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DATA:
Name: Kongou
Game: Warzard/Red Earth
Author: Doggiedoo
Version: 1.00e

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USAGE NOTES:

See Config.txt for options. You can toggle custom or
original gameplay, enable/disable normal guarding, specify
enemies who should not be guard crushed, and other options.

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CONTROLS:

Movement:

	f,f = run forward

	d, ub/u/uf = high jump

	a+b while falling = air recovery

Regulars:

	a: Sanzonotegata
	 -Slap with free hand.
	 -Can be crouched under by some characters.

	b: Jiwarizuchi
	 -Overhead club smash, large horizontal and vertical
	  range.
	 -Hits twice on grounded opponents.

	c: Roupuchirashi
	 -Burst of acid from Kongou's stomach.
	 -Dizzies opponents upon hit.

	x: Susobarai
	 -Low club sweep.
	 -Fast, especially at close range.

	y: Haniagaeshi
	 -Rising headbutt.
	 -Very fast in original mode.

	z: Yorozukudaki
	 -Blockable crush, grab and bite.
	 -Can only grab standing/crouching opponents, but
	  the initial crush can also hit aerial opponents.
	 -Slow and poor range, but huge damage if the
	  grab connects.

Specials:

	d,df,f, x/y/z = Doatsuryu:
	 -Toss hair forward for multiple hits.
	 -Only combos in custom mode. In original mode,
	  enemies can block after the first hit connects.

	d,db,b, x/y/z = Kobushichigiri
	 -Detach fist and hurl it forward.
	 -Fist can be destroyed by normal attacks.

	d,db,b, a/b/c = Maggakashiwade
	 -Projectile negation and backdash.
	 -In custom mode, deals damage if enemy is right
	  next to Kongou.

	d,d, a/b/c = Daibustuden:
		(alternate command: jump, hold a/b/c)
	 -Leap onto and crush opponent.
	 -Jump version is weaker, but less telegraphed.
	 -Knocks down in custom mode. Leaves him wide open
	  otherwise or if blocked.

	jump, hold x/y/z: Sora Kobushichigiri
	 -Jumping diagonal fist throw.
	 -Significant recovery time as Kongou lands.

Super:
	d,df,f + 2 of x/y/z: Gekido
	 -Kongou gains hyper armour, bonus defence, and chip
	  damage on normal moves for a short time.
	 -Cannot gain power during Gekido unless his moves
	  connect.
	 -Standing y knocks down and releases a ground
	  projectile.
	 -Immune to normal and special throws, but not hyper
	  throws.
	 -No superpause, takes no damage during startup, and
	  half damage afterwards.
	 -If blocking is enabled, Kongou loses the ability
	  to block for the duration of this move.

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VERSION HISTORY:

-1.00e:
	-Super armour works properly during air recovery.
	-Landing noise and fx play when landing from air-
	 guard.

-1.00d:
	-Gekido properly requires power when used by a human
	 player.
	-Corrected ground.slidetime on Daibustuden.
	-Fixed sliding on landing while air guarding.

-1.00c:
	-Added option to activate Gekido at low life.
	-Airguard velocity tweaks.

-1.00b:
	-Fixed super armour hitvel accumulation.
	-Added some envshake to jump landings.
	-Kongou can now walk and jump from "crouching".

-1.00:
	-Initial release.

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TO-DO LIST:
-Bug fixes/tweaks

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CREDITS:
-Capcom for Warzard
-Kong for most of the sprites
-[E] for mame builds for ripping sprites
-Winane for XOR AI activation method

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