Diskun (v1.8.6) by DeluxeGamer705
From: Famicom Disk System
============================================================================================================================================================================

When it comes to making characters that appeared on a console instead of a game, you would think that it would be quite difficult to make a moveset. Mostly, they're actually easy as you can simply give the character a moveset that originates from plenty of games released for the system/peripheral. The Famicom Disk System might be a great example, which is where Diskun has originated from. I eventually decided to do Diskun, with a moveset heavily based on various games released for the Famicom Disk System, though some original ones do appear. In general, Diskun is a zoner that can use projectiles as much as he wants, though he does have combos.

============================================================================================================================================================================
1. WHO IS DISKUN?

Diskun is the mascot of the Famicom Disk System, a peripheral for the NES released in 1986. Said peripheral allowed for cheaper data storage and added a new high-fidelity sound channel. Diskun's alternative name is Mr. Disk, and he was used in marketing and in commercials where he would do something, such as flip into a Disk Card and then flip back to normal, or run into the camera and then pose with a Disk Card. He is also the main protagonist of Janken Disk Jo, released in December 1992 as the final game for the Famicom Disk System. Aside from this, one of Diskun's most notable appearances is in SSBM as a trophy, where it can be obtained by earning all 249 bonuses, making his trophy one of the hardest to get in the game.

============================================================================================================================================================================
2. CHANGELOG

-v1.8.6 (May 19, 2026)
 *[FIX] Air Parry was not consistent with the ground version, as it lacked a pause.

-v1.8.5 (May 17, 2026)
 *[NERF] Ultimate is now blockable, dealing 475 chip damage.
 *[CHANGE] Diskun now turns around when he performs the back throw, instead of the forward one.
 *[CHANGE] Hyper background duration is now shorter.
 *[NERF (not documented until v1.8.6)] Ground normals have increased pushback in an attempt to prevent potential infinites via shorthopping.

-v1.8 (January 25, 2026)
 *[FIX] Light and Hard Missile Shoot had wrong hitsparks.
 *[BUFF] When a parry occurs, a pause appears which gives a chance to use a move before the opponent can recover from the move they're using.
 *[REMOVE] Unnecessary "DestroySelf" code from Axe Toss that was set to 2 seconds.
 *[BUFF] A.I. now can use Grand Prix when farther away from the opponent.
 *[FIX] A.I. had incorrect coding involving the usage of Missile Shoot.

-v1.7 (October 13, 2025)
 *[CHANGE] A.I. in some ways, mainly when it comes to using projectiles.
 *[FIX] Light Missile Shoot dealt way too much damage; leftover oversight when the light and hard versions were swapped.
 *[CHANGE] Readme style.

-v1.6.5 (July 21, 2025)
 *[CHANGE] Aerial drift works quite differently now, making Diskun stop in mid-air and then change directions instead of automatically changing directions when you go back and vice versa.
 *[CHANGE] Diskun's 6-button layout has returned, replacing the 3-button one!
 *[CHANGE] Plenty of specials and hypers' inputs, as well as the dodge and power charge's to fit the "new" layout.
 *[BUFF] If Squall Hammer is blocked, its endlag is decreased.
 *[BUFF] You can now hold the jump button to jump cancel Squall Hammer, instead of having to press it after the final hit.
 *[BUFF] You can now chain light normals into hard normals.
 *[BUFF] Diskun now can use crouching normals while running.
 *[FIX] Diskun could not do anything when he stopped running backwards.
 *[CHANGE] Stronger normals have slightly larger pausetimes.
 *[BUFF] Diskun's rolls now travel farther.
 *[CHANGE] Missile Shoot in a few ways:
  *[CHANGE] The weak and hard versions were swapped, with the ice missile being the hard version and the regular missile being the light version with the medium version.
  *[NERF] Ice missile now has a cooldown time of 4 seconds.
 *[CHANGE] Aerial strong kick was reverted into a spike.
 *[CHANGE] Dash attack is now a launcher, as the sliding kick was moved back into being a crouching hard kick.
 *[BUFF] The dash attack now can be cancelled into the super jump.
 *[CHANGE] The "super jump into aerial raves" combo has been brought back.
 *[REMOVE] Some specials, mainly to reduce the amount of references so each game/series would have at least one or two references, for some consistency. These are:
  - Whip Strike, with Squall Hammer now being replacement for it due to being more useful.
  - Disk Card Slide
  - Holy Water
 *[ADD] Speaking of Squall Hammer, it has received light and medium versions. 
 *[CHANGE] Super jump's input was reverted to "Down, Up".
 *[CHANGE] Sword Thrust's input; D, D, X/Y/Z -> B, DB, D, X/Y/Z
 *[CHANGE] Monster Push now causes a wall bounce. Its vertical knockback was also increased.
 *[ADD] New guardsound for Sword Thrust and Sword Barrage.

-v1.6 (July 16, 2025)
 *[CHANGE] Super jump is now no longer a combo tool, instead serving as a defensive/approaching tool.
 *[CHANGE] Crouching hard normal now simply hits the opponent with small knockback instead of launching them.
 *[ADD] Not one, not two, but THREE new specials! These are Disk Card Slide, Holy Water, and Squall Hammer.
 *[ADD] Finisher. Needs 300 HP and 3000 power to be used.
 *[CHANGE] A.I. in some ways. Now it should use projectiles from a distance more.
 *[ADD] Diskun can now change directions while airborne and perform shorter jumps.
 *[ADD] Short jumps and fast-falling.
 *[CHANGE] Broken Disk Card and Disk Card Drops' directional inputs.
 *[ADD] New intro.

-v1.5 (May 8, 2025)
 *[ADD] Some new combos; now, Diskun can cancel Whip Strike to Jump Punch, for example.
 *[CHANGE] Hyper portrait.
 *[FIX] One victory quote had a certain typo.
 *[ADD] Dash attack

-v1.4 (March 23, 2025)
 *[BUFF] A.I. in several ways.
 *[ADD] "DANGER!" message.

-v1.3 (February 21, 2025)
 *[CHANGE] Revamped gameplay and combo system - Diskun now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Diskun forward a little.
 *[EDIT] Dodges, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw.
 *[CHANGE] A couple of specials and hypers' inputs to be consistent with the three-button setup for normals. Each hyper now uses only one button as a result.
 *[ADD] Ball compatibility, mainly for somebody407's Mr. Game and Watch.

-v1.2 (February 15, 2025)
 *[CHANGE] Axes from Axe Toss now disappear when they touch the ground, rather than going through it.
 *[CHANGE] Bomb's sound now stops playing when it or Diskun is hit.
 *[BUFF] A.I, slightly.
 *[EDIT] The shading in the 12th palette was slightly altered.
 *[ADD] One more victory quote.

-v1.1.1 (January 2, 2025)
 *[FIX/REMOVE] Due to issues with low parrying that cause Diskun to stand mid-air after performing Jump Punch, it was removed completely. This will be also done for my other characters that will receive parrying.

-v1.1b (January 1, 2025)
 *[FIX] A.I. could perform Place Bomb and Falling POW Block even though they actually don't have an airborne version. This caused him to
 stand in mid-air.

-v1.1 (January 1, 2025)
 *[ADD] New mechanics: Parry and Air Dash
 *[ADD] Guard Cancel.
 *[ADD] Hyper Combo Finish.
 *[CHANGE] New palette selector graphic.
 *[BUFF] Jump Punch now has invincibility at startup.
 *[FIX] Some sprites had missing pixels.

-v1.0 (October 13, 2024)
 *FIRST RELEASE*

============================================================================================================================================================================
3. GAMEPLAY

-MAIN GAMEPLAY-
Diskun is a character that relies on zoning; he features several projectiles in his arsenal, which he can use to zone the opponent out and annoy them to make sure they have a harder time approaching without the right tools. This also includes some moves that are not projectiles but function as helpers. In addition, he can also place a bomb that will explode after a short while, which can catch an opponent off-guard. However, if Diskun is close enough, he can get a chance to unleash combos on his opponents, some of which can be helped by his specials.

Some of his moves are encased in square brackets ([ ]) as seen in this readme. These mean that the button (mainly a directional input) must be held down for the move to be performed. Some specials also come with an EX version, a stronger version that requires 500 power and gives some longer endlag, and EX moves require two buttons to be pressed.

-COMBOS-
Diskun's combo system is very similar to MvC, allowing him to cancel normals into stronger ones, specials, and hypers. Along with that, Diskuna can chain most of her specials into hypers. In addition, certain specials can be cancelled into other specials. While he has easy combos, there are some combos which can be quite trickier to perform. He also has a combo starter in the form of the Z version of Missile Shoot, which freezes the opponent at the cost of long cooldown.

Diskun can also perform aerial raves thanks to a super jump, though unlike your typical MvC-styled characters, Diskun's launcher is actually his dash attack instead of a crouching hard normal, though you get the picture with the functionality otherwise (who wouldn't?).

-MECHANICS-
Diskun has a few mechanics to go through. One of them is a dodge, performed with A (light kick for normal characters). When he performs it, he does not get hit from melee attacks and projectiles, giving him a defensive tool, unless he is hit by a throw (which WILL hit him, so don't be surprised when he is hit by a grab for example if he's dodging!). The second one is a power charge, performed with B (medium kick for normal characters). Doing this will cause Diskun to gain power if the button is held, which will give him faster access to EX specials and hypers, though this comes at a cost of not allowing him to move, so make sure you don't abuse it too much. The third one is parrying, performed when you walk forward just before the opponent's attack makes contact, and this mechanic has an airborne version. When performed, Diskun negates all damage the opponent's attack would do to him, while providing small invincibility to not be hit while parrying. Another one is an air dash, performed by pressing forward twice to do a forward one and vice versa. This does not give him any unique properties, but allows him to cancel it into any of her normals, while giving him more air control. And lastly, he has a super jump, performed by pressing down, and then jumping. This can be used as a defensive mechanic, though it is also the key for aerial raves.

-MOVELIST-
SPECIALS:

Missile Shoot: D, DF, F, X/Y/Z
- Diskun's arm generates a cannon that fires a missile. The missile varies depending on the button pressed.
 - X and Y: Regular missile. A simple projectile with varying velocity. Nuff said.
 - Z: Ice missile. Freezes the opponent and is a great combo starter at the cost of low damage. Cannot be cancelled from his normals to prevent infinites. If the opponent hits it, they'll still be frozen. However, it has a cooldown time of 4 seconds.
  - EX version: Tank missile. Fires two missiles, with the second one causing hard knockdown. If the opponent hits one of the projectiles, they will still be hit but the explosion will deal little damage.

Fireball: D, DF, F, A/B/C
- Diskun fires a fireball with varying velocity depending on the button pressed. Can be used while airborne.
 - EX version: Fireball causes soft knockdown.

Jump Punch: F, D, DF, F, X/Y/Z
- Diskun jumps, punching the opponent. Simple combo tool that can allow for aerial hypers to be performed. The Z version even produces a coin!
Can be used while airborne.
 - EX version: Hits thrice times instead of once. Much like the Z version, a coin is produced when the attack connects.

Squall Hammer: D, DB, B, X/Y/Z
- Diskun spins forward with a hammer, ending with a launcher that can allow Diskun to perform an air combo. Note that it can be jump cancelled ONLY on the final hit. Can be used while airborne, though the airborne version instead knocks the opponent down on the final hit with a ground bounce. The stronger versions have larger horizontal knockback.
 - EX version: Diskun spins farther and hits more times. Horizontal knockback is identical to the X version.

Formula One Car: B, DB, B, DF, F, A
- Diskun points forward as a Formula One car goes forward, running over the opponent, tripping them. Has a 4-second delay before it can be used, though the car is unsurprisingly fast.
 - EX version: Has more knockback.

Sword Thrust: B, DB, D, X/Y/Z (AIR ONLY)
- Diskun thrusts a sword downwards, causing hard knockdown. The hit causes him to bounce away to prevent infinites.

Place Bomb: B, DB, B, DF, F, B/C
- Diskun places a bomb that explodes after 3 seconds. Only one bomb can be present on-screen.

Falling POW Block: D, D, X/Y/Z
- Diskun looks up as a POW block falls down. Projectile's spawning spot varies depending on the button pressed.
 - EX version: POW block tracks the opponent's position.

------------------------
HYPERS:

Sword Barrage: D, DF, F, D, DF, F, X+Y/Y+Z/X+Z (uses 1000 power)
- Diskun slashes the opponent with a sword several times, each hit causing hard knockdown. Great combo tool and can be used while airborne.

Grand Prix: D, DF, F, D, DF, F, A+B/B+C/A+C (uses 1000 power)
- A stronger version of Formula One Car where Diskun looks back as four Formula One cars approach and run over the opponent, tripping them. The cars cannot be destroyed, so be sure to jump over them if you want to avoid chip damage from each one of them (as the move is blockable mid).

Axe Toss: D, DB, B, D, DB, B, X+Y/Y+Z/X+Z (uses 2000 power)
- Diskun throws multiple axes. Sometimes requires some precise distance to connect, but can make sure the opponent doesn't approach him for a while as long as they are projectile-free. Can be used while airborne.

Monster Push: D, DB, B, D, DB, B, A+B/B+C/A+C (uses 2000 power)
- A monster spawns in front of Diskun, causing him to push it. Causes a wall bounce if close to a wall.

Broken Disk Card: D, DF, F, D, DB, B, X+Y/Y+Z/X+Z (uses 3000 power)
- Diskun starts to have awful flashbacks of SMB: The Lost Levels, and then its disk card appears, causing Diskun to smash it. The pieces fly at their own direction, tripping the opponent and launching them up if the piece connects. Gives Diskun invincibility during startup and during stomping.

Disk Card Drops: D, DF, F, D, DB, B, A+B/B+C/A+C (uses 3000 power)
- Diskun looks up as a bunch of disk cards fall down. The disk cards track the opponent's position and cause hard knockdown.

-ULTIMATE- 
The ultimate is a move that is performed by crouching thrice and pressing X+Y+Z. The move covers the entire screen, dealing almost enough damage to K.O. the opponent if at full HP, and can only be performed after the "DANGER!" message appears, while giving them full invincibility during its duration. 

Diskun's ultimate - Rosary:
Diskun looks up as a Rosary falls down. After looking around, he goes forward and grabs it, causing the screen to flash and hit the opponents, causing them to fall onto the ground with no horizontal knockback.
(WARNING: CONTAINS FLASHING!)

============================================================================================================================================================================
4. PALETTES
Diskun has a total of 12 palettes, all of which can be selected if you press a different button when you're at the character select screen. Note that palettes 7-12 can only be selected if you hold start (which is used for the taunt). However, Diskun comes with a palette selector, which allows the player to select any of the 12 palettes, which can be helpful if they change their mind before the match can start. Below are the palettes:

A: Default
B: Red
C: Orange
X: Green
Y: Blue
Z: Lavender
Start+A: Purple
Start+B: White
Start+C: Gray
Start+X: Cyan
Start+Y: Modern
Start+Z: Blackun

============================================================================================================================================================================
5. NOTES

-THINGS YOU CAN DO WITH HIM-
 1. Make a match with him.
 2. Share it with your friends/fans in case you would want them to gain a potential interest in the Famicom Disk System's history.
 3. Give him an A.I. patch if you want his A.I. to be stronger. No permission needed, though credit will be still appreciated. :)
 4. Create additional palettes for him, in case you would want more variety or have your own palettes.
 5. Send me feedback if there are any oddities, oopsies, or bugs, especially that can affect his gameplay.

-THINGS YOU CANNOT DO WITH HIM-
 1. Make NSFW/18+ edits (this includes vore edits.).
 2. Bash him (it's a waste of time. There are better ways of using your time rather than bashing. This isn't the 2010s anymore anyways).
 3. Make spriteswaps or paletteswaps of him, because doing them is laziness and is disrespectful.

-THINGS THAT REQUIRE PERMISSION-
 1. As I tend to have trust issues with some Mugen content creators, editing her requires permission from me. Note that what can be edited
 are combos, gameplay, and other stuff, but absolutely no NSFW/18+ edits as mentioned earlier.
 2. Using codes from the character if you're creating a Mugen character yourself. It's better to learn how to code instead of steal, so
 if you would want to use some of her code, ask me first.
 3. Use of sprites in a different project.

-KNOWN ISSUES-
 1. The A.I. code is not perfect, but I tried.
 2. The bomb from Place Bomb still makes sound even after it explodes early.

-OTHER NOTES-
 1. This character was made only for Mugen 1.0 and up. Older versions of Mugen will not load the character.
 2. Tested on Mugen 1.1, but still works on Mugen 1.0.

============================================================================================================================================================================
6. FAQ
(for more FAQ, head onto my site: https://sites.google.com/view/dxgsmugensite/faq

Q: Why does Diskun have a mouth despite not having one originally?
A: I wanted to make Diskun more expressive. Originally I did not plan on adding it, but then I decided to make him more expressive so I added it. I guess you can call that a small reference to some incredibly obscure (well, at least in the west) manga that featured Diskun.

============================================================================================================================================================================
7. INSTALLATION

Struggling with adding Diskun to your roster? No worries, here's how to do it:

1. Unpack the character's folder and add it in the chars folder
2. Go to data and open select
3. Paste the following name in the character section: Diskun

And here you go! Diskun should now appear anytime you start Mugen.

============================================================================================================================================================================
8. CONTACT

Found any bugs or oopsies with Diskun? Then please tell me about them and I'll update him when I have time.

MFG: https://mugenguild.com/forum/profile/DeluxeGamer705-99108
MFFA: https://mugenfreeforall.com/profile/28846-deluxegamer705/
YouTube: https://www.youtube.com/channel/UCGfXpYBe143GxmRUvp8Q7fQ
DeviantArt: DeluxeTheGamer705
Twitter/X: @DeluxeGamer705
Bluesky: DeluxeGamer705
Discord: @deluxegamer705 (note that I do NOT do friend requests with randoms)

============================================================================================================================================================================
9. SPECIAL THANKS
Nintendo: For creating Diskun.
Poyomousy: Suggestions and feedback, especially for v1.6.5.
Splatonic: Suggestions.
Third-party developers who made games for the FDS: For giving me an idea for a move that Diskun could use.
Ville10, Mister Mike, Black Squirrel, MrFigi: For ripping the sprites (some were edited slightly by me though).
J-Sinn: For ripping the sounds for some specials and hypers.
N64Mario: For the template I've used.
Kong: For ripping the hitsparks.
Elecbyte: For creating such a wonderful fighting program.
My fans: For supporting me and enjoying my characters.
Some people on Mugen Fighters Guild: For providing feedback for my characters.
You: For downloading him, of course. 

============================================================================================================================================================================
10. DISCLAIMER

This character was made out of love for the source media the character comes from, and therefore there's no intended copyright infringement. This character was made for free to allow the Famicom Disk System fans enjoy playing as Diskun in Mugen and to let those that never heard of the peripheral to gain a potential interest in it and Diskun's appearances if they were looking for new media to discover.

In case you'd wanna find more of my characters, head onto my site: https://sites.google.com/view/dxgsmugensite/main-page
Note that when the "Latest update" is changed, then that means a new, updated version was released for the character.

Thanks for reading and have a nice day! ^^
- Deluxe