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HEAVILY ARMED SATSUKI aka DON SATSUKRIEG
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GEMS
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H.A.Satsuki uses gems that rotate around her to power up certain moves. For most, simply landing the move will allow you to perform an EX version of that move while it's associated gem is flashing, among other benefits. While a gem is flashing, normals associated with that gem also deal increased damage and have a slight amount of chip damage.

The gems are named as such:
Lightning - Diamond-shaped, default blue
Force - Star-shaped, default gold
Chaser - Triangle-shaped, default green
Fire - Round, default red

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NOTEWORTHY NORMALS
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= A + X (Air OK)
Standard throw.

= f + X
A unique command normal. Contacting with this move will power up the Fire gem, and using this move while the Fire gem is powered up will enhance the move to hit the opponent several times, allowing for follow-ups.

= Y
Can be held to become an overhead, and cause an automatic ground bounce. Will ground bounce on counter hit.

= B
Deals increased damage while Force is powered up.

= df+B
A sliding command normal.

= (Air) A
Deals increased damage while Lightning is powered up.

= (Air) Y
Deals increased damage while Chaser is powered up. Causes ground bounce on counter hit and upon hitting an airborne enemy.

= (Air) B
Deals increased damage while Force and/or Fire is powered up.

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SPECIALS
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- d, df, f + K - "Arm of the Runner"
Chargeable projectile. Pressing any kick will launch the projectile early, while pressing any punch will cancel the charge. You can also dash cancel out of the charge. Canceling the charge will store it, allowing you to continue the charge later.
When launching the projectile, using the heavy kick variant will throw it at a more upward angle.
If the charge is full, Force is powered up. While Force is powered, all dashes have increased speed. Firing the projectile consumes the Force buff.

- d, df, f + P - "Rotor Press S"
Blockable grab. The heavy version travels further but takes longer to come out. Powers up Chaser upon contact.
Pressing both punches while Chaser is powered up causes an enhanced version that allows for follow-ups.

- f, d, df + P - "Rotor Press A"
Anti-air grab. The heavy version reaches further forward. Powers up Chaser upon contact.
Pressing both punches while Chaser is powered up causes an enhanced version that allows for follow-ups.

- d, db, b + P - "Rotor Press J"
Leaping anti-air grab. The heavy version travels further. Powers up Chaser upon contact.
Pressing both punches while Chaser is powered up causes an enhanced version that allows for follow-ups.

- d, d + K - "Final Big Bang"
Ground slam that must be blocked low, but won't hit airborne opponents. Has armor on start-up. Powers up Lightning upon contact.
Pressing both kicks while Lightning is powered up will enhance the move, which hits more and has armor through most of the attack.

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SUPERS
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- d, f, d, f + P - "Jewel Strike"
(LEVEL 1) Dashes in and grabs the opponent, and then blasts the opponent backwards with the Fire gem. Consumes the charge on each gem, and buffs the move in a unique way for each charge that was consumed.
Lightning: Move is invincible
Force: Teleports in front of the opponent instead of leaping a set distance
Chaser: Move is unblockable
Fire: Damage is increased

- d, f, d, f + K - "Golden Blast Nuclear"
(LEVEL 1) Super projectile that travels along the ground. Must be blocked low.


- d, f, d, f + KK - "Golden Blast Nuclear EX"
(LEVEL 2) Super projectiles that travel along the ground. Must be blocked low. Each powered gem increases the power of one of the four projectiles.

- f, d, b + K (Air OK) - "Earth Resolver"
(LEVEL 1) Throw super. Changes effect depending on if all gems are powered or not.
If at least a single gem isn't powered, the opponent is drained, and all gems are powered. Damage is increased and Satsuki heals more for each gem that wasn't powered when the move connects.
If all gems are powered, the charges are consumed, and the move is replaced with a throw that deals a significant amount of damage.

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ADMIRAL MODE
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With use of the settings.txt file, you can activate Admiral Mode. This is an alternate style of play that removes the Gems mechanic, and changes a fair bit of the moves as a result. The character functions relatively similar, so I'll just list the notable differences here.

- Enhanced specials can be done at any time, but cost 1 bar of meter.
- f+LP is a more basic command normal, giving Satsuki more distance, and can be chained out of.
- Aerial Y no longer causes ground bounce on airborne opponents, but can be charged similarly to Standing Y.
- Aerial standard throw can be used in mid-combo.
- QCF+K (Arm of the Runner) is replaced with a similar move. Instead of launching a projectile, it causes Satsuki to unleash a powerful punch, which has armor on startup. Causes wallbounce on counterhit. Has an enhanced version that automatically punches at full charge.
- 2QCF+P (Jewel Strike) is replaced with a quick, upwards explosive attack.
- 2QCF+K and 2QCF+KK (Golden Blast Nuclear) are replaced with Ghastly Poison Gas Bomb and MH5 respectively. They both cause Satsuki to throw a bomb projectile that arcs. The trajectory of Ghastly Poison Gas Bomb can be changed depending on the kick button pressed.
- HCB+K (Earth Resolver) can no longer be used in the air. The remaining variant will perform a different attack which does unmodified damage.
- There's a new move called Nail Shooter, performed with 2QCB+PP. It requires 2 bars and fires laser projectiles across the screen. It does less damage the farther the projectiles have to travel.

The files included should have a has.def for the default style, and has2.def (linked to settings2.txt) for admiral mode. There are more settings in the txt file that include things like random styles and random voice selection.

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THANKS
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Colton - Smash Bros sprites
Dazz - Satsuki sprites
Death Egg - Gunstar Heroes sprites
gabrielwoj - Smash Bros sounds
Meldo - Bugtesting
Random Talking Bush - Satsuki sprites, Smash Bros sounds
Ryan914 - Gunstar Heroes sprites
Vanilluxe92 - Satsuki voice samples