Generation 1 Nayuki Minase for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Nayuki Minase
Age: 17
Height: 164 cm
Eye color: Azure
Hair color: Blue
Classification: Human/student
Skills: Track and field, making snow sculptures
Background: She is Yuuichi's cousin, childhood friend, and has always felt very close to him as well as being the daughter of Akiko and is also classmates with her friend Kaori. She is an extremely fast runner and is the captain of the school's track team because of this. On the other hand she is a very heavy sleeper, with a massive collection of alarm clocks that are able to wake up Yuuichi in the adjacent room, but do not seem to work on her at all. Nayuki really enjoys strawberry jam and strawberry sundaes, but is completely terrified at the mere mention of her mother's "special" jam. Yuuichi is warmly supported by Nayuki as he tries to help the people he cares about, but as he starts to remember what happened with Nayuki 7 years ago...

---[Gameplay]---

Archetype: Rushdown

_Pros_

* Excellent mobility backed up with possibly the best frame data among the cast, allowing for safe pressure and mix-ups.
* Keropi is very oppressive when applied correctly in neutral and advantage states, which can be bolsted further using Memories With Snow Bunnies.
* Low learning curve with a balanced ground and air game complemented by excellent combo damage that is easy to achieve.

_Cons_

* Less effective when playing afar as her options are very limited at a distace.
* Rather linear gameplan and has no real options to mitigate guts, exacerbated by a situation lv3 super.
* Keropi can be used against her if not applied with caution as it can potentially friendly fire on her.

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

_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 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. It's always fun to mock the opponent with taunts and allowing it to complete gains her an additional 500 power.

- Guard Cancel Attack (D,B,a+b)(while guarding)[costs 1000 power]: Nayuki breaks out of guardstun with a somersault kick, 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.

- Guard Cancel Dash (D,F,a+b)(while guarding)[costs 1000 power]: Nayuki 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): Nayuki 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 Nayuki 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 Nayuki 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.

- Wall Jump (U+F in mid-air/not facing wall)(U+B in mid-air/facing wall): If Nayuki is close enough to a corner or the edge of the screen, she will kick off and accelerate off them. Can double jump, air dash and fast fall off a wall jump.

- Ground Grab (b or B+b): A grab in which the opponent will be put into hit slide that offers OTG opportunities from either forward or backward grabs to follow-up. Nayuki'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.

- Aerial Grab (b or B+b in mid-air): Nayuki's aerial grab that functions much like her grounded version, except that it cannot be broken out of.

- Mid-Air Jump (U in mid-air): Nayuki 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): Nayuki 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): Mio "dashes" in mid-air forward or backward in a straight line a good 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 up to twice in a row before touching the ground. Nayuki can cancel any mid-air normal into an air dash on hit.

- Fast Fall (DD in mid-air): Nayuki 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 Nayuki 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 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). Damage scaling by up to 5% and inflict increased Guard Meter 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 on hit and on block 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, life and power is given in proportion of Reinforce meter upon canceling.

_Unique Abilities_

- Keropi (c): Summon Keropi and kicks it into the battlefield if it's not present beforehand. Once present, Nayuki has a number of new techniques that utilizes the frog doll to help her in zoning. If Keropi takes too many impacts from Nayuki, opponents or stages surfaces, the doll will eventually self-destruct with an explosion that can harm all players caught in it including Nayuki herself. If the opponent knocks Keropi back to Nayuki, it will be able to hit her instead with its friendly fire attribute.

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

|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

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

_Command Normals_

- y (after hitting with y prior)

- D+z (mid-air)(ground bounce)

- y (while dashing)(air dash cancellable)

- z (while dashing)(launcher)

- D+z (while dashing)(overhead)

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

_Specials_

- V-Thrust (D,F,x)(D,F,y)(D,F,z)[G]: Nayuki performs two quick kicks with extended reach. The x version hits low, the y version hits mid that serves as a means to start juggles and the z version hits high.

- Nayu-Chan Twist (D,B,x)(D,B,y)(D,B,z)[GA]: Nayuki performs twirling kicks as she descends. The x version spins with the least ascent, doesn't knock down if used while ground and retains Nayuki's prior momentum when used in the air. The y version has a higher descent, always knocks down and has fixed velocity regardless of prior momentum. With enough Reinforce meter, the z version has Nayuki twirl rapidly in place for an extended period in which the last hit will pause the opponent for dozens of frames to allow for follow-ups. In addition, the Reinforce version also allows Nayuki to slightly change mid-air position using direction inputs. Both x and y versions can cross-up if done at a correct distance close to the opponent. Grounded versions have her do a small leap before descending.

- Somersault Spike (F,D,F,x)(F,D,F,y)(F,D,F,z)[GA]: Nayuki performs a flash kick with very little landing lag. The x version has the lowest height and grants upperbody invulnerability. The y version has more height, has lower body invulnerability and is air unblockable. With enough Reinforce meter, the z version has a generous amount of full invulberability start-up and Nayuki performs a double flash kick with both hits being air unblockable, the final hit causing wall bounce.

- Nayu-Chan Kick (B,D,x)(B,D,y)(B,D,z)[GA]: The x version has Nayuki perform a dive kick that has invulnerability to projectiles. The y version is an axe kick with strike invulnerability and is air unblockable. With enough Reinforce Meter, Nayuki performs a kick forward before finishing with an axe kick that causes ground bounce and has full start-up invulnerability.

-Keropi_

- Keropi Summon (c)[G]: Nayuki brings out her frog doll Keropi and kicks it ahead as a non-reflectable projectile. If Keropi is already idle on the ground, using this move will bring Keropi back to Nayuki to kick it again. Nayuki must be grounded to use this move.

- Keropi Shield (D,B,c)[GA]: If Keropi is idle and grounded, it initiates an alarm clock with shockwaves that will absorb hits and projectiles from all opposing attacks for a brief period, although it still receives damage for doing so. Nayuki can use this in the air or on the ground. Each use of Keropi Shield depletes the doll's life considerably, reducing its duration significantly for each use.

- Keropi Cannon (D,F,c)[costs 1000 power][G]: At any time when Keropi is present, Nayuki brings the frog doll to her to kick it as a fiery projectile that explodes whenever it hits the edge of the screen. Explosion harms all active fighters caught by it including Nayuki herself. Can hit OTG. Projectile can be reflected. Nayuki must be grounded to use this move.

_Supers_

- Surface-to-Air Freezer (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][G]: Nayuki kicks high to unleash a large ball of ice that is a long-reaching anti-air, encasing any targets in a large chunk of ice. Can be used to follow-up on combos as the frozen opponent is falling.

- Super Nayu-Chan Kick (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: A suped up version of the x version of Nayu-Chan Kick, this will drag the opponent with her as she dive kicks for multiple hits. The higher Nayuki is when she hits with this move, the more hits, thus the more damage she can score with this move. Air usable only.

- Minase Spring Cleaning (D,D,x+y)(D,D,y+z)(D,D,x+z)[costs 1000 power][G]: Nayuki brings out a vaccuum cleaner and dashes across the stage back and forth that hits low, dragging targets with her on contact. The last hit will send the opponent flying high into the air for follow-up opportunities.

- Memories With Snow Bunnies (F,D,F,x+y)(F,D,F,y+z)(F,D,F,x+z)[costs 1000 power][G]: Nayuki summons a pair of snow rabbits to orbit around her for roughly 8 seconds, being free to do whatever she wishes once they are out. This is a key move to extend combos and create additional pressure. Nayuki's meter gain is reduced when the snow rabbits are active. If Nayuki is hit while this move is active, it will end prematurely. Nayuki is immune to projectiles while the snow bunnies are active.

- Special Collection (D,F,x+y+z)[costs 3000 power][GA]: Nayuki throws a sizeable collection of alarm clocks ahead that will countdown, Nayuki being free to do whatever she wishes once they are out. After the countdown, the alarm clocks will set off with a plethora of different attacks on their own, making their damage output random if not set up properly. The opponent can hit the alarm clocks and delay their timer, but only once.

---[Credits]---

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

- 586 and Sudara13 for the sprite files.

- Ex★Cham for designing the new Burst icons.

- Twilight Frontier, French Bread, SNK, Capcom and Arc System Works for the 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.

- Zzyzzyxx for the win quote translations.

- Mugenwatcher, Alchemist of Atlas and Thentavius 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 Kanon and Twilight Frontier for creating Eternal Fighter Zero.

- Elecbyte for giving us MUGEN.

- You for downloading and playing my eighth 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