==========================================================================================
Samus Aran
From Metroid / Super Smash Bros.
Version 1.08
For M.U.G.E.N 1.0 and above
==========================================================================================

==========================================================================================
Notes
==========================================================================================
-This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea.

-It is recommended that you set the WavChannels to 64 or higher in mugen.cfg. This will prevent sound effects from cutting each other off.

-Due to the custom fall states, Stupa's Training character will not realize that they can recover despite "recover" being turned on. To fix this, Paste this code at the bottom of Training's config file:

[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = stateno = 6050
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5200 ;HITFALL_RECOVER

[State -2]; Recover in mid air
type = selfState
triggerall = stateno = 6050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5210 ;HITFALL_AIRRECOVER

-Downloading this character from Mugen Guild ensures that this is the latest version.
 
==========================================================================================

==========================================================================================
Change log
==========================================================================================
04/07/2023
- Added special intro against Ridley
- Added new effects to Samus' normals
- Slight adjustments to hitboxes
- Reevaluated the width constants
- Realigned some sprites

01/16/2022 - 1.06
- Fixed an error where the red x would not appear in front of the Burst icon during instances where Burst cannot be used
- The second hit of 5B can now hit armored opponents
- Fixed minor visual errors

09/04/2021 - 1.051
- Fixed an error where IKEMEN GO's Tag mode would trigger an unused state when attempting to tag in

00/00/2021 - 1.05
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
   +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
   +Immediately Gain 500 Meter
   +Slowly gain meter overtime
   +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Directional inputs now have more influence over air recovery
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
-5C is now special cancelable on hit

00/00/2021 - 1.0451
- Fixed "sound does not exist" debug errors in IKEMEN GO
- Fixed visual bugs that occur during Ultra Burst in IKEMEN GO

12/14/2020 - 1.045
- Holding up since the first jump will no longer trigger an air jump
- Fixed an error where Either Version of Grapple Beam could be rapid canceled on the first frame upon grabbing the opponent (For real this time)

11/07/2020 - 1.04
- Fixed all Hitdefs so they may properly interact with reversal defs
- Fixed turn to face behavior during normal burst

10/08/2020 - 1.03
- Fixed an error where Either Version of Grapple Beam could be rapid canceled on the first frame upon grabbing the opponent
- Fixed an error where the frozen effect would now show up after freezing the opponent immediately after they break free
- Fixed an error where Ultra Burst's expire sound would not play under certain conditions
- Changed the wall bounce sound for EX Grapple Beam

09/27/2020 - 1.02
- New 4th attack for the A auto combo series. 3rd attack is now cancelable on contact
- Damage Scaling Adjustments 
- Reduced active frames and adjusted hitbox on air throw attempt
- Fixed an error where air dodge's remaining invul frames would linger upon landing
- Additional Effect for Shine Spark
- Added Compatibility for Faust's "This Is... Me?"

01/04/2020 - 1.01
- While Air Dashing, Samus will be able to guard after a set amount of frames
- Fixed an error where the counter message would show up multiple times at once
- Added special intro against Yumi
- Fixed an error in the incremental cornerpush code

09/01/2019 - 1.00
- First Release
==========================================================================================

==========================================================================================
To do list
==========================================================================================
- Fix bugs and errors that I might have missed
==========================================================================================

==========================================================================================
Introduction
==========================================================================================
This Samus uses a custom gameplay style. She is based on a hypothetical moveset for what Samus would be like if she were a playable character in Blazblue Cross Tag Battle. This read me will explain how this gameplay style works. Her move list can be found in the .png included in this folder. 
==========================================================================================

==========================================================================================
Default Button Layout
==========================================================================================
A, B, and C: Attack Buttons

X: Rapid Cancel

Y: Dodge

Z: Grab
==========================================================================================

==========================================================================================
Gameplay Mechanics
==========================================================================================
------------------------------------------------------------------------------------------
Double Jump (Tap Up in the air)
------------------------------------------------------------------------------------------
Pretty self explanatory, allows you to jump a second time in the air. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already air dashed.

------------------------------------------------------------------------------------------
Air Dash (Double Tap Forward/Back while in the air)
------------------------------------------------------------------------------------------
Sends you flying forward or back for a set distance. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already double jumped.

------------------------------------------------------------------------------------------
Dodge (Y)
------------------------------------------------------------------------------------------
For a very short amount of time, you'll become invulnerable and can pass through the opponent and their projectiles. Just pressing Y will keep you stationary, pressing Y and forward at the same time will have you move forward a short distance, and pressing Y and back will have you back dash. The stationary dodge can also be done in the air. You will become vulnerable again near the end of the dodge animation, so be carful about how you time it.

------------------------------------------------------------------------------------------
Grab (Z)
------------------------------------------------------------------------------------------
Once again, pretty self explanatory. Overrides the opponent's guard, but only works if they're not in the air and not in a hit state. As long as the grab is not registered as a counter, The opponent will be able to break out of this by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. 

------------------------------------------------------------------------------------------
Air Grab (Z in the air)
------------------------------------------------------------------------------------------
Inversely, only works on airborne opponents and can work even when they're in a hit state. Can be used as a combo ender.

------------------------------------------------------------------------------------------
Running Grab (Z While Running)
------------------------------------------------------------------------------------------
Works on airborne opponents and standing opponents even when they're in a hit state. However, it won't work on crouching opponents.

------------------------------------------------------------------------------------------
Rapid Cancel (X When your attack has made contact with the opponent) (Costs 1000 meter) (Costs 500 meter if used during a Distortion Drive)
------------------------------------------------------------------------------------------
Using this will immediately put you in a neutral state, this can be used to extend combos, make otherwise unsafe moves safe, or make you more unpredictable to your opponent. Holding Forward or back while inputing the command will immediately have you run or back dash respectively (Air Dash Forward/Back when in the air), Holding up will immediately make you jump, and holding down while in the air will quickly bring you back to the ground.

------------------------------------------------------------------------------------------
Dead Angle Attack (Press Forward and X or Forward and B+C While guarding) (Costs 1000 meter)
------------------------------------------------------------------------------------------
Cancels your guard animation into an invulnerable attack animation that sends the opponent flying backward. Deals damage, but doesn't kill.

------------------------------------------------------------------------------------------
Burst (y+z while getting hit) (Can only be used once per round) (Doesn't work if you're being thrown or being hit by a super move)
------------------------------------------------------------------------------------------
Deploys a non damaging blast around your character that sends you opponent flying away from you. A poorly timed burst can leave open for even more damage, so be carful.

------------------------------------------------------------------------------------------
Ultra Burst (y+z while in a neutral state) (Can only be used once per round)
------------------------------------------------------------------------------------------
Using this will put you in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state

------------------------------------------------------------------------------------------
Ultra Dead Angle (y+z while Guarding) (Exhausts Burst)
------------------------------------------------------------------------------------------
Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.

------------------------------------------------------------------------------------------
Not Over Yet
------------------------------------------------------------------------------------------
Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 +Immediately Gain 500 Meter
 +Slowly gain meter overtime
 +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
Only triggers once per round


------------------------------------------------------------------------------------------
Wake up Action
------------------------------------------------------------------------------------------
The wake up animation can be canceled into a forward dodge or a back dash. In Samus's case, she can also cancel into Screw Attack

------------------------------------------------------------------------------------------
Counter hit properties
------------------------------------------------------------------------------------------
All attacks will deal bonus damage if they hit the opponent while they're attacking and in some cases, causes more hit stun and more unrecoverable time.

==========================================================================================

==========================================================================================
Character Specific Mechanics
==========================================================================================
------------------------------------------------------------------------------------------
Bomb
------------------------------------------------------------------------------------------
Pressing an attack button during any instance where Samus is in her morph ball form will leave behind a bomb that detonates after a set amount of time. Having the opponent hit the bomb 15 frames after it spawned will also cause it to detonate. Only one bomb can be spawned at a time, The bomb will disappear if Samus gets hit before it detonates.

------------------------------------------------------------------------------------------
Charge Shot
------------------------------------------------------------------------------------------
Using this move will put Samus in a stance that charges up her arm canon. From here, you can either press B to fire your shot with the current amount of charge, or cancel the stance into a dodge. Samus will retain her current charge if you dodge cancel. Using this again while having a full charge will have Samus fire immediately.

==========================================================================================

==========================================================================================
Thanks to:
- CozySquirtle, for teaching me how to make small ports
- Unknown (Assuming that is actually their username) for Samus's sprites
- TylerZM for ripping Samus's render from the Smash Mural
- Ricepigeon for his damage scaling system
- Nep Heart for the Burst code
- Mister Fael Chan, Takehaya Susanoo, Nep Heart, and ZolidSone for testing
- Elecbyte and Mugen Guild, for their very helpful references and documentation on how the Mugen code works
- Mugen Guild again for providing feedback for my characters
- You, for checking this character out, Have fun
==========================================================================================

