;========================================
;==========;MASTER SHAKE EDIT;===========
;========================================
		 [version 1.15 / 08/22/22]
		;;;;;started 06/16/18;;;;;
			;;;;;;by N_N;;;;;;

;============
;INFO
;============
This is an edit of tannergates' Master Shake that basically reworks the entire character. Moves have been added, tweaks have been made, and bugs have been squashed.

;------------
;BACKSTORY
;------------
Ever since what seemed like forever, I've had tannergates' Master Shake in many of my rosters, being the ATHF fan I am. I mean, he had nice sprites, voice clips from the show, and lots of moves! What more could you want? 
Well one day I actually looked at him again and found out that not only did he feel clunky to play as, he was weirdly coded in some areas as well... so I started thinking, "Hm, how could I improve this guy?"

I didn't have the knowledge back then to edit Shake, but now I (hopefully) do. I figured that since I had previously dabbled in character edits I could maybe salvage something out of him. I didn't want to let those sprites go to waste!
Editing Shake was fun but at times kind of tedious, though overall a nice learning experience.

Now, over four years of intermittent work later, he's more or less complete. He should now feel practically like a brand new character, since I don't even know if you could call this an edit anymore; there's barely any of his original coding left.

;============
;WHAT'S NEW?
;============

;-----------------------------------------
;"The AI Update" edition (08/22/2022)
;-----------------------------------------
- Added AI
- Both versions of Lawnmower now push the opponent back farther
- Light version of Lawnmower is now safer to use
- Fixed bug in the "Typical Shake" winpose where, if Shake were close enough to the opponent, he would briefly wobble in place
- Fixed a few miscolored pixels here and there

;-----------------------------------------
;"Let's Fine Tuning!" edition (08/09/2022)
;-----------------------------------------
- LOTS AND LOTS OF CLSN CHANGES
	- Now has a wider hurtbox when crouching
	- Now has a shorter hurtbox when jumping
	- Made some hitboxes more consistent, i.e they don't jump all over the place anymore
	- Shake's hurtboxes don't go below the ground anymore
	- Overall, Shake's hitboxes now prioritize functionality over aesthetics
- Improved juggling
- Super Bat Beatdown now inflicts a wallbounce, opening up more combo possibilities
- Made Super Bat Beatdown travel farther across the screen
- Super Bat Beatdown is now active for a few less frames
- Added states for Shake to go into when Super Bat Beatdown is blocked
- Made Super Birthday Snake slightly less safe to use
- Super Birthday Snake is now capable of destroying projectiles
- Shake now goes higher off the ground during the hard version of Lawnmower
- Hard version of Lawnmower automatically idles after 12 ticks
- Increased damage on the hard version of Lawnmower by 25%
- Hard version of Lawnmower is no longer an overhead
- Increased damage on heavy version of Object Throw by 10%
- Changed timing on the animation for Object Throw, and also gave the heavy version a new animation
- Phone now makes the opponent fall if hit by it in the air
- Properly centered the Phone and TV helpers
- Squirt projectile no longer places down some FX if the opponent gets hit by it in the air
- The following parameters have been adjusted in most of Shake's hitdefs for an overall smoother experience:
	- pausetime
	- ground.velocity, air.velocity
- Lots of minor frame data tweaks
- Sped up a lot of attacks
- You can actually hit Hand Banana now!!
	- Made Hand Banana slightly faster to compensate for this
- Fixed bug where opponents would stick to Hand Banana after being killed by him
- Added ScreenBounds to some of the opponent's thrown hitstates
- Added custom hitsparks and hitsounds
- Upgraded blood sparks
- Added "whoosh" sound to throws
- Opponent now falls down faster when hit by Spinning Throw
- 2b has been completely reworked. Have fun :D
- Made 5y feel smoother, both in terms of animation and gameplay
- Increased player width
- Added a new winpose. You'll know it when you see it
- Added a new small portrait
- Upgraded the quality of certain voiceclips
	- Replaced a few sound effects too! That explosion sound was bothering me for the longest time
- Slightly touched up the Ezekiel sprite
- Added a new palette ("'Billy & Mandy' Shake", aka Shake as he appears in the Billy & Mandy episode "Battle of the Bands") and modified some of the preexisting ones
- Got rid of some unused stuff

;-----------------------------------------
;Farewell to Beta edition (02/25/2022)
;-----------------------------------------
- Added command normal: Stomp
- Made some animations look crispier
- Added more special -> hyper chains
- Toyed around with his hittimes and such a bit more
- Phone has been buffed a little
- Fixed bugged damage dampener for projectiles and light version of Lawnmower
- Hypers are now affected by the damage dampener! Somewhat. They only get scaled if Shake happens to cancel a special into one of them
- Squirt can no longer be performed when the opponent is knocked down
- Fixed up the 2nd throw hitstate a little
- Buffed Hand Banana some more by making his grab unblockable and having him do more damage. Also 2 seconds have been reduced from his cooldown time
- Super Bat Beatdown now only hits grounded opponents
- Decreased jumpsquat to 3 frames. 8 was too many!
- The Broodwich and Squirt projectile now have hurtboxes
- Made Super Birthday Snake slightly more safe to use
- Rain now travels a bit slower in the Drizzle hyper
 - also gave the hyper more cooldown
- Removed unneeded leftover KFM code from Standing Medium Punch
- Super Broodwich Temptation used to give back a very slight portion of the player's power bar. This does not happen anymore
- Small very unconventional aesthetic fix involving the shadow of Shake's right hand being misaligned on the Drizzle hyper
- The aerials now use more than one hitspark
- Meatwad is now properly aligned on the ground on the "I WANT CANDY" winpose
- Handbanana now properly aligned on the ground and has went from being 2 explods in the "Tonight you" intro to a helper
- Made the explods a bit more consistent. The following animations have now either been removed or have new sprites:
 - Snake fire (1701)
 - Fire hitspark (1702)
 - EX effect used in Drizzle hyper (9807)
- polished some of his sprites
- Corrected a few of his hitsounds
- Removed intros against Batman and Lobo - wasn't the biggest fan of them
- Made "MONSTERS" intro a bit more fluid and have better lip sync
- Red palette should now be a bit more easier on the eye
- Other minor changes I forgot about!!!

;-----------------------------------------
;"nodog still sucks at this" edition (02/19/2019)
;-----------------------------------------
- Added Drizzle hyper
- Added Lawnmower special
- Added the rest of his aerials
- Added crouching medium punch
- Added a new back throw
- Removed A.I. (was too buggy)
- Reduced startup on supers
- Increased endlag on some moves
- Fixed glitch that when you held back in mid air and pressed Medium Punch it would cause Shake to throw the other opponent in mid air and get stuck
- Fixed strange glitch that barely allowed Shake to combo
- Broodwich now made unblockable (this also caused a glitch with p2 being able to gain control if they guarded while they made contact with it)
- Changed his way of gaining power
- Replaced p2stateno in hitdef in Squirt special with a TargetState
- Super Birthday Snake hyper no longer affected by damage dampener
- Squirt given a slight variation
- Added another winpose
- Added Handbanana summon animation
- Removed the miniscule CLSN2 on Anim 3000 (Super Combo Startup) and made it entirely throw-based
- Added some running sounds and explods to Handbanana

;-----------------------------------------
;random fixes and minor things (11/04/2018)
;-----------------------------------------
- Fixed stupid oversight where you could perform some hypers in midair
- Fixed bug where Broodwich hyper background wouldn't fit the screen
- The enemy now properly goes into a custom state on Broodwich contact, also fixing the bug with teammates hitting the enemy out of the move in the process.
- Fixed the bug where Shake would be insanely high in the air (and making the camera scroll) if he happened to jump while the Broodwich deployed
- Made Hand Banana assist have actual cooldown instead of having Shake just stand there
- Made crouching light kick go slightly farther
- Changed and added a few sounds
- Changed some animations to make them flow smoother
- Added a new palette
- Other things i forgot

;-----------------------------------------
;Initial Beta Release (08/13/2018)
;-----------------------------------------
- Changed the layout of him to be 4-buttoned, as I felt it was too clunky in the previous conditions Shake was in
- Added RicePigeon's damage dampener and improved guarding code
- Removed Super Jump, Sweep, Sword Toss, and some other moves for now
- Made Birthday Snake a hyper
- 3/4 crouching attacks have been added (I went the Dhalsim way and made his kicks slides)
- Aerial attacks have been dummied out (besides 1; trying to figure out how to make the frame advantages on those more consistent)
- Buffed Hand Banana assist by making it continously do damage to the opponent
- Majorly changed/rewrote his throw and just about every special and hyper he has
- Lowered player velocities
- A.I.
- Broodwich Temptation now has:
 - new sounds
 - an indicator of Shake placing down the Broodwich
 - a SuperPause after the opponent is teleported
 - various AssertSpecials
 - a less colorlossy background
 - a requirement of at least 2000 Power
- Super Bat Beatdown now has:
 - a new sound for the glide
 - a new animation of the beatdown
 - a glide with a shorter distance
- Added many ooh-so-shiny explods to him (mainly hi-res ones. filtered mvc1 dust fx and filtered hyper backgrounds from the last blade as well cuz screw consistency)
- Realigned many sprites and got rid of duplicates
- Rehauled .air
- Gave TV and Phone Throw their own separate startup animations
- Made the Broodwich Temptation Hyper not activate under certain situations, i.e. when there is already a Broodwich down
- Added palettes
- Removed the [adult swim] logo, although it can still be turned on by going to the configuration file (Coding/Option.txt)
- Organized the states
- Added a previously unused sound and animation to state 170
- Added sparks to his attacks
- New gethits
- All the winposes should now work (previously, only 1 was being activated)
- Added 2 new intros; one against monsters, and one non-specific one
- Added a new winpose - the "safety fart"
- Made sounds louder
- Gethit sounds should now function
- Corrected head.pos and mid.pos
- Changed the number of the anim 5500 to 1500 to avoid shake turning into an explosion on the continue screen
- Fixed Hand Banana's run appearing too early on "Tonight, you..." intro
- Added some lifebar portraits, including portraits for the Vortex lifebar (by LOL Boy), Dissidia's Melty Blood: Actress Again lifebar, and the Hatsune Miku Project MUGEN Extend lifebar

;============
;WHAT NEXT?
;============
To do:
- fix whatever bugs that are pointed out
- Refine AI?

IN THE FUTURE:
- Find a way to make Hand Banana's transition from run to grab not so abrupt
- MAAAAAYBE more specials and hypers
- intro involving carl's pool? who knows

;============
;KNOWN BUGS
;============
Confirmed:
- Doesn't play nice in Simul mode
- EnvColor on Super Bat Beatdown seemingly does not work in 1.1

Unable to replicate:
- Opponent is able to get stuck into custom state (bug report sent forgot which state)
- Broodwich stuff can spawn in mid-air
(It probably makes a big difference that both of these happened in 4v4 Simul mode!)

;============================
;---------MOVELIST-----------
;============================
Shake is 4-buttoned (he uses LP, LK, MP, and MK for attacks).

Comboing is fairly simple. Just remember the following:

You can chain standing normals to crouching normals (with the exception of MP & MK)
Normals can be chained from light to strong
Normals can be "zig-zag" chained (e.g. LP -> LK -> MP)
Normals are able to be chained into specials
Specials are able to be chained into hypers

Now have at it!

;======
;LEGEND
;======

B = Back
D = Down
DB = Down Backward
DF = Down Forward
F = Forward
K = Any Kick
P = Any Punch

;=========================
;NORMALS / EVERYTHING ELSE
;=========================

- F, Medium Kick: Stomp
 - Shake jumps up and then stomps on the ground, which launches the opponent if it connects. OTGs.

- Hold F, Medium Punch (near opponent): Spinning Throw
 - Shake grabs the opponent by the head, spins them around, and then throws them away.

- Hold B, Medium Punch (near opponent): Psuedo-German Suplex
 - Shake grabs the opponent and falls to the ground, releasing them in the process. This causes the opponent to fly and bounce off the nearest wall.

- Medium Punch + Medium Kick: Hand Banana Summon
 - Shake summons Hand Banana, who runs towards the opponent and performs the Heimlich on them, for lack of a better description. Unblockable, but has 5.5 seconds of cooldown.

;========
;SPECIALS
;========

- D, DF, F, P: Object Throw
 - The item Shake throws is determined by the strength of the button pressed.
  - If you activate this move with the light punch, Shake throws a phone that moves fast and covers a lot of horizontal distance.
  - If you activate this move with the hard punch, Shake throws a TV. It moves rather slowly and doesn't cover much horizontal distance, but packs more of a wallop than the phone.

- D, DB, B, P: Lawnmower
 - Shake grabs a lawnmower and attacks with it. Depending on the strength of the button pressed, there are two versions of this move.
  - If you activate this move with the light punch, Shake simply runs towards the opponent with the lawnmower for a total of 5 hits. A good comboing utility.
  - If you activate this move with the hard punch, Shake leaps forward slightly, lawnmower in hand. Doubles as an anti-air, with the startup having invulnerability. Keep in mind that this move has a clean and a late version, the clean version being significantly more powerful than the late version.

- D, DF, F, K: Squirt
 - Shake squirts out a little shake from inside him, and any opponents who touch it get frozen. Especially good for setups. If Shake tries to do this while the opponent is frozen, he gets frozen instead. Also Shake can't do this while the opponent is knocked down. If this sounds familiar to a certain ninja's move, that's because it is. 
  - The harder the strength of the button pressed, the farther the milkshake goes.

;======
;HYPERS
;======

1 power bar
----
- D, DF, F, P+P: Super Bat Beatdown
 - Shake glides towards the opponent. If the glide connects, Shake beats them up with a baseball bat, then finishes the lengthy assault with a shotgun.

- D, DB, B, P+P: Super Birthday Snake
 - Shake pulls out a box containing the lovable cuddly Nathan Scott Phillips! Nathan then breathes fire onto the opponent. While it does cover a lot of the screen, beware that this move is somewhat laggy. Also destroys projectiles.
 
2 power bars
----
- D, DF, F, P+K: Super Broodwich Temptation
 - Shake places a Broodwich on the ground, which disappears after a few seconds. Should the opponent touch it, they get transported to The Broodwich Dimension, where Jerry attacks them with an axe.

3 power bars
----
- D, DF, F, K+K: Super Hero
 - Shake puts on a mask that makes him become The Drizzle. After he does so, acidic rain will fall down from the screen that can be moved by pressing left/right. Pressing Light Punch + Medium Punch will cause lightning to strike the unworthy opponent.

;=========================================
;----------------CREDITS------------------
;=========================================

Garfieldfan - feedback and suggestions
inktrebuchet, Jesuszilla - coding assistance
Just No Point, Vans, and all the collaborators on the "improved KFM" project - for a lot of the overridden common1 states
LOL Boy - for the Vortex portraits
matoh_2 - coding assistance and feedback
P.o.t.S - for the "greatest hits of character feedback" thread which contained some snippets of code that I used, plus general tips. Also I don't know if you made them but I borrowed the blood hitsparks from your Lei-Lei
Pokemaster2016 - My "partner in crime" so to speak -- offered bug reports, testing, feedback and Meatwad sprites
RicePigeon - for damage dampener and improved guarding code
Ryon - for the filtered Dhalsim fire sprites (group 9812)
Seravy - modified your AI guarding/difficulty code
tannergates - for creating the original Master Shake. (Thanks for the acknowledgement!)
TheKoolOne - "safety fart" winpose idea
Warner - Used some code from your Bender for the "Typical Shake" winpose
Yu-Toharu - Made some character lists that I used for a couple of Shake's intros

Shoutouts to G-Money, ReptileK, Sniper, Tab, BabyPenguin, & SINFULLY. You know who you are!

;===============
;----CONTACT----
;===============

My website - vennomous.neocities.org
YouTube - youtube.com/channel/UCfLSAULu4IzJOf229FdZsJg

Enjoy!