PATOELIETOE II by jade_midori

V1.71 - 7.31.2022

An "alternate interpretation" character with MvC elements. Highly packed with Chainsaws

=CHANGE LIST=

V1.71:
-Corrected a stray ground effect in the second part of Blade Sylphymountain if you used this move in the air.

V1.7:
-Ice Cream Truck: Should not be sinking on the floor.
-SprPriority set to 2 on all attacking moves.
-Rocket Rush!: First Explosion frame is no longer angled.
-St. HK and Chainsaw Worship: Use cut sparks and sounds now.
-St. HK hits three times now. Increased range for all frames, but decreased priority on hits 2 and 3 to compensate.
-The Elementals: hitting enforces sprpriority 3 now. (No longer should be drawn under Patoelietoe on hit), No longer causes an air knockdown. Added
yellow palFX to her HP version to make it look distinct and to be similar to stuff Patchouli fired on the shmup Touhou games.
-Blade Mountain: No longer goes under the ground in Light version.
-Should no longer trigger dashing onto the screen on doing light punch or backdashing close to the corner.
-Sylphywhat? is now air usable. However, given its less potential ending lag, it forgoes the invincibilities given to the grounded version.
	Added a bunch of measures on the HP version, in hopes to prevent jank that would cause her to go under the opponent and cause the move to fail or behave weird. This
can occassionally still happen depending on your opponent's hitboxes and if they were airborne or not, so in case all of the safeguards fail Patoelietoe will try to autocorrect and
turn around at that last hit if any of the previous 2 hits made contact.
-Blade Sylphymountain is also now air usable as a result, but retains all its perks given that the move works the exact same in the air.

V1.6:
-Lowered Ice Cream truck and Patoelietoe's sprite priority on Forward Dash to not obscure the action.
-Teleport Backdash now only works if initiated point blank on the edge of the screen.
-Tweaked gravity and velocities on grounded Backdash.
-Increased both horizontal accelerations in a super jump, especially the forwards one, increased forwards speed cap from 4 px/frame to 4.5 px/frame,
giving you more horizontal coverage.
-Leap Year command changed: From F+HP to F+MK
-Updated freeze palFX for both the hadoken and the player.
-Mash timer for freeze reduced AND removed randomness to the mashing. Mashing detection changed from mashing buttons to mashing directions.
-Increased Jump Start frames from 3 to 5 (helps processing a standing 360, though it's not perfect sadly)
-360s now can start from diagonals.
-Given control as soon as you land from a jump now. Offscreen detection from an air combo now triggers ASAP when you land as a result.
-Increased time window to input buttons in 360+2K from between what I assume is 4 frames early to 4 frames late to between 6 frames early to 6 frames late.
Sweet spot is now between 3 frames early to 3 frames late, but it should be consistent now to get at least 500 damage with enough practice.
-Power On Power Off!:   -Does at least 350 damage always now, regardless of your performance being accepted by the game or not. (In theory the maximum is 800, but it requires
				the most pefect timing on all 4 sequences.)
			-Self damage on failure increased as a result (50 to 150)
			-No KO Slowdown in case of a self knock out.
			-When you are to repeat the sequence, the action bar spawns from the leftmost part of the screen now.
			-Removed hidden 50 point penalty for each bar that had only 1 or 2 buttons hit in time.
-Credited PotS properly.
-Attempted to align the super-jump dust.
-All supers: Readjusted superpauses to match the beginning of the move.
-Increased start-up invulnerability of Blade Sylphymountain further to compensate for its lower damage.
-Increased Projectile Invulnerability of MP Princess Undine to make projectile get-aways less clunky.
-Increased Hitstun of DP + HK to prevent fringe cases where they would recover out of the move.
-St. Elmo's Pillar: Increased damage, given startup invincibility, ball travels further, changed the way the pillars are generated.
-Somehow forgot my username is now jade_midori in this very readme.

V1.5:
-Removed hitstun decay.
-Removed control during her backdash teleporting until she's fully out of the screen edge.
-Life Increased (910 -> 950)
-Most damage is now given in multiples of 7 (would be about a single lifebar pixel in MvC1 out of 144).
-Damage Dampening redone: First 3 hits are undampened, and then decreases by 7 per each successive hit, until it deals 7 damage.
-QCB + HK: No longer goes up into the air, now generates fire up to the right edge of the screen, recovery decreased.
-QCB + MK: Startup decreased.
-Standardized most hitstun and blockstun values.
-QCF + P: Sped up projectile throwing animation, shrunk hitbox, passes through the screen 5 times now instead of 2.
-Can't super-jump out of relaunches.
-Air normals and chains will result in a pop-up now if a combo results in 6 or more hits. (Attempting preventing infinites on larger characters)
-Guard Push now fucking works.
-Fixed a glitch with St. Elmo's Pillar that would result on it dragging the camera if the bomb projectile is launched and Patoelietoe were to be hit.
-St. Elmo's Pillar's projectiles now are locked on the screen, increasing the move's effectiveness.
-Gave full startup invuln to Sylphywhat? in decreasing amounts the heavier the version, alongside projectile invuln during the move.
-Fixed command normals not reading the right direction.

V1.05:
-Gave hitstun decay to certain problematic moves (such as airborne normals and OTG moves)

V1.01:
-Uuuh, Brick Wall and Chainsaw Worship were like, screwed up in the readme file.
-No idea why First Attack is coming during survival results, but it should be fixed.
-Uuuh, First Attack should be also coming from all projectiles now.

System Moves:

-(AIR OK) B,B/F,F or Direction + 3P: Dash
	-> Watch the back dashes as they have different edge interactions.
-(AIR OK) (DURING BLOCKSTOP) 3P: Guard Push
-3K: Super Jump

Command List:

-(LAUNCHER) Brick Wall: Hold B, HP
-(LAUNCHES AIRBONE P2) Chainsaw Worship: Hold B, HK <can be done from HK>
-(FAR) Leap Year: Hold F, MK
-(THROW) (CLOSE) Rocket Rush!: Hold B or F, MP or HP

Special Moves:

-(AIR OK) The Elementals: QCF, P
-Princess Undine: DP, P
-Hono! MOEEEROOOOO!!: QCB, K
-(AIR OK) Sylphywhat?: DP, K
-Blade Mountain: HCB, P

Super Moves:

level 1:
-(AIR OK) Blade Sylphymountain: DP+2K
-Slapfight!: QCF+2P
-St. Elmo's Pillar: QCB+2P

level 3:
-(THROW) Power On Power Off!: 360+2K

====TO DO====

-Probably polish the AI.
-Maybe Redo the CLSNs, since they don't follow much of a standard. Once I do that, add variable height.

====CREDITS====

-Yamori X for being excellently awesome, letting me use Assets from his MvC Lilith and making 6 palettes for me! You rock!! You're the best!
-hoe2 for the Patchouli Knowledge sprites and main assets used in this character!
-StingerCorps for sprites used on Power on Power off!!! For support too cause he's a very good fellow to me.
-NanaOn-Sha for assets taken from Um Jammer Lammy!
-Ricepigeon for explaining to me how the command buffering benefits Patoelietoe and for being a good friend.
-The_None: Custom Stating method, Movehitoner, NJS ideas (used for the launchers).
-Jesuszilla: Capcom command buffering system.
-Vans: Same as above + Cornerpush system.
-PotS: Assets taken from Catwalk, Morrigan. Various Code snippets (Underground juggle prevention, throw limiter and safe fall) and feedback.
-Rareware: Graphics from Donkey Kong Country 3
-Namco: Galaxian sprite recreated from their design, extra sounds from Pacman World.
-Wandee Lee: Voice of White Heart, which was used for maximum edge.
-Team17: Speech bank from Worms Armageddon used on here too.
-Capcom
-Microsoft: Chord.WAV
-Sony: Playstation 2 sounds.
-id Software: Chainsaw sound.
-Jon St. John: You should know by now.
-Mike Judge: One voice clip which you should recognize from C. Koa.
-Dunkey: FLYIN THIS PIECE OF SHIT!!! AUUUGH!





















"HELL SUCKS"