Shin Akuma version 1.00

By Ghost Killer/Sir Ghostler

===================================================================================
; Information:
===================================================================================
This is a custom version of Shin Akuma with a battle system based on that of
Reuben Kee's/KingTigre's legendary Evil Ryu and Evil Ken. 

There are some small differences here and there since this Shin Akuma is also based
on Phantom.Of.The.Server's 1.0+ update of Evil Ryu and Evil Ken.

Similarly to Evil Ryu and Evil Ken, this character features very high rising moves.
It is recommended you use stages with strong verticality to get the full experience.

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; Movelist:
===================================================================================
Mechanics>


	Power Charge	|| MP + MK

	Custom Combo	|| HP + HK (air-ok)
					(1000 minimum power required)

	Alpha Counter	|| B, DB, D + AP or AK (air-ok)
					(2000 minimum power required)
					
	Recovery		|| 2P (just before hitting the ground)
					
	Air Recovery	|| F or B or NA + 2P (away from the ground)
					
	Recovery Roll	|| B, DB, D + AP (just before hitting the ground)
					The punch determines distance.


Body Tosses>
	
	(Ground)
	
	F or B + 2P
	
	F or B + 2K
		The player can mash kick buttons if this throw connects
		to deal additional hits.
		
	(Air)
	
	F or B + 2P
	
	F or B + 2K
	
	
Unique Moves>


	Zugaihasatsu	|| F + MP
		A two hit overhead chop.
		
	Senpukyaku		|| F + MK
		A forward moving hop kick.

	Tenmakujinkyaku	|| D + MK (air-only)
		A very fast divekick.


Special Moves>


	Gohadoken		|| QCF + AP
		A projectile attack. The strength used will determine the
		speed and amount of hits.

	Zankuu Hadoken	|| QCF + AP (air-only)
		A projectile attack. The strength used will determine the
		speed and amount of hits. Two projectiles are fired with
		this variation, dealing more hits.

	Goshoryuken		|| F, D, DF + AP
		A rising fist attack. A standard anti-air and combo ender.

	Tatsumaki Zankukyaku	|| QCB + AK (air-ok)
		A spinning kick attack. All versions allow the player to
		juggle with an attack to follow up.

	Hyakkishu		|| F, D, DF + AK
		A leaping attack. The player has multiple options they can
		employ when this move is active. The strong version will
		actually hit the opponent on the way up.


		Hyakki Gozan		|| No input
			A sweep ender. The default ender, it is thrown out upon
			landing.

		Hyakki Gosho		|| AP
			An overhead palm ender. Inflicts ground bounce but can't
			OTG.
			
		Hyakki Kurekijin	|| AK
			A variation of the Tatsumaki Zankukyaku. Inflicts wallbounce
			but can't OTG.

		Hyakki Gosai		|| 2P or 2K
			A throw ender. Does good damage and allows for a follow up
			juggle, but can only grab standing opponents.


	Ryuujin Kyaku	|| QCF + AK (air-only)
		A more powerful divekick. It is slower than Tenmakujinkyaku
		however.

	Senha Kassatsu	|| QCF + AK
		A chargeable lunge attack. If fully charged, it can cause
		crumple on grounded hit and wallbounce on airborne hit.

	Zenpou Tenshin	|| QCB + AP
		An evasive roll. The strength determines the distance.

	Ashura Senku	|| F, D, DF or B, D, DB + 2P or 2K
		An evasive teleport. The punch version covers more distance
		but is slower.


Super Special Moves>

	(Level 1)

	Messatsu Gou Hadou		|| QCB, QCB + AP			*MSSM POSSIBLE*
		An enhanced projectile attack. The MSSM variation fires
		a beam instead of a projectile.

	Tenma Gou Zankuu		|| QCF, QCF + AP (air-only)	*MSSM POSSIBLE*
		An enhanced projectile attack. The MSSM variation has the
		projectile produce a pillar of energy upon hitting the ground
		which launches the opponent.

	Messatsu Gou Shoryu		|| QCF, QCF + AP			*MSSM POSSIBLE*
		An enhanced triple rising fist attack. The MSSM variation
		does more hits and launches the opponent higher.

	Metsu Shoryuken			|| QCF, QCF + AK			*MSSM POSSIBLE*
		An enhanced rising fist attack. The MSSM variation launches
		higher, and has the alternate Shoryuken inflict several
		more hits.

	Messatsu Gou Rasen		|| QCB, QCB + AK			*MSSM POSSIBLE*
		An enhanced rising kick attack. The MSSM version includes an
		additional, further damaging sequence to the attack.

	Messatsu Gou Senpuu		|| QCB, QCB + AK (air-only)	*MSSM POSSIBLE*
		An enhanced rising kick attack. The MSSM version includes an
		additional, further damaging sequence to the attack.

	Garyuu Messhuu			|| QCF, QCF + AK (air-only)	*MSSM POSSIBLE*
		An enhanced divekick. The MSSM version includes an
		additional, further damaging sequence to the attack.

	Kongou Kokuretsu Zan	|| D, D, D, + AP			*MSSM POSSIBLE*
		A strong projectile-esque attack. The MSSM version includes
		an additional, further damaging sequence to the attack.

	(Level 2)

	Tenshou Kaireki Jin		|| U, U + AK
		A very strong swirling kick attack.

	(Level 3)

	Shun Goku Satsu			|| LP, LP, F, LK, HP (air-ok)
		The Raging Demon.

	Misogi					|| HCF + 2P
		A destructive leaping chop attack.

===================================================================================
; Special Thanks:
===================================================================================

	Reuben Kee
		His works inspired me to create this character!
		
	Ilcane87
		His Evil Dan also inspired me to create this character!
		
	Dissidia
		For always supporting me, thank you so much!
		
	Jmorphman
		For always willing to help me out with code related issues.
		I was able to get some really tricky issues sorted out thanks to him. :)
		
	DelusionTrim
		For giving me feedback and ideas. He also created the Misogi
		animation.
		
	Ryu
		For giving me feedback.
		
	Thentavius
		For giving me feedback and suggestions.
		
	Rolento
		For the MVC3 stance he made for Akuma.
		
	Aldo
		For the awesome palettes he made for me!
		
	TMasta
		For the new small portrait, Ryuujin Kyaku sprite and Power Charge animation.
		He also gave me feedback and ideas. Thank you so much!
		
	YG https://www.pixiv.net/member.php?id=873488
		He made the Tenshou Kaireki Jin animation which I decided to use for my Akuma.
		-> https://www.pixiv.net/member_illust.php?mode=medium&illust_id=62139198
		Thank you!
		
	Yahyanass/Hatter
		For improving the KKZ animation and making an aura effect for it!
		
	Whiplash
		I took the Shoryuken and Tatsumaki effects from his Akuma.
		
	GM
		I took the Shun Goku Satsu kanji sprite and Kongou Kokuretsu Zan
		effects from his Akuma.
		
	N-Mario
		I took various effects from his characters. I also referenced
		the sprite positioning + indexing/grouping, and some of the
		animations + clsns from his newer work.
		
	Anyone else I may have forgotten.