Belmont Trusdale By Kamekaze .75
hosted at my site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com
twitter: OldEra_Kamekaze
===========================



Story:
______

Ahahahahahha....oh you're still serious? Ok, this is an alternate universe where dumb ideas aren't greenlit anymore. 
=======================

Gameplay:
_________

  Basic Controls
    --------------
      Belmont 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. It is almost all his special
      moves.
      
      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
      3- Down+foward
      6 - forward
      8 - up
      4 - back
      x - button A
      y - button B
      z - button C
      a - button D
      QCF - D,DF,F
      QCF - D,DF,F
      QCB - D,DB,B
      DP - F,D,DF
      HCB - F,D,B


    Standard Movement
    -----------------
      2 buttons - Recovery (when falling)
      3 buttons or (default button c) - Rapid Cancel:
      This takes Belmont out of any move he was in
      as long as that move hit the opponent.

      Belmont does not have a run, he uses dashes instead. 

      
      Backlash - A+B(while blocking) must have 35% or more meter.(think guard cancel)
    Command Normals
    ---------------
     4C - Devil's Sidekick
     6C - Deepest Lowe


 

    Throws
    ------
      F/B + 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

    Drive
    -----
    Dark Shards:
    Belmont has the ability to create shards of pure energy from his own lifeforce.
    Doing so allows him to pin the opponent as well as steal the opponents lifeforce to 
    create another and send it back to himself. He starts with at least 3 each round.
    Any shard he throws will slightly home in to the opponent almost 100% of the time.
    He can do so with the following moves:

        5D - Shadow steal
        note: must catch the shard as it comes back in order to increase the total amount
        6D - Sinful Pierce
        2D - Dark Cloud
        note: continue to hold D to delay the shard's attack
        4D - Flipside carrier
          note: will recover health if you catch the shard

   (air)5D - Serious Impact
         note: The more shards he has, the more damage it deals. Uses up to 4.
          
        

    Special Attacks
    ---------------
      QCB+ B  - Light Black Slice
      QCB+ C  - Fierce Black Slice
           note: overhead
      QCB+ D  - EX Black Slice

      Counter hit properties:
       L. - more hitstun
       F. - untechable
       D. - more damage

      DP + B  - Light Cruel Impact
      DP + C  - Fierce Cruel Impact
      DP + D  - EX Cruel Impact
                 note: C hits low

      Counter hit properties:
       L. - Air untechable
       F. - Air untechable
       D. - untechable

     
 



    Hyper Attacks (each uses 1 power bar)
    -------------
     
    HCB,F + D - Goddess Synesthesia, give me Strength!(ST)
     Note: forward dash becomes a teleport.
           Cruel Impact dash becomes a teleport.
           any teleport will autocorrect behind p2.
           any teleport is completely invulnerable. 
           Gains 10 shards, but any attack using it
           uses twice the ammount. 
           5D is unaffected by this and will instead 
           use none. An additional shard will be 
           summoned from Dark Cloud. Serious impact uses one
           less shard.

(During ST)HCB,F + D - Shadow Sneak

   QCFx2 + D -  Perpetual Nightmare
   Note: Shard will not go away until Belmont is hit or
         is out of power.

   
     

      
    Finishers
    ---------




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

    Belmont'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 command normals
          eg. 5C -> 6C

      1.  You can combo from weaker basic attacks into stronger basic attacks
          eg. 2A -> 2B -> 2C
          eg. 5A ->5B -> 5C
          eg. 5B ->2C
          eg. 2B ->5C

      2.  You can combo into special attacks from most basic attacks
          eg. A-> special
          eg. 5C> special
          eg. 6D-> special   

      3.  If the opponent is pinned, QCB B/C will unpin as well as put 
          the opponent in a custom state
     
      

          
  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. On top of
 this it also gives all specials and supers counter hit 
 properties. 
 
 Fatal counters end when you loop through a special more than it's allotment

 Fatals
 ------
 3/4 shard Serious Impact
 Somersault 

Special Thanks:
_______________

PSYcHO KrUsHER - for pallettes 10 and 11
King Yoshi - for pallettes 6 and 12
Balmsold - edits and new frames

