This semi-accurate version of the atomic runner has the moveset and sprites of the character's Fighters History appearance, with the edition of two Hypers. Coming equipped with missiles, lasers, fireballs, and spiked balls, it has the tools to keep its foes at bay.
This version of Chelnov uses Kung Fu Man as a base, like all of Ryon's characters. The moveset consists of mostly projectiles, keeping all the original motions intact (even the more unconventional ones, like the motion for the Fireball). It uses four buttons, leaving out Ⓩ and Ⓒ. Ryon has said that it is "semi-accurate," because while he feels that people deserve an accurate version of the character, he states he can't get it to 100% accuracy. The folder comes with a document pointing out the changes from the source game. He says that a more custom version is coming out at some point, harboring a similar combo system to his Leonardo character.
Unfortunately, this char has its fair share of bugs. The Double Spike Helix Hyper allows Chelnov to move while the Hyper is still active, allowing him to fire more projectiles for extra damage. The throw, done with +Ⓨ, does no damage to the opponent, as Ryon has stated before that he hates coding throws. The palettes will sporadically change at the start of each round. This is because since Fighter Factory 3 allows the coder to see only the first two palettes, Ryon makes the colors randomly change throughout the full twelve palettes during development in order to see if the color separation is correct. However, he forgot to take it out. If the midair Fireball is destroyed via collision with another projectile, or if it is simply punched, the Fireball will become a clone of Chelnov. Perhaps the worst problem of all, however, is that none of its attacks hit high or low. Its ducking kicks can be blocked while the foe is standing, and its air attacks can be blocked while crouching. This, coupled with the fact that the throw does no damage, makes it incredibly difficult for Chelnov to break through a turtler's shell.
Stats[]
Life
1000
Power
3000
Attack
100
Defence
100
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Laser
Command Input
Properties
Ⓧ / Ⓨ
button pressed determines the speed
Fireball
Command Input
Properties
Ⓧ / Ⓨ
Boomerang
Command Input
Properties
Ⓧ, Ⓨ / Ⓑ
Ⓧ ver makes the boomerang fly forward then daigonally up Ⓨ ver makes the boomerang forward and diagonally up, but it goes farther Ⓑ ver makes the boomerang hit the ground, then fly directly up
Missile
Command Input
Properties
Ⓧ / Ⓨ
Ⓧ ver makes the missile fly down Ⓨ ver launches a homing missile