DEATH ADDER FOR MUGEN
Version: 1.7 Final
Created for Mugen by Mike Obrecht:  Obreck2@hotmail.com

Designed for WinMugen but also has DOS Mugen patch.

This character can be downloaded from:

http://randomselect.i-xcell.com/
(hosted creations->host characters->Mike Obrecht

OR

http://www.mugenhistory.com/
(hosted characters->page 8)

OVERVIEW:
---------------------------------------------
Death Adder (DA) is a commonly occuring final boss for the Sega series, Golden Axe. I've always wanted to make a Mugen port of the character, but decided against it since Golden Axe was a beat-em-up series, meaning any sprites of DA would be small and lacking in moves. However I recently aquired a copy of Golden Axe: The Duel, an unsuccessful attempt to port Golden Axe to the fightning game scene. DA was one of the playable characters, finally giving me a fighting game grade spriteset of the character. So I ripped him, but unsatisfied with his portrayal in GA:The Duel I decided to build his moveset as I envisioned him. I also altered the sprites abit, removing the silly codepiece he wore and cutting off his rocker hair.

OPEN SOURCE:
---------------------------------------------
This release ,as with ALL my public Mugen releases unless stated otherwise, is open source. You can use it for code, make
your own character out of his, make a suedo Svc,CvS,etc. variation of him, whatever. Just list me in your credit if you do 
more than borrow a few lines of code or sprite/sfx for another character project.


FEATURES:
---------------------------------------------
- MvC style launchers and combo chainings
- A special moveset that basicly covers all the moves DA has been seen with in Golden Axe
- 12 palettes, first 6 directly from the Golden Axe series
- 4 super moves, each with two power levels & a lvl 3 super move
- A special win pose for the fights end. Randomly throws it in during turns mode and survival matches(5+ wins) too
- Has a special block that absorbs block damage
- Has an SF3 style parry & a evasion move
- 4 AI grades to choose from.(See "AI LEVELS" way below)
- Can counter enemy super moves! Trick compatible with most Mugen characters
- Has the Obreck fatalies frames and Messatsu's Character trait identifiers

WHAT'S NEW:
---------------------------------------------
(V 1.7)
-More little fixes
-Sped up opponents falling after being hit by fire breath attacks
-Fixed ANOTHER glitch that enabled DA's super move steal during his dash for no reason. Explains why the AI would do it with no result
-DA can now summon Synn to appear from either side of the screen
-Changed the Breathbringer AI level a bit, replacing the former version's regeneration with other enhancements.
-Dos Patch Created

WHAT'S OLD:
---------------------------------------------
(V 1.666)
-Lots of little fixes
-Fixed a glitch that enabled DA's super move steal during his dash for no reason. Explains why the AI would do it with no result
-Altered the 2 normal win poses abit...
-Added defensive move, a SF3 parry and a defensive evade
-Added a lvl3 super
-Split the AI into 4 grades of skill to choose from
-Changed the crappy wake-up attack system altogether

(V 1.0)
-First release

TO DO LIST:
---------------------------------------------
-Fix any reported bugs and/or serious balance issues

TO INSTALL DOS PATCH:
---------------------------------------------
Open the DOS folder in Death Adder's main folder, then copy the file over the default file in his main folder. Done.
NOTE: Some tranparency effects are lost in the DOS version & his little portrait is discolored on the select screen.

MOVES:
---------------------------------------------
* = laucher attack. On contact P2 is thrown up in the air and DA can into combo a super jump to meet them by pressing UP
$ = move not disrupted by P2 striking DA. DA will still take the damage but will continue the move instead of stunning
@ = DA is unhurtable during this move

BASIC MOVES: 

Movement: F,F - run
	     B,B - hop back
	     D,U - Super Jump

Standing:  x - shield thump
                y - axe swipe
	    a - floating trip
                b - stomach kick
	    F+x - shield smash
	    F+y - axe smash
	    F+b - stomping foot

Crouching:  x - ducking shield thump
                 y - ducking axe swipe
	     a - low floating trip
                 b - launching boot*
	     F+x - ducking shield smash

Jumping:   x - jumping shield thump
                y - jumping axe smash
	    a - jumping knee
                b - drop kick
	    U+y - axe launcher*
	    D+a or b - jump kick

Throws:   F+x+y - body slam combo
              F+a+b - genesis thunder
	  B+x+y - reverse body slam combo
	  B+a+b - reverse genesis thunder

Guards:    hold back block - standard Mugen block option
                c - standard guard button
	    z - super guard. (See Super Guard/Super Devour info)

SPECIAL MOVES: 
(SCA) = When DA can do the listed move. S - standing C - crouching A - airborne

Standard Specials:

D,DF,F,x or y - Fist of Gaul (SC)

D,DF,F a - Brief Dragon Breath (SC)

D,DF,F b - Dragon Breath (SC)

F,DF,D,DB,B,x or y - Shield Charge (SCA)$

F,D,DF,F x - Short Axe Uppercut (SC)*

F,D,DF,F y - High Axe Uppercut (SC)

EX Specials(Require 1/4 of a super bar):

D,DF,F,x+y - EX Fist of Gaul (SC)*

D,DF,F,a+b - EX Dragon Breath (SC)

SUPER MOVES:

D,DF,F,D,DF,F,x - Lvl1 Death Aura (SC)@

D,DF,F,D,DF,F,a - Lvl1 Thunder Breath (SC)
 
D,DB,B,D,DB,B,x - Lvl1 Dash-Stomp-Smash Attack (SC)@

D,DB,B,D,DB,B,a - Lvl1 Ego's Avalanche (SC)@

D,DF,F,D,DF,F,y - Lvl2 Death Aura (SC)@

D,DF,F,D,DF,F,b - Lvl2 Thunder Breath (SC)
 
D,DB,B,D,DB,B,y - Lvl2 Dash-Stomp-Smash Attack (SC)@

D,DB,B,D,DB,B,b - Lvl2 Ego's Avalanche (SC)@

D,DF,F,D,DF,F,z+c - Lvl3 Breath of Synn (Frontside)(SC)@

D,DB,B,D,DB,B,z+c - Lvl3 Breath of Synn (Backside)(SC)@

D,DB,B,a+b or x+y - SUPER DEVOUR COUNTER! (See Super Guard/Super Devour info)(SCA)@


PARRIES AND EVADES:

Parry: Press F the moment an enemies attack is going to make contact. DA should shrug off the move, taking no damage.

Shield Evade: Hold F while using the super block. If an enemy melee attack hits, DA will jump behind his opponent while
	      time pauses. REQUIRES 200 super power (1/5 a super bar)

Ground Evade: Press F,F while DA recovers from the ground. DA will perform a non-time freezing shield evade. No super cost.

Wake-Up: Hold D while DA recovers from the ground. He'll immediately enter his ducking stance, ready to attack or block.


SUPER GUARD/SUPER DEVOUR INFO:
------------------------------------------------------------
Super Gaurd: This is a special block that nullifies block damage, depleteing DA's super bar for damage instead. There's a 
catch however, if you run out of super power while using the super guard DA gets thrown into air, take damage, and his guard
drops, giving P2 a chance for free hits.

Super Devour: This move is a lvl1 super. It can ONLY be performed immediately after P2 performs a super move. If DA can 
perform this move before he's hit or P2 finishes the moves, DA will disrupt P2's move and add the cost of their move to his
superbar! DA will just break even on a P2 lvl1 super, but will get more power back than he spent on high level attacks. Does
not work for anything less that a lvl1 super (1000 power spent by P2, 1/3 the whole meter)

AI LEVELS:
--------------------
To alter Death Adder's AI, open DAdder.def with any text editor, like what you're using to view this. Instructions are there.

AI Grades:

AI - The standard AI package. Can be pretty brutal
     CHALLENGE LEVEL = HARD

JrAI - A less aggressive DA with less parrying. Still tough, but should be beatable without too much pain for most players
       CHALLENGE LEVEL = MEDUIM

InbredAI - Duhhh... who needs coded AI. Mugen does it 4 U huh,huh,huh. DA just randomly tosses stuff out here, which mostly
	   results in him hopping around and using melee attacks at a useless distance, like a bored chimp's controlling him.
           CHALLENGE LEVEL = EASY

DeathBringerAI - Like hard rank but DA parries & counters whenever he pleases, has no juggle cap, enhanced attack/defense 
		 power, his super aura recovers life, more statues fall during statue super, and his super devour gives more 
		 power than it takes.
		 (Human players do not get the Death Bringer AI bonuses.)
	         CHALLENGE LEVEL = SUPER CHEAP HARD


ART & SFX info
------------------------------------------------------------
Death Adder was ripped from the arcade version of Golden Axe: the Duel
Many of the sound effects I used come for the game Oblivion, a few are Golden Axe Stuff
Some sprites were ripped or created from various other Golden Axe games.
The little thieves that appear during some of DA's victory poses are from the arcade Golden Axe 1.
Sparksets mostly from Rikard.
Synn (The dragon DA calls in) was ripped for Dungeons&Dragons:Shadows Over Mysteria. Its an excellent beat'em up by Capcom.

CREDITS:
-------------------------------
Sega: For creating Golden Axe and Death Adder.

RandomSelect and Mugen History: For hosting Death Adder

Rikard: for his "I CAN'T BELIEVE THIS IS A SPARKSET" package:
http://rikard.bdimension.net 

Warner and JudgeSpear: I referenced their MvC Peter for laucher timing and chaining

Potikemon: For his SF3 style air recovery code.

Suave Dude: Created a forum archive of recreating various game tricks, such as the SF3 parry system. His info was very useful
            to me. That topic ,composed of many people's code examples, is here: 
	    http://mugenguild.com/forumx/index.php?topic=43756.0

Various Mugen Forums: for feedback & support

Bethesda Software: For creating Oblivion, were I got much of my sfx.