Ai Umemiya
Version 1.1
Style Zero-Style, Project LENSMAN

Table of Contents

1. Character Story
2. Changelog
3. Controls
4. System Notes
5. Credits

1. Character Story

	"Hey, I don't do this fighting thing...!"

	Ai Umemiya
	Age - 17 (1 minute and eight seconds older than Tatsuki)
	Birthplace - Tokyo, Japan
	Nationality - Japanese
	Height - 5'5"
	Weight - "W-whaaaaaaat?! How dare you ask that!!"
	Fighting Style - Klutzy, uncoordinated flailing, some serious attacks, and dumb luck
	Hobbies - Sleeping
	Likes - Cute things
	Dislikes - Keeping tabs on Tatsuki
	Favorite person, place, and thing - Her sister Tatsuki, her bedroom, her special plushie Bonta-kun

	Everything her younger sister Tatsuki Umemiya was, Ai Umemiya was mostly not. 
	Quiet, shy, and not at all fond of physical exertion, Ai preferred to spend most days asleep or doing what most regular girls did.

	Unfortunately, her rambunctious sister was not quite a regular girl, and constantly dragged her into more scuffles, misunderstandings and general mayhem 
	than she liked to think about.

	Sadly for Ai, the Lensman Tournament was no different. 
	Despite her lack of skill, her parents forced her to sign up for the bouts in order to keep a close eye on Tatsuki.
	Even though her heart was heavy, and filled with dread, Ai did as they asked, knowing that they wouldn't have done it if they weren't worried about Tatsuki.
	However, she fervently dreaded the idea of fighting Tatsuki, but knew that if they met in the tournament, they would have to fight.
	

2. Changelog
	
	Version 1.0 -> Version 1.1
		High jump cancel added to Flintlock Upper.
		Cannon Dive hits OTG; HP version has more startup but does not hit overhead, while LP version has less but can be blocked mid.
		Beretta Twirl travels in an arc.
		HP Pistol Rush infinite removed.
	
3. Controls

	System
	
		Moves marked with [SC] can be super canceled if the move makes contact with the opponent.

		Recovery - any two punch/kick buttons, if recovery is possible.	If near the ground, hold Forward to roll forward as you recover.
		Dash - tap Fwd twice - Moves a set distance, can jump over downed enemies and cancel the landing animation with a basic attack.

	Command Moves
	
		Derringer Scramble - Fwd+HK
		-Ai stumbles forward, flailing her arms.
		-Overhead, unless canceled into.

	Throws
	
		Blunderbuss Shove - LP+HP (hold Back to switch throw direction)

	Special Moves
	
		Pistol Rush - QCF + P, tap P repeatedly to continue [SC]
			Flintlock Upper - F + LP during Pistol Rush [SC]
			Revolver Crush - F + HP during Pistol Rush
		-Ai moves forward, punching rapidly.	
		-HP version moves slightly faster than LP version.
		-When Flintlock Upper hits the opponent, it can be canceled with a high jump.
		
		Cannon Dive - In air, QCF + P
		-Ai divebombs the enemy from midair.
		-Can only be performed during a neutral or forward jump.
		-HP version has a wider angle than the LP version and takes longer to start up, and is overhead.
		-Hold Back during the landing to roll away from the landing site.
		-Hits OTG.
		
		Beretta Twirl - QCB + K
		-Ai spins around above the ground and kicks multiple times.
		-The LK version has much shorter recovery than the HK version, but doesn't travel as far.

		
	Super Moves

		Gatling Rush - QCF x 2 + P (1 super meter)
			Wesson Upper: Use LP version
			Smith Kick: Use HP version
		-Ai rushes forward with multiple punches, then finishes with either Wesson Upper or Smith Kick depending on the button pressed.
		-Wesson Upper causes hard knockdown.
		-Smith Kick wallbounces on counter-hit.
		
		Bayonet Twirl - QCB x 2 + K (1 super meter)
		-Ai performs a longer Beretta Twirl, then blasts the enemy away with a final kick.
		-The LK version remains slightly above the ground, while the HK version causes Ai to slowly go upward.
		-Use the Left and Right Keys to steer Ai's movement during the twirl.
		-The last kick wallbounces on counter-hit.
		
		Despair Magnum - QCF x 2 + HP+HK (3 super meters)
		-Ai performs a short-range punch. If it hits, she trips and throws a very painful tantrum.
		-Overhead.

4. Other System Notes

	st. = Standing
	cl. = Close
	cr. = Crouch

	Chains:
		st.LP -> st.LP/cr.LP/cr.LK
		cl.st.LK -> st.LP/cr.LP/st.LK/cr.LK
		Light Attacks (standing/crouching) -> Heavy Attacks (standing/crouching) or Command Attacks
		
	Special Cancels 
		st.LP, st.HP/cl.st.K, cr.LP/LK/HK -> Any special move (ground)
		j.LP, j.LK, j.HP, j.HK -> Cannon Dive 

5. Credits

	N64Mario: The original character template
	Seravy: AI basics
	Vans: Cornerpush
	Koopakoot, PotS: miscellaneous code
	CrazyKoopa: Hitsparks
	Reza: Sound FX
	You: for playing