<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Zero2D Community - All Forums]]></title>
		<link>http://www.zero2d.com/community/</link>
		<description><![CDATA[Zero2D Community - http://www.zero2d.com/community]]></description>
		<pubDate>Sun, 20 May 2012 14:01:44 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Ocarina of Time Link (like Melee's Links were supposed to be, but better)]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=705</link>
			<pubDate>Fri, 24 Feb 2012 22:42:37 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=705</guid>
			<description><![CDATA[This character design is very obviously Link from Ocarina of Time, but I will be designing him in a manner that not only better suits his appearance in Ocarina of Time, but also promotes a lot more character depth and game depth and will help show off what Zero2D's engine is capable of. Whether or not this character makes the official roster (he'd obviously have to have a complete appearance overhaul, and maybe even a few of the moves redesigned) is besides the point, as I'm designing this character to be a fun and deep character, and to bring Link's playstyle/metagame up to par, if not advance it a bit.<br />
<br />
Essentially, this version of Link would be multiple characters within himself, each playing completely differently from one another (just like Zelda's down-B transformation to Sheik.)<br />
<br />
Link will have three different primary swords/stances (and one unarmed stance); each one can be picked to start the match with from the character select screen, much like choosing Pokemon Trainer in Brawl. His swords are: Kokiri sword, Master sword, and Biggoron sword, on top of his unarmed stance. Each sword has unique properties and changes his moveset completely. <br />
<br />
Swords are switched between by cycling through them with a special button (I'm thinking down-B or neutral B, but then we'd have to move his projectiles). I thought on giving each sword its own special button so they can be brought out immediately, without cycling to it, but that would take up a lot of buttons and wouldn't really change the character too much anyway since I'd make the weapon cycling instant. As in you can press the special button twice one frame after another and you will cycle twice.<br />
<br />
The Master sword will be closest to Link's Melee sword moveset. It will have about the same range, speed, damage, and knockback as Link's Melee sword. The circle slash (up-B) can be charged by holding the B button (like in Brawl). However, unlike Brawl, zero charge will be equivalent in damage and knockback to Link's Melee up-B. Full charge will be roughly 1.5x damage and knockback, and will cover about 1.5x the distance if used in the air. Also, a full charged up-B with the Master sword will shoot a small projectile out of the sword's tip, effectively increasing the hitbox distance by roughly 1.3x. However, if only hit with this projectile hitbox, it will only send the opponent very slightly up and away, far enough and with enough knockback to not be able to punish Link by techrolling towards him or anything like that. The Master sword will be designed to be Link's best all-around sword, and will also be what Link starts with by default if no other weapon is chosen.<br />
<br />
The Kokiri sword will be closer to the Master sword's feel than the Biggoron sword, but vastly different because of one key difference. The Kokiri sword will be quite a bit faster than the Master sword, but will do a bit less damage and won't have any good KO attacks. The up-B on this sword can also be charged for similar effects, however there will be no extra projectile on a fully charged up-B. <br />
<br />
The major new function the Kokiri sword will have will be combo-like chains he can use with his ground A attacks, just like Roy and Marth's forward-B chains in Melee. However, his A attacks will all link to tilts or more neutrals instead of more B directions (they will never link to a smash). The attack will be started with a neutral A jab which will come out very quickly. After that, you can either chain it to an up-tilt, forward-tilt, down-tilt, use the second part of the jab which will have different properties, or chain it to a 'back-tilt.' This would be one of the very few times in the game states in which a back-tilt would exist, I imagine, as you're locked into facing forward for the whole time. To counter the problem of being locked into one direction during the chain, the back-tilt would be the same as the next jab in the chain, but will turn you around immediately, just like Marth or Roy's back-B would do. Tilts can only be canceled into jabs when the chain is started with a neutral A attack. At no other time will tilts be able to be canceled. Also, once you start the chain, you're set to following the path of options you can take, there are no loops, they will always end with one final tilt or one finaly neutral.<br />
<br />
The Biggoron sword, for anyone that has not played Ocarina of Time or has never acquired it in the game, is the best sword in the game except for one huge drawback: you cannot use a shield while wielding the sword (it requires two hands to use). This will also be true in z2d. While wielding the Biggoron sword, Link will be unable to bring up his shield, or use his Master/Kokiri(Deku) shield (the shield that Link holds when in a neutral position that can block attacks and projectiles that hit it). <br />
The Biggoron sword is big. It's about twice as long as the Master sword. It also does twice the damage and knockback. It's also not as slow as you might first assume it is. For the big increase in damage and knockback, the speed decrease isn't proportional on most attacks. I'd estimate the sword is probably only 75-80% as fast, instead of a gut reaction of 50-60% as fast. However, this is only on average, and each attack will be fine tuned manually. While most attacks might have moderate to decent startup speed, they would have pretty bad cooldown lag. The moveset will be like a mixture of Roy, Ike, and Marth (Brawl). The entire blade will be the sweetspot, from the base to the tip. However, if the blade misses and the opponent is hit by the hilt, or Link's hands or arms, there will still be damage delt, though a very small amount, and a very small amount of knockback and stun.<br />
<br />
<br />
Warning: potential spoilers ahead!<br />
Another huge addition to Link's moveset, and this would be debatable, is the useage of the Ocarina of Time as a special move (neutral-B or down-B or something like that.) When you pull out the ocarina, all of the other buttons on the controller will be remapped to play the Ocarina except for the special button, which is used to cancel playing. Depending on the setup of the controller, I'd try to map it as closely to the N64's ocarina setup as possible, which GameCube's mapping scheme being used as a backup. Not all of Link's songs will be useable (obviously), but some of them will and will have obvious effects.<br />
Most importantly is the Song of Time. This one will take the longest of all the songs to play, I'd imagine, but once completed it will transform you between adult Link and young Link. Almost everything will be the same between the two, except for a few key funamdental differences. Young Link (hereto referred to as Ylink) will be shorter (obviously). He will also be faster and will deal less damage on average. His attacks will also have very slightly less knockback than his older counterpart's. Also, Ylink is unable to use the Biggoron sword. The Song of Time can be used as many times as desired.<br />
Song of Storms will make it start raining on the level. The floor will become slippery, and ground friction will be reduced. This cannot be spammed.<br />
Sun's Song will reverse the effects of Song of Storms.<br />
Zelda's Lullaby, a lot like in the game Ocarina of Time, will have unique effects depending on where the song is played. This means the effects will be stage dependent, and will have to be programmed into each stage manually. Not every stage has to have a Zelda's Lullaby effect, but those that do should try to incorporate something fun, but not too abusable or blatantly broken. For example, on Hyrule Castle in the SSB series, you could have playing Zelda's Lullaby summon the flying chickens that attack everyone onscreen for 30 seconds.<br />
Saria's Song will summon Navi, which could be potentially used as a unique type of attack mechanism, I will try to think of ideas on a Navi projectile and will post them here as I think of them.<br />
Either Epona's Song or Minuet of Forest will heal Link for a very small amount, pehaps 10-15% healed per use, and each use will take about 4-5 seconds so there will never be a time where this will be spammable or abusable.<br />
<br />
<br />
This is an incomplete design. I will update it as I have time. Up next is the unarmed stance and Navi as a summonable projectile!]]></description>
			<content:encoded><![CDATA[This character design is very obviously Link from Ocarina of Time, but I will be designing him in a manner that not only better suits his appearance in Ocarina of Time, but also promotes a lot more character depth and game depth and will help show off what Zero2D's engine is capable of. Whether or not this character makes the official roster (he'd obviously have to have a complete appearance overhaul, and maybe even a few of the moves redesigned) is besides the point, as I'm designing this character to be a fun and deep character, and to bring Link's playstyle/metagame up to par, if not advance it a bit.<br />
<br />
Essentially, this version of Link would be multiple characters within himself, each playing completely differently from one another (just like Zelda's down-B transformation to Sheik.)<br />
<br />
Link will have three different primary swords/stances (and one unarmed stance); each one can be picked to start the match with from the character select screen, much like choosing Pokemon Trainer in Brawl. His swords are: Kokiri sword, Master sword, and Biggoron sword, on top of his unarmed stance. Each sword has unique properties and changes his moveset completely. <br />
<br />
Swords are switched between by cycling through them with a special button (I'm thinking down-B or neutral B, but then we'd have to move his projectiles). I thought on giving each sword its own special button so they can be brought out immediately, without cycling to it, but that would take up a lot of buttons and wouldn't really change the character too much anyway since I'd make the weapon cycling instant. As in you can press the special button twice one frame after another and you will cycle twice.<br />
<br />
The Master sword will be closest to Link's Melee sword moveset. It will have about the same range, speed, damage, and knockback as Link's Melee sword. The circle slash (up-B) can be charged by holding the B button (like in Brawl). However, unlike Brawl, zero charge will be equivalent in damage and knockback to Link's Melee up-B. Full charge will be roughly 1.5x damage and knockback, and will cover about 1.5x the distance if used in the air. Also, a full charged up-B with the Master sword will shoot a small projectile out of the sword's tip, effectively increasing the hitbox distance by roughly 1.3x. However, if only hit with this projectile hitbox, it will only send the opponent very slightly up and away, far enough and with enough knockback to not be able to punish Link by techrolling towards him or anything like that. The Master sword will be designed to be Link's best all-around sword, and will also be what Link starts with by default if no other weapon is chosen.<br />
<br />
The Kokiri sword will be closer to the Master sword's feel than the Biggoron sword, but vastly different because of one key difference. The Kokiri sword will be quite a bit faster than the Master sword, but will do a bit less damage and won't have any good KO attacks. The up-B on this sword can also be charged for similar effects, however there will be no extra projectile on a fully charged up-B. <br />
<br />
The major new function the Kokiri sword will have will be combo-like chains he can use with his ground A attacks, just like Roy and Marth's forward-B chains in Melee. However, his A attacks will all link to tilts or more neutrals instead of more B directions (they will never link to a smash). The attack will be started with a neutral A jab which will come out very quickly. After that, you can either chain it to an up-tilt, forward-tilt, down-tilt, use the second part of the jab which will have different properties, or chain it to a 'back-tilt.' This would be one of the very few times in the game states in which a back-tilt would exist, I imagine, as you're locked into facing forward for the whole time. To counter the problem of being locked into one direction during the chain, the back-tilt would be the same as the next jab in the chain, but will turn you around immediately, just like Marth or Roy's back-B would do. Tilts can only be canceled into jabs when the chain is started with a neutral A attack. At no other time will tilts be able to be canceled. Also, once you start the chain, you're set to following the path of options you can take, there are no loops, they will always end with one final tilt or one finaly neutral.<br />
<br />
The Biggoron sword, for anyone that has not played Ocarina of Time or has never acquired it in the game, is the best sword in the game except for one huge drawback: you cannot use a shield while wielding the sword (it requires two hands to use). This will also be true in z2d. While wielding the Biggoron sword, Link will be unable to bring up his shield, or use his Master/Kokiri(Deku) shield (the shield that Link holds when in a neutral position that can block attacks and projectiles that hit it). <br />
The Biggoron sword is big. It's about twice as long as the Master sword. It also does twice the damage and knockback. It's also not as slow as you might first assume it is. For the big increase in damage and knockback, the speed decrease isn't proportional on most attacks. I'd estimate the sword is probably only 75-80% as fast, instead of a gut reaction of 50-60% as fast. However, this is only on average, and each attack will be fine tuned manually. While most attacks might have moderate to decent startup speed, they would have pretty bad cooldown lag. The moveset will be like a mixture of Roy, Ike, and Marth (Brawl). The entire blade will be the sweetspot, from the base to the tip. However, if the blade misses and the opponent is hit by the hilt, or Link's hands or arms, there will still be damage delt, though a very small amount, and a very small amount of knockback and stun.<br />
<br />
<br />
Warning: potential spoilers ahead!<br />
Another huge addition to Link's moveset, and this would be debatable, is the useage of the Ocarina of Time as a special move (neutral-B or down-B or something like that.) When you pull out the ocarina, all of the other buttons on the controller will be remapped to play the Ocarina except for the special button, which is used to cancel playing. Depending on the setup of the controller, I'd try to map it as closely to the N64's ocarina setup as possible, which GameCube's mapping scheme being used as a backup. Not all of Link's songs will be useable (obviously), but some of them will and will have obvious effects.<br />
Most importantly is the Song of Time. This one will take the longest of all the songs to play, I'd imagine, but once completed it will transform you between adult Link and young Link. Almost everything will be the same between the two, except for a few key funamdental differences. Young Link (hereto referred to as Ylink) will be shorter (obviously). He will also be faster and will deal less damage on average. His attacks will also have very slightly less knockback than his older counterpart's. Also, Ylink is unable to use the Biggoron sword. The Song of Time can be used as many times as desired.<br />
Song of Storms will make it start raining on the level. The floor will become slippery, and ground friction will be reduced. This cannot be spammed.<br />
Sun's Song will reverse the effects of Song of Storms.<br />
Zelda's Lullaby, a lot like in the game Ocarina of Time, will have unique effects depending on where the song is played. This means the effects will be stage dependent, and will have to be programmed into each stage manually. Not every stage has to have a Zelda's Lullaby effect, but those that do should try to incorporate something fun, but not too abusable or blatantly broken. For example, on Hyrule Castle in the SSB series, you could have playing Zelda's Lullaby summon the flying chickens that attack everyone onscreen for 30 seconds.<br />
Saria's Song will summon Navi, which could be potentially used as a unique type of attack mechanism, I will try to think of ideas on a Navi projectile and will post them here as I think of them.<br />
Either Epona's Song or Minuet of Forest will heal Link for a very small amount, pehaps 10-15% healed per use, and each use will take about 4-5 seconds so there will never be a time where this will be spammable or abusable.<br />
<br />
<br />
This is an incomplete design. I will update it as I have time. Up next is the unarmed stance and Navi as a summonable projectile!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Auto-balance matchup transformation stage]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=703</link>
			<pubDate>Fri, 10 Feb 2012 08:17:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=703</guid>
			<description><![CDATA[I'm being forced to re-unlock absolutely everything (in SSBM, new memory card) and it's making me realize what amazing potential Zero2D could have for unique scripted stage type battle arenas, such as like the one that's constantly moving throughout the castle in Brawl (Also somewhat like Pokefloats or Rainbow cruise, but much less random pits/walls/terminal(free) falls to your death. <br />
<br />
My vision is as so: there would be a lot more order and depth to the stage, with no infinitely or even semi-infinitely exploitable areas. There are no random stage hazards, no random item drops (except maybe something like a small amount of apples from a tree or something to regain a very small amount of health here and there, but nothing that can change the tide of a match).<br />
<br />
There will be a bunch of random transitions to other neutral stages/counter picks that can give advantages for certain players over others (*of course this transition would have to take place fairly quickly in order to not give too much of an advantage to the winning player.*) <br />
<br />
Instead of random cycles (which could actually be an option in itself in the stage select screen by pressing something like Z or select [if we have a select button] when the balanced transition stage screen is picked), through these stage variations, and after much alpha and beta testing, we can make a general matchup chart and use that as a basis for which stage comes next. <br />
<br />
The first stage it starts on should always be agreed upon first. If not, it will present the 1-3 most balanced neutral stages and let each player strike one until only one of the original three remains. That will be the first transformation you start on. Also, just because the other two transformations have been struck out as the initial transformation doesn't mean they won't appear as transformations later, this only applies to how the stage begins.<br />
<br />
Stage transitions could happen in a number of ways. The most obvious would be by killing the opponent. Once you as a player dies on any transformation, either a small screen with all the neutral/counterpick transformations will pop up and that player can choose from one of them. If this option is disabled, the next transformation will automatically be the one that balances the first killed player's best matchup transformation against the opponent, and vice versa until someone wins. If it comes down to a 1vs1 stock match, the final transformation will always be the same as the very first transformation to help promote balance.]]></description>
			<content:encoded><![CDATA[I'm being forced to re-unlock absolutely everything (in SSBM, new memory card) and it's making me realize what amazing potential Zero2D could have for unique scripted stage type battle arenas, such as like the one that's constantly moving throughout the castle in Brawl (Also somewhat like Pokefloats or Rainbow cruise, but much less random pits/walls/terminal(free) falls to your death. <br />
<br />
My vision is as so: there would be a lot more order and depth to the stage, with no infinitely or even semi-infinitely exploitable areas. There are no random stage hazards, no random item drops (except maybe something like a small amount of apples from a tree or something to regain a very small amount of health here and there, but nothing that can change the tide of a match).<br />
<br />
There will be a bunch of random transitions to other neutral stages/counter picks that can give advantages for certain players over others (*of course this transition would have to take place fairly quickly in order to not give too much of an advantage to the winning player.*) <br />
<br />
Instead of random cycles (which could actually be an option in itself in the stage select screen by pressing something like Z or select [if we have a select button] when the balanced transition stage screen is picked), through these stage variations, and after much alpha and beta testing, we can make a general matchup chart and use that as a basis for which stage comes next. <br />
<br />
The first stage it starts on should always be agreed upon first. If not, it will present the 1-3 most balanced neutral stages and let each player strike one until only one of the original three remains. That will be the first transformation you start on. Also, just because the other two transformations have been struck out as the initial transformation doesn't mean they won't appear as transformations later, this only applies to how the stage begins.<br />
<br />
Stage transitions could happen in a number of ways. The most obvious would be by killing the opponent. Once you as a player dies on any transformation, either a small screen with all the neutral/counterpick transformations will pop up and that player can choose from one of them. If this option is disabled, the next transformation will automatically be the one that balances the first killed player's best matchup transformation against the opponent, and vice versa until someone wins. If it comes down to a 1vs1 stock match, the final transformation will always be the same as the very first transformation to help promote balance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bought a new GameCube and a Melee new copy of Melee for designing/development/concept]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=702</link>
			<pubDate>Fri, 10 Feb 2012 07:33:29 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=702</guid>
			<description><![CDATA[Bought a new GameCube and a new copy of Melee for designing/development/concepts for Zero2D (ah shit, who am I kidding, I bought it for myself) <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
I have to re-unlock everything and it's making me realize what amazing potential Zero2D could have for unique actual "stage" type battle arenas (this is covered in my other post).<br />
<br />
Also more ideas on characters, how to balance the Melee characters to use them as templates, what to change about them, what sprite would look best with these new ideas/changes, et cetera et cetera et cetera.<br />
<br />
If Roy's DED (forward B to start, and different B directions for mixups) had much more variance, faster startup time, more shield hitstun (so he can't be shieldgrabbed out of most of it,) and more comboability, it would make Roy so much better. Especially if you did something like change the sweetspot of his sword (the center, rather than the tip like Marth) to do more hitstun (hitstun would have to be its own formula with modifier variables, which is what we're doing for z2d), he'd be able to pull off many 'real' combos (consecutive hits) and might actually be able to kill someone from a combo rather than waiting for a large window to open.. It wouldn't have to be too drastic of a change, either, but just very slight variable changes here and there (as low as 5% in some cases and as high as 10% in others) and all of these new changes would probably add up to make him a much, much more formidable character. <br />
<br />
Also if we were to incorporate a new type of IASA: IASA frames that can only be interrupted with certain other moves after a certain amount of frames, but before the animation is over. (tentatively titled Action Canceled As Soon As [ACASA*])<br />
<br />
For example, Roy's down-tilt poke (which I think should actually poke a little bit more low through shields), if it connects to either a hitbox or a shield, Roy should be able to either shield out of immediately or jump-cancel (for a wavedash, if wavedashes are decided upon to be kept in some way).<br />
<br />
- ACASA will get it's own thread for developing the idea.<br />
<br />
These ideas would have to be implemented starting with extremely small variables so the character isn't broken right away. They would have to be fine-tuned up or down from their original variables as beta testing goes on in order to balance the character, unless we'd rather do very minimal character testing any time between alpha and late beta stages. In doing this, chances of finding any bugs or glitches are much higher and much easier to fix since there would probably be a lot more playtesting and debugging by semi-pro to pro playtesters/debuggers (I'd vote myself as a pro playtester/bug finder!)<br />
<br />
Also, hell yes, about damn time, I got my hands on new directional mic that is in excellent condition for voice acting and sound effects. Also I have a new MIDI keyboard that I just need to acquire a MIDI cable and a USB converter for it in order to use it for this computer. If I can get it to work, hellloooo audio production/engineering. Hopefully I'll have at least half of the general concepts of the sound effects done before the alpha release (in the next 10 years or so).]]></description>
			<content:encoded><![CDATA[Bought a new GameCube and a new copy of Melee for designing/development/concepts for Zero2D (ah shit, who am I kidding, I bought it for myself) <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
I have to re-unlock everything and it's making me realize what amazing potential Zero2D could have for unique actual "stage" type battle arenas (this is covered in my other post).<br />
<br />
Also more ideas on characters, how to balance the Melee characters to use them as templates, what to change about them, what sprite would look best with these new ideas/changes, et cetera et cetera et cetera.<br />
<br />
If Roy's DED (forward B to start, and different B directions for mixups) had much more variance, faster startup time, more shield hitstun (so he can't be shieldgrabbed out of most of it,) and more comboability, it would make Roy so much better. Especially if you did something like change the sweetspot of his sword (the center, rather than the tip like Marth) to do more hitstun (hitstun would have to be its own formula with modifier variables, which is what we're doing for z2d), he'd be able to pull off many 'real' combos (consecutive hits) and might actually be able to kill someone from a combo rather than waiting for a large window to open.. It wouldn't have to be too drastic of a change, either, but just very slight variable changes here and there (as low as 5% in some cases and as high as 10% in others) and all of these new changes would probably add up to make him a much, much more formidable character. <br />
<br />
Also if we were to incorporate a new type of IASA: IASA frames that can only be interrupted with certain other moves after a certain amount of frames, but before the animation is over. (tentatively titled Action Canceled As Soon As [ACASA*])<br />
<br />
For example, Roy's down-tilt poke (which I think should actually poke a little bit more low through shields), if it connects to either a hitbox or a shield, Roy should be able to either shield out of immediately or jump-cancel (for a wavedash, if wavedashes are decided upon to be kept in some way).<br />
<br />
- ACASA will get it's own thread for developing the idea.<br />
<br />
These ideas would have to be implemented starting with extremely small variables so the character isn't broken right away. They would have to be fine-tuned up or down from their original variables as beta testing goes on in order to balance the character, unless we'd rather do very minimal character testing any time between alpha and late beta stages. In doing this, chances of finding any bugs or glitches are much higher and much easier to fix since there would probably be a lot more playtesting and debugging by semi-pro to pro playtesters/debuggers (I'd vote myself as a pro playtester/bug finder!)<br />
<br />
Also, hell yes, about damn time, I got my hands on new directional mic that is in excellent condition for voice acting and sound effects. Also I have a new MIDI keyboard that I just need to acquire a MIDI cable and a USB converter for it in order to use it for this computer. If I can get it to work, hellloooo audio production/engineering. Hopefully I'll have at least half of the general concepts of the sound effects done before the alpha release (in the next 10 years or so).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[el oh el]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=308</link>
			<pubDate>Tue, 20 Dec 2011 04:45:52 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=308</guid>
			<description><![CDATA[<img src="http://iwsmt.littleasllc.netdna-cdn.com/November-20-2011-18-57-33-theatomicboom1.jpg" border="0" alt="[Image: November-20-2011-18-57-33-theatomicboom1.jpg]" />]]></description>
			<content:encoded><![CDATA[<img src="http://iwsmt.littleasllc.netdna-cdn.com/November-20-2011-18-57-33-theatomicboom1.jpg" border="0" alt="[Image: November-20-2011-18-57-33-theatomicboom1.jpg]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[State of Zero2D]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=307</link>
			<pubDate>Tue, 20 Dec 2011 00:56:58 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=307</guid>
			<description><![CDATA[Short Version -- Zero2D isn't dead. TheBuzzSaw is just a lazy/busy/slow programmer. Yadda yadda.<br />
<br />
Long Version:<br />
<br />
Basically, it comes down to this: I learn new technology too freaking fast. It's awesome... but also painful. Right as I get something working, I learn an infinitely better way to do it. I mean, just look back over my ridiculous tech demos. At one point, I was going to use software-accelerated SDL image blitting to make this game. Later, I discovered the power of OpenGL, so I was going to build it in OpenGL immediate mode (basically OpenGL 1.5). Then, I mastered the better performance of using OpenGL 2.1 with shaders. My engine had to keep adjusting to fit that. Thankfully, those transitions have come to an end. I am not going to build the game in OpenGL 3 anytime soon (though Zero3D may go that route).<br />
<br />
Along with the stuff I've learned, screw sprite sheets. Each animation can have its own image file. I will simply have the engine group the images into sheets for you in the background. (It makes OpenGL happy.)<br />
<br />
Next is audio. I've been using SDL_mixer for much of the work, but that library betrayed me. It stopped working in Linux, and I've been wanting to learn 3D audio for a long time anyway. Well, that day finally came, and I sat myself down to learn OpenAL. SDL_mixer is a sack of garbage. For reasons unknown, it adds a huge pause to both starting up and closing down the game. And I'm tired of SDL. OpenAL FTW. I promise this won't change either.<br />
<br />
Next is Lua. I know I mentioned in the past how I'd be using Lua to enhance the engine, but I did not quite understand the true power of Lua until recently. I did previously state that I'd be using Lua for everything from fighters to projectiles to AI to stage elements. That still stands, but I didn't even have a full understanding of how to implement Lua. I always saw Lua as something that would just extend the engine, but I've learned through recent projects that Lua needs to BECOME the engine. For those geeky enough to understand: <span style="font-weight: bold;">event callbacks are godly</span>; they are fast, logical, and easy to use. Lua will be freaking epic in this game.<br />
<br />
I've been making ridiculous progress on my <span style="font-style: italic;">generic</span> engine. So, no, I still don't have an epic Zero2D demo to present, but I will soon. I am going to use CGE. If you'd like to follow that engine's progress, it is public here:<br />
<br />
<a href="https://github.com/TheBuzzSaw/cyborus-game-engine" target="_blank">https://github.com/TheBuzzSaw/cyborus-game-engine</a><br />
<br />
The Zero2D engine itself will basically be revamped to use CGE. I've already begun working on this transition. I'll post updates to the Zero2D repository soon.<br />
<br />
And git freakin' rules. Never use SVN (or CVS). DVCS FTW.]]></description>
			<content:encoded><![CDATA[Short Version -- Zero2D isn't dead. TheBuzzSaw is just a lazy/busy/slow programmer. Yadda yadda.<br />
<br />
Long Version:<br />
<br />
Basically, it comes down to this: I learn new technology too freaking fast. It's awesome... but also painful. Right as I get something working, I learn an infinitely better way to do it. I mean, just look back over my ridiculous tech demos. At one point, I was going to use software-accelerated SDL image blitting to make this game. Later, I discovered the power of OpenGL, so I was going to build it in OpenGL immediate mode (basically OpenGL 1.5). Then, I mastered the better performance of using OpenGL 2.1 with shaders. My engine had to keep adjusting to fit that. Thankfully, those transitions have come to an end. I am not going to build the game in OpenGL 3 anytime soon (though Zero3D may go that route).<br />
<br />
Along with the stuff I've learned, screw sprite sheets. Each animation can have its own image file. I will simply have the engine group the images into sheets for you in the background. (It makes OpenGL happy.)<br />
<br />
Next is audio. I've been using SDL_mixer for much of the work, but that library betrayed me. It stopped working in Linux, and I've been wanting to learn 3D audio for a long time anyway. Well, that day finally came, and I sat myself down to learn OpenAL. SDL_mixer is a sack of garbage. For reasons unknown, it adds a huge pause to both starting up and closing down the game. And I'm tired of SDL. OpenAL FTW. I promise this won't change either.<br />
<br />
Next is Lua. I know I mentioned in the past how I'd be using Lua to enhance the engine, but I did not quite understand the true power of Lua until recently. I did previously state that I'd be using Lua for everything from fighters to projectiles to AI to stage elements. That still stands, but I didn't even have a full understanding of how to implement Lua. I always saw Lua as something that would just extend the engine, but I've learned through recent projects that Lua needs to BECOME the engine. For those geeky enough to understand: <span style="font-weight: bold;">event callbacks are godly</span>; they are fast, logical, and easy to use. Lua will be freaking epic in this game.<br />
<br />
I've been making ridiculous progress on my <span style="font-style: italic;">generic</span> engine. So, no, I still don't have an epic Zero2D demo to present, but I will soon. I am going to use CGE. If you'd like to follow that engine's progress, it is public here:<br />
<br />
<a href="https://github.com/TheBuzzSaw/cyborus-game-engine" target="_blank">https://github.com/TheBuzzSaw/cyborus-game-engine</a><br />
<br />
The Zero2D engine itself will basically be revamped to use CGE. I've already begun working on this transition. I'll post updates to the Zero2D repository soon.<br />
<br />
And git freakin' rules. Never use SVN (or CVS). DVCS FTW.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Server]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=306</link>
			<pubDate>Mon, 19 Dec 2011 20:15:28 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=306</guid>
			<description><![CDATA[Moved to a new/faster box.<br />
<br />
Posting update soon.]]></description>
			<content:encoded><![CDATA[Moved to a new/faster box.<br />
<br />
Posting update soon.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Looking for IRC user kencan]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=305</link>
			<pubDate>Fri, 02 Dec 2011 19:26:27 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=305</guid>
			<description><![CDATA[Sorry I didn't respond to what you were saying the other day. I'm almost always on IRC in #zero2d. Come back sometime, I'd like to talk to you.]]></description>
			<content:encoded><![CDATA[Sorry I didn't respond to what you were saying the other day. I'm almost always on IRC in #zero2d. Come back sometime, I'd like to talk to you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ballancing issues]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=299</link>
			<pubDate>Mon, 21 Nov 2011 01:01:33 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=299</guid>
			<description><![CDATA[So, I've been a MUGEN stage creator for, like, a few years or so, but I also tried my hand at creating characters (I cancelled Homsar because asshats were nagging me about things I <span style="font-weight: bold;">should</span> add, most of these ideas being freaking retarded).<br />
<br />
But the one thing that bothered me about MUGEN are ballancing issues. To put it simple, no character in any game is ever ballanced (although Brawl- tries to fix that by overpowering every character to such a point that everything becomes ballanced <img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />, and yes, I dabbled in creating Brawl codes as well).<br />
<br />
So, I've got this idea for this game I one day want to create which would basically be a Smash Bros. like game with all characters owned by me or my bro (don't worry, it will be a full 3D game engine I'll be developing that's mainly for 2D platform games, and chances are that it wouldn't be created anyway, too many ideas for me to work out, including some 2D Monster Hunter like game which also makes use of the same engine and some game where every super power is basically useless), and I've thought about this idea very hard.<br />
<br />
Basically, my plan with that game was to make it DLC-compatible, while still keeping it tournament-friendly. The problem with DLC is that you'll need to reballance the game everytime you release a new DLC character, so, instead of just discarding the old data for each character, I had the bright idea of having ballance set files. Basically these ballance set files would store every constant variable for each character which would define things like movement speed, jump power, even the properties of their individual projectiles, meaning you can just load older ballance set files in case you don't want to mess up tournaments just because the ballance settings were changed in a later patch. Hell, it could even store variables for items, stages, even general ballance settings. Now I also had this idea for a tournament DLC pass (which would allow you to get all DLC characters and special tournament-legal stages, as well as a ballance set editor), but that's not the point of this post.<br />
<br />
The point is, in the first page of the ZERO2D thread on the Smash boards, I've read something about solving ballance issues and such. Why not just making it easier for people, by adding ballance sets? People could just download several characters from several people, and some other person could create a ballance set file. However, each character also needs default ballance settings, so each individual character also has a separate file containing all the variables for the ballance set, meaning, if a character is missing from the set, it would automatically be added (however, not stored, since that would cause some minor inconveniences which I find hard to explain).<br />
<br />
To add to that, and this would also be a feature for my own game, you could stack ballance set files on top of each other. To say it simple, a set that is stacked on top of another set will overwrite all settings of the previous set, meaning that if a character would be missing from a ballance set, it could be complemented with data of another set.<br />
<br />
Now, to keep it simple for those who don't understand all that is written above, let me take you to a simple example. Let's say we have this character called Kung Fu Man. He would have at least the following constants:<br />
<br />
[kfm]<br />
char.weight=50<br />
char.jump.vertical=5<br />
char.atk.punch.neutral=2<br />
char.atk.punch.neutral.delay=10<br />
<br />
Now let's say somebody wants to edit certain settings to make him more ballanced. He doesn't need to change all variables, so he could just ignore certain variables (although an automated program would just automatically not include these variables):<br />
<br />
[kfm]<br />
char.weight=49<br />
char.atk.punch.neutral.delay=11<br />
<br />
So, with these variables, only the weight and the delay of his neutral punch would be altered.<br />
<br />
Now let's say we have another ballance set file, which changes more things, and adds a new character, Dantario's Suave Guy. Let's say the set looks like this:<br />
<br />
[kfm]<br />
char.jump.vertical=4<br />
char.atk.punch.neutral.delay=9<br />
<br />
[suaveguy::Dantario]<br />
char.jump.vertical=4<br />
char.atk.punch.neutral.delay=10<br />
<br />
Now, if you load both sets, it would depend on the loading order. Load the first set first and the second last, and the neutral punch delay would be 9 instead of 11. But regardless of the loading order, Dantario's Suave Guy (there's a :: in the tag, to determine that it only affects Dantario's version of Suave Guy) will always be loaded.<br />
<br />
Now this is an extremely simplified version, and I assume due to technical reasons named variables are really bothersome (unless the character coding would be done with something like Python or whatever), so I would just assume that ballance sets would work with array indices and stuff, but I do hope you'll get the point.<br />
<br />
Anyway, yeah.]]></description>
			<content:encoded><![CDATA[So, I've been a MUGEN stage creator for, like, a few years or so, but I also tried my hand at creating characters (I cancelled Homsar because asshats were nagging me about things I <span style="font-weight: bold;">should</span> add, most of these ideas being freaking retarded).<br />
<br />
But the one thing that bothered me about MUGEN are ballancing issues. To put it simple, no character in any game is ever ballanced (although Brawl- tries to fix that by overpowering every character to such a point that everything becomes ballanced <img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />, and yes, I dabbled in creating Brawl codes as well).<br />
<br />
So, I've got this idea for this game I one day want to create which would basically be a Smash Bros. like game with all characters owned by me or my bro (don't worry, it will be a full 3D game engine I'll be developing that's mainly for 2D platform games, and chances are that it wouldn't be created anyway, too many ideas for me to work out, including some 2D Monster Hunter like game which also makes use of the same engine and some game where every super power is basically useless), and I've thought about this idea very hard.<br />
<br />
Basically, my plan with that game was to make it DLC-compatible, while still keeping it tournament-friendly. The problem with DLC is that you'll need to reballance the game everytime you release a new DLC character, so, instead of just discarding the old data for each character, I had the bright idea of having ballance set files. Basically these ballance set files would store every constant variable for each character which would define things like movement speed, jump power, even the properties of their individual projectiles, meaning you can just load older ballance set files in case you don't want to mess up tournaments just because the ballance settings were changed in a later patch. Hell, it could even store variables for items, stages, even general ballance settings. Now I also had this idea for a tournament DLC pass (which would allow you to get all DLC characters and special tournament-legal stages, as well as a ballance set editor), but that's not the point of this post.<br />
<br />
The point is, in the first page of the ZERO2D thread on the Smash boards, I've read something about solving ballance issues and such. Why not just making it easier for people, by adding ballance sets? People could just download several characters from several people, and some other person could create a ballance set file. However, each character also needs default ballance settings, so each individual character also has a separate file containing all the variables for the ballance set, meaning, if a character is missing from the set, it would automatically be added (however, not stored, since that would cause some minor inconveniences which I find hard to explain).<br />
<br />
To add to that, and this would also be a feature for my own game, you could stack ballance set files on top of each other. To say it simple, a set that is stacked on top of another set will overwrite all settings of the previous set, meaning that if a character would be missing from a ballance set, it could be complemented with data of another set.<br />
<br />
Now, to keep it simple for those who don't understand all that is written above, let me take you to a simple example. Let's say we have this character called Kung Fu Man. He would have at least the following constants:<br />
<br />
[kfm]<br />
char.weight=50<br />
char.jump.vertical=5<br />
char.atk.punch.neutral=2<br />
char.atk.punch.neutral.delay=10<br />
<br />
Now let's say somebody wants to edit certain settings to make him more ballanced. He doesn't need to change all variables, so he could just ignore certain variables (although an automated program would just automatically not include these variables):<br />
<br />
[kfm]<br />
char.weight=49<br />
char.atk.punch.neutral.delay=11<br />
<br />
So, with these variables, only the weight and the delay of his neutral punch would be altered.<br />
<br />
Now let's say we have another ballance set file, which changes more things, and adds a new character, Dantario's Suave Guy. Let's say the set looks like this:<br />
<br />
[kfm]<br />
char.jump.vertical=4<br />
char.atk.punch.neutral.delay=9<br />
<br />
[suaveguy::Dantario]<br />
char.jump.vertical=4<br />
char.atk.punch.neutral.delay=10<br />
<br />
Now, if you load both sets, it would depend on the loading order. Load the first set first and the second last, and the neutral punch delay would be 9 instead of 11. But regardless of the loading order, Dantario's Suave Guy (there's a :: in the tag, to determine that it only affects Dantario's version of Suave Guy) will always be loaded.<br />
<br />
Now this is an extremely simplified version, and I assume due to technical reasons named variables are really bothersome (unless the character coding would be done with something like Python or whatever), so I would just assume that ballance sets would work with array indices and stuff, but I do hope you'll get the point.<br />
<br />
Anyway, yeah.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scaling knockback and damage to a 100% kill average]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=298</link>
			<pubDate>Mon, 07 Nov 2011 21:42:26 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=298</guid>
			<description><![CDATA[I think it would make the game much more accessible and would be much more sensible if the average attack killed at 100% instead of Melee's average of somewhere around 130-140%. This isn't only counting smash attacks, though; this would be the average of all attacks. That would mean that Marth's forward smash, instead of killing on average around 100%, would now kill at about 75%; Fox's up smash would change from a 90% kill to a 70% kill, etc. (these are purely estimations on my part and the reality could be anywhere from +/- 10% difference from what I'm guessing.) This would mean that both the knockback and damage formulae would be adjusted to compensate. Also, with this new percent scale in place, I think it would make sense to include one decimal place both in the formulae and shown on-screen: 0.0% to 999.9%.]]></description>
			<content:encoded><![CDATA[I think it would make the game much more accessible and would be much more sensible if the average attack killed at 100% instead of Melee's average of somewhere around 130-140%. This isn't only counting smash attacks, though; this would be the average of all attacks. That would mean that Marth's forward smash, instead of killing on average around 100%, would now kill at about 75%; Fox's up smash would change from a 90% kill to a 70% kill, etc. (these are purely estimations on my part and the reality could be anywhere from +/- 10% difference from what I'm guessing.) This would mean that both the knockback and damage formulae would be adjusted to compensate. Also, with this new percent scale in place, I think it would make sense to include one decimal place both in the formulae and shown on-screen: 0.0% to 999.9%.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Seriously. I don't want zero2d to die.]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=294</link>
			<pubDate>Mon, 01 Aug 2011 07:02:27 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=294</guid>
			<description><![CDATA[We have an amazing concept here (well, not too amazing since it's a combination of two things that have been done before - Smash and Mugen...) But still, if we could pull it off, it would be one of the most amazing fighters ever. The main problem we lack right now is lack of development. Mostly on the coding side (ahem... Buzz?) Until the engine reaches a stage in which we have a somewhat functioning build, there's really nothing to show for our efforts other than these forums, and that's something I don't want to see happen. We've put a lot (I don't know about you guys, but I'd say I've put a hell of a lot) of time into seriously thinking about how to make this game amazing. We have almost every idea and concept hammered out for how the game will physically work. We have the designers that are willing to put in the effort for character design, art, sound, and music, we have -everything- we need... except for coders. If anyone knows anyone even remotely good at programming, please, please, pretty please, reference them to this project. I'm going to try my best to get others on board. I'm sure Buzz is more than willing to let anyone and everyone work on the code at this point since he's busy with real life (and to this, I have only one retort, "no johns!").<br />
<br />
But seriously. I don't want this project to die. Smash is the greatest fighting game ever to exist. It's depth is so much larger than any other fighting game, and the metagame is so extremely technical that it's sad to see Sakurai take it in a direction that limits competitive play. We need to preserve this great concept. If not for others, then at least for us true, diehard fans.<br />
<br />
<blockquote><cite>Quote:</cite>I don't want to make any promises (aside from the massive one I've already made in committing to this project). Just know that I intend to focus on making a truly epic experience. I want the game to be fun, but I'm not aiming for Sakurai-style lulz factor. "Fun" should be a natural side effect of the game, not a manually inserted aspect (TRIPPING!).</blockquote>
]]></description>
			<content:encoded><![CDATA[We have an amazing concept here (well, not too amazing since it's a combination of two things that have been done before - Smash and Mugen...) But still, if we could pull it off, it would be one of the most amazing fighters ever. The main problem we lack right now is lack of development. Mostly on the coding side (ahem... Buzz?) Until the engine reaches a stage in which we have a somewhat functioning build, there's really nothing to show for our efforts other than these forums, and that's something I don't want to see happen. We've put a lot (I don't know about you guys, but I'd say I've put a hell of a lot) of time into seriously thinking about how to make this game amazing. We have almost every idea and concept hammered out for how the game will physically work. We have the designers that are willing to put in the effort for character design, art, sound, and music, we have -everything- we need... except for coders. If anyone knows anyone even remotely good at programming, please, please, pretty please, reference them to this project. I'm going to try my best to get others on board. I'm sure Buzz is more than willing to let anyone and everyone work on the code at this point since he's busy with real life (and to this, I have only one retort, "no johns!").<br />
<br />
But seriously. I don't want this project to die. Smash is the greatest fighting game ever to exist. It's depth is so much larger than any other fighting game, and the metagame is so extremely technical that it's sad to see Sakurai take it in a direction that limits competitive play. We need to preserve this great concept. If not for others, then at least for us true, diehard fans.<br />
<br />
<blockquote><cite>Quote:</cite>I don't want to make any promises (aside from the massive one I've already made in committing to this project). Just know that I intend to focus on making a truly epic experience. I want the game to be fun, but I'm not aiming for Sakurai-style lulz factor. "Fun" should be a natural side effect of the game, not a manually inserted aspect (TRIPPING!).</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Veldt Runner]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=293</link>
			<pubDate>Mon, 18 Jul 2011 18:35:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=293</guid>
			<description><![CDATA[Veldt Runner<br />
Mage<br />
Country: USA<br />
Power: Lycanthropy, Lunar Magic (when in Werewolf form)<br />
Weapon: Bow and Arrow, Tomahawk, Claws<br />
<br />
Appearance:<br />
Veldt Runner (VR for short now) is a Native American from the tribe of the Crescent Claws. These proud warriors carry the totem of the wolf inside of their souls, and myths have it that their shamans are able to actually transform into wolves. VR, coincidentally, is such a shaman, and coincidentally, is able to transform into a werewolf.<br />
In his human form, VR is a well-trained and tall Native American, but not dressed in traditional clothes. Instead, VR only wears a pair of jeans, feet and torso are unclothed. He also has a bandanna with two eagle feathers, and a necklace with several sharp animal teeth. His hair is dark brown.<br />
When in werewolf form, VR obviously is, well, a werewolf. He has fur in the same color of his hair, is way more bulky and has big paws with big claws. Rawr. His pants are ripped in Hulk-style, though his headband and necklace are unscathed from this.<br />
If VR changes back to human, his pants magically are fixed again. That's shamanism to ya.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET HUMAN FORM<br />
<br />
Jab: A karate jab forward. This one is very quick and can be repeated infinitely.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: A jumping dropkick.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Shoulder bash, this causes VR to slide forward a little.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: Headbutt aimed upwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: A quick punch directly forward while kneeling.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Using his tomahawk, VR slashes forward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: VR throws up his tomahawk, causing a spinning weapon as hitbox that lingers for a moment, while he can move again.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: VR stomps onto the ground, the ground around him shaking.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: The shaman sticks out both of his fists and spins around.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: He slashes his tomahawk vertically forward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special property: Spike.<br />
<br />
Back Aerial: He slashes his tomahawk horizontally back.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: He slashes his tomahawk above his head.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: He kicks directly downwards (reminiscent of Ganon's down aerial).<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Enchantment<br />
VR gets out his tomahawk and starts concentrating on it, with both glowing in a slight aura. It takes a few seconds, but after finishing, the next tomahawk move that VR performs will have the attack deal significantly more damage and knockback.<br />
<br />
Side Special: Direct Shot<br />
The shaman gets out his bow and aims forward. The further this move is charged, the further the arrow goes, which eventually will go into an down arc and fall to the ground.<br />
<br />
Up Special: Roped Shot<br />
Using an arrow with a rope attached to it, VR shoots it diagonally upward. It will go into a ballistic arc, so if it falls onto the floor or somesuch, it will still attach. VR is immediately moved along the rope to where the arrow landed, however he can be knocked out of this. This also will not put him into freefall.<br />
<br />
Down Special: Full Moon<br />
This changes VR into werewolf form. He does some "werewolf is howling stance" and such.<br />
<br />
Grab: VR uses a lasso, significantly heightening his throw range. But it suffers from insane lag if missed cause he has to actually pull it back.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: If he misses, he just stops running and pulls back his lasso.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Punch on top of the head, kinda looks like he is hammering the victim.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: He throws the victim diagonally upwards, pulls out his bow and shoots them.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: This: <a href="http://www.youtube.com/watch?v=5TjDH0a0xBQ" target="_blank">http://www.youtube.com/watch?v=5TjDH0a0xBQ</a><br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: He attaches an arrow to the throwee, pulls out his bow and shoots both of them upwards.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: He puts the enemy on the ground, buttslams on top of him before getting up again.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
<br />
<blockquote><cite>Quote:</cite>MOVESET WEREWOLF FORM<br />
<br />
Jab 1: Claw slash right paw.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Jab 2: Claw slash left paw, woo.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: VR leaps forward and rolls a small distance when landing, then standing up. Pounce!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: He chomps forward. Yikes!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: VR sweeps a claw right above himself.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: Another biting attack - bad puppy!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Engulfing his claws with a shining blue glow, he slashes both of them forward at a time.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: Turning so his front faces the player while doing the cool "werewolf spreads arms and howls"-pose, he actually spits a ball of blue light up that travels the further the move is charged, and then explodes.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: Quickly kneeling down, VR sweeps the floor with his claws, first in front of him, then turning around and doing the same to his back. These claws are engulfed in blue light again.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: The werewolf curls up into a ball of doom, swirling around a bit - similar to Wolf's NAir in Brawl.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: VR, with his body engulfed in a blue aura, shoulder charges forward in mid-air.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Back Aerial: His tail suddenly becomes a whip of blue light, which he lashes backwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: A midair backflip as we all love it. No shiny this time though.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: Flipping his face right downwards, VR performs a divejump, engulfing himself into his blue aura again, essentially becoming a spear of death.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special property: Spike.<br />
<br />
Neutral Special: Wolf's Howl<br />
VR breaks out in a spine-chilling howl, which causes his immediate area to wrap in wavy circles (soundwaves, pretty much). Anyone entering that zone will be stunned.<br />
<br />
Side Special: Crescent Sickle<br />
The werewolf throws a crescent-shaped blade of blue light forward. It has infinite range but will disappear after hitting an obstacle. He can have out 3 of these at a time.<br />
<br />
Up Special: Lunar Sphere<br />
Similarly to his NAir, VR curls up into a ball, but this time his body glows blue. This will allow the player to move the werewolf into any direction he wants him to (even down). This will cover an average distance for a recovery. The entire body is a hitbox, but has low priority.<br />
<br />
Down Special: New Moon<br />
Doing the same stance as in his human form, VR changes back to exactly that.<br />
<br />
Grab: Sweeping his claw forward.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: He does a similar leap as in his Dash Attack. If missed, he lands and rolls again, if he lands his attack, he actually grabs instead of knocking the enemy away.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Nomnomnom.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: He slams them right into the ground in front of him.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: He grabs the opponent by the ankles and does a spin before tossing them backwards.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: He turns his front towards the player and simply throws the enemy up.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: He drops the victim and plants a small blue light sphere onto their body which will explode after a few seconds.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
]]></description>
			<content:encoded><![CDATA[Veldt Runner<br />
Mage<br />
Country: USA<br />
Power: Lycanthropy, Lunar Magic (when in Werewolf form)<br />
Weapon: Bow and Arrow, Tomahawk, Claws<br />
<br />
Appearance:<br />
Veldt Runner (VR for short now) is a Native American from the tribe of the Crescent Claws. These proud warriors carry the totem of the wolf inside of their souls, and myths have it that their shamans are able to actually transform into wolves. VR, coincidentally, is such a shaman, and coincidentally, is able to transform into a werewolf.<br />
In his human form, VR is a well-trained and tall Native American, but not dressed in traditional clothes. Instead, VR only wears a pair of jeans, feet and torso are unclothed. He also has a bandanna with two eagle feathers, and a necklace with several sharp animal teeth. His hair is dark brown.<br />
When in werewolf form, VR obviously is, well, a werewolf. He has fur in the same color of his hair, is way more bulky and has big paws with big claws. Rawr. His pants are ripped in Hulk-style, though his headband and necklace are unscathed from this.<br />
If VR changes back to human, his pants magically are fixed again. That's shamanism to ya.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET HUMAN FORM<br />
<br />
Jab: A karate jab forward. This one is very quick and can be repeated infinitely.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: A jumping dropkick.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Shoulder bash, this causes VR to slide forward a little.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: Headbutt aimed upwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: A quick punch directly forward while kneeling.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Using his tomahawk, VR slashes forward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: VR throws up his tomahawk, causing a spinning weapon as hitbox that lingers for a moment, while he can move again.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: VR stomps onto the ground, the ground around him shaking.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: The shaman sticks out both of his fists and spins around.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: He slashes his tomahawk vertically forward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special property: Spike.<br />
<br />
Back Aerial: He slashes his tomahawk horizontally back.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: He slashes his tomahawk above his head.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: He kicks directly downwards (reminiscent of Ganon's down aerial).<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Enchantment<br />
VR gets out his tomahawk and starts concentrating on it, with both glowing in a slight aura. It takes a few seconds, but after finishing, the next tomahawk move that VR performs will have the attack deal significantly more damage and knockback.<br />
<br />
Side Special: Direct Shot<br />
The shaman gets out his bow and aims forward. The further this move is charged, the further the arrow goes, which eventually will go into an down arc and fall to the ground.<br />
<br />
Up Special: Roped Shot<br />
Using an arrow with a rope attached to it, VR shoots it diagonally upward. It will go into a ballistic arc, so if it falls onto the floor or somesuch, it will still attach. VR is immediately moved along the rope to where the arrow landed, however he can be knocked out of this. This also will not put him into freefall.<br />
<br />
Down Special: Full Moon<br />
This changes VR into werewolf form. He does some "werewolf is howling stance" and such.<br />
<br />
Grab: VR uses a lasso, significantly heightening his throw range. But it suffers from insane lag if missed cause he has to actually pull it back.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: If he misses, he just stops running and pulls back his lasso.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Punch on top of the head, kinda looks like he is hammering the victim.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: He throws the victim diagonally upwards, pulls out his bow and shoots them.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: This: <a href="http://www.youtube.com/watch?v=5TjDH0a0xBQ" target="_blank">http://www.youtube.com/watch?v=5TjDH0a0xBQ</a><br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: He attaches an arrow to the throwee, pulls out his bow and shoots both of them upwards.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: He puts the enemy on the ground, buttslams on top of him before getting up again.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
<br />
<blockquote><cite>Quote:</cite>MOVESET WEREWOLF FORM<br />
<br />
Jab 1: Claw slash right paw.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Jab 2: Claw slash left paw, woo.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: VR leaps forward and rolls a small distance when landing, then standing up. Pounce!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: He chomps forward. Yikes!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: VR sweeps a claw right above himself.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: Another biting attack - bad puppy!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Engulfing his claws with a shining blue glow, he slashes both of them forward at a time.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: Turning so his front faces the player while doing the cool "werewolf spreads arms and howls"-pose, he actually spits a ball of blue light up that travels the further the move is charged, and then explodes.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: Quickly kneeling down, VR sweeps the floor with his claws, first in front of him, then turning around and doing the same to his back. These claws are engulfed in blue light again.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: The werewolf curls up into a ball of doom, swirling around a bit - similar to Wolf's NAir in Brawl.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: VR, with his body engulfed in a blue aura, shoulder charges forward in mid-air.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Back Aerial: His tail suddenly becomes a whip of blue light, which he lashes backwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: A midair backflip as we all love it. No shiny this time though.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: Flipping his face right downwards, VR performs a divejump, engulfing himself into his blue aura again, essentially becoming a spear of death.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special property: Spike.<br />
<br />
Neutral Special: Wolf's Howl<br />
VR breaks out in a spine-chilling howl, which causes his immediate area to wrap in wavy circles (soundwaves, pretty much). Anyone entering that zone will be stunned.<br />
<br />
Side Special: Crescent Sickle<br />
The werewolf throws a crescent-shaped blade of blue light forward. It has infinite range but will disappear after hitting an obstacle. He can have out 3 of these at a time.<br />
<br />
Up Special: Lunar Sphere<br />
Similarly to his NAir, VR curls up into a ball, but this time his body glows blue. This will allow the player to move the werewolf into any direction he wants him to (even down). This will cover an average distance for a recovery. The entire body is a hitbox, but has low priority.<br />
<br />
Down Special: New Moon<br />
Doing the same stance as in his human form, VR changes back to exactly that.<br />
<br />
Grab: Sweeping his claw forward.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: He does a similar leap as in his Dash Attack. If missed, he lands and rolls again, if he lands his attack, he actually grabs instead of knocking the enemy away.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Nomnomnom.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: He slams them right into the ground in front of him.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: He grabs the opponent by the ankles and does a spin before tossing them backwards.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: He turns his front towards the player and simply throws the enemy up.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: He drops the victim and plants a small blue light sphere onto their body which will explode after a few seconds.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Anna]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=292</link>
			<pubDate>Sun, 17 Jul 2011 10:52:18 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=292</guid>
			<description><![CDATA[Anna<br />
Human<br />
Country: Poland<br />
Weapon: Wrestling<br />
<br />
Appearance:<br />
Anna hails from Poland. She's quite a butch, almost masculine, woman who has built a lot of muscle, and she wears her brown hair shoulder long. She wears one of these spandex body suits for females (think of She-Hulk in MvC3), and of course her big wrestling champion's belt. She also prefers wearing sneakers.<br />
No artwork available yet.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET<br />
<br />
Jab 1: Anna jabs forward with her elbow.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Jab 2: The second hit has her moving the arm upwards to make an additional punch.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: Bodycheck! Get dat shoulder into dat face!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Sparta kick (aka Big Boot), hells yea.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: She throws a punch, fist directly upwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: While crouching, Anna kicks her leg forwards quickly.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Double axe handle, hells yea.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: Anna performs a handstand, kicking directly up.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: The wrestler does the splits, kinda like Fox in Brawl.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: Anna does a big splash body attack with pretty much her entire torso becoming a hitbox.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: Dropkick to dat face, dayum.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Back Aerial: Spinning Heel Kick performed backwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: Facing the screen, she does a backflip, kicking upwards (might remind you of Fox again, lul).<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: She does a senton bomb, which will cause her to fastfall during the move.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Grabby Hands<br />
This will cause Anna to make a slight jump upwards, attempting to grab above her. The move must connect to the hurtbox of the opponent, she will not grab disjointed hitboxes. If the hitbox is jointed, Anna beats it.<br />
When using it one the ground or very close to it, Anna lands with the enemy and she is holding them in a grab. If she uses it in mid-air, she will do a spinning piledriver instead.<br />
This move can be done once to boost Anna's recovery, adding a small third jump to it.<br />
<br />
Side Special: Asian Mist<br />
Anna spits a small cloud of color right in front of her. If an opponent is hit, they take very slight damage and are stunned for a few moments, allowing Anna to follow up with something else.<br />
<br />
Up Special: Polish Missile<br />
Anna does an additional jump that can be slightly aimed and goes directly upwards if it isn't. During this move, her entire body is a hitbox and has very high priority. If she connects from the first moment the move starts, she can score up to 3 hits with this attack.<br />
<br />
Down Special: Chair Assault<br />
Out of nowhere, the wrestles pulls out a folding chair, which she can use as battering weapon. This will of course limit her moveset. She can drop the chair and pick it up again. She automatically loses it if she gets hit too much, as well. An opponent can pick up the chair too, so beware.<br />
<br />
Grab: Bearhug grab.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: Another bearhug grab, if she misses it, she'll quickly stop but hug herself for a moment.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Headbutt, hells yea. Forehead to dat face!<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: Anna grabs the ankle of the opponent, spinning them above her head and then tossing them forward.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: Jumping up slightly, Anna performs a backflip and then crashes onto the ground with both bodies, causing the enemy to fly backwards quite a bit.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: Anna releases the surprised enemy, then uppercuts them so they fly straight up. Ouchie.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: Tossing the directly opponent down, Anna performs a stomp kick before jumping away just a tad bit.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
]]></description>
			<content:encoded><![CDATA[Anna<br />
Human<br />
Country: Poland<br />
Weapon: Wrestling<br />
<br />
Appearance:<br />
Anna hails from Poland. She's quite a butch, almost masculine, woman who has built a lot of muscle, and she wears her brown hair shoulder long. She wears one of these spandex body suits for females (think of She-Hulk in MvC3), and of course her big wrestling champion's belt. She also prefers wearing sneakers.<br />
No artwork available yet.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET<br />
<br />
Jab 1: Anna jabs forward with her elbow.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Jab 2: The second hit has her moving the arm upwards to make an additional punch.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: Bodycheck! Get dat shoulder into dat face!<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Sparta kick (aka Big Boot), hells yea.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: She throws a punch, fist directly upwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: While crouching, Anna kicks her leg forwards quickly.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: Double axe handle, hells yea.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: Anna performs a handstand, kicking directly up.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: The wrestler does the splits, kinda like Fox in Brawl.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
<br />
Neutral Aerial: Anna does a big splash body attack with pretty much her entire torso becoming a hitbox.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: Dropkick to dat face, dayum.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Back Aerial: Spinning Heel Kick performed backwards.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: Facing the screen, she does a backflip, kicking upwards (might remind you of Fox again, lul).<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: She does a senton bomb, which will cause her to fastfall during the move.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Grabby Hands<br />
This will cause Anna to make a slight jump upwards, attempting to grab above her. The move must connect to the hurtbox of the opponent, she will not grab disjointed hitboxes. If the hitbox is jointed, Anna beats it.<br />
When using it one the ground or very close to it, Anna lands with the enemy and she is holding them in a grab. If she uses it in mid-air, she will do a spinning piledriver instead.<br />
This move can be done once to boost Anna's recovery, adding a small third jump to it.<br />
<br />
Side Special: Asian Mist<br />
Anna spits a small cloud of color right in front of her. If an opponent is hit, they take very slight damage and are stunned for a few moments, allowing Anna to follow up with something else.<br />
<br />
Up Special: Polish Missile<br />
Anna does an additional jump that can be slightly aimed and goes directly upwards if it isn't. During this move, her entire body is a hitbox and has very high priority. If she connects from the first moment the move starts, she can score up to 3 hits with this attack.<br />
<br />
Down Special: Chair Assault<br />
Out of nowhere, the wrestles pulls out a folding chair, which she can use as battering weapon. This will of course limit her moveset. She can drop the chair and pick it up again. She automatically loses it if she gets hit too much, as well. An opponent can pick up the chair too, so beware.<br />
<br />
Grab: Bearhug grab.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: Another bearhug grab, if she misses it, she'll quickly stop but hug herself for a moment.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Headbutt, hells yea. Forehead to dat face!<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: Anna grabs the ankle of the opponent, spinning them above her head and then tossing them forward.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: Jumping up slightly, Anna performs a backflip and then crashes onto the ground with both bodies, causing the enemy to fly backwards quite a bit.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: Anna releases the surprised enemy, then uppercuts them so they fly straight up. Ouchie.<br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: Tossing the directly opponent down, Anna performs a stomp kick before jumping away just a tad bit.<br />
Speed: <br />
Damage: <br />
Knockback:</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Analog aerial tilt attacks (concept)]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=291</link>
			<pubDate>Fri, 15 Jul 2011 07:59:30 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=291</guid>
			<description><![CDATA[I know it will be theoretically possible with LUA, but I want to raise the idea for discussion on how it might affect metagame and whether or not it would be a good idea to implement.<br />
<br />
Aerial tilts would be variable depending on the rate of tilt when the attack button is pressed, and will (in this case) always result in the normal smash aerial attack animation. What will change is damage (and stun) and knockback. However, damage will scale at a higher rate than knockback (I'd say at a rate of 2:1 or 3:1) to prevent racking up damage in longer combos. The total knockback reduction for a single unit tilt compared to a smash shouldn't be outrageously big, as this might confuse players, but I was thinking something like a 50% decrease in total knockback (after total knockback is calculated) for a single unit tilt, with a smash being 100%. This would mean that a single unit tilt will have damage of at least %16 and at most %25.<br />
<br />
This could be catered to only be applicable to certain attacks, of course, but I'm wondering about it's pros/cons on a global scale, as if every aerial attack had this function.]]></description>
			<content:encoded><![CDATA[I know it will be theoretically possible with LUA, but I want to raise the idea for discussion on how it might affect metagame and whether or not it would be a good idea to implement.<br />
<br />
Aerial tilts would be variable depending on the rate of tilt when the attack button is pressed, and will (in this case) always result in the normal smash aerial attack animation. What will change is damage (and stun) and knockback. However, damage will scale at a higher rate than knockback (I'd say at a rate of 2:1 or 3:1) to prevent racking up damage in longer combos. The total knockback reduction for a single unit tilt compared to a smash shouldn't be outrageously big, as this might confuse players, but I was thinking something like a 50% decrease in total knockback (after total knockback is calculated) for a single unit tilt, with a smash being 100%. This would mean that a single unit tilt will have damage of at least %16 and at most %25.<br />
<br />
This could be catered to only be applicable to certain attacks, of course, but I'm wondering about it's pros/cons on a global scale, as if every aerial attack had this function.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How do/should variable/changing hitboxes work?]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=290</link>
			<pubDate>Fri, 15 Jul 2011 07:48:11 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=290</guid>
			<description><![CDATA[ie a single hitbox that has multiple phases, such as a strong and short initial hit and a weak and longer decay phase (like most neutral airs/sex kicks).<br />
<br />
I don't know the exact mechanics on it in Smash, but I'm going to venture a guess and say there's a variable in each attack that determines how many frames until the attack data changes. If the variable is set to 0, the attack data doesn't change (one attack that has the same properties the entire time it's out). If the variable is set to any positive number, that number will represent frametime until the second set of attack data is applied. If so, a second set of attack data must be included. If any variable is left out for the secondary set of data, it will default that variable to the primary set's. If we go this route, I don't see why we couldn't allow for an infinite amount of sets of attack data to be used for an attack.<br />
<br />
Also, and extremely important not to overlook this, attacks with multiple phases must never be registered as multiple hitboxes. It is always only one continuous hitbox.]]></description>
			<content:encoded><![CDATA[ie a single hitbox that has multiple phases, such as a strong and short initial hit and a weak and longer decay phase (like most neutral airs/sex kicks).<br />
<br />
I don't know the exact mechanics on it in Smash, but I'm going to venture a guess and say there's a variable in each attack that determines how many frames until the attack data changes. If the variable is set to 0, the attack data doesn't change (one attack that has the same properties the entire time it's out). If the variable is set to any positive number, that number will represent frametime until the second set of attack data is applied. If so, a second set of attack data must be included. If any variable is left out for the secondary set of data, it will default that variable to the primary set's. If we go this route, I don't see why we couldn't allow for an infinite amount of sets of attack data to be used for an attack.<br />
<br />
Also, and extremely important not to overlook this, attacks with multiple phases must never be registered as multiple hitboxes. It is always only one continuous hitbox.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A subtle Smash mechanism never really discussed: auto-orientation]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=289</link>
			<pubDate>Wed, 13 Jul 2011 15:51:23 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=289</guid>
			<description><![CDATA[Ever notice how in the Smash series when you are hit from behind you will automatically change orientation and face the direction of the attack? It's a very subtle, universal mechanism of combat in Smash, but it has profound implications on the metagame. I don't know if this action has a term for it yet, so I'm just going to call it auto-orientation for now.<br />
<br />
Recovery: First off, and most importantly, when you're turned to face your opponent as you're sent off-stage from an attack, you will be facing towards the stage (in the majority of cases, excluding messed up hitboxes like Falco's forward smash and rare situations like getting stagespiked). If this mechanism didn't exist and you were hit off-stage while facing away from the stage you would have to recover while facing backwards (unless you have the ability to turn around with your air jumps and/or have an attack that will turn you around).<br />
<br />
The only reason why this might not matter so much is that around 90% of situations in which a player is recovering they will use some sort of orientation modifying attack, whether it be a normal aerial (uncommon), a downward special for increasing distance traveled (uncommon), a double jump that permits changing direction (slightly common), a horizontal special for preserving/changing momentum (common), or a recovery special for getting to the ledge/returning to the stage (very common). No matter what the situation, chances are more than likely that you will have the option and ability to turn around to face the stage during your recovery. In Brawl this would be even less of a concern considering you can grab the ledge while facing away from it so long as you are in a state that permits grabbing a ledge. <br />
<br />
The only real problem with recovery after the above is taken into consideration would be the inability to tether if you're unable to safely reorient yourself toward the stage, though this could be easily fixed by giving a tether character the ability to change orientation during a tether by inputting a direction so many frames before and/or after the tether starts. Though, if we were to go this route, it would drastically improve all tether characters' edgeguarding abilities by allowing them to chase an opponent further off the stage in any direction than could be done before and still be able to safely and consistently get back to the stage.<br />
<br />
Now, after all the above is taken into consideration, the only major problem remaining would be that while facing backwards, on average, most characters' aerials lose most of their usefulness. This brings me to my next point:<br />
<br />
The good majority of characters' attacks are "forward facing"; more of the hitbox extends in front of the character than behind. The very few exceptions to this rule are back airs and a select few other attacks. The most important of your attacks (in the case of punishing, combo breaking, and counter attacking) are the quickest ones, with longer range being a major plus. I think it goes without saying that any given character will statistically have his attack with the fastest startup time (or the attack with best startup time to range ratio) being forward facing.<br />
<br />
Combo breaking: Any time you are hit by a non-projectile attack and are not sent further than the range between your attack hitboxes and the enemy, you have the potential to combo break. Combo breaking can occur when your hitstun time is less than the minimum possible time the enemy can get another attack hitbox out (also called frame advantage). After you're hit, you will be oriented to face the opponent. Assuming you're still airborne, it will not be uncommon for the opponent to try to follow up the previous attack with another. If you have frame advantage on your fastest attack, you can break the combo by inputting the attack as soon as you recover from hitstun. I'm not 100% certain on this but I believe the fastest aerial attacks, on average, are neutral airs and the fastest ground normals are jabs. I don't know if this is intentional, but it seems like having your fastest attacks (at least for combo breaking) as your neutral normals would benefit players in that they won't accidentally input any other motions such as DI, fastfall, jump, etc, that could potentially make the situation worse. Without auto-orientation, this type of combo breaking would be severely diminished, if not non-existent.<br />
<br />
SDIing out of a multiple hit attack (like a AAA jab) will either put you into standing neutral or into airborne neutral, in which both situations it will benefit you to be facing the enemy. Though being in standing neutral facing away from the enemy you can still use any move in either direction through use of pivots, it would be much easier and more accessible if you had all of your options available immediately.<br />
<br />
What's true for auto-orientation in terms of combo breaking and escaping a AAA jab is also true for any other situation in which you would want to immediately attack the enemy without taking the time to manually change your orientation.<br />
<br />
A situation in which auto-orientation could be detrimental would be Ness/Lucas hitting you from the opposite side with his PK Thunder while you're recovering so you are oriented away from the ledge.<br />
<br />
Auto-orientation is also beneficial for when a AAA jab attacks (or any other no or low knockback and stun attacks) is used as an edgeguard; it will always result in you being able to grab the ledge. I don't know if this is true for getting hit by the inside of Sheik's forward special chain or any other similar attack, however.<br />
<br />
EDIT: Also note that in a match with more than two players if a character is in a grab, any attack on that character from another character will not cause the grabbed character to auto-orient (A grabs B, C attacks B, B will not auto-orient).<br />
<br />
With all that stated, can anyone think of any other pros/cons to either using or not using auto-orientation? Are there other alternatives besides simply forcing it and not forcing it? Perhaps there could be a manual controller input that would tell the game not to auto-orient you that would be input the same time DI is? Perhaps you could have c-stick down pressed during hitlag to bypass orientation, or maybe we could even go as far as to allow for a player to be able to orient themselves facing away from the hit (if initially facing towards) if they so wanted to.]]></description>
			<content:encoded><![CDATA[Ever notice how in the Smash series when you are hit from behind you will automatically change orientation and face the direction of the attack? It's a very subtle, universal mechanism of combat in Smash, but it has profound implications on the metagame. I don't know if this action has a term for it yet, so I'm just going to call it auto-orientation for now.<br />
<br />
Recovery: First off, and most importantly, when you're turned to face your opponent as you're sent off-stage from an attack, you will be facing towards the stage (in the majority of cases, excluding messed up hitboxes like Falco's forward smash and rare situations like getting stagespiked). If this mechanism didn't exist and you were hit off-stage while facing away from the stage you would have to recover while facing backwards (unless you have the ability to turn around with your air jumps and/or have an attack that will turn you around).<br />
<br />
The only reason why this might not matter so much is that around 90% of situations in which a player is recovering they will use some sort of orientation modifying attack, whether it be a normal aerial (uncommon), a downward special for increasing distance traveled (uncommon), a double jump that permits changing direction (slightly common), a horizontal special for preserving/changing momentum (common), or a recovery special for getting to the ledge/returning to the stage (very common). No matter what the situation, chances are more than likely that you will have the option and ability to turn around to face the stage during your recovery. In Brawl this would be even less of a concern considering you can grab the ledge while facing away from it so long as you are in a state that permits grabbing a ledge. <br />
<br />
The only real problem with recovery after the above is taken into consideration would be the inability to tether if you're unable to safely reorient yourself toward the stage, though this could be easily fixed by giving a tether character the ability to change orientation during a tether by inputting a direction so many frames before and/or after the tether starts. Though, if we were to go this route, it would drastically improve all tether characters' edgeguarding abilities by allowing them to chase an opponent further off the stage in any direction than could be done before and still be able to safely and consistently get back to the stage.<br />
<br />
Now, after all the above is taken into consideration, the only major problem remaining would be that while facing backwards, on average, most characters' aerials lose most of their usefulness. This brings me to my next point:<br />
<br />
The good majority of characters' attacks are "forward facing"; more of the hitbox extends in front of the character than behind. The very few exceptions to this rule are back airs and a select few other attacks. The most important of your attacks (in the case of punishing, combo breaking, and counter attacking) are the quickest ones, with longer range being a major plus. I think it goes without saying that any given character will statistically have his attack with the fastest startup time (or the attack with best startup time to range ratio) being forward facing.<br />
<br />
Combo breaking: Any time you are hit by a non-projectile attack and are not sent further than the range between your attack hitboxes and the enemy, you have the potential to combo break. Combo breaking can occur when your hitstun time is less than the minimum possible time the enemy can get another attack hitbox out (also called frame advantage). After you're hit, you will be oriented to face the opponent. Assuming you're still airborne, it will not be uncommon for the opponent to try to follow up the previous attack with another. If you have frame advantage on your fastest attack, you can break the combo by inputting the attack as soon as you recover from hitstun. I'm not 100% certain on this but I believe the fastest aerial attacks, on average, are neutral airs and the fastest ground normals are jabs. I don't know if this is intentional, but it seems like having your fastest attacks (at least for combo breaking) as your neutral normals would benefit players in that they won't accidentally input any other motions such as DI, fastfall, jump, etc, that could potentially make the situation worse. Without auto-orientation, this type of combo breaking would be severely diminished, if not non-existent.<br />
<br />
SDIing out of a multiple hit attack (like a AAA jab) will either put you into standing neutral or into airborne neutral, in which both situations it will benefit you to be facing the enemy. Though being in standing neutral facing away from the enemy you can still use any move in either direction through use of pivots, it would be much easier and more accessible if you had all of your options available immediately.<br />
<br />
What's true for auto-orientation in terms of combo breaking and escaping a AAA jab is also true for any other situation in which you would want to immediately attack the enemy without taking the time to manually change your orientation.<br />
<br />
A situation in which auto-orientation could be detrimental would be Ness/Lucas hitting you from the opposite side with his PK Thunder while you're recovering so you are oriented away from the ledge.<br />
<br />
Auto-orientation is also beneficial for when a AAA jab attacks (or any other no or low knockback and stun attacks) is used as an edgeguard; it will always result in you being able to grab the ledge. I don't know if this is true for getting hit by the inside of Sheik's forward special chain or any other similar attack, however.<br />
<br />
EDIT: Also note that in a match with more than two players if a character is in a grab, any attack on that character from another character will not cause the grabbed character to auto-orient (A grabs B, C attacks B, B will not auto-orient).<br />
<br />
With all that stated, can anyone think of any other pros/cons to either using or not using auto-orientation? Are there other alternatives besides simply forcing it and not forcing it? Perhaps there could be a manual controller input that would tell the game not to auto-orient you that would be input the same time DI is? Perhaps you could have c-stick down pressed during hitlag to bypass orientation, or maybe we could even go as far as to allow for a player to be able to orient themselves facing away from the hit (if initially facing towards) if they so wanted to.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Random musings on priority]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=288</link>
			<pubDate>Mon, 11 Jul 2011 03:47:39 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=288</guid>
			<description><![CDATA[Do we want a priority variable for each attack, or would you rather have it done like the Smash series where priority is a function of mechanics of damage, range, and disjointedness?<br />
<br />
I personally think that if we were to implement priority, that it would only be called for in a last result, when things would otherwise clank/cancel eachother out (when the damage, range, and disjointedness are the same). However, if two things at this point have the same priority, they'll clank anyway.<br />
<br />
On the other hand, grabs always out-prioritize attacks. Do/should command grabs work the same way? What about tether grabs? How will projectile priority work?]]></description>
			<content:encoded><![CDATA[Do we want a priority variable for each attack, or would you rather have it done like the Smash series where priority is a function of mechanics of damage, range, and disjointedness?<br />
<br />
I personally think that if we were to implement priority, that it would only be called for in a last result, when things would otherwise clank/cancel eachother out (when the damage, range, and disjointedness are the same). However, if two things at this point have the same priority, they'll clank anyway.<br />
<br />
On the other hand, grabs always out-prioritize attacks. Do/should command grabs work the same way? What about tether grabs? How will projectile priority work?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I own a house. :3]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=284</link>
			<pubDate>Sun, 03 Jul 2011 20:47:21 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=284</guid>
			<description><![CDATA[I just moved into a house. I deleted lots of bots. I installed security questions. I am working on Zero2D. Nuff said.]]></description>
			<content:encoded><![CDATA[I just moved into a house. I deleted lots of bots. I installed security questions. I am working on Zero2D. Nuff said.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tag team mode!]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=182</link>
			<pubDate>Thu, 09 Jun 2011 21:53:55 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=182</guid>
			<description><![CDATA[Like Marvel vs Capcom! Except I'd say only two characters instead of three, and different assist types. And of course you can switch back and forth.]]></description>
			<content:encoded><![CDATA[Like Marvel vs Capcom! Except I'd say only two characters instead of three, and different assist types. And of course you can switch back and forth.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[We need more...]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=179</link>
			<pubDate>Mon, 06 Jun 2011 03:19:59 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=179</guid>
			<description><![CDATA[updates! Of all kinds! Especially engine updates from Buzz. I have a few artist friends interested when there's something to show for our work.]]></description>
			<content:encoded><![CDATA[updates! Of all kinds! Especially engine updates from Buzz. I have a few artist friends interested when there's something to show for our work.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Victoria]]></title>
			<link>http://www.zero2d.com/community/showthread.php?tid=162</link>
			<pubDate>Mon, 02 May 2011 20:12:02 +0000</pubDate>
			<guid isPermaLink="false">http://www.zero2d.com/community/showthread.php?tid=162</guid>
			<description><![CDATA[Victoria<br />
Human<br />
Country: Belgium<br />
Weapon: Martial arts, <a href="http://www.whitehallgardens.com/images/poker3.gif" target="_blank">fire poker</a><br />
<br />
Appearance:<br />
Victoria is a slim yet trained girl with blonde hair and grey eyes. She wears a black catsuit with 2 stripes running diagonally across the upper body of hers (pretty much showcasing the Belgian flag, so the upper one is golden, the lower one red). Additionally, she's in high heels and gloves. Her fire hook is golden. Yea, she's quite literally hot.<br />
No artwork available yet.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET<br />
Still a bit of a draft, but you'll get the idea.<br />
<br />
Jab: Victoria pops her knee forward. This is her only jab.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: Similar to Zero Suit Samus' Dash Attack, she leaps forward, kicking her foot out.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Simply stabs forward with her poker.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: She raises one of her legs right above and swoops it downward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: Basic sweep kick.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: She slashes the poker in front of her, vertically down, while holding it in one hand, so kinda like Marth's FSmash.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: She does a backflip, with her feet becoming a hitbox of destruction, uh oh.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: Victoria swings her hook horizontally while crouching.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Special Property: Trips.<br />
<br />
Neutral Aerial: She spins around horizontally, her poker out to deal damage.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: Victoria slashes forward her hook.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special Property: Spike.<br />
<br />
Back Aerial: She kicks both of her legs backward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: Aerial backflip kinda like her USmash, just less lethal.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: Dive kick, don't do it above a pit! &lt;3<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Hookerang<br />
Victoria throws her fire poker into the direction she is facing, which will be a rotating blade of gold. After flying a set distance, it will return to her like a boomerang, dealing damage on its way back. If Victoria uses any move needing her poker, it will immediately cancel the projectile, allowing her to do whatever move she was using her weapon for.<br />
<br />
Side Special: Leaping Crush<br />
She does a small somersault, legs first, and if an enemy is near, latches onto them. This is a command grab. If the player pulls left or right, she will throw them into that direction (not very good distance), if the player presses A or B, she will punch the victim in the face and do some damage, then releasing the opponent into a short stun.<br />
<br />
Up Special: Grappling Hook<br />
Victoria tosses up a golden grappling hook and throws it right above. It will swing not only right above its shot but slightly outward as well.<br />
This is a tether recovery.<br />
When used outside of recovery purposes, this is able to latch onto foes and pull them down a bit.<br />
<br />
Down Special: Poker Face<br />
Counter, but in a slightly special way. Instead of hitting back, upon being hit, Victoria will automatically grab the opponent.<br />
<br />
Grab: Instead of her hand, Victoria uses her poker to grab an enemy, giving her slightly more reach.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: Her momentum is greater when dashing, so when whiffing her dash grab, she swings her hook through thin air.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Victoria performs a classic knee-strike, just like her jab.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: Rotating the hook, and thusly, the throwee, she then lets go of the victim after a second, throwing them forward.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: Doing a back somersault, Victoria lifts the throwee into her backside, slamming them onto the ground.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: Holding up the throwee with her hand, Victoria stabs upward her hook.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: She swings her hook with the throwee still attached to it and slams the victim onto the ground.<br />
Speed: <br />
Damage: <br />
Knockback: </blockquote>
]]></description>
			<content:encoded><![CDATA[Victoria<br />
Human<br />
Country: Belgium<br />
Weapon: Martial arts, <a href="http://www.whitehallgardens.com/images/poker3.gif" target="_blank">fire poker</a><br />
<br />
Appearance:<br />
Victoria is a slim yet trained girl with blonde hair and grey eyes. She wears a black catsuit with 2 stripes running diagonally across the upper body of hers (pretty much showcasing the Belgian flag, so the upper one is golden, the lower one red). Additionally, she's in high heels and gloves. Her fire hook is golden. Yea, she's quite literally hot.<br />
No artwork available yet.<br />
<br />
<blockquote><cite>Quote:</cite>MOVESET<br />
Still a bit of a draft, but you'll get the idea.<br />
<br />
Jab: Victoria pops her knee forward. This is her only jab.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Dash Attack: Similar to Zero Suit Samus' Dash Attack, she leaps forward, kicking her foot out.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Tilt: Simply stabs forward with her poker.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Tilt: She raises one of her legs right above and swoops it downward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Tilt: Basic sweep kick.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Smash: She slashes the poker in front of her, vertically down, while holding it in one hand, so kinda like Marth's FSmash.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Smash: She does a backflip, with her feet becoming a hitbox of destruction, uh oh.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Smash: Victoria swings her hook horizontally while crouching.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Special Property: Trips.<br />
<br />
Neutral Aerial: She spins around horizontally, her poker out to deal damage.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Forward Aerial: Victoria slashes forward her hook.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
Special Property: Spike.<br />
<br />
Back Aerial: She kicks both of her legs backward.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Up Aerial: Aerial backflip kinda like her USmash, just less lethal.<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Down Aerial: Dive kick, don't do it above a pit! &lt;3<br />
Startup Lag: <br />
Ending Lag: <br />
Damage: <br />
Knockback: <br />
<br />
Neutral Special: Hookerang<br />
Victoria throws her fire poker into the direction she is facing, which will be a rotating blade of gold. After flying a set distance, it will return to her like a boomerang, dealing damage on its way back. If Victoria uses any move needing her poker, it will immediately cancel the projectile, allowing her to do whatever move she was using her weapon for.<br />
<br />
Side Special: Leaping Crush<br />
She does a small somersault, legs first, and if an enemy is near, latches onto them. This is a command grab. If the player pulls left or right, she will throw them into that direction (not very good distance), if the player presses A or B, she will punch the victim in the face and do some damage, then releasing the opponent into a short stun.<br />
<br />
Up Special: Grappling Hook<br />
Victoria tosses up a golden grappling hook and throws it right above. It will swing not only right above its shot but slightly outward as well.<br />
This is a tether recovery.<br />
When used outside of recovery purposes, this is able to latch onto foes and pull them down a bit.<br />
<br />
Down Special: Poker Face<br />
Counter, but in a slightly special way. Instead of hitting back, upon being hit, Victoria will automatically grab the opponent.<br />
<br />
Grab: Instead of her hand, Victoria uses her poker to grab an enemy, giving her slightly more reach.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Dash Grab: Her momentum is greater when dashing, so when whiffing her dash grab, she swings her hook through thin air.<br />
Startup Lag: <br />
Ending Lag: <br />
<br />
Pummel: Victoria performs a classic knee-strike, just like her jab.<br />
Speed: <br />
Damage: <br />
<br />
Forward Throw: Rotating the hook, and thusly, the throwee, she then lets go of the victim after a second, throwing them forward.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Back Throw: Doing a back somersault, Victoria lifts the throwee into her backside, slamming them onto the ground.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Up Throw: Holding up the throwee with her hand, Victoria stabs upward her hook.<br />
Speed: <br />
Damage: <br />
Knockback: <br />
<br />
Down Throw: She swings her hook with the throwee still attached to it and slams the victim onto the ground.<br />
Speed: <br />
Damage: <br />
Knockback: </blockquote>
]]></content:encoded>
		</item>
	</channel>
</rss>
