Satsukong version KONGPLETA v1.2 by jade_midori

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Section -1 - Changelist

v1.2:
	-Redrew Portrait.
	-Cargo Throws can be countermashed.
	-Prevented the Ikemen crash oversight.
	-Minor AI tweaks
	-Put all the HUD stuff ontop.
	-Attempted to Improve the palette select overlap detection. (At least should no longer complain of nonexistent palette if both Satsukong characters use the last palette.
	-Character should be more Simul friendly (up to 2 characters per side)
	-Added a few more winposes.
	-Activated Bonus Barrel. WARNING: Sucks!!!!!
	-Other Miscelaneous small changes I forgot.

v1.1:
	-No longer recovers power back on hit from QCB + 2P super.
	-Throw limiter during jumpsquat now only lasts for each specific frame the opponent is in it.
	-Added pal selector and several new palettes from Foobs.
	-Added a setting for Giant Punch style, that takes place on pal selector.
	-Reduced damage for Final Smash: (600->500)
	-Giant Punch (Hit): Reworked guard times.
	-Randomized INVINCIBILITY pop up jingle.
	-Updated this readme with some other relevant information and credits.
	-Minor Graphical Retouches on HUD.

v1.0: First public release

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Section 0 - The fuck did I just download

Thank you for selecting Satsukong for the M.U.G.E.N, we hope you enjoy our character to the biggest extent possible, to maximize the enjoyment out of this character, please sit
a reasonable distance from your screen, and be wary that this character can contain some loud sounds.

Satsukong was made with the most recent technology and state of the art silicon graphics computers, we hope that you got this character, because if you don't get this new generation
of satsukong, you're stupid, yes i know that's insulting but that's also the truth.

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Section 1 - FAQ

Q) Why?
A) yea

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Section 2 - System Background

This section is very verbose and detailed so you may wish to skip this if you do not feel like reading.

----Button Guide:

U: Up
D: Down
B: Backward
F: Forward

LK, MK and HK buttons are labelled A, B and C.

LP is labelled D.

MP is labelled G.

HP is labelled S.

----Pal Selector and Giant Punch Style Selector

Press B and F to select your color.

Press U and D to select your Giant Punch style, TAP requires you to do the motion, then to attack you must press a button again during the wind-up. HOLD requires you to hold the button
after the motion to keep winding up the punch, and releasing the button to actually attack.


----Basic maneuvers

Move with your directionals, U allows you to jump, Dallows you to crouch in the ground.

Satsukong can short hop by briefly tapping U, you can even do this in the air!

Satsukong can super jump by briefly holding D and then tapping/holding U.

Satsukong cannot super short hop.

Satsukong can double jump by pressing up again mid jump.

Satsukong can double jump cancel her aerial normals.

Satsukong may be able to jump cancel certain special moves.

Satsukong can drift in the air on neutral jumps or super jumps.

Dash by Tapping F or B twice while on the ground, during this dash you can turn your character around by tapping the opposite direction, doing this too late will
cause a slower turn around animation.

Satsukong may perform a dodge in the ground by pressing D, holding B or F makes her move during her dodge, not holding a direction causes her to spot-dodge.

Satsukong may perform an air dodge in the air by pressing D, holding any direction steers her towards such direction.

Dodges have vulnerable frames to grabs and to all moves.

Landing during the initial frames of an air dodge massively gives Satsukong a boost in the direction she is heading at. Doing this too late
adds a severe landing lag penalty.

Pressing G allows her to grab, holding Forward makes her throw forward, otherwise she'll turn the opponent around when slammed. Using a grab incurs a 50% proration penalty.
Satsuki is allowed to air grab (holding back makes her backwards throw, otherwise she throws forward) and just like Melty Blood, you can combo into it from her air normals.
Opponents can tech your throws by holding either direction and pressing any button during a small frame window.

Most jump maneuvers can also be done with S except for the super jump.

Taunt on your opponents by pressing Start!!!!!

----Combo Limits:

Satsukong uses a very modified Infinite Protection System:

Combos are grouped into stages:

Stage 0: Not Comboing at all
Stage 1: Jump-ins and other miscelaneous free converts.
Stage 2: Your first chain
Stage 3: Your first knockdown or special move
Stage 4: Your second chain or knockdown or special move
Stage 5: Your third and further chains or knockdowns or special moves

Combos that enter stage 3 and 4 have moves "Watched", combos that enter stage 5 are "Limited" AND have their moves still "Watched".

A "Watched" move is a move that has been used already as a combo. For simplification, standing and crouching versions of A, B and C count as the same move. DP + A and DP + B do count
as separate moves, however using DP + B sets both moves as "Watched". Hitting a "Watched" move will add percentage to your Banana Slam-o-Meter (lol).

A "Limited" combo is a combo that has entered Stage 5, in this state if your Banana Slam-o-Meter goes over 100% as you hit your opponent into the air it will cause an instant reset on
them, and will give them invulnerability to all your moves. Not only that, but being at this stage with 100% will disable all your moves from working on a non-grounded opponent.

Moves that hit opponents out of the air but do not cause fall cause them to restand if they land on the floor, use this to your advantage to delay the Banana Slamma from happenning.

Super Moves are excempt from all this, but can change your Banana Slam-o-Meter and Combo Stage directly, gotta have limits on this stuff after all!

Counter hits add around -25% Banana Slam-o-Meter, get those punishes going.

Banana Slam-o-Meter does not empty or replenish instantly!

You got all that? GOOD

----Cancel rules and oher Misc. Notes

Normal Moves -> Stronger Normal Moves -> One Command Normal -> Smash Attacks -> Special Moves -> Super Moves

Satsuki's Air Grab counts as a Stronger Normal Move

Command Grabs are comboable into, with throw protection applied to them.

Counter hits add 25% extra damage to the hit that caused it, turns several soft knockdowns into hard knockdowns, and causes 3F of extra hitstun.

Satsuki enters RAGE when her life is less than 33% of its max, during this state, all her attacks do 25% extra damage, which STACKS with the Counter Hit bonus.

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Section 3 - Movelist

----Command Normals

F + B: Stepping Stone
	-Low
DF + C: Hey it's the amazon river run FUCK.
	-Low

----Smash Attacks

Quickly Tap F + C: Nog ya Head.
	-Hold to charge
	-Overhead
	-Becomes unblockable if charged fully

Quickly Tap D + C: Wank ya head.
	-Hold to charge
	-Becomes unblockable if charged fully
	-Low

----Special Moves

D, DB, B + A/B/C: Giant Punch
	*IF NOT FULLY CHARGED:
		-Charges "stages" automatically each time your arm swings (represented by an increasing sound)
		-At any time Press A/B/C to release your punch, its power will depend on how many charged stages you have. The strength
			depends on which button you INITIALLY PRESSED.
		-Press S or Tap U to stop charging by the next swing quickly.
		-Press a F, D or B to dodge our of your charge at any point.
		-Stops charging automatically when fully charged. Takes 15 swings to do so.

	*IF ALREADY FULLY CHARGED:
		-Throws out the Punch at MAX STRENGTH

	*WHEN PUNCHING KEEP IN MIND:
		-Its damage increases depending on button Strength
		-It increases further depending on how many stages you charged it.
		-It moves further depending on button Strength, however if blocked, heavy version leaves you the most open.

D, DF, F + A/B/C: One Over -- Impossible Dream
	-B and C versions are unblockable.
	-B and C versions have a preemptive hitbox on their second animation frame that acts like a close command grab. B version's comes out faster and has more range.
	-A version is the fastest, C version is the slowest, C has low invulnerability until the recovery frames start.
	-Puts opponents into cargo throw state:
		Satsukong levitates, you can hover on the stage with your horizontal directions:
			-Press A to throw behind
			-Press B to throw directly down
			-Press C to throw directly up
			-Doing nothing for 2 seconds causes Satsukong to throw randomly.
	-Cannot throw again in the same combo
	-Causes a hard knockdown

F, D, DF + A/B/C: Catch 22 -- Super Dream
	-Recovery time of A and B version depends on multiple factors.
	-A version stays still and has high and middle body invincibility.
	-B version moves forward a considerable distance.
	-C version is an anti-air grab that works exclusively on airborne opponents. It also has startup invincibility. Puts into cargo throw state on success.
	-A and B have different watch flags, B version sets the flag for A on hit, C version shares the flag with "One Over"
	-A and B versions can be jump cancelled.
	-Cannot use the C version again in the same combo

D, D + A/B/C: Hand Slap
	-Stronger versions have more startup but gain significant range. They also have more frame gaps between the hitboxes.
	-Accrues Banana Slam-o-Meter faster than any other special.
	-A version is your only true meterless reversal.
	-Holding this move too long like a dumbass causes Satsukong to tire out, causing the range to significantly decrease.

F, DF, D, DB, B, F + A/B/C: Krazy Kong Klamor
	-All versions cause a dizzy on grounded opponents, with more time to act the stronger the version.
	-A is the fastest, C is the slowest.
	-A is blockable with any stance, B is overhead and C is unblockable.

----Super Moves

2P means two of any of the A, B, C buttons, 3P means all the three A, B and C buttons.

Level 1:

F, D, DF + 2P: Valiant Vacuuming Vortex
	-Gigantic anti-air command grab.
	-Causes an untechable groundbounce.
	-Has startup invuln, including one frame of the already big hitbox.

D, DF, F + 2P: Conundrum Causing Clutch
	-Blockable hit-grab with the range of the C version of "One Over".
	-Has a command grab hitbox before her arm is extended, jumpable on reaction, however comboing into this hitbox is still possible.
	-Hitting with the early grab hitbox substracts from the Banana Slam-o-Meter. Take advantage of this to add slightly more to your combo.
	-Has a slight vaccum effect, be wary of early suction.
	-Causes an untechable groundbounce.

(AIR OK!) F, DF, D, DB, B, F + 2P: Just One Bite
	-Half the damage done is replenished to Satsuki as Health
	-Does less damage than the other command grabs.
	-Cannot be jumped out if not already jumping.
	-Sets your combo stage to 5 and Banana Slam-o-Meter to 100%, ensuring only super moves can be done after it.
	-Causes an untechable knockdown.

D, DB, B + 2P: Gigantic Punch
	-Combo Filler super with some startup invincibility and Okay damage.
	-Causes a wall-splat on hit.

D, D + 2P: The World's Bestest Most Epic Super Attack!!!
	-Fully charges Satsukong's Giant Punch
	-Watch the end lag!!!!

Level 2:

(AIR OK!) D, DF, F + 3P OR Z: Yet Another Roman Cancel
	-Can be done off of any normal, special move or super move, as long as it makes contact and is not a throw. Can even be done raw.
	-Restores Dampening up to 85%
	-Unsets all Watched Flags
	-Restores Kongbo Stage to 0
	-Adds -100% to the Banana Slam-o-Meter, allowing you to do some Krazy Kong Loops.

Level 3:

D, DB, B, D, DB, B + A/B/C: Final Smash -- You Have Upset the Kong
	-Nothing special, has hefty invincibility frames.
	-Does insane damage on hit.
	-Satsukong is left wide open for attack if it's blocked or misses.
	-Causes an untechable knockdown.

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Section 4 - Credits (This is at the top of my head my bad if I missed you)

-(9): Made the Satsuki that I used the animations and sprites from to make this. Their code also helped me with figuring out shorthops and air
drift.
-Type-Moon: Made Tsukihime in the first place.
-French Bread: Made the Melty Blood series.
-Yamori X and aroo for their ideas and suggestions for changes and testing.
-ROS for also testing Satsukong.
-MozaicoTheHuman for letting me use Smash Bros. and other assets from his characters and ripping some more for me to use.
-PotS: Some code snippets for underground juggle prevention amongst others, suggestions and feedback.
-The_None: Some code snippets and NJS, which was used as a base for the Infinite Protection System.
-Jesuszilla: Code snippet for variable height.
-Foobs: Made several epic palettes for Satsukong.
-SennouRoom: Took the palette selector from his Donald.
-Jor8a: BROGAL ATTACKS!!!!!
-Spike Chunsoft: SECRET!!!!!!
-Nintendo: Made Donkey Kong in the first place.
-HAL Laboratory: Super Smash Brothers assets and gameplay ideas.
-Rare: Donkey Kong 64 assets and made Donkey Kong the way we know him today.
-Mr. C: Ripped the DK64 font and some other HUD assets.
-BlueYosh: Ripped some other DK64 graphics.
-Lab Zero: Ideas from their Infinite Protection System used in Skullgirls that I used for mine.
-Eurocom: Crash Bash Sounds.
-Arika: Block sound from Street Fighter EX.
-Nightmare: Ripped the Satsuki portraits from Tsukihime.
-Acclaim: Sound effects.
