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"Broli", from Dragon Ball Z: Super Boutuden 2
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Made in Canada.

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Current Version: 08/12/06
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This character is made with MEE.
"A Ragnarok production - Supported by the Canadian Army."

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Author:	The Necromancer
	E-Mail unavailable.
	Website unavailable.
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Updated: 08/12/06
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Out of boredom one day I figured I redownload MUGEN, my Broli, and update him. This does not mean I will be returning to 
actively create characters for MUGEN; I just don't enjoy 2D fighting games as much I as I used to.

I have intentionally left out my contact info for privacy. Any questions or comments regarding myself, this character, or 
any of my MUGEN works can be directed to "Kung Fu Man" at: http://randomselect.i-xcell.com

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Contents:
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What's in this ReadMe file:
	-Contents
	-Overview
	-Move List
	-What's Missing
	-Thanks

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Overview:
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Broli is known as "The Legendary Super Saiya-jin", and is by far, the most powerful Saiya-jin in the 
series. It is because of his tremendous power that he and his father survived the destruction of the planet Vegeta.

This character was not made under the influence of any one particular style in mind, but rather, made from the ideas of
various 2D fighting games I've played, with some original elements. The sprites are based on Bandai's "Super Boutuden 2"
for the SuperFamicon, then heavily modified/recoloured by Dreamweaver. Additional sprite edits were then provided by Roken.

To see more artwork by Dreamweaver, Roken, and various other sprite artists in the MUGEN Community, visit 
the "ZGTeam MUGEN" forums at: http://zgteamforum.proboards28.com

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Move List:
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Legend:
(P):	Punch
(K):	Kick
UDBF:	Up, down, backward, forward respectively.
Dir:	Any direction.
*; **:	Can be done while jumping; While jumping ONLY.
^; ^^:	Can be done while flying; While flying ONLY.

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Misc:

[Movement]
	BB/FF                   Dash
	D, UB/UF                Long Jump
	U, U*                   Bukuu Jyutsu
	                        -Regardless of where you are: B to move away from opponent, F to move closer.
	                        -(KK) to cancel.

[Defence]
	a+x                     Throw
	b+y^                    Zanzouken (Requires 250 power if performed while blocking.)
        c+z^                    Ki Charge
	x+z/a+c^                Ki Shouheki (Can be used while blocking.)





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Basic:

[Punches]
	x                       Weak Punch
	y                       Medium Punch
	z                       Strong Punch

[Kicks]
	a                       Weak Kick
	b                       Medium Kick
	c                       Strong Kick

	F, y                    Sakotsu Wari
	F, (P)                  Moushin Rariatto (While dashing.)
	F, (K)                  Satsubatsu Geri (While dashing.)




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Special:
-All specials have an EX variation, which is executed when the move is performed with any 2 P/K buttons.
-Exception to this: Zugai Hasatsu, Jigoku Wari, and Gou Kikou Ha.
-EX moves cannot be done while flying.

	D, DF, F, (P)^          Kikou Ha [Can be done up to 3 times; Press (P) to repeat.]
	B, BD, D, DF, F, (P)^   Gou Kikou Ha [Can be aimed.]
	D, U, (P)               Bakuenha [Can be done up to 2 times (Normal ver. only); Press (P) to repeat.]
	F, D, DF, (P)^          Tosshin Toubu Dageki
	F, DF, D, DB, B, (P)^   Geki Kaze
	30B, F, (P)^            Tobi Rariatto
	360 degree, (P)^        Zugai Hasatsu
	                        -Hold (P) to add more damage. Some power is used.

	D, DF, F, (K)^          Mawari Ken [Can be done up to 3 times (5 for EX ver.); Perform command to repeat.]
	30D, U, (K)             Attouteki Gekiha
	F, D, DF, (K)           Naraku Otoshi
	30B, F, (K)^            Satsubatsu Yakushin
	F, DF, D, DB, B, (K)^   Jigoku Wari




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Hyper:
-There are 2 levels for hyper moves; Level 1 which use 1500 to 2500 power, and Level 2 which use 3500-5000 power.
-In order to pull off any Level 1 super, you must have a minimum of 1500, and Level 2, 4000. Each level has 3
variations, each having it's own strength and speed.

	D, DF, F, D, DF, F, (P)^Gekimetsu Dama [L1]
	                        -Tap (P) for more hits. (During initial charge, close to opponent.)
	                        -Can be perform at any time when life is under 25%.
	D, DB, B, D, DF, F, (P)^Minami Ginga Gouka [L2]

	D, DB, B, D, DF, F, (K) Magyo Satsuriku [L2]




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Notes/Issues: 
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(Updated 08/12/06)
	-Fixed an issue with "Gou Kikou Ha" where Broli would repeat the projectile when hit.
	-Fixed a major bug where Broli would cause the opponent's AI to activate and/or perform random actions while in a custom state.
	-Fixed an issue with standing jab and crouching jab not performing as intended.
	-Changed armor-hit behaviour; opponent will no longer completely stop when hitting Broli, but pause for a brief period.

(Updated 08/09/06)
	-Changed Broli's big portrait; courtesy of Intense_MC.
	-Changed AI activation to Winane's method; http://www.mugenguild.net/~winane
	-Changed ability to perform "Zanzouken" during armor-hit; can only be performed in conditions where 
	 the character is already able to cancel the move normally with a Zanzouken.
	-Changed armor-hit behaviour.
	-Fixed an issue where the AI was able to cancel "Satsubatsu Yakushin" into itself even though the player cannot.
	-"Naraku Otoshi EX" now does 2 hits.

(Updated 08/06/06)
	-The command for "Zugai Hasatsu" can now be performed in either 360 motion, clockwise/counter-clockwise.
	-"Gou Kikou Ha" now knocks the opponent into the air if hit up-close.
	-When hit during projectile-type moves, will no longer cause Broli to repeat the projectile.
	-When hit during any move that uses power, will no longer cause Broli to lose additional power.
	-EX and projectile-type moves now use power at the very start of the move.
	-Projectile-type moves have their power consumption reduced.
	-"Kikou Ha EX" projectile velocity changed.
	-Removed continuous armor-ability against opponent's crouching attacks.
	-"Zanzouken" no longer uses power if performed up-close, except if performed while guarding. However, speed reduced if used in this manner.
	-Added descriptions of use and power requirement for "Zanzouken" in main movelist.
	-Fixed an issue with some moves where Broli would go beneath the floor while performed in flight.
	-Fixed an issue with Broli un-intentionally landing if performing attacks while in flight and close to the ground.
	-"Moushin Rariatto" and "Satsubatsu Geri" now compliment each other; each move has a different guarding restriction.
	-Removed the flickering "AfterImage" effects; people were confusing it as a glitch/bug.
	-"Satsubatsu Yakushin" and "Satsubatsu Yakushin EX" can no longer be used repeatedly to itself.
	-Fixed a bug where projectiles would turn into character clones in certain conditions.
	-"Ki Shouheki" now pushes the opponent back if performed while blocking.
	-AI commands have been changed and all references to the old AI activation code have been removed.
	-Fixed several AI bugs where the character would perform moves in un-conditional situations.
	-Adjusted AI in response to changes made.

("BroccoliCNS") - Alternate, toned-down version of Broli with no AI. Back-up and replace "BroliCNS" with "BroccoliCNS" as needed.
	-Defence reduced.
	-Damage modifiers adjusted.
	-Armor removed.
	-Juggling adjusted.

(Updated 07/18/06)
	-Broli's "Rugal" stance now used by default. (Originally it was used when holding "Start" as you select the character.)
	-Broli no longer loses power while getting hit.
	-Added special intros for characters Goku, Gohan, and Poring. (Yes, Poring)
	-Added generic intro for characters Piccolo, Vegeta, Trunks, Roshi, Krillen, Videl, and Goten.
	-Removed (annoying) intro music from normal intro.
	-More win quotes.
	-WinKO effect.
	-"Dodge" changed to "Zanzouken"; now uses 100 power, and uses/requires 500 if performed while blocking. (Can be performed while flying.)
	-"Minami Ginga Gouka" can now be used effectively during a combo and hit airborned opponents, regardless of level.
	-"Mawari Ken" tweaked for slightly better juggling ability;
	-"Mawari Ken EX" can now be chained 5 consecutive times instead of 3.
	-"Bakuenha EX" is no longer a repeatable move in itself, but rather, throws 3 projectiles at once.
	-"Zugai Hasatsu" now knocks the opponent against the wall.
	-"Tosshin Toubu Dageki" can no longer be used repeatedly to itself.
	-"Tosshin Toubu Dageki EX" now does 2 hits.
	-Adjusted damage for projectile attacks.
	-AI tweaks and bug fixes.
	-Taunt added; "Start" to perform.
	-"Geki Kaze EX" now knocks the opponent off-screen.
	-"Gou Kikou Ha" added; an aimable projectile attack with a small charge time.
	-"Bukuu Jyutsu" no longer responds to U/D commands for movement; this makes it easier to perform special/hyper moves.
	-Environmental effects no longer appear while using "Ki Charge" until power is at max.
	-"Attouteki Gekiha" can now be followed up by a throw.

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What's Missing:
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	Nothing.

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Thanks:
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-Bandai, for making the original Idainaru Densetsu, Super Boutuden 2, and ShinBoutuden game.
-Capcom, Sammy, and SNK, for various graphics used in this game.
-Shoryuken (http://www.shoryuken.com); James Chen's Combo System FAQs, (SFA3, CvS2) 
which gave me much info on the systems of 2D fighting games.

-Katieeee, WilloughByJackson, JCS, and Chocobo, for ideas and feedback.
-Dreamweaver for his edited Broli sprites, Roken for additional miscellaneous edits, and Toad for some GFX.
-The people at IRC for beta testing.

The End.