Alcott by Kamekaze ver 2.1
Site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com
twitter: OldEra_Kamekaze
===========================


changelog:
unblockable tech bug fixed
tech state normalized
****Details***

Controls
  --------

    Basic Controls
    --------------
      Alcott is a 4-button character. Button X is his weak
      attack, button Y his medium attack, Z for strong attack.
      A is known as his drive button. Alcott is a bit on the slow
      side but he more than makes up for it with his immense power.
      
      TO USE THE OTHER BUTTON LAYOUT OPEN HIS .cmd AND DELETE THE
      ";" BE SURE TO PUT ";" WHERE THE ONE ABOVE IT IS.
      
      We will use the notation:
      2 - down
      6 - forward
      8 - up
      4 - back
      x - button A
      y - button B
      z - button C
      a - button D
      QCF - D,DF,F
      QCB - D,DB,B
      HCB - F,D,B
      


    Standard Movement
    -----------------
      2 buttons - Recovery (when falling)
      3 buttons or (default button c) - Rapid Cancel:
      This takes Alcott out of any move he was in
      as long as that move hit the opponent.
      However there is a second cancel called "Cool Cancel"
      it can be used to cancel the recover of moves that are not normally
      able to be cancelled out of.

      U(while in air or during a connected air normal attack) - Double Jump
      F,F or B,B(while in air or during a air normal attack) - Air dash
      
     Backlash - A+B(while blocking) must have 35% or more meter.(think guard cancel)
    Throws
    ------
      6/4 + B+C or (default button b) (when close) - Throw
                    works in air.
      note: To escape throws press x+y or b while a exclimation point is shown
    
    Fatal counters
    --------------
    I'll show you!
    max charge I learned an important thing from Piyo Saburo! 
    That's some chunky-looking milk!
     
   
    Command Normals
    ---------------
     6A - Spike
(otg)6C - Settle down
(otg) -> C - Kick off
(otg)4C - I'll show you!
    note: hits low - Fatal on counter hit
(otg)6D - I've got it!
    note: hits low 
 
    Special Attacks
    ---------------

     QCF + A - That was cool!(Cool Cancel Dash)
     Note: Can be used to cancel out of almost everything, may cost 25% to do so.
           Can be used to feint out of chunky-looking milk before he drinks any.
           When he stops he can cancel into specials and supers
           Start of this move goes through opponents.
(otg)QCF + B - Light Kiss the ground!
     note: on otg can be followed up with 5B > 2C
(otg)QCF + C - Heavy Kiss the ground!
(otg)QCF + D - Give the ground a hot kiss! 1/4 meter to use
       ->6C - You can even talk to the wall!(when wall pops up)
      note: must be done as soon as wall is spawned.
     
     QCB + B - That's some chunky-looking milk!
     note: Overhead
     QCB + C - You thought you could stop my high!
     When hit:
     Hold A  - Just take a break.
     Hold B  - Over there lies my ambition!
     Hold C or Nothing - I could do something else ya know!
     Hold D(EX) - Cleave alone.
  

(otg)QCB + D - That's forgiveness! 1/4 meter to use
     note: Overhead

     HCB,F + B -  I learned an important thing from Piyo Saburo!
     note: on counter hit causes stun on full charge.
     Continue to hold B for more damage and armor.

    Hyper Attacks (each uses 50% power bar)
    -------------
      HCB,F + C - The most important thing I learned from Piyo Saburo!
      note: on counter hit causes stun
 
      HCB,F + D - A happy surprise for Deko's daughter!
      
    Finishers
    ---------
    Reverse 360 + D - I'm gonna count to three!
    Note: Must be final round
          Opponent must have 25% or less health
          Must have 100% power


  Counter System
  --------------
 all normals on counter hit can not be teched in the air
 some specials have increased untechable time
 hypers do more damage on counterhit
 Fatal counters give all moves increased hitstun allowing
 otherwise impossible combos such. On top of
 this it also gives all specials and supers counter hit 
 properties. 

 
 


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

    Alcott'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. A -> B -> C

      2.  You can combo into special attacks from most basic attacks
          eg. A -> special or A -> command normal or A -> Hyper

      3.  Some command normals can go into other normals:
          Spike -> C
          Settle Down/Kick off -> I've got it!
          
      4.  Cool Canceling: Using this you can cancel out of 
          command normals that are normally not cancelable and specials.

      5. Command normals that can be hyper cancelled: All except for I'll show you!


 Combo examples
 --------------

 1. 5A>5B>5C>5D>H. Kiss the dirt > That was cool!!  xx 2C > Jump cancel xx J.C > jump cancel > J.C
    > J.D (25% needed)

 2. (next to corner)5A>5B>5C>5D>Deeply Kiss the dirt xx 2C > Jump cancel xx J.C > jump cancel 
    > J.C> J.D (25% needed)
 
 3. (corner)5A>5B>5C>5D>6D xx 5A> 6A> jump cancel xx J.A > J.A > J.B(meterless) 
         
Special thanks
--------------
Beta testers- there were more of you than you think.
Person who made E's Laf - For creating sprites for one of the most hilarious chars I've ever made
Patience - You're a virtue
Chinese food - Yes
America - Patriotism
Australia- For being more sane than we are with gun control
