===========| ====
*KRIZALID* | v0.3
===========| ====
[COMPLETION}{95%]

By VISUAL KREATIONS (V.K) orochi36@hotmail.com
http://www.crosswinds.net/~aeri (down until further notice)

09/10/99 Production initiated
19/10/99 v0.1 Initial release
27/10/99 v0.2 Slight changes and fixes
08/11/99 v0.3 Recropped, more tweaking and lots of new stuff added

=========================
WHAT'S NEW IN THIS UPDATE
=========================

* Rearranged some sounds to correct King of Fighters '99 vocals.
* Added End Of Hell original DM
* Increased the amount of power added for the Typhoon Rage attack
* Tweaked C kick to suck opponent in on first two hits (ala KOF 99)
* Minor adjustments to Desperate Momentum
* Added Desperate Overdrive
* Made first hit of punch Y unblockable to airborne opponents
* Altered random win poses to more often display win pose C
* Desperate Overdrive fine tuned for team play
* Added Desperate Hyperdrive
* Adjusted Typhoon Rage and Rising Dark Moon
* Corrected getting hit animation for Momentum Penetration
* Changed Resolute Impact to hit victims on floor
* Added grab for Resolute Impact
* Forced no control during hopping backwards
* Tuned Resolute Impact grab for team play
* Added throw

============
WHAT WAS NEW
============

* All sound quality reduced from 44100hz to 22500hz (due to memory problems)
* Added temporary Desperate Momentum
* Fixed palette bug in Typhoon Rage's dust
* Added Momentum Penetration
* Added other winning poses
* Added temporary versus K` and Whip animations
* Added versus Rugal animation
* Added Dark Moon Penetration
* Fixed Desperate Momentum
* Optimized Desperate Momentum for team play
* Changed command for Typhoon Rage
* Added temporary Resolute Impact (without grab)

=====
STORY
=====

Although merely a puppet under the immense power of the Nests Cartel, Krizalid
is an operative involved in the appropriately named "Project Krizalid".
The purpose of the project is to mass clone the infamous Kyo Kusanagi and
strategically place them at various points throughout the world, thus
ensuring the Nests Cartel's world domination. 

Krizalid's task is this:
In order to input trigger data, which is, the killer instinct, Krizalid
must find people to beat up. He doesn't know why or how, but that's what
he's been told to do, and being the loyal munchkin that he is, our Krizalid
sets out to accomplish the task bestowed upon him by the Nests Cartel.

Amidst the Nests Cartel's evil plot of world domination, one must ask -
Why would anyone want to clone Kyo Kusanagi? 
Or for that matter, how could a bunch of Kyos possibly take over the world? 
Who knows. Who cares?

Certainly not Krizalid, the walking christmas tree.

=====
NOTES
=====

This is the third version of my Krizalid for M.U.G.E.N.
He is virtually complete now.

Nothing much to say, but please don't plagiarise it.

If you have any problems with this, e-mail me or leave me a message here:
www3.bravenet.com/forum/show.asp?userid=tm172070

============
INSTALLATION
============

* Make sure you have the latest version of M.U.G.E.N.
  If not, check out www.elecbyte.com

* Try to download his background and music as well, titled krizbg.zip
  Read the installation instructions for the bg in krizbg.txt

After installing M.U.G.E.N, create a directory under the CHARS directory.
The directory must be called KRIZALID
Unzip the files in this archive there.

Edit SELECT.CFG under the DATA directory as instructed within the file,
adding Krizalid with the line:

krizalid, stages/_____.def

..where _____ is which background file you choose.
For example, to install Krizalid's background, you would type:

krizalid, stages/krizbg.def

==============
KNOWN BUG INFO
==============

I noticed during a Rising Dark Moon, some animation is rarely mixed up.
This bug may already be rectified.

Krizalid's jumping A seems unblockable most of the time.
This may be due to the position of the collision boxes.
It was probably because the attack was iniated too quickly for the 
opponent to block, if so then the bug has been fixed.

When hit during some aerial attacks, Krizalid remains levitated in mid air.
I've fixed some of this bug by removing the collision from some of the moves
so he cannot be hit out of them, but if anyone knows how to properly fix it, 
please let me know.

Desperate Momentum previously could hit ground people, which either hurled
them over his head or after I added a hit state, they would appear half way
in the floor. This has been corrected by removing hitting grounded people.

The final hit of his Desperate Overdrive will not connect if the victim does
not have a collision 2 box for their dizzy animation. So far, KFM, Blue Mary
and Guile don't have them. I seem to have fixed this by adding a change of
state straight after the move connects.

It seems that for some reason if the Desperate Overdrive is initiated when both
Krizalid and his opponent are in the corner, and Krizalid touches the wall
before touching the opponent (for example, opponent is falling and move is
done early) when the opponent is grabbed and hurled into the corner, they will
appear half way in the floor and only be hit by half of the Desperate Overdrive
attack. I don't know what's causing this, but I may have fixed it by forcing
the dash to stop if it touches a wall (ala Psycho Crusher).

Another bug with the Desperate Overdrive is that any victim nearby in a gethit
state will be bashed by the punches. I don't think there's a proper way to fix
this.

Strange things may sometimes occur with his Resolute Impact.

Trying to throw a victim straight after they get up will result in a miss.
This is because when the victim is getting up they will not be touchable.

===========
WHAT'S DONE
===========

* All basic animations
* All standing attacks
* All jumping attacks
* All crouching attacks (he has none)
* All required sprites implemeted
* All winning animations
* All special moves
* Dodging and dodge attack
* Accurate collision boxes
* Starting animations
* Three super moves
* 6 palette colors
* Most sounds
* His throw
* His taunt

======================
WHAT'S NEW TO KRIZALID
======================

+ He can now crouch
+ Different button layout
+ Lots of new chain combos
+ Dodging (Extra mode)
+ Dark Moon Penetration
+ New desperation moves

=================
WHAT'S NOT IN YET
=================

- Last two super moves
- More sounds
- Everything else you find missing

=========
MOVE LIST
=========

STANDING ATTACKS
================

CUT SPIN
-----------
Forward + Y

SPECIAL ATTACKS
===============

RISING DARK MOON
----------------
Forward, Down, Down-Forward + X/Y/Z

TYPHOON RAGE
------------
Down, Down-Forward, Forward + X/Y/Z

RESOLUTE IMPACT
---------------
Down, Down-Forward, Forward + A/B/C

DESPERATE MOMENTUM
------------------
Forward, Down-Forward, Down, Down-Back, Back + X/Y/Z

MOMENTUM PENETRATION
--------------------
At the end of Desperate Momentum: Forward/Back + X/Y/Z

DARK MOON PENETRATION
---------------------
At the end of Desperate Momentum: Forward/Back + A/B/C

LEVEL 1 SUPER ATTACKS
=====================

DESPERATE OVERDRIVE
-------------------
Down, Down-Forward, Forward, Down-Forward, Down, Down-Back, Back + X

END OF HELL
-----------
Down, Down-Back, Back, Down-Back, Down, Down-Forward, Forward + X

LEVEL 2 SUPER ATTACKS
=====================

DESPERATE HYPERDRIVE
--------------------
Down, Down-Forward, Forward, Down-Forward, Down, Down-Back, Back + Y

END OF HEAVEN
-------------
Down, Down-Back, Back, Down-Back, Down, Down-Forward, Forward + Y/Z

==============
SPECIAL THANKS
==============

o The M.U.G.E.N team for creating a 2d fighting game engine
o The TESTP team for their characters of which I used as examples
o [Yagami] for mirroring the files many times :P
o Neogouki for advice and help in general
o The RAGE team for their fantastic Shots Factory in Neorage X
o Anyone else whom I have forgotten
