Syo Kirishima
Created by Ahuron, Modified by Kung Fu man and AoKManiac13
Character Readme
Last Updated: 25 December 2009, 11:01 PM EST
Special thanks to: Helios EX, Vans, Byakko, Anjel, Jesuszilla, KOD, KoopaKoot, ughwtf, Shion, DarkSaviour, [E]

What's New
==========
-Will now do bike intro in Survival or Turns, no longer gets auto-boost in these modes
-Range of the explosion reaction to bike destruction reduced
-Power boost from bike destruction reduced
-Range of Super Flying Dragon tweaked
-Now has AI!
-Now has winquotes!
-Several bugs fixed
-New palettes by Kirishima! 7-12 are in the def, 13-18 are alternates you can change the def to use too.

What's Old
==========
-Tweaked trip (c.HK) velocities.
-Added movelist
-Fixed bug on crouching attacks.
-The missing tick for walking, crouching and jumping capability fixed
-Down evade handling overhauled, state handling overhauled too
-Down evade now doable from getting tripped
-Can now taunt while running
-Attacking prior to jumping fixed
-Hit ground bounce now working properly
-Trip gethit now has bounce
-Getup times for liedown fixed (9 for faceup, 13 for facedown)
-Long jump handling fixed
-Jump cancel into attack no longer doable into short jump
-Corrected power consumption by cancelling into CD attack. Now at the proper 1000.
-Run end anim now lasts the proper amount of time.
-Damage values tweaked to be more uniform to KOF's. Not too extreme but can compete a little better, more balanced
-All standing and crouching basic attacks will automatically face the opponent
-Missing tick of ability to attack at the very start of the run anim, fixed.
-Few misc fixes here and there.
-First fully uploaded version of the character with permission!
-C and Z buttons were reversed. Fixed
-Can now only run jump if fwd is held while doing it
-Backdash command block fixed
-Run sound changed for Vans's version, now you won't go deaf
-Afterimages changed to KOF style with trans, looks better/less bugs
-Various tidyings of code
-All vocals have channel = 0 set to have them end on gethit
-Backdash sound won't play repeatedly now
-Added basic ctrlset check, allowing for smoother transitions between the end of anims
and attacks
-Can attack during the runend anim now
-Going into a forward roll from a run results in increased velocity (thanks Vans!)
-When you run, you can continue it only if you didn't let it end by time and instead
by not holding forward (thanks Vans x2!)
-Can now use X+A to roll recover and cancel basics into (thanks Shion!)
-Long jump now works right from a run (thanks Anjel!)
-Holding Forward at the end of a run during the run end will allow the run
to continue, a la KOF (thanks DarkSaviour!)
-By popular demand, F/B + Y will now do the forward throw, while F/B + B
will switch sides with the opponent, a la KOF
-Fixed the longjump coding so it'll behave more like KOF and adjusted the velocity
-Compatible with my JoJo's Bizarre Adventure screenpack (Perfect and Draw
will now have audio, "Perfect" explod will now show up)
-Corrected height, changed from 102 (!) to 60.
-Command coding behaves more like 2K2 now, making it smoother
-Many common1 states re-written to behave like KOF
-No longer invincible during roll, vulnerable to throws
-Run behaves like KOF too.
-Reduced damage on pretty much everything.
-Commands for rolls, dodges and throws changed to the newer format
-Guard canceling into a roll will now use power as its supposed to.
-You can do Basic/Command attack -> Roll now, just has to be done with the Z button (did it this way to make it less likely to have accidents). Like it should, costs one stock
-Roll and knockdown can be done with X+A and Y+B respectively now as well as Z and C respectively.
-Visual cue given for when you cancel into a roll now
-Taunt behaves more like KOF: can interrupt it 35 ticks into it.
-Taunt voice effect set to channel 0 so it ends upon hit
-Can no longer spawn infinite bikes with F4. However the bike's position will stop where it was if you skip the intro early.
-Added XI portrait for lulz. If someone can do a good face portrait a la other KOF chars I don't see why it couldn't be used.
-The effects don't bother me and they'd be more pain than they're worth to change. So I won't. Sorry.
-Fiddled around with the commands a little after talking with other KOF creators. Roll is X+A, Knockdown is Y+B, and throw is f/b +Y/B.
-Throw command will now only work when actually in proximity of the character, like KFM's. I left the miss anim though.
-When chaining Knockdown into QCFx2 K, it'll hit now. The other supers save for probably QCB, HCF + 2P won't hit because of how they're designed, but they can combo off it anyway a la KOF.
-Holding down at the end of the run will no longer result in an odd look, it'll jump right to the crouch start state.
-Several other fixes.
-Cleaned up the CMD, added a .ai file that might make his default AI more aggressive.
-Added a necessary bit to throws to make them work like KOF's, since Ahuron's triggers for it were broken. Special thanks to OrochiKOF97, Jesuszilla and Byakko.
-New small portrait by UGHWTF