Generation 1 Homura Akemi for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Homura Akemi
Age: 14
Height: 155 cm
Eye color: Purple
Hair color: Black
Classification: Human/magical girl
Skills: Magic, space and time manipulation, a vast arsenal of magically enhanced firearms and explosives
Background: Originally a frail, klutzy middle school girl, Homura moved to Mitakihara Town and befriended Madoka Kaname, a Magical Girl. Homura went with Madoka everywhere and helped her fight Witches until the battle with Walpurgisnacht claimed Madoka's life. The heartbroken Homura finally decided to become a Magical Girl, and used her wish to go back in time to see Madoka again. As a result, Homura gained the ability to time-travel yet her attempted tempering only altered Madoka's fate to become a witch that would destroy the world. This forces Homura to reinvent herself with a resolve to avert Madoka from making the contract with their true enemy Kyubey.

---[Gameplay]---

- Archetype: Keepaway/Zoning

_Pros_

* Among the best in the cast when it comes to playing at a distance and denying space.
* Spatial Movement is a lagless offensive and defensive option for many situations.
* Will force her opponent to eat a lot of chip damage with her far-reaching, safe and damaging blockstrings. In addition, she also gets some of the easiest conversions off of even stray hits.

_Cons_

* Below average life and is the most affected from having her combo damage scaled compared to most other characters.
* Lack of reliable options for close-quarters confrontations and no real reversal options that are reliable, which can make burning out Spatial Movement a serious liability.
* Many projectiles tend to have either a fair amount of lag on start-up, cool-down or both, which can leave her open if they do not hit anything immediately.

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_Universal Abilities_

- 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.

- Stun 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 hit state. The hitstun and guardstun multipliers are as followed; less than 4 seconds = 100%, 4 seconds = 75%, 6 seconds = 25%, 8 seconds = 10%, 12 seconds and beyond = 0%. This means certain chains, links and juggles that work early on may fail to work later in combos.

- Hit Push Back: Both the character and their opponent will experience progressively increased push back the higher the combo hit count increases, but only against grounded targets. To a lesser extent, the character will experience progressively increased push back if hitting grounded opponents while guarding.

- Launcher (D+z): Homura's primary means to initiate aerial combos to which she can jump cancel on hit (but not on block) in order to pursue the airborne opponent.

- Attack Jump Cancel: Most normals can be jump canceled on hit or block, although some normal attacks cannot do this (launchers and dash attacks in particular).

- Power Meter: Power cannot be gained from whiffing attacks, it can only be built up from landing attacks or having attacks land on the character as well as completing taunts, a succesful Gold Burst and other means depending on the Series Abilities and other factors the character possesses to earn power. All characters max out with 5 stocks of power in which can be spent on supers, guard cancels and qualities dictated by Series and/or Unique Abilities.

- Chain Combo: All characters have access to chain combos where stronger levels of normals can be cancelled off of weaker normals in progression, command normals being subjected to the same rules. It should be noted that most characters can cancel either standing, crouching or command normals from one another even within the same strength type (backwards z or crouching z can be cancelled off of z), although which can be cancelled from what within the same strength varies from character to character. It should be noted that specials can canceled from out of almost any normal and supers can cancel from out of almost any normal or special.

- 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.

- Dash Bonus: Jumping or attacking while running/dashing will grant a bonus that mitigates damage scaling on the first, up to 25% if the character reaches the peak of their run speed or up to 10% near the end of their dash if they lack of run otherwise. This resets anytime a run or dash is transitioned back into standing idle state.

- Damage Scaling: All attacks possess their own unique damage reduction modifier during combos and a multi-hit attack in most cases will only apply the modifier on the last hit. All characters' damage reduction during combos will have a 12.5% minimal threshold for normals and specials or a 25% minimal threshold during level 1 super states or 75% minimal threshold during level 3 super states in which damage cannot go lower once reached. Exceptions exist which ignore damage scaling and even Guts factor.

- Guts: As combos tend to be very damaging, a character gains a small defence boost the lower their current life is until they reach a maximum of 50% additional defence. The math for calculating defence boosts is 0.5*(current life/total life)+0.5, meaning characters with lower total life gain defence boosts quicker than those with higher total life.

- Taunt (s): Your typpical taunt. Obviously unsafe as Homura can't actually do anything throughout its entire duration, but it's always fun to mock the opponent and allowing it to complete gains her an additional 500 power.

- Guard Cancel Attack (D,B,a+b)(while guarding)[costs 1000 power]: Homura breaks out of guardstun by firing a round ahead of herself, resetting combatants into neutral game. Has invincibility throughout most of the attack and can cancel into a super on hit. Unlike most guard cancel counters, Homura's functions as both a melee and projectile attack. Can only GCA while grounded.

- Guard Cancel Dash (D,F,a+b)(while guarding)[costs 1000 power]: Homura breaks out of guard to dash a distance forward, passing through opponents with plenty of invulnerability to allow her to escape pressure zones. Can GCD on the ground or mid-air.

- Teching (x)(y)(z):: Homura can make a quick recovery by inputting the command right before she hits the ground while falling after a hit, allowing her to act quicker without the worry of the longer process of getting up normally. Doing so while falling after a hit allows Homura to regain control in mid-air before ever hitting the ground. 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): Similar to normal teching, except Homura 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.

- Burst (b+y): A character can break free from hitstun and reset combatants to neutral game against virtually any normal and special attacks. Bursting can also be done while in control, although not during the middle of attacking. However, there is a 60 second recharge between each use of this technique, although being in hitstun or blockstun doubles the recharge speed, and it does not reset between rounds. If the character is at 1/3 their total life or less, Burst recharging rate increases by an additional 50%. If Burst is used just right before the opponent lands a hit, the character will be rewarded with maxed out power. If Burst hits the target in any state, the Burst gauge will be filled by 1/3rd.

- Ground Grab (b or B+b): A standard grab with decent reach, Homura can also create distance from her opponent by sending them away from her. Homura's ground grabs can be broken out of if the opponent presses a,b, or c along with holding forward or backward on the exact moment her grab connects. Doesn't have much combo potential otherwise.

- Aerial Grab (b or B+b in mid-air): Homura's aerial grab. Has similar reach. Although it isn't very reliable to start or extend combos, it is otherwise very resistent to damage scaling when used as a combo finisher. Cannot be broken out of.

- Mid-Air Jump (U in mid-air): Homura can jump once in mid-air before touching the ground. Can cancel aerial light, medium or heavy attacks on hit/guard with a mid-air jump to extend air combos, make a retreat or mix-up her pressure game. Cannot mid-air jump after a Super Jump or air dash.

- Super Jump (D,U)(D,U+F)(D,U+B): Homura makes one big leap that can reach the top of the screen. She can 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 (FF, BB or DD in mid-air): Homura "dashes" in mid-air forward or backward in a straight line a small distance before falling. She can't guard until the end of an air dash. She retains momentum at the end of her air dash or if she cancels it with an attack. Can air dash once before touching the ground. Homura can cancel most mid-air normals into an air dash on hit.

- Spell Bonus: The equivalent to a "First Attack Bonus." If Homura is the first to land a direct hit during a round, she will gain 1000 power as a reward.

- Counter Hit: Interrupting an opponent during their attack starting frames will grant a 10% damage bonus, mitigate damage scaling by 10% and reward extra power. In addition, normal attacks will greatly increase pausetime, delay hitstun decay and give an additional 250 power upon counter hitting.

- Guard Crush: A red guard meter at the lower part of the screen indicates the opponent's guard, which will deplete if they take any hits while guarding. More hitstun equates to greater guard meter damage and the opponent's guard will break if the meter is completely depleted, leaving them open briefly for potential follow-ups. The opponent's guard meter regenerates as long as they're not blocking or not in hitstun.

_Series Abilities_

- Magia Shield (Hold B right before enemy attack makes contact): A strictly-timed guard that differs from ordinary blocking which negates guard stun, chip damage as well as restore small amounts of life and even increase the Soul Gem gauge if successful. In addition, it generates a weak magical blast that can knock the opponent away to create breathing room between combatants. Fails against throws.

- Soul Gem (D,D,a)[costs 1000 power for Magia Overflow]: All Puella Magi draw magical power from their Soul Gem; in gameplay, this translates into a mechanic that they all share determined by Soul Gem meter underneath their life bar. Playing actively (remaining in constant movement forward and attacking) will gradually increase the gauge while passive actions (such as receiving hitstun, moving backwards without attacking, receiving hitstun/blockstun or stationing in one spot) will decrease the gauge. When the Soul Gem gauge is full, Puella Magi can choose to enter a special state called "Magia Overflow" in which meter gain is now automatic, but all normals gain a 15% damage bonus, all specials and supers gain a 10% damage bonus, Guard Crush damage is boosted and recoverable life is gradually restored. This Magia Overflow Mode lasts for 20 seconds after entry.

- Magica Boost (a): Almost any attack can be canceled on contact and, if Magia Overflow is active, damage scaling is mitigated by 20% at the cost of 20% timer in Magia Overflow Mode or 33% of the Soul Gem outside that mode. Holding forward while canceling causes an automatic dash/airdash.

_Unique Abilities_

- Spatial Movement (c)[costs 1000 power while gaurding): Homura possesses an 8-directional teleport based on what direction is held that has no start-up or cooldown time, allowing her to reposition with ease or to escape from being cornered. Homura can also escape from guardstun at the cost of meter. Spatial Movement can also be cancelled off any normal sans dash attack, giving Homura all kinds of options that she cannot access normally otherwise. However, Homura can only teleport 4 times in a row before she depletes her Spatial Movement gauge, which will recharge fully after 10 seconds.

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|Button Layout|

a = Series Ability
b = grab/x+y+z shortcut
c = Unique Ability
x = light attack 
y  = medium attack
z  = heavy attack
s = start

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

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[G] = Ground only
[A] = Air only
[GA] = Ground and air okay

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_Command Normals_

- z (after pressing z prior)

- D+z (launcher)

- F+z

- B+z (mid-air)

- D+z (mid-air)

- z (while dashing)(unblockable if far enough behind opponent)

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_Specials_

- Mark XIX Desert Eagle (D,F,x)(D,F,y)[GA]: The x version wall bounces when used on the ground, OTGs lying opponents, ground bounces aerial opponents and knocks down grounded opponents as well as not being affected by anti-projectiles. The y version unleashes a slow bullet that bounces off the borders of the screen, shooting back diagonally upward when used on the ground or forward diagonally downward when used in mid-air. Only 1 of the y version can be shot at a time and it will be removed if Homura is hit.

- FN Minimi (D,F,z)[GA]: Homura unleashes a continuous stream of bullets, being able to move slightly in any direction by inputting a specific direction while shooting.

- RPG-7 (D,B,x)[G]: Homura launches a rocket with no guided properties, but is otherwise a powerful and direct projectile that travels fast.

- Stinger (D,B,y)(D,B,z)[G]: The y version launches a homing missile high into the air that rapidly picks up speed the closer it comes down to the ground while the z version launches a homing missile directly at the opponent that is somewhat slower, but otherwise has better tracking properties. If Homura is hit while either missile is active, they will cease to home to only immediately dive straight towards the ground. Only two Stinger missiles can be out at once.

- L16 (F,D,F,x)(F,D,F,y)(F,D,F,z)[G]: Homura summons a mortar in which the x version appears directly in front of her, the y version appears behind her and the z version appears at the very edge of the screen where Homura is facing. Can OTG opponents, although its launching capabilities and hitstun gradually deteriorate when done repeatedly.

- Pipe Bomb (D,D,x)[G]: Homura sets a pipe bomb in front of herself, serving as a stationary trap that detonates whenever any opponent touches it. However, the bomb can be destroyed with a sufficient disjointed hitbox or with most projectiles. Can only set up to 3 at a time. If the command is input while the maximum number of pipebombs are on-screen, Homura will immediately detonate all of them at once.

- Type 99 (D,D,y)(D,D,z)[G]: Homura detonates a land mind, the y version creating an explosion at the floor's center on screen while the z version generates an explosion near the edge where Homura is facing. Can OTG opponents.

- Clock Down (B,D,B,x)[G]: A counter that works on melee and throw attacks in which upon success will slow down the opponent in time for 4 seconds while Homura is invulnerable for 3 seconds.

- Clock Up (B,D,B,y)[G]: A counter that works on melee and projectile attacks that have Homura teleport a distance from her attacker if successful, being speed up to the point her opponent is as if a statue for 1.5 second.

- C4 (B,D,B,z)[G]: A counter that works on melee and projectile attacks that will have teleport Homura away from her opponent on success, attaching a C4 explosive on the opponent that will detonate when the timer reaches 0. The explosion cannot be affected by anti-projectiles.

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_Supers_

- Artillery Strike (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][GA]: Homura unleashes a relentless fussilade of bullets and missiles at her target. Has a higher ending launch and can even continue juggling with stray missiles if the Homura and the opponent are high enough above the ground on the last bullet.

- AT-4 (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: An extremely fast and powerful low-priority missile that benefits from being a single hit attack whose damage scaling is mitigated the higher the hit count Homura ends a combo with this super. Beware, however, hitting at point blank range will cause splash damage to Homura.

- Air Strike (F,D,F,x+y)(F,D,F,y+z)(F,D,F,x+z)[costs 1000 power][G]: Homura calls in a nuclear bomb into the battlefield that will drop 3 seconds after activation. The explosion is an air unblockable, full screen attack once the battlefield is nuked. Damage is dependent on how close the opponent is to where the bomb detonates, the closer meaning the more damage. If Homura is hit while the air strike is active, the super will end prematurely.

- Rebellion (D,F,x+y+z)[costs 3000 power][GA]: Hold up to toss the flash bang upward, down to toss it downward or forward to toss it forward. If the flash bang grenade connects successfully on the opponent, they will be met with an earth-shattering series of C4 explosives and a  tanker truck for all their troubles while dazed.

- Time Stop Special (D,B,x+y+z)[costs 3000 power][G]: After 2 seconds of start-up, Homura freezes time for 5 seconds to which she is free to move during the entire duration. All Lv1 supers have their power cost reduced from 1000 to 250. In addition, all of Homura's attacks are unblockable while time is frozen. Unleash your deadliest combo while you can!

---[Credits]---

- CycBeam for converting Homura Akemi and additional resource by Kohaku from which I've used most of her sprites and sounds as a basis.

- Xenomic for the shock sprites.

- otz-kai for the guard spark and super spark sprites.

- Ex★Cham for designing the new Burst icons.

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

- Phantom.of.the.Server for his coding advice as a whole.

- RicePigeon for the damage scaling, crossup detection, throw escape and invalid combo codes.

- 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.

- Alchemist of Atlas, Thentavius and MugenWatcher for feedback 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 Puella Magi franchise for creating my favorite series.

- 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 character, please reach me by these means for as I am the most active through those mediums.

Twitter: Neppu_Heart