I hope I've posted in the right thread. I'll be discussing a fullgame idea I hope to realize one day. I hope it intrigues people enough to discuss ideas, I'm pretty low on them and I'd love to hear your suggestions, so without further ado:
--CAPCOM vs. SQUARE ENIX: PARALLEL DESTINIES--
1. GAMEPLAY:
The game will consist of 3-on-3 tag matches, in the vein of Capcom vs SNK 2. The battle system itself is inspired by the C-Groove with a few other mechanics not present in that groove. So as a small rundown:
-C-Groove subsystems: Roll, Dash, Air Block, Limit Cancel**
-Advancing Guard (XvSF)
-EX Assist (Dissidia 012: Final Fantasy; a part of the tag system).
Tag team system = King of Fighters/Capcom Fighting Jam inspired. Has the 3-on-3 format of KoF 98/CvS2, but players have the ability to sacrifice one super bar to initiate an EX Assist, in which, depending on the buttons pressed (2 punches or 2 kicks), a designated character from your team will enter the fray of battle and assault the opponent for 20 seconds. The character, after the 20 seconds will go off-screen. Alternatively, the EX Assist can be prematurely ended if the assist character is assaulted by the opponent.
At the end of a match, by pressing 2 punches or 2 kicks, you can switch between your characters, provided that they have not been KO’ed.
2. ROSTER:
Spoiler, click to toggle visibilty
--Capcom Side (28)--
Alex - Street Fighter 3 (DLC)
Aulbath (Rikuo) - Darstalkers
Asura - Asura's Wrath (sub-boss)
Captain Commando - Captain Commando
Chun-Li - Street Fighter 2
Cody - Final Fight
Dante - DmC: Devil may Cry*
Fou Lu - Breathe of Fire IV*
Gene - Godhand*
Hayato - Star Gladiator
Hinata Wakaba - Rival Schools: United by Fate*
Ingrid - Capcom Fighting Jam*
Ken - Street Fighter
Leon - Resident Evil 2*
Lou and Siva - Midnight Wanderers
Mega Man - Mega Man
Morrigan - Darkstalkers
Mukoro (Kenji) - Warzard
Phoenix Wright - Phoenix Wright: Ace Attorney*
Rolento - Final Fight
Ryu - Street Fighter
SonSon III - Marvel vs. Capcom 2: New Age of Heroes (DLC)
Strider Hiryu - Strider 2
Tron Bonne - Megaman Legends
Urien - Street Fighter 3: 2nd Impact (mid-boss)
Vanessa - P.N.03*
Viewtiful Joe - Viewtiful Joe
Zangief - Street Fighter 2
Zack and Wiki - Zack and Wiki: Quest for Barbaros' Treasure*
--Square Enix Side (28)--
Adam - DeusEx: Human Revolution*
Alena Tsarevna - Dragon Quest 5
Ashley Riot - Vagrant Story (DLC)*
Aqua - Kingdom Hearts: Birth by Sleep*
Aya - Parasite Eve*
Chloe Price - Life is Strange
Crono - Chrono Trigger*
Dux - Lord of Vermilion*
Fei - Xenogears*
Gilgamesh - Final Fantasy 5*
Han - Ehrgeiz*
Kefka - Final Fantasy 5 (mid-boss)*
Kiwi - A Newzealand Story*
Laguna Loire - Final Fantasy 8*
Lenneth - Valkyrie Profile (sub-boss)*
Lightning - Final Fantasy 13*
Magus - Chrono Trigger*
The Master - ActRaiser*
Neku - The World Ends With You *
Oswald - Odin Sphere*
Prince Doza - Ehrgeiz*
Prishe - Final Fantasy 11 (DLC)*
Purim - Secret of Mana*
Raziel - Legend of Kain: Soul Reaver*
Rose - Drakengard 3*
Sora - Kingdom Hearts*
Tifa - Final Fantasy 7*
Vieg - Chaos Rings Omega*
Zidane - Final Fantasy 9*
*needs CPS2 sprites.
4. CONFIRMED MOVE LISTS:
Special thanks to Xenomic for taking the time to write down these move lists, dunno where I'd be without him. As noted he did most of the move lists present; I only did Daigo Kazama, Cody Travers and Adam Jensen.
CAPCOM
Spoiler, click to toggle visibilty
===================================
Ryu:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Sakotsu Wari (F + MP):
Kyubi Kudaki (F + SP):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Hadoken (QCF + P):
Joudan Sokutou Geri (QCF + K):
Shakunetsu Hadoken (HCF + P):
Tatsumaki Senpukyaku (QCB + K; Air OK):
Shoryuken (F, D, DF + P):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Shinku Hadoken (Level 1; QCF, QCF + P):
Denjin Hadoken (Level 1; QCF, QCF + P; Denjin Mode only):
Shinku Tatsumaki Senpukyaku (Level 2; QCB, QCB + K):
Shin Shoryuken (Level 3; QCF, QCF + K):
Metsu Shoryuken (Level 3; QCF, QCF + K; (Denjin Mode only):
Denjin Mode (Level 3): Denjin Mode is a temporary mode that allows Ryu's Hadoken to inflict Shock whenever it connects to his opponent.
===================================
Ken:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Zanpou Tenshin (QCB + P):
Ryusankyaku (B, D, DB + K):
Nataptoshi Kick (HCF + LK):
Kamabanal Kick (HCF + MK):
Oosotomawashi Kick (HCF + SK):
Inazuna Kakato Kick (Hold K during either Nataptoshi, Kamabanal, or Oosotomawashi Kick):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Hadoken (QCF + P):
Tatsumaki Senpukyaku (QCB + K):
Shoryuken (F, D, DF + P):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Shoryureppa (Level 1; QCF, QCF + P):
Shinryuken (Level 2; QCF, QCF + K (Tap K after connects)):
Shipuujinrai Kyaku (Level 3; D, F, DF, D, F, DF + K):
===================================
Chun-Li:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Kakushu Raku Kyaku (Press and MK when close):
Senjou Shou (F + MK):
Yoku Senkyaku (F + SK):
Souren Shou (B + MP; Cancelable):
Hakkei (B + HP; Cancelable):
Tenshin Shuu Kyaku (DF + SK):
Yousou Kyaku (D + MK; Air):
Suitotsu Da (UF, DB/DF + HP):
Sankaku Tobi (UF; Air; Near wall):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Hyakuretsu Kyaku (Press K rapidly):
Tenshou Kyaku (F, D, DF + K):
Kikouken (HCF + P):
Hazan Shu (HCB + K):
Spinning Bird Kick (Ch. D, U + K):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Hoyoku-Sen (Level 1; QCF, QCF + K):
Kikou-Shou (Level 2; QCF, QCF + P):
Hazan Tenshou Kyaku (Level 3; F, D, DF, F, D, DF + K; Air OK):
Tensei Ranka (QCF, QCF + K):
===================================
Ingrid:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Glowing Hook (F + MP):
Hop Kick (F + MK):
Slide (DF + MK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Sun Shot (QCF + P):
Sun Dive (QCB + K; Air):
Sun Upper (QCB + P):
Sun Lower (QCB + K):
Sunrize (QCF + K):
Sun Arch (F, D, DF + K):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Sunburst (Level 1; QCF, QCF + P):
Sunshine (Level 2; QCB, QCB +K):
Sun Delta (Level 3; QCB, QCB + P):
===================================
Zero:
===================================
You may be thinking "That's a lot of moves that Zero has, that's probably too many and will make him too useful". The thing is, Zero is probably going to be the most technical character in terms of gameplay, as while he does have a lot of moves, they can ONLY be performed on one specific button for the most part. The moveset is a combination of his SVC Chaos appearance (minus some moves) with his MvC3 appearance (sadly, nothing for his TvC and PXZ appearances. I don't think there'd be enough room for those).
-----------------------------------
COMMAND MOVES
-----------------------------------
Shippuuga (F + HP):
Sandan Tsuki (F + LK, LK, LK):
Jouhou Tsuki (B + LK):
Naname Shitatsuki ():DF + LK)[/b]:
Jump Kahou Tsuki (D + LK; Air):
Sliding Kougeki (DF + HK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Hyper Zero Blaster (Hold HK and release; Air OK):
Buster Shot (QCF + LP; Air OK):
Ryuenjin (QCF + MP):
Charged Buster Shot (QCF + HP; Chargeable):
Sentsuizan (QCF + K; Air):
Hienkyaku (QCB + K; Air OK):
Hadangeki (F, D, DF + P):
Raikousen (F, D, DF + P; Air):
Triple Rod (F, D, DF + LK; Air OK):
Charged Triple Rod (F, D, DF + HK; Chargeable):
Z Saber (HCF + LK; Air OK):
Charged Z Saber (HCF + HK; Chargeable):
Cyber Elf (Support) (Ch. B, F + LP, MP, or HP):
Cyber Elf (Bakudan Secchi) (Ch. D, U + LP, MP, or HP.):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Spiral Buster Shot (Level 1; QCF, QCF, + LP; Chargeable):
Rekkoha (Level 1; QCF, QCF + HP):
Dash Ultimate Saber (Level 2; QCB, QCB + LK):
Slide Ultimate Saber (Level 2; QCB, QCB + MK):
Sougenmu (Level 2; QCB, QCB + HK):
Genmu Zero (Level 3; F, D, DF, F, D, DF + HK):
Cyber Elf Force (Level 3; LP, LP, D, LK, HK):
===================================
Tron Bonne:
===================================
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Shiki Dan (QCF + P):
Bonne Strike (QCF + K, Tap button rapidly; Air):
Servbot Launcher (F, D, DF + P):
Kuuchuu Dash (F, F + P; Air):
Boulder Throw (HP (Or hold and release HP)):
Spinning Legs (HK):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Energy Canteen (Level 1; HCB + K): Drops Energy Canteen onto battlefield. Heals whoever picks it up
Chuushoku Rush (Level 2; QCF, QCF + P):
King Servbot (Level 3; QCB, QCB + K):
===================================
Morrigan Aensland:
===================================
Morrigan remains mostly the same, but has a few subtle differences. For instance, she foregoes a couple of her supers in favor of Cryptic Needle, which hasn't seen use since Darkstalkers 2, and she gains access to Dark Harmonizer, which allows her to easily charge the super gauge.
-----------------------------------
COMMAND MOVES
-----------------------------------
Shell Kick (D + HK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Soul Fist (QCF + P):
Kuuchuu Soul Fist (QCF + P; Air):
Shadow Blade (F, D, DF + P):
Vector Drain (HCB + K; Close):
Dark Harmonizer (D, D + Hold K): Charges super gauge
-----------------------------------
LIMIT BREAKS
-----------------------------------
Astral Vision (Level 1; D, D + HP + HK): Creates a double temporarily
Valkyrie Turn (Level 1; HCB + K, then rapidly press P/K; Air OK):
Cryptic Needle (Level 2; F, HP, MP, LP, F): Inflicts Shock
Darkness Illusion (Level 3; LP, LP, F, LK, HP + K; Air):
===================================
Edward Falcon:
===================================
-----------------------------------
LIMIT BREAKS
-----------------------------------
Missile Launcher (Level 1):
Streak Dash (Level 2):
Missile Armageddon (Level 3):
===================================
Dante:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Stinger (F + HP): Can combo into Million Stabs)
Tremor (D + MP):
Helm Breaker (D + MP; Air):
Prop Shredder (DF + HP):
Rainstorm (DF + LK; (Air):
Gun Flurry (U + MP):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Million Stabs (P Rapidly):
Ebony & Ivory (QCF + P, P Rapidly): Bullets do not stun
Thunderbolt (QCF + P; Air; Devil Trigger only):
Flight (QCB + HP; Devil Trigger only):
Clay Pidgeon (F, D, DF + P): Anti-air)
Jam Session (F, D, DF + K, K Rapidly): Inflicts Shock or Stun
Sky Dance (F, D, DF + K; Air):
Vortex (F, D, DF + K; Air; Devil Trigger only):
Parry (HCB + K): Puts opponent into crumble state, allowing for follow-up attacks
-----------------------------------
LIMIT BREAKS
-----------------------------------
Million Dollar Level 1):
Devil Trigger (Level 2):
Devil Must Die (Level 3; Devil Trigger only):
===================================
Leon Scott Kennedy:
===================================
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Broken Butterfly (QCF + P):
Incendiary Grenade (QCF + K): Inflicts Burn
Flash Grenade (QCB + K): Explodes after some time, inflicts Stun
Riot Gun (HCF + P): Only hits close. Knocks back
Punisher (Ch. B, F + P): Guard breaks
Mine Thrower (Ch. B, F + K): Sticks to opponent, detonates after some time
-----------------------------------
LIMIT BREAKS
-----------------------------------
Matilda (Level 1; QCF, QCF + P):
Chicago Typewriter (Level 2; QCB, QCB + P):
Handcannon (Level 3; QCF, QCF + K; (Unblockable):
P.R.L. 412 (Level 3; HCF, HCB + P; Chargeable): Uncharged version instant stuns. Fully charged instant stuns and inflicts massive damage
===================================
Viewtiful Joe:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Stubby Punch (F + MP):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Voomerang (QCF + P; Air OK; Chargeable):
Shocking Pink (QCB + P): Inflicts Shock
Red Hot Kick (QCB + K; Air):
Groovy Upper (F, D, DF + P):
Air Joe (P Rapidly; Air):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Desperado (Six Cannon) (Level 1; QCF, QCF + K; Air OK):
Viewtiful God Hand (Level 2; QCB, QCB + PP):
Mach Speed (Level 3; HCF, HCB + P):
===================================
Gene:
===================================
Gene is a technical combo-heavy character. Unlike Tifa and Jecht, who have specific follow-up to their attacks, Gene is able to combo most of his attacks into another attack, provided the timing is done (some may not even combo at all though). Gene also comes with a lot of Launchers and Juggles (Back Roundhouse and Rolling Sobat to wall slam, 1-2 Punch, Reverse Hell Kick, and Somersault to Launch/Juggle). God Hand Mode won't require any fancy spriting, just maybe some glowy effect to Gene, and makes it so that his attacks will be faster and deal more damage, and also allow him to use his Super. Note that God Hand Mode does not take any super meter to use, but it will slowly drain the super meter steadily. Once it hits 0, Gene will automatically exit God Hand Mode whether he uses a Super or not.
-----------------------------------
COMMAND MOVES
-----------------------------------
Pimp Hand (B + LP):
Pimp Smack (B + MP):
Back Roundhouse (B + HK):
1-2 Punch (F + MP, F + HP):
Knee Strike (F + LK):
Guard Break (DF + HP; Chargeable):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
God Straight (QCF + HP):
God Jab (QCF + LP):
God Upper (QCF + MP):
God Hook (QCF + HP):
Double Snap Kick (QCF + LK):
Double Spin Kick (QCF + MK):
Flying Triple Kick (QCF + HK):
Reverse Hell Kick (QCB + HK ):
Somersault (F, D, DF + K):
Rolling Sobat (Ch. B, F + P ):
President Punch (HCF + P): Fills up super gauge even if misses
-----------------------------------
LIMIT BREAKS
-----------------------------------
God Hand Mode (Level 1; D, D + HP + HK): Doesn't instantly drain meter, but slowly drains it until fully gone
God Break (Level 1; QCF, QCF + P; God Hand Mode): Guard breaks
Fist of God (Level 2; QCB, QCB + K; God Hand Mode):
Invincible Fist (Level 3; HCB, QCF + P; Unblockable; God Hand Mode):
===================================
Captain Commando:
===================================
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Captain Fire (QCF + P; Air OK):
Captain Corridor (QCB + P):
Captain Kick (QCB + K):
Captain Strike (Sho) (QCF + LK):
Captain Strike (Genity) (QCF + MK):
Captain Strike (Hoover) (QCF + HK):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Captain Sword (Level 1; QCF, QCF + P):
Captain Storm (Level 2; QCF, QCF + K):
===================================
Phoenix Wright:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Slip Up (F + MK):
Questioning (F + HP; Investigation Mode):
Cross Examination (F + HP; Trial Mode):
Bridge to the Turnabout (F + HP (Ground), D + HP (Air): Needs 3 Good Evidence
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Mode Change (D, D + MP (Changes to Investigation Mode)/MK (Change to Trial Mode):
Investigate and Dischard (D, D + LP; Investigation Mode):
Evidence Projectiles: D, D + LP; Trial Mode):
M-Maya!? (QCF + K; Investigation Mode):
Paperwork High (QCF + P; Trial Mode):
Paperwork Low: QCB + P; Trial Mode):
Paper Storm High (QCF + K; Trial Mode):
Paper Storm Low (QCB + K; Trial Mode):
Press the Witness (F, D, DF + P; Trial/Turnabout Mode):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Steel Samurai Maya Smelting! (Level 1; QCF, QCF + K):
Order in the Court (Level 2; QCB, QCB + P; Courtroom/Turnabout Mode):
The Ace Attorney (Level 3; F, D, DF, F, D, DF + P; Turnabout Mode only):
===================================
Strider Hiryu:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Arch Cut (F + HP):
Sliding (DF + HK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Ame-no-Murakumo (QCF + P):
Excalibur (QCF + P/K; (Air):
Gram (F, D, DF + P; (Standing):
Gram (F, D, DF + K; Crouching):
Vajra (QCB + K):
Kabe Haritsuki (QCB + P):
Warp (B, D, DB + P/K):
Formation A (QCF + K):
Formation B (Ch. B, F + P, P to attack):
Formation C (Ch. B, F + K):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Ouroboros (Level 1; QCF, QCF + P):
Legion (Level 2; QCF, QCF + K):
Ragnarok (Level 3; F, D, DF, F, D, DF + P):
===================================
Hayato Kanzaki:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Hien (F + HP):
Plasma Combo: Suzaku Ranbu (B + LP, LP, LP, LP):
Plasma Combo: Kegon 1 (B + LP, MP, HP, HK, LP, LP):
Plasma Combo: Kegon 2 (B + LP, MP, LP, HK, LP, LP):
Plasma Combo: Guren 1 (B + HP, LP, MP, HP, HP):
Plasma Combo: Guren 2 (B + HP, LP, MP, LK, HP):
Dokuryuu (HP; While dashing):
Byakko Hou (B, F + P; Close):
Dai Oiuchi Kougeki (D + MK; Air):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Shiden (QCF + P):
Guren (F, D, DF + P; Air):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Rasetsu Zan (Level 1; QCF, QCF + P):
Engetsu (Level 2; QCF, QCF + K):
Plasma Field (Level 3; QCB, QCB + K; Air):
Black Hayato (Level 3; LP, HP, B, LK, HK):
===================================
Daigo Kazama:
===================================
The leader of Gedo High School's gang, and Akira Kazama's older brother, Daigo is both a benevolent and skilled fighter, who never fights unfairly, even if loss is inevitable.
-----------------------------------
COMMAND MOVES
-----------------------------------
Skull Bash (F+P): Daigo bashes his opponent's skulls with a fearsome rage. It hits once and has no effect if light and medium version, but hits twice and inflicts Stun if it is the heavy version.
Delinquent Kick (F+K): Daigo knees his opponent in the abdomen, and proceeds to perform a fierce frontal kick. Can be used to keep the opponent at bay. Also a 2-hit move.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Phoenix Fist: QCF + P (can be repeated 3 times): Daigo does a punching attack with his fist in blue that can be done 3 times in a row.
Phoenix Kick: QCF + K: Daigo does a 2-hit spinning kick combination.
Phoenix Fire: QCB + P: Daigo will turn around with his arms crossed as a pillar of fire surrounds him from the ground. LP version extends more on the ground but not his upper body and the HP version surrounds his full body with limited ground range, while inflicting Burn.
Skull Aura: QCF + P (only in air): Daigo does a punching attack in the air with a big blue skull sphere surrounding his fist.
-----------------------------------
LIMIT BREAKS
-----------------------------------
Phoenix Fury (Level 1; QCFx2 + P): Daigo will do a charging single punch and if it connects, he'll crack his knuckles and do an extended version of his Phoenix Fist along with a modified Phoenix Kick.
Air Rebel Aura(Level 1; QCFx2 + P (only in air)): Daigo will do an extended version of his Skull Aura that can do 4 hits.
Super Phoenix Fire (Level 2; QCBx2 + P): Daigo will do an extended version of his Phoenix Fire that can do 8 hits and has more horizontal range than the regular version.
Wild Wrath (Level 3; QCB,QCF + K): Daigo lunges at his opponent, attempting to grab him. If blocked, it will leave Daigo open for attack. However if it connects, Daigo will begin to thrash his opponent around (similar to Daimon's KoF XIII Super Combo) for a total of 9 times. Once the ninth time has been reached, he'll let out a howl (similar to Wild Daigo), and flames will erupt around him, burning his weakened opponent, whom Daigo releases once he regains his calm demeanor and composure.
===================================
Cody Travers:
===================================
Metro City's revered hero, and the man who took Belger's life, he finds himself bored enough with prison to participate in the Parallel Destinies Tournament. With his knife, fists, and ability to take on more than one opponent at the same time, he'll obliterate all who dare to battle him, no matter there strength or arsenal.
-----------------------------------
COMMAND MOVES
-----------------------------------
Crack Kick (F+K): Cody performs a jump spinning kick.
Yoke (Back or Back-Down; when attacked): Cody tauntingly dodges his opponents moves. This can be used to dodge all sorts of moves, including special moves, projectiles,
and Limit Breaks.
Stand Down! (F+K; in air): Cody grabs his opponent in mid-air and shoves him/her down to the ground with his foot.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Bad Stone (QCF + P, hold P to delay): Cody picks up a stone and throws it at his opponents. This move can be delayed, further increasing its power, amount of hits (3 max), and speed.
Criminal Upper (QCB + P): Cody performs a standing uppercut, which unleashes a tornado that lifts his opponent up in the air. Executes 4 hits for LP, 5 for MP, and 6 for HP.
Zonk Knuckle (Hold P): Cody attacks his opponent with a well-aimed sucker punch. Inflicts Stun if HP is used.
Ruffian Kick (Demi QCF + P; Reversal only): Cody smacks his opponents with a small yet powerful wave of sand, sending his opponent flying. Useful to keep a distance with the opponent.
Knife Pick Up (D + PP): Cody picks up a Knife, enabling "Knife Mode" which adds more power to his normal and command moves. If hit he will drop the knife, disabling "Knife Mode" which can be enabled by going near the knife and executing this move again.
Knife Throw (QCF + P, hold P to delay): The same with "Bad Stone", this time Cody utilises a knife as a projectile. "Knife Mode" only.
-----------------------------------
LIMIT BREAKS
-----------------------------------
Dead End Irony (Level 1; QCF,QCF + K): Cody unleashes a flurry of kicks, that ends with a Crack Kick to the face. Amount of hits and power varies with which punch button is used.
Final Destruction (Level 2; QCF,QCF + P): Cody unleashes a flurry of punches and kicks which ends in a standing uppercut. Amount of hits and power varies with which punch button is used.
Last Dread Dust (Level 3; QCB, QCB + PPP): Cody attacks his opponent mercilessly, then performs an uppercut, sending him/her flying/ And whilst they are suspended helplessly, Cody grabs a pipe from his pants, and bats his opponent so hard that it sends him/her flying to the other side of the screen.
-----------------------------------
Zack + Wiki:
-----------------------------------
An inseparable pirate duo made of the youthful Zack and magical monkey Wiki, these two did battle with and defeated the dreaded Barbaros for his treasure. They join the Parallel Destinies Tournament to gain the cash prize and repair their crew's ship.
-----------------------------------
COMMAND MOVES
-----------------------------------
Bell Swing (F+P): Wiki transforms into a bell, which Zack proceeds to utilize as a bat. Has knock-back capability.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Bell Dash (HP + HK): Wiki tranforms into a bell, which Zack proceeds to grab and dashes towards his opponent.
Treasure Throw (QCF + P): Zack throws a piece of golden treasure at his opponents. The treasure thrown varies in look and power based on the P button pressed.
Row,row,row your SAW (QCB + K): Wiki transforms the enemy into a tree, then transforms into a saw, and Zack proceeds to cut the tree until it breaks. Once it is broken, the spell wears off and the opponent is revereted back to normal.
-----------------------------------
LIMIT BREAKS
-----------------------------------
CannonBAAAALL (QCF + Px2): Wiki transforms into a cannon, which Zack utilizes to obliterate his opponent. Inflicts Burn.
Sea Rabbit Smash (QCB + Kx2): Zack grabs onto Wiki and hovers up, as a Sea Rabbit pirate ship smashes the opponent.
I've added a poll that'll go on for a while, to determine who the mid bosses should be: M.Bison/Kefka or Asura/Lenneth? Either way, Asura and Lenneth are in, but if people want the other duo, I say why not? And heck, maybe they might make the cut, anything is possible!
I'll try to post something SP related and also finish Dux's move set, God if anyone knows any videos regarding this character from Lord of Vermilion, pleeeaaase post it here.
SQUAREENIX
Spoiler, click to toggle visibilty
===================================
Tifa:
===================================
I envisioned her as I would've Prishe, a combo-heavy close-range fighter. I tried to make her actually be able to combo with Beat Rush with just about anything else there, but didn't really want her to follow-up the other attacks with other moves (that's something that's Prishe exclusive to me!). She also has a Throw and Throw super because why not. And Final Heaven has to be her level 3. Whether it's unblockable or not, I don't know.
-----------------------------------
COMMAND MOVES
-----------------------------------
Moonsault Kick (F + SK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Beat Rush (QCF + P):
*Follow Ups:
Meteor Crusher (QCF + P):
Elbow Smash (QCB+ P):
Waterkick (QCB + K):
Rolling Blaze (HCF + P):
Dolphin Blow (F,D,DF + P):
Premium Heart (QCF + P; Air):
Falcon's Dive (QCB + K; Air):
Somersault (Ch. D, U + K):
Meteodrive (180 + P; Close):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Hell and Heaven (Level 1; QCF, QCF + P):
Meteor Strike (Level 2; 360 + P; Close):
Final Swirl (Level 2; QCB, QCB + P): Anti-air unblockable
Final Heaven (Level 3; Ch. B, F, B, F + P):
===================================
Gilgamesh:
===================================
*This will not include his morphed form so as to not have a character that requires 2 separate sets of sprites
I attempted to make him both a ranged and melee fighter with his moveset, and was going to incorporate stuff from his FFV/FFXII versions a bit more but didn't in the end. In fact, I was going to make his moveset revolve around his weapons instead of actual moves, but figured that'd work better in tangent with some of the melee moves with various effects if you chose to use Swap Weapons for Level 1. Whirlwind Slash is more or less an upgraded Sword Dance combined with Wind Slash I think. Ultimate Illusion is his Limit Break from FFXII/Dissidia so it felt right to have it as his Level 3, plus it's a ranged attack too! The Level 2 is a homage to his original FFV self, though he does it in other games.
-----------------------------------
COMMAND MOVES
-----------------------------------
Dual Thrust (F + MP):
Tsubamegaeshi (D, F + HP):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Rocket Punch (QCF + P; Air OK):
Electrocute (QCB + P):
Sword Dance (HCF + P (Can be rekka'd):
Wind Slash (Ch. B, F + P):
Jump (Ch. D, U + P):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Whirlwind Slash or Swap Weapons (Level 1): Can make it so each weapon has a different effect?
"Ha! Tricked Ya!" (Level 2): (This would give various buffs akin to what you'd see from him in FFV, such as Protect/Shell/Haste, etc.)
Ultimate Illusion (Level 3; HCF, HCF + P):
===================================
Zidane:
===================================
*Again, avoiding using Trance as a temporary state to avoid having a character with 2 complete sets of sprites.
Zidane I tried to make a quick hitting character, but also imagine his attacks no doing that much damage. He also has some ranged moves, but not like Gilgamesh or Lightning. He also doesn't really combo like Tifa or Jecht either. Not much else to say here. I tried to make Reverse Gaia kinda like a Deadly Rave type move. I don't know if it'd work best for it or for Army of One...
I was unsure about his Level 2, and kept switching it out for Solution 9 and Stellar Circle 5. Shift Break right now is basically a super version of Meo Twister. Lucky Seven is just a quick, lucky hitting move is basically all it is. I felt that having Zidane with 2 Level 3 Supers/Limits would work fine for him. Reverse Gaia being the Deadly Rave, and Grand Lethal (his original ultimate from FFIX) being a ranged Super that could probably be unblockable or some such.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Swift Attack (P Repeatedly):
Meo Twister (QCF + P; Air OK):
Tempest (QCB + P, P; Air):
Vortex (F, D, DF + P):
Rumble Rush (HCF + P):
Booster 8 (HCB + P): Might be able to combo this into other moves if you so desire
-----------------------------------
LIMIT BREAKS
-----------------------------------
Lucky Seven (Level 1; QCF, QCF + K):
Shift Break (Level 2; QCF, QCF + P; Air OK):
Grand Lethal (Level 3; HCB, QCF + K; Air OK):
Reverse Gaia (Level 3; HCB, QCF + HP, QCF + LP, QCF + MP, QCF + LP, QCF + MP (You get the idea...you can probably come up with something better)):
===================================
Lightning:
===================================
Lightning I tried to make her be able to change some moves around depending on the player's situation. This makes her versatile, but also leaves her open each time she tries to use Paradigm Shift (because that's how it liked to do in FFXIII...), so she'd have to use it when the opponent is far away or knocked down or whatever. I limited the Role specific abilities to 2 per role so as to not overwhelm the options and make her TOO good. Launch would be a good Launcher move (herp) if you do stick with MvC styled combat. I was debating whether or not to have Army of One or Zantetsuken as her Level 3, but went with Army of One in the end.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
(Role specific abilities)
Launch (D, F, DF + P; Commando):
Cure (QCB + LK; Medic):
Cura (QCB + MK; Medic):
Blizzara (QCB + K (Air OK; Ravager)
Fire (QCB + P; Air OK; Ravager): Can be rekka'd
Smite (QCB + K; Air; Commando):
(Normal abilities)
Razor Gale (HCF + K):
Lightning Strike (QCF + P):
Crushing Blow (Ch. DB, DF + P):
Thunderfall (Ch. B, F + P):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Paradigm Shift (Commando, Ravager, Sentinel) (Level 1; D, D + LK (For Commando), MK (For Ravager), HK (For Sentinel)):
Zantetsuken (Level 3; QCF, QCF + P; Unblockable):
Army of One (Level 3; HCB, QCF + P):
===================================
Jecht:
===================================
I tried to make him melee-focused, but able to combo much like Tifa. However, he'll have more range than her but less moves. Simple, but strong.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Jecht Rush (QCF + K): Can be comboed with series of P and Ks. Can be followed up with Jecht Blade or Triumphant Grasp.
Jecht Blade (QCF + P):
Triumphant Grasp (HCF + P; Unblockable; Air OK):
Jecht Stream (HCF + P; Air): Can be comboed with series of P and Ks. Can be followed up with Triumphant Grasp.
-----------------------------------
LIMIT BREAKS
-----------------------------------
Jecht Beam (Level 1; QCF, QCF + P):
Ultimate Jecht Shot (Level 2; Ch. DB, DF, DB, UF + P):
Blitz King (Level 3; F, D, DF, F, D, DF + P):
===================================
Crono:
===================================
Crono is all about opportunity, getting one good hit to start a combo. Much like in the source game, he focuses mostly on Lightning attacks, and connecting with one will give him enough time to connect with follow-up attacks as the opponent will be stunned from most of his attacks. I tried to incorporate each of the other cast members (bar Magus as he doesn't share anything with Crono) into at least one of Crono's moves. A couple Dual Techs ended up being regular moves, which I wanted to save for Supers but Crono doesn't get very many moves to work with (he could use Lightning and Lightning II, but that's redundant with this moveset I feel. Frenzy was also going to be a level 2).
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Wind Slash (QCF + P):
Cleave (F, D, DF + P):
Cyclone (HCF + K):
Volt Bite (Ch. B, F + K):
Lightning Rod (QCB + K):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Falcon Strike (Level 1; HCB, QCF + P; (Unblockable): Hits in the air only
Megavolt (Level 2; Ch. DB, DF, DB, F + P):
Delta Force (Level 3):
Luminaire (Level 3; Unblockable): Long charge time
===================================
Sora:
===================================
Sora I see being a blitz character, but also having ways of dealing with being blitzed on the flipside, being a more technical character. Retaliating Slash is meant for countering aerial combos (though if timed wrong he could still be hit or double hit), Guard works as an alternative to just simply blocking and can block everything without taking chip damage, and allowing him to counter with a super or Guard Break, which can also auto-break the opponent's guard if timed right. He also comes with the most Supers as he lacks many regular specials.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Dodge Roll (F or B + LP + LK):
Retaliating Slash (QCF + P): Only when knocked into the air
Guard Break (QCF + P): Only after a successful Guard
Guard (QCB + P):
Aerial Spiral (HCF + P; Air): (Only at the end of a normal aerial combo
Explosion (HCB + P): Only at the end of a normal ground combo
-----------------------------------
LIMIT BREAKS
-----------------------------------
Zantetsu Counter (Level 1; QCF, QCF + P): Only after a successful Guard
Reflect (Level 1; QCB, QCB + P; Air OK):
Tornado Fusion (Level 2):
Flare Force (Level 2):
Ragnarok) (Level 3):
Trinity Limit) (Level 3):
===================================
Aya Brea:
===================================
Aya is unique in that the vast majority of her specials and super involve the super gauge in one fashion or another, whether it be using it for super armor or temporarily invulnerability, preventing the opponent's from increasing, or stealing it from the opponent to restore her own super gauge. All of Aya's regular attacks are based on the weapons she carries around in the games.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Pyrokinesis (QCF + P): Inflicts Burn
Necrosis (QCF + K): Inflicts Shock. Slowly drains opponent's super gauge.
Gene Heal (QCB + K): Slowly consumes super gauge. Restores HP slowly. Effect lasts for a brief time, and amount consumed/restored is equal to K button pressed
Lifedrain (HCB + P; Close): Drains opponent's super gauge to restore own. Amount drained is static
Apobiosis (HCB + K; Close): Inflicts Shock. Prevents opponent's super gauge from filling
Barrier (D, D + P): Slowly consumes super gauge until empty. Invulnerable until super gauge runs out
Metabolism (D, D + K): Gives Super Armor and prevents status effects temporarily
-----------------------------------
LIMIT BREAKS
-----------------------------------
Energy Shot) (Level 3):
Preraise) (Level 3): (Revives with some HP when defeated)
Liberate) (Level 3):
===================================
Jessica Albert:
===================================
*Note: I attempted to make it so that her whip is put to good use, but you can forego this if you don't want to do more spriting shenanigans.
I attempted to use mostly the Magic/Whip/Sex Appeal skillset Jessica gets access to. She does have Magic Burst which is part of Fisticuffs, but you can make it like it is in-game or not. I figured it'd work as a level 3 since in DQ8 it apparently uses all of her MP to use it, so it felt fitting to make it a Level 3. She has an Akuma-like warp, but whether you make it like Akuma's warp or another type of warp is up to you.
-----------------------------------
COMMAND MOVES
-----------------------------------
Hip Drop (F + LK):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Frizz (QCF + P): Inflicts Burn
Whiplash (QCF + P, P Rapidly):
Blow Kiss (QCF + K): Inflicts Shock and Stun
Crack (QCB + P): Inflicts Freeze
Evac (F, D, DF + PP (Forward)/KK (Backward)):
Twin Dragon Lash (HCF + P):
Lady's Thong (HCB + P; Close): Drains life)
-----------------------------------
LIMIT BREAKS
-----------------------------------
Serpent's Bite (Level 1; HCF, HCF + P):
Sexy Beam (Level 1; QCF, QCF + P):
Queen's Thong (Level 2; HCB, HCB + P; Close):
Pink Typhoon (Level 2; HCF, HCF + K ): Inflicts Shock and Stun
Magic Burst (Level 3; QCF, QCF + K):
===================================
Purim:
===================================
*Note: This is assuming Purim uses her default weapon from Secret of Mana, the knuckles.
Purim focuses primarily on inflicting various special states on her opponents while playing defensively, with Wall being her main defense against projectiles and Balloon being her main defense against targets that move often.
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Stone Saber (QCB + P): Temporarily allows attacks to inflict petrification
Thunder Saber (QCB + K): Temporarily allows attacks to electrocute
Ice Saber (QCF + P): Temporarily allows attacks to freeze
Flame Saber (QCF + K): Temporarily allows attacks to burn
Wall (HCB + K; Air OK): Reflects projectiles
Balloon (B, D, DB + P): Temporarily prevents opponent from moving
Lunar Boost (D, D + P): Temporarily increases stats
-----------------------------------
LIMIT BREAKS
-----------------------------------
Cure Water (Level 1; HCB, HCB + P): Restores some life
Moon Saber (Level 1; QCF, QCF + P): Allows attacks to restore life upon damaging opponent
Lucid Barrier (Level 2; QCB, QCB + K): Grants invulnerability for X amount of time
Lucent Beam (Level 3; QCF, QCF + K):
===================================
Adam Jensen:
===================================
As an augmented former SWAT Specialist and security operative, Adam Jensen utilizes a wide array of weaponry and augmentations to mow down all opponents, whether through loud force or lethal silence. He joins the Parallel Detinies tournament in search of an augmented criminal on the loose.
-----------------------------------
COMMAND MOVES
-----------------------------------
-Stealth (F+P): Adam disappears into thin, only to materialize moments later. This is useful to dodge impending attacks by enemies. In addition, think of this move as functioning similar to K' disappearing move (forgot the name, LOL).
-Takedown (Throw move): Adam grabs his opponent and headbutts him head on (punch variation), or he stabs his opponent from behind with his nano-ceramic elbow blade (kick variation)
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
-Nano Slice (QCF + P): Adam unsheathes his nanoceramic blade and mows down his opponent with it. Depending on which punch button is pressed, he will strike his opponent once (LP), twice (MP), or thrice (HP)
-Arm Blast (QCB + P): Adam transforms his arm into a nano cannon that blasts through the adversary in front of him. Depending on which punch button is pressed, the power and speed of the blast will vary.
-Fire at Will (Ch.B,F + K): Adam takes out a random fire arm from the ones at his disposal in DeusEx. LK will unleash the P.E.P.S (Pulsed Energy Projectile), MK will unleash the Hurricane TMP-18 (or machine pistol), and HK will unleash the Laser Rifle.
-Spinal Trauma (QCF + K): Adam grabs his opponent by the head, spins him around using his fingers that have the ability to dislocate themselves, and throws him/her to the other side of the screen. Functions in a manner similar to Spiderman's "Web Throw".
-----------------------------------
LIMIT BREAKS
-----------------------------------
Human Revolution (Level 1; QCF, QCF + P): Similar to Abel's "Soulless", Adam punches his opponent hard in the torso, breaking his/her rib cage, and proceeds to mow him/her down with a flurry of precisely aimed punches and kicks, When the opponent's legs give away, he places a Concussion Grenade on them, sending them flying away from the resulting blast.
Mankind's Divide (Level 2; B,B,F+P): Adam unleashes his Typhoon Explosive System, which releases fatal blasts of energy from the ground to destroy his adversaries. Highly damaging.
Icarus Effect (Level 3; Ch. B, F, B, F + P): Adam disappears into thin air and materializes behind them, stunning them with a stun gun. Once down, he disappears again, this time his disappearance is accompanied with a hail of Concussion Grenades, the resulting hail supposedly killing his opponent.
===================================
Lenneth Valkyrie:
===================================
-----------------------------------
COMMAND MOVES
-----------------------------------
Bolt Slash (F + HP; Sword only):
Vertical Raid (DF + MP; Sword only):
Moment Slide (DF + MK; Sword only):
Ptero Attack (DF + MP; Air; Sword only):
-----------------------------------
SPECIAL ATTACKS
-----------------------------------
Glowing Pierce (QCF + P; Sword only):
Spread Shot (QCF + P; Bow only):
Feather Sail (F, D, DF + K):
Multiple Attack (HCF + P; Sword only):
Grim Force (HCB + P; Sword only):
Tri-Blast (Ch.B, F + P; Bow only):
Bow/Sword (D,D + LP (For Bow)/SP (For Sword)):
-----------------------------------
LIMIT BREAKS
-----------------------------------
Dampen Magic (Level 1): Prevents opponent from using special and super attacks for a temporary amount of time
Code Break (Level 2; Sword only):
Infinity Blast (Level 2; Bow only):
Nibelung Valesti (Level 3): Can be used with both weapons, but different power and animations
-----------------
DUX
-----------------
The legendary warrior of Arcana, this metallic behemoth has taken part in many wars, and witnessed many a man and beast die, whether by his blade or by the weapons of his adversaries. Nobody knows anything of the man who lies behind the grey and foreboding armor he dons. He joins the Parallel Destinies Tournament to see if the next generation of warriors is as powerful and strong as he would hope it to be, so that he may retire in peace.
-----------------
COMMAND NORMALS
-----------------
Arcana Push (P+->): Dux powers up a strike utilizing the magic of Arcana, to which he connects to a push that blows his foes away a considerable mark.
Critical Strike (MK+HK): Dux reels back before striking his opponent with the handle of his blade, dealing injury to anyone foolish enough to be in its path. 2-hit combo
-----------------
SPECIAL MOVES
-----------------
Agito Slash (QCB + P): Dux performs a slashing combo on his opponent with extreme speed and precision. Depending on the punch button pressed, this move can be either a 2-hit combo, a 3-hit combo or a 4-hit combo. This move can also be used to dodge projectiles.
Exodus (QCF + K): Dux jumps in the air and and strikes the opponent with a slash that causes a small tremor.
Vermilion Card (HCF + P): Dux summons a card, which unleashes a being to do his bidding, depending on the punch button pressed:
-LP: Summons "Coeurl", a "Beast" that spouts flames from its mouth. Inflicts "Burn" damage.
-MP: Summons "Orc Oracle", a "Sub-Human" that casts a spell which increases Dux's sped for a short while.
-HP: Summons "Anubis", a "God Tribe" member that casts a spell which takes life from the opponent and gives it to Dux for a very short amount of time.
-----------------
LIMIT BREAKS
-----------------
Level 1: Nirrti (QCB + Px2): Dux utilizes his Arcana energy to increase the power of his normal and special moves for a short while.
Level 2: Shadowless Prayer (QCF + Kx2): Dux dashes towards his enemy with the intent to impale him/her. If it connects, he will teleport behind him/her and relentlessly slash the opponent, before sending him/her flying with a kick. If it doesn't connect, Dux will be left wide open to be attacked.
Level 3: True Radiant Slash (HCF + Px2): Dux unleashes a searing wind from his blade that decimates all who come in contact with him.
I took the card game elements from Lord of Vermilion, and sword fighting aspects from the non-canon Lord of Arcana and it turned to this. Note that the character I looked at in Lord of Arcana wasn't Dux, but someone similar to him, so I think the moves I put that rely on the sword can work.
As for Command normals, one was completely made up (Yun/Yang inspired) while the other was taken from Crisis Core. So much for originality (I have to admit there really wasn't any material to work with so some taking from other sources was necessary).
5. STAGES:
Lestallum - Final Fantasy XV
Limbo City - DmC: Devil may Cry
El Dorado - Strider 2
Forest of Mana - Secret of Mana
Makai Entrance - Darkstalkers
Aveh - Xenogears
Hong Kong - SF3: 3rd Strike
Twilight Town - Kingdom Hearts 2
Oedo - Power Stone
Inoba Coliseum, Kyoto* - Ehrgeiz
Cosomogenesis - Lightning Returns: Final Fantasy XIII (TRAINING STAGE)
*This stage isn't exactly situated in Kyoto in the source game, but seeing that I'm basing it off a Japanese character (Dasher Inoba from Ehrgeiz), and I'm following the format of CvS2, I thought Kyoto would be nice, so yeah that's why I put Kyoto.
**Limit Cancel = Super Cancel, since Super Combos are being called Limit Breaks here.
What do you think guys? If you have any ideas, please feel free to share them!