Ultimate Captain Falcon By Kamekaze 1.1
hosted at my site:http://network.mugenguild.com/kamekaze/
email: cluade75@yahoo.com

changelog:
bug fixes
fixed GAME being displayed wrong
AI update

  Controls
  --------

    Basic Controls
    --------------
      Captain Falcon 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
      6 - forward
      8 - up
      4 - back
      x - button A
      y - button B
      z - button C
      a - button D
      HCF - B,D,F
      QCF - D,DF,F
      HCB - F,D,B

    Standard Movement
    -----------------
      2 buttons - Recovery (when falling)
      note: press or hold, doesn't matter.
      3 buttons or (default button c) - Rapid Cancel:
      This takes Captain Falcon out of any move he was in
      as long as that move hit the opponent.
      D,U - Super Jump

     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
 
    Command Attacks
    ---------------
     6+C - Axe Kick
     note: will otg, special cancelable
(air)2+C - Eject Stomp
     note: chargeable, cancelable
  

     Drive: Flaring Phoenix
     ----------------------

      D        - Falcon Punch(works in air), Has autogard while charging.
      Counter hit property: Wall bounce is untechable.

      2D     - Falcon Kick(works in air)
      Counter hit property: Ground Falcon kick puts p2 in untechable float state which 
                            can be followed up by falcon punch. Air falcon kick becomes 
                            untechable. On fatal counter this move can be used once before 
                            it returns to regular properties. 
		        NEW:Air to Air counter hit allows for another air falcon kick.
     
      4D      - Falcon double kick
                      note: chargable

      6D      - Falcon Elbow Thrust
                      note: chargable

    Special Attacks
    ---------------
      HCF, B  - Light. Raptor Boost, Jump cancelable. AIR OK
      HCF, B  - Fierce. Raptor Boost, Jump cancelable AIR OK
      HCF, B  - Drive. EX Raptor Boost (uses 1/4 of power bar) AIR OK
                      D. R. Boost Can be super Jump cancelled from
      Counter hit properties:
       L. - invokes fatal counter, must be canceled from to combo out of still
       F. - invokes fatal counter and launches opponent but due to the nature of this 
            move, hitting with it on counter hit is risky
       D. - completely untechable, but just normal counter hit.

      

      

     
         
    Hyper Attacks (each uses 1 power bar)
    -------------
      QCF,HCB, C  - Raptor Acceleration
      QCF,QCF, B  - Falcon Dive(works in air)
      Counter hit properties: More damage
      
    Finishers
    ---------
    Reverse 360 + D    - Falcon Overdrive -1000, cannot be comboed into.
                         Opponent must has 1/4 or less life.


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

    Captain Falcon'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 -> Falcon Punch or A -> Raptor Acceleration
          eg. Axe Kick -> Falcon Kick

      3.  You can combo from directional D attacks into specials
          eg. B+d -> d
          eg. F+d -> D+d

      4.  You can combo from directional D attacks into supers
          eg. B+d -> Raptor Acceleration

      5. If you do a combo that would not normally work, because the 
         opponent could tech out of the juggle, falcon wlil flash blue
         indicating the combo is INVALID. This means the combo could have
         easily been avoided if you or the opponent teched/recovered.

          
  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 as Raptor Boost -> 5B. On top of
 this it also gives all specials and supers counter hit 
 properties. 
 
 Fatal counters end when you loop through an attack that extends a combo
 so many times.
 Raptor boost can be used twice before it ends the counter.

 Fatals
 ------
 ground Raptor Boost
 Falcon double kick
 falcon punch
 Eject Stomp
 
          
;==========================================================================
Special Thanks:
Shwa: for single handedly saving this project from being Captain Cancelled.
      Also for pallettes.
Moomaster666/Konohablahblahblha: pallettes
MC2: Pallettes
Somedude/The World:Pallettes
G.M. Specre: Providing the 65% of other sprites.
JDM: Small port
Thedge: Creating the new amazing sprites
Jesuszilla: Deep Buffer Input interpreter
