Kouma Kishima
Version 1.1
Style: Unknown
	
General Design 
	Kouma's primary tools for more damage potential lie in his Burning Vermilion moves.
	When he hits with one, his next throw becomes exponentially more dangerous and sets him up for situations
	where he can get off a short combo followed by another Burning Vermilion move to keep the pressure on.

Table of Contents

1. Changelog
2. Controls
3. System Notes
4. Bonus Section
5. Credits


1. Changelog
	
	Version 1.0 -> Version 1.1
		AI updated
		Indra's Net hits grounded opponents
		Untechable time on D normals and specials increased
		Buza Palm hitboxes adjusted
		Buza Palm pushback on block increased.
		CH effects adjusted.
		Powered-up Cremation throws the opponent farther, making wallsticks easier
		Flaming Comet (all versions) cause untechable knockdown
		Throws, wallsticks, and some moves now give forced liedown time to P2
		Other bugfixes
	
2. Controls

	Numpad Guide:
			
			7 8 9
			4 5 6
			1 2 3
			
			All directional commands will be listed according to this numpad guide.
			When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
			Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
			On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
			
			5 is neutral.
			
			All commands are given assuming that Kouma is on P1's side of the screen.
		
	Basic Moves

		X, Y, Z, etc, refer to MUGEN button notation.
		The letters in parentheses will be used in this readme to explain what buttons to press.

		Light Attack - X (A)
		Medium Attack - Y (B)
		Heavy Attack - Z (C)
		Special Skill: Burning Vermillion - A (D)

	Command Moves
				
		Buza Knuckle - 6C 
		
	Throws
		Throw - A + B (air ok)
			Use Back to change the throw direction.
			Is affected by landing Kouma's D attacks.

	System

			Recovery - any button, if recovery is possible. 
				Hold Forward/Back to recover in those directions.
			Run - Tap Fwd twice and hold it. Can cancel into basic attacks, specials, and supers.
			Superjump - Tap Down and then jump in any direction.
			Double Jump - Jump while you're in the middle of another jump. Works after superjumps, but you only get regular jumping height.
			Jump Cancel - Jump while hitting with:
				-Standing A, Standing C, Buza Knuckle
				-Jumping A, B, or C
				You get one jump cancel from the ground, and one jump cancel in the air.
			Air Dash - Press Forward or Backward twice in midair. Can cancel into basic attacks.
			Air Dash Cancel - Press Forward or Backward twice while hitting with jumping A, B, or C.
				You get one Air Dash Cancel, which resets when you land.

	Special Moves
		
		Moves marked with [SC] can be canceled into supers.
		Moves marked with * are moves affected by Burning Vermilion.
		
		236A/B - Triple Samadhi Prajna [SC] then
			236A/B - Triple Samadhi Prajna 2 [SC] then
				236A/B - Triple Samadhi Prajna 3 (backward)
				214A/B - Triple Samadhi Prajna 3 (forward)
		236C - Triple Samadhi Prajna [SC] then
			236C - Triple Samadhi Prajna 3 (backward)
			214C - Triple Samadhi Prajna 3 (forward)
		214A/B/C - Cremation *
		214A/B/C in midair - Flaming Comet
		623A/B/C - Indra's Net
			236A/B/C after Indra's Net hits - Indra's Net ~ Ultramarine *
		22D - Plated God [SC]
		236D - Buza Palm [SC]
		
		-The C versions of all special moves, as well as Plated God and Buza Palm, cost 500 power, or 1/2 a super meter stock.
		-The C versions of special moves can be used as guard cancels.
		-Cremation will not catch aerial opponents.
		-The B and C versions of Cremation and of Indra's Net, as well as Buza Palm, have startup invulnerability.
		-Plated God will hit opponents that are in a downed state on the ground.
		
	Burning Vermilion Moves
		5D - a slow overhead attack. Must block high.
		2D - a crouching upward thrust.
		j.D - a flaming upward kick.
		
		Landing a D move will make Kouma's next throw, whether it is a normal, special, or super throw, gain additional properties.
		
	Super Moves

		Lv. 1 (1000 power/1 super meter)
			236AB - Unicorn: Skull City
			214AB - Unicorn: Endowed With Destruction *

		Lv. 2 (2000 power/2 super meters)
			41236AB - Unicorn: Jambu In Flames * (becomes Crimson Lord: Jambudvipa Weariness Purification * in Burst Mode)

		Lv. 3/MAX (3000 power/3 super meters) 
			63214BC in air - Yama's Judgement

		- Kouma's Level 2 moves will only act as throws if he is close enough to the enemy at the right time.
			
3. Other System Notes

	Burst Mode
		
		Burst Mode is engaged by pressing A + D with at least 1 super meter stock. 
			It can be used:
			-as a blowback attack while blocking (similar to a burst in Guilty Gear or Blazblue),
			-on the ground or in the air (similar to activating Heat in Melty Blood),
			-and during cancelable normals (similar to entering MAX or HD Mode in KoF).
			
		When it is not used as a blowback attack, Burst Mode can be canceled into attacks, dashes, or jumps after a specific frame.
		When Burst Mode is used during a cancelable normal, Kouma performs a Burst Dash toward the enemy that can be canceled into attacks or jumps.
			
		Pros of Burst Mode:
			+ Kouma's throw followups do more damage than normal.
			+ Lv. 2 Super, Unicorn: Jambu In Flames, upgrades to its Burst version, Crimson Lord: Jambudvipa Weariness Purification, and does more damage.
			+ Yama's Judgement does more damage.
			+ Lv. 1 Super Moves can be canceled into either a Lv. 2 or Lv. 3 super move.
			
		Cons of Burst Mode:
			- Kouma's super meter is constantly draining in order to maintain Burst Mode, and the mode ends when he runs out.
			- Performing a Lv. 2 or Lv. 3 super will drain all of Kouma's meter, ending Burst Mode after his powered-up attacks land.
			- When Burst Mode ends, Kouma enters "Break" status, which prevents him from gaining meter for ten seconds.

	Chain Combos
		5AAAAA....
		2AAAAA....
		5A -> 2A -> 5A....
		
	Cancelable Command Attacks
		Straight Thrust
		
	Ground Cancels
		A -> B -> C -> D
		A -> B -> C -> D or Command Attacks -> A/B Specials -> C Specials -> Buza Palm, Plated God, or Super Moves
		-You can skip steps in the chain as you progress from left to right.
		-You can go from stand to crouch freely as you ascend through A B C (as in 5A 2B 5C or 2A 5B 2C).
		
	Ground Cancels (Burst Mode)
		A -> B -> C -> D
		A -> B -> C -> Command Attacks -> A/B Specials -> C Specials (can continue to cancel into other C Specials) -> Buza Palm, Plated God, or Super Moves
		Lv. 1 Super Moves -> Lv. 2 or Lv. 3 Super Moves
		
		-You can skip steps in the chain as you progress from left to right.
		-You can go from stand to crouch freely as you ascend through A B C (as in 5A 2B 5C or 2A 5B 2C).
		-If you want to cancel the C version of a special attack with another C Special Attack, you need to use a different special move.
			For instance, you can do 236A (cancel) 236C (cancel) 623C, but not 236A (cancel) 236C (cancel) 236C.
	
	Air Cancels
		j.A -> j.B -> j.C -> Special Attacks or Air Throw
		j.A/B/C -> Air Jump or Air Dash -> j.A/B/C
		-You can also skip steps in the chain as you progress from left to right.
		-You get one air jump and one air dash per combo.
		
	Other System Notes
		-Counter hits give a little extra hitstun and untechable time for moves.
		
	Sample Combos
	
		Notation:
			ADC - Air Dash Cancel
			JC - Jump Cancel
	
		Meterless Combos
			2A 2B 5C 6C JC j.A j.B j.C j.D 
			(with Burning Vermilion active) 5C 214A/B/C j.A j.B j.C j.D
			
		Meter Combos
			2A 2B 5C 2D 214A/B/C	
	
		
4. Bonus Section
		
	Palette 11 (hold Start, press MUGEN B button) is a Gold Mode palette.
		The only benefit in this mode is increased movement speed.
		
	Palette 12 (hold Start, press MUGEN C button) is a Shadow Mode palette.
		The only benefit in this mode is unlimited meter.
		Engaging Burst Mode, however, will cause the meter to drain as normal, and Break status will still apply after the meter is drained.

5. Credits

	Kamekaze: Hitstun decay and untechable decay code--also, the general inspiration for this style of gameplay
	Vans, PotS: Cornerpush, throw checking, and other miscellaneous code
	N64Mario: The original character template
	Seravy: Original AI code
	Alchemist of Atlas: voice and some sound rips
	Saikoro: Large portrait
	cafe: Hitsparks from his Hina
	9: Hitsounds
	Evil Homer: Beta-tester, palette maker, and general source of the sillier parts of the character.
	You: for playing