Kula Diamond, Ice Doll
Version 1.0a
Style: Zero-Style, Revision 3.14159...

Table of Contents

1. Changelog
2. Implemented and Intended Features
3. Controls
	-Basic Moves
	-Command Moves and Throws
	-Special Moves
	-Super Moves 
4. System Notes
5. Bonus Section
6. Credits


1. Changelog

	Version 1.0a
	-HP slowed down, ice changed
	-Walking back speed increased
	-Stance animation is slowed
	-Some sounds changed
	-Ray Spin Stand doesn't juggle from LK/MK
	
	Prerelease 3.5 -> Prerelease 4
	-Bug with Diamond Breath juggling fixed.
	-Juggling bug with Freeze Execution fixed.
	-Some animation timings and CLSNs adjusted slightly.
	-Other fixes.
	
	Prerelease 3 -> Prerelease 3.5
	-Fixes to blocking ice.
	-Other things.

	Prerelease 2 -> Prerelease 3
	-Fixes to blocking ice.
	-Other fixes.
	
	Prerelease 1 -> Prerelease 2
	-CLSN and anim timings adjusted.
	-c.HK juggle bug fixed.
	-Damage adjusted.
	-Throw/Slider Shoot commands changed.
	-Diamond Breath range increases with strength.
	-Blocking FX added
	
2. Features

	Implemented:
		
	Intended:


3. Controls

Moves marked with [SC] can be super canceled.
Moves marked with [DC] can be dream canceled.

Basic Moves

	X, Y, Z, etc, refer to MUGEN button notation.

	Light Punch - X (LP)
	Medium Punch - Y (MP)
	Heavy Punch - Z (HP)
	Light Kick - A (LK)
	Medium Kick - B (MK)
	Heavy Kick - C (HK)

Command Moves

	One Inch - F+LP
	Slider Shoot - DF+MK

	-On counterhit, One Inch caues wallbounce.
	-When comboed into, One Inch does not cause knockdown.
	This property is overriden by the one it gains on counter-hit.

Throws
	Ice Coffin - Any two punches
	Behind Slash - Any two kicks

System

	Super Jump - tap D, then jump up, up-forward, or up-back. 
		When running, all jumps become super jumps.
	Recovery - any two punch/kick buttons, if recovery is possible. 
		If near the ground, hold Forward to roll forward as you recover.
	Run - tap F twice - Run forward as long as the forward direction is held. 
		Can cancel freely into attacks.
	Emergency Blowback - press HP+HK while guarding. Uses 1000 power.

Special Moves

	[SC] Diamond Breath - D, DF, F + P
	[SC] Crow Bites - F, D, DF + P
	Counter Shell - D, DB, B + P
	Ray Spin - D, DB, B + K
		[SC] Stand - F + LK
		[SC] Sit - F + MK
	Diamond Shoot - in air, D, DF, F + K

Super Moves

	Lv. 1 (1000 power/1 super meter)
		Diamond Edge - D, DF, F x 2 + P

	Lv. 2 (2000 power/2 super meters)
		Diamond Edge - D, DF, F x 2 + 2P

	Lv. 3/MAX (3000 power/3 super meters)
		Freeze Execution - F, D, B x 2 + Z


4. Other System Notes

	Basic Combos

		Chains:
		s.LP -> c.LP/c.LK -> s.LP/s.LK...
		s.LK -> c.LK/c.LP -> s.LK/s.LP...
		s.LP -> s.MP or s.HP
	
		Links:
		s.LK -> s.MK or s.HK


		Command Cancels:
		s.LP/MP/LK, cr.LP/MP/LK/MK -> One Inch
		s.LP/MP/LK, cr.LP/MP/LK/MK -> Slider Shoot

		Special Cancels: 
		s.LP/MP/LK, cr.LP/MP/LK/MK, One Inch (when canceled into) -> any ground special
		j.LP/MP/LK -> Diamond Shoot

		Super Cancels: 
		Any ground basic, One Inch (when canceled into) -> Diamond Edge
		Diamond Breath, Crow Bites (while still grounded), Ray Spin Stand (must hit the opponent with Kula's leg, not the projectile)/Sit -> Diamond Edge
		Any jumping basic -> La Cachola (IF IT EXISTED)

5. Bonus Section


6. Credits

	N64Mario: The original character template
	MC2: SFF
	Seravy: Original AI code
	You: for playing