                                ______________________________
===============================| Kid Goku by Junny |================================
                                           [12.4.2025]

 - Version of Kid Goku from the Dragon Ball series, sprites by RobsonMSH
 - For Mugen 1.0 and above



=====<FEATURES>=====
 - Details taken from his various video-game appearances and storyline
 - Custom gameplay inspired by several Capcom games
 - 3 Intros and 3 Winposes

=====<MOVELIST>=====

NOTE: Movelist can be accessed ingame by pressing Start twice.

U - up          x - weak punch         a - weak kick
D - down        y - medium punch       b - medium kick
F - forward     z - strong punch       c - strong kick
B - back        p - any punch          k - any kick
s - start       pp - two punches       kk - two kicks

(Air) - Move must be performed in the air.

(EX) - Move with an EX version. EX moves are performed by pressing two punch/kick buttons.
e.g.: Hadouken - D, DF, F, p
      EX Hadouken - D, DF, F, pp

EX moves are more powerful than regular Special moves, but consume half of a power stock.


                  <<<NORMAL MODE>>>

<THROWS>

.RPS Combo/Back Toss:                        F/B + pp (near opponent)


<UNIQUE ATTACKS>

.Paper Target Combo:                     y, F + y


<SPECIAL MOVES>

.Rock Paper Scissors Stance:                        D, DF, F, p 
.Crawling Kid Stance:                     F, D, DF, k OR D, DB, B, k (EX)
.Olympic Kid:                             D ,D, k (EX)
.Power Pole Stance:                       D, DB, B, p 
.EX Rock Paper Scissors Rekka:            D, DF, F, pp > f+p > f+p



<ROCK PAPER SCISSORS FOLLOWUPS>
.Rock:                           x
.Scissors:                       y
.Paper:                          z                        
.Stop Stance:                    k


<CRAWLING KID FOLLOWUPS>
.Power Pole Lunge:               b OR c
.Stop Stance:                    a
.Rock Paper Scissors Transition: f + p


<CRAWLING KID EX FOLLOWUPS>
.Scissors:                       b 
.Power Pole Lunge:               c
.Stop Stance:                    a
.Olympic Kid Transition:         f + p



<OLYMPIC KID FOLLOWUPS>
.Leap:                           x (hold back or forward during the move to change direction)
.Fist Smackdown:                 y
.Wild Grab:                      z



<POWERPOLE STANCE FOLLOWUPS>
.Power Poke:                     x
.Absorb:                         y
.Lunge:                          z
.Stop Stance:                    k
.Go Into D+HK:                   d + k

<LEVEL 1 SUPER COMBOS>

.Kamehameha:                D, DF, F, D, DF, F, p
.Mega Power Pole:             D, DF, F, D, DF, F, k


<LEVEL 2 SUPER COMBOS>

.Multi Arm Slam:                      D, DF, F, D, DF, F, pp


<LEVEL 3 SUPER COMBOS>

.Afterimage Strike:                 D, DB, B, D, DB, B, pp

<SYSTEM>

.Forward Dash:                     F, F
.Run:                              F, F (hold)
.Backward Dash:                    B, B
.Sidestep:                         a + x
   .Sidestep Attack:               p / k
.Forward Roll:                     F + a + x
.Back Roll:                        B + a + x
.Parry High:                       (tap) F
.Parry Low:                        (tap) D
.Air Parry:                        (tap) F (Air)
.Power Charge:                     b + y (hold)
.Custom Combo:                     c + z (air also) (2 power bars)
.Guard Cancel:                F + pp/kk (while guarding) (1 power bar)
.Fall Recovery:                    p / k (while falling from a hit)
.Low Jump:                         U (tap)
.High Jump:                        D, U
.Taunt:                            s



=====<MOVE DETAILS>=====

 -Mega Power Pole can link into supers after the opponent is back at normal size.
 -Rock is projectile Invuln
 -Paper is fully air invul from frame 4 onwards
 -Paper can be used to go backwards by holding back before the move starts
 -Rock has high frame advantage on block and pushes the opponent in on block, make use of it


=====<GAMEPLAY NOTES>=====

COMBO SYSTEM
 - Some Normal attacks can be canceled into Special and Super moves
 - Some Special moves can be canceled into Super moves



DAMAGE SCALING
 - The damage your attacks inflict goes down as the total combo damage goes up
 - At 0 combo damage, they deal full damage
 - At 500 combo damage, they deal the minimum 10% damage


COUNTER HITS
 - If the opponent is in the middle of attacking, your attacks deal 20% extra damage
 - Normal attacks cause extra hit stun as well, allowing links that are normally not possible

RUN
 - Can be interrupted unlike dashes


BACK DASH
 - Creates some space between you and the opponent
 - Considered airborne, so it avoids most throws and standing combos


LOW JUMP
 - Useful for quick jumping attacks that must be blocked high
 - Cannot use special and super moves while low jumping
 - Delay after attacking is longer than other jumps


HIGH JUMP
 - Useful for quickly closing distance
 - If the opponent is in the corner, this allows you to cross him up


LONG LOW JUMP
 - A cross between Low and High jumps


DODGE
 - Avoids all attacks and fireballs
 - Vulnerable to throws
 - Instant recovery


SIDESTEP ATTACK
 - Allows you to counterattack after dodging
 - Do by pressing Punch or Kick after dodging


ROLL
 - Avoids all attacks and fireballs while moving
 - Vulnerable to throws
 - Can be hit by anything at the end of the animation
 - Can be held for longer but has no invul if done like this


PARRY
 - Allows you to bypass block stun, leaving the opponent open for a counterattack
 - To parry high attacks tap forward just before being hit. To parry low attacks tap down. While jumping only forward works


POWER CHARGE
 - Manually charges the power meter
 - Rate of charge is slow at first, but increases the longer you hold it


GUARD CANCEL
 - While guarding, this cancels out of the guarding pose with a counterattack
 - Useful to relieve pressure


CUSTOM COMBO
 - Removes cancellable attack restrictions and gives you a lot of freedom to combo them
 - Juggle limit is lifted
 - You can only use EX Special or Super moves from the point the character starts flashing faster and brighter, and doing so ends Custom Combo
 - Gives you a short invulnerability window at the start
 


FALL RECOVERY
 - Allows you to land on your feet after being knocked down





=====<VERSION HISTORY>=====


<4.3.2026>
-Increased Superjump Height

<3.21.2026>
-Increased movement speed all around
-Reduced land recovery when doing a jump in from a dash
-Removed Dramatic K.O Pause
-Fixed damage scaling bugs related to Superpause and p2defmul

<12.04.2025>
-Updated Hitboxes on normals
-Buffed framedata and distance traveled on moves
-Increased standing hurtbox
-Added eating sfx to charge


<12.02.2025>
-Released



=====<WHAT'S MISSING>=====

 - Bug fixing
 - A.I



=====<SPECIAL THANKS>=====

 -RobsonMSH for all the character sprites
 -Yoshin for some help on a few fx and missing anims (specifically FX on power pole absorb and animation on power pole super)



=====<DISCLAIMER>=====

 - Goku, is property of Toei/Shuesia
 - This character is a non-profit fan work. It cannot be sold or used for any commercial purposes
