Shiki Nanaya
Version 1.1
Style: Unknown
	
General Design 
	Shiki Nanaya, unlike Shiki Tohno, relies more on pressure and tricky movement in order to play at his best.
	Integral to his gameplay is landing his Instinct Hunter moves, which will raise his specials and supers' damage from "average and respectable" to 
	"extremely dangerous when used during a combo."
	His defensive game is not too weak, but playing too carelessly and getting hit a lot means that he will lose stacks.

Table of Contents

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


1. Changelog
	
	Version 1.0 - Version 1.1
		AI adjusted
		5D now jump-cancelable
		Some hitboxes adjusted, particularly Sensa: Hitokaze
		Sensa: Nanaya/Yotsuji increased pushback on block
		CH effects adjusted
		Throws, wallsticks, and some moves now give forced liedown time to P2
		B Sensa: Suigetsu has a slower falling speed, more moves usable during fall.
		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 Nanaya 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: Instinct Hunter - A (D)

	Command Moves
				
		Decisive Axe - 6C
		
	Throws
		Throw - A + B (air ok)
			Use Back to change the throw direction.

	System

			Recovery - hold 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 any A attack, any B attack, or standing 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 Nanaya's Burst Mode.
		
		236A/B/C - Sensa: Hattenshou
		214A - Sensa: Hassen 
		214B - Sensa: Nanaya [SC]
		214C - Sensa: Hitokaze
		623A/B/C (also ok in air) - Sensou: Rikuto
			Hold A/B/C after hitting with Sensou: Rikuto - Additional Throw *
		22A/B/C - Sensou: Suigetsu
		236D - Sensou: Ikka [SC] *
		214D - Sensa: Yotsuji [SC] *
		22 or 2AB while in the air - Fastfall
		
		-The C versions of Sensa Hattenshou and Sensou Rikuto, as well as Sensou Ikka and Sensa Yotsuji, cost 500 power, or 1/2 a super meter stock.
		-The C versions of Sensa Hattenshou and Sensou Rikuto, as well as Sensou Ikka and Sensa Yotsuji, can be used as guard cancels.
		-Sensa: Hassen will ground bounce downed opponents.
		-Sensou: Ikka and Sensa: Yotsuji will cause wallstick on counterhit. 
		-B Sensou: Suigetsu allows you to cancel to aerial normals, specials, ans fastfall.
		-Fastfall can also be used to cancel out of Nanaya's jumping A, B, C, and Sensou: Rikuto.
		
		During Burst Mode, the * moves gain these properties:
			-Sensou Ikka and Sensa Yotsuji cause wallstick whenever they hit.
			-The opponent will bounce off the ground after Additional Throw.
		
	Instinct Hunter 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 add one stack to Nanaya's Blood Meter. He can hold a maximum of three stacks at a time, and will lose one whenever he is hit,
			unless he is in Burst Mode.
		Nanaya's special and super moves gain 3 points of damage for each stack that he has.
		
	Super Moves

		Lv. 1 (1000 power/1 super meter)
			236AB - Sensa: Hattenshou Edge
			214AB - Sensa: Nanaya Edge

		Lv. 2 (2000 power/2 super meters)
			41236AB - Sensa: Meigokushamon (becomes Nanaya: Meigokushamon in Burst Mode)
			
		- Holding Down during the startup of Sensa: Meigokushamon will make it activate faster, and it becomes a low.
		- Nanaya: Meigokushamon is unblockable.
		
		Lv. 3/MAX (3000 power/3 super meters) 
			63214BC - Kyokushi: Nanaya
			
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 grounded cancelable normal, Nanaya performs a Burst Dash toward the enemy that can be canceled into attacks or jumps.
			
		Pros of Burst Mode:
			+ Nanaya can't lose stacks of Instinct Hunter, and some moves gain extra properies.
			+ Lv. 2 Super, Sensa: Meigokushamon, upgrades to its Burst version, Nanaya: Meigokushamon, and does more damage.
			+ Kyokushi: Nanaya does more damage.
			+ Lv. 1 Super Moves can be canceled into either a Lv. 2 or Lv. 3 super move.
			
		Cons of Burst Mode:
			- Nanaya'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 Nanaya's meter, ending Burst Mode after his powered-up attacks land.
			- When Burst Mode ends, Nanaya enters "Break" status, which prevents him from gaining meter for ten seconds.

	Chain Combos
		5AAAAA....
		2AAAAA....
		5A -> 2A -> 5A....
		
	Cancelable Command Attacks
		
	Ground Cancels
		A -> B -> C -> D
		A -> B -> C -> D or Command Attacks -> A/B Specials -> C Sensa Hattenshou/Sensou Rikuto, Sensou Ikka, Sensa Yotsuji -> D Specials 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 Sensa Hattenshou/Sensou Rikuto, Sensou Ikka, Sensa Yotsuji (can continue to cancel into these specials) -> D Specials 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 236C (cancel) 214C (cancel) 623C, but not 236A (cancel) 214C (cancel) 214C.
	
	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 2D 214B 5A/2A 5D 236A/B (corner)
			
		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