========================
Crow
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Built for Ikemen GO
By Crow
Updated 5/15/2026

Crow is an original character built off of KFM720. At this point being an ostensibly complete character
I wanted to release a "1.0" version of the character. He is more or less feature complete, though there 
are more moves and details I'd like to add and adjust. As he was built in GIMP without set palettes I don't
have separate colors for multiple players, which may be an issue for some. I conceptualized him gameplay 
system as somewhere between Darkstalkers and classic Guilty Gear. His special moves come from a wide variety
of inspirations, mainly SF and KOF and with some personal flair. He has magic series chain combos as well
as basic cancelability. He's the product of about a year of work at this point, being started in October 2025.
That's probably about it for basic info, I hope you're able to enjoy.


Controls
========

Basic Controls
--------------

Crow is a standard 6-button fighter with 3 strengths of Punch/Kick

We will use the notation:
D - down
F - forward
U - up
B - back
x - LP
y - MP 
z - HP
a - LK
b - MK
c - HK

Standard Movement
-----------------

U              - Jump (Double Jump Ok)
UF             - Jump forwards
F              - Walk forwards
DF             - Crouch
D              - Crouch
DB             - Crouch or low guard
B              - Walk backwards or high guard
UB             - Jump back
F, F           - Forward dash (Air Ok)
B, B           - Back dash (Air Ok)
xy             - Recovery (when falling)

Basic Standing Attacks
----------------------

LP - Left Jab
MP - Right Straight
HP - Left Hook
LK - Right Shin Kick
MK - Right High Roundhouse
HK - Right Thrust Kick

Basic Crouching Attacks
-----------------------

LP - Left Jab
MP - Right Straight
HP - Rising Left Elbow
LK - Left Heel Kick
MK - Right Shoto CrMK
HK - Right Low Thrust Kick

Basic Air Attacks
-----------------

LP - Double Palm Thrust
MP - Left Elbow Snap
HP - Downward Right Haymaker
LK - Falling Knee Drop
MK - Flying Crossup Front Kick
HK - Diagonal Stomp

Throws
------

n.LP+LK Suplex

Special Attacks
---------------

D, DF, F+ LP        - Quick Hinoteyari
D, DF, F+ MP        - Hinoteyari
D, DF, F+ HP        - Piercing Hinoteryari

F, D, DF+ LP        - Shoryuken (Anti-Air)
F, D, DF+ MP        - Karasuken (Reversal)
F, D, DF+ HP        - Strong Karasuken (Projectile Bypass)

D, DB, B+ LP        - Event Horizon
D, DB, B+ MP        - Event Horizon Knockdown
D, DB, B+ HP        - Event Horizon Launcher

D, DF, B+ LK/MK/HK  - Razor Edge
	Hold D	    - Scissor Sweep
	Hold U      - Oblivion
	Hold F      - Waning

D, DB, B+ LK/MK/HK  - Corvian Stoop
(Air Only)

Hyper Attacks
-------------
(Level 1)
D, DF, F, D, DF, F+ K - Midnight Tide
(Level 2)
D, DB, B, D, DB, B+ P - Shinkuu (Chargeable)
	(Absorb Projectile) - KyushuKen
(Level 3)
D, DF, F, D, DF, F+ P - ShinKarasuKen


To-do List
===========

-Adjust hitstun values, especially midair. AI often flips out of combos at unintended points.
-Add combo damage scaling, character is built for long combos reminiscent of light anime fighters.
-Command normals: standing overhead axekick, and maybe a plus on block short range knee with high startup.
-Air Projectile, an air version of Hinoteyari that changes his trajectory based on button strength.
-Air Supers: A downward diagonal projectile super similar in movement to Jhun Hoon's Houou Ressou Kyaku.
	     An air re-stand super, high cost (2 bars) that takes the opponent from the air to the ground
             and sets them up for a continued combo.
-Additional win animations/Any other flair animations.
-Probably fix some character issues I haven't run into in testing.