Edward Trusdale By Kamekaze 1.0
hosted at my site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com
twitter: OldEra_Kamekaze
===========================



Story:
______

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

Gameplay:
_________

  Basic Controls
    --------------
      Edward 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 Edward out of any move he was in
      as long as that move hit the opponent.

      Edward does not have a run, he uses dashes instead. It is affected by the wind he 
      generates
      

      
      Backlash - A+B(while blocking) must have 35% or more meter.(think guard cancel)
    Command Normals
    ---------------
     6D - Chopperstyle


 

    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
    -----
    Fly with the wind!:
    Edward has the ability to shift the wind in any direction he chooses, when done
    almost every move he has either gains new properties or has their properties changed.
    On top of that his opponent will feel the effects of this as well.
    He can do so with the following moves:
    
    QCF + D - East Winds
    QCB + D - West Winds
    D,D + D - South Winds
    D,U + D - North Winds

    Any of those will directly effect his command jump and any of its follow ups below:

(air ok)5D - Lift off
        note: can do up to 2 times. hold F or B to move while mid jump.
        -> 8D Somersault 
           note: can be cancelled into lift off
        -> 2D Vertical draft
        -> 6D Turbulant entry
          note: if he clings to the wall it is untechable on hit
        -> 4D Blustery divide
         note: if he clings to the wall it is untechable on hit

 Note: none of the follow ups are overheads
       Canceling into any wind drive will reduce the starting gauge by half.

          
        

    Special Attacks
    ---------------
      QCF + B  - Cyclone shuffle
          -> QCF + B - follow up
             -> QCF + B - follow up 2
             -> QCF + D -  Drive follow up
          note: follow up 2 hits overhead
      QCF + C  - Low Cyclone Shuffle
          -> QCF C - follow up
             -> QCF C - follow up 2
             -> QCF + D -  Drive follow up
           note: first attack hits low

      DP + B  - Light Galeblade
      DP + C  - Fierce Galeblade
      DP + D  -  Galeblade
                 note: D is otg

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

      Note: When Edward lands it can be canceled into 6D

      HCB + B   - Light Inflow assault
      HCB + C   - Fierce Inflow assault
      HCB + D   - Drive Inflow assault

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


      Counter hit properties:
       None.
 



    Hyper Attacks (each uses 1 power bar)
    -------------
     
     QCBx2 + C - Big Tornado
     Note: Changing wind direction while this super connects will effect
           the opponent's fall. Air unblockable
    
    (air)Reverse 360 + B - Blustery Downburst
     

      
    Finishers
    ---------




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

    Edward'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. C -> 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. You can combo into Lift off from most basic attacks.
          eg. A-> special
          eg. 5/6C-> special
          eg. 5C-> special  

      4. 6C is jumpcancelable on hit.
     
      

          
  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
 ------
 Drive follow up
 Somersault 

Special Thanks:
_______________

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

