Evil Dan Version 5.2

Evil Dan is a sort of hybrid fighter that can fit into an MvC, CvS, or Custom roster without seeming too out of place.

The Scroll System

Evil Dan is a bit more interactive than the usual shoto fighter. Because Dan never completed his Shotokan training, he cannot utilize some of the hidden/forbidden (Ansatsuken) abilities as well. He must instead store the power in order to use his Level 3 only abilities (e.g. Shun Goku Satsu). In order to store the power, he utilizes the Ten Kanji.

During 2 of his standard Taunts, you can press any Punch to cause the kanji to appear. This is stored on a scroll icon on the upper playerside portion of the screen. Using any Level 3 consumes the Kanji Scroll. If Dan tries to use a level 3 without a Kanji Scroll, he loses 1000 power, gets hurt and is in a winded state - leaving him wide open for attack.

The other scroll is the Flash Variant scroll. Dan may not have finished his training under Gouken, but he is constantly evolving his Saikyo techniques. During 3 of Dan's Taunts, the player can summon forth his Saikyo Spirit and gain one Flash Variant Scroll charge by pressing kick. This allows Dan to use a Flash Variant at will. Using a Flash Variant Scroll will consume ALL charges.

Kanji Scroll can be charged 1 time.
Flash Variant Scroll can be charged 3 times.

If all charges are stored and the scroll is complete, Dan can use the Flash Variant Shun Goku Satsu, or the Legendary Taunt.

This should encourage the player to do what Dan does best during gameplay: Taunt!

Saikyo Mode

Saikyo Mode is a secret mode enabled by a button combination at a specific time. What happens during Saikyo mode? Dan's Saikyo Spirit begins to take back control of his body and enables him to use Flash Variant Koryuken with impunity. He also receives a 25% heal. It's not easy to enable this mode during gameplay, but if the player is skilled and sets it up accordingly, it's ultra powerful.

Palette Selections
A: Magenta
B: Red
C: Cream
X: Grey
Y: Blue
Z: Black
Start+A: Deep Purple 
Start+B: Clotted Cream (then jam)
Start+C: Blood Red
Start+X: Abyss Blue
Start+Y: Cthulhu Green
Start+Z: Evil Flamingo Pink

Aerial Launcher : Crouching Fierce Punch

Dash: f,f or b,b

Throw: 2 Punches or 2 Kicks

(KS) = Kanji Scroll activated by pressing any punch.
(FVS) = Flash Variant Scroll activated by pressing any kick.

Taunt: Start (KS)(FVS)
Back Turn Taunt: b+Start (KS)(FVS)
Power Surge Taunt: f+Start
	Power Charge: press and hold start during Power Surge Taunt (FVS)

KS:  Kanji Scroll can be activated. (any punch)
FVS: Flash Variant Scroll can be activated. (any kick)

Gadouken: d, df, f, any punch (FV)
Kouryuuken: f, d, df, any punch (FV)
Koryuhiji: b,bd,b, any punch (FV)
Dan Kuu Kyaku: d, db, b, any kick (also air)
Dive Kick: (In air) d, df, f, any kick
Roll: d, df, f, any kick - Alternate Koryuken with any punch. Cancel with any kick.
Asura Warp Forward: f, d, df, any 2 punches (or kicks)
Asura Warp Backward: f, d, df, any 2 punches (or kicks)

Messatsu Gadouken: d, df, f, d, df, f, any punch
Messatsu Koryuurekka: d, db, b, d, db, b, any punch
Messatsu Buraiken: d, db, b, d, db, b, any kick
Messatsu Dankuu Rekka: d, df, f, d, df, f, any kick - Continue Rekka inputs with any kick
Messatsu Haoh Gadouken: f, df, d, db, b, f, 3 punches
Shun Goku Satsu: lp, lp, f, lk, hp
Legendary Taunt: d, df, f, d, df, f, start (KS)(FVSx3)

Palette's 1-6: Classic Evil Palettes
Palette's 7-12: Dark Sicklier Evil

(*FV): These moves are modified version of standard special moves.
       Koryuken: i-Frames.
       Gadouken: Wall bounce.
       Koryuhiji: Ground bounce.
       Shun Goku Satsu: Player now controls the hits - go wild!

Things left to do:
CNS Cleanup
Final Palette Pass. There are a lot of sprites that didn't convert properly in Fighter Factory and some of the colors are incorrectly assigned.
Intros for various fighters, shotos, sagat, etc. (Not high priority)
AI Update
Intro & Ending storyboards

This character is edited heavily from multiple sources:
R's Dan was the base. R deserves mega credit here.
Gouki by Tenebrous.
Code/Sprite & AI assistance from O Ilusionista.
Kairi (You probably helped with something, bud.)
MvCE Evil Ryu by Vyn.
I think an fx sprite or two that Warusaki ripped?
Probably a lot of other resources and creators that I unfortunately cannot remember but deserve credit and acknowledgement. If I've missed someone, I am very sorry. It wasn't on purpose.

Q: How do I activate Saikyo Mode?!?!?!
A: Well, you could figure it out on your own or be petty and just look at the code - or solve this riddle: D,D,D,S during Legendary Taunt. Good luck figuring THAT out.

Q: Why can't I combo off of C+HK? 
A: I found it to be a little too exploitable/cheap. There's plenty of juggle setups and linkers.

Q: I found an infinite here..
A: Are you sure? Did you test it with AI off? It may be that p2 can recover during this supposed infinite.

Q: Will there be a CVS/MVC/PotS/etc version?
A: I do not have plans to do those versions. 

Q: Can I use your sprites?
A: Sure. Just remember to credit me, please.

Q: Can I edit your character?
A: If you really have to. Again, just remember to credit me.

Q: What's next after Evil Dan?
A: Nothin'. Edit: Maybe Adon EX? (I have the creative bug again.)

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5.2 Changelog:
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  Fixed a reverse beat error. Oops!
  Messatsu Gadouken adjusted.
  Ground Dankuus Adjusted.
  Sounds added.
  A few sprite corrections.
  Minor fixes here and there.
  BgPalFX fixes.
  Removed Super Hyper Predictabo Double Reppuken.
  Fixed a winstate.
  Fixed Asura warp endstate.
  Intro vs Walmart Akuma.
  Damage Values adjusted.
  Damage scaling adjusted. (Thank you, PotS!) - This is unfinished, but performing better than previously.
  Power scaling adjusted. - Unfinished, see above.
  Adjusted Throws.
  Fixed some bug somewhere. I had a migraine the day I did this and I can't remember what it was. But I know it's fixed. So, uh.. yyyep.
  KO Effect restored.
  Small AI Update - this is unfinished! Changes affected the old one and it behaved strangely.
  Fixed a normal chain bug.
  
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5.1.3 Changelog:
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  Velset adjustments.
  Life and Defense values adjusted.
  Combo chain for normals and some specials updated.
  Input commands for Charging and Flash Variant/Kanji Scroll updated.
  Gadouken Animations adjusted.
  Removed lots of i-frames.
  Light and Medium Gadouken recovery window adjusted.
  15% Flash Variant chance removed. Scrolls are the sole mechanic now.
  Koryuken animation adjusted
  Dankuus adjusted.
  Dive Kick no longer causes fall.
  Dive kick speed reduced.
  Roll cancel Koryuken adjusted.
  Inputs changed to be closer to SFA.
  Messatsu Gadouken adjusted.
  Messatsu Dankuu Rekka adjusted.
  Messatsu Buraiken adjusted.
  All supers non-recoverable.
  Koryuhiji bounce state corrected.
  FVS scroll 2 has a larger Icon. This may be updated in the future.
  Saikyo Mode adjusted.
  Scroll acquisition limited to one choice at a time. No more double dipping.
  Normals can cancel into roll.
  Second throw added.
  Asura warp adjusted.
  Envshake removed on normals.
  
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Changelog since Beta release:
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  Sprite updates galore.
  Adjusted all i-frames for specials and hypers as needed.
  Ground Bounce for Koryuhiji adjusted.
  Modified Throw damage, eliminated recovery state that was too early. Explod issue corrected.
  Fixed Flash Variant Scroll expenditure bug on Koryuken.
  Throw escape/recovery window adjusted. Throw damage and p2 end of throw state also adjusted.
  Removed the shadow from Dan's Ghost during Legendary Taunt.
  Legendary Taunt Helper facing and velset's adjusted.
  PalFX adjusted for helper in Saikyo mode.
  Gadouken Sprite tweaked (Dan, not the projectile.)
  Saikyo Mode Added.
  Legendary Taunt Added.
  More Dan Comedy stuff.
  Scroll & Kanji system now in place. (I'll explain later.)
  Dan Comedy stuff added.
  Flash Variant Shun Goku Satsu finished.  :gouki:
  Redid all of the previously edited face sprites for Evil Dan.
  I was today years old when I realized what SFFv2 does with palettes.
  Small SGS update.
  Corrected powercharge bug. Command timing also a bit less forgiving now.
  Wrote the Intro/Ending script.
  Outlined AI behavior to code.
  Guard damage tweaks.
  Nerfed the heavy Gadouken damage.
  Alpha Counter finished (I think, lol)
  FX Updates.
  Additional Intro added.
  Additional Winstate added. (Not the secret one.)
  Messatsu Buraiken Lvl2 and 3 now have additional hits. Damage not yet balanced.
  Alpha Counter coded. Final touches to be added.
  Minor sprite corrections.
  Some hitsparks adjusted to proper positions. Not finished.
  Changed filename to EvilDanX to eliminate character confusion. It's Evil Dan, after all. No need to codename it any    more. I don't even know what Hoshikuro means.
  Transformation intro updated further. I think it's done.
  Screenflash on KO added.
  Sprite adjustments.
  Additional input option during new taunt added.
  Transformation intro updated - partially, anyway. This is almost finished.
  Winposes updated.
  Intros updated.
  A little bit of PalFX adjusting for aesthetic consistency when selecting palettes 7-12.
  New Taunt Added: Dan turns his back to his opponent and glows with evil energy.
  Some sprites adjusted.
  Palettes adjusted. Skin tones for pals 1-6 are no longer all matches for Akuma. Variety is the spice of Evil Dan.
  Minor coding adjustments.
  Some Damage adjusted.
  Poweradd per move adjusted. These were way out of control. Getting to Level 3 power isn't so fast now. This should     encourage using the
  power charge taunt option.
  Corrected new Taunt and Charge animation.
  Removed shadow from FX helper.
  Cleaned up statedef/state orders in code.
  Had some good chicken with a bit of cheeky nando's sauce last night.
  So much code updating I can't remember everything.
  Additional sprites added (a friend gifted me aseprite.)
  New Taunt: Modified Stomp that glows with red power that does small damage and pushback. It's possible to initiate     power charge from this state.
  Evil Bubbles of Doom are finally replaced.
  A bug fix for something. I can't remember what, but I know I fixed it.
  New select screen portrait. It ain't great, but it's different.
  Small portrait updated.
  Fixed Koryuken to hyper air cancel bugs.
  Koryuken cancel to Messatsu Gadouken working.
  CMD file tweaks.
  Better damage scaling now (PotS to the rescue).
  Partially fixed another infinite. Discouraged it. Maybe. It kinda works. I dunno.
  Roll to Koryuken (alt) bug fixed.
  Removed some code bloat.
  Corrections on various things.
  Fixed an infinite.
  Divekick Hyper scrapped.
  Dankuu Hyper added to roadmap.
  Some CLSN adjusting.
  Corrected Kanji Explod orientation.
  Some sprites had their orientations corrected.
  Volume on Hyper/Superpause Sound lowered to 65%. It was pretty obnoxious before and not every Mugen character needs    to wake the baby.
  Juggle values adjusted.
  Unused Var cleanup.
  CMD maintenance (Fixing weird chains, commands, etc.)
  Palette stuff.
  Secret thing added.
  Afterimage bug fixed.
  Chain string fixed.
  Guard sound bug fixed.
  Frasier Crane mode added.
  Frasier Crane mode removed.
  Placeholder sound added for Ground Roll Koryuken.
  Flash Variant tweaks & maintenance.
  Some CLSN Cleanup.
  Koryuhiji now has width adjustment to prevent guard-locking the opponent in the corner.
  Koryuken tweaked. This move may end up being recoded. I'm not happy with the cancel window to Messatsu Gadouken.
  Koryuhiji tweaked. General fine tuning. Flash Variant added.
  Ground Roll added: Evil Dan can now roll forward on the ground and execute a modified Koryuken for air juggles, or     cancel the roll early.
  Gadouken Tweaked: General fine tuning. Flash Variant added.
  Messatsu Dan Kuu Rekka added. It's fun to do.
  Messatsu Koryuken now has 3 rotations.
  All Hyper damage values have been adjusted.
  Messatsu Gadouken: Stomp-hit pulls opponent into proper range for the projectile to hit.
  Messatsu Buraiken: Juggle values corrected.
  Flash Variants: These moves have a 15% chance of flashing white and performing a variation of the special move.     Keeps you on your toes.
  Koryuken: Retains i-frame.
  Gadouken: Hits at higher velocity and causes a wall bounce for combo extension.
  Koryuhiji: Causes ground bounce for combo extension.
  Flash Variants now have an accompanying explod.
  Flash Variants now have a new made-from-scratch sound effect. (Hope you don't hate it.)
  Flash Variants now have a white bgpalfx on-hit.
  Bonus intro added: ********* appears and is taunt-stomped away.

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Changelog v4.3c beta
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Launcher adjusted further. Can now be tech recovered.
CLSNs for Gadouken adjusted.
Messatsu Haoh Gadouken animations & move added. It's a new Level 3!
New Messatsu Buraiken added. It ends with a Haoh Gadouken that increases in hits per level rather than a Koryuken.
Minor tweaks here and there.
Juggle maintenance.
Removed Divekick afterimages. Can't remember why I had them in the first place.
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Changelog v4.3 beta
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Messatsu Gadouken Input now more forgiving.
Koryuken Command corrected.
Only standing and crouching lp can be spammed at moment. Other light attack animations look and feel clumsy when spammed.
Normal, Special, and Hyper chains should be working properly.
Superjump window timing adjusted.
Aerial launcher adjusted. Can no longer relaunch, opponent recovers at apex of launch.
Gadouken damage adjusted. These values are subject to change.  
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