==========================| Maki Genryusai by RadioMicrowave |=========================
Version: v0.1.0	(12 July 2026)
Works on: Ikemen GO (nightly version works, haven't tested on older versions)

- Contact: jayaksiguess@gmail.com or @radiomicrowave (Discord)
- IF YOU PAID MONEY FOR THIS CHARACTER, YOU'VE BEEN SCAMMED BIG TIME! All my work is and always will be 100% free.

- Heavily customized version of Maki from Final Fight/Street Fighter, based off of Knuckles8864's version
	(Same deal with my version of Sakura, thanks to Knuckles for letting me steal his code lol)

======|  FEATURES:  |=======

This character uses a custom gameplay style created by yours truly which features:
- Shorthops, Just Defends, and a 4-button control scheme inspired by SNK fighters of yore
- Free air control, spotdoges, chain combos, and wall techs inspired by greatest game of all time Asuka 120% LimitOver
- A guard button! No hold back to block here.
- A long jump for schmoovin' around
- Autocombos done by mashing LP
- Strings! (Sorta, they're more like fancy target combos)
- Taunts that drain meter! (Inspired by Art of Fighting 3)
- Power Specials!; Unique moves that cost a bit of meter to use. Sort of a middle ground between EX moves and Supers.

I plan to use all of these mechanics, as well as others I couldn't put in due to Ikemen's limitations
in an original fighting game called Hyperlayer, either using modified Ikemen or another engine like Godot.
Think of this character as a prototype for that gameplay style.
Bug reports and/or gameplay feedback is greatly appreciated!

====|  ASSET SOURCES:  |====

- SPRITES: Capcom vs SNK 2 (SFF by Knuckles8864)
- HITSPARKS/VARIOUS FX: Garou: Mark of the Wolves + a bit of CvS2
- VOICE LINES: Capcom vs SNK 2
- SOUND FX: Garou, SF3: 3rd Strike, CvS2, & TheMatchMakers' free SFX library 
- HITBOXES, ANIMATION, & LIKE MORE THAN HALF THE CODE: Maki by Knuckles8864

=======|  TO DO:  |========

This is still a WIP character, so there's some things I haven't gotten around to yet.
- Actual AI
- Properly implementing wall teching
- Implementing throw techs? I couldn't get them to work in my testing.
- Fix bug with clipping thru ground after KO
- Potential balance changes
- Whatever else I might have missed.

------MOVELIST------

[THROWS]
Shishigari				(f/b) + SP+SK
Sakura Jime				SP+SK
Head Bomber			 	SP+SK (in midair)

[UNIQUE ATTACKS]
Hiji Otoshi				d+LP (in midair)
Split Kick				b+SK
Bushin Gokusa Ken		LP->LP->LP->LP
Bushin Gokusa Nage		LP->LP->LP->LK

[SPECIALS]
Genko					qcf,P
Hayagake				qcf,K
-- Stop					P
-- Kage Sukui			LK
-- Kubikari				SK
Saka Hayagake			qcb,K
-- Stop					P
-- Fwd. Jump			LK
-- Back Jump			SK
Reppukyaku				d,d,K

[POWER SPECIALS]
Hassōkyaku: Grab		qcb,2P (midair, near wall)
Hassōkyaku: Divekick	qcb,2K (midair, near wall)
Tengu Daoshi			hcf,2P (air OK)

[SUPERS]
Bushin Gouraiha			qcf,qcf,LP
Tesshinhou				qcf,qcf,LK
Arajatengu				qcf,qcf,P (in midair)

[LV2 SUPERS]
Bushin Gouraiha			qcf,qcf,SP
Tesshinhou				qcf,qcf,SK
Bushin Fungeki			hcb,hcb,P

[SYSTEM]
Guard					Hold (G/d+G)
Just Defend				G/d+G at last second
Shorthop				Tap (u)
Forward Dash			f,f/f+QA
-- Long Jump			u (during Fwd Dash)
Backward Dash			b,b/b+QA
Dodge					LP+LK
-- Dodge Attack			P/K (during Dodge)
Fall Recovery			(f/b) + P+K/QA (when hitting ground)
Air Tech				P+K/QA (while falling from a hit)
Wall Tech				P+K/QA (when hitting corner of stage)
Taunt					S

[LEGEND]
f = Forward
b = Backward
u = Up
d = Down

A = LK
B = SK
X = LP
Y = SP

P = X or Y
K = A or B
2P = X+Y
2K = A+B

Z = G (Guard)
C = QA (Quick Action)
S = Start