                            __________________________________________
===========================| Shingo by Jmorphman                      |===========================
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯             [2024.03.03]

 - Contact: Jmorphman@gmail.com
 - Website: http://network.mugenguild.com/jmorphman/

 - Customized version of SNK's Shingo character, for MUGEN 1.0; featuring a brand new spriteset by Troy

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

 - All the essential stuff
 - Details and moves taken from his various video game appearances
 - Gameplay mixed from several games, including CvS2, KOF, SFA3 and SFIII
 - Special intros versus Kyo Kusanagi (both normal and Kusanagi modes), Iori Yagami, Kasumi Todoh, and Sakura.



=====<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>

.Geshiki: Gofu Kakkodake:                       F + b
.Hatsugane:                                     F/B + 2p                                    (near opponent)
.Issetsu Seoi Nage Fukanzen:                    F/B + 2k                                    (near opponent)


<SPECIAL>

.114 Shiki: Aragami Mikansei:                   D, DF, F, x / y
.115 Shiki: Dokugami Mikansei:                  D, DF, F, z
.Shingo Kinsei Ore Mu-shiki (EX only):          D, DF, F, 2p
.100 Shiki: Oniyaki Mikansei (EX):              F, D, DF, p
.Shingo Kick (EX):                              B, DB, D, DF, F, k
.101 Shiki: Oboro Guruma Mikansei (EX):         B, D, DB, k
.Shingo Kinsei Ore Shiki: Nie Togi (EX):        F, D, DF, k                                 (near opponent)
.212 Shiki: Kototsuki Mikansei (EX):            F, DF, D, DB, B, k
.Shingo Kinsei Ore Shiki: Getchu (EX):          D, DB, B, p


<SUPER>

.Geshiki: Kake Horin (MAX):                     D, DF, F, D, DF, F, p
.Burning Shingo (MAX):                          D, DB, B, DB, D, DF, F, p


<Lv3 SUPER>

.Shingo Kinsei Ore Shiki: Kamukura:             F, DF, D, DB, B, F, DF, D, DB, B, 2p        (near opponent)


<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
.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>=====

 - 115 Shiki: Dokugami Mikansei has a random chance of delivering a critical hit; the critical hit version has a relatively brief period 
   of autoguard before Shingo attacks.
 - Shingo Kinsei Ore Mu-shiki, the EX version of 100 Shiki: Oniyaki Mikansei, and the EX version of 212 Shiki: Kototsuki Mikansei have
   autoguard.
 - The EX version of Shingo Kick is an overhead, as are all versions of Shingo Kinsei Ore Shiki: Getchu, and the critical hit finisher
   of the heavy version of 101 Shiki: Oboro Guruma Mikansei.
 - The heavy version of 101 Shiki: Oboro Guruma Mikansei has a random chance of delivering a critical hit finisher.
 - Shingo Kinsei Ore Shiki: Nie Togi can juggled afterwards with any attack; however, this can only be done once per combo.
 - The EX version of Shingo Kinsei Ore Shiki: Nie Togi is an unblockable throw, and has the same juggle reset property as the normal 
   version.
 - The second hit of 212 Shiki: Kototsuki Mikansei can hit opponents on the ground.
 - Shingo Kinsei Ore Shiki: Getchu can counter opponent's attacks; a successful counter will causes the opponent to bounce off the 
   opposite side wall. The EX version (if the move does not counter an attack) causes the opponent to crumple to the floor, and can be
   followed up with any attack before they hit the floor.
 - Geshiki: Kake Horin can be juggled afterwards with any attack; however, this can only be done once per combo. Additionally, it will
   cause guard crush on any opponent who blocks it. The MAX version will leave the opponent stunned in guard crush long enough to combo 
   off it. 
 - Shingo Kinsei Ore Shiki: Kamukura is an unblockable throw.



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

COMBO SYSTEM:
 - Some Normal attacks can be canceled into Command, 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.2024/03/03>
 - Added in-game movelists (accessible in IKEMEN only)
 - Added an HTML movelist to the directory for cleaner, easier-to-read movelist viewing
 - Changed command file extension from .cmd to .st
 - Crouch friction changed to 0.85
 - The air hit velocities of all normals are now based (mostly) on CvS2
 - Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations
 - Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides
 - Removed bug where throws would whiff against opponents who remain in state 140
 - Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup)
 - Added intro vs Kusanagi
 - Minor improvements to the intro vs Iori: no longer plays against certain Iori's Orochi modes, and now has delayed startup vs.
   KarmaCharmeleon's Iori so that both characters aren't directly talking over one another
 - Hatsugane now uses a different post-throw animation for opponents with a bounce animation with no y-offset (it looked bad otherwise)
 - Corrected bug where the custom states used by Oboro Gurama Mikansei didn't allow opponent to perform safe fall

<v.2023/02/22>
 - Tweaked hitvels for Oniyaki Mikansei during Custom Combo; now it's no longer possible to repeatedly mash the move in the corner and
   rack up almost 500 damage.
 - The custom states added to Oboro Guruma Mikansei inadvertently left the opponent in a custom state; this has been corrected.
 
<v.2023/01/08>
 - Fixed the thought bubble in the turns intro, which was displaying incorrectly
 - The thought bubble used in various intros, default taunt, and Kamukura were incorrectly not bound to Shingo; they now are locked in
   place relative to his position
 - Added custom hit states for the upward launching kicks in Oboro Guruma Mikansei; this should help all hits connect, even against
   opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.

<v.2022/12/31>
 - First release



=====<Special Thanks>=====
 - Troy for the sprites
 - P.o.t.S. for code, effects, hitsparks, formatting style
 - SeanAltly for last few aerial frames as well as the landing frames of Shingo Kick
 - MotorRoach for all other sprite edits/fixes
 - 2OS for the guard crush FX
 - KarmaCharmeleon for guard crush code
 - KoopaKoot and Vans for data reference
 - Basara-kun, BluDust, CureichiEvil2610, God of the SunFries, KarmaCharmeleon, Kirishima, Lurker, NDSilva, PauloS, Project.13,
   ThatOneBeebus, and WF4123 for palettes
 - Everybody at the MUGEN Fighters Guild for feedback.
 - The MUGEN Fighters Guild for providing hosting.



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

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