Sodom 1.1 for MUGEN 04.14
First release: 7/8/2001
============================================

The obsessive nipponophile is here!  I noticed a lack of well-made "grappler" style characters
in MUGEN, so once Street Fighter Zero 3 was accidentally released, I set out to make my 
favorite. 

Source:
Street Fighter Zero 3

======================================================================
System:
Sodom is a 6-button character, like most Capcom fighters. 

In case you don't know the layout, here's how it works:

    x y z
    a b c

x = Jab Punch	  y = Strong Punch   z = Fierce Punch
a = Short Kick    b = Forward Kick   c = Roundhouse Kick

Sodom, like all the Street Fighter Alpha characters, has no forward or backward dash. 

He hasn't got any chainable normals, just like his actual arcade incarnation.  However, he
has many normals that are cancellable into specials.  I'll let you figure most of them out.

He has a regular standing throw, and an aerial throw.  Unlike most fighting game characters,
his throws are all "command type", meaning that throws aren't automatic at close range.  To 
attempt a standard throw, press forward or back and two punch or kick buttons (only punches
work in the air).

=======================================================================
PLAY MODE

Sodom has two selectable play modes, which I dub "Authentic" and "Easy".  In Authentic mode, his 
special throws are all performed with 360 controller motions.  Even though I simplified the motion 
for his Super Combo throw, these moves are still extremely difficult to pull off using a keyboard.

So, for both the players without gamepads and those who never figured out how to do 360 motions, 
there's Easy mode.  All 360-type moves are greatly simplified, and should be no problem to do even if
you're stuck using a keyboard. 

To select Easy mode, hold down the start button while choosing Sodom on the character select screen.

------------==========================================================------------------------
---|>SPECIALS<|---
 
Legend: (D = Down, DF = Down-forward, F = forward, B = back... you get the idea)

------------------------------------------------------------------

Jigoku Scrape - Sodom lunges forward and strikes with his jitte.  Using x makes him do 
a straight lunge, y a sort of uppercut motion, and z an overhand strike with both weapons.

Command: D, DF, F, punch

----------------------------

Butsumetsu Buster - Sodom's most damaging normal move.  After a brief delay, he hops forward and 
tries to grab his opponent.  If he succeeds, he jumps into the air and slams them to the ground.
The strength of punch button used determines the height and damage, as well as the amount of time
Sodom will fumble if he misses the grab.

Command: 360 + punch
EASY: F, D, B, punch 

----------------------------

Daikyou Burning - After hopping slightly, Sodom charges forward with both jitte.  If he hits
the opponent, he spears them on his weapons and shoves them along the ground, creating so much
friction that they catch fire!  Note that unlike the Butsumetsu Buster, this move can be blocked.
The strength of punch button determines how far Sodom will dash, and how much damage the move will
do.

Command: 360 + kick
EASY: F, D, B, kick

----------------------------

Shirraha Catch - Sodom makes a quick grab at the air, catching any airborne opponents who touch his
hands with an attack.  If this move is successful, Sodom throws his opponent for normal damage.

Command: F, D, DF, F, kick

----------------------------

Tengu Walking - Sodom rushes at his opponent, using his weapons instead of his feet to propel himself.

Command: B, DB, D, kick (after airblocking a hit or while falling)
 - OR - 
D, DF, F, kick (while getting up)

----------------------------

Yagura Reverse - A fake Tengu Walking, meant to psyche-out the opponent.  Sodom does a handstand
on his weapons, but then returns to standing instead of lunging forward.

Command: B, D, DB, B, kick

----------------------------

Kouten Okiagari - Sodom rolls away from his opponent after hitting the ground from a fall.

Command: F, DF, D, punch (while falling)

========================================================
---|>SUPER COMBOS<|--- 

Both Sodom's super moves have three levels of power.  The strength of punch or kick button
determines how strong the attack is, and how many levels of energy it consumes.

--------------------------------------------------------------------

Meido no Miyage - Sodom does several lunges with his jitte.  All three levels consist
of three to four strikes, doing more damage and hitting more times with more energy expenditure.  

Command: D, DF, F, D, DF, F, punch

-----------------------------------

Ten Chuu Satsu - Sodom hops and attempts a grab, much like his Butsumetu Buster special.  However, this
version results in more slams and much greater damage.

Command: 360 + same power punch + kick
EASY: F, D, B, F, same power punch + kick

================================================================================
================================================================================
Credit to:

-> BB Hood, whose "Gethit sound" code I copied almost exactly.  
   Also, the AI activation and AI guard modes are his as well. (http://a-and-f.mainpage.net)
-> Sunboy, for code (the recovery roll) and programming tips.
-> NeoGouki, whose commands for 360 moves I "borrowed".
-> Joseph Parise, author of the Sodom SFZ3 FAQ.  Thanks to him, I was alerted to many cancels
   and two-in-ones that I didn't know about before.
-> R, whose Dan I used as a reference for SFA-style afterimages.

================================================================================
Thanks To:

-> ss, for making an essential third-party MUGEN character creating
   tool, MCM.  If you have any intention of making your own fighters, you MUST have
   this.  Get it at http://teleline.terra.es/personal/moi.ses 
-> Razoola and CPS2Shock (http://cps2shock.retrogames.com) for their tireless efforts
   that eventually led to the emulation of Capcom's CPS-2 arcade hardware.  Special thanks
   for the "screw-up" that brought SFZ3 to us a year early. ;)
-> Dave, author of Final Burn.  It helped me with sound recording and animation timing.
-> Barry Rodewald, author of Q-Player.  An extremely helpful tool for sound ripping.
-> CrashTest, for the sprite ripping tool SFMAME (it's now incorporated into CPS2MAME).  
   Absolutely ESSENTIAL for CPS-2 sprite ripping.  I can't even begin to imagine how painful
   this character would have been to make without it.
-> Ragnarok Nemo for the AWESOME all-in-one MUGEN character editor, MEE.  It saved me a lot 
   of time and trouble.  Just *please*, *please* put an AIR editor in eventually. ;)
-> Capcom, for continuing to put out enjoyable 2D fighting games.
-> Elecbyte, for producing MUGEN - of course.

pkretsch@umich.edu
http://www-personal.engin.umich.edu/~pkretsch