						     --= SOL ENGRENADO =--
							    and/or
						     --= DARK ORDER SOL =--




Name of the char = Sol engrenado / Dark Order Sol

Author name = Daimonmau

Date of creation = 06/04/2009

Past releases = 04/07/2009 (BETA) || 15/09/2009 (Version 1.0)

Current release = 24/11/2009 (Version 2.0)

E-mail for contact = daimonmau@ibest.com.br



- Notes:


		1 - Hold start while selecting for special colors (some with special effects);

		2 - Some normal/special/hyper moves can hit downed enemies on certain moments;

		3 - He has a moment of invulnerability in the begining of his hyper attacks;

		4 - When Sol transforms in Dark Order, he gets stronger but not strong as when direct selecting Dark Order.


- What is left to do:


		- Some Hyper moves, maybe some special and normal move, other intro and win, 1 or more kill moves, 
	modifications/improvements/fixes here and there if necessary.


- Normal Moves:


		1 - SWORD MOVES = On the floor, Holding foward while pressing any punch or kick will result in sword moves
	instead of punchs or kicks (but only the order form has the weak and medium kicks sword moves);

		2 - B,F + medium punch = A small jump with a punch to hit one enemy that is defending crouched;

		3 - B,F + medium kick = A small jump with a kick to hit one enemy that is defending crouched, makes the enemy
	fall;

		4 - B,F + strong punch (Dark Order only) = a strong punch that sends the enemy towards the wall;

		5 - B,F + strong kick (Dark Order only) = a strong kick that sends the enemy flying towards the wall;

		6 - INGA - D + strong punch (in the air) = a... hum... fire punch;

		7 - D + strong kick (in the air) = a sword attack to hit who is below;

		8 - DODGE = Releasing holding foward while running causes Sol to make a little dodge move (he is invulnerable
	during the dodge);

		9 - B,B or F,F = Running or backjumping, in the air results in the air dashs;

		10 - D,U = Super jump;

		11 - Medium punch + strong punch (can be done in the air)= Throw 1, the air version of the throw can be 
	comboed, but the enemy must not be falling;

		12 - Medium kick + strong kick (can be done in the air)= Throw 2, the air version of the throw can be 
	comboed, but the enemy must not be falling;

		13 - RECOVERY - weak punch + medium punch or weak kick + medium kick = Recover when falling, if possible.


- Special Moves:


		1 - DUST DODGE ATTACK - strong punch + strong kick = A foward attack that sends the enemy to the air, 
	invulnerable during the begining of the attack, can be canceled with any punch or kick, press "up" if the move
	hits to jump after the enemy (after this a screen effect will happen, the effect quicly vanishes if the enemy is not
	being attacked, falling or guarding);

		2 - AIR DODGE ATTACK - strong punch + strong kick (in the air) = a foward attack, invulnerable during the
	begining of the attack;

		3 - CHARGE - hold medium punch + medium kick = charges power;

		4 - DEFLECT BREAKER - weak punch + weak kick = a move that stop the attack of the enemy or deflect his
	projectiles (only Dark Order can deflect hyper projectiles) or expend one bar of power to attack while guarding or 
	escape from a combo (with 3 or more hits), the reflected projectiles can be direcioned up or down by holding up or 
	down, invulnerable during the deflect animation, while standing can deflect standing and air attacks, crouching can 
	deflect crouch and stand attacks, and air can deflect air and stand attacks, reflecting a projectile on the air 
	results on 2 reversal projectiles;

		5 - FAULTLESS DEFENSE - hold B + weak punch + strong punch = A defense move that reduces the first 2 guard-
	hits damage, and any attack of the enemy after that causes no guard damage, also pushes	the enemy back, can be 
	actived while guarding, causes the power to decrease while is being used;

		6 - DODGE FIRE KICK - weak kick + strong kick = Sol jumps back, invulnerable on the begining, if he hits the 
	wall he folows with one flying kick on the direction of the enemy, can be done on the air after any normal air move 
	contact, hold any punch or kick before or after the move hits to activate diferent attacks;

		7 - FIREFLAME - D,DF,F + any punch = besides diferences in speed and reach, on close distance Sol hits the
	enemy with the sword: medium punch makes the enemy almost fall, and the strong punch makes the enemy fall;

		8 - CHARGED FIREFLAME - D,DF,F + hold any punch (Dark Order only) = Hits again with the sword and begins to
	charge, the enemy can be hit by the charge after a little time (and the charge can destroy projectiles), hold to
	increase power, hold up or down to change the direction of the shot;

		9 - AIR FIREFLAME - D,DF,F + any punch (in the air) = hum... fireflame in the air, hahaha;

		10 - VOLCANIC VIPER - F,D,DF + any punch (can be done in the air) = Has a small moment of invulnerability on
	the begining of the move, hold any kick to folow with a diferent attack;

		11 - AVANÇO RETO - D,DB,B + any punch = A triple foward attack, depending of the punch it changes the effect
	of the last hit, hold weak or strong punch to finalize with a low or high attack respectively and stuff; 

		12 - AVANÇO BAIXO - D,DB,B + any kick = A crouched foward attack, after hit the enemy, while in norml form 
	hold weak or medium punch to make a diferent final attack;

		13 - BANDIT REVOLVER - D,DF,F + any kick = A jumping foward attack, depending of the kick the attack is 
	diferent;

		14 - VOADORA - D,DB,B + any kick (in the air) = A air attack, depending of the kick the attack is diferent.


- Hyper moves:


		1 - HEAT BAR - Start (at any moment once the bar is at 100%)(Dark Order only)= The bar decreases with time, 
	increases while the enemy is being hit or is defending, decreases while being hit or guarding, if reachs zero Sol 
	comes back to his normal form and gets dizzy for a moment, once full only on the next round Sol returns to his normal
	form, if you are playing with Dark Order he doesn't transform back and the increase on the bar keeps for the next 
	round, except if it has reached 100% on the round before, once activated the enemy gets constantly burned and Sol 
	begins to slow lose life;

		2 - DARK ORDER - D,DB,B,D,DB,B + strong punch (1 bar)= Transform in the Dark Order form with a explosion;

		3 - TAIRAN 1 - D,DF,F,D,DF,F + weak punch (1 bar)= A foward explod punch;

		4 - TAIRAN 2 - D,DF,F,D,DF,F + medium punch or Hold medium punch after "TAIRAN 1" or medium kick after 
	"SUPERCOMBO 1"(1 bar)= Two explosions, hold the button to hold the attack, release at any time or wait for Sol to 
	release the attack automatically, if the button is released after the automatic release, Sol makes the attack 
	again, resulting in four explosions;

		5 - TAIRAN 3 - Hold strong punch after "TAIRAN 2" or or strong kick after "SUPERCOMBO 2" (1 bar)= One big 
	explosion;

		6 - GUNFLAME - D,DF,F,D,DF,F + weak kick (1 bar)= two explosions on the front of Sol;

		7 - HYPER GUNFLAME - D,DF,F,D,DF,F + strong kick (2 bar)= two big explosions on the front of Sol, if the 
	enemy is hit when Sol still has 1 or more bar of power then the enemy will not be send to the air with the first 
	explosion, instead he will get hit some times on the floor before the last explosion (so it's possible to conect 
	some other hyper on this instant);

		8 - EXPLOD HYPER - D,DB,B,D,DB,B + weak punch (1 bar) (can be done in the air)= One big explosion after a 
	rotatory fire ring;

		9 - SUPERCOMBO 1 - D,F,D,B + weak punch (1 bar)= A foward attack, folowed by a combo if the enemy is on the 
	floor, can cut the head of the enemy if he is killed before the last hit and it's not the first round;

		10 - SUPERCOMBO 2 - D,F,D,B + medium punch or hold medium punch after "SUPERCOMBO 1" (1 bar)= A foward attack,
	folowed by a combo if the enemy is on the floor, or keeps attacking if is folowing the "SUPERCOMBO 1", can cut the 
	head of the enemy if he is killed before the last hit and it's not the first round;

		11 - SUPERCOMBO 3 - Hold strong punch after "SUPERCOMBO 2" (1 bar)= More combo attacks;

		12 - HYPERCOMBO - D,F,D,B + strong punch (2 bar)= A foward attack, folowed by a big combo if the enemy is on
	the floor;

		13 - COMBO FINAL - D,F,D,B + weak or strong punch (1 or 2 bar)= A jumping attack, happens if the super combo 
	1 or the hyper combo hits a enemy that is on the air, doing more damage if it's the hyper combo, or happens 
	automatically after the hyper combo but with reduced damage;

		14 - AIR SUPERCOMBO 1 - D,F,D,B + weak punch or hold weak punch during "EXPLOD HYPER" (1 bar)(in the air)= 
	Sol jump back to the wall and then jump to attack the enemy;

		15 - AIR SUPERCOMBO 2 - D,F,D,B + medium punch or hold medium punch during "EXPLOD HYPER" or "AIR 
	SUPERCOMBO 1" (1 bar)(in the air)= Sol jump back to the wall and then jump to attack the enemy, or keeps attacking 
	if is following the "AIR SUPERCOMBO 1";

		16 - AIR SUPERCOMBO 3 - Hold strong punch during "AIR SUPERCOMBO 2" (1 bar)(in the air)= The finalization of
	the air supercombos;

		17 - AIR COMBO FINAL - Happens if the enemy is hit while not on the air by the "AIR SUPERCOMBO 1" or "AIR 
	SUPERCOMBO 2";


		18 - AIR HYPERCOMBO - D,F,D,B + strong punch or hold strong punch during "EXPLOD HYPER" (2 bar) (in the air)=
	Sol jump back to the wall and then jump really fast to attack the enemy;

		19 - AIR HYPER FINAL - Happens if the enemy is hit while not on the air by the "AIR HYPERCOMBO",can 
	vaporize the enemy if he is killed while not on the first round;

		20 - TIM - Weak punch, weak punch, F, weak kick, strong punch (1 bar)= Sol slides toward the enemy to grab
	him and make one big attack, dosen't has moment of invencibility, can't hit enemies that are on the air or fallen 
	down, can't be guarded, has low reach, does a little more damage than a normal "1 bar" hyper.


- Kill moves:


		1 - Trust - weak punch = sends the sword to stab the enemy, small diference if done on the back of the enemy;

		2 - Fired - medium punch = Puts the enemy down, small diference if done on the back of the enemy;

		3 - Tcha-Sim - strong punch = decapitation (I consider more cool if done on the back of the enemy) (Doesn't
	work correctly on all the high resolution chars out there, only on the ones that I made compatible - almost everyone
	of the guilty gear xx, some of the hokuto no ken chars, and some random other (later I will add more, since there 
	will be more fatals that will need this));

		4 - Slice - weak kick = Cuts the enemy in half (takes a little time for the enemy to feel the cut) (Doesn't
	work correctly on all the high resolution chars out there, only on the ones that I made compatible - almost everyone
	of the guilty gear xx, some of the hokuto no ken chars, and some random other (later I will add more, since there 
	will be more fatals that will need this)).

		5 - Execution - medium kick = shot the enemy with a shotgun, then aprouch and execute the wounded enemy 
	(small modification if done on the back of the enemy)


- Thanks:

		- God, of course [Deus, é claro];

		- A friend of mine that this time around din't say to much "it's cool""it's bad" since he doesn't like this 
	Sol character, he would prefer a new "bebum char", haha [um amigo meu que dessa vez não quiz dizer muitos "ta legal"
	"ta ruim" ja que ele não gosta do personagem SOl, ele preferiria um novo "bebum char", haha]

		- Some guy on the mugen guild that asked-me to do a new char, here it is (as if it was quick and easy, hahah)
	[um cara no mugen guild que me pediu pra eu fazer um novo carinha, ta aí (como se fosse rápido e não trabalhoso, há)]

		-  19xxCaRnAgExx19, my youtube friend, for the videos of divulgation of Sol 
	[19xxCaRnAgExx19, meu amigo do youtube, pelo video de divulgação do Sol]

		- Thedarkshoto, from mugenguild, for find me some new sprites/sounds and stuff [Thedarkshoto, do mugenguild,
	por achar pra mim uns sprites novos e coisa e tal]

		- Panzermanathod, for give-me one good idea for one hyper and maybe other stuffs [Panzermanathod, por me 
	dar uma ideia boa sobre um hyper e talvez outras coisas]

		- BlackiePanther, for have asked for the option of being able to activate the "mini-sun", wich in the end 
	was a good idea, haha [BlackiePanther, por ter pedido pela opção de se ativar o "mini-sun", o que no final foi uma
	boa idéia, haha]

		- Spinel99, for showme some infinites that I have to fix (except one (since it's hard to do, haha))
	[Spinel99, por me mostrar uns infinitos que eu tinha que arrumar (exceto um (já que não é muito simples de se 
	fazer))]

		- The people who comented and/or liked (and maybe someone that I am forgeting, haha) 
	[As pessoas que comentaram e/ou gostaram (e talvez alguem que eu esteja esquecendo, haha)]

		- IWolfe, for have liked so much of the char, hahaha (it was funny, thanks men) [Iwolfe, por ter gostado 
	tanto do char, hahaha (foi engraçado, valeu tchê)]

