Generation 1 Madoka Kaname for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Madoka Kaname
Origin: Puella Magi

--------------

---|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

--------------

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

--------------

---[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 or if hit before then.

- 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.

--------------

---[Unique Abilities]---

- Salvation (c)[G]: The Salvation gauge fills up whenever Madoka's arrows and certain throws damage a target. Once the gauge is full, it will slowly drain as Madoka enters her "Salvation" state: all arrow attacks have less start-up, as well as arrows and certain throws will drain target's power gauge on contact. Pressing "c" will allow Madoka to go into a paused state where she gains 1000 power and 1/4th of her Blast gauge, at the cost of 50% Salvation meter.

--------------

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

--------------

---[Normals]---

- x (light)

- y (medium)

- z (heavy)

- z while running (dash attack; can cancel into F+z on hit or block)[G]

- F+y

- B+z

- F+z [G]

- D+z [A](can jump cancel after projectile release)

- b (throw)[GA]

--------------

_Specials_

- Starlight Arrow (D,F,x)(D,F,y)(D,F,z)[G]: Madoka shoots forward with her bow. The "x" version rapid fires arrows with high guard pushback. The "y" version fires additional arrows dealing more damage, but much less pushback. The "z" shoots a single arrow that can cause wallbounce.
  
- Aerial Starlight Arrow (D,F,x)(D,F,y)(D,F,z)[A]: Madoka shoots with her bow at a diagonal angle while in mid-air. The "x" version rapid fires arrows with high guard pushback, but cannot stall in the air. The "y" version fires additional arrows dealing more damage and can stall in the air, but much less pushback. The "z" shoots a single arrow that stalls and can cause groundbounce. All versions can OTG.

- Magical Squall (D,B,x)(D,B,y)(D,B,z)[G]: Madoka shoots with her bow skyward, later raining arrows at the enemey's position. Button press determines how long the rain of arrows are delayed.

- Twinkle Staff (D,D,x)(D,D,y)(D,D,z)[G]: Madoka swings her bow overhead, scooping her targets into the air and shoot them. The "x" version sends targets behind Madoka, the "y" version sends targets forward of Madoka and the "z" version sends the target straight upward. All versions have upperbody, full throw start-up invulnerability and melee portion is air unblockable.

- Spread Arrow (F,D,B,x)(F,D,B,y)(F,D,B,z)[G]: Madoka leaps into the air as she shoots five arrows at spreaded angles. The "x" version has Madoka leap back. The "y" version has Madoka leap forward. The "z" version has Madoka leap high. Holding left or right can alter aerial momentum.

--------------

_Supers_

- Twinkle Arrow (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][GA]: Madoka immediately shoots a single powerful and very fast arrow that instantly tracks enemy's position on the screen. Can OTG.

- Pluvia Magica (D,D,x+y)(D,D,y+z)(D,D,x+z)[costs 1000 power][G]: Madoka shoots a huge arrow skyward, later showering the entire screen with a rain of arrows. Madoka temporarily gains a minor healing effect, but locks her out of using this super again until the effect ends.

- Purification (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: Madoka rushes forward with an unblockable command throw. If a target is captured, Madoka purifies them—the target loses power and is left in stunned state.

- Sagitta Luminis (D,B,x+y+z)[costs 3000 power][G]: A full screen attack where the captured target is confronted by Ultimate Madoka and her cosmic serenity. This attack becomes stronger the closer the Salvation meter is to its maximum.

---[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.

- [pending] 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 series for giving us Madoka Kaname.

- 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