Akuma/Shin Akuma XIII 1.72 by Kamekaze
website:https://kamekaze.world
email:ilive@kamekaze.world
twitter: @OldEra_Kamekaze
===========================
Change log:
-max mode power usage fixed

****Details***

  --------

    Basic Controls
    --------------
      Yadda yadda yadda play kof13. Ex motions require one stock of power. 
      Akuma was not in kof13, obviously. So instead I give you a view
      of what could have been, that or the most rediculous thing I've
      ever given life to. To use Shin Akuma hold start while selecting him
      
      We will use the notation:
      D - down
      F - forward
      U - up
      B - back
      x - button A
      a - button B
      y - button C
      b - button D


    Standard Movement
    -----------------
      A+B  - Roll, can be used to recover from fall
      C+D or z - Blowback, can be used on guard and in air
      B+C or c   - Hyper Drive mode
      

      U(tapped lightly) - short hop
      D,U - Super jump
      D,U(tapped lightly) - hyper hop
      
      Command Normals
      ---------------
      F+A - Overhead 
      F+B - Hop Kick
      note: shin akuma can cancel hop kick into tatsu
      D+B(air) - Dive kick
(shin)DF+B - Extended Low Kick

    Throws
    ------
      F/B + c or d(when close) - Throw
                   
      

    Special Attacks
    ---------------
     Notation
     --------
     F,D,DF - DP
     B,D,DB - RDP
     D,F - QCF
     D,B - QCB
     B,D,F - HCF
     F,D,B - HCB
     Nothing - N
     
 
     QCF + A - Light Hadouken
     QCF + C - Heavy Hadouken
     QCF + A+C - EX Hadouken
     
     
     HCB + A - Shakunetsu Hadouken
     HCB + C - Shakunetsu Hadouken
     HCB + A+C - Ex Shakunetsu Hadouken  
     
     DP + A - Light Gou Shoryuu
     DP + C - Heavy Gou Shoryuu
     DP + A+C - Ex Gou Shoryuu

     QCB + B - Light Tatsumaki Sempuu Kyaku
     QCB + D - Heavy Tatsumaki Sempuu Kyaku
     QCB + B+D - EX Tatsumaki Sempuu Kyaku
     
     DP ,A+B -Asura Senkuu Far Toward
     RDP,A+B -Asura Senkuu Far Away
     DP,C+D - Asura Senkuu Short Toward
     RDP, C+D- Asura Senkuu Short away

     Normal Akuma Only:
     DP + B - Light Hyakki Shuu
     DP + D - Heavy Hyakki Shuu
     DP + B+D - Ex Hyakki Shuu
      -> N - Hyakki Gouzan
      -> Punch - Hyakki Gousho 
      -> Kick -Hyakki Goujin
      note: Knocks down air opponent during HD
      -> F+Punch -Hyakki Gousai 
         note: is a grab
     
     Shin Auma Only:
     D,D + B - High Counter
     D,D + D - Low Counter
     D.D + B+D - EX Counter


     Air only:
     QCF + A - Light Zankuu Hadouken
     QCF + C - Heavy Zankuu Hadouken
     QCF + A+C - EX Zankuu Hadouken

     Hyper Attacks (each uses 50% power bar)
    -------------
      QCF,QCF, A or C - Messatsu gou Shoryuu
      QCF,QCF, A+C - EX Messatsu gou Shoryuu
      
      A,A,F,B,C - Shun Goku Satsu 
      note: 2 power stocks required
      
      
    NeoMax
    ---------
    Normal:
    D,D,D, A+C - Kongou Kokuretsu Zan
    
    Shin:
    HCB,HCB, B+D - Misogi


  Combo notes
  -----------

    Akuma's strengths lie in his ability to chain moves into each
    other. Here are his basic combo rules:

      1.  You can combo from weaker basic attacks into stronger ones
          eg. B -> A -> overhead

      2.  You can combo into special attacks from most basic attacks
          eg. Hop kick -> Tatsumaki Sempuu kyaku in shin mode
    
      3. You can cancel special attacks into super attacks for 1/2 Drive meter
         eg. Gou Shoryu -> Shinkuu Hadouken
     

      4. You cancel supers into NeoMax during Hyper Drive mode.
         eg. Messatsu Gou Shoryu -> Misogi
                 
          
         
Special Thanks
--------------
Vans- run, jump, and short hop code
Don Drago- Custom sprites
Beta Testers- for not failing me
