                            _______________________________________
===========================| Chun-Li by Jmorphman                  |===========================
                            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ           [11.29.21]

 - Contact: 	Jmorphman@gmail.com
 - Website:	http://network.mugenguild.com/jmorphman/
 - Customized version of Capcom's Chun-Li character, for MUGEN 1.0



=====<Features>=====

 - All the essential stuff
 - Details and moves taken from her various video game appearances
 - Gameplay mixed from several games, including CvS2, KOF, SFA3 and SFIII
 - Special intros versus Ryuji Yamazaki, Mai Shiranui, Yun, and evil characters.



=====<Mode Overview>=====

This character has two different modes:

<Chun-Li>
- Regular Chun-Li
- Based primarily on her SFIII/SFIV moveset

<Shadow Lady>
- A cyborg version of Chun-Li made by Shadaloo
- Based primarily on her SFA moveset, with a few extras from the MvC incarnation of Shadow Lady



=====<.DEF Overview>=====

This character has three different .def files, here's what each one does:

<CHUN-LI.def>
The mode is selected via palette:

Palettes 1, 2, 3, 4, 5, 6    -> Chun-Li mode
Palettes 7, 8, 9, 10, 11, 12 -> Shadow Lady mode

To add her to your Mugen, add the following line to your select.def, under [Characters]:
Chun-Li,

<NORMALCHUN-LI.def>
Only Normal Chun-Li mode.
To add her to your Mugen, add the following line to your select.def, under [Characters]:
Chun-Li/NormalChun-Li.def,

<SHADOWLADY.def>
Only Shadow Lady mode.
To add her to your Mugen, add the following line to your select.def, under [Characters]:
Chun-Li/ShadowLady.def,


=====<Palette Selection and Configuration>=====

This character has an unique method of selecting palettes. In the folder "Palette Configuration", there are three text files, one for each .def file discussed above. The palettes chosen in each text file determine which palettes are able to be selected in MUGEN. Inside the "Palette Configuration" folder, there is another folder called "Palette Guides"; inside, there are images of all the avaliable palettes, each has a number in its filename. Choose what button you want the pal to be assigned by editing it like in the following example: 
 
 
[State 5900, Palette 1 (x)] 
type = VarSet 
trigger1 = PalNo = 1 
var(0) = 1 ;CHANGE THIS LINE
 
This represents the palette chosen if you select Chun-Li using the x button. Simply change the number to the right of "var(O) =" with the desired palette number. So, if you wanted the palette number 3 to be used for x you would use:
 
[State 5900, Palette 1 (x)] 
type = VarSet 
trigger1 = PalNo = 1 
var(0) = 3 ;CHANGE THIS LINE


When Shadow Lady performs a super, a spark will appear over her eye during startup, delaying the super until the spark
disappears. You can change the way Shadow Lady's super eye sparks work in the config file:

[State 5900, Shadow Lady Eye Spark (0 = Delay, 1 = No delay)]
type = VarSet
trigger1 = 1
var(1) = 0 ;CHANGE THIS LINE

If "Delay" is chosen, when Shadow Lady performs a super the super will be delayed until the eye spark disappears; if "No
delay" is chosen, the super will proceed normally.


=====<Movelist>=====

 U - up          x - light punch        a - light kick
 D - down        y - medium punch       b - medium kick
 F - forward     z - heavy punch        c - heavy kick
 B - back        p - any punch          k - any kick
 s - start       2p- two punches        2k- two kicks

 (Air) - Move must be performed in the air.
 (EX)  - Move has an EX version, performed by pressing two punch/kick buttons.
 (MAX) - Use two punch/kick buttons when performing a Super move to power it up.


=====<Normal Mode>=====

<NORMAL>

.Chudanrenshu			a, a		(during standing far light kick)
.Kakusenshu			F + b
.Kintekishu			B + b
    .Tenkukyaku			b
	.Tenshokyaku		D, U + b
.Yokusenkyaku			F + c
.Kakukyakuraku			DF + c
.Yoshiken:			z		(Air, during angled jumping heavy punch)
.Yosokyaku:			D + b		(Air, up to three times)
.Koshuto:			F/B + 2p	(near opponent)
.Kirinshu:                   	F/B + 2k	(near opponent)
.Ryuseiraku:			F/B + 2p	(Air, near opponent)


<SPECIAL>

.Kikoken (EX):         		B, DB, D, DF, F, p
.Hyakuretsukyaku (EX):        	k, k, k, k, k
.Spinning Bird Kick (EX):	(charge) D, U, k
.Hazanshu (EX):			F, DF, D, DB, B, k


<SUPER>

.Kikosho (MAX):              	D, DF, F, D, DF, F, P
.Hoyokusen (MAX):		D, DF, F, D, DF, F, k
.Tenseiranka (MAX):		D, DB, B, D, DB, B, k


<LV3 SUPER>

.Hosenka:			(charge) B, F, B, F, 2k


<SYSTEM>

.Forward Dash:                  F, F
   .Run:                        hold
.Backward Dash:                 B, B
.Low Jump:                      tap U
.High Jump:                     tap D, U
.Long Low Jump:                 tap D, tap U            
.Sankaku Tobi:           	UF / UB 	(in air, near edge of screen)
.Sidestep:                      a + x
   .Sidestep Attack:            p / k
.Forward Roll:                  F + a + x
.Backward Roll:                 B + a + x
.Parry High:                    tap F
.Parry Low:                     tap D
.Air Parry:                     tap F           (Air)
.Power Charge:                  hold b + y
.Zero Counter:                  B, DB, D, p / k (during standing or crouching guard)
.Custom Combo:                  c + z           (Air also)
.Fall Recovery:                 2p / a + x      (while falling and allowed)



=====<Shadow Lady Mode>=====


<NORMAL>

.Kohokaitenkyaku		DF + b
.Kakukyakuraku			DF + c
.Yosokyaku:			D + b		(Air, up to three times)
.Koshuto:			F/B + 2p	(near opponent)
.Kirinshu:                   	F/B + 2k	(near opponent)
.Ryuseiraku:			F/B + 2p	(Air, near opponent)


<SPECIAL>

.Kikoken (EX):         		B, DB, D, DF, F, p
.Hyakuretsukyaku (EX):        	k, k, k, k, k
.Tenshokyaku (EX):		(charge) D, U, k
.Sen'enshu (EX):		F, DF, D, DB, B, k


<SUPER>

.Kikosho (MAX):              	D, DF, F, D, DF, F, P
.Senretsukyaku (MAX):		(charge) B, F, B, F, k
.Hazan Tenshokyaku (MAX):	(charge) DB, D, DF, F, UF, k


<LV3 SUPER>

.Final Mission:			(charge) B, F, B, F, 2p


<SYSTEM>

.Forward Dash:                  F, F
   .Run:                        hold
.Backward Dash:                 B, B
.Low Jump:                      tap U
.High Jump:                     tap D, U
.Long Low Jump:                 tap D, tap U            
.Sankaku Tobi:           	UF / UB 	(in air, near edge of screen)
.Sidestep:                      a + x
   .Sidestep Attack:            p / k
.Forward Roll:                  F + a + x
.Backward Roll:                 B + a + x
.Parry High:                    tap F
.Parry Low:                     tap D
.Air Parry:                     tap F           (Air)
.Power Charge:                  hold b + y
.Zero Counter:                  B, DB, D, p / k (during standing or crouching guard)
.Custom Combo:                  c + z           (Air also)
.Fall Recovery:                 2p / a + x      (while falling and allowed)



=====<Move Details>=====

 - You can cancel out of a close standing heavy kick by performing a high jump; this also resets your juggle points.
 - Yosokyaku can be performed up to three times in succession.
 - The last button used when performing Hyakuretsukyaku determines its strength. If it is two kick
   buttons the EX version is triggered.
 - Keep tapping kick button(s) to extend (non-EX) Hyakuretsukyaku indefinitely.
 - Hyakuretsukyaku can also be performed by inputting "B, DB, D, DF, F, k"; much like the standard way of performing the move, it can
   be extended by mashing one or more of the kick button(s).
 - Sen'enshu can avoid high attacks from the start of the move until Chun-Li flips forward.
 - Hazanshu, Sen'enshu, and the final hit of Tenseiranka are overheads.
 - You can cancel out of Hoyokusen after the final hit by performing a high jump; this also resets your juggle
   points.
 - In addition to the regular command, you can also perform Hazan Tenshokyaku with the classic command
   ([charge] DB, DF, DB, UF, k).



=====<Gameplay Notes>=====

COMBO SYSTEM:
 - Some Normal attacks can be canceled into Special and Super moves
 - Some Special moves can be canceled into Super moves
 - Some Lv1 Super moves can be canceled into MAX Super moves
 - Cancelling a Special, Super move or Custom Combo into a Super move resets the juggle points
   but also reduces its damage


CUSTOM COMBO:
 - Removes cancellable attack restrictions and gives you a lot of freedom to combo them
 - Juggle limit is lifted
 - You can only use EX Special or Super moves from the point the character starts flashing faster and  
   brighter, and doing so ends Custom Combo
 - Gives you a short invulnerability window at the start



=====<Version History>=====

<v.11/29/21>
 - fixed minor guard input bug
 - New sprites added by DGO: unique jumping medium punch, SFIII styled angled jumping medium kick (normal mode only, Shadow Lady uses
   old version), SFIII style standing parry (normal mode only, Shadow Lady uses old version), and SFA Kikoken (Shadow Lady's EX Kikoken
   only, normal mode uses old version)

<v.12/31/19>
 - added 1 tick to all Turning animation elements, as well as the Stand to Crouch and Crouch to Stand animations
 - super invincibility fixed/updated

<v.06/20/19>
 - Chudanrenshu can now be canceled out of
 - Added MvC Hyakuretsukyaku effects to Shadow Lady mode, courtesy of Hoshi
 - Removed bug that occured during Koshuto, where EnvShake would activate before the opponent hit the ground
 - Corrected an issue with the implementation of charge moves in the buffering system wherewhen cancelling into a charge special or
   super (during custom combo or when cancelling into a super in general)a new, full charge was required; an unintended requirement   
   that was not originally present in older versions of this character.
 - All hits now will be able to connect during Tenshokyaku if performed during custom combo

<v.11/19/18>
 - Total revamp/recode. Overhauled sprites, damage levels, animations, hitboxes, and coding. Now (mostly) uses frame
   data/velocities/timings from CvS2.
 - Hit sparks reduced 65% in size
 - Added EXPLODsive Buffering system, projectile reflection, and compatibility with the Reigi no Ishizue super from Vans's Chizuru.
 - Color separation has been touched up and overhauled.
 - Normal mode gained a new angled jumping heavy kick, from SFIII. Shadow Lady mode retains the original kick.
 - Added Kintekishu, and the associated Tenkukyaku -> Tenshokyaku target combo from SFIV.
 - Hyakuretsukyaku damage and hit velocities reduced, so that Chun-Li is now able to do a few more hits, but still does the same amount
   of damage as before.
 - EX Hyakuretsukyaku juggle behavior is now more like SFIV.
 - Hazanshu effects (both sound and visual) revamped.
 - Revamped Hosenka to bring it more in line with SFIV.
 - Number of Kikosho hits adjusted: level one version now does 6 hits; level two version does 12. Damage is unchanged.
 - Fixed an erroneous guard flag in crouching heavy punch (previously, opponents couldn't block it while standing).
 - Shadow Lady mode given more distinct normals: close HK, neutral jumping HK are based on SFA, and Kohokaitenkyaku was also added.
 - Shadow Lady mode's Kikoken is based on SFA: the projectiles travel much further than normal mode.
 - Removed bug where Chun-Li couldn't wall jump if jumping forward.
 - Removed bug where ocasionally, super jump cancelling standing close heavy kick made the super finish text appear.
 - Removed bug where super jump cancelling would prevent custom combo activation in the air.

<v.04/27/12>
 - Increased Hyakuretsukyaku guard hitvels
 - Revised some hitboxs
 - Hoyokusen range increased
 - New Tenseiranka shockwave effect by 2OS
 - Senretsukyaku and Hazan Tenshokyaku damage adjustment
 - Kikosho startup invincibility increased
 - Winquotes revised

<v.04/07/12>
 - Fixed some AI issues
 - Removed a Kikosho juggling bug
 - Fixed some afterimage issues
 - Decreased Hyakuretsukyaku hitvels

<v.04/04/12>
 - Massive update, 
 - Added Shadow Lady mode, adding Sen'enshu, Senretsukyaku, and Final Mission. Normal mode is now 
   unable to perform Tenshokyaku or Hazan Tenshokyaku.
 - New small portrait, and new Kikosho and Hosenka effects
 - Major CLSN overhaul 
 - Changed around canceling rules
 - Added high jump cancel to standing close heavy kick
 - Kick Zero Counter now uses crouching medium kick animation, as in SFA2
 - Projectiles recoded
 - Throw damage changed
 - Can now perform Yokusenkyaku up close
 - Decreased pausetimes on Hyakuretsukyaku, can now link from it
 - Added invulverability frames to EX Spinning Bird Kick
 - Hazanshu hittimes increased, can now link light attacks from it
 - Tenshokyaku velocities are now more accurate
 - The projectile for MAX Kikosho lasts longer
 - Level 1 Hoyokusen now launches opponents lower than MAX Hoyokusen
 - Added AI

<v.08/01/10>
 - Decreased some Hosenka pausetimes
 - Fixed Kikoken sound error.
 - Removed a canceling bug.
 - Removed ability to do a custom combo after canceling Hoyokusen.
 - Modified juggling behavior of Hoyokusen and Kikosho.
 - Made so minor changes to the CLSN's for most non-normal moves.
 - Fixed a bounce into air animation bug.
 - Removed a bug that made the first hit of Hosenka unblockable.
 - Added some more winquotes, and removed a couple.

<v.07/28/10>
 - First release



=====<Special Thanks>=====
 - JustNoPoint/Dreamslayer for sprite rips
 - P.o.t.S. for code, effects, hitsparks, LP Kikoken sprites, and formatting style
 - MotorRoach, Rai Tei, and Felo_Llop for the Kintekishu sprites.
 - VioFitz for the MAX Senretsukyaku finish sprites
 - Hoshi for the air throw attempt sprites, small edits to the second Midnight Bliss sprite, and the Kikosho effects
 - DGO for the jumping medium punch, SFIII style jumping kick, SFIII style standing parry, and SFA Kikoken sprites 
 - FeLo_Llop for all other sprite edits
 - Drex for the Kikoken effects
 - CrazyKoopa for the Hosenka wind effects
 - 2OS for the Shadow Lady warp effects and the Tenseiranka shockwave effect
 - zero de armentis and Hoshi for some small edits to the Midnight Bliss sprite
 - Cyanide for his help with some coding issues in EX Spinning Bird Kick and Hosenka
 - Jesuszilla for the alternate small portrait
 - Dshiznetz the main Lv3 Super Portrait
 - Rojenomu for the alternate Lv3 Super Portrait
 - ArmorGon for the Hosenka wind effect colors
 - AnthemHero, Banxman3, Basara-kun, Blackmore, CGU, Chosis, ComboKyo, Cyan Paul, Cyclysm, Drex, gamespy, Girard,
   Goodaldo, Hades, Hero, Hoshi, Insanius, Iced, Jesuszilla, Kirishima, Knuckles8864, LurkerSupreme, MalaDingDong,
   MC2, PsychoKrusher, ShoShingo, Takato-kun, Titiln, and Zero-Sennin for palettes
 - Everybody at the MUGEN Fighters Guild for feedback.
 - The MUGEN Fighters Guild for providing hosting.


=====<Disclaimer>=====

 - The Chun-Li character is property of Capcom
 - Capcom vs SNK is property of Capcom
 - This MUGEN character is a non-profit fan work, it cannot be used for any commercial purposes