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DATA:
Name: Ravange/Secmeto
Game: Warzard/Red Earth
Author: Doggiedoo
Version: 1.00f

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USAGE NOTES:

See Config.txt for options. You can toggle between custom or
original gameplay, Warzard or Mugen hitsparks, original or
transparent fx, and specify any enemies who should not be
guard crushed (such as those with their own guard crush
systems). You can also adjust Ravange's starting position,
and whether you want his/her/it's/their limbs and body to
flash during certain moves. Other options can also be
changed.

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

Ravange has no crouch animation, but is still considered
crouching under the usual conditions (holding down while
standing, etc.).

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CONTROLS:

BASIC MOVEMENT:

   f,f = forward dash

   b,b = backward dash

   d, ub/u/uf = high jump

NORMAL ATTACKS:

   a: Seinarugoseki (bite)
   -Press a again during first bite to add a followup bite.
   -Fast, and guard crushes fairly well.

   b: Shinjyo no Togame (claw sweep)
   -Hits low, long range.
   -Can dodge some low-hitting attacks.

   c: Fujyou no Kiyome (sand scratch)
   -Fast and high damage, but leaves Ravange facing
    backwards.
   -Stops ground-level projectiles, and some mid-level ones.
   -No corner pushback, can be used to trap slower opponents.

   x: Harubi no Seika (arcing fireballs)
   -Hold x to throw up to 3 fireballs in succession.
   -Hold back or forwards to control their distance.
   -Can hit lying opponents.

   y: Shi no Seika (flame breath)
   -Long range, deals high chip and guard crush damage.
   -Negates projectiles.

   Jump, a: Ten no Goseki (bite)
   -Similar to Seinarugoseki, but no followup.

COMMAND ATTACKS:

   x + y: Zaishia no Shinbatsu (throw)
   -Long range for a throw, but some characters can crouch
    under it and it's damage is limited.

   Hold z while turning around: Akuma no Toiki (poison cloud)
   -Dizzies opponent if it connects.
   -Can be used after Fujyou no Kiyome.

SPECIAL ATTACKS:

   d,d + a/b/c: Sky Arc (jump -> belly splash)
   -Startup invincibility before leaving the ground.
   -Hits both on the way up (for less damage) and on the way
    down.
   -Hold back when flying to hover in place.
   -Press a/b/c when flying to belly splash early.
   -Hold a/b/c during jump to belly splash immediately.
   -Belly splash hits lying opponents.
   -In custom mode, attack button determines speed, height,
    and damage.

   d,db,b, a/b/c: Nie no Zainin (mummy attack)
   -Unblockable on the ground.
   -Can hit (and be blocked) in the air, but deals negligable
    damage.
   -Mummies can be hit while advancing. Hitting them once
    causes them to recoil a moment. Hitting them again after
    they've resumed their attack destroys them.
   -Press a/b/c to unsummon the mummies early.
   -Only one of the mummies need to catch their target for
    the sarcophagus sequence to play.
   -Can be supercanceled into Sabaki no Hikari. Cancel window
    is while the sarcophagus rises from the sand. Note that
    the victim doesn't get petrified at the end of the move,
    and thus is more difficult to combo afterwards.

   At peak of jump, d,d + a/b/c: Sky Drop (belly splash)
   -Custom mode only.
   -Similar to the belly splash of Sky Arc (light version).
   -Only 1 strength level... button used makes no difference.
   -Can hit lying opponents.

   d,df,f, z: Genma no Toiki (forward-facing poison cloud)
   -Custom mode only.
   -Dizzies opponent if it connects.
   -Longer range than Akuma no Toiki, but leaves Ravange more
    vulnerable.

SUPER ATTACK:

   (air) d,df,f, a+b/b+c/a+c:
			Sabaki no Hikari (petrifying beam)

   -Full hyper armour during whole attack.
   -Ravange can suffer damage, but cannot be killed until the
    move completes.
   -Some characters can crouch under the beam.
   -Victims can be comboed if petrified while on the ground.
    If not, there may be time for an OTG attack (Harubi no 
    Seika or Sky Arc/Sky Drop).
   -Negates projectiles.
   -Can be done in mid-air, with Ravange descending while
    the beam is being fired. Greater coverage and more time
    for a followup attack, but fewer hits and less damage.
 
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VERSION HISTORY:

-1.00f:
	-Landing noise plays when landing from air-guard.

-1.00e:
	-Fixed sliding on landing while air guarding.

-1.00d:
	-Tweaked Sky Drop command, should now be easier to
	 perform Ravange's super in mid-air.
	-Adjusted some hitvels.
	-Fixed Shi no Seika glitch against jumping targets.
	-Can now walk and jump from "crouching".

-1.00c:
	-Tweaks to Nie no Zainin; mummies should be easier
	 to stop with physical attacks.
	-Fixed Shi no Seika binding with Advanced FX
	 enabled.
	-Minor hyper armour fix for projectile-based throws.

-1.00b:
	-Fixed high jump trigger.
	-Corrected attack behaviour against certain
	 reversals/parries.
	-Reworked guard crush sparks.
	-Some minor hitspark fixes.
-1.00:
	-Sabaki no Hikari can now be done in the air, as it
	 could in Warzard.
	-Optional music added to full intro, see Config.txt
	 for details.
	-Fixed enemy facing issue with Sabaki no Hikari,
	 plus some supercancel cosmetic tweaks.
	-AI tweaks.
-0.97:
	-Colour seperation: highlights on goat/lion heads
	 seperated from highlights on main body.
	-2 palettes added.
	-Either the lion or eagle voices can randomly play
	 during her win pose and taunt.
	-Full, original Warzard intro added for use with
	 Kung_Fu_Man's "Hybrid Nightmare" stage. See
	 Config.txt for details. Note that it only works
	 (for technical reasons) when she starts on the
	 right side of the screen. She also must not have
	 a simul mode partner. Currently missing intro
	 music.
	-Small cosmetic and AI tweaks.
	-CLSNs added to taunt anim.
-0.95:
	-AI (and AI aggression setting) added.
	-Oni no Toiki renamed to Genma no Toiki, and listed
	 command corrected.
	-Loosened timing on Akuma no Toiki.
	-New Warzard-like intro added plus optional setting.
	-Charlotte's laugh swapped for Janne's of World
	 Heroes.
	-More mummies added when Nie no Zainin hits.
	-Corrected a semi-infinate with Sabaki no Hikari and
	 Genma no Toiki.
	-Some minor tweaks.
-0.92:
	-Missing walking sprites added, courtesy of
	 TrasgoSe7en.
	-Draw game anim fixed.
	-Added palette cycling setting.
	-Added Oni no Toiki (custom move, subject to
	 renaming).
	-Fixed Sky Drop being performable in original mode.
	-Fixed enemy movement during Nie no Zainin.
	-Corrected Sabaki no Hikari hit type from special to
	 hyper.
	-Removed some unused sprites.
	-Nie no Zainin is now supercancelable into Sabaki no
	 Hikari, as the sarcophagus rises from the sand.
	-Minor cosmetic adjustments.
-0.90:
	-First public release.

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TO-DO LIST:
-Bug fixes/tweaks
-More custom mode tweaks/moves (if needed)
-More palettes (donations welcome, I'm out of ideas :P)

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CREDITS:
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-TrasgoSe7en for walking back sprites
-Capcom for Warzard
-SNK for Charlotte's laugh :P

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