Mainly as a way for me to better organize my character releases and to keep the growing list in check, this thread will be dedicated to any of my characters who operate under the Generation 2 mechanics, which differs significantly from Generation 1 and thus warrant their own category. Generation 2 characters are more SNK inspired in their gameplay, particularly The King of Fighters and Last Blade, and therefore, have a more grounded style with a "groove-like" gimmick that they all share. All characters here are for MUGEN 1.0 and upward.Button Layout: a = light kickb = heavy kickc = roll/dodge/Boostx = light punchy = heavy punchz = Blowback Attacks = tauntUniversal Mechanics: Gameplay mechanics shared regardless of character and Style.- Juggle Gravity: The juggle system works on a gravity timer, reducing vertical knockback of attacks the longer a target is being juggled. Each threshold works like this in which vertical knockback is reduced by for Power|Speed Style respectively; after 0.7/1.5 second = 50% reduction; after 1|2 seconds, 75% reduction; after 1.5|3 seconds; 87.5% reduction; after 2/4 seconds; 0%.- Links and Cancels: Normals can be strung from one into another to form combos if the previous attack has sufficient hitstun to allow for the follow-up. Normals can be canceled into specials and specials can be canceled into supers. Styles also have their own additional unique cancel rules that add to the intricacy of comboing.- Damage Scaling: Damage scaling is simple; for each individual hit in a combo and multi-hit attack, damage is scaled down by 6.25% in Power Style and 5% in Speed Style. Normals and specials have a mininum damage scaling threshold that cannot go below 20%. Level 1 supers and level 2 supers cannot scale below 40% while Max Supers cannot scale below 60%. Some moves, throws in particular, have unique scaling modifiers as a means to balance their damage output in combos.- Blowback Attack: A powerful normal attack that will send a target flying across the screen on hit for an untechable knockdown, ideal for creating breathing space, forcing the opponent into a corner or set up for okizeme. There are standing, crouching and jumping versions of the Blowback Attack. Can be done while guarding at the cost of power. Cannot be used to start combos except on Counter Hit, in which will cause wallbounce for juggle opportunities instead.- Teching:: When done in the mid-air, a character recovers and soon regains control while descending. When done before hitting the ground, the character will perform a recover roll backward before regaining control. Allows to take action significantly quicker as opposed to recovering from liedown.- Throw: An unblockable normal that causes knockdown when it connects and ignores Dodge and Roll invulnerability. If the target is thrown near a corner, it can lead into combo opportunities with good timing, albeit with damage greatly scaled. The b version throws backward and the y version throws forward. Cannot throw targets who are in guard stun otherwise and targets can escape throws by pressing either a,b,x or y while holding back within the first 5 frames of connecting, although targets cannot tech throws on counter hit. Some characters also have air throws, which, unlike the grounded version, cannot be throw escaped.- Short Hop: Allows a character to hop a fraction of their normal jump height.- Hyper Hop: Allows a character to jump higher than their normal jump height if hopping stationary or jump farther if hopping horizontally in either direction.- Dodge/Roll: A utility maneuver used for evasion or for approach that has a generous amounts of invulnerability during its active frames. Pressing c alone produces a stationary Dodge while directional inputs left or right will produce a Roll towards those respective directions. During a stationary Dodge, any grounded attack can be canceled out of them. Rolls can be performed during guardstun at the cost of power. However, all versions are completely vulnerable to any throw based moves.- Hop Cancel: During a backdash hop (and a forward dash hop in the case of Power Style), any aerial attack can be used to cancel it, increasing air game potential and reduce landing lag.- Deflect: If attempting to guard just as an attack is about to hit, the character will perform a special guard known as Deflect. It not only negates guard damage and hitstun, but also recovers life (10%), power (200%) and Drive Meter (200%) equivalent to the damage a hit would have done and incurs an additional 15 frame hitpause on the enemy's attack recovery to allow for counter attacking or easier advancing in neutral. Standing Deflect works against standing and air attacks, crouching Deflect works against crouching attacks and mid-air Deflect works against standing and air attacks. The exception would be projectiles in which Deflect works against them regardless of guarding restrictions. Doesn't work against throws.- Counter Hit: Interrupting an opponent during their attack starting frames will grant a 25% damage bonus, an 87.5% Stun damage bonus and significantly increase hitstun. In addition, specific normals will have their hit properties altering during counter hits that lead into new combo routes. Counter hits only apply for only one attack and only on the first hit.- Drive Meter: The green gauge represent the Drive Meter in which it can be filled by hitting guarding and unguarded targets. It is a resource used for Super Canceling in Power Style or Boost in Speed Style as well as enhancing Innate Abilities. When completely full, Max Drive Mode can be entered to gain additional benefits for Styles and Innate Abilities as well as corner push temporarily disabled. The Drive Meter is 1000 units and the amount filled it is based on 80% of damage dealt unscaled or 100% of damage received. Unlike the Guard and Stun Meters, the Drive Meter carries over between rounds.- Guard Meter: The blue gauge represents the Guard Meter in which it can be filled up by hitting guarding targets. When completely full, the target's guard will break and they will enter Guard Crash and be left in a state completely open to their opponent. A target cannot be Guard Crashed during Max Drive Mode however.- Stun Meter: The yellow gauge represent the Stun Meter in which it can be filled by hitting unguarded targets. When completely full, the target will become Stunned and fully open to attack for a substantial period, although they can escape earlier via button mashing. The Stun Meter is 1000 units and the amount filled it is based on total damage in accordance to current power meter and current Drive Meter, increasing Stun damage the more power and Drive the character has. A target cannot be Stunned during Max Drive Mode however.- Style: At the beginning of a match before the fight begins, a character can choose between either Power or Speed Styles which greatly influence their fundamental gameplay. Power Style focuses on higher damage per hit and reliance on meter in sacrifice of movement options. Speed Style focuses on mobility and high combo/blockstring potential to compensate for less damage.Power Style: Gameplay focused more on harder individual hits and power management at the cost of mobility and combo potential.25% damage increase and normals cause guard damage (normals cannot chip KO).Dashing forward produces a forward hop.Guts: Defense increases at each life threshold; 75% current life = 5% defense boost, 50% current life = 10% defense boost and 25% life = 25% defense boost. Power Charge: Gather power at an expontential rate, but cannot act until the move finishes by either letting go of the input or if power reaches maximum.Recoil: With the exception of Blowback Attacks, any standing or crouching normal that is blocked by grounded targets will cause Recoil, staggering both P1 and P2.Special/Super Cancel: At the additional cost of 50% Drive Meter, a super can be canceled into a any super. While in Max Drive Mode, this cost is reduced to 20%. In addition during Max Drive Mode, specials can be canceled into other specials at an additional cost of the Drive meter.Speed Style: Gameplay focused more on movement and longer combos at the cost of less damage per hit and must commit more to gain power.25% movement speed increase.Dashing forward produces a run.Wall Jump: If close enough to a corner or the edge of the screen, a character can kick off the wall as an additional mobility option.Gain power on whiff and higher power gain on hit or block in general.Grounded light normals have increased frame data sufficient to link into themselves or into grounded heavy normals. Characters will at least have one standing command light normal that can be chained from any other normal other than itself. Some characters have at least one air normal, one crouching normal or both that can be chained from another normal.Boost: At the cost of 50% Drive, a normal, special or non-Max super can be canceled to regain control to extend combos or make moves significantly safer. In Max Drive Mode, the properties of Boost is instead replaced with a brief slow motion effect whenever an attack connects for extreme combos and blockstring potential.Innate Abilities: Similar to Generation 1's Unique Abilities, but scaled down and not as integral to gameplay, these are extra perks individual characters posses that are unique to that character.