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Kohaku
From Melty Blood / Tsukihime
Version 1.02
For M.U.G.E.N 1.0 and above
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Notes
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-This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea.

-It is recommended that you set the WavChannels to 64 or higher in mugen.cfg. This will prevent sound effects from cutting each other off.

-Due to the custom fall states, Stupa's Training character will not realize that they can recover despite "recover" being turned on. To fix this, Paste this code at the bottom of Training's config file:

[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = stateno = 6050
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5200 ;HITFALL_RECOVER

[State -2]; Recover in mid air
type = selfState
triggerall = stateno = 6050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5210 ;HITFALL_AIRRECOVER

-Downloading this character from Mugen Guild or OHMSBY's Mugen site ensures that this is the latest version.

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Change log
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00/00/2023 - 1.02
- Look What I Grew B is. ow chargeable.
- The grounded version Magical Amber Missile will now have a different follow up while holding back.
- Reduced the rate at which Look What I Grew A can be consecutively used
- Added compatibility for Powered Ceil's Guillotine.

01/14/2022 - 1.011
- Fixed an error where the opponent would be able to move freely and block during EX Hidden Blade if they were to be hit by any of Kohaku's Plants right after the first hit

01/03/2022 - 1.01
- Fixed an error where the opponent would be able to move freely and not be hit during Comet Sweep if they were to be hit by any of her Plants right after the first hit
- Fixed an error where Rapid Canceling Chinese Kohaku Cuffing after the kick would consume 1000 meter instead of 500
- Slightly increased default scale and adjusted effects accordingly

01/02/2022 - 1.00
- First Release
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To do list
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- Fix bugs and errors that I might have missed
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Introduction
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This Kohaku uses a custom gameplay style. She is based on a hypothetical move set for what Kohaku would be like if she were a playable character in Blazblue Cross Tag Battle. This read me will explain how this gameplay style works. Her move list can be found in the .png included in this folder. 
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Default Button Layout
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A, B, and C: Attack Buttons

X: Rapid Cancel

Y: Dodge

Z: Grab
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Gameplay Mechanics
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Double Jump (Tap Up in the air)
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Pretty self explanatory, allows you to jump a second time in the air. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already air dashed.

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Air Dash (Double Tap Forward/Back while in the air)
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Sends you flying forward or back for a set distance. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already double jumped.

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Dodge (Y)
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For a very short amount of time, you'll become invulnerable and can pass through the opponent and thier projectiles. Just pressing Y will keep you stationary, pressing Y and forward at the same time will have you move forward a short distance, and pressing Y and back will have you back dash. The stationary dodge can also be done in the air. You will become vulnerable again near the end of the dodge animation, so be carful about how you time it.

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Grab (Z)
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Once again, pretty self explanatory. Overrides the opponent's guard, but only works if they're not in the air and not in a hit state

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Air Grab (Z in the air)
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Inversely, only works on airborne opponents and can work even when they're in a hit state. Can be used as a combo ender.

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Running Grab (Z While Running)
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Works on airborne opponents and standing opponents even when they're in a hit state. However, it won't work on crouching opponents.

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Rapid Cancel (X When your attack has made contact with the opponent) (Costs 1000 meter) (Costs 500 meter if used during a Distortion Drive)
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Using this will immediately put you in a neutral state, this can be used to extend combos, make otherwise unsafe moves safe, or make you more unpredictable to your opponent. Holding Forward or back while inputing the command will immediately have you run or back dash respectively (Air Dash Forward/Back when in the air), Holding up will immediately make you jump, and holding down while in the air will quickly bring you back to the ground.

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Dead Angle Attack (Press Forward and X or Forward and B+C While guarding) (Costs 1000 meter)
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Cancels your guard animation into an invulnerable attack animation that sends the opponent flying backward. Deals damage, but doesn't kill.

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Burst (y+z while getting hit) (Can only be used once per round) (Doesn't work if you're being thrown or being hit by a super)
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Deploys a non damaging blast around your character that sends you opponent flying away from you. A poorly timed burst can leave open for even more damage, so be carful.

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Ultra Burst (y+z while in a neutral state) (Can only be used once per round)
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Using this will put you in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state

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Ultra Dead Angle (y+z while Guarding) (Exhausts Burst)
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Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.

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Not Over Yet
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Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 +Immediately Gain 500 Meter
 +Slowly gain meter overtime
 +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
Only triggers once per round

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Ultra Burst (y+z while in a neutral state) (Can only be used once per round)
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Using this will put you in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state

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Ultra Dead Angle (y+z while Guarding) (Exhausts Burst)
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Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.

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Not Over Yet
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Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 +Immediately Gain 500 Meter
 +Slowly gain meter overtime
 +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
Only triggers once per round



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Wake up Action
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The wake up animation can be canceled into a forward dodge or a back dash. In Kohaku's case, she can also cancel into Shield.

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Counter hit properties
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All attacks will deal bonus damage if they hit the opponent while they're attacking and in some cases, causes more hit stun and more unrecoverable time.

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Character Specific Mechanics
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Reverse Beat
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Kohaku can chain her normal attacks in any given order, assuming that the attack hasn't already been used in the same chain.
For instance, Kohaku can make a chain that goes like this:

2C > 5A > 5B > 2B

However, she CANNOT make a chain that goes like this:

5B > 5A > 5B > 5A

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Shield
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Kohaku will follow up with a different counter move depending on whether she has blocked a physical attack or a projectile.

Blocking a physical attack will have Kohaku lunge diagonally upward through the opponent.

Blocking a projectile will have Kohaku teleport behind the opponent to attack. 

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Air Grab Turn
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By holding back when inputing an air throw, Kohaku will immediately turn around after successfully grabbing the opponent. This also applies to the Auto-combo variant of the air throw.

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Neutral Jump Steering
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While holding left or right during a neutral jump, Kohaku will start to slightly drift into that direction while descending.

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Thanks to:
- CozySquirtle, for teaching me how to make small ports like he does
- aokmaniac for ripping the sprites
- Nep Heart, ZolidSone, Mister Fael, Alchemist of Atlas, and Waspenator for testing
- Ricepigeon for the damage scaling system
- Nep Heart for the code that allows bursting during custom states
- Mizuumi Wiki for the data on Nanase's moves
- Elecbyte and Mugen Guild, for their very helpful references and documentation on how the Mugen code works
- Mugen Guild again for providing feedback for my characters
- You, for checking this character out, Have fun
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