Glacius from Killer Instinct 0.29 by The_None

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Brief overview on the combo system (and some other notes):

Starters:
Moves that are best to start the combo with. These are cancellable into auto-doubles, manual doubles, pressure move or finishers upon hit. Keyword "Hit", as you can't cancel the move if it's guarded.
Examples:Jump-ins, Icy Grip, and the non-super linkers below.

Auto-doubles:
Two-hit moves performed with a button-press of a strength one unit lower than of the current move you're in (as well as a jump-in you've just recently done). Cancellable into manual doubles, linkers (and their super versions), finishers the Quad throw super move and even your basic throw.
Examples: X or A during Cold Shoulder / Liquidize'n'Punch (B Version) / Arctic Slam / after a Y or B jump-in, Y or B during Super Uppercut Rush / after a Z or C jump-in , Z or C during Icy Grip / after an X or A jump-in

Manual doubles:
Basic fierce punches/kicks manually cancelled into basic medium punches/kicks that are cancellable into linkers, the Quad Throw super and finishers.

Linkers (and their super counterparts):
Special moves that are cancellable into auto-doubles, manual doubles or finishers. Normal linkers break up the combo if you use them for a 6th (and up) hit in the combo, and these aren't as efficient for ending combos as the finishers. Super linkers however do allow you to continue the combo as long as you have the power to spend into those.
Examples: Cold Shoulder, Liquidize'n'Punch (B Version), Arctic Slam, Super Uppercut Rush

Finishers:
Powerful and potentially multi-hit special moves that knock out the opponent. Doing uniquely different finishers enhance these as well as the ultra-combo, and doing all the 4 finishers would also give you the hidden 5th one.

Other miscellaneous notes:
- Comboing into the throw from an auto-double changes the trajectory of the throw to suitable for few juggle opportunities.
- One of the starters is enhanced for two additional hits if you cancel into from a successful parry.
- You only gain power either by geting hit or having your moves blocked.

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Command Moves:
"Parry":			B+X
Overhead:		B+Z
Pressure Move:		F+C
Additional Aerial Rave Kick:	QCF+A (If your non-fierce jump attack hits an airborne oponent)

Normal Specials:
Arctic Blast:		QCB+X/Y/Z
Cold Shoulder:		QCF+Y
Icy Grip:			QCF+X
Ice Lance:			QCF+Z
Liquidize:			QCF+A
Liquidize'n'Punch:		QCF+B/C

Super Moves:
Arctic Breath:		QCB,F+Z (700 power)
Quad Throw:		HCF,B+X (1000 power)
Reverse Liquid'n'Punch:	HCB+C (500 power)

Super Linkers (These are done during a combo):
Arctic Slam:		HCF,B+Y (500 power)
Super Uppercut Rush:	HCF,B+C (500 power)

Finishers:
Liquidize Finnisher:		QCF+C
Icy Grip  Finnisher:		QCF+X
Arctic Blast  Finnisher:	QCB+Z
Ice Lance  Finnisher:		QCF+Z
5th Finnisher:		QCF+A (Needs to have all 4 previous finishers to be done in the match)

Final Moves:
Ultra Combo:		QCF+A (On the last round, in critical level of opponents health, must be done during an at least 3-hit combo)
Ultimate Ice Spear:		QCB,F+B (Not Implemented Yet)
No Mercy Ice Crusher:	B,HCB+A (Not Implemented Yet)

Misc Moves:
C.Breaker:		QCF,P/K

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What's left:
-Better spriterips
-"Supreme Victory" winpose
-Fatalities
-Damage dampender curve needs to be remodeled (and possibly damage values themselves as well)
-pref. Voiced Combo Announcer
-Few other things
-General Polish
-A good AI

What's rather unlikely:
-Aerial Combo Breaker
-Piority system
-Speed-ups/Slo-mos


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Credits:
-Kong (Yeah, shamefully enough)
-SMEE
-Winane
-Mike Obreck
-J[E]nus
-Orbinaut
-Shwa
-AokManiac13



