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Bombette (from Paper Mario 64)
created by YochiThMaster333
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Well, after retiring from MUGEN, MUGEN really, really wants me to come back. Even though I did say that I will retire,
my retirement only lasted for one year. And so, I did eventually return.
This one is a remake of my old character I made in 2014, now no longer based on the really flawed Eternity of Heroes
template and now with custom sprites (which weren't traced over original sprites, but rather created from scratch).
The inspiration behind this was Joey Faust's Bombette. Despite the fact that his Bombette is based on Fido's Super Street
Fighter II X characters, it manages to be decent enough so I could make another one.
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Update history:
v1.4 (released March 22, 2026):
- Adjusted poweradd to non-super moves
- Hitting Bombette with physical attack during Bomb super would cause her to explode earlier
- Adjusted both normal AI and HardAI
v1.3 (released March 21, 2026):
- Removed poweradd = 55 from Triple Flip Kick
- Added HardAI file because SpriteClub F Division would be too disappointing for her
v1.2b (released March 17, 2026):
- Made AI use Triple Flip Kick
- Fixed Frontflip Kicks from Triple Flip Kick not being classified as a super/hyper move
v1.2 (released March 16, 2026):
- Added more victory quotes
- Added Goldbob palette (this also made me rearrange the palettes)
- Added new super: Triple Flip Kick
- Fixed Frontflip Kick using wrong animtype
v1.1 (released February 27, 2026):
- Slightly changed Standing Strong Attack 1 animation
- Fixed an issue when all of her Super Move related explods being affected by PalFX
v1.0 (released February 20, 2026):
**FIRST RELEASE**
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Gameplay:
Her comboability is based on that of MvC, though 5x and 5a act the same. She is also unable to crouch, so all ground
normals are (almost) same regardless of held directional key, with the sole exception being 2c, which is different than
5c. Also note that "crouching" normals have specific "crouching normal" attribute to complete scene 3 in N64Mario's
Castle Calamity without using its scene select function.

Her moveset takes a few cues from Street Fighter's Cammy. Body Slam (Bombette's basic move in source game) can be
compared to Cammy's Spiral Arrow, but it uses 236P instead of 236K, while Backflip Kick can be considered as equivalent
to Cammy's Cannon Spike, with only Frontflip Kick being similar to Terry Bogard's Crack Shoot. Her supers, however,
are different compared to Cammy's. While Double Backflip Kick super move is similar to Ken's Shoryureppa, Bomb super move
is more original (itself based on original inspiration)
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Move keys:
This readme uses Numpad Notation:
https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Numpad
For example, 236 becomes D, DB, B (quarter circle backward), 623 becomes F, D, DF (uppercut forward), and so on.
For attack keys, P means "Punch" (x, y, z), K means "Kick" (a, b, c), PP means "Press 2 Punch buttons simultaneously",
etc.

Buttons encased in square brackets (like this: [ ]) should be held down.
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Moves:

Throw - 5PP/4PP (backwards throw) 6PP (forwards throw)

Body Slam - 236P
^ Velocity and distance vary with button pressed
^ Can be performed in air

Backflip Kick - 623K
^ Distance varies with button pressed

Frontflip Kick - 214K
^ Velocity and distance vary with button pressed

Guard Cancel (1 power stock) - PP (during blockstun)

Bomb (1 power stock) - 236236P

Double Backflip Kick (1 power stock) - 236236K

Triple Flip Kick (1 power stock) - 214214K
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Notes:
- Her voice is Xianghua from SoulCalibur II because I made a similar soundpack for Joey Faust's Bombette
- Both my Bombette and Jerry share the same palettes, but they are arranged differently
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What need to do:
- More moves, maybe?
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FAQ:
(For other questions, please visit here: https://sites.google.com/site/yochismugensite/faq)
Q: Can I make PotS- or OHMSBY-style edit out of this creation?
A: No. These styles are imitated by many, and I feel like PotS- and OHMSBY-styles are about to get overused (or they are
   overused) in the same way as MvC templates. And don't expect me to see the PotS-style or OHMSBY-style templates.

Q: But what about vore edits?
A: I'm not allowing any vore edits either. I now have negative opinion about vore, and I HIGHLY recommend to steer clear
   of making vore edits in MUGEN. If you make vore edit of my stuff, you will be contacted to cease and desist the vore
   edit you're working/worked on and stop distributing it either.

Q: Will you make WinMUGEN version of her? (for people who hate MUGEN 1.0 (and above) and prefer WinMUGEN just because
   the cheapies they make work only in WinMUGEN)
A: No, and never. Because WinMUGEN has less features as it is more glitchier, this will unlikely to happen. If you really
   hate MUGEN 1.0 and later and if you really want to use this character, I'm sorry, but you'll HAVE TO use MUGEN 1.0
   regardless, because if you hate MUGEN 1.0, I hate WinMUGEN just because you all make cheapies, which is not even nice
   to non-cheapie communities. Which is why all my new stuff is MUGEN 1.0+ only.
                                  (for more information about cheapies, go here: https://mugen.fandom.com/wiki/Cheapie)
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Contact:
Email: bigyochiman@gmail.com
MFG: http://mugenguild.com/forum/profile/yochithmaster333-85837
MFFA: http://mugenfreeforall.com/index.php?/profile/7183-yochiisc00lest333/
Youtube: https://www.youtube.com/channel/UCk6oHhP2OcpOWUGUMOo6poQ
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Credits:
Elecbyte - for making MUGEN
Nintendo - for making and publishing the entire Mario franchise
Intelligent Systems - for making Paper Mario 64 and Bombette
Joey Faust - for original inspiration
Kong (oh god) - for ripping hit sparks from Street Fighter III and Rage of the Dragons (despite his coding efforts (or
lack thereof), he still does good sprite ripping)
O Illusionista - for ripping Captain Commando explosion sprites
Gumhoy - for making parts of AI template (parts for state overrides and the activation triggers)
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