More, this time concerning fight_screen.xml. Again, some of these you're probably aware of.
1. The 'fontindex' and 'text' attributes of <FightScreenAttributes>/<HitCounter> are ignored - the font with index 1 is always used for the combo counter, and the text is hard-coded to "%i Rush!". ShugenDo crashes if there is no font with index 1.
2. The lifebar and powerbar graphics - <Bg0>, <Bg1> etc - must be anims, you can't use <sprite> elements for these (obviously you can just define single-image anims but as sprites are accepted in other places it would make sense to allow them here)
3. The lifebar is reduced as the player takes damage, but the amount taken off is calculated incorrectly. (Note - the following refers to P1 - invert for P2)
The lifebar sprite seems to reduce from its left edge to its x-origin (the sprite's X-axis value in the SFF). I think instead it should reduce from its left edge to its right edge. Otherwise, if the lifebar sprite's x-origin is less than its width, it will still be visible from its x-origin to its right edge. You don't see this with the default lifebar because its x-origin = its width.
For example, in the lifebar I tried converting, the sprite's width was 116 and its origin was 58 (the centre of the image). When the life hit 0 only half of the bar had been removed - from the left edge to the centre.
The above also applies to Power bars.
4. If you use small portraits instead of animations for the lifebar (<face> elements instead of <anim>), the portrait sprites are scaled incorrectly:

Also, the portrait sprite seems to be hard-coded to 9000,0, whereas in mugen you can specify the sprite to be used for the lifebar portrait. I assume this is what the <FaceFg> element is for but it seems to be ignored.
Finally, I notice the lifebar portrait is visible even when the lifebars are hidden:

5. The <Counter> element seems to be ignored for Power bars - no counter is displayed (unless I'm doing something wrong).
6. For P2's Life and Power bars to work correctly (reduce from right to left instead of left to right), you must set <Facing> to -1. This leads to problems when converting Mugen bars, as the images will be flipped horizontally. You can get round this by using P1s bar anims (which will face the right way when flipped), but then you get results like this:

Of course you can fix this by editing the sprites, but that's not an ideal solution.
7. There doesn't seem to be any equivalent of the [Round]/win setting - i.e. an element to display text (such as the winner's name) when a round is won.
8. For the power bars the LayerNo attribute seems to be ignored - the bars are always drawn behind the characters even if LayerNo is > 0:

Interestingly the shadows are drawn behind the bars - but not always! For example try jumping vertically - the shadow appears in front of the bar for one frame at the start of the animation:
