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===========================
 E L I A S   P A T R I C K 
===========================
 Converted to MUGEN by:      Helios (gilhelios@hotmail.com)
 MUGEN platforms:            DOS and Windows
 Originally appeared in:     Rage of the Dragons, then Matrimelee (Full credit below)
 This file downloaded from:  http://www.newwavemugen.com/~helios/
 Project Start Date:         August the 13th, 2004
 Release Date:               October the 1st, 2004


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Disclaimer:
==-------==
 This archive, including all files within it MAY NOT be altered in any way or redistributed
 without written permission of the author, me. If you want to use this character for any
 kind of profit I'll answer in advance, NO. My e-mail address is at the top of this 
 document, label the mail "Elias" so that I do not discard it as junk mail.

 You may, however, take some frames or bits of code if need be, just credit me for it.


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Introduction:
==---------==
 Okay, I finally got around to finishing this long overdue character... I've wanted to make
 Elias for MUGEN for the longest time, but I was somewhat discouraged by the fact that
 another creator made him as well. So why make him now after so long? Well, I wanted to
 make an Elias that had a bigger fun factor whilst still being the type of technical
 character that I enjoy playing.
 
 So, there you have it, you get an Elias that's a mix of a couple of games and still retains
 a decent balance, has some amusing oddities and has some technical aspects to him. Quite 
 the appealing package indeed.


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Features:
==-----==
 Elias doesn't play exactly like his ROTD/PIM counterpart; I'll list some of the more
 interesting items below:
 
 * Surrendering gives you one power stock plus extra power dependant on your life.
 * Seeing as there's no PIM ref to grab I gave the option of grabbing your team-mate to be
   used as either a guarding or tossing tool. 
 * CD attacks are from PIM, due to ROTD CD attacks' possible obstructive nature in some 
   play modes.
 * Due to the lack of obstacles for wall bounces I'm adding EX versions of some moves that 
   create this effect at the cost of half a power stock.
 * An all-new DM/SDM, the Tenchu Stone.
 * A new winpose (try getting a perfect).
 * Rival Schools type praise system.
 * He has a decent parry system that feels accurate (To me anyway). Why? Because it's cool
   and everyone else is doing it. :P
 * Parry system = Evo 2004 Moment #37 AI, tweaked a bit to make him feel almost human. In
   other words he'll parry more when his health gets lower... Overall he's a real bastard.
 * A load of other odds and ends to make this Elias a rather entertaining character.


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Known Issues:
==---------==
 * The partner grabs act a little weird on occasion, but partners aren't exactly meant to 
   be targets in MUGEN anyway. It isn't exactly engine killing material, but it was worth
   mentioning.
 * The custom DM/SDM Tenchu Stone (an obvious Tengu Stone rip-off) might have some quirks -
   I coded and sprited it in a night :P - so just give me some feedback on it on the Dev 
   forum if anything weird happens (It's a long-ass piece of code, so it wouldn't surprise
   me).
 * His Hell or Heaven and Maximum Delirium have caused some trouble in the past and are now
   loaded with fail-safes, maybe I'm just paranoid, but I do believe there might be one or
   two bugs left. Code a move that involves hitpauses and grappling and you're dealing with
   the devil.
 * His AI seems to walk through moves that send him into a custom state every now and then,
   it's due to his hitoverride controllers for his parries, if there's any way around this
   let me know.


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Gripes:
==---==
 * I had to recode a big part of the Tenchu Stone DM/SDM for it to work well in both DOS 
   and WinMUGEN.
 * WinMUGEN wouldn't allow afterimage length values greater than 60, so some of my effects 
   won't look nearly as flashy as they did initially during the pre-WinMUGEN creation 
   period. :(


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Move List:
==------==

 ------------------------------------------------------------------------------------------
 [Legend]

  u                   = Up
  d                   = Down
  b                   = Back
  f                   = Forward
  ub                  = Diagonally Up and Backward
  uf                  = Diagonally Up and Forward
  db                  = Diagonally Down and Backward
  df                  = Diagonally Down and Forward
  qcf                 = Quarter Circle Forward (d, df, f)
  qcb                 = Quarter Circle Backward (d, db, b)
  hcf                 = Half Circle Forward (b, db, d, df, f)
  hcb                 = Half Circle Backward (f, df, d, db, b)
  dpf                 = Dragon Punch Motion Forward (f, d, df)
  dpb                 = Dragon Punch Motion Backward (b, d, db)
  A                   = Light Punch (Mapped as M.U.G.E.N.'s X)
  B                   = Light Kick (Mapped as M.U.G.E.N.'s A)
  C                   = Hard Punch (Mapped as M.U.G.E.N.'s Y)
  D                   = Hard Kick (Mapped as M.U.G.E.N.'s B)
  S                   = Start (Mapped as M.U.G.E.N.'s Start)
  +                   = Press together (Example: A+B)
  ,                   = Press in order (Example: A,B)
  /                   = Or (Example: A / B)
  *                   = Self named, due to lack of a name
                     = Command to be inputted during another move

 ------------------------------------------------------------------------------------------
 [Miscellaneous]

  Taunt               = S
  Surrender           = hold S for a second
  Parry High          = Tap forward just as you'd get hit with a standing or jumping attack
  Parry Low           = Tap down just as you'd get hit with a crouching attack
  Parry Air 1         = Tap forward just as you'd get hit with an attack in midair to fall 
                        forward
  Parry Air 2         = Tap down just as you'd get hit with an attack in midair to fall 
                        directly downward
  Swift Escape        = A+B
  Escape Roll         = f+A+B / b+A+B
  Knockdown           = C+D
  Guard Break         = C+D (Whilst guarding)
  Throw               = f+C / b+C (When close to opponent)
  Partner Shield      = b+B+C (When close to partner)
   Revenge           = Any Special Attack (During Partner Shield, as partner gets knocked 
                        out of your grasp)

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 [Command Moves]

  Overhead*           = f+A (Must be guarded high)
  Twin Kicks*         = f+B (Must be guarded low)

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 [Special Moves]

  Holy Flare          = qcf,A / qcf,C
  Magnus              = qcf,A / qcf,C (C version has more range)
  Sinful              = dpf,A / dpf,C (When close to opponent)
  Hell or Heaven      = hcf,B / hcf,D
    Brake            = A+B (During Hell or Heaven's running)

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 [Fake Outs]

  Holy Flare Fake     = qcf,S

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 [EX Moves - Consumes  a power stock each]

  EX Holy Flare       = qcf,A+C (Three hits)
  EX Magnus           = qcf,A+C (Range of C Magnus with two flame pillars)
  EX Sinful           = dpf,A+C (Wall bounce)
  EX Hell or Heaven   = hcf,B+D (Passes through projectiles)
   Brake             = A+B (During EX Hell or Heaven's running)

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 [Desperation Moves - Consumes a power stock each]

  Maximum Delirium    = hcb, f, A
  Tenchu Stone        = qcf, qcf, B

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 [Super Desperation Moves - Consumes two power stocks each]

  Maximum Delirium    = hcb, f, C
  Tenchu Stone        = qcf, qcf, D


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Thanks and/or Credits:
==------------------==
 * Elecbyte: For the MUGEN engine and all the related tools thereof.
 * Technos: For making the original Double Dragon series that ROTD was based on.
 * Evoga, SNK/Playmore, Atlus and Noise Factory: Who all had their mits in the creation 
   of Rage of the Dragons and Matrimelee.
 * Capcom: For Street Fighter 3 and it's parry system - or likeness thereof - which Elias 
   uses. Not to mention the EX move idea and the Hadouken fake rip-off that SFA2 Ryu
   initially had.
 * Ragnarok for MEE: After having my air file deleted by aireditw for the third time I 
   started looking for alternatives. :P
 * Winane for his A.I. activation tutorial -- Tweaked slightly to fit into my coding style 
   and vars.
 * Me: For doing the scripting, ripping, edits, extra sprites, etc.


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