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DATA:
Name: Leo
Game: Warzard/Red Earth
Author: Doggiedoo
Version: 1.02e

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USAGE NOTES:

To enable Quest mode, hold Start while choosing Leo at the
select screen. See quest_readme.txt and quest_config.txt for
details and options. It is highly recommended you adjust
the settings in quest_config.txt for your Mugen setup. Quest
mode increases the number of helpers used considerably, and
so is not recommended for simul play.

Otherwise, Leo is still quite a helper-intensive character.
This should not be a problem in one-on-one battles, but team
fights may require you to increase the helpermax in your
mugen.cfg (up to 56, to be safe during two-on-two battles).

See config.txt for options. Extra moves can be enabled or
disabled, hitsparks can be set to either Warzard or the
defaults of your Mugen screenpack. Damage dampening, guard
crush frequency, and other options can also be changed.

See the [Size] section of leo.cns to adjust Leo's
scale. If all goes well, this should not cause any 
misalignment problems.

By default, Leo is able to guard crush opponents after 3-4
strong hits in quick succession, or less if using the Battle
Axe or Legendary Sword.

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CONTROLS/ATTACK INFO:

Basic Commands:

	hold F or B while getting up: Recovery Roll

	D, U: High Jump
	       -Leo's movement can be controlled
		slightly during a High Jump, by holding
		forwards or back. Leo will also turn in
		mid air automatically to face his enemy.

	(close) F/B + y: Bite
	       -Mash left/right and the attack buttons
		for more bites, or to escape sooner.

	(close) F/B + z: Chokeslam

	(after knocking down an enemy) U + kick:
					 Pounce Attack
		-Enemies that get up very quickly can
		 counter Leo as he recovers.

	x/y + a/b: Ultimate Guard
	       -Defends against most non-throw attacks, but
		long recovery time. Can be done in the
		middle of a normal guard.
	       -Unable to repel attacks that put their
		targets into custom states.
	       -Press z+c while guarding to cancel into
		Ultimate Repel, at the cost of a smaller
		defensive window.

	z+c: Ultimate Repel
	       -Pushes back enemies unless they are in a
		corner, in which case Leo will be pushed
		back instead.
	       -Is capable of repelling attacks that put
		their targets into custom states.
	       -Counter window is much smaller than standard
		Ultimate Guard.
	       -Set recovery time, unlike Ultimate Guard.
		More effective against heavy attacks than
		light attacks.

	during Ultimate Guard or Ultimate Repel blockstun:
		B,DB,D, punch: Chronos' Revenge
		B,DB,D, kick: Achilles' Revenge
		       -Knocks down.

	start: Mystic Break Selection
	       -Press once to view your currently selected
		Mystic Break element. Press again while the
		icons are visible to cycle between elements.
	       -Icons will appear above Leo's head.
	       -See Super Attacks section for details on
		Mystic Breaks.


Regular Attacks:

	stand x:
	       -Cancelable into specials/supers.

	stand y:
	       -Long range, but misses most crouching
		opponents.

	stand z:
	       -Has a follow-up; see Command Attack
		section for details.

	stand a:
	       -Cancelable into specials/supers.
	       -May be comboed into itself for 2-3 hits,
		with good timing.

	stand b:
	       -Cancelable into specials/supers.

	stand c:
	       -Must be guarded standing, but misses
		most crouching opponents anyway. :P
	       -High guard crush strength.
	       -Slow startup, fast recovery; fast
		enough to combo into stand a, stand b,
		and Hercules Rush with careful timing.
	       -Can be used to tick-throw into Gaia/Gigas
		Driver. You need to wait a split second
		before doing Gigas Driver, or it will miss.

	crouch x:
	       -Cancelable into specials/supers.

	crouch y:
	       -Hits twice, short range on first hit,
		long range on second hit.
	       -Infinite priority on weapon.

	crouch z:
	       -Launches, allowing limited juggling
		with Chronos/Achilles/Hercules Rush.
	       -If it hits close, may be followed up with
		Apollo Slam.

	crouch b:
	       -Long range and quick, good poke.
	       -Somewhat slow recovery.

	crouch c:
	       -Has a follow-up; see Command Attack
		section for details.

	jump x:
	       -Quick, but difficult to hit grounded
		opponents with.

	jump y:
	       -Long range air poke.

	jump z:
	       -Quick and fairly powerful, but may miss
		some crouching opponents.

	jump a:
	       -Can cross-up on the backswing.

	jump b:
	       -Long attack frame.

	jump c:
	       -Wide vertical range, but large gaps in
		the hit regions.


Command Attacks:

	stand z, z: Double Slash
	       -Second slash has higher range, priority, and
		damage.

	crouch c, c: Double Sweep
	       -Second sweep has higher range, priority, and
		damage.

	jump U + y: Upward Thrust

	jump D + b: Downward Thrust
	       -Can cross up, high damage.

	jump D + c: Heavy Chop
	       -A bit slow, but most damaging jump
		attack.


Special Attacks:

	D,DF,F, punch: Chronos Rush
	       -Massive damage if connected at point-
		blank range, but vulnerable if blocked
		between the shield bash and the chop.
	       -Final swing guard crushes most enemies,
		if using the heavy punch version.
	       -Starting move in Quest mode.

	D,DF,F, kick: Achilles Rush
	       -Similar to Chonos Rush, but hits low.
		Enemies can jump away after blocking
		the shield bash.
	       -Final swing guard crushes most enemies on
		heavy kick version.

	F,D,DF, punch: Mars Slash
	       -Invincible until the first attack
		frame, but slow.
	       -Changed slightly from Warzard, where all
		slashes did the same damage. Here, the
		heavier slashers deal slightly more.
	       -Starting move in Quest mode.

	F,D,DF, kick: Apollo Slam
	       -Custom move, anti-air grab.
	       -Brief startup invulnerability against air
		attacks, plus more against projectiles.
	       -Can be used for juggling.

	D,DB,B, a/b/c/a+b/b+c/a+c: Switch Weapon
	       -See Weapon List for details. Note that
		weapon selection does not affect kicks,
		shield strikes, or throws (including Gaia
		and Gigas Driver, despite their appearance).
	       -Button(s) pressed determine weapon
		selected:
			a: cycle weapon
			b: Diamond Sword
			c: Battle Axe
			a+b: Fire Sword
			b+c: Ice Sword
			a+c: Thunder Sword
	       -Cannot be used while Legendary Arms are
		equipped (use D,DB,B, a+b+c instead).

	D,DB,B, punch: Weapon Attack
	       -Performs different custom moves depending on
		the weapon currently being held:
	       -Starting move in Quest mode.

	 --Normal Swords: Ulysses Vault	
	       -Multipurpose pouncing attacks.
	       -X retreats and can evade attacks if timed
		properly. Second slash must be blocked low.
	       -Y must be blocked high and can be comboed
		from. Dodges most sweeps once in the air.
	       -Z most be blocked high, knocks down, and
		has the greatest range and damage. Brief
		invincibility at the start of the
		somersault.

	 --Fire Sword: Hades Scorcher
	       -Ground fireball, slow but high damage.
	       -X can be chained into and can combo into
		Hercules Rush in a corner.
	       -Y deals 2 hits and gives Leo a great frame
		advantage, but has longer startup and
		recovery if missed.
	       -Z has very long startup, but quicker
		recovery and deals 3 hits. Hitstuns long
		enough to combo into a jump attack, if
		enemy is in a corner.

	 --Ice Sword: Neptune Spike
	       -Overhead icicle drop. Delayed attack.
	       -Icicle must be blocked high.
	       -Icicle will break if Leo is hit, or if it
		is struck with a sufficiently high priority
		attack.
	       -The frost wave can hit for minor damage, but
		the icicle will not be formed.

	 --Thunder Sword: Mercury Stride
	       -Chargeable dashing attack.
	       -Without charging, has moderate startup and
		slow recovery.
	       -Invincible during the dash to all normals
		and non-hyper projectiles. At charge level 2

	       -Charging increases damage, increases guard
		crush power, and shortens recovery time.
	       -At max charge (after the 3rd lighting bolt),
		will guard crush if blocked.
	       -X is a feint, leaving Leo behind the
		opponent. Does not improve as much from
		charging, but does recover a bit faster.
	       -Y hits low for less damage, Z hits mid for
		higher damage.

	 --Battle Axe: Atlas Quake
	       -Full-screen ground stomp.
	       -Does not hit crouching or jumping opponents,
		unblockable against standing ones.
	       -Y and Z versions can be followed with Apollo
		Slam.
	       -Can hit enemies lying on the ground, if
		performed directly above them (meaning this
		is self-chainable until they get up).
	       -May negate some ground projectiles and evade
		low attacks if timed well.

	hold B, F, punch: Perseus Charge
	       -Custom move, dashing launcher with upper
		body autoguard.
	       -Cannot guard against throws or hyper
		attacks.
	       -May be followed with Apollo Slam or some
		Mystic Breaks.
	       -Can dodge some projectiles at startup.

	hold B, F, kick: Perseus Tackle
	       -Like Perseus Charge, but with lower body
		autoguard.
	       -Slightly less horizontal range.

	360 rotation + punch: Gaia Driver
	       -Non-instant command throw.
	       -Heaver versions have longer range and
		cause more damage, but are slower.
	       -Changed from Warzard where all versions
		were at the same speed. There was no
		reason not to use the heavy version all
		the time. Medium and Heavy versions have
		been slowed down for Mugen.
	       -Tip: press B, D, F, U + punch to perform
		this move while standing.


EX Attack (1/3 super bar):

	D,DB,B, a+b+c: Legendary Arms
	       -Summons the Legendary Sword and Legendary
		Shield. See Weapon List for details.
	       -When active, Leo's power will steadily
		drain, except during super attacks. He can
		still recover some power by getting hit or
		attacking.
	       -Arms will disappear when Leo runs out of
		power, after his current attack is over.
	       -1 second usage at minimum, unless something
		else drains Leo's power.
	       -Repeat to unsummon the Legendary Arms and
		pull out your most recently selected weapon.

Super Attacks (1 super bar):

	D,DF,F,D,DF,F, punch: Hercules Rush
	       -Basically a Chronos Rush that does 7
		hits and has instant startup.
	       -Movement starts a few frames before
		the superpause has ended.
	       -The shoulder charge alone can guard
		crush many opponents, leading to big
		damage even if blocked.
	       -When fully connected, deals slightly
		more damage than a full Heavy Chronos
		Rush.
	       -Very slow recovery.	
	       -Starting move in Quest mode.

	720 rotation + punch (leo.cmd) OR
	360 rotation + pp (leo_quick.cmd): Gigas Driver
	       -Command throw, 3 Gaia Drivers in a row.
	       -Most damaging move in Leo's arsenal, apart
		from Jupiter Rave.
	       -Instant startup, unlike Gaia Driver.
	       -Long range, same as heavy Gaia Driver.

	D,DB,B, pp: Mystic Break
	       -Casts one of several elemental magics,
		depending on your current selection.
	       -Will hit nearby enemies at startup for
		minor damage, but good stun time.
	       -Cannot be negated by projectiles, although
		strong projectiles can pass through and hit
		Leo.
	       -Mystic Breaks stop prematurely if Leo is
		struck.
	       -May be juggled into and out of.
	       -Fire is both quick and damaging up close,
		but loses effectiveness over range. Highest
		guard damage of all the elements, except a
		fully connected Earth. Good vertical range,
		unlike Hercules Rush.
	       -Ice is also damaging, and does not lose
		power at long range. It has homing abilites,
		making it effective against super jumpers/
		fliers. However, it has slow startup time
		and may not connect fully up close. There's
		a blind spot just behind Leo.
	       -Thunder is the quickest element, especially
		at long range. It also deals low damage,
		though the number of his and damage are both
		somewhat random.
	       -Wind is unguardable in the air, and grants a
		large juggling window. The 2nd wave pulls
		the enemy closer to Leo. Good vertical
		range, but weak damage on its own. Only the
		blue tornadoes will deal damage.
	       -Earth has the highest damage potential, but
		is quite random and is the slowest element
		in both startup and recovery. Best used
		against opponents who sit and block in the
		corner. Cannot be blocked crouching. Only
		the non-flashing meteors will make contact.
	       -Poison deals moderate damage and drains
		some of the opponent's super bar. It has
		good horizontal speed and range, and cannot
		be blocked standing. Low vertical range, but
		hits both in front and behind Leo.
	       -Starting move in Quest mode.


Hyper Attack (2 super bars):

	(w/ Legendary Arms) D,DF,F x2, kick: Jupiter Rave
	       -Custom move, short range autocombo.
	       -Needs the Legendary Arms to be equipped.
	       -Very high damage, but loses more strength
		than most other moves when comboed into.
	       -Can be used for juggling.
	       -In case enemy escapes, the last hit is
		unblockable.


Weapon List:

	Diamond Sword (select using D,DB,B, b):
	       -Standard weapon, long range, good
		damage. In Quest mode, this may be
		replaced with the Old, Bronze, Steel, and
		eventually Legendary swords, offering
		increased power and range.

	Fire Sword (select using D,DB,B, a+b):
	       -Less overall damage, but normal attacks
		inflict guard damage and special attacks
		deal more guard damage than usual.
	       -Though weaker than the Diamond Sword and
		Battle Axe, is still the strongest
		elemental weapon in terms of raw damage.
	       -Normal attacks cannot kill through guard
		damage.

	Ice Sword (select using D,DB,B, b+c):
	       -Freezes enemies and deals extra damage
		on hit. This includes Ultimate Counters.
	       -Knockdown moves do not allow for extra
		combo opportunities, but deal more
		counterhit damage than non-knockdown
		attacks.
	       -2nd of the elemental weapons for base
		damage.

	Thunder Sword (select using D,DB,B, a+c):
	       -Gives a speed boost to all weapon-based
		attacks.
	       -Weakest damage of all elemental weapons,
		except in the air where it is on par with
		the Fire Sword.

	Battle Axe (select using D,DB,B, c):
	       -Higher damage on normal attacks and
		increased guard crush power, but has the
		shortest range of all weapons.

	Legendary Sword/Shield (select using D,DB,B, a+b+c):
	       -Sword has the highest overall damage and
		range of all weapons, deals extra guard
		damage, and has increased guard crush power.
	        Also increases damage of Gaia/Gigas Driver
		and Apollo Slam, unlike other weapons.
	       -Shield grants 25% damage reduction against
		anything except killing blows, and increases
		damage of Rush moves.
	       -Same Weapon Attack as the Diamond Sword (and
		it's predecessors).

Combos:

	jump attack, stand b, Chronos/Achilles Rush,
					Pounce Attack

	jump attack, crouch x, Hercules Rush, Pounce

	jump (deep) z/c/d+c, stand c, stand b, Chronos/
			Achilles Rush, Pounce Attack

	(in corner) jump (deep) z/c/d+c, stand c, stand b,
		Thunder Mystic Break, Fire Mystic Break

	(outside corner) jump (deep) z/c/d+c, stand c,
	     stand b, Ice Mystic Break, Thunder Mystic Break

	(near corner) crouch z, Wind Mystic Break,
						Apollo Slam

	(near corner) Hades Scorcher (z), jump (deep) d+c,
		stand c, stand b, Hades Scorcher (x),
					Hercules Rush

	(in corner, with Legendary Arms) jump (deep) d+c,
			stand c, stand b, Chronos Rush (x),
						Jupiter Rave

	NOTE: Most of these combos, even if blocked,
	will guard crush the opponent after the first
	few hits, especially if using the Battle Axe.

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VERSION HISTORY:

-1.02e:
	-Landing noise plays when landing from air-guard.

-1.02d:
	-Tweaked alignment when using Bite or Chokeslam
	 on large characters.
	-Corrected some hitspark facing errors.
	-Fixed some Ultimate Guard glitches.

-1.02c:
	-Adjusted airguard vels to be closer to Warzard's.
	-Fixed Apollo Slam behaviour on airguarding enemies.
	-Minor cosmetic fixes.

-1.02b:
	-Fixed normals juggling an air-recovering opponent.
	-Fixed the first ring of the Poison Mystic Break not
	 showing up with advanced fx turned on.

-1.02a:
	-Perseus Charge/Tackle autoguard pause fixed.
	-Dash/backdash sound added.
	-Mercury Stride knocks down jumping opponents.

-1.02:
	-AI Aggression properly controls grapples and jump
	 attacks.
	-Tweaks to Mercury Stride.
	-Reduced Thunder Sword guard crush power slightly.
	-Fixed some remaining guard crush issues.
	-Minor tweaks to Gaia/Gigas driver grab range.

-1.01b:
	-Intro bug fixed.

-1.01:
	-Balance tweaks for custom mode. All special moves
	 are now vulnerable to hyper attacks at all times.
	-Shortened potential invincibility on Ulysses
	 Vault (X).
	-Mercury Stride adjusted. It's now vulnerable to
	 special attacks and throws (not projectiles) until
	 charge level 2 (the 2nd lightning bolt). Charge
	 speed has also been slowed down. Overall damage
	 increased slightly to compensate.
	-Removed some uninteded invincibility on Apollo Slam
	 and Perseus Charge/Tackle.
	-Legendary Arms power drain speed reduced slightly.
	-Added a setting to remove invincibility from
	 specials entirely.
	-Thunder Mystic Break weakened slightly.

-1.00c:
	-Fixed some graphical issues with Mercury Stride
	 and Achilles Revenge.
	-Fixed AI being able to spam Neptune Spike.

-1.00b:
	-Fixed Perseus Charge/Tackle glitches.
	-Fixed Mercury Stride liedown anim.
	-Fixed juggling from Bite grab.

-1.00:
	-Trails added to Perseus Charge/Tackle.
	-Advanced FX setting added, see Config.txt for
	 details.
	-AI uses weapon specific attacks.
	-Heavy Ulysses Vault has a slightly longer
	 projectile evasion window.
	-Minor AI and cosmetic tweaks.

-0.99:
	-Perseus Charge/Tackle added.
	-Weapon specific attacks added, all done with QCB+P:
	 Ulysses Vault, Hades Scorcher, Neptune Spike,
	 Mercury Stride, Atlas Quake.
	-Level adjustment menu is available at the start of
	 a game. Holding up or down changes levels faster,
	 as well.
	-Minor AI and cosmetic tweaks.

-0.97:
	-Experience system (called Quest Mode) added, see
	 level_readme.txt andlevel_config.txt for details.
	 Includes all of Leo's remaining weapons.
	-Fixed attack hit behaviour against certain
	 reversals (thank God for MoveReversed :P).
	-AI readjusted to have more variety and less insta-
	 reactions. Default aggression is 0.7 now, due to
	 increased difficulty.
	-Mars Slash now has brief startup vulnerability
	 (was in Warzard, but didn't confirm it until
	 recently... thought it was me being too slow).
	-Ice Mystic Break now resist projectiles while still
	 in formation (custom mode only).
	-Damage dampening reworked.
	-Many minor fixes and tweaks.

-0.93a:
	-Fixed Jupiter Rave super bg and weapon trails.

-0.93:
	-AI added, plus AI aggression setting.
	-Legendary Arms strengthened (Sword now gives
	 roughly 22% more damage than Diamond Sword on top
	 of other bonuses, and Shield gives 25% damage
	 reduction).
	-Command buffers added to all regular attacks and
	 Chronos/Achilles Rush.
	-Crouching x hits low.
	-Fixed standing b's pushback.
	-Mars Slash is now vulnerable to throws.
	-Attack movetypes tweaked.
	-Minor cosmetic tweaks/fixes.

-0.92b:
	-Fixed bug with guard crushing in simul mode.
	-Legendary equipment now morphs instantly into your
	 previous weapon and shield when out of power, but
	 they can disappear in mid-air, too.
	-Fixed issues with Mystic Break selection while in
	 custom states.

-0.92:
	-Legendary Sword and Shield added (as an EX attack,
	 for now).
	-Apollo Slam (custom anti-air) added.
	-Jupiter Rave (custom super) added.
	-Wind, Earth, Poison Mystic Breaks added.
	-Custom Gameplay setting added.
	-Warzard Hitsparks setting added.
	-Damage dampening setting added.
	-Tweaks to combo damage on Mystic Breaks.
	-Aerial guard breaks should behave more accurately.
	-Other minor tweaks and fixes.

-0.91:
	-Freezing attacks should now work against
	 HitOverrides.	
	-Gold Ultimate Guard reworked into Ultimate Repel,
	 see Basic Commands section for details.
	-Fire, Ice, Thunder Mystic Breaks added.
	-Various minor tweaks and fixes.

-0.90c:
	-Cancelling Ultimate Guard into Gold Ult. Guard
	 should actually work now. :P
	-Gold Ultimate Guard now works against projectiles,
	 but in a similar way to normal Ultimate Guard.
	-Added an alternate .cmd file (leo_quick.cmd) that
	 changes Gigas Driver's command to 360 rotation +
	 2 punches.

-0.90b:
	-Fixed Mugen freezing when guarding after getting
	 up from the ground.
	-Added Gold Ultimate Guard (z+c).
	-Loosened Gigas Driver command.
	-Ultimate Guard now turns to face opponents if
	 crossed-up.
	-Minor cosmetic tweaks/fixes.
	-2 palettes added, for a total of 6.

-0.90:
	-Initial Release.

============================================================

KNOWN ISSUES:

-Certain attacks, will pass right through the normal 
 Ultimate Guard without any contact. This is largely
 unavoidable due to the limitations of Mugen. Against these
 moves, use Ultimate Repel instead.
-Haven't been able to find a way to retain Ultimate Guard's
 functionality without making enemy hitsparks appear on
 contact. Ultimate Repel doesn't have this problem, but
 isn't quite as flexible.
-There's no way to avoid Leo dropping his weapons when
 thrown, again due to Mugen's limits.

============================================================

TO-DO LIST:

-Bug fixes/tweaks

============================================================

CREDITS:

-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Capcom for Warzard
-All who gave feedback and bug reports

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