Tristan By Kamekaze 1.3
hosted at my site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com
twitter: OldEra_Kamekaze
===========================

changelog:
  damage after grabs lowered by 25%

  Controls
  --------
  HE HAS A TUTORIAL VIDEO HERE: http://www.twitch.tv/officialkamekaze/c/4651011 

    Basic Controls
    --------------
      Tristan is a 4-button character created by SeanAltly. 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 Tristan out of any move he was in
      as long as that move hit the opponent.

      Tristan does not have a run, he uses dashes instead. Said dashes
      can be canceled into his back or forward roll depending on which one it is.
      

      
      Backlash - A+B(while blocking) must have 35% or more meter.(think guard cancel)
    Command Normals
    ---------------
     6B - Second Front Kick
     6C - Machine Gun Knee
     -> C - Second Knee
       ->C - Final Knee
     A->A - Swift Knee 


 

    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
    -----
    Tristan Maneuvers(TM):
    Tristan gains levels for successfully counter hitting with moves done out 
    of any maneuver he uses or if it's just 5D he can level up after dodging an 
    active attack so many times. He can cancel just about any of the TM's for 25%
    with the same motion as a rapid cancel.

    5D - Backroll, always invul
         Note: can be done during dash
               Can be whiff canceled for 25%
    6D - Forward roll, full invul only if opponent is attacking.
         Always has projectile invulnerability.
         Will automatically go into rolling thunder. 
         Note: can be done during dash                
               Can be whiff canceled for 25%
         When his back is on the ground you can do the following:
         ->6D - EX Tristan Fist
         ->3D - Lowbow of pain
         ->8D - Leaping Face Smasher
    2D - Taunt, on a downed opponent it will potentially level him up.
         Note: Can cancel to Lowbow of pain at the start of his animation.
    4D - Dodge, only invul if opponent attacks and only invul to non-crouching attacks
         While he is not looking he can do the following:
         ->6D - EX Tristan Fist
         ->3D - Lowbow of pain
         ->8D - Leaping Face Smasher

(air)5D - Leaping Face Smasher. Can be cancelled from any air normal
      Note: can be done during all TM but taunt by pressing 8D

 Note: Lowbow of pain is unblockable, it can be avoided by jumping. It can OTG
Note: Rolling thunder is unblockable, it can be avoided by crouching.
Note: Leaping face smasher's momentum can be changed by holding 6 or 4.

   Level 1: 100% ATK, 100% DEF.
   Level 2: 120% ATK, 90% DEF. Rising Sun gains invul start up
   Level 3: 145% ATK, 65% DEF. Rising Sun now is untechable.
            Any special attack is a counter hit once per combo.

  Be advised that if you get hit you may level down. Levels do not carry over to the next round.
          
        

    Special Attacks
    note: no ex/D version can be Hyper cancelled
    ---------------
      QCF + B  - Light Tristan Fist, 
      QCF + C  - Fierce Tristan Fist


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

      QCB + B  - Light Tristan Kick
      QCB + C  - Fierce Tristan Kick
                 note: C is overhead.

      Counter hit properties:
       L. - can be linked out of 
       F. - counter, ground bounced
       D. - Fatal, ground bounced absurdly high

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

      DP + B   - Light American Airborne, 
      DP + C   - Fierce American Airborne
      DP + D   - EX American Airborne
                 note: Ex becomes a grab that can be followed up
                       with when he lands 5 or 6D

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


      Counter hit properties:
       None.
 



    Hyper Attacks (each uses 1 power bar)
    -------------
     
     QCBx2,B - The Rising sun.
     Note: Properties altered by level.
     QCFx2,D - Trust Fund Combo
     Note: If counter hits and tristan's after image is different, 
           it will give him level 3. If he's already level 3 it will fatal.
           At level 1 it has 15 frames of start up, at level 2 it's 5 and 
           at level 3 it's instant and unblockable.

      
    Finishers
    ---------
(TM)Reverse 360,D - Tristan Experience
    Note: Can only be done from ground TM. During taunt you have pretty much all day
    but it follows TM cancels for everything else.



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

    Tristan'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. A -> A -> 6B
          eg. B ->6B

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

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

      3. 6C>C>C cannot be special cancelled

      4. 5B is jump cancelable.

      5. 2A can OTG
      
      6. 5A links into 5C or 5B
    

          
  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
 ------
 Fierce Tristan Fist
 Fierce Tristan Kick
 
          
;==========================================================================
Special Thanks:
CAN: beta testing
Blaze2Fire: Level up gauge
EvilHomer: Palettes
Dishampow: Palettes
Kirishima: Palettes
jtp768: Palettes
Prototype God: Palettes
JDM: Palettes
Ding: Palettes
Alex Sinigaglia: Palettes
Spec: Palettes
Hoshi: Palettes

Anyone else I forgot so sawreh
