                                        -----------
                                       *PLEASE NOTE*
                                        -----------

The following below is the basic setup standarized for all Red Earth: Final Mix characters. However, there
are many things that can be altered and/or customized to one's liking through the config.txt. Please refer
to the config.txt to see which options are available and how they can be applied.



---=GAMEPLAY=------------------------------------------------------------------


1) CHAIN COMBO SYSTEM
   ------------------

Mai-Ling has a free-chaining system, where Light-Medium-Heavy whether Standing, Crouching, or Jumping. 
She can mix Punch and Kick, as well as go from Stand to Crouch and vise-versa.
 

The following can chain by pressing the same button more than once:

LP->LP (Stand; can be done infinitely)

MK-MK (Stand)


2) SPECIAL & SUPER CANCEL SYSTEM
   -----------------------------

All specials and Mystic Breaks can be canceled into except for Kugekisho, Tenjuu, Kononyu, and Goranda Kaifuu. 
Her cancel points are mainly through her Light and Medium attacks, while special cases exist in her Standing HP,
Crouching HP, and 2nd Standing MK. Note that Mai-Ling's 2nd Stand LP cannot cancel into any attacks.

The following all are cancel points to both specials and Mystic Breaks:

 Standing  - LP, MP, LK, MK
 Crouching - LP, MP, LK, MK 
 Air       - LP, MP, LK, MK 


The following can only cancel into Mystic Breaks:

 Standing  - HP, 2nd MK
 Crouching - HP


---=RED EARTH SYSTEM=------------------------------------------------------------------------

Guard Break 
-----------
Repeatedly attack a blocking opponent to temporarily stun and disable his/her guard. Guard Break 
meter will go down by 1 pt after every 5 sec of no impact on your opponent's guard. Once a Guard 
Break has taken place, the meter will reset to 0. Meter will not increase if opponent is using 
Ultimate Guard or a similar move utilizing a HitOverride (only for Final Mix characters).


Counter Impact 
--------------
All moves (except Mystic Breaks for the moment) gain new traits if they hit an opponent who's in 
mid-attack animation. The traits vary depending on the type of attack it is, its main purpose in
battle, etc. Some of the traits are:

-Damage increase (10 pts for Normal Attacks, 20 pts for Special Attacks, and 30 for Mystic Breaks)
-Increased pushback
-Increased hit pause
-Increased stun time
-Change in x/y velocity
-Cause a knockdown

You'll know when a Counter Impact has taken place when your opponent flashes white, which serves 
as an indication to take advantage of the benefits that come along with that particular attack.


Ultimate Guard & Ultimate Counter
---------------------------------
Ultimate Guard is invincible to all attacks except for throws of all type as long as the initial 
activation of that throw is not registered as a phsyical hit. Push back during Ultimate Guard is
short, which is much different from a normal guard. There are advantages and disadvantages to 
this. For starters, Ultimate Guard will nullify the opponent's attack's knock back properties, 
keeping you close to recover and attack the opponent. On the other hand, if the opponent recovers 
from his/her attack while stuck in block animation, you will be vulnerable to well-timed attacks 
once Ultimate Guard is finished, or can be thrown.

When there is 500 pts of meter or more in the Super Gauge, you can execute an Ultimate Counter. This 
special counter attack will not only blow through an opponent's attack, but is also unblockable.
Note that you're invincible for a few ticks right before Ultimate Counter hits, so while it's possible 
to go through the opponent's attacks, you can be reversed if the opponent is using a move with very
long hit duration.

Note that to prevent Ultimate Guard Lock-up (ex. opponent repeatedly attacking with fast attacks to
prevent you from recovering from Ultimate Guard), 50 pts is received everytime the opponent's 
attacks connect to your Ultimate Guard. This way, there will always be energy in the super meter
in order to use Ultimate Counter.


Defense System
--------------
In Red Earth, each character has a different defense rating. Some characters have higher defense
ratings that allow them to take more damage, while others have lower ratings that can lead them
to lose quicker if too much damage is recieved. The defensive rating for all Final Mix characters. 
is based off of this. Along with the different defense ratings, each character has additional
defensive attributes straight from the original Red Earth game, called Resistance and Willpower*.

Resistance is a form of defensive endurance that gradually comes into play to strengthen each 
character's defense. For example, when a character loses a certain amount of health, Resistance
will activate and increase that character's defense rating. The more that character's health 
depletes, the stronger Resistance becomes. Each character has different Resistance ratings, so
some characters's defense will get much stronger than others as they get closer to death.

Willpower is a form of defensive boost that can greatly assist each character, reducing any 
damage received at a given time. There are 5 different grades of Willpower, from a small 
defensive boost to a very large one. When a character takes damage, there is a chance for 
Willpower to kick in and strengthen his/her defensive rating, but there are a few points to keep 
in mind:

1) It activates randomly and cannot be controlled
2) Will only take effect for one hit received at a time 
3) The lower a character's health is, the higher the chance for Willpower to occur. 

It is possible for Willpower to activate during multiple hits, but the chances are random. The 
same with the different grades, for each grade has an equal opportunity to occur, but it's 
possible to only get lower grade boosts instead of higher grade boosts. Each character has the
same Willpower grades and percentage of occurances. While you can't control when it occurs or
how much defensive boost you receive, it can be a real life saver when you least expect it.


*The defense system only works on physical and projectile-based attacks, and has no effects on 
 throw-based attacks.


Dizzy System
------------
Each character has a Dizzy meter that fills up when he/she takes damage from either physical hits,
projectiles, grapples, and throws. When a certain amount of impact has been received within a short
period of time and your character's Dizzy meter is full, he/she will immediately will fall into a 
dizzy state. When this occurs, you cannot defend yourself and are left open to attacks from your 
opponent for a brief period of time. A special recovery counter determines how long it will take 
before you wake up from being dizzy. Once the alloited time for the recovery counter has passed, 
you will regain control and play as normal.

To recover from being dizzied much faster, you can rapidly press your buttons to spped up your 
recovery counter and try to regain control before being attacked by your opponent. If your opponent
hits you before you recover, you will be subjected to whatever he/she does to you. However, you 
cannot be re-dizzied while idle in a dizzy state, for the Dizzy meter will not go into effect until 
it detects your character has regained control.


Bluff
-----
Each character has 3 unique actions that resemble one Special Move each. Labeled Bluff, these actions 
look similar to a regular taunt at first glance. There are two methods in using Bluff: Manual Bluff 
and Bluff Canceling.

Here are the features available for Manual Bluff:

-Ends faster than the Special Attack they mimick
-Cancel into an attack or throw (if close enough) after 20 ticks
-Cancel into Ultimate Guard after 3 ticks
-Have different unique attributes (i.e. attack property, invincibility, forward dash, etc.)
-Gain a small amount of meter to the Super Gauge
-Dash Cancel or Super Jump Cancel at any time

Manual Bluff offers many strategic usages offensively, defensively, as well as psychologically. When 
manually used, you can create different scenarios that includes feinting, baiting, as well as mix ups. 
Their unique attributes can also play a great role in handling specific situations. Since it costs no 
energy, you can use Manual Bluff as much as you want.

Bluff Canceling can be utilized during both ground combos and air combos (called Ground Bluff Canceling 
and Air Bluff Canceling respectively). For Ground Bluff Canceling, many of the features available are 
the same as Manual Bluff, except for a few points:

-Ends faster than the Special Attack they mimick
-Cancel into any attack or throw (if close enough) after 9 ticks
-Cancel into Ultimate Guard after 3 ticks
-Cancel into it from any Basic Attack or Advanced Move (whether blocked or hit)
-Uses 500 pts
-Dash Cancel or Super Jump Cancel at any time
-10% damage reduction for every following attack that combos in before the opponent recovers
-Extra damage reduction for some Mystic Breaks
-Loses unique attributes

Ground Bluff Canceling offers a character a few more options when on the offense. It will immediately 
interrupt your attack into one of unique actions, which allows you to follow up with another attack for 
combos, pressuring, mix ups, and so on. Ground Bluff Canceling can also be used as a way to "brake" your 
attack so you can use defensive measures such as blocking, Back Dashing, and so on to avoid counters and 
such.

For Air Bluff Canceling, the options are similar to that on the ground except for a few points:

-Mimicks one of three Jump Basic or Jump Advanced Attack, and ends very fast 
-Gives control to the character after 5 ticks
-Has attack properties for about 15 ticks, which will put the opponent into a blocking state if he/she 
 holds back
-Cancel into it from any Jump Basic Attack or Jump Advanced Attack (whether blocked or hit)
-Can steer forward or backwards after gaining control
-Uses 500 pts
-10% damage reduction for every following attack that combos in before the opponent recovers
-Extra damage reduction for some Mystic Breaks

Through Air Bluff Canceling, a character can apply more pressure to create unique combo situations, 
or cancel an ill-timed jump attack for defensive tactics.

Note that through Bluff Canceling, you are able to create very long combos. In certain cases, you can
even break certain restrictions & rules, and combo with some attacks that normally would not work.
furthermore, some attacks' properties change during Bluff Canceling, which may help with making combos
(i.e. no recovery on specific attacks, etc.) or restrict combos from becoming an infinite. (i.e. 
increased juggle points after a certain number of Bluff Canceling, etc.)  

Keep in mind that each of the 3 Bluff actions have their own unique traits, so each can be useful in 
different situations.


Field Collision
---------------
Certain moves have enough force to propel the opposition into the sides of the screen, netting small,  
but extra damage. Dubbed Field Collision, the areas around the screen where this comes into effect
are the following:

-Ground
-Sides (aka Wall) 
-Ceiling

When Field Collision occurs, the character is put into an unrecoverable state until he/she falls into
a down position. In many cases, the character initiating a Field Collision can followup with another 
attack. 


---=NOTES=-----------------------------------------------------------


General
-------
-A Configuration file (config.txt) has been added to allow customization on specific areas concerning 
 Mai-Ling. Please refer to the Configuration file for a more detailed listing on the different changes 
 that can be applied.

-Damage of combos (or to be more specific, any hits after the initial attack) are reduced abit when 
 they successfully connect with the opponent. 


Abilities
---------
-Forward Dash can go under some high attacks

-Mai-Ling can attack with her Normal Attacks shortly after recovering from her Forward Dash, or during a Foward 
 Dash immediately after Bluff Canceling.

-Enryukyaku, Tenjuu, and Tentsuiga can be done during Forward Dash

-When you cancel Koen or Kugekisho into Rolling, you can then cancel into either Kononyu (Attack), Tenjuu,
 Enryukyaku, or Tentsuiga

-Canceling into Rolling or Brake during Koen or Kugekisho has to be done at a distance where both attacks do 
 not reach the distance to attack, or just as she begins to attack once within attack range.

-During Rolling, Mai-Ling is invincible for 20 ticks. Afterwards, she will be vulnerable to all attacks that 
 hit low. 
 
-Forward Dash during Goranda Kaifuu is similar to her normal version except for the following:

PROS
----
1) Can go through opponents upclose
2) Emits fiery blasts while traveling forward
3) Can Dash Cancel into a Normal attack 5 ticks after start up

CONS
----
1) Cannot use While Running Advanced Techniques 
2) Cannot use Ultimate Guard


-If the opponent can successfully perform a Throw Escape or Throw Recover, he/she will not only 
 go airborne and recover in midair, but the damage received from the throw will be cut into half.
 Throw Escape/Recover must be performed within 8 ticks of when damage from the throw is obvious 
 animation-wise. See the listing for Normal Throws above for more details on this.

-Throw Escape/Recover system only works against other Final Mix characters that share the same
 system.

-Sudden Air allows Mai-Ling to jump up at a shorter height, making it useful for quick jump-ins.

-Bluff Kononyu can absorb projectiles to gain meter in Mai-Ling's Super Gauge. It will only do this for 
 single-hitting projectiles, however, as well as for projectiles with normal and special properties.

-Bluff Fujinken gives increased meter gain to the Super Gauge.

-Bluff Run allows Mai-Ling not only to travel forward, but she becomes invincible to high-hitting
 attacks during her forward advancement.

-Certain moves will cause a Knock Back, a special state where the opponent rolls backwards on the
 ground and has a long delay getting up. Note that this only works on Final Mix characters.

 
Normal Attacks
--------------
-Kasen can counter Normal Attacks (physical) in the first 3 frames before Mai-Ling attacks with her own.

-Kasen will be replaced by Cho Enshofu, an unblockable attack, during Goranda Kaifuu. Cho Enshofu also has armor,
 allowing Mai-Ling to resist one hit.  

-Mai-Ling can knock her opponents up with Crouch HP only if the 1) previous attack was either a MP or MK (standing
 or crouching) and 2) that Medium attack hit the opponent and chained into Crouch HP. If the condition comes into
 play, then the opponent will be knocked higher. 

-When an opponent is knocked up, there is a short window where Mai-Ling can do true air combos, where her opponent's
 vels matches hers, and her Heavy attacks slam her opponent into the ground. You have to manually jump up for this,
 but note that the damage for her jumping attacks during this will be reduced considerably. 

-Standing HP and Standing HK (Normal) have to be blocked high.

-Mai-Ling will go into a state where she gains control after recovering from Jump LP and Jump LK. During this state, 
 Mai-Ling can execute another air-based attack of her choice, whether it be a basic jump attack, Idaten, etc. 


Special Techniques
------------------
-During Idaten if you're near the side of the screen, you can cancel into Kokakushu. The version of Kokakushu

 will be selected automatically depending on the opponent's distance, or you can manually choose by holding the 
 K button that corresponds with version that is used to execute it. This has to be done before Mai-Ling jumps down 
 off the wall:

LK - Light Kokakushu
MK - Medium Kokakushu
HK - Heavy Kokakushu  

-When Idaten hits the opponent, Mai-Ling can chain into her jumping attacks, which allows her to do true air 
 combos. Note that the damage for her jumping attacks during this will be reduced considerably. 

-Kononyu can only counter phsyical Normal Attacks (Special Attacks will also be counterable when Goranda Kaifuu comes 
 into play, see the "Mystic Breaks" notes for more on this). All versions can counter Standing and Crouching attacks, 
 while the Heavy version is also suited for countering Jumping attacks. Each version have their own usage and can set
 up for extra hits.

-LK Kononyu is the only one that does damage if it counters.

-If thrown by HP Kononyu, you (as the opponent) can rapidly press the directional keys and attack buttons to recover 
 while in midair and gain control.

-Manually executing Kononyu will make Mai-Ling take up a special defensive stance (counter). However, if you do the 
 motion for Kononyu during Rolling (done during either Koen or Kugekisho), Mai-Ling will instead attempt to go straight
 into a grab (attack).

-Tenjuu is an air throw that only works on jumping opponents that are in a gethit state normally. However, after powering
 up through Goranda Kaifuu, you can grab (and even combo into this) an opponent whether they are already hit or not (see 
 the "Mystic Breaks" notes for more on this).

-Koen cannot be blocked low.

-During Kugekisho, Mai-Ling will try to adjust in midair slightly against a moving opponent in order to catch him/her.


Mystic Breaks
-------------
-Goranda Kaifuu will power-up Mai-Ling and all of her attacks for a short period of time. The boosts she gets ranges on
 the type of attack.

1) Basic Moves
   -Forward Dash will go by opponents upclose, while releasing small explosions as Mai-Ling travels forward

2) Normal Attacks
   -All get between 2-6 pts damage increase depending on the button strength
   -All do between 1-3 pts block damage depending on the button strength
   -Kasen will be replaced by "Cho Enshofu", which is a stronger, unblockable version of Standing HK
   -All regular throws gain an extra 5 pts in the form of fire damage
   -Shuryuto cannot be Throw Escaped or Throw Recovered


3) Special Attacks
   -All Special Moves get an increase in damage (including Ultimate Counters), along with other special attributes
   -Idaten hits up to 2-3 times, and can be canceled into from Jumping Normal Attacks (this is a special case)
   -Kokakushu hits around 3 times
   -Fujinken hits 2 times (2nd hit causing fire damage)
   -Each version of Enryukyaku gains 2 extra hits, as well as becomes air unblockable on the 1st attack frame 
   -Koen does 1 extra hit
   -Kononyu can counter both normal and special physical attacks
   -Tenjuu does extra fire damage and can connect on opponents that are in a gethit state in midair
   
4) Mystic Breaks
   -All Mystic Breaks get an increase in damage, along with other special attributes
   -Chou Fujinken gains an extra hit that causes fire damage
   -Chou Enryukyaku gains a finisher that adds 2 extra hits, as well as becomes air unblockable on the 1st attack frame 
   -Hokotaisho changes into a super throw on ground-based opponents if it connects, leveling up to Lvl 3 
   -Chou Kugekisho does additional fire-based hits

-Hokotaisho will target the opponent based on distance.

-During Chou Kugekisho's startup Mai-Ling will be invincible. Depending on the amount of energy in her gauge,
 the invincibility time will vary.

-If Goranda Kaifuu has been activated, Hokotaisho has a chance to turn into a grapple after its descent. For 
 this to work, the opponent has to be on ground level. Once the grab is activated, Hokotaisho turns into a 
 lvl 3 Mystic Break. 
 