Rouga By Kamekaze 1.05
hosted at my site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com
twitter: OldEra_Kamekaze
===========================


changelog:
bugfixes

  Controls
  --------
  He had a tutorial.txt, but no one reads those anyway so fuck it. If you've 
  played with any other char of mine in this style the rules are still the same.



    Basic Controls
    --------------
      Rouga is a 4-button character who comes equipped with his own soldat. 
      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 ANOTHER BUTTON LAYOUT OPEN .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
      s - taunt button


    Standard Movement
    -----------------
      2 buttons - Recovery (when falling)
      3 buttons or (default button c) - Rapid Cancel:
      This takes Rouga out of any move He was in
      as long as that move hit the opponent.
      He has a double jump.
      Super Jump - 2,8
     

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

    Command Normals
    ---------------
     6C - Delayed Entry
      note: hold C to increase damage, fatals on full charge, increased wall stick time
     4C - Heel Kick
      note: hold C to charge, full charge is unblockable
     


 

    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
    -----
    Big Bang:
    Being a fellow student from the same high school as Ryuko, he shares some simularities with
    her but only interms of how the meter gain works from cancels. The rest is his own ability
    to create pockets of air to propel him forward and the even more unique ability cancel his
    B.K.F. into other variations of it in order or into Napalm. He has three gauges that
    will signal whether or not he can, he needs at least one to cancel freely. Depending on how
    many gauges he has full, it will alter how his B.K.F. works in both utility and appearance.
    His drive also gives him access to the following:

    5D: Wild Blow - If all 3 stocks are not full he will do a slight dash before doing a gut punch.
                    The higher stocks you have the further he goes. The move will force the opponent to stand.
                    At full stock the move changes to a similar attack with longer start up that 
                    ignores any standing and air attacks
                    while hes moving.
    2D: Quick Charge - This will immediately fill one gauge but use with caution as it leaves him
                        open for a long period of time.
    4D: Force Boost - This will move him slowly foward and will pass through the opponent. He can cancel
                      any grounded move into this action and he can follow up with: 
                    
                -> 5D: Upward Kick - Launches airbourne opponents even higher.
                -> 2D: Slidethrough - A powerful kick that will send the opponent flying into the wall. 
                       note: Avoids certain attacks   
                -> 4D: Miracle Kick - A powerful low that i dont remember right now
                -> Nothing: Afer a small amount of time Rouga regains control to attack freely.
         Note: Canceling into this requires at least 1 full gauge.
    
   6D: Force Rush - Uses 1 guage, after a brief pause rouga will dash swiftly to the opponent leaving him 
                     in an air state. After a small amount of time Rouga regains control to attack freely.   
        Note: Canceling into this requires at least 2 full gauges.

    j.5D: Whiplash - Will alter his jump arc to immediately let him fast fall while delivering a powerful kick
                     to the opponent
    
          
        

    Special Attacks
    ---------------
      QCB + B  - Light B.K.F.
      QCB + C  - Fierce B.K.F.
      QCB + D  - EX B.K.F.
      note: can freely cancel B into C into EX.
      
       Counter hit properties:
       L. - N/A
       F. - Stagger, untechable knock down on air opponents
       D. - untechable

      
      DP + B  - Light Napalm 
      DP + C  - Fierce Napalm 
      DP + D   - EX Napalm 

      Counter hit properties:
       L. - N/A
       F. - N/A
       D. - untechable
 
 (air)QCB + B - Light Piercing shoot 
 (air)QCB + C - Fierce Piercing shoot 
 (air)QCB + D - EX Piercing shoot 
      note: Fierce will OTG. If Rouga has 2 or more gauges Fierce is untechable once.

      Counter hit properties:
       L. - untechable
       F. - untechable bounce
       D. - N/A



    Hyper Attacks (each uses half a power bar)
    -------------
     
     HCB,F, C - Wild Combination
     QCFx2, D - Max Charge - immediately fills 2 gauges
     QCFx2, D - Illusion Shuffle
     Note: can only be done when all 3 gauges are full

      
    Finishers
    note: only works on round 2 when opponent has less than 25% health
    ---------
    Reverse 360 +D - Feral Fang



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

    Rouga's strengths lie in his ability to chain moves into each
    othis. hise are his basic combo rules:

      1.  You can combo from weaker basic attacks into command normals
          eg. A -> 4B
          eg. B ->6C

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

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

      3. 2B cannot be special cancelled but can be (B) cancelled.

      4. A (B) cancel typically works best with 4/6D unless the opponent is
         already on the ground.   

          
  Counter System
  --------------
 all normals on counter hit can not be teched in the air
 some specials have increased untechable time
 Fatal counters give all moves increased hitstun allowing
 othiswise 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
 ------
 Max charge Delayed Entry
 Fierce Piercing shoot
 
          
;==========================================================================
Special Thanks:
KyoDaChef - Beta testing

