Eyedol FOR MUGEN
Version: 1.0 (First Release)
Created for Mugen by Mike Obrecht:  Obreck2@hotmail.com

Designed for WinMugen only :(

This character can be downloaded from:

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

OR

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

OVERVIEW:
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Eyedol was the boss of the 1994 Rare fighting game KILLER INSTINCT. The game was known for its intense combo system and
cutting edge graphics which used 3d models motion captured into sprites on well renderd backgrounds. Eyedol was known to
be quite nasty for a boss and is considered by many to be one of the toughest fighting game bosses of all time, though the
brutal world of Mugen is sure to put that to the test ;).

Storywise Eyedol was an ancient "warlord" who fought for domination of the world against his rival Gargos. Mankind, fearing 
their battle would be the end of humanity, managed to banish the to warlords to limbo. However roughly 2000 years later the
evil company UltraTech managed to release Eyedol and planned to use him in their Killer Instinct tournament as a trump card
against any fighters who got out of control. Killer Instinct 1 ends with Eyedol being killed by Orchid. His death releases a
massive wave of energy that react with UltraTech's fortess, causing it and everyone inside to be sent hurdling back in time, 
beginning the story of Killer Instinct 2....

Eyedol could be played as with a secret code. His ending is just a joke though, a parody of Blanka's Street Fighter 2 
ending. Funny and suggested Eyedol's real plot wasn't written until the SNES home release.
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OPEN SOURCE:
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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.

This character is an excellent template for creating other KI players, as most all of the skeletal structure of KI's battle
system, hitsparks/blood/fx, etc are already in place in his code.
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HEY! THIS JERK CAUSES WAY TO MUCH DAMAGE!:
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The damage Eyedol inflicted is accurate to his damage in Killer Instinct, in which matches were short and brutal. If that's
problem you'll just have to open eyedol.cns and lower his "attack" setting as I'm not changing it.
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FEATURES:
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- Arcade sprites. Vastly superior to the SNES ones.
- Accurate, fully functional KI gameplay
- 12 palettes
- Shadow moves and finishers added to make him a fully functional KI player.
- Danger Mode, which can be escaped just like in KI, complete with escapee damage boost
- KI Combo anoucer, hitsparks, blood, & fx
- CCCCCombo Breakers
- Uses SNES combo layout, which allowed Eyedol to do larger combos than the Arcade version
- Has the Obreck fatalies frames and Messatsu's Character trait identifiers
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WHAT'S NEW:
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-First Release
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WHAT'S OLD:
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-Nothing
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TO DO LIST:
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-Fix any reported bugs
-Add multiple AI grades
-Dos patch?
-Add a special joke intro for a certain SFII character
-Make shadow moves counters and combo messages better aligned in Simul mode
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MOVES:
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KEY:
* = Linker move. See autodoubles.

BASIC MOVES: 
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Standing:   x,x - Quick club & punch
            y - Meduim club attack
            z - Stong club attack
	    a - Quick kick
            b - Meduim kick
            c - Stong kick

            b(up close) - Alternate Meduim Kick
            z,z(up close) - headbutts
            B+z - Stomach Stab

Crouching:  x or a - Quick ducking club attack
            y or b - Meduim ducking club attack
            z or c - Stong ducking club attack


Jumping:   Eyedol has no button attack while jumping. However he is immune to damage while jumping and will damage 
           anyone standing close to him when he lands ;)

Throws:    none :(

Guards:    hold back block - standard Mugen block option


SPECIAL MOVES: 
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All these moves are performed while standing or "ducking"

STANDARD SPECIALS:

D,DF,F,x - Slow fireball

D,DF,F,y - Meduim fireball

D,DF,F,z - Fast fireball

B+y - Stomping Stance (See below)

B, F, x* - Charging headbutt

B, F, z - Golf Club Swing (Reflects projectiles!)

B, F, a* - Foward Leap

B, F, b* - Still Leap

B, F, c* - Backward Leap


STOMPING STANCE MOVES. Can only be used while performing the stomping stance:

B, F, x* - Fast Charging headbutt (Has all the combo usage & cancels of the standard charging headbutt)

D,DF,F,z - Triple Fireballs

B+y - Stance cancel


CHARGING HEADBUTT CANCELS:

B+X - Charge cancel

B+z - Golf club cancel

B+a - Leap cancel


SUPER MOVES:

s - Life recove stomp. Hold s to recover life in exchange for super meter energy.


COMBO BREAKERS. If you are be hit by a combo these moves allow you to escape. YOU CANNOT ESCAPE MOST SUPER MOVES:

B, F, x - light breaker

B, F, y - meduim breaker

B, F, z - strong breaker


SHADOW MOVES. After performing a combo breaker a counter should appear. Shadow moves can ONLY be performed then at the
expense of the counter:

(Hold Z)D,DF,F,(Release z) - Shadow fireballs

(Hold a)B,F,(Release a)* - forward shadow leap (shadow leaps have the same functions as normal leaps)

(Hold b)B,F,(Release b)* - still shadow leap

(Hold c)B,F,(Release c)* - backward shadow leap


NO MERCY MOVES:
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After P2 loses twice they go into danger mode. These moves can perform while this is happening to finish P2 off.
P2 will always go in danager in "Turns" mode and never in "Simul" mode.

B,F,F,y - Club Impale
B,D,F,b - Screen Smack

D,D,F,F,a - Humilation. NOTE: can only be used if Eyedol has no lost a round.


AUTO DOUBLES & COMBO ENDERS: 
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KEY:
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AUTO DOUBLE: these are combo than can be used after landing any move listed in () below them. They and on 2-3 additional 
             hits and then can be chained into Linkers or Enders.

LINKER: Any special move I gave a * is a linker. They can be chained into from any autodouble and then usually can be chained
        into another autodouble. Linkers will evently end the combo if it grow to large and tend to be inferior to Enders
        for thiis purpose.

ENDER: Enders can only be used during an Auto Double. The end the combo with a large hit and sometimes a few smaller ones
       too. Many also sent P2 up for juggling
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AUTO DOUBLES:

b - 3-hit combo #1 (Headbutts,Charging Headbutt,Strong Duck Club)

y - 3-hit combo #1 (Stong Duck Club)

c - 3-hit combo #2 (y,forward leap,jumping attack, Light Duck Club)

z - 3-hit combo #2 (b,Charging Headbutt,Light Duck Club)

a - 2-hit combo #1 (Light Club or Punch,Meduim Duck Club) 

x - 2-hit combo #2 (Light Kick,Meduim Duck Club)


ENDERS:

B,F,z - Golf club ender

(Hold B 1sec),F,z - Comboed golf club ender (4 hits)


ENDER JUGGLES. Can be used after an ender to juggle P2 and gain extra hits:

B,F,x - Fast Charging Headbutt




Ultra\Ultimate Combos:
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These combos function just like Enders. However you can only perform these after P2 has lost a round and has less than 25%
of their life. The KI annouce will say "Danger!" to let you know P2 has less than 25% life.

These moves DO work in "Simul" mode and don't require P2 to lose a round in "Turns" mode.

These moves cancel Danger Mode, as you've already killed your opponent or at least gave them a beating they are not walking
away from >:)


(Hold B 1sec),F,c - Ultra Combo
(Hold B 1sec),F,a - Club Impale
F,D,B,x - Screen Smack


Combo Examples:
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Charging Headbutt,z,Charging Headbutt,z,Golf Club Ender (9 hits)

Forward Leap,c,Charging Headbutt,b,Comboed Golf Club Ender (12 hits)


KNOWN ISSUES:
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-The danger mode can be buggy for a few opponents
-Combo messages & shadow move counter overlap between partners in Simul mode
-Combo Breaker system a bit inaccurate running off the previous hit instead of the current one. As far as I know there is no
 way in Mugen to predict whether an attack will be light/medium/heavy, codewise :(
-Eyedol can combo break projectiles and helpers for some characters. There is no way to fully prevent this. The helper or 
 projectile is erased when this happens.
-Eyedol projectile relfection usually creates a substitute fireball or altered version of the reflected porjectile. This is
 due to mugen code limitations.
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ART & SFX info:
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Eyedol and 90% of this release's sprite come from the Arcade version of Killer Instinct 1
Sound Effects where also ripped from Killer Instinct 1.
The substitute reflected fireball is an edit of Eyedol Snes fireball.
The icon by the shadow move counter also comes from the Snes version of Killer Instinct
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Ripped with:
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Arcade sprites: Mame emulator (TIP: you need BOTH the Killer Instinct roms and a file called "kinst.chd" to run KI)
		I used a background disable cheat by a coder named Bloodstorm. For more info check out this blog of his:
		http://www.angelfire.com/art2/bloodstorm0/blog/
		DO NOT ASK ME FOR ROMS OR THE .CHD FILE

Snes sprites: ZSnes emuator

Sound Effects:  M1 (A sound/music player & ripper that works with many Mame supported arcade games)
	        To get M1 visit this website:
	        http://www.mameworld.net/mrdo/m1.html
	        P.S. I WILL NOT, REPEAT, WILL NOT TEACH YOU HOW TO USE M1. That's what reading the documentaion is for.
		I WILL HOWEVER GIVE ONE BIT OF INFO: Killer Instinct has well over 1500 sounds, many blank, so if you
		haven't gone past 1500 keep searching.
	       
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CREDITS:
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Rare & Nintendo: For creating and producing Killer Instinct

RandomSelect and Mugen History: For hosting Eyedol

Loganir: For letting use his projectile reflection from Wonder Woman as a base for Eyedol.

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.
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