Created By Chase2006

Start Date: 	 10-16-2025
Current Version: 1-3-2026

==WARNING:==

the MUGEN 1.1 VERSION WILL NOT BE THE EXACT SAME AS THE IKEMEN GO VERSION DUE TO MUGEN 1.1 HAVING MORE LIMITATIONS 

==================GAMEPLAY AND MECHANICS==================

Chase's gameplay involves four buttons:

A: Punch
B: Kick
C: Guard
Y: Grab


==COMMAND NORMALS==

Footsaw							DB+b
Uppercut(Air)						U+a
Axe Kick(Air)						D+b

==SPECIAL MOVES==

Hurricane Chase (6 sec cooldown)			D,DF,F,a
Kickflip (6 sec cooldown)				D,DF,F,b
The Slap (4 sec cooldown)				B,F,a


==SUPER MOVE==
EXTREEEEME						D,DB,B,b

==METER BUFFS==
When CHASE's super meter is full, he gains:
-a 10% attack buff
-20% increase on his air acceleration
-0.3 more seconds to pummel during his grab

==================NOTES==================

-CHASE's guard is a meter, represented by a Smash-esc guard bubble, that goes down while your guarding, filling back up after a bit when yo
If your guard runs out completely, you cannot guard for 2 seconds, leaving yourself wide open to being hit. This is a mechanic that originated from his source game.

-His specials are gauges on the bottom left with set cooldowns, independent of the power meter, a mechanic that originated from his source game.

-Almost all moves can be cancelled out of each other, the only exceptions are the slap and the axe kick.

-You can jump cancel out of the kick on hit

-EXTREEEEME is controllable using left and right 

-Hurricane Chase can be cancelled out of prematurely by pressing the A button

-Hurricane Chase can do shorthops if you press the up

-The Kickflip can be aimed by holding up or down during the startup frames.

-EXTREEEEME can be aimed at the start by holding forward or backward during the startup frames.

-The sweet spot on the Axe Kick can only be hit three times in a single combo.

-The final hit of the Footsaw will not send the opponent upward after it is used once in a combo.

-If you hold forward during the startup frames of the Footsaw, you can go a bit further forward.

-You have a 1 second window to pummel when you grab the opponent using the attack buttons, the faster you pummel, the further they bounce off the wall, which can lead to a combo.

-You can cancel out of the last hit of the grab 

-Your opponent can recover during the wallbounce after grab final hit.

-Your opponent can recover during the floorbounce of the axe kick.

-Your opponent falls faster the longer a combo gets.(V-Scaling)

==================Credits==================

(some people might be missing, as developing CHASE during VibinVendetta involved most of the dev team like the rest of the roster.)

kira(beenibroh) - gameplay mechanics, sound design, animation help, postprocessing for super portrait
Somebody407 - gameplay mechanics, coding help
guymbagoomba - coding help
NovaMagnolia - sprite and coding fixes for 1.1
aboalrokdawn - hitsparks and vfx
katamariunderscore - animation help
ace_underscore - coding help
mosszonedout - sound design
Junny - balancing help
Frank_Th -balancing help
POtS - balancing help
mozaico - some palettes

==================FUTURE PLANS==================

CHASEs gameplay is pretty much done, The most I would do is cosmetic changes
-FLASH FILES RELEASE!!
-unique dizzy animation to replace the original VV one
-reanimate the low health idle
-make cheering persist after super move ko
-palette changes
-some custom vfx for the kickflip
-revamped idle animation(maybe)
-more detailed palsep (maybe)
-intro animation (maybe)
-custom intros (maybe)
-lose animation (maybe)

==================CONTACT==================

discord: chase2006_

==================HISTORY================== 

CHASE was first made in MUGEN at around 2020 where he was a self-insert character and looked completely different than his current design,
and for some god forsaken reason, i decided not only that he would be animated in 60 fps, but would also be a 6 button character so i had to animate 18 different variations of both punching and kicking.
and for these reasons, I didn't get too far in development and he was published as an unfinished character indefinitely.

Four years later, i worked on a full game called VibinVendetta, which was developed using Ikemen Go.
The entire game had a look that was straight out of old flash, the gameplay was heavily inspired by nickelodeon super brawl, and the roster was full of other OCS from members of this friend group called Vibing with the gang, which I was a longtime member of. 

CHASE had changed quite a bit as a character in those 4 years, going from a self-insert to an OC with his own established look, personality, and abilities who just happened to share the same name as me, rather than a direct artistic depiction of myself.

CHASE was added during v3.5 and was fully completed, which was a HUGE landmark for me.

During the development of v4 of VibinVendetta, CHASE would gain a new fresh look and was subject to be completely reanimated to fit more in line with the games style and to fix a bunch of proportion issues.
The re-sprite wouldn't be fully completed as the whole project ended up getting canned.

I was NOT gonna let all of my hard work on CHASE go to waste, 
so I decided to continue him as a standalone character.


==================CHARACTER BIO================== 

CHASE is FAST, and he wants you to know it. To put it bluntly, he's a cocky bastard.
He's bold, snarky, flashy, and a MASSIVE showoff.  
He carries an unfathomable amount of confidence and pride in himself, sometimes to his own downfall, never showing fear towards any threat no matter how big or powerful because he personally thinks he could win.

His confidence can easily blur into sheer arrogance. Existing alongside his exuberant nature, CHASE can be quite impulsive and hotheaded, quick to lash out and get defensive.
He would NOT let even the most minor of disrespect slide.  

In his fighting game counterpart, CHASE is as pure of a rushdown as you can get, he doesn't rely on projectiles, assists, none of that crap, instead he relies purely on his mobility and his ability get in and combo the opponent to death, with a good chunk of his moveset BEING combo extenders or combo starters. He can EASILY corner his opponent and is a master at keeping the pressure on. Since he has below average health (850), he can be defeated pretty easy if his opponent is good at pressuring, so he REALLY relies on his opponent messing up and not messing up himself.





