Naoya Zen’in (wip)
The man that stands along side Guadua and Sandbert
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Nspecial
Naoya’s Nspecial activates his cursed technique: Projection Sorcery. it increases his movement based stats, and grants him turbo mode. if he’s hit in this state, he’ll be frozen for 1 second and take increased knockback if he gets hit before being unfrozen. Projection lasts for 144 frames, and can be extended to 240 if you hit the jab combo while in projection.
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Dspecial
Naoya’s Dspecial applies projection to the opponent, freezing them in place for 60 seconds and increasing their knockback. if the opponent presses shield on the 24th exact frame of being frozen, they can escape the frozen state early. it has a 60s cooldown, and will go on cooldown early if you hit jab(cuz that enables an infinite)
Note: it turns you around, so the opponent has to be behind you in order for it to hit. It also has a pretty small hitbox. In my experience it’s a pretty difficult move to land, but there’s a few combos you can do in projection that set you up to hit it pretty consistently. Also I thought using it not with the intention to hit, but purely for the sake of turning around midair would be pretty useful, but in practice I never really used it for that.
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Fspecial
Naoya’s Fspecial is a dash attack.
if it hits and no button is pressed, it will be a simple dash kick. it’s not very powerful usually, but it deals increased knockback in comparison to his other moves when opponents are frozen.
if it hits and you’re holding special, it will convert to a command grab that throws the opponent in the opposite direction. it kills at 753% so do NOT try to use it to kill. this version of the move also has a smaller detection box.
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Uspecial
Naoya’s Up special works in 2 parts.
pressing up special will have you trace out a path, and then save 8 of the coordinates on the path relative to Naoya’s position. pressing up special again will have Naoya teleport through those 8 coordinates. (part 1 is creating the path and part 2 is going through the path. prob obvious, but I’m saying this so its easier to refer to)
you can end the path creation early by pressing special, and it will create the remaining coordinates in a straight line based on the directions held on the left stick. you can also instantly create a straight path going in 8 directions by simply holding up special. the automated paths go less far though, so you trade distance for actionability if you do this.
you can also use part 2 in any state. while attacking, dodging, parrying, anything but pratfall and hitstun.
if you’re in projection when you use part 2, you won’t be put in freefall. in exchange, up special goes on a 60s cooldown and you lose 24 frames of projection. if you don’t have at least 24 frames of projection up and you’re in projection, up special will fail entirely if used.
(this is a pretty niche feature but) you can also hold attack or strong to have the path rotate midway through(either clockwise or counterclockwise depending on whether you pressed attack or strong. incase you don’t use a strong button for smash attacks, you can also press shield instead of strong, but pressing it at the same time as special has it eat the input and dodge/parry instead of use up special, so I’d reccomend mapping a strong button.) holding space will make it rotate twice.
eg: if you make a quick path right and hold attack, the path will go right for 4 coordinates and then up-right for the other 4. if you also hold space, it will go right for 4, and then straight up for the other 4.
pressing taunt in the air or atk while taunting will delete the path you last made and allow you to create another.
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Other fun stuff
– Naoya’s dair and the sweetspot on his up smash can be jump cancelled if they hit(though upsmash will require you to hit 3 other attacks before letting you jump cancel it again, cuz I found like 7 infinites all involving jcancelled upsmash)
– Naoya’s up air sends at different angles depending on what frame of the attack he’s on
– Side special stops at ledges, but if you want it to go off stage you can just buffer a jump and then use side special. also at around 60% or in projection, kick side b leads directly into fair and it’s at least kinda evil.
– Check the version updates, cuz I may or may not change a few things and forget to update this description. also there’s a character limit on here apparently so there’s stuff about his fspecial I can’t explain here(check version 1.14 for that)
Skins
0 – The Strongest Homosexual
1 – The Strongest Homosexual(vs Maki)
2 – Fugo (Jojo’s Bizzare Adventure)
3 – Toji (JJK)
4 – Gojo (JJK)
5 – Tsunami(OC)
6 – Choso (JJK)
7 – Maki (JJK)
8 – Alan Becker (Animation VS)
9 – Dio (Jojo’s Bizzare Adventure)
10 – Desscaras (Ichi the Witch)
11 – Raichi (Bluelock)
12 – Jonathan (Jojo’s Bizzare Adventure)
13 – Naoya (Jujutsu Kaisen)
14 – Nanami (JJK)
15 – Riyo (Gachiakuta)
16 – The Second Coming (Animation VS)
17 – Hatsune Miku
18 – Hakuri (Kagurabachi)
19 – Naoya(true form)
20 – Lumi (workshop character go play her she’s awesome)
21 – Naobito (JJK)
22 – Kodokuna (other OC)
23 – Maomao (Apothecary Diaries)
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Known bugs
– rarely, the held side b will play the hit sfx on every frame leading up to the actual throw. I have no clue what causes this, and it happens too rarely for me to try and replicate it, which makes it a pain to fix. so this’ll likely be an issue for a while.
– There are some instances where Naoya can use attacks while he’s supposed to be frozen.
– while in projection, if naoya hits an opponent and gets hit at the same time, the glass effect appears as normal but he gets launched instead of being frozen in place. if he dies in this state, he turns invisible same as the last bug. also I’ve crashed the game while trying to replicate the bug, but haven’t had that happen in an actual match.
– the glass break effect doesn’t happen if Naoya freezes char A and char B hits them in a free for all battle.
– if you use side special and press special on the exact frame it makes contact with the opponent, you steal the effects of the kick fspecial and then activate the command grab(basically lets you use the command grab with the bigger hitbox and increased damage). it works the other way around as well, where if you hold special but release it the moment it hits, it will use the command grab hitbox and have naoya use the kick still, basically whiffing the move. this is funny, so I have elected not to fix this. I removed the hitstop from the move specifically to make sure it’s a frame perfect trick, and made fspecial put you in pratfall if you’re holding special while on the kick side b as an extra risk.
– you can do any 1 action on the exact frame you enter pratfall after whiffing fspecial. this too, I think is funny. therefore it stays. unless it becomes a problem, but surely not.
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Mechanically, he’s like 95% done(-5% for bug fixing). Prolly 1 or 2 more balance tweaks and some playtesting and that’ll be done too. After that he’s missing proper sfx, a win screen BG, a taunt, and finalized sprites. prolly gonna put stuff on the muno phone too since that is just kinda there and its like why not.
I intend for Naoya to be a character with a massive skill ceiling, one with lots of character-specific tech & combos you’d need to lab out in practice mode, and one people find annoying but not unbalanced.
also the win screen theme was made by None Like Joshua, it’ll come up if you just search him and Naoya on YT.
Bubble Pop Electric.
Revisions:
Old revisions of this mod are available below. Click the link to download.