Generation 1 Sayaka Miki for MUGEN 1.0 by Nep Heart

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

---[About]---

Name: Sayaka Miki
Age: 14
Height: 160 cm
Eye color: Cyan
Hair color: Cyan
Classification: Human/magical girl
Skills: Magic, cutlass proficiency, highly accelerated regeneration, blinding speed and agility
Background: Sayaka is a second-year student at Mitakihara Middle School, as well as a magical girl. From a young age she was infatuated with Kyosuke Kamijo, her childhood friend and a talented violinist. However, an accident put Kyosuke in the hospital and damaged his hands, removing his ability to play. When Sayaka met Mami Tomoe and Kyubey, who offered Sayaka a wish in exchange for becoming a magical girl, she initially refused. However, after Mami's death, Sayaka met with Kyubey once again and wished to heal Kyosuke's hand, completing the contract and becoming a magical girl.

---[Gameplay]---

- Archetype: Rushdown

_Pros_

* Low learning curve, incredible movement speed and mobility with moves that further bolster her movement options further.
* Has access to a healing super that can potentially be stacked with her Series Ability, also benefiting from ignoring guts scaling.
* Has fast normals with good reach and many moves with general or projectile invulnerable that deter reckless play from opponents.

_Cons_

* Very low life and tends to get blown up easily if she loses momentum.
* Allegro requires set-up, necessitating hard knockdowns to maintain momentum.
* Weak zoning options and laggy specials.

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

_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.

- Launcher (D+z): Sayaka's primary means to initiate aerial combos to which she can jump cancel on hit (but not on block) in order to pursue the airborne opponent.

- 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 Sayaka 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]: Sayaka breaks out of guardstun and brings down a wide slash 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.

- Guard Cancel Dash (D,F,a+b)(while guarding)[costs 1000 power]: Sayaka breaks out of guard to dash a distance forward, passing through opponents with plenty of invulnerability to allow her to escape pressure zones.

- Teching (x)(y)(z): Sayaka 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 Sayaka 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 Sayaka 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 standard grab with poor reach, but Sayaka is free to act out of the end of either forward or backward grabs to follow-up. Sayaka'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): Sayaka's aerial grab. Has somewhat better reach due to the vertical hitbox. Unlike the ground version, this is used more as an aerial punish or aerial combo finisher (not usable in blockstrings however) since she cannot act out of it until she touches the ground. Cannot be broken out of.

- Mid-Air Jump (U in mid-air): Sayaka 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): Sayaka 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): Sayaka "dashes" in mid-air forward or backward in a straight line a good distance before falling. Sayaka can also air dash diagonally down forward until she lands, being faster than her horizontal air dashes. 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, although he can air dash downward at any time she has control in the air. Sayaka can cancel any non-command mid-air normal into a horizontal air dash on hit.

- Wall Jump (U+F in mid-air/not facing wall)(U+B in mid-air/facing wall): If Sayaka 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.

- Spell Bonus: The equivalent to a "First Attack Bonus." If Sayaka 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.

_Series Abilities_

- Magia Shield (Hold B right before enemy attack makes contact): A strictly-timed guard that differs from ordinary blocking which negates guard stun, chip damage as well as restore small amounts of life and even increase the Soul Gem gauge if successful. In addition, it generates a weak magical blast that can knock the opponent away to create breathing room between combatants. Fails against throws.

- Soul Gem (D,D,a)[costs 1000 power for Magia Overflow]: All Puella Magi draw magical power from their Soul Gem; in gameplay, this translates into a mechanic that they all share determined by Soul Gem meter underneath their life bar. Playing actively (remaining in constant movement forward and attacking) will gradually increase the gauge while passive actions (such as receiving hitstun, moving backwards without attacking, receiving hitstun/blockstun or stationing in one spot) will decrease the gauge. When the Soul Gem gauge is full, Puella Magi can choose to enter a special state called "Magia Overflow" in which meter gain is now automatic, but all normals gain a 15% damage bonus, all specials and supers gain a 10% damage bonus, Guard Crush damage is boosted and recoverable life is gradually restored. This Magia Overflow Mode lasts for 20 seconds after entry.

- Magica Boost (a): Almost any attack can be canceled on contact and, if Magia Overflow is active, damage scaling is mitigated by 20% at the cost of 20% timer in Magia Overflow Mode or 33% of the Soul Gem outside that mode. Holding forward while canceling causes an automatic dash/airdash.

_Unique Abilities_

- Allegro: As long as Sayaka has at least 1 Allegro point, she temporarily can enter a special mode that allows her to passively heal and gain access to a new super called "Prestissimo". She can accumulate up to 3 Allegro points. With at least one Allegro point, Sayaka passively gains power at a gradual rate, increasing faster with more points. Each Allegro point also grants Sayaka a speed boost, maxing out at a bonus of 50%.

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

|Button Layout|

a = Series Ability
b = grab/x+y+z shortcut
c = Unique 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)

- F+y

- F+z (ground or mid-air)

- D+B+z

- D+y (mid-air)

- D+z (mid-air)(ground bounce on last hit)

- z (while dashing)(wall bounce on hit)

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

_Specials_

- Arioso (D,F,x)(D,F,y)(D,F,z)[GA]: Although not identical, this special is very similar to Jon Talbain's "Beast Cannon" and Ruby Heart's "Schwarzaile," Sayaka charges sword first at high-speed. During the rush animations, Sayaka is immune to projectiles. Depending on which attack button was input for the command, Sayaka will go a specific direction and pressing x, y or z again while rushing will change Sayaka's direction. Can change direction up to three times before landing presuming you discover which button triggers maximum redirections. Downward directions are capable of OTGing.

- Scherzo (D,B,x)(D,B,y)(D,B,z)[G]: The x version has Sayaka throw a single cutlass projectile that travels very fast and causes a hard knockdown. The y version has long startup, but has her throw a pair of cutlasses that travel slowly and can be jump canceled shortly after launching the projectiles. The z version is a three staged attack where Sayaka will throw additional cutlass projectiles by tapping z while throwing the previous one.

- Squartatore (F,D,F,x)(F,D,F,y)(F,D,F,z)[G]: Sayaka pauses briefly before leaping ahead to descend with an overhead sword strike. The x version is a short leap that is semi-safe on block, y version leaps farther with air unblockable hits and the z version leaps full stage length. All versions launch on hit and can OTG. Has full invincibility until the peak of the leap, allowing for reversal applications or simply escape corner pressure. All versions hit overhead.

- Forzando (D,D,x)(D,D,y)[G]: Both x version is a melee counter which will stun the opponent for a moment and leave them open for follow-ups should it connect. The y version only counters projectiles, plowing ahead fully invincible for most of its duration and its damage is based on the distance from which she starts the reversal at.
 
- Movimento (D,D,z)[G]: Sayaka vanishes and repositions in the air behind her opponent, having invulnerability frames until she reappears.

- Allegro Charge (c)[G]: If initiated, Sayaka can charge up to earn an Allegro point. She must wait until this move's cooldown time to use it again. If hit while this move is active, Sayaka will fail to gain an Allegro point, but she can also attempt to use this move again immediately.

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

_Supers_

- Allegro (D,D,c)[costs 1000 power][G]: Sayaka enters a special mode indicated by her flashing and a specialized time meter under her Allegro points that allows her to passively heal and gain faster movement speed for 7 seconds. The more Allegro points Sayaka has, the more intense the effects that this mode grants.

- Grandioso (D,F,x+y)(D,F,y+z)(D,F,x+z)[costs 1000 power][GA]: A flying super of extreme speed where Sayaka lunges at her opponent sword first to follow up with several more sword lunging thrusts. Has full invincibility until Sayaka lands. A very useful attack to punish from a distance or use as a combo finisher.

- Tempestoso (D,B,x+y)(D,B,y+z)(D,B,x+z)[costs 1000 power][G]: Sayaka unleashes a storm of cutlass projectiles thrown in rapid succesion directly in front of herself.

- Oratorio (F,D,F,x+y)(F,D,F,y+z)(F,D,F,x+z)[costs 1000 power][G]: Sayaka rushes on ahead to impale any opposition before her sword first, having damage-reducing super armor capable of absorbing up to 7 hits for its striking duration. Capable of OTGing.

- Affettuoso (D,F,x+y+z)[costs 3000 power][Can only be used if Allegro is inactive][G]: To put it in simple words... a rather savage and bloody cinematic super referencing the time Sayaka slaughtered Elsa Maria. Should it connect succesfully. Sayaka is fully invincible while charginge forward until a few frames before the end presuming it misses or is guarded. The most resistant super to damage scaling, making it an ideal way to end combos. Disabled while Allegro is active.

- Prestissimo (D,D,x+y)(D,D,x+z)(D,D,y+z)[costs 2000 power][Can only be used while Allegro is active][G]: An even more brutal super that will bisect victims into gruesome mess. The more Allegro points that Sayaka has, the more damage this super inflicts. Completely ignores damage scaling. Using this move will spend all of Sayaka's Allegro points. This replaces Affettuoso while Allegro is active.

---[Credits]---

- Otz-Kai for converting Sayaka Miki from which I've used most of her sprites, sounds and gameplay concept as a basis.

- Ex★Cham for designing the new Burst icons.

- Twilight Frontier, French Bread, SNK, Capcom, Arc System Works and the Sprite FX Blog 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 for providing the grape and smoke palettes.

- 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.

- The Puella Magi franchise for creating my favorite series.

- 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