04 May 2015

Project Sketch Fighter 1.1 Alpha Release (and Release Date for Beta)!


WELCOME TO...

SKETCH FIGHTER...

ALPHA!


If this is your first time reading about Sketch Fighter, you have to fight.



Sketch Fighter is a project I've been working on for seven years that all started with the APCS Marine Biology Case Study in high school. I decided to put a fun tweak on it and turn it into a mini-strategy game. Since then, the project has evolved, devolved, taken hiatuses, and so on, and so forth until very recently. The game itself a top-down strategy game combined with a 2D fighting game for an experience that's been attempted, but not quite in this vein. This game sports the primary cast of The Safe Haven, a story I'm writing separately (the Campaign Mode of this game will follow the events of The Safe Haven).



This demo includes Versus and Practice modes only, as the Campaign Mode is still in development and a decent interface for the Tournament mode is also a W.I.P. A few things to keep in mind when playing this demo: this is the bare bones of the project. Aesthetically, in terms of Big 0, and developmentally, this thing is very much just a seven-year old (though...that's kinda what happens when one guy is in charge of everything). Also included in this demo is a whole slew of bonus characters from Capcom, SNK, Namco, and every which wacky corner of the internet. I owe a great deal of thanks to Elecbyte and the team/community to develop M.U.G.E.N., which is really a lynchpin in this project.



If you run into any glitches or problems during gameplay, please let me know!



Check out this link of gameplay footage.
https://www.youtube.com/watch?v=9zP6SH8wNFo


Lushima Lumumba-Kasongo

Word Wizard Works


SKETCH FIGHTER HOW TO PLAY - Important Stats/Info



Yup, that's Sub-Zero.


I – Condition Display – displays currently active player's movement status and stun meter (mottled if player is currently confused)

If a player's Condition Display is displaying 3 stars, beware – this player is about to be placed in the Confuse state!



II – Player Monitor – displays the player's sprite and/or actions.



III – Dialogue Display – displays the player's current thoughts and opinions.



IV – Meters – displays all important meters.

>> HP (Hit Points) – how much damage you can take before being KO'd. Bar flashes when critical.

>> RM (Rush Meter) – used for various attacks and skills in Tactical Mode and increases one's stats in 1v1 Mode.

>> GM (Guard Meter) – used for movement in Tactical Mode.

>> VM (Vitality Meter) – builds up during match. Used for V-Specials, powerful Bursts and Duel attacks.



V – Info Display – shows available actions and skill information, as well as status ailments.



VI - Battle Log – displays and records all events of the battle.



VII – Fight Map – displays all units and statuses. The present player is highlighted, grounded units are darkened, airborne opponents are lightened and defeated opponents are blacked out.



VIII – Stat Display – displays currently active player's stats.




Controls (Tactical Mode)

Input Action

Up Arrow- Move Up (or directing current Skill North on map)

Down Arrow- Move Down (or directing current Skill South)

Left Arrow- Move Left (or directing current Skill West)

Right Arrow- Move Right (or directing current Skill East)



Space End Turn

Q Cancel action



Input Ability Set (use keys 1 – 0 to access abilities within set)

J Jump - jumps can be used to avoid obstacles and set up powerful combinations/sync. Most powerful combos start with jump-in attacks but are easier to telegraph. Each player is allowed one jump ability per turn.

A Normal - normal attacks can always be used and set-up strong strings.

S Special - special attacks can be used except when Adle status is present.

D Vitality Burst - powerful attacks that use up Vitality. Cannot be used during Adle.

E Item - items can always be used.



Input Skill Set

G Standing Guard - guards against mid, high, overhead attacks - but not lows and unblockables.

C Crouching Guard - guards against low, mid, high attacks - but not overheads and unblockables.

T Taunt - mock the opponent and gain a brief boost in stats upon success. Leaves player vulnerable.

Space End Turn (note: only gains resting bonus if player has not acted) - recharge both Guard and Rush bars. Leaves player vulnerable.



Once a skill has connected and has follow-ups, use the 1 – 0 key to view the set of follow-up attacks. (e.g. if Ryu connects his Air Uppercut, he will have [1] Uppercut [2] Sweep Kick [3] Shoryuken, etc. as follow-ups, so keep an eye on the Action Display to see if you have follow-up options and follow the same guidelines to select a skill)



When a while a skill is selected, allies within range are highlighted as dark red and enemy units in pink. To lock onto a target, either press the target's direction on the keyboard or click the unit to target. Beware – when you're in a Confused state and a skill is active, there's a chance you will fling it in a random direction!




Get Over Here! (Using the Duel Mode)

The most unique feature of the game is the Duel system. To Duel a unit, select an ability with the <DUEL> notification next to the name. In this case, it's an ability called Charge. For most players, it will be the first Burst skill and will usually cost 300 VM.



Here, we see Aaron locked up with Terrence.



With Terrence the only unit close enough for this attack to connect, I direct it down. Now, sit back and watch as…



...he whiffs. Huh. Maybe I should set that move to auto-connect?









Alright, THIS time he Duels.



You will notice that Aaron's HP for the Duel Mode is much higher than his actual HP. This is because I factor in a player's Strength, Grit, and current RM to add health, as M.U.G.E.N. Command-line doesn't allow you to change a character's damage ratio stat. Once the match has begun, you get into a fight, like:


I can hear Capcom filing papers for a lawsuit already.



Bam, that's Rock Howard's sprite from Garou: Mark of the Wolves, representing as “Aaron”. I'm currently making Aaron's sprite using FighterFactory and figured that if I'm going to give a character a place-holder, it might as well be a badass. Same with Terrence, as Captain Commando is breakdancing on the ground in Terrence's place. Dudley doesn't seem to mind, of course.



Anyhow, the fight controls just like you would on an arcade machine or emulator, like MAME, though you can use USB gamepad or fighting stick too, if that suits you. Playing on the keyboard is not recommended.


Once the match is over and either someone has won/lost, the game will return to the Tactical screen and display:



Well…looks like someone got his shit together.



Geez, you should be cheerful. You just rek'd him.



At the end of a fight, a health bonus is calculated for the winner (that gets smaller as time runs out in the match). The victor then regenerates health and gains experience (EXP doesn't actually matter in the single-player mode, so w/evskies)



Your First Three-way!



Now, let's say Morrigan and Kornelius take it personally and decide to team up on Aaron. If Kornelius is adjacent with Kirin and active (not guarding, dizzy, asleep, etc.), he'll be drawn into the fight as well.



On the next Gangland. Brutal curb-stompings mar Great Britain as the Bondage Freaks grow in popularity.




Of course, Aaron ends up getting rek'd in return. Had he not rushed off on his own, he could have his teammates back him up for a 2v2 situation. It's this tag-team Dueling system that forces players to carefully wager their unit's positions, stats and which units are where for an overall unique experience. Characters like Isabelle can play keep-out with ice spikes and fireballs, or defensive players like Mia can play as barriers and create walls against certain opponents.




MEET THE PLAYERS! (key note: * = skill can be Pace-Canceled for 100VM, Reset-Canceled for 150VM)




Aaron Tirkayan (Power)

Command List

Jump

  1. Air Punch
  2. Air Kick
  3. Head Butt
  4. Body Slam



Normals

  1. Gut Punch

>> Leg Kick

>> Crack Fist

>> Riot Thunderbolt

>> Leeds Transit

>> Whip Spark

>> Brutal Beatdown

  1. Leg Kick

>> Crack Fist

>> Whip Spark

>> Leeds Transit

>> Brutal Beatdown

  1. Crack Fist (reaching, powerful strike with high stun)
  2. Stomp



Specials

  1. Riot Thunderbolt I (projectile, grounded opponents, explodes on contact) *
  2. Riot Thunderbolt II (projectile, airborne opponents, explodes on contact) *
  3. Leeds Transit *
  4. Whip Spark (radius attack)
  5. High Exorcism (close-range grapple, wire damage)
  6. True Grit (parry, can only be used when in critical health)



V-Specials

  1. Brutal Beat-Down (100 VM 3-hit combination)

>> Hard Shot *

>> Final Shot

  1. Death Penalty (200 VM electricity grapple)



Bursts

  1. Hard Knee (300 VM Duel-engaging attack)
  2. Greased Lightning (300 VM, large radius electricity attack)
  3. (partnered with Terrence) Solar Flare (300 VM, wide-ranged line attack)



Tips ’n’ Tricks

1. Plays well up close and cornering opponents

2. Use Riot Thunderbolt against groups of opponents (low damage, high meter build)

3. Should constantly be advancing on single foe towards dizzy and dmg

4. Suffers when out-zoned, as Riot Thunderbolt strategy is draining

  1. Sometimes inefficient with meter use






Terrence Wyatt (Defense)

Command List

Jump

  1. Wall Jump
  2. Air Punch (overhead jump-in attack)
  3. Air Kick (overhead jump-in attack)



Normals

  1. Back Fist

>> Punch Flurry

>> Hook Shot

>> One-Inch Punch

>> Concussive Round

  1. One Inch Punch (short punch, strong but low accuracy)
  2. Sweep Kick (sweeping kick)

>> Drop Punch

  1. Pancake Smash (overhead reaching kick)



Specials

  1. Concussive Round (fiery short-range force)
  2. Heat Mortar (long-range leap, can roll maneuver to recover)

>> Hard Check (long range kick)

>> Homing Blast (long-range grapple)

  1. Corona I (counters mid/low/OTG physical attacks and dodges highs and overheads)
  2. Corona II (counters high/air/overhead physical attacks counter)
  3. Firewall I (small radius counter-attack)
  4. Firewall II (large radius powerful counter-attack)



V-Specials

  1. Firefly (100 VM fiery flying kick linked from Heat Mortar)

>> Back Fist

>> Sweep Kick

  1. Hawk's Vigor (200 VM powerful & ranged super-force attack)



Bursts

  1. Enter the Dragon (300 VM flying Duel-initiating kick)
  2. Fatal Ki Spiral (300 VM, large radius attack that consumes anyone within range, activated automatically when critical)
  3. Absorb Fatal Ki Spiral (400 VM) absorbs ki to later release in a massive area attack, harming all nearby
  4. (partnered with Aaron) Solar Flare (300 VM, wide-ranged line attack)



Tips ’n’ Tricks

1. mobile and strong unit

2. can protect allies with parry & counter abilities (Firewall and Corona)

3. At 300 VM, Terrence gains access to Fatal Ki Spiral, a passive ability which activates when Terrence is critical by damaging all surrounding units (use carefully!)

4. More powerful combos are very draining





Isabelle DesMarais (Magic)
Jump

  1. Air Kick
  2. Blue Moon Lvl. 1 (creates ice traps)



Normals

  1. Fire Lvl. 1 (small plume)
  2. Ice Lvl. 1 (small spike)
  3. Lightning Lvl. 1 (short bolt)
  4. Dark Lvl. 1 (dark miasma)
  5. Cure Lvl. 1 (heal minor health & status)



Specials

  1. Fire Lvl. 2 (singes a single area with fire)
  2. Ice Lvl. 2 (creates large cluster of ice traps)
  3. Lightning Lvl. 2 (long-range dark magic burst) CH
  4. Dark Lvl. 2 (blinding miasma) CH
  5. Cure Lvl. 2 (heal health & status)



V-Specials

  1. Fire Lvl. 3 (100 VM, powerful fireblast bombards surrounding opponents)
  2. Ice Lvl. 3 (100 VM, creates large area of ice spikes, chance of freezing opponents)
  3. Lightning Lvl. 3 (100 VM)
  4. Dark Lvl. 3 (100 VM, sedative miasma)
  5. Cure Lvl. 3 (100 VM, heal major health & status)



V-Specials

  1. Nut Kick (300 VM Duel-initiating attack, low, ouch)
  2. Death (300 VM, chance of death)
  3. Revive (300 VM, returns single target to life)
  4. Ultima (300 VM, massive tetra-elemental damage)
  5. Awakening (600 VM, unleashes true potential, power magnified)



Tips ’n’ Tricks

  1. Ice traps can create useful obstructions (and sometimes freeze opponents)
  2. All lower-level magic abilities link to their more powerful counterparts (e.g. Ice 1 >> Ice 2 >> Ice 3)

  1. All Lvl. 3 abilities are extremely handy

  1. Can act as support character using Whiteout (Lv2) to heal groups of allies and Whiteout (Lv3) to revive fallen allies
  2. Very low HP & Grit mean she should stay away from the action



Alex McTaggart (Dexterity)

Equipment

  1. x13 Club card (chance of sadness)
  2. x13 Heart card (chance of poison)
  3. x13 Spade card (chance of sleep)
  4. x13 Diamond card (chance of adle)
  5. x2 Joker card (Pandora's box of statuses)
  6. x1 Spikenaught (weapon can be used as melee or fired for massive damage, at cost of utility)



Jump

  1. Wall Jump
  2. Flying Slash (two hit jump-in)
  3. Air Kick



Normals

  1. Double Claw

>> Death Digger

>> Wild Card

>> Bloody Card

  1. Single Slash
  2. Wild Lunge



Specials

  1. Club (projectile, up to 2 card tosses + Spikenaught Fire)
  2. Heart (projectile, up to 2 card tosses + Spikenaught Fire)
  3. Spade (projectile, up to 2 card tosses + Spikenaught Fire)
  4. Diamond (projectile, up to 2 card tosses + Spikenaught Fire)
  5. Joker (projectile, up to 2 card tosses + Spikenaught Fire)
  6. Death Digger (low hitting sweep) *



V-Specials

  1. Diving Pincer (100 VM, during Wall Jump & against wall)
  2. Wild Card (200 VM area attack, singles out a single opponent in area)



Bursts

  1. Double Spike (300 VM Duel-initiating attack)
  2. Bloody Claw (300 VM leaping grapple attack)



Tips ’n’ Tricks

  1. High-dexterity, high mobility unit
  2. At a distance, use card projectile attacks for Status Ailment cocktails of combination of up to three (Adle, Sleep, Poison, Sadness)

2. Use wall-jumps to throw cards mid-air and dodge obstructions

3. More powerful attacks exhaust Spikenaught






Dalia Lydus, Iai (Balance)

Equipment

  1. x1 Katana



Jump

  1. Air Palm (resets mid-air opponents on the ground)
  2. Air Kick
  3. Air Katana Swing (powerful, but slow)



Normals

  1. Straight Punch
  2. Sweep Kick



Specials

  1. Deadlift (low-cost grapple)

>> Headbutt

>> Heave (switches sides with opponent)

>> Slash of the Swan Song (200 VM strike)

  1. Wide Berth (powerful radius attack)
  2. Swallowtail Dash (moves long distance) *

>> Swallowtail Dive (big area and recovery

>> Blink Blade (long-ranged attack)



V-Specials

  1. Iai Focus (100 VM counter attack)



Bursts

  1. Dashing Elbow (300 VM Duel-initiating attack)
  2. Eagle Slash (300 VM multi-targeting attack)
  3. Two Blades (300 VM paired with Kornelius, powerful Engage attack)
  4. Switch Styles (600 VM, switch to Dual Wielding style)



Tips ’n’ Tricks

1. Dalia is dangerous mid-short range and can close the distance rather quickly

2. Control groups of opponents with Katana attacks (Wide Berth, Blinking Raven Step and Swallowtail Blade)



Dalia Lydus, Dual Wielding (Power)

Equipment

  1. x1 Katana

  1. x1 Energy Blade



Jump

  1. Air Kick
  2. Air Katana Swing (very slow, but extremely powerful double-Katana strike from mid-air)



Normals

  1. Iai Flash
  2. Sweep Kick
  3. Wide Berth (spinning katana attack)



Specials

  1. Retreating Dust
  2. Aqua Blade (for grounded opponents)

>> Many follow-ups

  1. Terra Blade (for standing opponents) *

>> Many follow-ups

  1. Celestial Blade (for airborne opponents) *

>> Many follow-ups

  1. Dead Center Kick (combo initiator) *

>> Aqua Blade

>> Terra Blade

>> Celestial Blade

  1. Iai Focus (open counter)



V-Specials

  1. Last Rites (100 VM powerful rush attack)
  2. Blood Hawk Circle (200 VM area attack)



Bursts

  1. Dashing Elbow (300 VM Duel-initiating attack)
  2. Two Blades (300 VM Duel-initiating attack paired with Kornelius)



Tips ’n’ Tricks

1. Dalia is dangerous mid-short range and can close the distance rather quickly

2. Control groups of opponents with Katana attacks (Wide Berth, Blinking Raven Step and Swallowtail Blade)







Kyle Blackwater (Gadget)

Equipment

  1. x1 Khukuri
  2. x2 Holy Magazines (4 bullets)
  3. x1 Proximity Grenade
  4. x1 Smoke Grenade
  5. x1 Flash Bang Grenade
  6. x1 Rocket Head
  7. x1 Adrenaline Shot



Jump

  1. Khukuri Attack
  2. Ground Stab



Items

  1. Hour Hand (fires round forward)

>> Minute Hand (fires round in another direction)

  1. Proximity Grenade (set to 3 rounds)
  2. Smoke Grenade (creates cloud of smoke)
  3. Flash Bang Grenade (set to 1 round)
  4. Rocket (explodes in area)
  5. Adrenaline (revives a single ally)



Normals

  1. Khukuri Horizontal
  2. Khukuri Vertical
  3. Throw Khukuri (loses Khukuri as item)
  4. Shoulder Check
  5. Reload (-1 Holy magazine)



Tips ’n’ Tricks

  1. Best at a distance, trapping opponents with grenades and projectile weapons
  2. Requires careful resource management, lest player end up with only baton and stun gun



Mert Kaya (Tank)

Equipment

  1. x1 DM Reactor (keeps Mert charged)



Jump

  1. Air Swing



Normals

  1. Brute Force (powerful but inaccurate strike)
  2. Gravel Buster (area ground attack)
  3. Recharge Core



Specials

  1. Backlog (wire attack against cornered opponent)

>> Brute Force

>> Magnetic Lariat

>> Jet Stream (S/ M/ L)

>> Power Flare

>> Power Blast

  1. Magnetic Lariat (pulls in nearby opponents)
  2. Jet Stream Headbutt (Short)
  3. Jet Stream Headbutt (Mid)
  4. Jet Stream Headbutt (Long)



V-Specials

  1. Power Pulse (100 VM) (wide reaching close attack)
  2. Power Blast (200 VM super projectile)



Bursts

  1. Chrome Dome (300 VM engage attack)
  2. Power Cannon (300 VM super projectile attack)



Tips ’n’ Tricks

  1. Mert is best up close and acting as a shield for other, weaker characters
  2. Extremely limited mobility – will have tremendous trouble dealing with 1v1 situations against more mobile chars


Mia Lim (Defense)

Jump

  1. Air Punch
  2. Air Kick
  3. Ground Punch
  4. Air Ax Kick
  5. Cross-up Kick



Normals

  1. Jab
  2. Cross
  3. Elbow
  4. Roundhouse
  5. Low Side Kick
  6. Hard Leg Check
  7. Lead Ax
  8. Body Knee



Specials

  1. Pressuring Wind Step

>> Geyser Upper

>> Ax Kick

>> Hard Sweep

  1. Stinger (slams low-airborne opponents) *
  2. Wake-Up Call (picks up grounded opponents) *
  3. Counter: Palm Reader (counters mid/high attacks with a high-stun attack)
  4. Counter: Hook Shot (counters close low/mid attacks with a spinning heel kick)
  5. Counter: Wind Slip (counters most physical attacks by slipping past)
  6. Counter: Zen Mode (counters all physical attacks)



V-Specials

  1. Balance Disruptor (100 VM close-range combo initiator grappling attack)

>> Balance Slam (100 VM damaging follow-up)

>> Balance Toss (100 VM stunning follow-up)



Bursts

  1. Dismount (300 VM Engage attack, solid range)
  2. Counter: Fatal Ki Spiral (300 VM auto-trigger attack that burns enemies nearby)
  3. Absorb Fatal Ki Spiral (400 VM time-triggered attack that burns all nearby)



Tips ’n’ Tricks

  1. Mia is best up close, using high/low mix-ups to trump opponents' defenses
  2. Inexpensive and versatile counter attacks for most any situation
  3. Inefficient with RM damage

Han Lim (Magic)

Equipment

  1. x5 Shuriken
  2. x5 Poison Dart
  3. x1 Smoke Bomb
  4. x1 Blue flare (power)
  5. x1 Green flare (speed)
  6. x1 Red flare (maneuver)



Jump

  1. Air Palm
  2. Air Kick
  3. Shuriken Throw
  4. Air Double Kunai



Items

  1. Poison Dart (x5 projectile)
  2. Smoke Bomb (x3, covers area in smoke – useful at beginning of turn)
  3. Red Flare (boosts power of magic)
  4. Green Flare (boosts speed)
  5. Blue Flare (boosts dexterity)



Normals

  1. Sweep Kick
  2. Double Kunai



Specials

  1. Lurking Eye (single directional, sometimes causes Freeze) *
  2. Stalking Eye (multidirectional attack, sometimes causes Freeze)



V-Specials

  1. Darkness (100 VM stealth activated)
  2. Silence (200 VM, hides a single ally in shadow)



Bursts

  1. Secret Technique: Palm Stun Strike (300 VM Engage attack)
  2. Silence (300 VM close-range attack)
  3. Hidden Way (300 VM paired with Mia, powerful Engage attack)



Tips ’n’ Tricks

  1. Han excels at building meter by attacking groups of foes with his shadow spells – use Lurking Eye to attack all opponents in a line and Stalking Eye to attack adjacent foes, occasionally stunting their movement
  2. Use distractive item set and Darkness to keep opponents at bay and confused
  3. Low Grit means Han must play distance/distraction game at all times



Kornelius (Tank)

Equipment

  1. Zweihänder



Jump

  1. Body Slam (jump-in area attack) (OH)



Normals

  1. Blade Poke
  2. Sweeping Plateau Blade
  3. Blade Slam



Specials

  1. Relentless Quake (area attack)

>> Slammer (singles out an opponent for greater Earth-based grapple damage) *

  1. Conquerer's Blade
  2. Behemoth Buster (powerful, leaping, ranged area attack)



V-Specials

  1. Guts and Might (100 VM charging attack with large hit area)



Bursts

  1. Back-Hand (300 VM Engage)
  2. Berzerker! (300 VM power boost)

>> Blind Rage (powerful grapple attack)

>> Cool-down



Tips ’n’ Tricks

  1. Fearsome attack pressure (especially with Berzerker!)
  2. Kornelius is excellent at attacking groups of foes (Relentless Quake up close, Behemoth Buster at a distance)
  3. Tremendous power comes at expense of mobility and accuracy



Kirin Cisto (Power)

Jump

  1. Air Punch
  2. Air Knee
  3. Body Slam



Normals

  1. Jab

>> Cross

>> Many follow-ups

  1. Leg Kick
  2. Body Kick
  3. Face Kick
  4. Haymaker (powerful attack)
  5. Superman Swing R
  6. Suck-it-Up! (convert GM to RM)



Specials

  1. Hard Shoot (GP) (ranged grapple attack)
  2. Lion's Den (short grapple attack) (GP)
  3. Tiger Claw
  4. Leaping Prey GP (grapple during Jump)



V-Specials

  1. Bloody Feast (100 VM grapple-based attack) (GP)
  2. Cold Reception (L) (200 VM ice-based radius attack)



Bursts

  1. Hard Elbow (300 VM high stun Engage attack)
  2. Leopard's Maw (300 VM long-ranged Grapple attack)



Tips ’n’ Tricks

  1. Kirin is best at close/zero range, using combos and grappling attacks, so keep her in the front lines
  2. Defensive characters tend to lose against her, but magic keep-away is her biggest weakness




Elizabeth Jernigan (Magic)

Equipment

  1. Trine Rings
  2. Trine Suit
  3. Trine Locket



Jump

  1. Whiplash (long-reaching attack , utilizing Trine Rings)



Normals

  1. Piercing Ring
  2. Sweeping Rings
  3. Imperial Dig



Specials

  1. Iron Spike I (ranged ground attack) *
  2. Iron Spike II (ranged air attack) *
  3. Deflection Field (Absorb projectiles)
  4. Deflection Field (Reflect projectiles)
  5. Purification (heals HP)
  6. Solidification (hardens defenses)
  7. Elation (steadies RM)



V-Specials

  1. Iron Scorpion Tail (100 VM area attack)
  2. Iron Viper (200 VM ranged attack)



V-Bursts

  1. Steadfast Blow (300 VM ranged Engage attack)



Tips ’n’ Tricks

  1. Wendy plays best from a distance, using her Ring attacks to hit nearby foes and playing support by setting up Deflection Fields to stop/reflect projectiles attacks


Nils Björnsson (Magic)

Jump

  1. Air Punch
  2. Air Kick
  3. Jump-In Headbutt
  4. Vile Landing (creates power shockwave wherever he lands)

>> Jump-Reset



Normals

  1. Chest Punch

>> Back Fist

>> Black Ops

>> Cosmic Clothesline I

>> Cosmic Clothesline II

  1. Back Fist
  2. Black Ops R



Specials

  1. Cosmic Clothesline I (wide ground attack – powerful but costly)
  2. Cosmic Clothesline II (wide air attack)
  3. Loop Fist → (GP) (leads to high damaging combos)
  4. Dark Aura (high-priority counter attack)



V-Specials

  1. Bombing Run (100 VM area attack)
  2. Hunger (200 VM leeching ranged attack)



Bursts

  1. Headache (300 VM short-ranged punch Engage)
  2. Cutthroat (300 VM short-ranged Hitstun punch)



Tips ’n’ Tricks

  1. High-power, high-pressure fighter
  2. Use Cosmic Clothesline to trample opponents in a line

Yu Hazaki (Magic)
Equipment

  1. Cerberus



Jump

  1. Hungry Fang R



Normals

  1. Poke
  2. Horizontal Swing
  3. Vertical Swing
  4. Sweeping Fang
  5. Summon Cerberus (if Cerberus is lost, returns to Yu's hand)



Specials

  1. Dead Fang (reaching Cerberus attack)

>> Bait 'n' Hook (pulls opponent) *

>> Pounce (hits opponent against wall) *

>> Suck (drains opponent's energy) *

    1. >> Seed of Darkness (100 VM, plants detonating blast)
  1. Death Locomotion (high range attack)
  2. Burgeoning (trap single foe)
  3. Dark Healing
  4. Limbo Step (Short)

>> Dissection (powerful area attack)

  1. Limbo Step (Long)

>> Dissection (powerful area attack)



V-Specials

  1. Chaos Miasma (100 VM mass area poisoning)
  2. Chaos Blade (200 VM mass area poisoning + damage)



V-Bursts

  1. Hungry Fang (300 VM, tracks and pounces opponent for Engage)
  2. Execution Blade (300 VM wide attack area)
  3. Dark Soul Replenishment (400 VM group healing, has small chance to kill)

  1. Spine Shield (500 VM parry, invulnerability and immunity)
  2. Possession (600 VM, transforms into Death)



Tips ’n’ Tricks

  1. Control the battlefield by using Cerberus to pull & push (Dead Fang) opponents around the battlefield
  2. High-ranged spells and abilities mean opponents cannot hide
  3. Limbo Step offers high mobility
  4. Long-ranged attacks, low damage combos



Combos

  1. Poke → Dead Fang → Pounce <600 DMG (+100DMG against wall), high stun>



* = Pace Cancel (100 VM), Insta-Cancel (150 VM, can use second jump)

Encyclopedia
Terminology

Synergy – if one picks a team of players with different classes, the team gains a synergy bonus (100 VM at the start of the match).

Strength (STR) – physical attack. Also factors into your 1v1 health.

Grit (GRT) – defense against physical attacks and resistance to physical stun. Also factors into your 1v1 health.

Magick (MAG) – non-physical attack.

Resistance (RES) – resistance against magickal attacks and status ailments.

Dexterity (DEX) – likelihood of hitting and dodging.

Speed (SPD) – how quickly you act in battle. Fast players have a chance at earning a bonus round.

Movement (MOV) – how many spaces you can walk per turn without assistance.

Teamwork (TWK) – how well you work with your team. This influences dodging ally attacks, reducing splash damage, and boosting buffs.

Power Level (POW) – based on all stats, calculates a power level. It goes without saying, Goku's is over 8000.

Stun/Stamina (STA) – based on Grit, how close you are to being placed in Dizzy state. People with low STA should generally stay away from more hard-hitting opponents.

Dizzy (DIZ) – when player reaches STA max, the player will enter a heavy state of Confusion for 1 round. This generally happens when one takes sustained physical damage from combos, etc.

Knockout (KO) – player is placed in an inactive state and will not act until the match has ended or player is revived.

Last Stand – when one player remains against four, the player enters a state wherein stats are buffed based on the player's class.



Elements - each character has specific elemental proficiencies and deficits, and abilities as well – learning how to utilize them to one's advantage is key!

Fire – chance of burning opponent

Ice – small chance of freezing opponent

Electricity – additional chance of stun damage

Wind – chance of pushing opponent into the air

Water – chance of reducing dexterity

Earth – chance of slamming opponent into the ground

Metal – additional damage

Darkness – (attack) extremely small chance of instant death/ (support) chance of increasing elemental proficiency briefly

Light (support) extremely small chance of blanket stat buff / (attack) chance of removing buffs

Break – chance of affecting negative statuses randomly



Statuses – states that will either help or hurt a player but always change how the game must be played.

Hitstun – adds to player's stamina bar. Taking too much hitstun will cause Dizzy!

Counter – player will counter-attack, if viable. Some players can counter-attack spells too.

Parry – player will have high chance of stopping non-Grapple attacks.

Sadness – player cannot build VM.

Grounded – player is stationed on the ground. Grounded players can avoid some attacks.

Airborne – player is in the air. Airborne players can avoid some attacks.

Poison – player damaged over time. High resistance can overcome this before it runs its course.

Regen – player regenerates health over rounds.

Stun – player is vulnerable to attacks.

Confuse – player will have chance of activating wrong action on every time step.

Sleep – player is vulnerable to attack and his turn will be skipped.

Adle – player cannot use Specials, V-Specials or Bursts.

Freeze – player cannot move or use skills that involve movement.

Immune – player is immune to status ailments.

Invulnerable – player will not be pushed by attacks.

Burn – player will lose HP/time step until flame is doused.

Skill Information
Type - there are a couple main types of Skills (line, single-target, area-affect, radius)
Target Focus - some abilities will target allies, enemies, or both.
Cost – important for resource and meter management.

Affect – how targeted unit is affected.

Hit-rate – bonus/penalty on skill.

Threshold (line attacks only) – how many targets attack can pass through before dissipating.
Radius (radius-effect attacks only) - how many units skill with be travel in each direction.

Hit-Section (Low/Mid/High/Air/OTG) - where attack hits on body. Note that OTG attacks won't hit airborne opponents, and non-OTG attacks won't hit grounded opponents.
Follow-ups - what skills you can use to follow if skill connects.