-------------------------------------
Charizard
for MUGEN
-------------------------------------
Author: RicePigeon

=========================================
12/26/2019 - Version 2019.12.26
=========================================

- [System] Corrected implementation of Just Defend system, documentation added.

=========================================
12/15/2019 - Version 2019.12.15
=========================================

- [Readme] Added missing documentation of Charizard's double jump.
- [System] Fixed potential issue with incorrect move text appearing during Supers.
- [System] Minor corrections to screen darkening effect during Supers.
- [System] Corrected Z-Power Gauge not resetting between rounds.
- [System] Added additional victory quotes.
- s.MP: Damage increased (45->50).
- s.HP: Damage increased (70->80).
- c.MP: Damage increased (50->55).
- c.HP: Damage increased (80->100), now creates a dust effect.
- j.MP: Hitbox extended, should no longer whiff at point blank range.
- j.HP: Damage increased (70->80).
- Flame Burst: Damage increased (55->60).
- Flamethrower: Damage per hit increased (30xN->32xN).
- Seismic Toss: Damage increased (140/140/160->160/160/180).
- Flame Charge: Damage increased (70/80/90->70/85/100).
- Flare Blitz: Damage per hit increased (30xN->31xN), chip damage increased (2xN->5xN).
- Blast Burn: Damage per hit increased (125xN->130xN), chip damage decreased (22xN->18xN).

=========================================
12/13/2019 - Version 2019.12.13
=========================================

- First release.

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Contents
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1. Contents (You're reading this)
2. System Mechanics
3. Move List
   - Notable Moves
   - Specials & Supers
   - Spellcards
4. Special Thanks

----------
Moves
----------

F - Toward
B - Back
U - Up
D - Down

x - Weak Attack
y - Medium Attack
z - Strong Attack
a - Not Used
b - Not Used
c - Not Used

Start - Taunt


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System Mechanics
----------------

* Hold x/y/z - Safe Fall [Ground] / Air Tech [Air].
- Recovers quickly after being knocked down. Hold Back or Forward to tech in that direction. Cannot Safe Fall/Tech any moves that cause 
  a Hard Knockdown.

* 1, 4, or 7 - Just Defend
- Guarding just before attack impact will negate all damage dealt to Charizard. In addition, Charizard will gain a bit of Z-Gauge.

* B,DB,D + X/Y/Z (412X, 412Y, 412Z) - Guard Cancel [G]
- Counterattack. Requires 1000 Power, can only be done during blockstun.

* X+Y+Z - Dash Cancel
- Requires 1000 Power, can only be done on successful hit. Cancels current action into a forward dash.

--------------
Notable moves
--------------

* U,U - Double Jump.
- Charizard performs a double jump. Can be used to change horizontal trajectory by pressing UF or UB instead.

* F,F or B,B: Dash/Air Dash
- Does a forward or backward dash. 

* F+z or B+z - Throw [G]
- Charizard's throw. Can hit opponents in hitstun, but not blockstun. Using a throw during a combo gives the opponent additional
  time to throw escape.

* F+Z (6z) - Rock Smash [G]
- Charizard does a rock smashing headbutt. Hits overhead.

* j.D+z (j.2z) - [A]
- Charizard does a foot dive.

-----------------
Specials & Supers
-----------------


Note: Each move indicates if it can be done on the ground only [G], in the air only [A], or both [GA]. 

* D,DF,F + X/Y/Z (236X, 236Y, & 236Z) - Flame Burst [G]
- Charizard launches an arcing fireball that has different trajectories depending on button press.

* F,D,DF + X/Y/Z (623X, 623Y, & 623Z) - Fly [GA]
- Charizard's anti-air reversal that sends him flying vertically upwards. Button press determines damage and height, as well as
  amount of startup invincibility.

* D,DB,B + X/Y/Z (214X, 214Y, & 214Z) - Flame Charge [GA]
- Charizard charges forward while covering itself in flames. Button press determines distance traveled.

* B,DB,D,DF,F + X/Y/Z (41236X, 41236Y, & 41236Z) - Flamethrower [G]
- Charizard's signature projectile. Hits multiple times, but has limited range. Button press determines angle.

* F,DF,D,DB,B + X/Y/Z (63214X, 63214Y, & 63214Z) - Seismic Toss [G]
- Command Grab. Charizard drags the opponent into midair before slamming them into the ground. Button press determines amount
  of startup as well as distance Charizard travels before attempting the grab.


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Supers
-----------------------------

* D,DF,F,D,DF,F + X/Y/Z (236236X, 236236Y, & 236236Z) - Fire Blast [G] (1000 Power)
- Charizard launches a fireball that explodes and deals continuous damage on contact.

* D,DB,B,D,DB,B + X/Y/Z (214214X, 214214Y, & 214214Z) - Flare Blitz [GA] (1000 Power)
- Charizard does a flaming spiral tackle that hits multiple times. Has projectle immunity during the dash.

* D,DB,B,DB,D,DF,F + X/Y/Z (2141236X, 2141236Y, & 2141236Z) - Blast Burn [G] (2000 Power)
- Reversal. Charizard launches a fireball into the ground that explodes and erupts into flame pillars around him. Has startup invincibility
  and can hit OTG, but has long recovery time.

-----------------------------
Z-Move
-----------------------------

Z-Moves can be used whenever the Z-Gauge is at least 50% full and consumes all Z-Gauge on use. Damage scales with available Z-Gauge. The
Z-Gauge will automatically reset to 0 in between rounds.

* D,DF,F,D,DF,F + X+Y+Z (236236xyz) - Inferno Overdrive [G Only]
- Projectile. Charizard launches a large high-speed fireball that expands on contact and engulfs everything around it.

---------------
Special Thanks:
---------------

Elecbyte 		- For making MUGEN and making all kinds of fantasy fights possible.
Necromancer		- His/Her code archive
P.o.t.S.		- Original damage dampening code, revised Parry code
Jmorphman & JustNoPoint	- Explodsive buffering system
Gladiacloud		- Sprites

Sprite & Palette submissions:
- RicePigeon
- Gladiacloud
- Solarflared

And anyone else I forgot to mention
