Generation 1 Kano Kirishima for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Kano Kirishima
Age: 16-17
Height: 156 cm
Eye color: Green
Hair color: Bluish-Grey
Classification: Human
Skills: Magic
Background: Kano Kirishima is a young girl who lives with her older sister, Hijiri Kirishima, at the local Clinic. Kano is a bit strange because of her belief in magic; however, she is an outgoing girl who loves the town's stray dog, "Potato." After learning her mother died giving birth, Kano dreams of flying to meet her mother who she believes is watching down on them. Kano constantly wears a yellow scarf around her wrist, convinced she'll be able to use magic as an adult if she never takes it off.

---[Gameplay]---

- Archetype: Keepaway

_Pros_

* Above average life and very high damage output, particularly with Aria spells, assures that she has better chances of outlasting most opponents.
* Very large and disjointed hitboxes and a plethora of long-range options gives her a strong distance.
* Aria Charge canceling is a strong pressure and approach option. It also complements her powerful combo potential.

_Cons_

* The slowest character in the cast in terms of movement including her very floaty jump physics.
* Can struggle in many melee confrontations, especially without Aria Charge cancels.
* Having less mix-up options compared to the rest of the cast make it harder for Kano to open up her opponent.

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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.

- 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 typical taunt. Obviously unsafe as Kano 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]: Kano breaks out of guardstun to knock away the opponent, resetting combatants into neutral game. Has invincibility throughout most of the attack. Can only GCA while grounded.

- Guard Cancel Dash (D,F,a+b)(while guarding)[costs 1000 power]: Kano 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): Kano 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 Kano 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 Kano 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 grab with good reach in which Kano blasts the opponent flying into a wall, the wall bounce allowing for follow-ups. Kano's ground grabs can be broken out of if the opponent presses a,b or c along with holding backward on the exact moment her grab connects.

- Aerial Grab (b or B+b in mid-air): With similar reach, Kano tosses her opponent behind herself, useful as a combo finisher or a combo starter/extender if close enough to a corner. Cannot be broken out of.

- Mid-Air Jump (U in mid-air): Kano 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): Kano 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): Kano "dashes" in mid-air forward or backward in a straight line a short 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 or another air dash. Can air dash horizontally once before touching the ground. Kano can cancel any mid-air normal into an air dash on hit.

- Fast Fall (DD in mid-air): Kano increases her falling speed that allows her to touch the ground faster than normal. Can air dash and attack during fast falls, but can't mid-air jump in most cases otherwise.

- Spell Bonus: The equivalent to a "First Attack Bonus." If Kano 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 250 power. In addition, normal attacks will greatly increase pausetime and delay hitstun decay 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 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.

- Gold Mode: An intentionally broken boss mode only accessible via 12th palette that pushes a character to their potential, giving various benefits such as greatly enhanced stats, Series Ability is always maxed out, Unique Ability's limitations are lifted and various other bonuses. Despite being a Universal Ability, these are not modes that should be used in normal play.

_Series Abilities_

- Recoil Guard (Hold B right before enemy attack makes contact): A strictly-timed block differing from ordinary guarding as it negates guardstun, chip damage and pushback as well as a bit of power meter gain and Reinforce meter. Five consecutive Recoil Guards restore a small amount of life. The small pausetime incurs more lag on the opponent's repelled move, although they can Recoil Guard any attempt to counter off a Recoil Guard provided they have the same mechanic. Fails against throws.

- Reinforce: A passive ability indicated by a specialized gauge in which allows access to Reinforce Specials, enhanced specials that have invulnerability on start-up that replaces the "z" button variations of most specials as long as she has enough Reinforce meter to spend (using Reinforce moves with a red meter spends the entire bar while using Reinforce moves with a glowing meter only takes up 1/4th of the bar). Combos start with mitigated damage scaling (up to 110%) and inflict increased Guard Crush Damage with higher Reinforce levels. However, the meter temporarily halts at lower levels and drains at max level while caught in hitstun. The Reinforce meter fills up automatically and will fill up twice as fast while blocking attacks.

- Instant Charge (a): Certain normals, specials and even supers can be canceled prematurely if the Reinforce gauge is in the red and glowing stage, consuming what's left of it. Reduces the stun decay timer, increases the juggle timer and reduces damage scaling. Useful for extending combos or to make a move safe on block. In addition, power and recoverable life is given in proportion of Reinforce meter upon canceling.

_Unique Abilities_

- Aria (c): Indicated by a gauge that reads "MAGIC," Kano can fill her Aria meter by holding down the appropriate button and will end if the button is released or if Kano's Aria gauge is full. The gauge has three levels, adding a colored market next to it after each level is filled, with 1 stock being blue, 2 stocks being red and a full 3 stocks being yellow. Aria is essential to allow Kano to perform specials and supers. It should be noted that Kano can cancel all grounded normals except her throw with Aria Charge, even on whiff, as long as her Aria gauge isn't full and has increased combo/pressure potential as a result. Kano can only charge her Aria gauge while ground and if Kano attempts to use specials and supers without sufficient Aria meter, she will instead automatically Aria Charge until she does.

- Magic Power: As long as Kano remains in the same horizontal position, even while attacking and jumping, she will passively gain power meter in proportion to her current amount of power; the rate decreases the more power she has. After every 4 seconds of maintaining this position, Kano also gains an additonal 300 power.

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|Button Layout|

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

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_Command Normals_

- y (after hitting with y prior)

- F+z (projectile)(wallbounce)

- z (while dashing)(knockdown)

- D+x/y/z (air)(divekick)

- D+F+z (slide)

- D+z (while dashing)

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_Specials_

- Fire Bolt (D,B,x)(D,B,y)(D,B,z)[G]: Kano unleashes a number of fireballs in a slow, horizontal trajectory that act like a launcher if any of them hit. Has extremely high priority that does increased damage when consuming other projectiles. Button press determines amount of fireballs shot, with the lowest level taking up 1 bar of magic while the highest level takes up a full gauge.

- Lightning Bolt (D,F,x)(D,B,y)(D,B,z)[G]: Kano calls down lightning bolts a set distance in front of herself, having excellent vertical reach and shock those that are hit. Can OTG and is air unblockable. Button press determines amount of lightning bolts called down, with the lowest level taking up 1 bar of magic while the highest level takes up a full gauge.

- Ice Bolt (B,D,B,x)(B,D,B,y)(B,D,B,z)[G]: Kano chucks ice shards into the air that track her target's last position and freezes on hit, allowing for follow-up opportunities. This is one of Kano's safest moves to throw out since they ice shards can cover her even when she would have been punished otherwise. Button press determines amount of ice shards thrown, with the lowest level taking up 1 bar of magic while the highest level takes up a full gauge.

- Soul Bolt (D,D,x)(D,D,y)(D,D,z)[A]: Kano summons spirits one-by-one with mild homing properties. Can OTG. Button press determines amount of spirits summoned, with the lowest level taking up 1 bar of magic while the highest level takes up a full gauge.

- Star Bolt (D,F,x)(D,F,y)(D,F,z)[A]: Kano's only aerial non-normal attack, she unleashes a tri-spread to stars in a diagonal downward direction ahead. Can OTG. Button press determines amount of stars unleashed, with the lowest level taking up 1 bar of magic while the highest level takes up a full gauge.

- Fast Aria (D,D,c): Kano's only Reinforce special, she surrounds herself in a small explosion of magic that not only maxes out her Aria gauge instantly, but also launches and OTGs on hit. Air unblockable.

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_Supers_

- Fire Ball (D,F,x+y)[costs 1000 power][costs 1 Aria stock][G]: Kano unleashes a large and extremely fast fireball that tracks the target's last grounded position. A multi-hit projectile that OTGs and launches on hit.

- Fire Wall (D,F,y+z)[costs 1000 power][costs 2 Aria stocks][G]: Kano sets down a wall of fire a short distance in front of herself. Each pillar of fire will absorb hits as well as deal hits up to 3 times or after 6 seconds have passed before vanishing. OTGs and launches on hit.

- Meteor Storm (D,F,x+z)[costs 1000 power][costs 3 Aria stocks][G]: Kano shoots up to 6 balls of fire diagnonally skyward, hitting aerial targets on the way. After a delay, giant balls of fire will rain down one-by-one slowly down towards the position right in front of Kano where she initially cast the spell. Fireballs OTG and launch on hit.

- Frost Driver (D,B,x+y)[costs 1000 power][costs 1 Aria stock][G]: Kano unleashes blast of floor-ice a short range in front of herself that will freeze targets that are hit. Functions as an unblockable command throw that will whiff on targets who jump or are in guardstun. Can OTG.

- Frost Nova (D,B,y+z)[costs 1000 power][costs 2 Aria stocks][G]: Kano shoots a small ball of ice forward at high speed that will freeze on hit, a cornerstone to her corner carry combo game.

- Gust Storm (D,B,x+z)[costs 1000 power][costs 3 Aria stocks][G]: Kano unleashes a shower of hail forward that freezes and juggles in a wide area in front of herself for potentially massive damage. Kano has a hitbox herself at the start of the move, forcing the target into the hail storm. Does less hits in the corner. Can OTG.

- Thunderstorm (B,D,B,x+y)[costs 1000 power][costs 1 Aria stock][G]: Once cast, Kano puts down a magic circle that slowly travels forward and bounces back and forth against the edge of the screen. If Kano is hit, inputs D+c or 8 seconds have already passed, a cluster of large lightning bolts will crash down where the magic circle was placed. Can OTG.

- Jupiter Thunder (B,D,B,y+z)[costs 1000 power][costs 2 Aria stocks][G]: Kano concentrates a blob of magic in front of her before unleashing a large ball of power ahead of herself at high speed. Deals massive guard damage and guardstun, the latter which can lead into easier Guard Crushes.

- Lord of Vermillion (B,D,B,x+z)[costs 1000 power][costs 3 Aria stocks][G]: Kano generates an enormous pillar of fire that can deal massive damage. First hit is air unblockable. Can be difficult to hit with due to its start-up, but OTGs and offers full invulnerability to everything before the pillar comes out and to all projectiles when the pillar is active.

- Safety Wall (D,D,x+y)(D,D,y+z)(D,D,x+z)[costs 1000 power][costs 3 Aria stocks][G]: Kano calls up a short beam of light at her initial position and remains stationed there. As long as Kano remains within the light, she is immune to virtually any attack as it will absorb hits that enter it. However, fast multi-hits can penetrate through the Safety Wall and get a few hits on Kano even when active. Doesn't protect against throws. Lasts 12 seconds.

- Memory of Shiraho (B,D,F,x+y+z)[costs 3000 power][G]: A unblockable command grab of devastation that can be combo'd into, hits both grounded or falling targets, but not jumping opponents. Has start-up invulnerability. A neck snap that completely ignores damage scaling, allowing it to function as an extremely powerful combo finisher.

---[Credits]---

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

- HAL for the voicepack.

- Ex★Cham for designing the new Burst icons.

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

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

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

- Vans for the counter hit, 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.

- Key for creating AIR and Twilight Frontier for creating Eternal Fighter Zero.

- Elecbyte for giving us MUGEN.

- You for downloading and playing my sixteenth ever 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