Generation 1 Shana for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Shana
Origin:Shakugan no Shana

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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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---[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. The hitstun 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.

- 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. Rare exceptions exist.

- Initial Damage Scaling: Any attack used to start a combo will scale an additional 25%.

- 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.

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

- Double Jump (U)[A]: A single jump can be performed in mid-air before touching the ground. Cannot double 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. Can't guard until the end of an air dash. Momentum is retained at the end of her air dash or if canceled with an attack or another air dash. Can air dash horizontally twice 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, 1/2 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 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, 1/2 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. The air version slows momentum while hopping slightly. However, all versions are completely vulnerable to any throw based moves. At the cost of power, most normals can be canceled with a dodge.

- Spell Bonus: The equivalent to a "First Attack Bonus." If the first to land a direct hit during a round, gain 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]---

- Shinpan (c)[G]: Shana calls forth a giant flaming eye of judgement, allowing her to cancel any grounded attack on hit, block or whiff with the exception of her normal throws and Kessen Ougi. Can only be used when the red gauge is full, which gradually recharges and charges faster if Shana is not striking anything. Shana has a hitbox during start-up that is untechable.

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---[Normals]---

- x (light)

- y (medium)

- z (heavy)

- z while running (dash attack)[G]

- z when if dash attack makes contact[G]

- F+z [G]

- D+z [A]

- b (throw)[GA]

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---[Specials]---

- Gouka (F,D,F,x)(F,D,F,y)(F,D,F,z): Shana performs a fiery rush forward, completely invulnerable for most of the duration. Button press determines speed and distance Shana will travel. Causes wallsplat on first use during combos and is air unblockable.

- Hien (D,F,x)(D,F,y)(D,F,z)[GA]: Shana unleashes a flame wave from her sword. The x version has more start-up, but ends faster as Shana remains in place. The y version comes out faster and Shana jumps back. The z version has the most start-up, but unleashes a durable, multihit flame.

- Gurren no Odachi (D,B,x)(D,B,y)(D,B,z)[GA]: Shana leaps into the air with a spinning, multi-hit sword strike with considerable hitboxes. Button press determines distance and angle Shana jumps. Performing it in the air negate landing lag. Has no invulnerability despite the appearance.

- Shinku (F,D,B,x)(F,D,B,y)(F,D,B,z)[G]: Shana swipes a giant flaming arm sweeps across to sweep anything in its path. Pressing eithr x,y or z after the sweep will lead into a command throw. The x version is the fastest. The Y version is the slowest, but completely unblockable. The z version is a combo ending overhead that deals the highest damage.

- Danzai (D,D,x)(D,D,y)(D,D,z)[G]: Shana calls forth a flaming pillar from the skies. Button press determines delay for flame pillar, although the flame will vanish if Shana is hit.

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---[Supers]---

- Guren no Souyoku (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: Shana, fully engulfed in flames, leaps into the air and comes diving down with an explosive strike. Has invulnerability on the way up.

- Shinpan no Hien (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][G]: A more powerful version of Hien with a larger, faster and nigh indestructible flame wave.

- Nietono no Shana (D,D,x+y)(D,D,y+z)(D,D,x+z)[costs 1000 power][G]: Shana assumes a defensive pose and will counter any attack with a full-screen flame if successfully triggered. Counters anything that isn't a throw.

- Kessen Ougi (D,F,x+y+z)[costs 3000 power][G]: Unleashes a massive swing of fire that hits low. If it connects, Shana will follow up with a Shinpan no Hien and then finish with an enormous flame of destruction. Has invulnerability on start-up.

---[Credits]---

- Kohaku and OHMSBY for the sprite and SFF file.

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

- Twilight Frontier, French Bread, SNK, Capcom, Arc System Works, Nintendo 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, MugenWatcher, Mr. Fael and jade_midori 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.

- Dengeki Bunko and SEGA for Dengeki Bunko Fighting Climax.

- 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