src/d_player.h
@@ -158,6 +158,10 @@ typedef enum
 	PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
 	PF_CANCARRY    = 1<<29, // Can carry another player?
 	PF_FINISHED    = 1<<30, // The player finished the level. NOT the same as exiting
+	
+	// True if shield button down last tic
+	// This may be the final flag, but 2.3 could free up the others
+	PF_SHIELDDOWN    = 1<<31,
 
 	// up to 1<<31 is free
 } pflags_t;
diff --git a/src/d_ticcmd.h b/src/d_ticcmd.h
index 2481ed738b23769a546fef840500d10ba7b024f5..43eb0f00b8df58da69c2dc7123d274d69070c104 100644
--- a/src/d_ticcmd.h
+++ b/src/d_ticcmd.h
@@ -26,20 +26,23 @@
 // Button/action code definitions.
 typedef enum
 {
-	// First 4 bits are weapon change info, DO NOT USE!
-	BT_WEAPONMASK = 0x0F, //our first four bits.
+	// First 3 bits are weapon change info, DO NOT USE!
+	BT_WEAPONMASK = 0x07,  //our first three bits.
+	
+	BT_SHIELD     = 1<<3,  // shield or super action
 
-	BT_WEAPONNEXT = 1<<4,
-	BT_WEAPONPREV = 1<<5,
-
-	BT_ATTACK     = 1<<6, // shoot rings
-	BT_SPIN       = 1<<7,
-	BT_CAMLEFT    = 1<<8, // turn camera left
-	BT_CAMRIGHT   = 1<<9, // turn camera right
-	BT_TOSSFLAG   = 1<<10,
-	BT_JUMP       = 1<<11,
-	BT_FIRENORMAL = 1<<12, // Fire a normal ring no matter what
+	BT_WEAPONNEXT = 1<<4,  // select next weapon
+	BT_WEAPONPREV = 1<<5,  // select previous weapon
 
+	BT_ATTACK     = 1<<6,  // shoot rings
+	BT_SPIN       = 1<<7,  // spin action
+	BT_CAMLEFT    = 1<<8,  // turn camera left
+	BT_CAMRIGHT   = 1<<9,  // turn camera right
+	BT_TOSSFLAG   = 1<<10, // toss flag or emeralds
+	BT_JUMP       = 1<<11, // jump action
+	BT_FIRENORMAL = 1<<12, // fire a normal ring no matter what
+	
+	// custom lua buttons
 	BT_CUSTOM1    = 1<<13,
 	BT_CUSTOM2    = 1<<14,
 	BT_CUSTOM3    = 1<<15,
diff --git a/src/deh_lua.c b/src/deh_lua.c
index e596e166fb01d762a6bcc210634c599155fc7d4e..b8daa04309d39c0e4167d83797307838dec41a9d 100644
--- a/src/deh_lua.c
+++ b/src/deh_lua.c
@@ -589,7 +589,7 @@ static int ScanConstants(lua_State *L, boolean mathlib, const char *word)
 	{
 		CacheAndPushConstant(L, word, (lua_Integer)BT_SPIN);
 		return 1;
-	}
+	} 
 
 	for (i = 0; INT_CONST[i].n; i++)
 		if (fastcmp(word,INT_CONST[i].n)) {
diff --git a/src/deh_tables.c b/src/deh_tables.c
index bf148d82b275801d0a0c142642e8819da3ca89df..b53cd00c8fc23149a9a9310776335d59e7edd27a 100644
--- a/src/deh_tables.c
+++ b/src/deh_tables.c
@@ -5576,7 +5576,8 @@ struct int_const_s const INT_CONST[] = {
 	{"ROTAXIS_Z",ROTAXIS_Z},
 
 	// Buttons (ticcmd_t)
-	{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first four bits.
+	{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first three bits.
+	{"BT_SHIELD",BT_SHIELD},
 	{"BT_WEAPONNEXT",BT_WEAPONNEXT},
 	{"BT_WEAPONPREV",BT_WEAPONPREV},
 	{"BT_ATTACK",BT_ATTACK}, // shoot rings
@@ -5756,9 +5757,7 @@ struct int_const_s const INT_CONST[] = {
 	{"GC_WEPSLOT5",GC_WEPSLOT5},
 	{"GC_WEPSLOT6",GC_WEPSLOT6},
 	{"GC_WEPSLOT7",GC_WEPSLOT7},
-	{"GC_WEPSLOT8",GC_WEPSLOT8},
-	{"GC_WEPSLOT9",GC_WEPSLOT9},
-	{"GC_WEPSLOT10",GC_WEPSLOT10},
+	{"GC_SHIELD",GC_SHIELD},
 	{"GC_FIRE",GC_FIRE},
 	{"GC_FIRENORMAL",GC_FIRENORMAL},
 	{"GC_TOSSFLAG",GC_TOSSFLAG},
diff --git a/src/g_game.c b/src/g_game.c
index 438428b90d9f1a69c126f3741c2d8bc925678ed1..1388148e71aa6390261a8f43d45297334525c44a 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -1335,7 +1335,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
 #if NUM_WEAPONS > 10
 "Add extra inputs to g_input.h/gamecontrols_e"
 #endif
-	//use the four avaliable bits to determine the weapon.
+	//use the three avaliable bits to determine the weapon.
 	cmd->buttons &= ~BT_WEAPONMASK;
 	for (i = 0; i < NUM_WEAPONS; ++i)
 		if (PLAYERINPUTDOWN(ssplayer, GC_WEPSLOT1 + i))
@@ -1353,9 +1353,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
 	axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
 	if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
 		cmd->buttons |= BT_FIRENORMAL;
-
+	
+	// Toss flag button
 	if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
 		cmd->buttons |= BT_TOSSFLAG;
+	
+	// Shield button
+	if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD))
+		cmd->buttons |= BT_SHIELD;
 
 	// Lua scriptable buttons
 	if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM1))
@@ -2748,6 +2753,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
 	p->pflags |= PF_SPINDOWN;
 	p->pflags |= PF_ATTACKDOWN;
 	p->pflags |= PF_JUMPDOWN;
+	p->pflags |= PF_SHIELDDOWN;
 
 	p->playerstate = PST_LIVE;
 	p->panim = PA_IDLE; // standing animation
diff --git a/src/g_input.c b/src/g_input.c
index 8b50563313c77937822d68d2a170b1974fa3837d..3f1be37ba3f588fb2f3b2f6012ae7bf29c397b98 100644
--- a/src/g_input.c
+++ b/src/g_input.c
@@ -576,9 +576,7 @@ static const char *gamecontrolname[NUM_GAMECONTROLS] =
 	"weapon5",
 	"weapon6",
 	"weapon7",
-	"weapon8",
-	"weapon9",
-	"weapon10",
+	"shield",
 	"fire",
 	"firenormal",
 	"tossflag",
@@ -693,6 +691,7 @@ void G_DefineDefaultControls(void)
 	gamecontroldefault[gcs_fps][GC_CENTERVIEW ][0] = KEY_LCTRL;
 	gamecontroldefault[gcs_fps][GC_JUMP       ][0] = KEY_SPACE;
 	gamecontroldefault[gcs_fps][GC_SPIN       ][0] = KEY_LSHIFT;
+	gamecontroldefault[gcs_fps][GC_SHIELD     ][0] = KEY_LALT;
 	gamecontroldefault[gcs_fps][GC_FIRE       ][0] = KEY_RCTRL;
 	gamecontroldefault[gcs_fps][GC_FIRE       ][1] = KEY_MOUSE1+0;
 	gamecontroldefault[gcs_fps][GC_FIRENORMAL ][0] = KEY_RALT;
@@ -713,6 +712,7 @@ void G_DefineDefaultControls(void)
 	gamecontroldefault[gcs_platform][GC_CENTERVIEW ][0] = KEY_END;
 	gamecontroldefault[gcs_platform][GC_JUMP       ][0] = KEY_SPACE;
 	gamecontroldefault[gcs_platform][GC_SPIN       ][0] = KEY_LSHIFT;
+	gamecontroldefault[gcs_platform][GC_SHIELD     ][0] = KEY_LALT;
 	gamecontroldefault[gcs_platform][GC_FIRE       ][0] = 's';
 	gamecontroldefault[gcs_platform][GC_FIRE       ][1] = KEY_MOUSE1+0;
 	gamecontroldefault[gcs_platform][GC_FIRENORMAL ][0] = 'w';
@@ -728,9 +728,6 @@ void G_DefineDefaultControls(void)
 		gamecontroldefault[i][GC_WEPSLOT5     ][0] = '5';
 		gamecontroldefault[i][GC_WEPSLOT6     ][0] = '6';
 		gamecontroldefault[i][GC_WEPSLOT7     ][0] = '7';
-		gamecontroldefault[i][GC_WEPSLOT8     ][0] = '8';
-		gamecontroldefault[i][GC_WEPSLOT9     ][0] = '9';
-		gamecontroldefault[i][GC_WEPSLOT10    ][0] = '0';
 		gamecontroldefault[i][GC_TOSSFLAG     ][0] = '\'';
 		gamecontroldefault[i][GC_CAMTOGGLE    ][0] = 'v';
 		gamecontroldefault[i][GC_CAMRESET     ][0] = 'r';
@@ -749,15 +746,15 @@ void G_DefineDefaultControls(void)
 		gamecontroldefault[i][GC_CUSTOM1      ][1] = KEY_JOY1+1; // B
 		gamecontroldefault[i][GC_CUSTOM2      ][1] = KEY_JOY1+3; // Y
 		gamecontroldefault[i][GC_CUSTOM3      ][1] = KEY_JOY1+8; // Left Stick
-		gamecontroldefault[i][GC_CAMTOGGLE    ][1] = KEY_JOY1+4; // LB
+		gamecontroldefault[i][GC_SHIELD       ][1] = KEY_JOY1+4; // LB
 		gamecontroldefault[i][GC_CENTERVIEW   ][1] = KEY_JOY1+5; // RB
-		gamecontroldefault[i][GC_SCREENSHOT   ][1] = KEY_JOY1+6; // Back
+		gamecontroldefault[i][GC_SCORES       ][1] = KEY_JOY1+6; // Back
 		gamecontroldefault[i][GC_SYSTEMMENU   ][0] = KEY_JOY1+7; // Start
 		gamecontroldefault[i][GC_WEAPONPREV   ][1] = KEY_HAT1+2; // D-Pad Left
 		gamecontroldefault[i][GC_WEAPONNEXT   ][1] = KEY_HAT1+3; // D-Pad Right
 		gamecontroldefault[i][GC_VIEWPOINTNEXT][1] = KEY_JOY1+9; // Right Stick
 		gamecontroldefault[i][GC_TOSSFLAG     ][1] = KEY_HAT1+0; // D-Pad Up
-		gamecontroldefault[i][GC_SCORES       ][1] = KEY_HAT1+1; // D-Pad Down
+		gamecontroldefault[i][GC_CAMTOGGLE    ][1] = KEY_HAT1+1; // D-Pad Down
 
 		// Second player controls only have joypad defaults
 		gamecontrolbisdefault[i][GC_JUMP         ][1] = KEY_2JOY1+0; // A
@@ -765,15 +762,15 @@ void G_DefineDefaultControls(void)
 		gamecontrolbisdefault[i][GC_CUSTOM1      ][1] = KEY_2JOY1+1; // B
 		gamecontrolbisdefault[i][GC_CUSTOM2      ][1] = KEY_2JOY1+3; // Y
 		gamecontrolbisdefault[i][GC_CUSTOM3      ][1] = KEY_2JOY1+8; // Left Stick
-		gamecontrolbisdefault[i][GC_CAMTOGGLE    ][1] = KEY_2JOY1+4; // LB
+		gamecontrolbisdefault[i][GC_SHIELD       ][1] = KEY_2JOY1+4; // LB
 		gamecontrolbisdefault[i][GC_CENTERVIEW   ][1] = KEY_2JOY1+5; // RB
-		gamecontrolbisdefault[i][GC_SCREENSHOT   ][1] = KEY_2JOY1+6; // Back
+		//gamecontrolbisdefault[i][GC_SCORES       ][1] = KEY_2JOY1+6; // Back
 		//gamecontrolbisdefault[i][GC_SYSTEMMENU   ][0] = KEY_2JOY1+7; // Start
 		gamecontrolbisdefault[i][GC_WEAPONPREV   ][1] = KEY_2HAT1+2; // D-Pad Left
 		gamecontrolbisdefault[i][GC_WEAPONNEXT   ][1] = KEY_2HAT1+3; // D-Pad Right
 		gamecontrolbisdefault[i][GC_VIEWPOINTNEXT][1] = KEY_2JOY1+9; // Right Stick
 		gamecontrolbisdefault[i][GC_TOSSFLAG     ][1] = KEY_2HAT1+0; // D-Pad Up
-		//gamecontrolbisdefault[i][GC_SCORES       ][1] = KEY_2HAT1+1; // D-Pad Down
+		gamecontrolbisdefault[i][GC_CAMTOGGLE    ][1] = KEY_2HAT1+1; // D-Pad Down
 	}
 }
 
@@ -1004,6 +1001,7 @@ static void setcontrol(INT32 (*gc)[2])
 
 	// TODO: 2.3: Delete the "use" alias
 	namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin";
+		
 
 	for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]);
 		numctrl++)
diff --git a/src/g_input.h b/src/g_input.h
index e9c909e6e2c222360086874ddb27e2495b4e0381..48c103076667df50884767685386b98bd4865a02 100644
--- a/src/g_input.h
+++ b/src/g_input.h
@@ -74,9 +74,7 @@ typedef enum
 	GC_WEPSLOT5,
 	GC_WEPSLOT6,
 	GC_WEPSLOT7,
-	GC_WEPSLOT8,
-	GC_WEPSLOT9,
-	GC_WEPSLOT10,
+	GC_SHIELD,
 	GC_FIRE,
 	GC_FIRENORMAL,
 	GC_TOSSFLAG,
diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index 16f238abeb19575cb5ce0e626be4660e723727ca..bdc5c4501e591e631418f6db52c75548b9a63496 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -1686,11 +1686,12 @@ static int lib_pHomingAttack(lua_State *L)
 static int lib_pSuperReady(lua_State *L)
 {
 	player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
+	boolean transform = (boolean)lua_opttrueboolean(L, 2);
 	//HUDSAFE
 	INLEVEL
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
-	lua_pushboolean(L, P_SuperReady(player));
+	lua_pushboolean(L, P_SuperReady(player, transform));
 	return 1;
 }
 
diff --git a/src/m_menu.c b/src/m_menu.c
index 629f53d2460f70b00da78e0d1a31a6ce71892373..45e74c0fc7b2b61b02cd2392ef1c0dd4f3e51ec3 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -1068,6 +1068,7 @@ static menuitem_t OP_ChangeControlsMenu[] =
 	{IT_CALL | IT_STRING2, NULL, "Move Right",       M_ChangeControl, GC_STRAFERIGHT },
 	{IT_CALL | IT_STRING2, NULL, "Jump",             M_ChangeControl, GC_JUMP      },
 	{IT_CALL | IT_STRING2, NULL, "Spin",             M_ChangeControl, GC_SPIN     },
+	{IT_CALL | IT_STRING2, NULL, "Shield",           M_ChangeControl, GC_SHIELD    },
 	{IT_HEADER, NULL, "Camera", NULL, 0},
 	{IT_SPACE, NULL, NULL, NULL, 0}, // padding
 	{IT_CALL | IT_STRING2, NULL, "Look Up",        M_ChangeControl, GC_LOOKUP      },
@@ -13167,23 +13168,23 @@ static void M_Setup1PControlsMenu(INT32 choice)
 	currentMenu->lastOn = itemOn;
 
 	// Unhide the nine non-P2 controls and their headers
-	//OP_ChangeControlsMenu[18+0].status = IT_HEADER;
-	//OP_ChangeControlsMenu[18+1].status = IT_SPACE;
+	//OP_ChangeControlsMenu[19+0].status = IT_HEADER;
+	//OP_ChangeControlsMenu[19+1].status = IT_SPACE;
 	// ...
-	OP_ChangeControlsMenu[18+2].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[18+3].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[18+4].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[18+5].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[18+6].status = IT_CALL|IT_STRING2;
-	//OP_ChangeControlsMenu[18+7].status = IT_CALL|IT_STRING2;
-	//OP_ChangeControlsMenu[18+8].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[18+9].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+2].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+3].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+4].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+5].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+6].status = IT_CALL|IT_STRING2;
+	//OP_ChangeControlsMenu[19+7].status = IT_CALL|IT_STRING2;
+	//OP_ChangeControlsMenu[19+8].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[19+9].status = IT_CALL|IT_STRING2;
 	// ...
-	OP_ChangeControlsMenu[28+0].status = IT_HEADER;
-	OP_ChangeControlsMenu[28+1].status = IT_SPACE;
+	OP_ChangeControlsMenu[29+0].status = IT_HEADER;
+	OP_ChangeControlsMenu[29+1].status = IT_SPACE;
 	// ...
-	OP_ChangeControlsMenu[28+2].status = IT_CALL|IT_STRING2;
-	OP_ChangeControlsMenu[28+3].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[29+2].status = IT_CALL|IT_STRING2;
+	OP_ChangeControlsMenu[29+3].status = IT_CALL|IT_STRING2;
 
 	OP_ChangeControlsDef.prevMenu = &OP_P1ControlsDef;
 	OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level
@@ -13199,23 +13200,23 @@ static void M_Setup2PControlsMenu(INT32 choice)
 	currentMenu->lastOn = itemOn;
 
 	// Hide the nine non-P2 controls and their headers
-	//OP_ChangeControlsMenu[18+0].status = IT_GRAYEDOUT2;
-	//OP_ChangeControlsMenu[18+1].status = IT_GRAYEDOUT2;
+	//OP_ChangeControlsMenu[19+0].status = IT_GRAYEDOUT2;
+	//OP_ChangeControlsMenu[19+1].status = IT_GRAYEDOUT2;
 	// ...
-	OP_ChangeControlsMenu[18+2].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[18+3].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[18+4].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[18+5].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[18+6].status = IT_GRAYEDOUT2;
-	//OP_ChangeControlsMenu[18+7].status = IT_GRAYEDOUT2;
-	//OP_ChangeControlsMenu[18+8].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[18+9].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+2].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+3].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+4].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+5].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+6].status = IT_GRAYEDOUT2;
+	//OP_ChangeControlsMenu[19+7].status = IT_GRAYEDOUT2;
+	//OP_ChangeControlsMenu[19+8].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[19+9].status = IT_GRAYEDOUT2;
 	// ...
-	OP_ChangeControlsMenu[28+0].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[28+1].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[29+0].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[29+1].status = IT_GRAYEDOUT2;
 	// ...
-	OP_ChangeControlsMenu[28+2].status = IT_GRAYEDOUT2;
-	OP_ChangeControlsMenu[28+3].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[29+2].status = IT_GRAYEDOUT2;
+	OP_ChangeControlsMenu[29+3].status = IT_GRAYEDOUT2;
 
 	OP_ChangeControlsDef.prevMenu = &OP_P2ControlsDef;
 	OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level
diff --git a/src/p_local.h b/src/p_local.h
index c26c098600d3ed75ef0e4d7d15c704fecf47d4a1..1f1548b86595b183e92d6c1d0b3c355caeb68e06 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -202,7 +202,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
 void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
 void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
 boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
-boolean P_SuperReady(player_t *player);
+boolean P_SuperReady(player_t *player, boolean transform);
 void P_DoJump(player_t *player, boolean soundandstate);
 void P_DoSpinDashDust(player_t *player);
 #define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
diff --git a/src/p_user.c b/src/p_user.c
index c0e87bf73f8b9888420b22150e9a49e4c00af750..a856d259273d1c25105eebd6c10e975af69387e9 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -666,7 +666,7 @@ static void P_DeNightserizePlayer(player_t *player)
 	player->powers[pw_carry] = CR_NIGHTSFALL;
 
 	player->powers[pw_underwater] = 0;
-	player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
+	player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
 	player->secondjump = 0;
 	player->homing = 0;
 	player->climbing = 0;
@@ -794,7 +794,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		}
 	}
 
-	player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
+	player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
 	player->homing = 0;
 	player->mo->fuse = 0;
 	player->speed = 0;
@@ -1342,8 +1342,6 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 	if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && P_IsLocalPlayer(player))
 		P_PlayJingle(player, JT_SUPER);
 
-	S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
-
 	player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0;
 
 	// Transformation animation
@@ -1360,8 +1358,11 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 		player->powers[pw_sneakers] = 0;
 	}
 
-	if (!G_CoopGametype())
+	if (G_CoopGametype())
+		S_StartSound(player->mo, sfx_supert); //only hear it near yourself in co-op
+	else
 	{
+		S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
 		HU_SetCEchoFlags(0);
 		HU_SetCEchoDuration(5);
 		HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players]));
@@ -1370,6 +1371,56 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 	P_PlayerFlagBurst(player, false);
 }
 
+//
+// P_DoSuperDetransformation
+//
+// Detransform into regular Sonic!
+static void P_DoSuperDetransformation(player_t *player)
+{
+	player->powers[pw_emeralds] = 0; // lost the power stones
+	P_SpawnGhostMobj(player->mo);
+
+	player->powers[pw_super] = 0;
+
+	// Restore color
+	if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
+	{
+		player->mo->color = SKINCOLOR_WHITE;
+		G_GhostAddColor(GHC_FIREFLOWER);
+	}
+	else
+	{
+		player->mo->color = P_GetPlayerColor(player);
+		G_GhostAddColor(GHC_NORMAL);
+	}
+
+	if (!G_CoopGametype())
+		player->powers[pw_flashing] = flashingtics-1;
+
+	if (player->mo->sprite2 & FF_SPR2SUPER)
+		P_SetPlayerMobjState(player->mo, player->mo->state-states);
+
+	// Inform the netgame that the champion has fallen in the heat of battle.
+	if (!G_CoopGametype())
+	{
+		S_StartSound(NULL, sfx_s3k66); //let all players hear it.
+		HU_SetCEchoFlags(0);
+		HU_SetCEchoDuration(5);
+		HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
+	}
+
+	// Resume normal music if you're the console player
+	if (P_IsLocalPlayer(player))
+	{
+		music_stack_noposition = true; // HACK: Do not reposition next music
+		music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
+	}
+	P_RestoreMusic(player);
+
+	// If you had a shield, restore its visual significance.
+	P_SpawnShieldOrb(player);
+}
+
 // Adds to the player's score
 void P_AddPlayerScore(player_t *player, UINT32 amount)
 {
@@ -4086,6 +4137,16 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 
 	I_Assert(player != NULL);
 	I_Assert(!P_MobjWasRemoved(player->mo));
+	
+	// Toss a flag
+	if (cmd->buttons & BT_TOSSFLAG && G_GametypeHasTeams()
+		&& !(player->powers[pw_super]) && !(player->tossdelay))
+	{
+		if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
+			P_PlayerEmeraldBurst(player, true); // Toss emeralds
+		else
+			P_PlayerFlagBurst(player, true);
+	}
 
 	if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL)))
 	{
@@ -4095,9 +4156,10 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 		return;
 	}
 
-	if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
+	if (player->pflags & PF_ATTACKDOWN || player->climbing)
 		return;
 
+	// Fire a fireball if we have the Fire Flower powerup!
 	if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay))
 	{
 		player->pflags |= PF_ATTACKDOWN;
@@ -4109,7 +4171,8 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 		return;
 	}
 
-	if (!G_RingSlingerGametype() || player->weapondelay)
+	// No ringslinging outside of ringslinger!
+	if (!G_RingSlingerGametype() || player->weapondelay || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
 		return;
 
 	player->pflags |= PF_ATTACKDOWN;
@@ -4287,34 +4350,7 @@ static void P_DoSuperStuff(player_t *player)
 		// If you're super and not Sonic, de-superize!
 		if (!(ALL7EMERALDS(emeralds) && player->charflags & SF_SUPER))
 		{
-			player->powers[pw_super] = 0;
-			P_SetPlayerMobjState(player->mo, S_PLAY_STND);
-			if (P_IsLocalPlayer(player))
-			{
-				music_stack_noposition = true; // HACK: Do not reposition next music
-				music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
-			}
-			P_RestoreMusic(player);
-			P_SpawnShieldOrb(player);
-
-			// Restore color
-			if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
-			{
-				player->mo->color = SKINCOLOR_WHITE;
-				G_GhostAddColor(GHC_FIREFLOWER);
-			}
-			else
-			{
-				player->mo->color = P_GetPlayerColor(player);
-				G_GhostAddColor(GHC_NORMAL);
-			}
-
-			if (!G_CoopGametype())
-			{
-				HU_SetCEchoFlags(0);
-				HU_SetCEchoDuration(5);
-				HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
-			}
+			P_DoSuperDetransformation(player);
 			return;
 		}
 
@@ -4341,69 +4377,37 @@ static void P_DoSuperStuff(player_t *player)
 
 		// Ran out of rings while super!
 		if (player->rings <= 0 || player->exiting)
-		{
-			player->powers[pw_emeralds] = 0; // lost the power stones
-			P_SpawnGhostMobj(player->mo);
-
-			player->powers[pw_super] = 0;
-
-			// Restore color
-			if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
-			{
-				player->mo->color = SKINCOLOR_WHITE;
-				G_GhostAddColor(GHC_FIREFLOWER);
-			}
-			else
-			{
-				player->mo->color = P_GetPlayerColor(player);
-				G_GhostAddColor(GHC_NORMAL);
-			}
-
-			if (!G_CoopGametype())
-				player->powers[pw_flashing] = flashingtics-1;
-
-			if (player->mo->sprite2 & FF_SPR2SUPER)
-				P_SetPlayerMobjState(player->mo, player->mo->state-states);
-
-			// Inform the netgame that the champion has fallen in the heat of battle.
-			if (!G_CoopGametype())
-			{
-				S_StartSound(NULL, sfx_s3k66); //let all players hear it.
-				HU_SetCEchoFlags(0);
-				HU_SetCEchoDuration(5);
-				HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
-			}
-
-			// Resume normal music if you're the console player
-			if (P_IsLocalPlayer(player))
-			{
-				music_stack_noposition = true; // HACK: Do not reposition next music
-				music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
-			}
-			P_RestoreMusic(player);
-
-			// If you had a shield, restore its visual significance.
-			P_SpawnShieldOrb(player);
-		}
+			P_DoSuperDetransformation(player);
 	}
 }
 
 //
 // P_SuperReady
 //
-// Returns true if player is ready to turn super, duh
+// Returns true if player is ready to transform or detransform
 //
-boolean P_SuperReady(player_t *player)
+boolean P_SuperReady(player_t *player, boolean transform)
 {
-	if (!player->powers[pw_super]
-	&& !player->powers[pw_invulnerability]
+	if (!transform &&
+	(player->powers[pw_super] < TICRATE*3/2
+	|| !G_CoopGametype())) // No turning back in competitive!
+		return false;
+	else if (transform
+	&& (player->powers[pw_super]
+	|| !ALL7EMERALDS(emeralds)
+	|| !(player->rings >= 50)))
+		return false;
+	
+	if (player->mo
 	&& !player->powers[pw_tailsfly]
+	&& !player->powers[pw_carry]
 	&& (player->charflags & SF_SUPER)
-	&& (player->pflags & PF_JUMPED)
-	&& !(player->powers[pw_shield] & SH_NOSTACK)
-	&& !(maptol & TOL_NIGHTS)
-	&& ALL7EMERALDS(emeralds)
-	&& (player->rings >= 50))
+	&& !P_PlayerInPain(player)
+	&& !player->climbing
+	&& !(player->pflags & (PF_FULLSTASIS|PF_THOKKED|PF_STARTDASH|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY))
+	&& ((player->pflags & PF_JUMPED) || (P_IsObjectOnGround(player->mo) && (player->panim == PA_IDLE || player->panim == PA_EDGE
+	|| player->panim == PA_WALK || player->panim == PA_RUN || (player->charflags & SF_DASHMODE && player->panim == PA_DASH))))
+	&& !(maptol & TOL_NIGHTS))
 		return true;
 
 	return false;
@@ -5094,7 +5098,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
 {
 	mobj_t *lockonshield = NULL;
 
-	if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
+	if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SHIELDDOWN)
 		&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
 	{
 		if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY))
@@ -5121,7 +5125,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
 				}
 			}
 		}
-		if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SPIN && !LUA_HookPlayer(player, HOOK(ShieldSpecial)))) // Spin button effects
+		if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SHIELD && !LUA_HookPlayer(player, HOOK(ShieldSpecial)))) // Shield button effects
 		{
 			// Force stop
 			if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
@@ -5242,52 +5246,45 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 			;
 		else if (P_PlayerShieldThink(player, cmd, lockonthok, visual))
 			;
-		else if ((cmd->buttons & BT_SPIN))
+		else if ((cmd->buttons & BT_SPIN) && !LUA_HookPlayer(player, HOOK(JumpSpinSpecial)))
 		{
-			if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))
+			switch (player->charability)
 			{
-				// If you can turn super and aren't already,
-				// and you don't have a shield, do it!
-				P_DoSuperTransformation(player, false);
-			}
-			else if (!LUA_HookPlayer(player, HOOK(JumpSpinSpecial)))
-				switch (player->charability)
-				{
-					case CA_THOK:
-						if (player->powers[pw_super]) // Super Sonic float
+				case CA_THOK:
+					if (player->powers[pw_super]) // Super Sonic float
+					{
+						if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
+						&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
 						{
-							if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
-							&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
+							if (player->panim != PA_RUN && player->panim != PA_WALK)
 							{
-								if (player->panim != PA_RUN && player->panim != PA_WALK)
-								{
-									if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
-										P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
-									else
-										P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
-								}
-
-								player->mo->momz = 0;
-								player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
-								player->secondjump = 1;
+								if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
+									P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
+								else
+									P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
 							}
+
+							player->mo->momz = 0;
+							player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
+							player->secondjump = 1;
 						}
-						break;
-					case CA_TELEKINESIS:
-						if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
-						{
-							P_Telekinesis(player,
-								-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
-								FixedMul(384*FRACUNIT, player->mo->scale));
-						}
-						break;
-					case CA_TWINSPIN:
-						if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
-							P_DoTwinSpin(player);
-						break;
-					default:
-						break;
-				}
+					}
+					break;
+				case CA_TELEKINESIS:
+					if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
+					{
+						P_Telekinesis(player,
+							-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
+							FixedMul(384*FRACUNIT, player->mo->scale));
+					}
+					break;
+				case CA_TWINSPIN:
+					if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
+						P_DoTwinSpin(player);
+					break;
+				default:
+					break;
+			}
 		}
 	}
 
@@ -5350,12 +5347,6 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
 		}
 		else if (player->pflags & PF_SLIDING || ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) || player->pflags & PF_SHIELDABILITY)
 			;
-		/*else if (P_SuperReady(player))
-		{
-			// If you can turn super and aren't already,
-			// and you don't have a shield, do it!
-			P_DoSuperTransformation(player, false);
-		}*/
 		else if (player->pflags & PF_JUMPED)
 		{
 			if (!LUA_HookPlayer(player, HOOK(AbilitySpecial)))
@@ -8686,18 +8677,31 @@ void P_MovePlayer(player_t *player)
 	&& player->panim == PA_IDLE && !(player->powers[pw_carry]))
 		P_DoTeeter(player);
 
-	// Toss a flag
-	if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
+	// Check for fire and shield buttons
+	if (!player->exiting && !(player->pflags & PF_STASIS))
 	{
-		if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
-			P_PlayerEmeraldBurst(player, true); // Toss emeralds
-		else
-			P_PlayerFlagBurst(player, true);
-	}
-
-	// check for fire
-	if (!player->exiting)
+		// Check for fire buttons
 		P_DoFiring(player, cmd);
+		
+		// Release the shield button
+		if (!(cmd->buttons & BT_SHIELD))
+			player->pflags &= ~PF_SHIELDDOWN;
+		
+		// Shield button behavior
+		// Check P_PlayerShieldThink for actual shields!
+		else if (!(player->pflags & PF_SHIELDDOWN))
+		{
+			// Transform into super if we can!
+			if (P_SuperReady(player, true))
+				P_DoSuperTransformation(player, false);
+			
+			// Detransform from super if we can!
+			else if (P_SuperReady(player, false))
+				P_DoSuperDetransformation(player);
+			
+			player->pflags |= PF_SHIELDDOWN;
+		}
+	}
 
 	{
 		boolean atspinheight = false;
diff --git a/src/y_inter.c b/src/y_inter.c
index 369ec390442642b1a52c185bbf0804b3c0c1a106..cbe057582161e15d92504fdaf834095bb68fddd1 100644
--- a/src/y_inter.c
+++ b/src/y_inter.c
@@ -579,9 +579,9 @@ void Y_IntermissionDrawer(void)
 		{
 			if (LUA_HudEnabled(hud_intermissiontitletext))
 			{
-				const char *ringtext = "\x82" "50 rings, no shield";
-				const char *tut1text = "\x82" "press " "\x80" "spin";
-				const char *tut2text = "\x82" "mid-" "\x80" "jump";
+				const char *ringtext = "\x82" "get 50 rings then";
+				const char *tut1text = "\x82" "press " "\x80" "shield";
+				const char *tut2text = "\x82" "to " "\x80" "transform";
 				ttheight = 8;
 				V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
 				ttheight += V_LevelNameHeight(data.spec.passed3) + 2;