Tatsuki 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

	"Seija High, Violet Tatsuki Umemiya...ready to go!"

	Tatsuki Umemiya
	Age - 17
	Birthplace - Tokyo, Japan
	Nationality - Japanese
	Nicknames - "Seija's Violet", often shortened to "Violet"
	Height - 5'5"
	Weight - "I'm not telling you that! Don't be stupid!"
	Fighting Style - Some odd hybrid of things she learned from television and street fighting
	Hobbies - Writing music
	Likes - Astronomy, fights
	Dislikes - Being underestimated
	Favorite person, place, and thing - Her sister Ai, the school rooftop, and her guitar

	Tatsuki Umemiya's appetite for competition and tomboyish nature has always made her the more outgoing and well-known of the Umemiya twins.
	Despite repeated warnings from both her parents and authority figures at school, Tatsuki continually took it on herself to beat up bullies, delinquents, and troublemakers,
	earning the nickname "Violet" in reference to her hair color.

	For some time, Tatsuki had heard of Xia Chen and Kaneda Kurosawa's famous exploits, and wanted to see just how she measured up to them. 
	When the Lensman Tournament was announced, Tatsuki could see nothing but a chance to match fists with her idols, and began to train strenuously in order to be a match for them.

	Her parents were slightly displeased, but they figured that so long as she came back in one piece, everything would be all right.
	At this point, it didn't take a genius to see that Tatsuki loved to fight, and that she was more than capable of looking out for herself.

	With a bold, burning vigor in her heart, she entered the preliminary rounds of the Lensman Tournament.

2. Changelog
	
	Version 1.0 -> Version 1.1
		A Venus Tackle starts moving earlier in the animation.
		C Uranus Swing has less movement forward than D Uranus Swing.
		The first hit of Saturn Spiral knocks the opponent up higher.
		Pluto Spear movement speed adjusted.
		Milky Way Mash hitboxes adjusted.
		Mercury Low is now a low.
		Pluto Spear less safe on block.
		Mars Palm forces the damage dampener to 50% minimum damage.
	
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
	
		Mercury Low - Fwd+LP
		-Tatsuki jukes low and throws a punch.

	Throws
	
		Terra Frankensteiner - LP+HP (hold Back to switch throw direction)

	Special Moves
	
		Venus Tackle - D, DF, F + P
			-Tatsuki tackles the opponent to the ground and beats them to a pulp.
			-The LP version will grab grounded enemies, and cannot be blocked.
			-The HP version will grab enemies in the air, but can be blocked.
		
		Saturn Spiral - F, D, DF + P
			-Tatsuki spins into the air with a rising uppercut.
		
		Jupiter Hold - D, DB, B + P then
			Mars Palm - LP during a successful Jupiter Hold [SC]
			Neptune Lift - HP during a successful Jupiter Hold
			Uranus Swing ~Low Cluster~ - LK during a successful Jupiter Hold [SC]
			Uranus Swing ~High Cluster~ - HK during a successful Jupiter Hold [SC]
		-Tatsuki holds her hand out to parry an incoming attack.
		-LP parries standing and aerial attacks, HP parries standing and low attacks.
		-If no button is pressed during the Jupiter Hold, Tatsuki will recover before the opponent does, allowing her to press
		the advantage.
		-Neptune Lift is a throw.
		-Uranus Swing ~Low Cluster~ hits low, while Uranus Swing ~High Cluster~ is an overhead.
		
		Pluto Spear - D, DB, B + K
		-Tatsuki rolls forward and kicks upward in a handstand, then somersaults backward.
		-LK version doesn't travel as far as the HK version, but recovers much faster.
		
	Super Moves

		Milky Way Mash - D, DF, F x 2 + P (1 super meter)
		-Tatsuki dashes in with a punch, then grabs the opponent and tackles them to the ground for a vicious beating.
		-If Tatsuki is too far from the opponent when she grabs at them, the tackle will miss.
		
		Andromeda Burst ~Shooting Star~ - D, DB, B x 2 + K (1 super meter)
		-Tatsuki lashes out with four attacks, then uses a Pluto Spear to kick the enemy up for a powerful punch, the Shooting Star.
		-If Tatsuki does not hit with the first five attacks, she will not perform the Shooting Star followup.
		
		Supernova - D, DB, B x 2 + HP+HK (3 super meters)
		-Tatsuki holds her hand out to parry any incoming attacks. If she is successful, she will strike the enemy with all four
		Jupiter Hold followups, then stomp on them while they are down.
		
4. Other System Notes

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

	Chains:
		st.LP -> st.LP/cr.LP/st.LK/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.LK, cr.LP, cr.HP, cr.LK -> Any special move

5. Credits

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