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Kurtis Stryker (from Ultimate Mortal Kombat 3)
created by YochiThMaster333
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As far as I know, no one managed to make this badass cop (at least outside Mortal Kombat Project, which is a full game
whose characters are incompatible with normal MUGEN) because many back then hated him yet developers loved him (which led
him to become Kameo Fighter (read: Assist Character)). After being inspired by Kazmer13, OMEGAPSYCHO, Pneophen, Juano16,
and Mike Obrecht, I decided to take a try on making TRUE Mortal Kombat character (the original versions of Frost and
Skarlet (read: Sonya Blade recolor in red with mask) were simple bad MKP-to-MUGEN conversions, while original characters
and MK2 Noob Saibot I've made were just recolors of Kazmer's "did-not-age-well" MK2 ninja characters).
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Update history:
v1.4 FINAL UPDATE (released: November 11, 2024):
- Fixed an issue where the Gun special did not work properly because I should have used the p2bodydist trigger instead
- If played through as him in Arcade Mode, you've could perform Fatalities on Round 1 in the next match, because I did
  not know that the "roundsexisted = 0" trigger means that this happens once in every match
- Fixed an issue where he would become blood animation when he becomes frozen by, like, my Eevee, for example
- Now Finish Him + Round End themes depend on which stage he's on stage (originally he used The Subway FH + RE themes
  everywhere)
v1.3 (released: November 30, 2023):
- Fixed an issue where camera zooms out after Fatality, because I used Mike Obrecht method of hiding defeated opponent's
  body (not their leftovers)
- Fixed an issue where Finish Him/Her text is affected by PalFX
v1.2 (released: November 24, 2023):
- Added Movelist for people who cannot memorize the move inputs
- Made Fatality fadeout smoother
- Altered the block/guard override states by using parts of Gumhoy's AI template
v1.1 (released: November 10 (11 MSK), 2023):
(Most of these changes were done after reading feedback done by SaltAddict, Macaulyn97 and Big Dick at MFG)
- Adjusted some hit pause times
- Corner pushback is enabled when juggling the opponents with jabs (LP/HP when the opponent is not that close)
- Adjusted uppercut's hitboxes
- Added Baton Trip's hurtboxes to his arm
- Grenade's Explosion no longer casts shadows
- Removed leftover Smash Kung Fu Upper states (3050-3051), as the base character I used was none other than Kung Fu Man
- Fixed animation used for OMEGAPSYCHO's MK characters when thrown by Baton Toss
- If my other MK characters (if they will ever exist) being affected by Stryker's Baton Toss, they will use the same
  animation index used for OMEGAPSYCHO's MK characters
- Fixed an issue where secret or boss MK characters made by OMEGAPSYCHO showed default animation when, like, hit by Gun
  special
- Now it is possible to cancel jabs into specials
- You can no longer switch between finishers after you input the finisher command
- Changed the blocking input from conventional to more proper one (hold Z to block)
- Double Grenade now has recovery frames as in MKT
- Made more of Juano's characters scream when they are affected by finishers or his Gun special
- Added Babality sprite (though Stryker needs to be affected by Babalities from others to see his babality sprite, as I
  didn't implement Babality thing to him yet, but I think I might implement it later...)
- (Not documented until v1.2) Gun special is now helper-based
v1.0 (released: November 2, 2023):
**FIRST RELEASE**
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Gameplay:
I tried to replicate his gameplay from (Ultimate) Mortal Kombat 3 and Trilogy, including his moveset. However, I decided
to add some Super Moves to his movelist.

So far, he has:
- All dial-a-combos from MK3 and UMK3
- All special moves from MK3 and UMK3, plus double grenades from MKT
- All of his fatalities from his source game (activated in the same way as you all remember, and these commands are many
  of the simpliest), except Babality and Stage Fatalities
- "Finish Him/Her!", "Fatality", "Flawless Victory" and various text graphics from UMK3
- Run Gauge: you can't run for too long and you can't run that far after Dial-a-combos
- Separate Run and Block buttons
- Character-dependent blood (that uses Character Trait Identifiers)
- Required gore sprites for Mike Obrecht's fatalities
- Almost none of MUGEN's or custom Explods and hitsparks (because UMK3 did not have them, if you don't count the blood)
- His bio and ending storyboards from MK3
- Configurable file that allows you to:
-- Enable or disable Movelist (that is opened or closed by pressing start)
-- Move Run Gauge/Meter and "DANGER" text graphic
-- Add more female names if they lack gender-specific character trait
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Movelist below uses Numpad Notation:
https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Numpad_(Eastern)
For example, 6 becomes F, 4 becomes B, and so on.
Buttons encased in square brackets (like this: [6]) should be held down.

If you're getting used to Sega Genesis-style controls rather than more conventional ones, you can edit the cmd file,
look for "[Remap]", and uncomment the alternate buttons. However, the move list will use the more conventional buttons
(like the x button being low punch (LP), b button being high kick (HK), etc.)

Original Inputs:
(x)  (y)  (z)
(a)  (b)  (c)

Conventional:
(LP) (HP) (BLK)
(LK) (HK) (RN)

Sega Genesis-style:
(HP) (RN) (HK)
(LP) (BLK)(LK)
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Moves:
Throw - x (close)
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Dial-a-combos:
Combo 1 - 5a/5b, 5x, 5x, 5y
^ The first hit (5a/5b) is optional

Combo 2 - 5a/5b, 5a, 4x, 4b
^ The third hit (4x) is optional
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Special Moves:
Grenade - 214x/y
^ Projectile direction varies with button pressed

Double Grenade - 63214x/y
^ Projectile direction varies with button pressed
^ Be warned that after using this move, you'll become vulnerable due to long recovery frames

Baton Toss - 66b
^ Can throw aerial opponents, like in MK3

Baton Trip - 64x

Gun - 46y
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Super Moves:
Bombs Away! (1 power stock) - 214x+y
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Fatalities:
All fatalities can be only performed if you win the at least one round. You can perform them at any distance because I've
implemented a code that allows Stryker to move to the specific distance.

Explosives - 236236z

Taser - 666a

Mercy - 222
^ Only if you won one round and lost one round

Animality - 5c, 5c, 5c, 5z
^ Requires Mercy to be activated
^ Uses the lower body animation for defeated character if one has it

Friendship - 5x, 5c, 5c, 5x
^ Uses Mega Drive/Sega Genesis version of such friendship where it uses dogs instead of fighters
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Notes:
- Some sprites were taken from the original Mortal Kombat Project 4.1, because MKWarehouse skipped some of them and has
  some transparent pixels in them, not to mention about the big blood effect
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Things I'm really aware of:
- The AI code is not perfect, but I tried.
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What need to do:
- "Put an end to simple MKP-to-MUGEN characters once and for all"
- Cyber Sub-Zero from MK9 in MK3 style, because no one did make that one for normal MUGEN as well
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FAQ:
(For other questions, please visit here: https://sites.google.com/site/yochismugensite/faq)
Q: Why your authorname of this character here is "YTM-Kombat"?
A: It was actually inspired by OMEGAPSYCHO who put "OMEGAPSYCHO-MK" as his authorname for his GOAT MK1/MK2 chars. So
   I went the same way as him. Keep in mind that "YTM" are my initials, while "Kombat" is, well, a special part for
   my Mortal Kombat chars.

Q: [OBSOLETE QUESTION] Why did you change the blocking input from a separate button to a more conventional input in the
   original version?
A: Because I once thought I can't code Mortal Kombat-style blocking input so I went the Pneophen way (who, unlike me,
   also used conventional input for running while I went for more accurate to the source game running button with run
   meter).
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Contact:
Email: bigyochiman@gmail.com
MFG: http://mugenguild.com/forum/profile/yochithmaster333-85837
MFFA: http://mugenfreeforall.com/index.php?/profile/7183-yochiisc00lest333/
Youtube: https://www.youtube.com/channel/UCk6oHhP2OcpOWUGUMOo6poQ
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Credits:
Elecbyte - for making MUGEN
Midway/NRS - for making Mortal Kombat
OMEGAPSYCHO, Mike Obrecht, Juano16, Kazmer13, Pneophen, Scratcher - inspirations
Original developers of Mortal Kombat Project - some sprites that Mortal Kombat Warehouse did not rip
Messatsu - for making Character trait identifiers
Gumhoy - for making parts of AI template (actually parts for state overrides)
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