-Hadouken pseudo-infinite removed.
Ok this took me a lot longer than it should have by far, but nonetheless here it is. Shotoborg started off as something I had planned for this year at some point, I actually started on him like in early February. I worked on him off and on between sailor scouts because he kept piquing
peaking my interests. As I am sure he piques peaks yours too. So what exactly is he? Shoto-clone would be close but not entirely correct. He is designed with the best version of ryu, ken, and akuma's movesets. For example his hadouken is as follows : LP = ryu, mp = ken, hp = akuma. He also has super art select via sf3. I did this for balance reasons as sf2 only had one super to be used. Shotoborg has 4 supers, I'll let the readme explain why that is. He also comes with a boss mode that is able to use everything. Almost every aspect of his playstyle can be edited; he has turbo select, damage select, the ability to stun and how much it takes, or to just flat out disasble stun capabilities, and hard coded super select for those who only want him to stay one way. Boss mode is also found in this config.txt Lastly, to avoid silly questions I've composed a small FAQ.
Q. When I'm stunned can I mash out like on sf2?
Q. Shotoborg does too much damage.
A. READ THE FUCKING CONFIG FILE.
Q. What does boss mode do?
A. It is a AI only mode that can do all of the supers that are normally
Q. Is this based of zion's Cyborg
A. No, I started on this much before his was even heard about, let alone released.
Q. Does he have palette select like some of your other works?
Q. I want to use ShotoBorg in my AI tourny, which set up gives me the best results?
A. 1000 stun, Boss mode, turbo 3
It is also worth mentioning that Shotoborg is in turbo 3 by default as that is the standard. You can turn turbo off if you like. His play style is based on SSF2T.