HAL JORDAN (Fron Edition)


Hello guys! I really LOVE this Hal Jordan char made by Enzo, Buyog2099, Arque and McCready. Since it had LOTS of issues, most of them in the use of the alternate modes for the special palettes, i worked on them and try to rebalance all the moves and fix the problems they had. I didn't change the original concept of the original char, just tried to improve it the most I could. 

Some of the improvements I made are:

- Improved Comboability (MvC combo dynamics)
- Rearranged all movements (damage, velocity and lots of tweaks)
- FIXED all the special features for alternate lantern modes (to make them less cheap/ some of them were almost broken). 
- New voice for Green Lantern and for every lantern mode (red, yellow, indigo, blue and black)
- Some AI fixes
- New portraits
- Supercancel mode added
- A lot of coding issues fixed
- New special intros 
- Quotes and extra stuff 

I didn't change any control or added any new move, so the movelist is the same it was. You can find it in the old readme (where you can also find credits and the old data of the original creators)
Thanks Enzo, Buyog2099, Arque, PrimeOp and McCready and all the people who worked for in the best Hal Jordan there is in mugen.

Have fun!!!



---------------------------------------------------------------------------------------------ORIGINAL README-------------------------------------------------------------------------------------------------------------------------

DC Comics' Hal Jordan: Blackest Night Edition

Original design and inspiration: PrimeOp
Sprites: Enzo, Arque, Jet the Phoenix, & ArmageddoN
Code: Buyog & SethZankuten
Created for: DC Superheroes / DC vs Marvel / Blackest Night projects

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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Things that will hack me off related to the use of this character:
- Don't host it on your site unless you ASK me first, and give me
    proper credit. Email isn't hard, and I'll probably say yes,
    so don't be afraid to ask. =P
- If you got this character from somewhere other than ScruffyDragon.com 
    or my site, Buyog.com, it's quite possible that it's been hacked and/or modified
    without my permission, and not all the moves and animations may be very good.
    Best to get it from a trusted source and be confident in its integrity.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

NOTE:
Hal was developed entirely on No-Limit WinMUGEN; I have no idea if he'll even work right on MUGEN DOS/Linux/RC/1.0, because I haven't deemed it important enough to try. But, I've made every effort to do things the "right" way, so hopefully that means it'll work.

If you have any issues playing this character on any flavor of MUGEN, drop me a line via my blog, email, or the ScruffyDragon forum.

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GAMEPLAY:

Hal's got the 6-button play style typical of Capcom's Vs series:

x - Weak Punch (WP)
y - Medium Punch (MP)
z - Hard Punch (HP)
a - Weak Kick (WK)
b - Medium Kick (MK)
c - Hard Kick (HK)

d,u:  Super Jump (KKK will trigger it too)
f,f:  Dash Forward
b,b:  Dash Back

==

COMBO SYSTEM

Capcom-style chain combos work for standing, crouching, and air:
1. WP+MP+SP: you can chain the three punches together, weakest to strongest, for a 3 hit combo.
2. WK+MK+SK: like the punches, you can chain the three kicks together as well.
3. (in air) WP+WK+MP+MK+SP: The basic "zigzag" combo. Chains up to 6 hits.

Launcher: crouching hard kick
Throw:    forward + HP  (new, thanks to SathZankuten)
Taunt:    start   (lantern charge; this is now the main way to increase your power bar)


====== MOVE LIST ======

GREEN LANTERN MODE: palettes 1-6
  SPECIALS
   - Ring Strike        QCF + P
   - Emerald Swordsman  QCF + P (in air only)
   - Charging Ram       QCF + K (ground and air)
   - Buzzcut            QCB + P (anti-air)
   - Plasma Sphere      QCB + K

  HYPERS
   - Soldier of Oa      QCB + PK (punch & kick of equal strength)
   - Knockout           QCF + PP
   - Smackdown          QCF + PK
   - Ion Force          QCB + PP (new, thanks to SathZankuten)
   - Ring Slinging      QCB + KK
   - Emerald Knight     QCF + KK


== ALTERNATE MODES: same as normal Green Lantern mode, with the following changes:

RED LANTERN MODE: palette 7 (start + weak kick)
  CUSTOMIZATION: very few voice clips... only growls, grunts, and yells
  BONUS: your moves are slightly faster than in other modes
  HANDICAP: your life very slowly ticks away during the match. Beat your opponent, quick!

  SPECIALS:
   - Plasma Vomit       QCF + P (replaces Ring Strike)
        * doesn't use ring power; instead, it takes away a little of your blood, and thus your health.
        weak punch: close-range
        medium punch: quick upward burst
        hard punch: low-to-high arc attack
   - Jet Rush           QCF + K (ground/air)  (replaces Charging Ram)
        faster and more damaging than the ram

  HYPER:
   - Flames of Rage     QCF + PK (replaces Smackdown)
        Hal can't contain his anger any longer, and it explodes outward as a cascade of fire

==

ORANGE LANTERN MODE: palette 8 (start + medium kick)
  BONUS: hyper moves cost half as much power as normal (since I can't give you a "1000%" power bar ;))
  BONUS: you start every round with a full powerbar
  HANDICAP: no taunt to recharge the lantern; when it's gone, it's gone (but it starts every round full)

  SPECIALS:
   - Selfish Grab       QCB + K (replaces Plasma Sphere)
        like Plasma Sphere, but it draws P2 close for a combo attack
   - Go Away!           QCF + P (in air) (replaces Emerald Swordsman)
        huge downward wave of energy with powerful push-back

  HYPER:
   - Construct Corps    QCB + PK (replaces Soldier of Oa)
        Hal creates construct versions of his best buds to "bring the pain"

==

SINESTRO CORPS (YELLOW LANTERN) MODE: palette 9 (start + hard kick)
  BONUS: moves do more damage
  HANDICAP: specials/hypers take slightly more power to use

  SPECIALS:
   - Sinister Sabres    QCB + P (replaces Buzzcut)
        anti-air move; Hal creates one or more rising swords to catch an incoming opponent
   - Cruel Grip         QCB + K (replaces Plasma Sphere)
        Hal grabs P2 with a giant skeleton hand construct
   
  HYPER:
   - Golden Dragons     QCF + PP (replaces Knockout)
        Hal summons a pack of flaming dragons to charge at P2

==

GREEN/BLUE LANTERN MODE: palette 10 (start + weak punch)
  BONUS: powerbar quickly recharges whenever you're idle for a short time
  HANDICAP: moves sometimes interrupted by the ring asking "what do you hope for?"

  SPECIALS:
   - Ring Blast         QCF + P (replaces Ring Strike)
        amped-up version of the normal beam attack
   - Massive Discharge  QCF + P (in air) (replaces Emerald Swordsman)
        huge wave of energy heads straight forward
   
  HYPER:
   - Ion Wave           QCB + PP (replaces Ion Force)
        Ion Force alternate that arcs across the screen instead of being centered around Hal

==

INDIGO LANTERN MODE: palette 11 (start + medium punch)
  BONUS: defense stats are slightly higher, so he'll take a bit less damage than normal
  HANDICAP: unblocked attacks decrease power bar as well as life
   
  SPECIALS:
   - Teleport           QCF + K (replaces Charging Ram)
        weak kick: teleport backwards
        medium kick: teleport into the air above P2
        hard kick: teleport directly behind P2
   - Nek Ler Klok       QCB + K (or WP+WK) (replaces Plasma Sphere)
        projectile-reflection move; should work against most projectile-type attacks
   
  HYPER:
   - Enforced Empathy   QCF + KK (replaces Emerald Knight)
        Hal rushes at P2, and if successful, makes them feel empathy for all the souls they've hurt.

==

BLACK LANTERN MODE: palette 12 (start + hard punch)
  BONUS: super-robust healing factor (fully regains health after standing still for 50 ticks)
  BONUS: specials cost no power bar to use
  HANDICAP: power bar only increases with every KO'ed opponent (30% per win, persists between rounds)
  
  SPECIALS:
   - Piercing Strike    QCF + P (replaces Ring Strike)
        drill move; less range but more damage than the beam, plus a little forward momentum
   - Skull Swarm        QCB + P (ground/air) (replaces Buzzcut / Emerald Swordsman)
        Hal's ring emits one or more skull constructs, which do very little damage to P2,
        but prevent them from properly attacking. The more skulls, the more interference.
        (it's a little cheap, but then, he's a Black Lantern. What did you expect, Queensbury Rules?)
  
  HYPER:
   - Nekron Rising      QCB + KK (replaces Ring Slinging)
        Hal creates a giant construct of Nekron's head, which attempts to "eat" P2.

==

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VERSION HISTORY:
--------------------

- 1 July 2011: v2.1
    - fixed MUGEN 1.0 compatibility (and no more debug spam!)
    - a few other bugfixes/tweaks (more to come!)

- 10 April 2011: v2.0
    - Blackest Night edition: palettes 7-12 are alternate-corps versions of Hal
    - Added Ion Force hyper
    - Plasma Sphere no longer does damage; it simply sets the player up for combo attacks.
    - Better sounds for Emerald Swordsman special, Soldier of Oa hyper (thanks, Seth!)
    - Added damage dampener (experimental)
    - a metric TON of bugfixes and small move tweaks

- 28 May 2010: Red Lantern special edition
    - private preview alpha of Red Lantern mode (for ScruffyDragon contest winners)

- 29 Apr 2009: v1.5
    - Swapped out all lantern construct sprites for better ones, edited by McCready (thanks a ton, man!)

- 12 Jan 2008: v1.4
    - Emerald Knight was actionable even without any power. I fixed it.

- 31 Dec 2007: v1.3
    - Fixed a few small bugs (Knockout, AI, etc)

- 28 Dec 2007: v1.2
    - Tweaked standing & crouching basics and ground combos (sped up the regular moves slightly too)
    - Fixed forward dash and added a back dash/hop
    - Added forward air dash
    - Added AI from ThePacifist; I'll beef it up later, but this is better than what he had before.
    - Tweaked Ring Slinging trail effects
    - Fixed Plasma Sphere infinite (and added a fadeaway/disruption anim at the end)

- 27 Dec 2007: v1.1
    - Changed black palette to be more like a "black lantern" might be (i.e. dead)
    - Changed DCvsMarvel-style portraits out for ones that fit a normal screenpack

- 25 Dec 2007: v1.0
    - First public release. Merry Christmas!

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CREDITS

I couldn't have come this far without help and encouragement from a LOT of people.
Here are some of the ones that have really gone out of their way to help me out...
if I've missed you, I'm sorry! Let me know and I'll credit you in the next release.

- PrimeOp:
  - for inspiration to do this guy in the first place (I was going to do crab-mask Kyle Rayner)
  - for the lantern-charge intro, winpose, flight stance, Ring Strike special, and the dynamic pose used in the Plasma Sphere special
  - for the Iron Man MvC portrait
- DG & McCready for letting me use the sparks he put into Guido after I handed him off.
- X-Boy for the costume-change intro
- The following people for donated work on Hal's specials:
  - Paw (original idea for the ram attack)
  - L@nce Uppercut (Buzzcut)
  - Apathy (Emerald Swordsman)
- Adam C for the Midnight Bliss sprite
- Larramones for prototyping the Spectre intro
- Pychewing and BobStarsky for their combined efforts on the DCvM portrait (sorry I missed you last time, Bob!)
- AngelEcks for the Knockout sprites
- Magus for the Emerald Knight concept and sprites, and some bloodsquirts for Red Lantern mode
- Turbanator (SKRON) for the horse rips.
- ThePacifist for the temporary AI
- Carnificina for his great tutorial on implementing super armor
- McCready for re-editing all the ring construct sprites to look more like solid light and less like green plastic XD
- SethZankuten for several tweaked/new moves:
  - Anvil Slam grapple
  - construct effects on standing basics
  - Ion Force hyper
- Amon-Ra for his various Hal-as-X-Corps sprites, which Armageddon and I used as the basis for a lot of the custom mode intros or stances
- Jet the Phoenix for a phenomenal smart palette that makes the various Corps custom modes much nicer to look at
- ArmageddoN for jumping in with both feet and spriting almost all of the custom intros, stances, winposes, and attacks used in the alternate Corps modes
- The Blackest Night Hal beta testers: Ceefus, Cheeseeater3000, Darkmoon766, Darkxero, NX-MEN, Volzilla, Yaje, Ryan Stene, and Titus Thomas
- FlowaGirl for her many code tutorials & tips... you'll notice I use them quite a bit :^)
- The folks on the ScruffyDragon, Warmachine Madness, & ScrollBoss/Prime Central Station forums for feedback, support, and ideas... this one's been a LOOONG time coming!
- The entire DC vs Marvel / Scruffy Dragon team... a more talented, loyal group of friends than any I've ever had before online.
- Geoff Johns, who made me care about Hal for the first time.
- and YOU! For playing. =)

LINKAGE
Buyog's email:            buyog2099@yahoo.com
Buyog's webspace:         http://buyog.com/MUGEN
Scruffy Dragon webspace:  http://www.scruffydragon.com
