-V. 2.4(Your useing this one)
-Adjusted superjump and Launcher to be more like MVC
-incresed attack to 100. but changed all damage values in the CNS.
-incresed priority of most attacks.
-incresed hitbox of SMK
-CLSN2(the red one) time on basic air attacks are incresed
-hitpause time on air attacks are incresed
-added Config.cns. you can change a few things there.
-Removed nanar1.0.cmd. Simplenanar1.0.cmd is now the defualt and is renamed nanar1.0.cmd
-Rabbit kick and Cannon kick have been merged into one special: Ballerine Kung Fu kick!
-Reduced damage of Ballerine Kung Fu kick A version.
-Added invincibility frames to Barbels first try
-Added intro vs self
-Removed Envshake form powercharge
-Added Gold, Shadow and other Special palattes
-Rehualed Readme (wut?)
-Changed Easy mode Text.
-Incresed Dodge to Fall recovey time on all versions.
-changed Blow out's animtion slighly.
-V. 2.3(Your useing this one)
-Reduced AI overall diffuclty on lower then 6 AI level
-Greatly reduced AI Parry chance
-Rabbit kick is now unblockable low
-Incresed hitpause and damage of Rabbit kick
-V. 2.2
-Fixed geting power form 51-Punches of Despair
-Fixed infinte with Standing light punch.
-Even more adjustments to the AI.
-Added "Simplenanar1.0.cmd". this makes the commands easyier if your a baby.
-Fixed double Easy mode text if player 2 also has easy mode.
-Easy mode text will now only apper if "Teamside = 1"
-V. 2.1
-Derp mode(see "Tips and tricks" for more info)
-Barbell's first try and Hitmans shotgun now have air versions.
-Hitmans shotgun start up time. damage and recovery now change depending on the version your useing
-you can now charge Hitmans shotgun to do more damage.
-Hurpy kick recovey and startup time reduced
-changed "Chainsaw" command to a simple hold downfwd.
-151-Punches of Despair is now shorter but does more damage
-151-Punches of Despair has been renamed to 51-Punches of Despair
-more adjustments to the AI.
-Advanceing guard no longer costs 1000 power
-adjusted Parry
-added superjump
-Launcher now has "fall = 0"
-added standing dodge
-Nanarman can now only be hit by throws while dodgeing
-adjusted power charge. IE: CVS
-increased hitpause time of nanarmans basics.
-intro vs under aged female characters
-health raised back up to 1000
-V. 2.0
-Fixed Debug flood
-The "LAZOR!" Will now dissappper when nanarman is hit useing "IMHA FIREIN MY LAZOR!"
-increased the startup time of "IMHA FIREIN MY LAZOR!"
-"Hitman's shotgun" Now has pausetime. so you can combo it into "Hitman's M60" Much easyier.
-You can now only parry when you have the CTRL Flag.
-The "guard push" now costs 1000 power.
-"Hurpy Derpy Zurpy kick" is now blockable on the last hit.
-some adjustments to the AI.
-Changed small portait. you can find the old one in his SFF.
-Compatible with Greenman.
-V. 1.2
-Reduced AI overall diffuclty on lower then 6 AI level
-Greatly reduced AI Parry chance
-Fixed AI Finsher bug.(The AI could do more them one finsher at the same time. makeing the game bug out)
-AI Can no longer combo Shadow Srawm into Demon Srawm
-Spirit Slash can now be blocked in air.
V. 1.1
-Fixed infinte with Standing light punch.
-Added a new Special and Super. these are in a Beta stage so the AI will not use them. there commands and name are in the movelist.
-Fixed double Easy mode text if player 2 also has easy mode.
-Easy mode text will now only apper if "Teamside = 1"
V.1.0
-Release
====================================================================================================
Greenman by Veanko
====================================================================================================
====================================================================================================
-CONTENTS:
-1: Who is Greenman?
-2: Changelog
-3: Gameplay
-4: Controls
-5: Movelist
-6: Known bugs
-7: Credits
====================================================================================================
====================================================================================================
-1 Who is Greenman?
====================================================================================================
Greenman is. well, a greenman. he is my first True character that i have created for mugen.
theres not much to say about him. hes green, hes a stickman, and is ready to DU-DU-DU-DDDDDD-DUEL!
====================================================================================================
-2 Changelog
====================================================================================================
V.2.1
-Fixed Ex Shazam doing more damage then intended
-Added parry
-Added a command move
V.2.0
-Added one new Special Move. this give's him some new intersting combos.
-Adjusted the hitpause of his basics
-Reduced the damage of all his basics
-All new Damage dampener by P.O.T.S
-4 New Palettes. mostly aimed forwards anyone who dosnt like the white circle in the defualt palette.
-Reduced Damage of "Charge!!!"
-you no longer take damage if useing the Ex version of "Charge!!!"
-"Bouncy Leap" now does 110 damage if not comboed into. does 60 damage IF comboed into
-After "Bouncy Leap" the oppent will now be vulnerable to any OTG'S for a while.
-All new Sprites for "Bouncy Leap"
-"Claw Frenzy" Now deals no guard damage whatsoever
-"I Farted!" can now be blocked high.
-Changed the commands for some supers.
-Improved AI a bit.
-Fixed a few bugs.
V.1.0
-Release
====================================================================================================
-3 Gameplay
====================================================================================================
-Greenman is a 3 button character. he can chain attacks into each other, Greenman's Attacks do less
damage on there own then most other characters. but when combo'ed into each other he can do maximum
Damage!
-Greenman is a Charge character. if you dont like charge characters, go into his cmd file and change
them.(He does have one QCF move tho.)
-the C button is his Ex moves.
====================================================================================================
-4 Controls
====================================================================================================
-A = x(weak attack)
-B = y(med attack)
-C = z(strong attack)
-DD = Down, Down
-DU = Down, Up
-BF = Back, Fwd
-X% = Press the button the number of times shown
QCB, QCF... You know the rest...
-All Ex moves cost 500 power.
====================================================================================================
-5 Movelist
====================================================================================================
System Moves:
-you should know what all of these are going to be.
-A+B = Roll
-B+C = Throw
-Hold A/Start = Power charge
Command Moves:
-(Hold)Fwd+C = roundhouse kick
-Greenman does an overhead kick. Unblockable low but high startup time. will make the enemy spin out if it hits
Special Moves:
-(Charge)BF+A/B/C = Charge!!!
-Greenman charges Headfirst into the enemy. if he hits the enemy. greenman is damage'd and knocked back.
this can not be blocked low.
-A Version has Fast startup time. but slow running speed. Greenman takes 25 damage if he hits the enemy.
-B Version has the Slowest startup time. but fast running speed. this deals more damage then the A version. Greenman takes 50 damage if he hits the enemy.
-C Version has the Fastest startup time. and the Fastest speed. deals more damage then both A and B version. Greenman takes no damage whatsoever if he hits the enemy.
-(Charge)DU+A/B/C = Bouncy Leap
-Greenman does a sort of Pounce. if he comes into contact with an enemy. he will slam him into the ground.
he will then start scratching them like some sort of crazied cat. this can only hit oppents who are in the air.
When greenman stops scratching his oppent. The enemy will be knocked out for a bit. vulnerable to any OTG'S.
-A version jumps high above Greenman.
-B version jumps forwards. this version is best for combos.
-C version jumps into eternity. And beyond! Greenman can not be hit by all attacks while doing this version.
-QCF+A/B/C = Archers Bow
-Greenman pulls out a bow and arrow. holding on to an attack button will make greenman pull back the arrow. releaseing it makes him fire
-A version fires straight forwards.
-B version fires upwards.
-C version fires two arrows at once.
-A%3 = Claw Frenzy
-Greenman starts scratching like mad. there is only one version of this move. thats pretty much it really

-DD+A/B/C = SHAZAM!
-Greenman Slams the ground with such force he makes it shake. can only be blocked low, can also OTG.
this move is useless against airborne oppents. You can cancel this move into Bouncy Leap.
-A version has fastest startup time and recover time. does lowest damage
-B version has slowest startup and recovery but does the most damage
-C version has no startup time whatsoever and very short recover time. does the same amount of damage as the B version
Lv1 Supers:
-QCB+AB/BC/AC = DIE!
-Greenman pulls out an sniper rifle and shoots whoever is stupid enough to put there hands up.
-If the enemy is on the ground. they will be knocked forwards.
-If the enemy is in the air. they will be knocked upwards.
-(Charge)DU+AB/BC/AC = I Farted!
-Greenman bends over and, well. see for your self

Lv3 Supers:
-FHCF+AB/BC/AC = I Wonder whats for Dinner.
-Greenman takes an bit of stuffing form the Toby Carvery and flings it up in the air. he will then
eat it when it comes back down. Heals Greenman for 150HP. (yes. i said HP. sue me). has a VERY LONG startup time.
====================================================================================================
-6 Known bugs
====================================================================================================
None. if you find any, tell me

====================================================================================================
-7 Credits
====================================================================================================
-Electrobyte: For makeing Mugen!
-Pots: For inspiration and the Damage dampener code.
-Pivot: Sprites and Animation of this character.
-Droidz: for the Bow and Arrow, the Sniper rifle and "That brown smelly thing" sprites.
-Youtube, soundbible And valve: For the sounds of this character.
-And you. for downloading! hopefully you will enjoy him as much as i did makeing him.
If there is something wrong about this character. such as an overpowered or underpowered move. a bug
or whatever please tell me at the release thread.
============================================END README==============================================
======================================
Nanarman by Gaelik, Edited by Veanko
======================================
======================================
-CONTENTS:
-1: Who is Nanarman?
-2: Updates
-3: things Change form Gaeliks release
-4: Movelist
-5: Tips and Tricks
-6: Known bugs
-7: Credits
======================================
======================================
-1: Who is Nanarman?
======================================
Nanarman is a Stickman made by Gaelik.
He is a very Wacky creation with, imo. a crazy
sense of humor that i found very funny. which is
why i kept him on my roster.
Most of this character was made by Gaelik,
unfortunately, he was very Flawed gameplay wise.
Infinte priority. Lots of invincibility frames,
High attack power, and one VERY cheap AI(tho you could change it by useing "Nanarb.cmd", but that makes the AI very boring and Frustrating Instead, and he is still pretty cheap)
That is why im makeing this edit of him to fix
those things.
======================================
-2: Updates
======================================
-V. 2.1(Your useing this one)
-Derp mode(see "Tips and tricks" for more info)
-Barbell's first try and Hitmans shotgun now have air versions.
-Hitmans shotgun start up time. damage and recovery now change depending on the version your useing
-you can now charge Hitmans shotgun to do more damage.
-Hurpy kick recovey and startup time reduced
-changed "Chainsaw" command to a simple hold downfwd.
-151-Punches of Despair is now shorter but does more damage
-151-Punches of Despair has been renamed to 51-Punches of Despair
-more adjustments to the AI.
-Advanceing guard no longer costs 1000 power
-adjusted Parry
-added superjump
-Launcher now has "fall = 0"
-added standing dodge
-Nanarman can now only be hit by throws while dodgeing
-adjusted power charge. IE: CVS
-increased hitpause time of nanarmans basics.
-intro vs under aged female characters
-health raised back up to 1000
-V. 2.0
-Fixed Debug flood
-The "LAZOR!" Will now dissappper when nanarman is hit useing "IMHA FIREIN MY LAZOR!"
-increased the startup time of "IMHA FIREIN MY LAZOR!"
-"Hitman's shotgun" Now has pausetime. so you can combo it into "Hitman's M60" Much easyier.
-You can now only parry when you have the CTRL Flag.
-The "guard push" now costs 1000 power.
-"Hurpy Derpy Zurpy kick" is now blockable on the last hit.
-some adjustments to the AI.
-Changed small portait. you can find the old one in his SFF.
-Compatible with Greenman.
-V. 1.1
-Nanarman no longer gets power form supers.
-increased damage of Hurpy Derpy Zurpy kick
-Hurpy Derpy Zurpy kick is now blockable. the last hit is still unblockable however.
-increased damage of Turkish hype.
-Removed "Final attack"
-"GIANT SPIDER!!!" is now a lv3 super.
-the damage of "GIANT SPIDER!!!" has been reduced.
-Nanarmans Power has been reduced form 5000 to 3000. to match most characters.
-Nanarman is no longer invincible for a while after parrying an attack.
-made Parry slightly easier to do.
-Added some new combos to the AI
-nanarmans AI will now roll backwards when enemy is downed on all levels lower then 7.
-Reduced AI parry chance on all levels lower then 7.
-increased AI parry chance on level 8. Just becuase...
-Intro vs Dee bee kaw. this will look better if you edit DBK to do the "Suspect" intro against nanarman.
-V. 1.0(First version)
-Release.
======================================
-3: things Change form Gaeliks release
======================================
This should cover eveything i have changed form Gaeliks version. but if you want it short: Eveything
however. since im a bit forgetful this just might not show eveything i have changed(Same thing with the updates):
-Added some custom animations that make him Compatible with some characters.
-Fixed debug flood.
-Removed invincibility frames on his supers.
-Updated CLSNS.
-No more Infinite priority
-reduced his base life to 940
-reduced his base attack to 80
-Chnaged small and big portait.
-Intro vs Dee bee kaw.
-Compatible with Greenman.
-You can now only parry when you have the CTRL Flag.
-Parry easyier to do.
-he can now be hit while doing his Roll.
-The "guard push" now costs 1000 power.
-Improved AI. such as scaling of difficulty and not being cheap.
-Reduced power gain form his Power charge.
-Renamed some of his supers and Specials.
-changed all of his commands.
-reduced priority of all his attacks.
-You no longer have to be in "zip" to do "Turkish Hype"
-Stand strong punch is now blockable.
-"Hurpy kick"(Holdfwd+K) and the rest of the other kicks is now blockable.
-increased startup time of "Hurpy kick"
-increased recovery time of "Hurpy kick"
-"GIANT SPIDER!!!" is now a lv3 super.
-increased startup time of "IMHA FIREIN MY LAZOR!"(Burp Up !)
-Easy mode.
======================================
-4: Movelist
======================================
-System-
-A = Light Kick
-B = Medium Kick
-C = Hard Kick
-X = Light Punch
-Y = Medium Punch
-Z = Hard Punch
-A+X = Roll
Nanarman does a roll. you can do
a Hard Kick or a Hard Punch while rolling.
B+Y = Power Charge
Comon. you dont know what this is?
C+Z = Blowout
One of nanarmans Unique System attacks. nanar
grabs a Giant medevil battleaxe out of nowhere.
this attack has long range and high priority,
however it dosent do much damage.
-Specials-
-Holdfwd+A = Hurpy kick
One of nanarmans main attacks. nanar attempts
to kick the oppent in a strange fashion. this
is an overhead attack so it cant be blocked low.
has a very long startup time and recover time so
make sure to dont miss!
-(After hiting with the Hurpy kick)B = Derpy kick
There are 2 supers you can use to combo out of
this. or you can use Zerpy kick
-(Derpy kick)C = Zerpy kick
nanar kicks the oppent back.
-Hold DF = Chainsaw
Nanarman pulls out a chainsaw and attacks the
oppent. has high priority.
-QCF+K = Cannon Kick
Nanarman jumps forwards. if he gets close to the
oppent. Nanar starts kicking like crazy. this
is used in his main BnB combo.
-QCB+K = Ballerine Kick
Nanarman does a Tatsumaki Senpuu. can be used in
his Bnb Combo.
-DD(Down,Down)+K = Rabbit kick
Cannon Kick. but nanar hops into the air
instead of jumping forwards.
-HCF+P = Hitman's shotgun
Nanarman pulls out a gun and shoots the oppent.
-HCB+P = Zip
Nanarman Dodges backwards. Similar to the a+x
dodge, but nanar cannot be hit by all attacks.
-(While in Zip)P = Dodge to Fall
Nanar attempts to fall onto the oppent. the button
pressed detremes the distance and startup time.
Nanar can be hit while doing this.
-DPM(F,D,DF) = Barbell's first try
Nanar does a ShouryuuKen type move. does high
damage but low priority.
-Lv1 Supers-
QCB+PP(2 punches, like x+y) = Hitman's M60
Nanarman pulls out a bloody big gun and shoots the
oppent.
QCF+PP = Madness Chainsaw
HCB+PP = Turkish Hype
Unblockable. but VERY HARD TO HIT.
DD+PP = Barbell's first fly.
Nanar grabs the letter H out of nowhere. after
doing a speech, he flys into the air, damageing
anyone in his wake.
QCB+KK = Incredible Ballerine Kick
Holdfwd+KK = Hurpy Derpy Zurpy kick
-lv2 supers-
-Fwd, HCF, back+P = 51-Punches of Despair
-(Charge)BF+PP = IMHA FIREIN MY LAZOR!
-QCBx2+K = Biokidz and the pink panther
Does low damage but you are unhitable while doing
it. you can use it as a sort of counter
-Lv3 supers-
-X,Fwd,Fwd,A = GIANT SPIDER!!!
Nanar for some unknown reason. starts screaming.
after about 3 seconds he runs of screen. then...... OMGWTFSPIDER!!!!!
======================================
-5: Tips and Tricks
======================================
-Nanarman has a VERY loose combo system. in which
he can combo light punch to light kick to medium
punch to... well you get the idea.
-Nanar has Lower priority then most characters.
his baisc light punch has a priority of 2 when
most characters have one of 4.
Most of his Specials have one of 3.
-Nanar has lower range then most characters.
try to get the oppent into a corner. that is
Nanarmans best friend

-You can chain an Hard standing punch into a ducking hard punch
-nanarmans BnB combo is as follows:
Ducking Light Combo(Light Punch and Light Kick) -> Ducking medium punch -> Standing Medium Kick -> Standing Hard Punch -> Ducking Hard Punch -> Jump -> Light combo -> Medium combo -> Cannon kick -> Incredible Ballerine Kick -> 51-Punches of Despair
-This combo does 488 damage. 185 hits and costs 3000 power
-Or you can do the Barbell's first try combo. which is the same as above but after doing the Ducking hard punch you do:
Barbell's first try Medium version -> Barbell's first Fly -> 151-Punches of Despair
-you can also use the Hitman combo.
Hitmans shotgun -> Hitmans M60 -> IMHA FIREIN MY LAZOR!
-Easy Mode-
If you suck at fighting games or cba to do motions.
You can play in easy mode.
-How to enter easy mode
Simply press start before the round starts.
on the next round you will need to press it again.
-What does easy mode do?
It makes comboing easier and removes motions.
ala MVC3 Simple mode.
-Holding down fwd or back and pressing an attack
button will do a Special
-Holding down fwd or back and pressing two attack
buttons will do a Super
-Repeatedly pressing an attack button will do a
simple combo. example: Pressing x 6 times will
give you 3 punchs. super jump and 3 punchs again.
however. there are drawbacks:
-You can only do lv1 supers and are limted to 4.
-You can only do 1 verison of a Special and are
limted to 4.
-You cannot throw.
-The auto superjump after ducking hard punch can be a boon and a curse. You cant do combos that reqiue you to not jump after the oppent. Such as doing the Barbell's first try combo after the ducking hard punch.
-Derp mode-
Derp mode is an uniqe mechanic that is like a reverse stun meter
-How to enter derp mode
you cant enter it manually. attacking the enemy increses the derp meter. geting hit reduces it
you will know that your in it. becuse the game will pause and you will cancel out of any state your in.
-What does derp mode do?
boosts your attack power. thats pretty much the only bonus you get form it. also the cancel out of state when you first enter it
-how to i exit derp mode?
simple. do ether Barbell's first try or cannon/Ballerine/rabbit kick.
when you hit the ground useing these Specials. you will fall flat on your face. leaveing you wide open to all attacks.
this will reset the derp meter. you will enter it again if it gets full
======================================
-6: Known Bugs
======================================
-None! if you find any. please tell me at the release thread.
======================================
-7: Credits
======================================
-Electrobyte: for makeing Mugen!
-Gaelik: for makeing nanarman.
-bovery23: for teaching me how to make AI though
a youtube video. you can watch it here "
http://www.youtube.com/watch?v=iCi9Tta1_Bk"
-And thank you. for downloading this. hopefully
you will like him

======================================
-END README
======================================
====================================================================================================
Seinosuke by Gaelik, Edited by Veanko
====================================================================================================
====================================================================================================
-CONTENTS:
-1: Who is Seinosuke?
-2: Changelog
-3: Gameplay
-4: Controls
-5: Movelist
-6: Known bugs
-7: Credits
====================================================================================================
====================================================================================================
-1 Who is Seinosuke?
====================================================================================================
Seinosuke is another character created by gaelik. he was pretty cool, but suffered many of the issus
Nanarman did. Infinte priority. cheap AI. hold fwd parry(I mean. really?)
this patch will hopefully fix all of his cheap issus. but of couse if there is something wrong
dont be scared to give feedback

this edit was done rather speedy(about 4 or 6 days) so i expect there to be quite a few bugs i havent
found yet.
====================================================================================================
-2 Changelog
====================================================================================================
-V. 1.1
-Fixed infinte with Standing light punch.
-Added a new Special and Super. these are in a Beta stage so the AI will not use them. there commands and name are in the movelist.
-Fixed double Easy mode text if player 2 also has easy mode.
-Easy mode text will now only apper if "Teamside = 1"
V.1.0
-Release
====================================================================================================
-3 Gameplay
====================================================================================================
-Seinosuke is a very simple and easy to use 6 button character. If for some reason you find him
to hard or just suck at fighting games. Play in easy mode(see Nanarmans readme for info)
====================================================================================================
-4 Controls
====================================================================================================
-x = x(weak attack)
-y = y(med attack)
-z = z(strong attack)
-a = a(weak attack)
-b = b(med attack)
-c = c(strong attack)
-K = a/b/c
-P = x/y/z
-E = a/b/c/x/y/z
-DD = Down, Down
-DU = Down, Up
-BF = Back, Fwd
-X% = Press the button the number of times shown
QCB, QCF... You know the rest...
====================================================================================================
-5 Movelist
====================================================================================================
System Moves:
-you should know what all of these are going to be.
-x+a = Dodge
-Hold y+b = Power charge
Command Moves:
-Hold fwd+C = Double Kick
-seinosuke does two kicks in rapid succession. Unblockable low and high damage
Special Moves:
-(Charge)BF+P = Spirit Claw
-QCB+P = Armageddon
-QCF+P = Inversed Death
-QCB+K = Flash
-(Air)QCF+K = Shadow Srawm
-DD+E = Dimension Door
-a%3(BETA) = Suppression
Lv1 Supers:
-QCF+PP = Ghost Thrust
-QCB+KK = Spirit Slash
-(Air)QCF+KK = Demon Swarm
Lv2 Supers:
-QCB+PP = DoomsDay
-QCF+KK(BETA) = Yellow Kicks
====================================================================================================
-6 Known bugs
====================================================================================================
Debug flood. saying something about 9997 helper does not exsit. this may be caused by the finshers.
====================================================================================================
-7 Credits
====================================================================================================
-Electrobyte: For makeing Mugen!
-Pots: For inspiration!
-The_none: For not makeing any sense
-Gaelik: for makeing Nanarman and Seinosuke!
-And you. for downloading! hopefully you will enjoy him!
If there is something wrong about this character. such as an overpowered or underpowered move. a bug
or whatever please tell me at the release thread.
============================================END README==============================================