 ____   ___  _    _      _     _ _   _ _____ ____ _    _   _
|  _ \ /   \| \  | |    | \   / | | | | ____| ___| \  | | | |
| | | |  _  |  \ | |    |  \_/  | | | | | __| |__|  \ | | | | 
| | | | |_| |   \| |    | \   / | | | | ||_ |  __|   \| | | |
| |_| |  _  | |\   |    | |\_/| | |_| | |__|| |__| |\   |  -
|____/|_| |_|_| \ _|    |_|   |_|_____|_____|____|_| \ _| |_|
YOU CAN FIND MORE AT:
HTTP://IT.GEOCITIES.COM/PANDEMONIUM_MUGEN
---------------------------------------------------------------------------------------------

Hi, i'm ilcane87 (ilcane87@yahoo.it) and i'm italian. I have updated this fantastik DanHibiki, but remember:

At first, THIS CHARACTER IS NOT BY ME, BUT HIS ORIGINAL CREATOR WAS R,
I JUST ADDED SOME THINGS!

I'M LOOKING FOR SOMEONE WHO CAN TEACH ME HOW TO MAKE AI!!!

Here you can find the description of what's new:

NEWS:
-Added Blanka's Rage HyperMove
-Updated Shin DakkuKiaku (3 variations) (now it's always succesfull)
-Added Super Jump
-Updated uppercut (now sends you in the air!)
-Updated strong air punch/kick (send you on the earth!)
-Added combo-ability (standing, crouching, jumping!!!)
-Added CrazyForRolling HyperMove

WHAT TO DO:
-Add AI (can someone help me??)
-Fix the others palettes problems (only the pink one is OK, but i'll fix everything)
-Add other strikers
-Add more original supermoves
-Add more original Hypermoves
-Add intros, win poses...
-Add special intros against characters, like Sagat, GoHibiki, Ryu, Blanka...
-More, more and MORE!!!!!

Anyone can use this character and all his files even without asking permission!

At last, but not least...HAVE FUN! :-D

What follows is the readme by R updated by me:

Dan Hibiki
(Tatsui no Gadou ni mezameta Dan)
Version 1.01 for M.U.G.E.N. engine 2000.06.27 or newer
By R. (r________@hotmail.com) [that's 8 underscores.]
You can find more at http://www.mugenitalia.go.to
If you are a fan of Dragonball check this site: http://www.dbita.go.to

Potete trovare tutto sul mugen qua: http://www.mugenitalia.go.to
Se siete un fun di Dragonball visitate questo sito: http://www.dbita.go.to

See the end for a list of updates and acknowledgements.

//////////////////////
// Legal stuff      //
//////////////////////

This character file is to be used entirely at your own risk. The author 
accepts zero liability for any damage directly or incidentally caused by use
of this character or any of the files contained within. You may freely use
any part of the .CNS, .CMD, .DEF, .ACT, and .AIR files for non-commercial 
work only; a credit to the author will be appreciated if the amount used 
constitutes a significant portion of the total. 

The .SFF and .SND files may be freely reused for non-commercial work only, 
provided that credit is given to Capcom, the owner of the sprites and sounds
contained therein.

No commercial work may use any file in this package without prior written 
consent of the author of this package.


//////////////////////
// Installation     //
//////////////////////

Dan requires version 2000.06.27 or newer of the MUGEN engine, available from
http://www.elecbyte.com. If your engine is up to date, simply create a
subdirectory <mugendir>\chars\dan, (where <mugendir> represents the directory 
where MUGEN is installed) and move the character files into that
directory.

Dan's sound files are a separate download. Downloading the sounds is 
strongly suggested. Once you have done so, move the file dan.snd into your 
<mugendir>\chars\dan  directory.

If you want Dan to appear on the character select screen, edit
data\select.cfg and add "dan" to the list of characters.


//////////////////////
// Colors           //
//////////////////////

Dan has 11 different color schemes. Here is a list of the costume colors and 
the buttons used to select them:

a: Light cyan gi, yellow gloves. (SFA3)
   Also known as "Minty Fresh" Dan.
b: The (in)famous pink gi and dark brown gloves. (SFA3)
c: Yellow gi with purple-blue gloves. (SFA3)
x: Purple gi with dark brown gloves. (SFA3)
y: Light green gi, yellow gloves. (SFA3)
   Also known as "Nature" Dan.
z: Dark orange gi, blue gloves, and a deep suntan. (SFA3)
   Also known as "Burnt" Dan.
Start + a: Bright green gi with pink gloves. (MSH vs. SF)
Start + b: Bright yellow gi with pink gloves. (MSH vs. SF)
Start + c: Blue gi with yellow gloves. (Pocket Fighter)
           Also known as "Aqua" Dan.
Start + x: Hot pink gi with off-white gloves. (SFA2)
           Also known as "Flamingo" Dan.
Start + y: Golden gi with golden gloves, golden fireball, etc. Also known as
           "Golden" Dan, for obvious reasons.


//////////////////////
// Move List        //
//////////////////////

Dan is a seven-button character. Please use an input device that has seven 
buttons; otherwise, you will not be able to use Dan to his full potential.
If you must leave a button off, good candidates are medium punch or light 
kick. Never remove the Start button. :P

Conventions: D, F, U, B represent down, forward, up, back, respectively.
Forward is the direction that Dan is facing. DB, UF, etc. represent the 
appropriate diagonal directions. a, b, c, x, y, z, s are the corresponding 
buttons. (s is Start).

QCF represents a quarter-circle motion: D, DF, F. QCB is D, DB, B. QCFx2 is
two consecutive QCFs, and QCBx2 is two consecutive QCBs. 

HCB represents a half-circle motion: F, DF, F, DB, B.

Basic moves:

*) x, y, z: light, medium, strong punches (standing/crouching/air)
*) a, b, c: light, medium, strong kicks (standing/crouching/air) 
*) two punches (in fall state): recovery

*) FF (double-tap forward): forward dash
   Dan lunges forward with his arms over his face.

*) BB (double-tap backward): useless
   Who needs a backdash? Certainly not Dan! Saikyou-ryuu masters never have 
   to retreat! Saikyou!

*) D, DB, UB, s: Saikyou Backdash
   For those of you who really want to go backward, Dan has developed this
   new technique. He performs a graceful double backflip. Unfortunately, he
   has not yet had much practice with it in battle...

*) F/B + two punches: Seoi Nage (Shoulder Throw)
   Dan reaches out and grabs his opponent, then flings him over his
   shoulder. Works in the air, too.

*) F + two kicks: Otoko Michibiki (Guidance of Man)
   Dan grabs his opponent and bashes his head repeatedly while shouting,
   "Saikyou!" You can mash buttons to do more hits -- but the opponent
   can also mash buttons to escape more quickly!

*) B + two kicks: Generic Kick Throw
   Dan grabs his opponent by the scruff of the neck and launches him high
   into the air with an uppercut. That's all. What, you expected a super
   jump into aerial rave? Dan's no superhero!

*) F/B + two kicks (air): Saikyou Jigoku Otoshi (Strongest Hell Drop)
   Dan plucks his opponent from the air and slams him to the ground.

*) (in air block) Three punches: Saikyou-Ryuu Bougyo (Strongest-Style Parry)
   After blocking an attack in the air, Dan pushes himself away from his 
   opponent. This move is really supposed to be triggered by F+xyz, but
   I found that too hard to do... ^_^;;


Special moves:
*) QCF + punch: Gadouken (Self-Taught Fist)
   Dan summons his ki to generate a moderately sized fireball. The distance
   the fireball travels depends on the strength of the punch used.

*) QCB + kick: Dan Kuu Kyaku (Cutting Sky Leg)
   Dan flies forward through the air and performs one, two, or three kicks,
   depending on the strength of kick used. If this attack is performed in 
   the air, Dan's trajectory may vary in different ways. Try it out!

*) D, DB, UB + kick: Backwards Dan Kuu Kyaku
   If done from the ground, Dan will perform a shortened Dan Kuu Kyaku going
   backward. This move cannot be done in the air.

*) F, D, DF, punch: Kouryuuken (Clear Dragon Fist)
   Dan performs a leaping uppercut. The amount he is carried forward depends
   on the strength of the punch used. Occasionally, Dan will shine white
   while performing this move. He is invincible during this time.

*) QCF + kick: Premium Sign
   Dan pulls a picture of himself out of his gi and autographs it before 
   tossing it toward his opponent.

*) s: Chouhatsu (Taunt)
   Dan shakes his fist at his opponent. Can be performed standing,
   crouching, or in the air. The taunts may have some useful properties...

*) QCF + s: Zenten Chouhatsu (Forward Rolling Taunt)
   Dan rolls forward before performing a taunt. May have some useful
   properties...

*) QCB + s: Kouten Chouhatsu (Backward Rolling Taunt)
   Dan rolls backward before performing a taunt. May have some useful
   properties...

*) FF + s: Saikyou Zenten Hissatsu Waza (Strongest Forward Rolling Super
   Technique)
   Dan jumps into a forward roll and careens into his opponent, who is sent
   flying and may even carom off the wall. While Dan is rolling, you can
   make him accelerate/decelerate to a limited degree by holding forward or 
   back.

*) HCB, (direction) + punch/start: Jimmy!!!
   Dan calls on his old pal Jimmy (a.k.a. Blanka) for a little extra 
   assistance. Jimmy hops onto the screen and tosses a fruit. The
   stronger the punch, the farther he throws it. If Dan calls Jimmy with
   the Start button, Jimmy will aim at the nearest opponent if there's
   one in the path of the banana.
   If you do HCF + punch/start, Jimmy hops in from the forward edge
   of the screen. If you do B + F + D + punch/start, Jimmy drops straight 
   down right in front of Dan. If you omit the extra direction, Jimmy hops
   in from the back edge of the screen. 
   You can control whether Jimmy throws the banana leftward or rightward
   by releasing the joystick after calling Jimmy, and then tapping in the
   appropriate direction while Jimmy is still in the air.
   What would happen if Dan got hit on the head? ...

*) (During standing block) F + two punches: Standing Alpha Counter
   Dan will try to counter an opponent's blocked attack with a taunt.
   You can also perform this with DF + two punches from a crouching block.

*) (During standing block) F + two kicks: Crouching Alpha Counter
   Dan will attempt to counter an opponent's blocked attack with a sweep.
   You can also perform this with DF + two kicks from a crouching block.

Super moves:
*) QCFx2 + punch: Shinkuu Gadouken (Quaking Sky Self-Taught Fist)
   Dan throws an especially powerful (relatively speaking) fireball. Use a
   light punch for a Level 1 super, medium punch for Level 2, and strong
   punch for Level 3. If Dan doesn't have enough power for the selected
   super, he will perform the strongest one available.

*) QCF + 2 punches: Variable Shinkuu Gadouken
   Dan charges up to throw a wimpy-looking fireball with deceptive juggling
   potential. Hold down the punch buttons after doing the move to charge.
   The behavior of the move varies subtly depending on how long Dan charges. 
   Requires one level of Dan's super meter, plus any extra used during the 
   charging process.

*) QCF, D, DF + kick: Kouryuu Rekka (Clear Dragon Conflagration)
   Dan performs a low and a high Kouryuuken in rapid succession. Depending
   on the super level, he may step forward between the two Kouryuukens. Use
   a light kick for a Level 1 super, medium kick for Level 2, and strong
   kick for Level 3. If Dan doesn't have enough power for the selected
   super, he will perform the strongest one available.

*) QCBx2 + kick: Hisshou Buraiken (Certain Victory Knavish Fist)
   Dan will perform a flurry of basic attacks before finishing off with a 
   strong Kouryuuken. Use a light kick for a Level 1 super, medium kick for
   Level 2, and strong kick for Level 3. If Dan doesn't have enough power
   for the selected super, he will perform the strongest one available.

*) QCFx2 + s: Chouhatsu Densetsu (Legendary Taunt)
   Dan performs a succession of rolling taunts, ending with a jumping taunt
   and a victory pose. Woe betide the opponent who walks into one of these
   mighty taunts! Requires one level of his super meter.

*) QCBx2 + s: Chouhatsu Shinwa (Mythical Taunt)
   Pressing any button will cause Dan to taunt. Press DF+button or DB+button 
   to have him perform a rolling taunt. Taunts can be cancelled into each
   other after a certain amount of time. The Chouhatsu Shinwa lasts 25
   seconds or until Dan is hit. He cannot block or perform any attacks during 
   this time. Requires three levels of Dan's super meter.

*) F, D, DF + start: CrazyForRolling
   Dan jumps and starts rolling very quickly to make his opponent
   slip. During the rolling, if you press Back he'll roll back, if you press forward
   he'll roll forward. Try to keep the opponent in the air by hitting him
   when he's landing. Requires three levels of Dan's super meter.

*) QCF + 2punches: Blanka's Rage
   An angry Blanka comes down to attack Anyone on his path!!!
   Requires one level of Dan's super meter

*) x, x, F, a, z: Jun Kokusatsu (Martyr's Keening Kill)
   Dan calls for help from his departed father, Go Hibiki. Go's ghost 
   appears and floats across the screen, doing great damage if he connects. 
   This move is unblockable. Requires two levels of Dan's super meter.

*) z, a, B, x, x: Otoko Michi (Path of Man)
   Dan rushes forward, grabs his opponent, then causes an explosion that
   does major damage -- to himself. This move is unblockable. Requires one 
   level of Dan's super meter.

*) x, x, F, a, s: Shun Bokusatsu (translation omitted)
   Dan has finally perfected this technique after months of studying Gouki's
   Shun Gokusatsu and his father's Jun Kokusatsu. Dan can only perform this
   desperation move when he's low on life. The attack title is supposed to 
   mean "Instant Violence"; however, Dan has made an unfortunate spelling
   error... Requires one level of Dan's super meter.

*) QCB, HCF, s: Kataki
   Dan performs a spinning dodge, grabs his opponent, then sends him skyward
   with an uppercut, but is that all? Requires three levels of Dan's super 
   meter.

*) QCB + ax/by/cz (also in the air): Shin DakkuKiaku
    Dan starts a kicking rage in the air. As you press 
    QCB + ax, he'll make one slow attack(1 level),
    QCB + by, he'll make a normal attack, followed
    by a slow attack(2 levels), QCB + cz, he'll make
    a fast attack,followed by a normal attack, ending 
    with a slow attack(3 levels)!
   
*) x, x, F, a, c: ShunGokuSatsu
   Dan calls for help from his departed father, Go Hibiki. 
   Go appears and floats across the screen, killing the opponent if he connects. 
   This move is unblockable. Requires three levels of Dan's super meter.

*) x, x, F, a, a: Shun GoguKhatzu
   Dan, remembering the death of his father, concentrate all his anger
   and charges his opponent with a rage of punches and kicks, this is REALLY a deadly move... :-)
   Requires three levels of Dan's super meter (waste energy only if he connects).

//////////////////////
// Tech Hits        //
//////////////////////

If you're playing against Dan, you can lessen the damage you take from Dan's 
throws by performing tech hits. This is done by entering your recovery command
immediately after Dan grabs you. If you've done it right, your character will
flash green and take much less damage from the throw than normal. You may
also recover out of the throw more quickly, or otherwise make Dan's life more
difficult.

The throws which are tech-hittable are Seoi Nage, Saikyou Jigoku Otoshi, 
Generic Kick Throw, Otoko Michibiki, and Otoko Michi.


//////////////////////
// Canned Combos    //
//////////////////////

There aren't very many canned combos that are explicitly allowed for. You'll
have to discover combos for yourself. To get you started, here are the canned 
combo elements that do exist:

*) Any standing/crouching basic attacks, except for the standing medium and 
   strong kicks, the standing strong punch, and the crouching strong kick, 
   can be cancelled into a Gadouken, normal Dan Kuu Kyaku, Premium Sign, 
   Kouryuuken, Shinkuu Gadouken, Variable Shinkuu Gadouken, or Kouryuu Rekka. 
   That is, if a cancellable move connects, you can enter the command for any 
   appropriate attack or super without waiting for Dan's animation to finish. 

*) Any of the above basic attacks can be release-buffered into any of the 
   above special moves or supers, except for the Variable Shinkuu Gadouken. 
   Release buffering is simply a situation in which a button release is 
   counted as a button press for the purposes of entering a move. For example, 
   if you punch someone using crouching z, perform a QCF motion while holding 
   z, then release z, Dan will halt his crouching strong punch animation and 
   throw a Gadouken. The Chouhatsu Densetsu and Chouhatsu Shinwa can also be 
   release-buffered from a standing or crouching taunt (if they hit, of 
   course).
   It may sometimes be easier to just cancel your moves directly, rather 
   than trying to use release buffering. See what works for you.

*) If Dan's life is greater than 1, he can cancel any basic crouching or 
   standing attack (whether it hits or not) into the Otoko Michi. He can 
   always cancel his standing strong punch, light kick, and light punch into 
   the Otoko Michi. In addition, he can cancel his standing, crouching, and 
   rolling taunts into the Otoko Michi provided that they connect.

Here's an example of how these elements can be combined for a 11-hit combo
of intermediate difficulty. Semicolons separate commands. Where release 
buffering is used, -> is used to connect the different commands while the 
button is being held, and ~ indicates that the button should be released.

jump b; D+b -> DB,B+~b; QCB+a; QCF (just before landing); D+z -> DF,F+~z

If your timing is right, Dan should jump in and hit the opponent at the last 
second with a medium kick, do a crouching medium kick and go immediately into 
a medium Dan Kuu Kyaku (2 hits), then do his crouching strong punch followed
by a Shinkuu Gadouken after contact (up to 5 hits). Depending on the size of
the opponent, you may have to delay the Shinkuu Gadouken a bit to get the 
full hits. For bigger opponents, you may be able to start with a jump c for 
additional damage. It's important that the crouching strong punch at the end 
of the combo be performed with D+z or DB + z. If not, Dan will perform a 
Kouryuuken instead.

Here are the "interesting" combos that I know of. The ones involving Dan Kuu
Kyakus and hits after Saikyou Jigoku Otoshi are fake combos, in that the 
opponent can recover out of them if he wants. I'm mainly listing these so I 
don't forget them.

*) At close range on the ground, D+s, QCFQCF+s (8 hits)
   You may wish to release buffer this as QCF, D+s -> DF,F+~s

*) (In corner) Jump in Z; D+z; D,DB,B+c; D+x; D+z; QCFQCF+c (12 hits)
   One of Dan's most damaging combos -- 51.2%.

*) (In corner) Jump in Z; D+b -> DB,B+~b; D+y; D+y; D+z; QCF+s (8 hits)

*) (In corner) Jump in Z; D+b -> DB,B+~b; D+z; x; QCB+a; s (8 hits)

*) (In corner) Jump in Z; D+b -> DB,B+~b; QCB+a; D+z; F,D,DF+z (8 hits)
   The last hits can be release buffered as F,D+z,DF+~z. This gives a good-
   looking triple punch effect. If you wait for the opponent to start falling
   before performing the Kouryuuken, the combo works but doesn't look as 
   nice. 

*) Jump in Z; D+b; QCBQCB+c (15 hits)
   The Hisshou Buraiken must interrupt the crouching b very quickly for all
   the hits to connect.

*) Jump toward; QCB+a (just before landing); QCB+b; QCB+b; QCBQCB+b (15 hits)
   May or may not work depending on the shape of the opponent.

*) Jump toward; QCB+a (in air); QCF+a (2 hits)
   One of the few ways you can get Premium Sign to combo.

*) (while in air) s; (after landing) s  (2 hits)
   A taunt juggle. It won't work 99.9% of the time, but the 0.1% success rate
   is worth it.

*) Jump toward; QCB+a (in air, crossup); D+z, QCFQCF+c (8 hits)
   Since TNGNM Dan is a bit more flexible than his SFA3 incarnation, there 
   are several variants of this combo. You may need to delay the D+z to 
   make sure the opponent doesn't sail over Dan's head.

*) (in corner) Jumping y; D+z; QCBQCB+c; D+x; D+z; F,D,DF+z (18-19 hits)
   This one does a lot more damage if you skip the first two hits.

*) Jump toward; y; D+z; QCBQCB+c; QCFQCF+c (21 hits)
   This is a cheat-only combo, as it requires 6 supers. The crouching 
   uppercut must be cancelled immediately after contact.

*) Aerial combos: Basically nonexistent, but you can usually combo one or two 
   punches followed by a Dan Kuu Kyaku or a Saikyou Jigoku Otoshi.  It's 
   easiest after launching the opponent with a throw, e.g.:
   UF; F+2P (air); UF; F+2K; UF; y,x (air); QCB+a (5 hits)
   B+2K; UF+y,x,F+2K; UF; F+2K (air); QCF+s (ground) (5 hits) 
   B+2K; UF; y,x (air); QCB+b (air) (4 hits)
   B+2K; UF+y,x,F+2K; QCF+2P (full charge); dash/jump forward; s


//////////////////////
// Intro/Win Poses  //
//////////////////////

There are a lot of them. Win poses are selectable by holding an attack
button after winning. Dan will (mostly) randomly select a pearl of wisdom to 
dispense during the win pose.
Special win poses or intros are available if certain conditions are fulfilled.
For instance, Dan will perform a win pose with Jimmy (Blanka) if you win a 
match while Jimmy is still chewing his food. Supposedly, there may be some 
other members (?) of the Saikyou-ryuu Dojo who may appear if Dan is 
victorious. 


//////////////////////
// About the Name   //
//////////////////////

Ideally, you should be able to see the kanji, so read the explanation at
http://come.to/rpage (see characters section) if you're interested.


//////////////////////
// To Do            //
//////////////////////

*) Add super versions of Premium Sign and Saikyou-ryuu Bougyo.
*) Add ground version of Saikyou-ryuu Bougyo.
*) Add V-ism combos.
*) Add force feedback controllers where appropriate
*) Add subs for Otoko Michi and Jun Kokusatsu and others
*) ?Add alternate versions of Gadouken, Chouhatsu Densetsu, Shinkuu Gadouken(?)


//////////////////////
// Wishlist         //
//////////////////////

*) Enhanced hitdef to help implement Saikyou-ryuu Bougyo
*) Enhanced HitBy/NotHitBy system and redirection schemes
*) Removal of single-palette restriction


//////////////////////
// Known Bugs       //
//////////////////////

*) Dan's shadow may look a bit weird on some stages. This is an artifact of 
   the shape of his sprites relative to the shadow code in MUGEN.
*) Dan's intro poses may cause camera problems on stages that have Tension 
   set too high. Edit the offending stage's .def file and set Tension to 
   about 70 or so. This should not have any adverse effects.
*) The Alpha Counter spark is missing a frame. Other stuff like the Kataki
   explosion spark is missing a few frames.
*) The Kouryuu Rekka subtitle is misspelled.
*) Saikyou-ryuu Bougyo doesn't work on many keyboards due to the requirement
   of three simultaneous keys.
*) Alpha Counter's behavior is not quite what I'd like it to be. Specifically,
   I'd like it to nullify attacks from only one opponent if possible. Also,
   some sort of acquire-target mechanism is necessary to make the victim 
   hittable in the air without bugging up the explods.
*) Shun Bokusatsu sucks. :) My real plans for it ran into unavoidable 
   problems with lack of certain standardized animations and a nasty MUGEN
   bug involving simultaneous hits. Perhaps I'll be able to fix this move
   in the next engine revision.
*) Dan's throws bug up on characters that don't have head.pos defined or 
   all their required sprites present. This is not my fault. :)
*) Some of Dan's voices are not played on channel 0. This is not a bug. It's
   Dan's patented multiple voice technology.


//////////////////////
// Revision History //
//////////////////////

v1.01
-----
Bugs fixed:
*) Hitting the flying bananas caused them to turn into doppelgangers
*) Jun Kokusatsu win screen was blocking out the characters
*) Some of the banana animations were going the wrong way.
*) A Chouhatsu Shinwa sound was getting left out.
*) The ground version of Seoi Nage was sliding around.
*) Other stuff I can't remember.
*) Redid Seoi Nage to work better if hit out of it.
*) Tweaked some physics to be a little closer to SFA3. I've intentionally not
   replicated the air behavior of Hisshou Buraiken (which looks really silly
   in the original game).
*) Fixed a whole (?) class of bugs related to P2 dying before info was read

Features added:
*) The bananas can now be swatted out of the air. They can't be swatted 
   repeatedly, unfortunately.
*) Added Kataki super.
*) Added five new palettes from MSH vs. SF, SFA2, and Pocket Fighter.
*) Gave Jimmy better aim with his banana.
*) Oyaji Fade implemented.
*) Added Shun Bokusatsu.
*) Added Alpha Counters.
*) Rolling forward taunt now hits on cross-up.
*) Banana system enhanced for slightly finer control. Banana taunt subsumed
   into banana attack.
*) Made Jimmy hittable.
*) Premium Sign now swattable.
*) Added Otoko Michibiki throw.
*) Added Generic Kick Throw.
*) Added Saikyou Jigoku Otoshi throw.
*) Added Variable Shinkuu Gadouken.
*) Added another (not-really) secret.
*) Added tech hit system for throws.

Miscellaneous:
*) Changed jump animation timing and some collision boxes around. Light
   Dan Kuu Kyaku naturally crosses up (as in SFA3) as a result. It's kind
   of weird, actually. Jumping B crosses up also, but it's not useful.

v1.0 
----
Initial release.


//////////////////////
// Acknowledgements //
//////////////////////

Thanks to Elecbyte for their work on the MUGEN engine, Geki for coding help,
TESTP for about 20 lines of their code, Aya Hayase (nazo), and Auntie for the 
calligraphy work. 

Thanks to Marc Concepcion for providing the original concept and custom 
frames for the Kataki super (the button jam and exploding parts are my 
idea, so blame me if you don't like them). 

Thanks to Inny for handling my outsourced sprite editing tasks on the
Otoko Michibiki throw.

And last but not least, a rather subdued thanks to Capcom for the use of 
their intellectual property.
