==========================| Sakura Kasugano 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 Sakura from Street Fighter, based off of Phantom.of.the.Server's version
	(Which is my fancy way of saying thank you to P.O.T.S. for letting me steal like 2/3rds of the code for this character)

======|  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
- 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: Street Fighter Alpha/Zero, CvS, Marvel vs Capcom (SFF by Phantom.of.the.Server)
- HITSPARKS/VARIOUS FX: Fireball sprites are from CvS2, everything else is from Garou: Mark of the Wolves.
- 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: Sakura by Phantom.of.the.Server

=======|  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]
Sailor Shot				(f/b) + SP+SK
Sailor Fly				SP+SK (in midair)
Sakura Jime				SP+SK

[UNIQUE ATTACKS]
Sharp Elbow				f+LP
Flower Kick				f+SK
Sakura Genki Geki		LP->LP->LP

[SPECIALS]
Hadōken					qcf,LP
Tengyo Hadōken			qcf,SP
Shō'ōken				d,d,P
Shunpuukyaku			qcb,K (air OK)
--Shunpuu Renkyaku		K (while landing from Shunpuukyaku)

[POWER SPECIALS]
Ōkakyaku				qcf,2K (in midair)
Shakunetsu Hadōken		hcf,2P
Shō'ō-Cannon			qcf,2K

[SUPERS]
Shinkuu Hadōken			qcf,qcf,P
Midare Zakura			qcf,qcf,K
Haru Ichiban			qcb,qcb,K

[LV2 SUPERS]
Genki Ichiban			hcb,hcb, (P/S)

[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