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Lie Meiling (lieMeiling_RP)
(Touhou: Gensokyo Reloaded version)
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Author: RicePigeon & Darkflare

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Contents
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1. Contents (You're reading this)
2. Version Changes
3. Disclaimer
4. Lie's Background
5. System Info
6. Movelist
  6a. Command Moves
  6b. Specials
  6c. Spellcards
7. Credits

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Version Changes
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01/01/21 - Version 2021.01.01
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- [System] Fixed issue where Lie could not tech recover backward or forward.

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12/05/20 - Version 2020.12.05
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- [System] Fixed bug where Lie was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- [System] Fixed oversight that allowed certain moves to be cancelled when they should not be.
- Implemented new character-specific intro against Hong Meiling.
- 6y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- j.5z: Hitstun value vs airborne opponents increased, fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Monochrome Hurricane: Adjusted recovery frame flags.
- Black Dragon Rising: Fixed bug involving proration not applying on the last possible active frames of the attack, Adjusted recovery frame flags.
- Ashura Warp: Fixed bug where Lie would be sent into an erroneous state when attempting to cancel into Piercing Heaven "Youkai Armageddon".
- Youkai Flip [Z followup]: Fixed bug where throw proration flag was not being applied.
- "Dichromatic Spark": Fixed bug involving certain effects persisting through superpauses.
- "Roc's Fist": Fixed bug involving proration not applying on the last possible active frames of the attack.
- "Youkai Armageddon": Fixed bug involving certain effects persisting through superpauses.
- "Descent of the Black Dragon": Fixed bug involving certain effects persisting through superpauses.
- "Wrath of the Ragong Youkai": Fixed bug involving certain effects persisting through superpauses, fixed minor graphical issue with Spellcard text.

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08/17/20 - Version 2020.08.17
=====================================

- 5y: Added missing one-time proration modifier.
- 2z: Corrected inability to autoturn opponents on hit.
- j.5y: Corrected counterhit hitstun bonus value.
- j.2y: Corrected counterhit hitstun bonus value.
- j.5z: Corrected counterhit hitstun bonus value, value now also applies to the second hit.
- Throw: No longer turns to face p2 on startup.
- Throw: Escape failsafe removed, initial grabbox no longer causes fall.
- Ultraviolet Flip [Z Followup]: Initial grabbox no longer causes fall.
- Ultraviolet Flip [Z Followup]: Fixed an issue introduced in the previous update that caused the counter hit graphic to display.
- "Wrath of the Raging Youkai": Initial grabbox no longer causes fall.
- "Wrath of the Raging Youkai": Fixed an issue introduced in the previous update that caused the counter hit graphic to display.

=====================================
08/10/20 - Version 2020.08.10
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Throw tech window increased (7f->15f).
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- Throw: Fixed Ikemen-exclusive bug.
- 5x: Proration increased (0.92->0.95).
- 5y: Proration increased (0.85->0.9).
- 5z: Proration increased (0.8->0.85).
- 2x: Proration increased (0.9->0.92).
- 2y: Proration increased (0.8->0.85).
- 2z: Proration increased (0.7->0.75).
- 2z: Hit velocity on block decreased, fixed oversight where counterhit bonuses were not applied vs airborne opponents.
- j5x: Proration increased (0.85->0.9).
- j5y: Proration increased (0.82->0.85).
- j2y: Proration increased (0.8->0.85).
- j5z: Proration increased (0.85x2->0.89x2).
- Monochromatic Hurricane [Ground]: Fixed bug where proration was being applied late.
- Monochromatic Hurricane [Y ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x3->0.9,0.92x2).
- Monochromatic Hurricane [Z ver]: Damage decreased (58,32xN->58,30xN), proration changed (0.85x4->0.9,0.92x3).
- Seven Star Sword: Proration increased (0.85xN->0.947xN).
- Seven Star Sword [Y ver]: Damage decreased (18xN->17xN).
- Seven Star Sword [Z ver]: Damage decreased (21xN->17xN).
- Four Star Sword: Proration increased (0.85x2->0.92x2).
- Ultraviolet Flip [X Followup]: Proration increased (0.8->0.85).
- Ultraviolet Flip [Y Followup]: Proration increased (0.8->0.85).
-"Roc's Fist": Proration on 2nd hit decreased (0.7->0.6).

=====================================
05/24/20 - Version 2020.05.24
=====================================

- [System] Fixed an IKEMEN-exclusive damage dampening issue.
- Monochromatic Hurricane [X version]: damage slightly increased (67->70), block damage slightly increased (13->14).
- Monochromatic Hurricane [Y and Z versions]: First hit's damage slightly decreased (60->58), damage from second hit onwards slightly decreased (33->32).
- "Dichromatic Spark": Damage per hit slightly decreased (14->13.5)

=====================================
05/08/20 - Version 2020.05.08
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- Fixed bug with intro vs Yukari.

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10/10/19 - Version 2019.10.10
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- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.

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09/26/19 - Version 2019.09.26
=====================================

- Revamped file structure.
- Sprites realigned.
- Overhauled much of the character's code.
- [System] Adjustments to common state hurtboxes.
- [System] Adjustments to common state animations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Replaced cornerpush system.
- [System] Air dashes now have a height restriction when ascending.
- [System] Cleaned up the combo condition.
- [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- 5x: Revised hurtbox placements.
- 5x: Can no longer chain into 2x.
- 6y: No longer loses overhead properties when chained into.
- 5z: Revised hurtbox placements.
- 2x: Can now chain into itself.
- 2y: Can now chain into 5z and 6z.
- 2z: Revised hurtbox placements.
- j5y: Revised hurtbox and hitbox placements.
- j2y: Revised hurtbox placements.
- j5z: Lie's main hurtbox is now her regular aerial hurtbox throughout the attack.
- Throw: Both forward and backward variants now have brand new animations.
- Throw: Corrected inability to conserve forward dash momentum into the attack. 
- Throw: Now applies 90% normal proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Black Dragon Rising: Can no longer carry momentum over from a forward dash.
- Black Dragon Rising: Landing state can now be cancelled into Spellcards if the move makes contact.
- Black Dragon Rising [X any Y versions]: Made it easier to hit low-profile opponents by extending the first hitbox down.
- Black Dragon Rising [Y version]: Lower body invulnerability changed to upper body invulnerability.
- Black Dragon Rising [Z version]: Vertical velocity decreased, landing recovery increased (14f-17f).
- Ultraviolet Flip [All versions]: Can no longer carry momentum over from a forward dash.
- Ultraviolet Flip [All versions]: Lie now transitions to her default aerial hurtbox upon becoming airborne.  
- Ultraviolet Flip [No Followup]: Revised hurtbox placements.
- Ultraviolet Flip [X Followup]: Now only requires Lie to have reached the peak of the flip to activate.
- Ultraviolet Flip [X Followup]: Counterhit base damage reduced to be consistent with non-counterhit base damage (80->75),
  regular counterhit damage bonus will still apply.
- Ultraviolet Flip [X Followup]: Blast effect helper is now angled correctly, now destroys itself at the appropriate time.
- Ultraviolet Flip [Y Followup]: Corrected hitdef attribution that erroneously flagged the attack as a Normal.
- Ultraviolet Flip [Y Followup]: Revised hurtbox placements.
- Ultraviolet Flip [Z Followup]: Can no longer hit crouching or airborne opponents.
- Ultraviolet Flip [Z Followup]: Damage increased (118->120).
- Ultraviolet Flip [Z Followup]: Now applies 90% normal proration.
- Ultraviolet Flip [Z Followup]: Whiff landing recovery increased (10f->17f).
- Ultraviolet Flip [Four Star Sword Followup]: Now only requires Lie to have reached the peak of the flip to activate.
- Descending Dragon Slam: Hurtboxes revised, Lie now uses her regular standing hurtbox throughout the attack. 
- Monochromatic Hurricane [Ground versions]: Hurtboxes cleaned up, Lie now uses her regular standing hurtbox while grounded.
- Monochromatic Hurricane [All versions]: Recovery frames are now flagged properly.
- Monochromatic Hurricane [X version]: Chip damage slightly increased (12->13).
- Monochromatic Hurricane [Air version]: Attack now functions the same regardless of button pressed, damage/block damage is
  now a consistent 60/12.
- Seven Star Sword [All versions]: Lie's recovery frames are now flagged one frame after the final orb is in motion.
- Seven Star Sword [All versions]: Block damage slightly increased (2->3).
- Seven Star Sword [All versions]: Fixed an issue where proration was being applied twice for subsequent projectiles.
- Seven Star Sword [X and Y versions]: Orbs are now properly bound to Lie for the entirety of their startup.
- Seven Star Sword [X and Y versions]: Recovery frames increased by 4f.
- Seven Star Sword [X and Z versions]: Changed orb spawning order.
- Seven Star Sword [X and Z versions]: Adjusted spellcard cancel timings.
- Seven Star Sword [Z version]: Damage per hit decreased (23x5->20x5).
- Seven Star Sword [Z version]: Recovery frames increased by 6f.
- Four Star Sword: Corrected bug that erroneously gave projectiles counterhit properties.
- Four Star Sword: Damage per hit decreased (25x2->24x2), block damage per hit increased (3x2->4x2).
- Four Star Sword: Fixed an issue where proration was being applied twice for the second projectile.
- Four Star Sword: Blast effect helper is now angled correctly, now destroys itself at the appropriate time.
- "Dichromatic Spark [Air version]: No longer turns to face the opponent.
- "Dichromatic Spark [Air version]: Lie starts falling 6f earlier, landing recovery increased (4f->10f).
- "Dichromatic Spark: Blast effect helper now destroys itself at the appropriate time.
- "Youkai Armageddon": Timerfreeze is now only applied if the move hits successfully.

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02/17/19 - Version 2019.02.17
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- [System] Corrected bug that erroneously give projectiles counterhit properties.

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01/14/19 - Version 2019.01.14
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- Throw: Corrected bugs involving teching Back Throw.

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12/02/18 - Version 2018.12.02
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- [System] Fixed bug involving OTGs.

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11/18/18 - Version 2018.11.18
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- "Youkai Armageddon": Fixed issue where move could be used even when not selected.

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09/20/18 - Version 2018.09.20
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- Fixed a minor issue with reset.

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06/08/18 - Version 2018.06.08
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- Fixed bug where Lie would be unable to perform a grab in certain situations.

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05/27/18 - Version 2018.05.27
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- Fixed counterhit related bugs.

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05/17/18 - Version 2018.05.17
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- Fixed additional bugs in reset system.
- 5x: Fixed erroneous hittime against airborne opponents.
- 6y: Fixed bug where attack would only hit once.
- j.5z: Fixed bug where attack would only hit once.
- Monochromatic Hurricane: Fixed bug where attack would only hit once.
- Black Dragon Rising: Fixed bug where attack would only hit once.

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04/13/18 - Version 2018.04.13
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- Minor adjustments to dashing behaviors.
- Fixed guarding behavior in regards to crossups.
- Adjustments to invulnerability handling on Guard Cancel.
- Changes to reset behavior.

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02/05/18 - Version 2018.02.05
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- Minor adjustments to Dashes.
- Fixed cancel timings out of dashes.
- Monochromatic Hurricane [X ver]: Vertical hit velocity increased.
- "Dichromatic Spark" (Air): Now interacts correctly with projectiles.


-----------------
Disclaimer
-----------------

This character utilizes sprites and/or sound files ripped from Touhou Hisoutensoku as well as other sources
without the explicit permission of the copyright holders. All content not originally created by the author of
this character are the property of their respective copyright holders, which include but are not limited to:

- Twilight Frontier / Tasofro / Sunfish
- Team Shanghai Alice / ZUN / Kourindou Inc.
- LIONHEART
- Capcom / Capcom USA

The author of this character is not affiliated with any of the above persons or entities.


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Lie's Background
-----------------

Lie Meiling is one of two final bosses in Touhou Rekkaden: Rift in a Friendship Game (the other being Yukari
Yakumo, who fights alongside her). After reading a grimoire from Patchouli's library, Yukari offers to train
Hong Meiling for an unknown reason. It is later discovered that this grimoire filled Meiling with an evil 
energy, and that by defeating enemies this energy would grow and consume Meiling. Yukari wanted to see this
come to full fruition for the fun of it. 

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System Info
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Normals can be chained into any higher strength normal attack. (Ie: X>Y>Z)
Normals can be cancelled into specials or supers.
Specials can be cancelled into supers.

Each move also has minimum scale value that cannot go below a certain percent. These values are:

All Normals: 10%
All Specials: 15%
All Lv1 Supers: 10%
All Lv2 Supers: 10%
All Lv3 Supers: 100%


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Movelist
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X - Light Attack
Y - Medium Attack
Z - Heavy Attack
A - Dash Shortcut 
B - Shortcut for x+y
C - Shortcut for x+y+z
Start - Taunt

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Commmand Moves
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Note: Each move indicates if it can be done on the ground only [G], in the air only [A], or both [GA]

* F,F or F+a (66 or 6a) - Forward Dash [GA] 
- The ground version can be jump cancelled or cancelled into ground moves, while the aerial version can be cancelled
  into aerials.

* B,B or B+a (44 or 4a) - Backward Dash [GA]
- Both the ground and aerial versions can be cancelled into aerials.

* y+z (5yz) - Forward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack.

* B+y+z (4yz) - Backward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack.

* F+y (6y) - Overhead Elbow Chop [G]
- Lie will slam her arm down on top of the opponent. Hits overhead twice, and can only be blocked high. Forces stand.

* F+z (6z) - Ultraviolet Cannon [G]
- Lie will punch the air, smacking anything unfortunate enough to be close enough. Best used against enemies
  attempting an air assault against you. Knocks down airborne enemies.

* j.D+y (j.2y) - Divekick [A]
- Lie will cancel all movement for a divekick downward. Hits OTG. Can only be done if Lie has forward air movement
  and has reached the peak of her jump.

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Specials
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* B,DB,D + x/y/z (412x, 412y, or 412z) - Guard Cancel [G]
- Requires 1000 Power, can only be done during blockstun. Lie counterattacks using the x version of Black Dragon Rising.

* F,D,DF + x/y/z (623x, 623y, or 623z) - Black Dragon Rising [G]
- Lie will do a two-hit leaping kick at the opponent. Button press determines strength, distance, startup, and recover.
	X version: Shortest startup, lowest damage, quickest recovery. Has startup invincibility, travels least distance.
	Y version: Medium startup, medium damage, medium recovery. Has upper body invincibility, travels medium distance.
	Z version: Longest startup, highest damage, slowest recovery. Travels furthest.

* B,D,DB + x/y/z (421x, 421y, or 421z) - Ultraviolet Flip [G]
- Lie will flip towards the opponent. Button press determines the distance traveled. Pressing a button during the
  flip will trigger a followup. Button press determines the distance in which Lie travels during the flip.
	No followup: Lie will land and slide kick for an untechable knockdown. Hits low, but is unsafe on block.
	X followup: Lie uses one of her Seven/Four Star Sword obs to punch the opponent, which only covers her
	fist for a short time before it dissipates. Knocks down on hit and groundbounces on counterhit.
	Y followup: Lie performs a divekick similar to her j.2y. Hits OTG.
	Z followup: Lie will grab the opponent and slam them into the ground. Throw direction can be altered by
	holding forward or back.

* F,D,DF + x+y+z or B,D,DB + x+y+z (623xyz or 421xyz) - Ashura Warp [G]
- Lie will teleport, rendering her invincible to all attacks.
	DP/623 versions: Teleports forward
	RDP/421 versions: Teleports backward

* B,DB,D,DF,F + x/y/z (41236x, 41236y, or 41236z) - Descending Dragon Slam [G]
- Lie performs an axe kick that hits OTG. The z version of this move causes groundbounce, allowing for a free combo
  opportunity.

* D,DB,B + x/y/z (214x, 214y, or 214z) - Monochromatic Hurricane [GA]
- Lie will spin in a fashion similar to Hong's colorful Windchime. You will not have control of Lie until she lands.
  The first hit of the ground versions of y and z can be super cancelled into ground spellcards.
	X/Air versions: Hits once.
	Y version: Hits up to 3 times.
	Z version: Hits up to 4 times.

* D,DF,F + x/y/z (236x, 236y, or 236z) - Seven-Star Sword [G]
- Lie releases flashing energy orbs around her. The button pressed determines the number of orbs.
	X Version: Fires 3 projectiles. Short startup. Lowest damage.
	Y Version: Fires 4 projectiles. Medium startup. Medium damage.
	Z Version: Fires 5 projectiles. Long startup. Highest damage.

* D,DF,F + x/y/z (236x, 236y, or 236z) - Four-Star Sword [A]
- Similar to the Seven-Star Sword, except Lie only fires 3 energy orbs in a line. Button press determines the angle
  the orbs travel relative to Lie.
	X Version: Steep angle, 60 degrees downward.
	Y Version: Shallow angle, 30 degrees downward.
	Z version: No angle, directly forwards.

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Spellcards
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=============================
Level 1 Spellcards
=============================

* D,DF,F,D,DF,F + x/y/z (236236x, 236236y, or 236236z) - Colorless "Dichromatic Spark" [GA]
- Lie's laser. The ground version fires forward, whereas the air version fires diagonally downward and hits OTG.

* D,DB,B,D,DB,B + x/y/z (214214x, 214214y, or 214214z) Strike Sign "Roc's Fist" [G]
- Lie will do a quick charge strike that will stun the opponent before delivering a powerful punch to knock them
  high in the air and get them crashing down.

=============================
Level 3 Spellcards
=============================

* x,x,F,y,z or x,x,B,y,z (xx6yz or xx4yz) - "Wrath of the Raging Youkai" [G]
- Lie rushes forward, grabbing the opponent. Properties slightly differ between the F and B versions.
  NOTE: This spellcard will always be available regardless of which one is selected at the beginning of the match.
	F version: faster, zero-frame grab as soon as the superpause ends.
	B version: slower, longer startup time, but has invincible startup frames.

* D,D,D + x+y+z (222xyz) - "Descent of the Black Dragon" [G]
- Lie leaps up into the air and above the opponent, then slams downward toward the ground. Hits high and OTG, and
  also tracks the opponent's position, making it difficult to avoid. Also has high chip damage. Must be selected at the
  beginning of the match.

* U,U + x+y+z (88xyz) - Piercing Heaven "Youkai Armageddon" [G]
- Lie fiercely roundhouse kicks the opponent. On hit, Lie will chase after them with a spinning skyward kick.
  Has notable startup invincibility. Must be selected at the beginning of the match.
  NOTE: This spellcard can be cancelled into from Ashura Warp.

------------------------
Credits:
------------------------

Darkflare		- For collaborating and taking over the responsibility of updating Lie Meiling in my absence.
Elecbyte 		- For making MUGEN
ZUN & Tasofro		- Makers of Touhou
LIONHEART		- Makers of Touhou Rekkaden
Necromancer		- His/Her code archive
P.o.t.S.		- Original damage dampening code
Warusaki3 & GM		- Hit velocity reference
Mikage			- Misogi animation
DoomBowser		- Major cleanup/fixes, new grab animations

All Beta Testers and Providers of feedback:
    Mr.L	 (Feedback + Ideas)
    EvilHomer	 (Feedback + Ideas)
    MightyKombat (Ideas)
    DoomBowser

And anyone else I forgot to mention