Real Name: UndisclosedHeight: 6'Weight: 175 lbs.Abilities: Zenith has no supernatural powers, but is a ninja, and a highly-skilled martial artist in peak physical condition.Bio: Zenith (whose real name is unknown) was born to an African-American mother and a Japanese father sometime in the mid-seventies, in a hospital located somewhere in California. His father was only visiting the U.S.A. when he slept with Zenith's mother, and was never heard from again following his return to Japan. His mother died shortly thereafter and Zenith was forced to live out some of his childhood in the foster system, where he was often abused and neglected. Sometime shortly after he turned 12, he disappeared for a long stretch of time and was presumed dead. Not much is known about the time between his disappearance and his return to the United States, other than what is readily apparent (such as his training in ninjitsu, and his complete assimilation to Japanese culture). Zenith is not a subject of the S.H.A.D.E.s project. However, he is highly trained in several different fighting styles, primarily ninjitsu. He is in fact a ninja, and lives by a certain code. He is skilled with many weapons, the most commonly seen ones being calthrops (makibishi) and his double-edged, retractable scythe. It is unknown how he became mixed up in the S.H.A.D.E.s drama. What is known is that he is the leader of Moses Maddigan's Collection Agency.The Collection Agency is a group of world-class mercenaries recruited by Moses Maddigan to hunt and "collect" the escaped subjects. They mainly consist of former marines, a few members of MI6, and a few specialists in certain areas. Zenith is their commander and treat him in a manner as if they were a unit of the military. They follow his commands blindly and trust him with their lives. However, Zenith secretly pities them for their undying loyalty and wishes that they would question him more often. Zenith also sometimes wonders if what he is doing is right. Despite his doubts, he continues to operate under Moses Maddigan, leading many to believe that he may owe Maddigan some sort of debt.Screenshots:Gameplay: Zenith has insane reach and is very fast. He is great at poking and keeping distance between himself and his opponent. However, his speed can also allow him to close in on an unsuspecting opponent, making him a well-balanced character. His double-edged scythe is retracted most of the time, effectively rendering it a staff, which he uses for most attacks.Command Moves:--Piercing Kick - F+MK Zenith performs his MK but with a forward hop first.--Blade Kick - F+HK Zenith performs a cutting roundhouse kick.--Sickle Kick - B+HK Zenith performs a low-range, standing crescent kick. Can be used for dodging (since he leans back and becomes a smaller target) or catching an opponent jumping over him.Special Moves:--Saku - D,DF,F,K Zenith suddenly rushes his opponent.--Yame - LP or LK during Saku Makes Zenith stop running.--Tobu - MK during Saku Makes Zenith hop into the air.--Sasori Kame - HP during Saku Makes Zenith swing around into a piercing elbow strike.--Gengetsu Zan - MK during Saku Zenith performs an upward-rising crescent kick.--Shun Sasori - HK during Saku Zenith performs a low-hitting slide that sweeps his opponent.--Shou Katsu Zan - F,D,DF,P Zenith performs a rising, swinging slash with his scythe. The LP version is very fast but does not use the blade of the scythe.--Makibishi - D,DF,F,P Zenith throws out a handful of small, tri-pointed objects that both injure and slow down an opponent who steps on them.--Sagi Naguri - D,DF,F,K in mid-air Zenith performs a lightning fast flying kick. Different strengths of kick button alter the angle of the kick.--Kieri - B,D,DB,K or F,D,DF,K, or the same motion but with MK+HK Zenith hops into the air and disappears into a cloud of smoke, reappearing somewhere else on the screen. If using the MK+HK versions, he will appear in mid-air.--Sasori Shippou - D,DB,B,P Zenith uses his scythe to perform an overhead slash with great reach, but slow start-up. Must be blocked high.Throws:--Zurashi - HP+HK Zenith reaches out with his staff and lifts his opponent up and over his head. If Zenith is not close enough, he simply pokes them, doing little damage.Level 1 Super:--Doku Sasori Shippou - D,DB,B,D,DB,B,P Zenith performs a powerful Sasori Shippou, with an added wave of mysterious purple energy shooting from the ground when the blade lands.Level 2 Super:--Musou Shou Katsu Zan - D,DF,F,D,DF,F,P Zenith performs three Shou Katsu Zan's in a row.Level 3 Super:--Chuu Kiri Musha - D,DB,B,D,DB,B,K Zenith unleashes both blades of his double-bladed scythe, and then throws it forward, rotating it at high speeds. The buzzsaw-like flying weapon then returns to its master, like a boomerang.Desperation Move:--Hisshou - D,DF,F,D,DF,F,K Zenith rushes towards his opponent, before delivering a vicous flurry of attacks. He then launches them into the air, teleports beside their falling body and delivers a powerful Sagi Naguri, with the Japanese character for "Hisshou" (Certain Victory) appearing on screen.
Ninja Zasalamel XD.Seriously, this guy looks nice... either that, or I have some obsession with scythes.
this character looks excellent... cant wait to test him out, is he being released with the game or seperate?
this is by far your best character, and its proving quite popular too, i like him he's great.....although i havent tested the update, from what ive played, i was dissapointed with his back spike super, there wasnt enough blood on p2? and the way p2 bounces off didnt seem right, just my opinion, and mayb more work would be needed for this but using the tips of the spikes as an explod to make them look like they penetrated p2 would be cool, i dunno.. just something didnt seem right for that type of move.
blackchaos07 said, October 24, 2008, 06:56:49 pmthis character looks excellent... cant wait to test him out, is he being released with the game or seperate?as part of the full game
I know the S.H.A.D.E.s Team already released S.H.A.D.E.s, but what is the hitpause times on Musou Shou Katsu Zan. (CPU)Thirteen keeps hitting me out of it even tho he got hit with the first part of it. . Sidenote: Hisshou looks friggin awesome, the slow down on the hit and the flash red just adds more to the "I just pnwed his ***" effect.
Real Name: Kane KellyHeight: 5'10''Weight: 180 lbs.Abilities: Kelly possesses two powerful abilities. Firstly, he can detect and absorb Negative Energy, an energy that is created by both actions and emotions, such as violence, abuse, hatred, fear, etc. This Negative Energy can be used to enhance Kane's strength, speed, reflexes, and endurance. His second ability is his most deadly. He houses within him a symbiotic, ethereal being known simply as "The Entity," which may or may not have been created by the SHADEs Project (it's origins are discussed further below). The Entity possesses extreme strength and is intangible to normal humans. It is self-aware, but due to it's reliance on Kane's survival for its own, it obeys his commands and is used as a formidable weapon against his enemies.Bio: Not much is known about Kane Kelly's existence prior to his involvement in the SHADEs Project. He was a vagrant who was captured by Maddicorp agents against his will. He would say nothing to his captors except that his name was Kane Kelly, and that they would regret the day they ever laid their hands on him. He was subdued before he could resist.During the 2 year period inside his stasis chamber, Kane was largely unaffected by the constant stream of anesthetics and pain killers that were pumped into his body. He remained conscious but unable to move or free himself. This apparently drove him completely mad. It is also believed that this is what "awoke" The Entity within him. However, without control over his body, The Entity could not assist in escaping the chamber. Kane's opportunity arrived when an error within the SHADEs Computer System's programming resulted in the normally automated draining, filtering, and refilling of the chambers' fluids having to be performed manually. He broke free of his chamber and killed everyone in the laboratory at the time. During his rampage, he caused the system to release the rest of the subjects. He disappeared right after the incident, but has recently resurfaced, leaving behind him a trail of death and mayhem.The EntityDue to the SHADEs Projects genetic nature, it is unclear as to how The Entity was created. The Entity, as mentioned, is completely self-aware, intelligent, and extremely deadly. One theory is that The Entity is some sort of extra-terrestrial organism that Kane came into contact with in the past. This theory states that the organism was most likely no bigger than a spore, and that it may have been incubating and growing within Kane for years before it's dormancy was interrupted by the emotional and physical distress of the SHADEs Project.Another theory states that The Entity may be a spiritual being or ghost that has somehow become bound to Kane, possibly through a curse or ritual. Other theories exist, but these two are the most popular.Screenshots Video:http://www.youtube.com/watch?v=5t1D9PyaulsGameplay:Kane is fast (but still slower than Vesper and Zenith), and a bit unpredictable. He utilizes moves that cover great amounts of distance in short periods of time, such as his Dash and Elbow Strike moves. He also has moves that chain out of his Dash, which are good for combos. He does possess a pretty standard anti-air move, for balance, and a command grab. He is very well-rounded and can be used fairly in versus matches, but also makes for a challenging boss/villian character.Command Moves:--Short Uppercut - B+HP Kane delivers a low-range uppercut that is quick and can catch people out of the air. Special Moves:--Mortal Coil - D,DB,B,P Kane leaps up and forwards, spinning around and delivering a piercing elbow strike, followed by a downward punch. The HP version utilizes NE, and the LP version is just the elbow strike.--Avenging Angel - F,D,DF,P Kane performs a fast, rising shoulder and elbow strike. An effective anti-air maneuver.--Jet Black Stare (JBS) - D,DF,F,P Kane uses NE to propel him forward at such speed that he knocks his opponent into the air before he passes straight through to the other side. --Jet Black Impact - D,DF,F,P during JBS or after JBS connects Kane interrupts his forward momentum and delivers a strong uppercut.--Jet Black Strike - D,DF,F,K during JBS or after JBS connects Much like the Jet Black Upper, but he instead performs a jumping roundhouse.--Jet Black Retreat - D,DB,B,P during JBS or after JBS connects Kane can cancel his advance before connecting or strategically place himself in front of his opponent after connecting.--Entity Strike - D,DF,F,K Kane summons The Entity to strike out at his opponent with enormous strength. The HP version is very low range but does great damage, as well as knocking opponents out of the air. The MP is a mid level attack and has middling range and damage. The LP version has the greatest range and speed, but the lowest damage. Throws:--Tossed Aside - HP+HK Kane grabs his opponent and flings them over his shoulder.--Entity Grab - F,DF,D,DB,B,K The Entity reaches out and grabs the opponent, before tossing them back and into the side of the screen, dealing damage and setting them up for an additional juggle.Level 1 Super Move:--Sins & Punishment - D,DF,F,D,DF,F,K Kane performs several consecutive Avenging Angels.Level 2 Super Move--Jet Black Destiny - D,DB,B,D,DB,B,P Kane dashes forward using NE, and if he connects, will follow the first strike with a viciou barrage of attacks. Level 3 Super Move:--Gatecrasher - D,DF,F,D,DF,F,P Kane performs several Jet Black Stares in succession at insane speeds and great distances. Very hard to avoid.Desperation Move:--Symbiotic Harmony - D,DF,F,DF,D,DB,B,P The Entity reaches out and grabs the opponent. It then lifts them up by their head and throat before draining them of life energy while Kane simultaneously channels NE into them to deal enormous damage. To punctuate the attack, The Entity then slams the opponent into the wall.
Great concept.Highly anticipated as always.Gameplay sounds innovative and entertaining.Keep doing what you do.
his hyper goes on if mis on 1st hitwould it not be better to change that? otherwise it can be too usefull(something like gen's ultra sf4)
Rōjenomu said, March 31, 2009, 12:07:15 pmhis hyper goes on if mis on 1st hitwould it not be better to change that? otherwise it can be too usefull(something like gen's ultra sf4)His Lvl2 Super works like that, where the first hit must connect for the rest to activate. The Lvl3 does all the hits if it connects or not, but I like that, and it's okay if it's very useful, because it's a Lvl3.teh walt said, March 31, 2009, 07:34:47 pmHey Sean, how about you try this faceI like the face I drew, but I do like the changes you made to his hair. Honestly though, I'm already spriting my next character, so it's going to be hard to get motivated to go back and edit every sprite to match the change, especially since he has the most individual frames of animation of any SHADEs character so far.Thanks for the interest guys.
Nice, not how I expected him to look. I suppose thats a good thing tho, he doesnt have the cliqued "boss" look or moves. Whos the dude in the back? plug for another character, or striker perhaps?Edit: nevermind. Reading does wonders. lol
SeanAltly said, March 31, 2009, 07:50:36 pmRōjenomu said, March 31, 2009, 12:07:15 pmhis hyper goes on if mis on 1st hitwould it not be better to change that? otherwise it can be too usefull(something like gen's ultra sf4)His Lvl2 Super works like that, where the first hit must connect for the rest to activate. The Lvl3 does all the hits if it connects or not, but I like that, and it's okay if it's very useful, because it's a Lvl3.ahh i seeperfect