Generation 1 Haruhi Suzumiya for MUGEN 1.0 by Nep Heart

Designed for 1v1 and Turns Mode. They do not function properly in Simul Mode.

---[About]---

Name: Haruhi Suzumiya
Origin: Haruhi Suzumiya series

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---|Button Layout|---

a = Dodge/Universal Abilities
b = grab/x+y+z shortcut
c = Unqiue Ability
x = light attack 
y  = medium attack
z  = heavy attack
s = start

F = forward
B = back
D = down
U = up

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---[Universal Abilities]---

- Invalid Combo: Any combo continued from a juggle from which the opponent could have recovered, but chose not to do so are considered invalid combos. While they incur no penalty, they run the potential risk of the opponent retaliating before the combo can be extended.

- Juggle Limiter: The juggle system works on a timer, starting at 4 seconds once a juggle begins and subsequential combo hits will extend the timer by fractional amounts. Once a distinctive circle appears on the opponent during combos, the very next attack that hit will always cause untechable knockdown. Supers are immune to this and in fact add an extra second and a half to the timer, so, take advantage of them at every chance you hit a combo limit.

- Hit Pushback: Both the character and their opponent will experience progressively increased pushback the longer a combo goes on, but only against grounded targets. To a lesser extent, the character will experience progressively increased pushback if during blockstrings.

- Hitstun Decay: Once a combo or blockstring begins, a timer is set in place that will reduce hitstun and blockstun until the opponent is no longer in hitstun. This means certain chains, links and juggles that work early on may fail to work later in combos.

- Damage Scaling: All attacks possess their own unique damage reduction modifier during combos. All characters' damage reduction during combos will have a 10% minimal threshold for normals and specials or a 20% minimal threshold during level 1 super states or 60% minimal threshold during level 3 super states in which damage cannot go lower once reached. Exceptions exist.

- Initial Damage Scaling: Any attack used to start a combo will scale an additional 20%.

- Guts: As combos tend to be very damaging, a character gains increasing defence boost the lower their current life. Characters with lower total life gain defence boosts quicker than those with higher total life.

- Jump Cancel [GA]: Cancel most normals on hit or block using a grounded jump or double jump.

- Mid-Air Jump (U)[A]: Jumping can be performed in mid-air before touching the ground. Cannot mid-air jump after a Super Jump or air dash.

- Super Jump (D,U)(D,U+F)(D,U+B)[G]: One big leap that can reach the top of the screen. Drift back and forth by holding forward or backward respectively while in Super Jump state, although air dashing will exit out of the state.

- Air Dash (F,F or B,B)[A]: "Dash" in mid-air forward or backward before falling. Guarding disabled during the initial movement. Momentum is retained at the end of her air dash or if canceled with an attack or another air dash. Air dash has a limit amount of uses before touching the ground. Can cancel most air normal attacks into an air dash on hit or guard.

- Fast Fall (D,D)[A]: Increase falling speed briefly to descend faster than normal. Can air dash and attack during fast falls, but can't mid-air jump in most cases otherwise.

- Taunt (s)[G]: Your typical taunt. Obviously unsafe as the character can't actually do anything throughout its entire duration, but allowing it to complete gains her an additional 500 power.

- Guard Cancel Attack (a,b while guarding)[costs 1000 power, 500 cost if life is less than opponent's][G]: Breaks out of guardstun with a forward somersault kick that knocks the opponent away, resetting combatants into neutral game. Has invincibility throughout most of the attack and can cancel into a super on hit. Can only GCA while grounded.

- Teching (x)(y)(z)[GA]: Make a quick recovery by inputting the command while falling, allowing to act quicker from aerial hitstun. Holding left or right on the ground will allow teching in those directions while mid-air teching also offers up and down recovery by holding those directions.

- Wall Tech (U+F if facing away from wall/U+B if facing wall)[A]: Similar to normal teching, except the character must be touching a corner/edge of the screen to perform a wall jump while falling from knockback to allow control and get out from potentially being trapped at a corner.

- Blast [GA]: One of the most valuable resources, this functions either as a comeback option or temporary enhancement depending on which version is used. An empty Blast gauge will be fully restored after 45 second if remaining life is 50% and above, 23 seconds if below 50% and down to 25% and 15 second if less than 25%.
 * Escape (b+y): A combo breaker, but fails against supers and throws. Hitting with an Escape Blast restores 1/3 of the total gauge and counter hitting — while in neutral state — triggers Gold Blast; this maxes out the character's entire power gauge.
 * Power (a+x): A combo extender that can be followed up with an OTG. Grants 1000 power normally or 2000 power on counter hit. Also restores 20% of a character's total life in addition to 20% of the opponent's remaining life. Finally, Power Blast increases damage dealt by +25%, but will gradually decrease towards +0% as the Blast gauge is closer to being full again.

- Recoil Guard [GA]: A strictly-timed block differing from ordinary guarding as it negates guardstun, chip damage and pushback as well as giving a bit of power meter. The small pausetime incurs more lag on the opponent's repelled move, although they can Recoil Guard any attempt to counter another Recoil Guard provided they have the same mechanic. Fails against throws.

- Dodge (c/F+c)(B+c)[costs 1000 power, 500 cost if life is less than opponent's while guarding][GA]: A utility maneuver used for evasion or for approach that has a generous amounts of invulnerability. Ground version moves forward or backward on the ground, increasing forward distance if done during a dash. However, all versions are completely vulnerable to any throw based moves.

- Spell Bonus: The equivalent to a "First Attack Bonus." The first to land a direct hit during a round gains 1000 power as a reward.

- Counter Hit: Interrupting an opponent during their attack starting frames will mitigate initial damage scaling by 20%. In addition, normal attacks will greatly increase pausetime, delay hitstun decay and give an additional 250 power upon counter hitting.

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---[Unique Abilities]---

- SOS Assist: Haruhi's gimmick in which she can call forth members of the SOS Brigade into the battlefield itself to attack her opponent. Each assist is completely unique in just about every aspect which grants them different function, giving them their own roles so to speak. Haruhi can call upon all four assists at once, although each type of assist can only be called one at a time. Haruhi can only call assists while having control or while using normal and special attacks.

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---[Normals]--

- x (light)

- y (medium)

- z (heavy)

- F+z (can cancel dashing D+z on contact)[G]

- B+z [G]

- D+y [A]

- D+z [A]

- z (while dashing)[G]

- D+z (while dashing)(OTG)[G]

- b (throw)[GA]

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_Specials_

- SOS Rave (D,F,x)(D,F,y)(D,F,z)[G]: A dashing rekka attack in which the "x" version starts with a tackle that hit mid with a hard knockdown, the "y" version starts with a sliding kicking that can OTG along with hitting low and the "z" version starts with a forward somersault kick that is an overhead. The sequence of these attacks can be canceled into the next by pressing "y" or "z" after the "x" version and pressing "z" after the y version. The "x" version is a hard knockdown, "y" version trips and "z" version causes a ground bounce.

- SOS Swing (D,B,x)(D,B,y)(D,B,z)[G]: Haruhi swings a baseball bat. The "x" version causes crumple on grounded opponents, wallbounce on aerial opponents and can reflect projectiles. The "y" version functions as a counter against melee attacks or will initiate attack after a certain amount of time that leads into an unblockable swing that causes wallbounce on hit. The "z" version has Haruhi bat a baseball projectile whose trajectory can be determined by holding F, U, or D.

- Cho-Yusha Thunder (D,F,x)(D,F,y)[A]: Haruhi unleashes a shockwave from her lance in which the "x" version shoots the projectile downward, traveling along the floor once it reaches down, while the "y" version unleashes a projectile straight ahead. The lance on both versions has a hitbox.

- Cho-Yusha Stike (D,F,z)[A]: Haruhi charges forward with her lance before coming down with a diving strike, the last hit causing groundbounce.

- SOS Drop (D,B,x)(D,B,y)(D,B,z)[A]: Haruhi performs a drop kick in which the "x" version has the least distance while the "z" version has the most distance.

- SOS Rise (F,D,F,x)(F,D,F,y)(F,D,F,z)[G]: Haruhi's DP attack. The "x" version has the least invulnerability frames, but is the most relatively safe of the three and can initiate juggle follow-ups. The "y" version has the greatest height, is aerial unblockable and has the most invulnerability, making it the best anti-air. The "z" version crosses a considerable ground distance and offers generous start-up invulerability, making it the best distance punish.

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_Assists_

- Yuki Call (c)[costs 500 power during attacks][GA]: Yuki descends with a quick strike at the opponent's position. Cannot be used again until 7 seconds have passed after last use.

- Mikuru Call (F+c)[costs 500 power during attacks][GA]: Mikuru walks into position to unleash a large beam from her eye. Cannot be used again until 7 seconds have passed after last use.

- Kyon Call (B+c)[GA]: Haruhi calls on Kyon, however, it requires multiple calls before he actually can arrive. If Haruhi is hit prior to Kyon's arrival, it will take longer for him to make his appearance. Once Kyon is on-screen, he will start out with 500 life and periodically attacks the opponent with an overhead chair swing that has hyper armor on start-up. Kyon will be KO'd if his life is depleted to 0 and leave the battlefield. Kyon will not attack while Haruhi is hit.

- Itsuki Call (D+c)[costs 1000 power][GA]: Haruhi calls in Itsuki to follow her around, remaining on stand-by until Haruhi gives an order. Itsuki cannot be called again if he's already on-screen. Locks power while active and lasts roughly 6 seconds.

- Esper Clash (D+c)[requires Itsuki to be active][GA]: Itsuki tackles the opponent at the current position at high speed, capable of OTGing. Itsuki must be within a short distance in Haruhi's proximity to order this move.

- Esper Blaster (D,D,x)(D,D,y)(D,D,z)[requires Itsuki to be active][GA]: Haruhi commands Itsuki to unleash several psychic fireballs that can OTG. All versions are the same.

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_Supers_

- Cho-Yusha Ougi (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][G]: Haruhi speeds ahead with a suped up lance strike with amazing reach and speed. It's particular way of scaling damage makes it an excellent combo finisher.

- Cho-Yusha Storm (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][A]: A multi-hit, suped up version of Cho-Yusha Thunder version "x," except the the projectile will remain a threat for a short period as it bounces off corners. Can be used to extend combos.

- SOS Variety (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: Haruhi's unblockable command throw in which she cross the distance at considerable speed, long-lasting full invulnerability and ignores Guts scaling, but otherwise cannot be combo'd into and only hits grounded opponents.

- SOS Live (D,B,x+y+z)[costs 3000 power][G]: Haruhi, with a little bit of Yuki's "magic trick" assistance, will summon the SOS Brigade logo to capture the opponent anywhere on the screen. If the opponent fails to block, they will be subjected to a fantastic concert staged by Haruhi Suzumiya herself! While the damage is on the lower end for a Lv3, it completely disregards damage scaling and Guts scaling otherwise.

---[Credits]---

- otz-kai for the sprites and animations.

- 586 for the FX and SFX.

- Twilight Frontier, French Bread, SNK, Capcom, Arc System Works, Nintendo and SEGA for the remaining sounds and sprites.

- Phantom.of.the.Server and RicePigeon for their coding advice as a whole.

- Vans for the custom command buffering and custom corner push codes.

- Ink for his helper ID detection, target hit friction and modified Vans' corner push codes.

- Warusaki3/Phantom.of.the.Server for the Cheap KO code.

- Caddie for the liedown vulnerability code.

- Thentavius for the mid-air jump buffering code.

- David11 and Tendou_no_Mazo for the multi-redirect codes.

- Team Z2 for the jump link limiter code.

- Feedback received during closed testing.

- The people at MUGEN Fighters Guild and MUGEN Free For All for feedback during opened testing and the many coding tips that they offer.

- The Haruhi Suzumiya franchise for creating Haruhi Suzumiya.

- Elecbyte for giving us MUGEN.

- You for downloading and playing my MUGEN creation.

---[Contact Me]---

 If you wish to communicate with me, particularly on my characters, please reach me by these means for as I am active through those mediums.

Twitter: Neppu_Heart
BlueSky: neppuheart.bsky.social
YouTube: NepHeart