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-=>Evil Ken Version 5<=-
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By Reu, Tenshin and KingTigre
reuy@email.com

Mugen Institute -=> http://www.areyouingenious.com/mugen/
The Muresame -=> http://reu.50megs.com

Monday, April 02, 2001

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*This character features high-rising moves, one must have vertical scrolling stages to experience the full effect.*

What's Featured:
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The very first custom combo mode! Rage burst!
All ken based moves
4 original super moves: Ken's Rave, Earthshake stomp, HadouBuster and MEGA END!
Never seen before edits of Ken, thanks to Kingtigre!
Ability to do OTG combos.
Ability to chain normal attacks!
Ability to chain normal attacks into special moves!
Ability to cancel special moves into super moves!
Ability to Super Cancel super moves into supermoves!
Combo Rating system!
Original intros, win poses and taunt!
Capcom vs SNK charge up!
Capcom vs SNK style superjump!
Capcom vs SNK flame sound, landing sound, hit sounds, block sounds, voice samples!
Street fighter 3 third strike sound effects and voice samples!
Holy crap! Tonnes of comboability! 
12 Palletes!
Special Intros against Ryu, Akuma, Baby Bonnie Hood and Evil Ken!
Kickass Artificial Intelligence!
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What's new since Beta 3?

Bigger and better readme.txt!
Super jump from Capcom vs SNK
Tweaked shoryureppa.
Improved super cancelling! Let the cancelling begin!
Changed evil ken's shin hadouken charge sprite.
Tweaked all special moves and added a new special move! The Rising Hurricane kick!
Raging Demon will not kill.
Hurricane kick make opponent fall now for easier comboability.
All Earthstomps must be jumped out of to avoid being hit. You can't block the GROUND, right? :p
Ken's rave's Shun Goku Shoryuken will connect as long as opponent is infront of ken.
COMBO MADNESS!!! Evil Ken's ability to chain standing and crouching attacks has been improved,
he also can OTG combo! Which means... looonglooong combos!
6 improved palletes!
Added a couple of new sound effects, as well as optimized the sound file - Make sure you download the updated sound file!

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What's new since Version 1.0?

Tweaked rising hurricane kick. Implemented the accurate angles of accension whilst rising.
Gave Shinryuken and Shoryureppa ability to hit opponent while in lying state.
Tweaked crouching lightkick down.velocity. I noticed that some characters cannot be OTG'd simply because their down hit up frames are missing clsn2 boxes.
Temporary portrait. Yeah I know it sux, better then nothing, right? :p
Reassigned teleport and raging demon move frames. Ken looks like he's experiencing wind now.
Tweaked the hell out of his shinryuken, redid his Shoryureppa and made his Shippu Jinrai Kyaku Hurricane vertical hit more.
Did some more damage moderation, sorry guys.
2 New palletes thanks to Richard Vale! Grey and Shiny red!
Redid Rising hurricane kick. Noe ken will only do a slammy kick if the move connects.

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What's new since Version 1.1?
Added tonnes of new voice sounds!
Corrected some sound placements here and there.
Made the Shinryuken and last part of the shoryureppa mashable! Mash away!
Tweaked the hurricane kick.
Damage moderation again.
Finally got a decent portrait! Thanks to Mictlantecuhtli for the portrait!
Implemented cool wind effects, thanks to King Tigre!

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What's new since version 1.2?
Fixed wind effects axis!
New Portrait based on Mic's done by KingTigre!
Fixed mini portrait. No more pallete problems!
Implemented ground effects for earthshake and earthstomps!
Implemented bigger sparks for super moves!
Added New random Intro and new random win pose!
Redid Earthshake stomp. Can now be comboed into easier!
Fixed collision boxes for Ken's taunt and Earthshake stomp!
Fixed flame bug when cancelling from fierce shoryuken to or Super cancelling from Shoryureppa.
Fixed bug in Raging demon which made the screen fade out too early.
Fixed Shinryuken so opponent won't look like he's in a spasm when getting hit.
Fixed sprites so ken's teeth will not be the same color as his eyes.
Fixed shoryureppa down hit velocity so it can be comboed into easier.
Gave ken the ability to charge up. Redid charge sparks thrice to be like CVS.
Gave ken 6 new palletes. Featuring Evil Ryu's skin color from CvS, hold start and select to activate.
Implemented new super effects, wind effects, ground stomp effects from EFZ.
Added special Intros against Ryu, Akuma and Sakura! thanks to tenebrous' special intros code.
* Redid Ken's Rave and Raging Demon
* Gave Ken a new super como move: Rage Burst! Thanks to Necromancer's slow down code!
Added a Special Power mode when fighting against Ryu or Akuma

(New from Test Run release)
* Tweaked Rage Burst move. Included Sorrowedge's Haste code. Also decreased damage done whilst in Rage.(Thanks again, Necromancer!)
* Fixed shadows during Ken's Rave.
Gave ken more comboability (WTF? MORE?!):
All heavy attacks can now be cancelled into special/super moves
Ken can do a vs style jump or CvS style jump for his Air combos... this may take a little getting used to but the combos can be varied more.
Big Portrait now Shows pallete changes! Major props to King Tigre! :)
*Gave Rage Burst a custom combo feel. FIREBALL MADNESS!!!!*
All known infinites will now only work in Rage Burst Mode
Gave rage burst afterimage effects as well as standing KI flowing effects.
*Totally redid all the special intros!
* (To all developers who's character's portrait I used for the special intros, if you wish me to remove them just give me the word. ) *
Fixed charge up effects.
Redid Raging Demon ending. 
Fixed hadoukens so you can't infinite juggle unless in rage mode.
Fixed afterimages.
Fixed spark sizes for raging demon and Shun Goku Shoryuken.
Got rid of a couple of infinite and quasi-infinite combos.
Added more air combobility.
Evil Ken can now interswitch chain combos while crouching and standing.
Yesterday, Akuma and Evil ken had a hop kick competition, now Evil ken has perfected his hop kick and perform it as an additional move. Also gave evil ken back his short slammy kick.
Added the Additional moves section in the readme.
Added 1 new intro, 2 new winposes, thanks to King Tigre who made the sprites!

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What's new since Version 2 Pro?:

Ken can now chain from a jumping fierce or roundhouse to air hurricane kick.
Reassigned rising hurricane kick to QCF and kick.
Completely Redid Ken's Shinryuken!
Added flaming finish to Raging demon.
Added nokill settting to last 3 hits of Ken's Rave, as well as adding more hit pause time so likelyhood to escape is minimized.
Added a new move during Rage Burst: Eye of the Hurricane
Removed the combos section and added a tips and tricks section.
Took out slowdown effect from rage mode.
Added some "Basic" AI. (Thanks to Kenshin's Hien and Baby Bonnie Hood's BBH which I used for reference).
Made super moves cancellable from Ashura warp.

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What's new since Version 3?
  
Character Issues:
 After days of gruelling study of the gibberish dictionary, Evil Ken has learnt lots of new gibberish!
 Made air Hurricane Kick able to combo as moving backwards (As demonstrated by AI)
 Added 4 New Super Moves! Kuuchuu Shin Hadouken, Buster Wolf, Kuuchuu Buster Wolf and MEGA END!
 Redid SHin Hadouken spark animation.
 Implemented KingTigre's new Evil Ken Portrait!
 Implemented new voice effects to most super moves.
 Fixed Deux's "Evil Flyer" Bug. 
 Removed Special intro against sakura, redid Baby Bonnie Hood's and added in Ryu and Akuma's.

Technical stuff:
 Made shinryuken effects removeongethit.
 Cannot super cancel from a super move to the same super move anymore.
 Redid juggle points system.
 Fixed Shin Hadouken spark axis.
 Shrank power mode wind animations.

AI Issues:
  AI will not recover when he's not supposed to (no canrecover flag).
  AI has 3 air combos: Advancing, Stationary X and Reversing.
  Made AI foul up ground combos more often.
  AI will now start combos when opponent is near the ground.
  AI will OTG into combos more often.
  AI will now dragon punch more often instead of poke jabs when opponent is in the air
  AI will now air throw when the situation presents itself.
  AI will not cancel into super moves from ashura warp unless player is hit first.
  AI will not throw 2 Shin Hadouken's in a row.
  Greatly extended all combo trees.
  Tweaked combo trees to perfection. 

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What's new since version 4?

Bug Fixes:
 Fixed Special Intro with self bug.
 Fixed idle intros and endings bug.
 Fixed one occurence of the throw bug.
 Fixed command ticks for rage burst and earthshake stomp.
 Fixed "VK" infinite for good.
 Fixed air super landing bugs.
 Fixed forward dash bug.

Technical issues:
 Made it easier to super cancel from shin hadouken and kuuchuu shin hadouken.
 Tweaked visual effects of Shinryuken.
 Tweaked AI.

Player issues:
 Added new move, shoryuken extra.
 Added a new intro.
 Replaced Evil Ken charging sprites with KingTigre's nicely done edits.
 Added new damage reduction system thanks to Ragnarok Nemo and Kamek.
 Tweaked special intros to cinematic perfection with the help of Mattasaur.
 Added ken sprites now look different to evil ken sprites thanks to Kingtigre!
 Replaced face grab winpose with a new winpose.
 Greatly increased comboability in rage burst mode.
 Taunt has effect. Taunt will now increase defense.
 Added Dive kicks and super dive kick.
 Rage burst can be done in air.
 Renamed looottttts of moves.

--- Gave up updating the What's new section D'oh!



What to expect in the next release?
Storyline, Intro, Ending.


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Extra Moves:

Air recover: 2 punches or 2 kicks while falling

Ground recover: 2 punches or 2 kicks while near ground.

Ground roll reover: 2 punches or 2 kicks while lying on ground

*UPDATED*
Taunt: Start button *(Increases defense)*

Normal Jump launch: Jump after Crouching Forward  heavy punch

Super Jump Lanuch: Jump after Crouching heavy punch

Knee Jab: Back + Heavy Kick

Standing Uppercut ( Can be used to continue air juggles): Back + Heavy Punch

Standing Withheld Uppercut: Back + Medium Punch

Slammy Kick: Back + Medium Kick

Hop Kick: Forward + Medium Kick

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Alpha counters: Alpha counters are performed when the player does a back to down motion, followed by an attack button. Alpha counters require at least one level.

Punch counter: Ken does a quick shoryuken which sends his opponent flying

Kick counter: Ken performs a quick roundhouse kick.


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Special moves:

Jigoku Guruma: forward/backward + 2punches
If nearby opponent, Ken will grab him and pull him along forming a wheel which gains momentum and finally releasing the opponent to be flung into the air.

Inazuma Kakato Geki: forward/backward + 2kicks (kkk rapidly)
Ken will grap his opponent and do a series of quick kneejabs followed by a high raising kick which sends the opponent flying.

Jigoku Fuusha: forward/backward + 2punches in air
If nearby opponent, Ken will grab the opponent and spiral like a windmill, building up momentum and releasing him.

Hadouken: qcf + punch
Ken gathers his internal energy and fires a ball of fire which flys across the screen.
LP does travels slowly and does one hit, MP travels faster and does two, HP goes even faster and does three.
Heavier versions will "eat" other forms of projectiles. 

Tatsumaki Senpuu Kyaku : qcb + kick (can be done in air)
Ken twirl's his body at lethal speed as he extends his leg outward to hit multiple times.
kick strength determines distance moved, hits induced and damage induced.
Perfect for air combos.

Tenshou Tatsumaki Senpuu Kyaku : qcf + kick
Ken rises as he does a hurricane kick, finishing off the move with a slammy kick which slams the
victim into the ground.
Great to start OTG's with.

Shoryuken : dp + punch
Ken brings his fist up and flys upwards into the air.
Ken's basic anti air attack.

*NEW*
Seoi Shoryuken: dp + punch (During or after dragon punch)
Ken brings his other fist up into the air for a second dragon punch.
Ken's basic follow up for the dragon punch.

*NEW*
Ryuujin Kyaku: qcf + kick
Ken will dive kick downward. Lk goes straight through, mk makes ken rebound after contact and hk allows ken to slip in a quick attack after.

Makuu Shihai : dp + 2 punches/kicks or rdp + 2 punches/kicks
Ken moves behind a parallel framespan.
DP makes ken warp forward, RDP makes ken warp backward. Punches makes him travel further than kicks.
A very useful move for crossups...

Zenpu Tenshin: qcb + punch
Ken rolls like a wild tire.
Can go through any attack.

Shinpou Ryu: Light punch + Light Kick
Ken gathers energy from his surroundings at an accelerated rate.

(Only available in rage burst mode)
Shippu Tatsumaki Senpuu Kyaku: qcb + any kick, repeat (can be done in air)
Ken will perform his hurricane kick. He can continue the move as long as the motion is repeated.



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Super Moves:

One Bar Super combos:

*UPDATED*
Shoryureppa: qcf, qcf punch (ppp rapidly!)
-This move can be mashed-
Ken does two small advancing dragon punches, then does a final flaming dragon punch which sends the opponent flying!
Easy to combo into and out off. If mashed at the last part, Ken's flames will hit the opponent more times for extra damage!

*UPDATED*
Shinryuken: qcf, qcf + kick (kkk rapidly!)
-This move can be mashed-
Ken encompasses the power of the dragon as his Evil Intent combines with his flame. With a great explosion, Ken does a spiralling dragon punch! This move can be mashed for more hits and extra damage!

*UPDATED*
Shippu Jinrai Kyaku: qcb, qcb + kick (kkk rapidly!)
Ken starts a kicking frenzy, and ends with a knee jab. If the knee jab connects, then Ken will explode and do a super rising hurricane kick.

*UPDATED*
Shinkuu Hadouken: hcb + punch
Ken gathers his internal energy and compresses it, thrusting it out for a great 10 hits.
This move will literally destroy anything in its way.

Tameiki Wari: d, d, d + kick
Ken goes from  forward stance and slams his left foot on the ground, creating an immense shockwave on the ground which sends the opponent flying upward!
Leg swing now hits opponent!
Excellent to start an OTG combo!
Opponent must jump to avoid shockwave.

Shakunetsu Hadou Ken : hcf + 2kicks
Ken swings his arm forward at incredible speed with the help of his flaming Ki charge, if his charging fist meets the opponent, Ken will burst his Ki out in one single blast at the enemy.

Kuuchuu Shinkuu Hadouken: qcf, qcf + punch (In Air)
Ken gathers his internal energy and compresses it, thrusting it out for a great 10 hits.
This move will literally destroy anything in its way.

Kuuchuu Buster Wolf: qcb, qcb + kick (In Air)
Ken swings his arm forward at incredible speed with the help of his flaming Ki charge, if his charging fist meets the opponent, Ken will burst his Ki out in one single blast at the enemy.

*NEW*
Garyuu Messhuu: qcf, qcf + kick (kick rapidly!) (In Air)
Ken gathers his energy and does a super dive kick upon landing he will do two rising dragon punches.

Two bar super combos:

Kyouja Renbu: qcb, qcb + punch
Arguably the coolest super in the game! (:p) 
Ken Bursts into a kicking frenzy, then goes into a rushing gut punch, hop kick and earthshake stomp! If the hop kick connects, He do a earthshake stomp as he summons all his evil intent into one single Dragon Punch!
The earthshake and Shun Goku Shoryuken cannot be blocked.
The earthshake can be escaped out of by jumping.
The Shun Goku Shoryuken can be escaped out of by getting behind Ken.

*NEW*
Shouki Hatsudou - MEGA END: hcf + 2punches (kkk rapidly!)
-This move can be mashed-
Ken will charge forward with his fist at the enemy and will attempt to juggle his victim with a few standing punches. If His uppercut connects, Ken will burst upward with a dragon punch, hitting his opponent up into the sky where he then slams him down into the earth. Ken will then charge up and unleash a descending hadouken at his opponent. 
If mashed sufficiently, ken will stomp on his downed opponent.

Three bar super combos:

Shun Goku Satsu: lp, lp, f, lk, hp
Ken becomes overcome by the wave of killing urge and warps forward. If he manages to grab the opponent, he loses all control over himself
and the screen fades out. A series of murderous hits takes place but ken manages to regain composure. The victim is left lying on 
the floor as ken trys to get a hold of himself.
This move will not kill but will bring opponent down to critical status.
This move will leave ken open for a reprisal attack after execution, beware.

Special Modes:

*UPDATED*
Sairou Hatsudo - Rage Burst (Custom Combo Mode)(Requires at least one level) (Can be done in air) (Opponent's life must be more than 300): Heavy punch + Heavy Kick (Hold punch to charge)
Ken's Evil Intent will flow through his veins for as long as his power bar is not zero. During this mode, Ken cannot block and if he is hit, he will snap out of the mode. Ken's speed is dramatically increased during this mode and he can cancel out of his special moves! The Eye of the Hurricane move is available to him only in this mode.


Fatality:

*NEW*
Maku Senpuu Kasen (Requires 3 levels) (Opponent's life must be less than 300): d, d, d and punch
Ken will charge up with a torrential hurricane. Hold punch button to charge.

*NEW*
Senpuu Rekkou: Press kick during Maku Senpuu Kasen
Ken will immediately do a forceful rising dragon punch right out of the hurricane.

*NEW*
Shihai Senpuu Rekkou: Release punch during Maku Senpuu Kasen
Ken will dash forward and do a forceful rising dragon punch at his opponent.

*NEW*
Sairou Hatsudou Kyoushu: Hold punch until power bar is zero during Maku Senpuu Kasen
Ken will dash forward and make contact with the opponent. Ken projects his soul to destroy his opponent in one final dragon punch.



-=> Super Ultra L33t special super move!!!!!!!!!!1111 <=-
To learn this move you must first prove, your knowledge of all Ken's moves.
Look in this file and search out the moves as follows:
- A move which will kill Ken's victim immediately + a move which toughens Ken up.-
Do the final blow but do not attack, instead transfer Ken's energy to toughen him up.
Then you will see Ken shrink his Gi, and be as l33t as can be.


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Tips and Tricks:

Taunt! Ken's defense increases after his taunt so slip one in every round to keep the upper hand.

Mash whenever possible! Mash his Shoryureppa, his shinryuken, his shippu jinrai kyaku, mega end, and his kick throw for more damage and more hits!

Ken's hadouken is mainly used to get closer to the opponent. Try throwing a slow hadouken then ashura warping forward to get behind the opponent.

Super cancel! You never know when your next chance to combo the opponent into a super combo will be, so when you do hit succesfully, try to burn all your levels.

Stay out of corners! Corners are any player's worse enemy. Use Ken's Hadouken/Ashura warp crossup to get you out.

Don't stay defensive! Use Ken's alpha counter's turn the tables! Back to down motion and attack will use up one level of your super bar. Counter with punch does an invulnerable dragon punch, counter with kick does a quick thrust kick.

Keep getting hit out of a super move? Throw a hadouken out right before you do the super move. The hadouken will keep going even throughout the super pause so you can catch the opponent off guard!

Don't leave your opponent alone when downed, dash in and OTG them!

Recover! Do not let yourself be juggled mercilessly by your foes, make use of the air/ground recovers whenever possible.

Want to learn new combos? Watch Evil Ken's AI in action!


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Credits: *crosses fingers, please don't let me forget anyone*

Richard Vale, AKA King Tigre: For working with me on Evil Ken and being a great friend and idea generator. For the new portrait and top notch sprite edits.

Tenshin: For creating the ultimate ken in terms of gameplay for me to base Evil Ken on. Without his talent and devotion, Evil Ken would not have the superb gameplay feel that he has now.

Necromancer and his page of coding, the Abyss! For the power up code and the time slowdown code, and for showing me that coding can be fun! Never did I realize that coding could be so in depth.

Mattasaur: For his ideas and input, and for being a friend.

Frenchi Guy: For ripping those beautiful explosion and dragon sprites for Lee Recca which I used.

Kenshin: For giving me advice on programming and for showing me how cool edits can be with his Hien, which I studied to create his AI.

Baby Bonnie Hood: For developing the kickass Baby Bonnie Hood which I studied to create Evil Ken's AI.

009's creator: For the cool tornado effects as well as his 009 which I studied to improve Evil Ken's Visual effects.

Tenebrous, for the special intros code which I built on.

Setsuna X: For cleaning Evil Ken's teeth for the get hit animations as the idea of the heavy breathing pose.

FallenAngel: For the tutorial website! (Whew!)

Hayama's website for the base of evil ken's voice and some sound effects.

Ayu Tukimiya's creator, for the charge sprites and some hits sprites.

Everyone at #Mugen!! K3nshin, [E], Kyo_Kusanag, Fou_Lu, Mattasaur, KingTigre, Koga, mugen420, Sykotik, Sunboy  for friendship and feedback.

Napster, for some voice samples and sound effects from capcom vs snk.

Cool edit pro, what would I do without this miracle? ;p

Mizuki Takase: For helping me out with some coding! Thanks, Teach!

Mictlantecuhtli: For Evil Ken's temporary portrait.

Tenebrous and VK for gouki's footstomp animation and reference to the raging demon code and ashura warp codes.

RyuV's creator, JeremyLee, from which I learnt how to manipulate the envshake code and background effects codes.

Daimon plus' creator, wongmugen, for showing me how cool earthquakes could affect the game.

KaoMegura: For all the excellent faqs and names of moves from the shotos.

Ayu Tukimiyas developer for the sparks.

All the people at the Mugen Development forum who showed great interest in Evil ken and kept me working in him!

Everyone who mailed me and kept me going on the project.

Capcom: For all the kickass games! And from the  street fighter universe where Ken is from.

Singapore Street Fighter Comix: For the idea of Evil Ken.

Made in Singapore!

Ciaoz! Send feedback to reuy@email.com
Come Visit us at the Mugen Institute!
*Mugen Institute -=> http://www.areyouingenious.com/mugen/*

Coding is fun! If Reu can code, so can you!