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DoubleClash Thread (Read 115548 times)

Started by Vic2000, December 02, 2021, 08:55:35 pm
DoubleClash Thread
#1  December 02, 2021, 08:55:35 pm
    • Italy
Hi, my name is Vic2000, an average user from Italy. I have been watching a crap ton of Mugen videos ever since 2007, which i discovered by accident while i was browsing some Metal Slug content. With a heavy inspiration of Card Sagas Wars, i proposed an ambituous project that i have been writing for about a few days in the middle of the pandemic, called DoubleClash. It is a 2-on-2 tag-team fighting game that features some of the wildest selections of characters with a solid gameplay and transitioning stages ala Injustice. As with Marvel vs. Capcom (except Infinite), there's barely any story around it, just a bunch of your favorite characters duking out to each other while a huge threat is going to destroy the world, so they force themselves to partner up with one another and defeat this threat. I won't spoil who it is, but let's just say that is a fusion of 3 powerful foes.

The gameplay is what would you expect from Guilty Gear and Marvel vs. Capcom, but it has two additions: Tag Attack, which acts like the Tag Throw from Tekken Tag Tournament, but it requires your Super Combo gauge to be fully empty, dealing the same damage as a super combo, and Clash Strike, acting similar to that system seen in the old Samurai Shodown games, except that the player will strike the opponent if tapped at a succession. If the Super Combo gauge is full while doing the Clash Strike, it will transform into Double Strike, where your tag partner will assist you dealing 2x times the damage.

Like BlazBlue, the player can perform an Astral Heat-like finisher called Final Strike at the final round, which requires them to be at 35% of health, the tag partner must die and have a full Super Combo gauge, which transforms into a red timer as the player grows a crimson-like aura around them. The cutscene will be similar to Card Sagas Wars's Crisis Cards, ending with a unique win round.

Now, the planned roster of characters will be 45, but i'll reveal 10 of them for now, these are:

Mario (Super Mario) (All-Rounder)



Throws
64 Throw (R or L + LP and LK) (Grabs their legs and spins around three times before throwing)

Command Normals
Hammer Swing (Right + MP) (Swings his Hammer upwards, knocking the opponent forward)

Mario Drill (Air Down + MK) (Spins his body as he performs a downwards drill kick)

Sliding (Down Right + MK) (A baseball slide that knocks the opponent down)

Special Attacks

Fireball (QCF + Punch) (A basic projectile that bounces across the floor)

Mario Tornado (QCB + Kick) (A spinning move with his arms stretched out while moving forward. After it ends, a baby Luma will appear above his head. It can also be performed in the air)

Super Jump Punch (Z + Punch) (A jumping multi-hitting uppercut that sometimes spawns normal coins or New Donk City coins)

Ground Pound (QCB + Punch while in the air) (Slams his rear very quickly)

Cape Swing (QCB + Punch) (As the name implies, he swings his cape outward that reflects projectiles)

Cappy Throw (Charge Back, then Right + Punch) (Throws Cappy forward and comes back like a boomerang)

Super Combos

Super Combo 1: Twin Tornado (QCB x2 + Kick) (Mario calls Luigi and spin together like a whirlwind while moving left or right based on the directional pad)

Super Combo 2: Hammer Time! (HCF x2 + Punch) (Mario brings up his hammer and performs multiple smashes and swings for 12 hits before ending with a baseball bat-like swing)

Lvl. 3 Super Combo: Star Driver (HCB x2 + Punch x2) (Mario swings his hammer upwards to knock the opponent in the air, then jumps off-screen faraway as he and Luigi rides on a gigantic star to ram directly against them)

Final Strike: Super Mario Star Finale (Mario starts by using a similar move to Super Jump Punch, then uses a Mega Mushroom on himself to turn giant and stomps the lying opponent once, uses Fire Flower to briefly turn into Fire Mario to shoot a barrage of fireballs, then summons his brother Luigi to briefly perform the Magic Window attack. He spin jumps in the air and uses every single powerup and the power of the Star Spirits to become the Super Star Mario state from Super Mario Bros. Z (while leaving a trail of afterimages due to the effect of the Double Cherry) to end with a bigger, blue-ish Mario Finale from Smash Bros. before returning to normal.)



Bloom (Winx Club) (Zoner)



Throws
Dragon Punch (Right + LP and LK) (A straight, flaming fist)

Ice Flame (Left + LP and LK) (Pushes her opponent behind and launches a sphere of both ice and fire to knock them away)

Piercing Wind (Air LP and LK) (Punches the opponent in the chest, knocking them out quickly by the cloud of smoke energy)

Command Normals
Dragon Kick (Right + HP) (A leaping forward kick while her leg is encased in fire aura)

Dragon Dive (Air Down + HK) (Performs her Dragon Kick diagonally down)

Flame Storm (Down Right + HP) (Launches a flare storm down with both hands)

Special Attacks

Blast Ball (QCF + Punch) (A flamethrower-like beam that deals 3 hits)

Sphere of Fire (QCB + Punch, hold that button to charge) (Creates a hemisphere-shaped shield that absorbs projectiles. If the button is held, she absorbs the shield she created and convert it into a slow moving large fireball shot from both hands)

Float (QCB + Kick) (It acts similar to the characters with that ability in the Marvel vs. Capcom games, except it lasts for 5 seconds, but it can be canceled)

Dragon Fury (QCF + Punch while in the air) (A fast fireball shot diagonally down)

Fire Wall (QCF + Kick) (Fires a flamethrower-like beam to the ground to create wall, acting similar to Dhalsim's Yoga Burner)

Super Combos

Super Combo 1: Dragon Energy (QCF x2 + Punch) (Turns into her Enchantix form and releases a flaming energy in the form of a dragon, dealing 6 hits)

Super Combo 2: Tidal Flame (QCB x2 + Punch, hold the button to delay) (Creates a miniature fireball from her idex finger and touches the ground, erupting a large pillar of fire and debris in front of her)

Lvl. 3 Super Combo: We are Winx! (QCF x2 + Punch x2) (Turns into her Believix form and uses Supernova to create a giant fireball and throws forward at the opponent. If done, Stella, Flora, Aisha, Tecna and Musa all come in and perform their projectile attacks in unison to create a rainbow explosion)

Final Strike: Shin Dragon's Flame (Bloom fires a grounded geyser in front of her. If done, she calls her friends (Stella, Flora, Aisha, Tecna, Roxy and Musa) to do an all-out attack, then she performs a barrage of punches and flying kicks as the opponent is overwhelmed. She transforms into her Bloomix form and performs one final rushing punch as she is surrounded by a Shenron-like aura, engulfing the opponent by multiple hits before being destroyed)



Kiryu Coco (Hololive) (Rushdown)



Throws
Flare Nail (R or L + LP and LK) (Grabs the opponent's body by the tail and swings her flaming claw)

Command Normals
Roaring Fire (Left + HP) (Exhales some wind and spits out a short-ranged burst of fire. You can hold the button down to increase its range)

Special Attacks

Fang Rush (HCF + Punch) (Dashes towards the opponent with a big bite)

Tornado Drill (QCF + Kick , while in the air) (Basically Benimaru's Flying Drill, but faster and deals more hits)

Meteor Spin (HCB + Kick) (Command grab. Grabs the opponent by their back and performs a jumping izuna drop while spinning)

High Upon Claw (Z + Punch) (Dashes with a forward claw. If done, she will perform a jumping upward slash)

Super Combos

Super Combo 1: Bloody Fang Assault (HCF x2 + Punch) (An advanced version of Fang Rush where she will bite the opponent multiple times around their body before being slamming them in the head by her forward solmersault tail)

Super Combo 2: Deadly Claw (QCB x2 + Punch) (Rushes towards her opponent with her claw sticking out to stab them in the chest. If done, she will fly in the air and slam them into the ground)

Lvl. 3 Super Combo: Draconic Wall (HCF x2 + Kick x2) (Performs a forward solmersault. If done, she do a smirk and breathes fire that obscure the entire screen with flames while the opponent gets hits by it for 49 hits before being knocked in the air by her horns)

Final Strike: Dragon's Claw Assault (Performs an upward claw that leaves a black trail, then performs multiple dive attacks in every direction as the opponent is overwhelmed by the slashes, finishing off with a cross slash as she laughs, slicing the opponent in pieces)



Frollo (Hunchback of Notredame) (Puppet/Glass Cannon)



Throws
Plunge into the Fiery Pit (Right + LP and LK) (Stabs the opponent in the chest with his sword, then swings it down)

Release your Sins! (Left + LP and LK) (Graps the opponent's throat with the chain repeatedly before tossing them backwards with a swing)

Command Normals
Catholic Fire (Air HK) (Releases a burst of flame from his body)

Pyro Upper (Close Right + PK) (A right handed fire uppercut)

Special Attacks

Dark Cape (HCF + Punch) (Swing his cape forward at a medium range to stun the opponent and pulls them directly, ala Scorpion's spear)

Guard Summon (QCB + Kick) (Summons one of his guards with a small flame. The player can control the guard with their own HP with their own options. Pressing Punch will take out his halberd and swing it forward (or downward for Heavy Punch), and pressing Kick will take out a bow and fires a slow arrow (or a quick arrow for Heavy Kick). The directional pad can be used to alter the trajectory of the guard's move, for example: pressing up will have the guard swing the halberd upward for Punch and fire the arrow upward for Kick, making it a bit similar to Carl's Nirvana)

The Victim's Sin (QCB + Punch) (A counterattack. Turns away and counters the opponent with a swing of his flaming right arm.

Crushing Popularity (Charge Down, then Up + Punch) (Gaston appears sitting on his chair and Frollo toss him high in the air to crush down. If Punch is pressed after the crush will result in Lefou performing a forward headbutt, or if is a Kick, Gaston will thow his beer directly at the knocked opponent)

Divine Slash (Charge Back, then Punch, hold the button to charge) (Dissapears as he dashes forward, then reappears with an inward slash of his sword (or an upward slash with Heavy Punch). You can held the button down to deal more damage and hits)

Super Combos

Super Combo 1: Hell Dragger (Charge Back, Right, Back then Right + Punch) (A Psycho Crusher-like move where he will be surrounded in flames, dealing 7 hits while dragging the opponent forward)

Super Combo 2: Darkest Sin (QCF x2 + Kick) (A counterattack. Walks forward as he reads, similar to Dio's So You're Approaching Me? or Vice's Cannibal Corpse. If the opponents hits him, then Frollo will grab them by their face and expells dark energy from them while still reading, ending with a generating explosion)

Lvl. 3 Super Combo: Hellfire (HCB x2 + Punch x2) (Summons two guards to grab the opponent's arms, then says "Taste the fires of hell!" and summons a huge flaming pillar that burns the opponent (and two guards) before shouting "You will burn!" as he creates a big explosion to finish off)

Final Strike: Will of God (Frollo summons the caped ghosts to stun the opponent, then calls Gaston to fire multiple projectiles (Frollo firing a barrage of fireballs while Gaston shoots with his Blunderbuss repeatedly), the latter rips his shirt that generate a flash wave of light before leaving. Frollo then transforms into his Super Saiyan form from The Frollo Show to finish off with one single powerful punch at high speed, tearing the opponent's legs off before exploding itself. It ends with both Frollo and Gaston doing a bros. pose like this: )



Iris (LoliRock) (All-Rounder/Stance)

Throws
Crystal Blow (Right + LP and LK) (A sweep kick, followed by a elbow blow)

Crystemonta (Left + LP and LK) (Encases her fist into crystal to perform an uppercut, then punches the floor to erupt a crystal pillar, sending the opponent backwards)

Command Normals
Crystal Spikus (Down Right + LP) (Shoots a crystal spike on the ground. The spike will last for 3 seconds before shattering itself)

Shiny Kick (Air Down + MK) (A dive kick with her feet incased in crystal)

Special Attacks
Crystal Offensio (QCF + Punch) (A fast crystal projectile  that can also be fired at a diagonal direction on both ground and air by using the directional pad)

Cystempactus (QCB + Punch) (A rushing punch attack with a crystal surrounding her fist. In the air, she will dive downwards)

Crystal Bullarum (HCF + Kick) (Summons a crystal spike that traps the opponent for a long period of time)

Crystemonta (Z + Punch) (A Shoryuken-type Crystempactus that deals once single hit by flies very high)

Crystemsabrus (3 Punches) (Turns her scepter into a crystal sword, changing her moveset. In this state, Iris can automatically counter the attack if blocked, but she will revert to normal when hit by them 6 times, or press the button again)

Upper Calibur (Charge Down, then Up + Punch, while in Crystemsabrus) (A dual jumping, multi-hitting sword slash)

Princess Slash (Charge Back, the Right + Punch, while in Crystemsabrus) (Runs forward and does a turning inward slash)

Spinning Nova (Down x2 + Kick, hold the button to charge while in Crystemsabrus) (Places her sword behind herself, then spins around, drawing the opponent toward her to do multiple hits. By holding the button down, she will deal more hits and damage)

Ephedian Strike (Charge Down, then Up + Kick, while in Crystemsabrus) (Jumps off-screen and stabs the opponent down while falling)

Power Lance (Charge Back, the Right + Kick, hold the button to delay while in Crystemsabrus) (Performs a forward hop while doing a sword thrust. You can held the button down to delay the attack)

Super Combos

Super Combo 1: Crystal Scala (HCB x2 + Punch) (Summons three pillars of crystals, one by one to hit the opponent)

Super Combo 2: Helping My Friends (QCF x2 + Kick) (Grabs the opponent and does a flipkick, Talia comes in performing a 7-hit combo with her dual-edged scythe and Auriana wraps them with her whip and spins around above her head before slaming left and right three times)

Super Combo 3: Cysta Colidum (Charge Back, Right, Back, then Right + Punch, while in Crystemsabrus) (Performs her Power Lance like normal, but slams the opponent to a wall to stun them. She then jumps backward and summons multiple pink swords-like projectile to hit them)

Super Combo 4: Crystal Buster (Down x4 + Kick, while in Crystemsabrus) (Raises her sword in the air, channeling pink energy to turn into a bigger sword, before unleashing a 9-hit series of slashes)

Lvl. 3 Super Combo: Crystal Luxtra (HCF x2 + Punch x2) (Iris begins the move by using Crystal Exitus, where she clenches her left fist and unleashes a huge beam straight (or upwards automatically against air opponents. If done, Talia and Auriana comes in and holds each others' hands alongside Iris as they shout the names of their homes, then grabs their respective weapons to summon a sphere from Ephedia's Castle before finally shooting a large beam of blue, pink and yellow against the opponent)

Final Strike: Crysta Quinta Shanila (Iris generates a pink aura wave that launches the opponent far away, then transforms into her Shanila form and performs multiple teleporting attacks (punches, kicks and crystal beams) before calling her friends (Talia, Auriana, Carissa and Lyna) to finish off with a Crysta Quinta attack using their combining powers to from a rainbow beam)



Pikachu (Pokémon) (Glass Cannon/Rushdown)

Throws
Nuzzle (Right + LP and LK) (Discharges electricity from its cheeks to knock its opponent away)

Submission (Left + LP and LK) (Rolls backward before launching the opponent with a tomoe nage)

Command Normals
Tail Whip (Air HK or Air Right + HK) (Spins itself in a circle using its tail)

Headbutt (Close LP) (Quickly headbutts forward)

Slam (Close Right + MP) (Spins its tail to slam down)

Charge (Down x2 + Hold Punch) (Charges up its cheeks with electricity. Much like Felicia's EX Charge, this allows the gauce to be refilled very slowly)

Special Attacks

Iron Tail (QCB + Kick) (Solmersault forward and strikes the opponent with its metallic tail)

Quick Attack (QCF + Punch) (Zips forward (or upward with Heavy Punch), ramming the opponent. Pikachu can perform the move a second time by pressing Punch again)

Skull Bash (Charge Back, then Right + Punch, hold the button to charge) (Charges up power before performing a forward ram. By holding the button, it will increase its power and speed)

Thunder Punch (Z + Punch) (Dashes forward and performs an electric uppercut, ala Wind God Fist)

Thunder Jolt (QCB + Punch, while in the air) (Fires a short ranged jolt projectile donwards as he jumps)

Super Combos

Super Combo 1: Wild Charge (Charge Back, Right, Back, then Right + Punch) (An advanced version of Skull Bash, covering him in electricity as he deals multiple hits, but he will lose 25% of HP upon hit)

Super Combo 2: Thunderbolt (QCF x2 + Punch) (Jumps forward and releases a bolt of electricity  from its body forward, shocking the opponent upon hit)

Lvl. 3 Super Combo: Volt Tackle (HCB x2 + Punch x2) (Surrounds itself in electricity before dashing forward. If it hits, it will bounce across the stage as it hits the opponent for 14 hits in a ball of electricity, ending by releasing a powerful blast)

Final Strike: Max 10,000,000 Volt Thunderbolt (Pikachu performs a similar move to Skull Bash, then solmersaults them with its tail before zipping around the air to strike them to the ground with its tail for the second time. Pikachu equips Ash's cap and performs a Z-Pose to build up Z-Power. It then leaps and generates electricity from its body, now colored in rainbow, and performs a diagonally down dash attack as it is surrounded by it, colliding with the opponent's body so hard that its generate a gigantic electric explosion)



Metagross (Pokémon) (Big Body/Footsie)



Throws
Swift (Right or Left + LP and LK) (Fires a x-shaped projectile from its cross while holding the opponent)

Take Down (Air LP and LK) (Slams the opponent into the ground below them)

Command Normals
Metal Claw (Close Left + HP) (Slashes the opponent with its right, metallic claw)

Special Attacks

Meteor Mash (Charge Back, then Right + Punch) (A slow, moving punch that emits star particles upon hit while its fist is surrounded by a silhouette of a golden meteor)

Bullet Punch (HCF + Punch) (A series of thrusting palm attacks, ending with an uppercut. Tap the button to increase the hits and damage)

Magnet Rise (Charge Down, then Up + Kick) (Its body is surrounded in yellow as it performs a high leap before slamming into the ground while emmiting small sparks)

Psychic (QCB + Punch) (Projects a spiral-like pink ripple with short range that stuns the opponent multiple times)

Earthquake (HCB + Kick) (Slams its arms into the ground, causing a medium-ranged shockwave that trips the opponent)

Super Combos

Super Combo 1: Zen Headbutt (QCF x2 + Punch) (Project a ball made of psychic energy and headbutts it, causing small explosions if it hits the opponent)

Super Combo 2: Hammer Arm (HCB x2 + Punch) (One of its arms grows gigantic while covered in white energy and slams at hard force, causing the opponent to being knocked in the air)

Lvl. 3 Super Combo: Steel Beam (HCF x2 + Kick x2) (Mega Evolves into Mega Metagross and charges up a metallic sphere with its hands, before firing a gigantic grey beam, dealing 15 hits)

Final Strike: Metallic Computer (Grabs the opponent and throws forward, then Mega Evolves into Mega Metagross to perfom the Corkscrew Crash move to turn into a drill and hit multiple times at full force, transitioning into a more stronger and aggressive Bullet Punch, knocking the opponent in the air. It then ends by using Max Steelspike, slamming the ground to create a series of gray spikes that progressivly extend forward to strike the opponent before a larger, taller one stabs them to finish off)



Morshu (Zelda CD-I) (Unorthodox/Zoner)



Throws
Shopkeeping Blow (Right + LP and LK) (Elbows the opponent and performs a flip kick to knock them away)

No Rupees? (Left + LP and LK) (Teleports behind his opponent and performs a thrust attack with his cupped hands to knock them back while in his brief SSJ1 form)

Command Normals
Cap-rang (Left + MP) (Throws his cap forward and comes back like a boomerang)

Flash Close (Close Right + MP) (A Flash-Chop-like move that doesn't turn the opponent around)

Spinning Rupee (Air HK) (A slow cartwheel attack while in the air)

Falcon Mmmhhhh (Hold HP) (Says "Falcon" and spits the literal "Mmmhhhh" word forward in a medium range. You can hold the button even longer to increase its size and damage)

Special Attacks

Lamp Oil (QCB + Kick) (Throws a lamp oil on the ground, creating a small puddle. It doesn't do anything aside from tripping the opponent, but if Bomb is used on the puddle, not only it will create a bigger explosion and dealing more damage, but also creates a wall of fire that deals medium knockback)

Rope (Charge Back, then Right + Punch) (Swings a rope like a lasso and throws it forward. If done, he will wrap them and swings it in a circle while jumping, slamming them into the ground)

Bomb (QCB + Punch) (Pulls ou a bomb out of his pocket and throws it in a forward arc, creating an explosion)

Rupee (HCF + Punch, hold the button to charge) (Spawns a rupee from his hand and tosses forward very quickly like a shuriken, dealing small damage. Holding the button down will spawn three or four rupees for more damage)

Explosive Console (Z + Kick) (Kicks a PS3 forward in an arc and lands, dissapearing. Knocks the opponent if it hits)

Super Combo 1: Shooting some Rupees (QCF x2 + Punch) (Dons a Rambo-like appearance and fires multiple rupees from his machine gun, usually 20 hits)

Super Combo 2: Explosive Child (HCB x2 + Kick) (Calls his son, Morshu Jr. and kicks him forward. As the child has two bombs on his pockets, it create a huge explosion upon hit, leaving him covered in black smoke before leaving)

Lvl. 3 Super Combo: One Finger Burst (HCF x2 + Punch x2) (Goes Kaioken x20 and performs a shoulder ram. If done, he turns into Super Saiyan 3 and creates a gigantic energy blast that grows very tiny, eventually shooting it forward towards the opponent, which the blast grows back to gigantic as it engulfs them, resulting in a huge explosion)

Final Strike: Rain of The Morshu Bombs (Gwonam flies by as he drops a Bob-omb with Morshu's face at the opponent, exploding. Morshu uses the Metal Cap on himself to turn into Metal Morshu, as he already rides in a big rocket and fires sticky bombs, then a huge beam of his Morshu Blaster, goes Kaioken x20 and uses Falcon Mmmhhhh at them before jumping out of the rocket to create a firework explosion. It doesn't end there as Morshu (in his Super Saiyan 3 form while still in his Metal form) summons a rain of atomic bombs before summoning an even larger one for one bigger explosion, but not before shouting "You want it? It's yours my friend" while giving them a dual middle finger. After it ended, he turns into his RTX form (while still in both SSJ3 and Metal forms) and begain to rap endlessly. During the rocket part, Weegee can be seen for a few brief frames. Morshu will hum the Final Strike's theme)



Matt McMuscles (Grappler/Rekka)



Throws
Skull Smash (Right + LP and LK) (A simple dropkick)

Suplex Cracker (Left + LP and LK) (A German Suplex)

Skeleton Press (Air LK and LP) (Descends belly-first with his opponent to crush them)

Command Normals
Hammer Knuckle (Down Right + MP) (A downward chop swing)

Flash Bang (Air Down + HK) (A double foot stomp)

Special Attacks

Skull Tackle (QCF + Punch, x3) (A shoulder tackle. Press the button two more times for additional tackles, the last one knocks the opponent out)

Wild Swing (360 + Punch) (Grabs the opponent and swings their body in a circle 4 times before jumping upwards and slam into the ground)

Catapulting Crush (HCF + Kick) (Dashes forward and grabs the opponent. If done, he will perform a jumping suplex in an arc, slamming them headfirst)

Burning Skeleton (Down x2 + Kick) (Performs the crab pose as he releases smoke from his entire body while briefly turning red. In this state, all of Matt's Special Moves will have its damage output increased, but he can only use one of them, as it will end once used)

Sinking Splash (HCB + Kick) (A powerful splash while falling, causing a shockwave)

One Skull (QCB + Punch) (A rushing elbow attack)

Two Skulls (QCB + Punch for the second time) (A lunging headbutt)

Three Skulls (QCB + Punch for the third time) (Backfists at either side of himself)

Super Combos

Super Combo 1: Over the Road Ram (HCF x2 + Punch) (Jumps back off-screen and drives a giant truck forward, knocking the opponent in the air. If the opponent gets KOed by it, the infamous "You're winner" title will appear, taken straight from Big Rigs)

Super Combo 2: Raging Tiger (HCB x2 + Kick) (Performs a dropkick to stun the opponent. If done, a trophy will be thrown on-screen and Matt catches it, swinging against the opponent like a baseball bat that causes a wallbounce, then end by grabbing them and perform a jumping Argentine backbreaker)

Lvl. 3 Super Combo: Wha Happun? (360 x2 + Punch) (Grabs the opponent performs a Spinning Piledriver that takes them to the Wha Happun set. The opponent doesn't know how to respond, so they shrug. This causes a bunch of cannons containing Sonic's broken parts to be shot at them in 4 directions before Matt ends by performing a powerful punch that sends the opponent back to the stage.

Final Strike: Let's Get Crazy! (Matt jumps forward to perform a Bulldog. If done, the opponent will be taken to a wrestling arena as they will be body slammed by Woolie, Max, Liam, Kenny, Benny and Matt as they scream before the latter does a slow Giant Swing to toss them into the air, then grabs a gigantic piece of the ground with his bare hands and throws towards them, ending the move)



Captain Falcon (F-Zero) (Rushdown)



Throws
Head Crush (Right + LP and LK) (Throws his opponent down)

Striking Throw (Left + LP and LK) (Kicks his opponent behind)

Command Normals

Knee Smash (Air Right + MK) (A knee strike. When hit closely, it deals extremely high damage with an electric effect, but its weak when far away)

Turbo Shoulder (Close Right + MP) (A shoulder block, which causes the opponent to get wallbounced)

Dual Edge (Down Left + HK) (A 540 kick, dealing two hits)

Special Attacks

Raptor Boost (Charge Back, then Right + Punch) (Dashes forward with a fire-infused fist and performs a flaming uppercut)

Raptor Overhand (QCB + Punch, while in the air) (Hops forward  and performs a flaming overhand punch)

Falcon Kick (HCF + Kick) (Propels himself forward with a flaming flying kick on the ground, or a flaming dive kick in the air)

Falcon Dive (Z + Punch) (Leaps upwards to grab the air opponent. If done, he will launch them away with an explosion and flips backward)

Super Combos

Super Combo 1: Falcon Punch (QCF x2 + Punch) (Winds up and throws his iconic flaming punch, yelling "Falcon... Punch!" while doing so)

Super Combo 2: Falcon Rise (Delta + Kick) (Performs multiple jumping kicks 6 times before ending with a Knee Smash)

Lvl. 3 Super Combo: Raptor Strike (HCF x2 + Kick x2) (Dashes forward with a outward swing punch. If done, he will perform an automatic 17-hit combo, then flipkicks them, ending with the Falcon Punch that summons a giant afterimage of an actual falcon)

Final Strike: Final Falcon Punch (Falcon will summon the Blue Falcon as it crashes towards the opponent in front of him as he enters, taking the opponent to a race track as they are ran over several times by several vehicles, then Samurai Goroh jumps out of his Fire Stingray to perform a Cross Slash-like move before returning, while the Blue Falcon is approaching them. Falcon then jumps out of the vehicle and performs an electric-infused Falcon Punch to finish off while leaving his helmet behind, causing a galaxy-sized explosion)



The planned set of Stages will be 30, and like before, i'll reveal 5 for now:

*Mushroom Kingdom
*Alfea
*Big Blue
*Morshu's Shop
*The Cathedral

It will have Arcade (taking inspiration from Street Fighter Alpha 3), Versus, Options, Online, Training, Bios for every fighter, the usual stuff, with character sprites inspired by Project X Zone while having 3D backgrounds for stages.

There's one tiny little problem though. I have zero experience in just about everything, the coding, spriting, and many more. Also, i'm not good of an artist either, so i didn't come up with a mock-up nor a title logo. I need a ton of people with huge experience, and if it that happens, i'll take the role as a consultant, as i also have zero experience as a director.

I'll answer all of your questions regarding the project while i'm still developing.
Last Edit: February 18, 2022, 12:14:36 pm by Vic2000
Re: DoubleClash Thread
#2  December 04, 2021, 01:04:11 pm
    • Italy
Allright, here are 4 characters i have written.


Meggy Spletzer (SMG4) (Zoner/Footsie)



Throws
Burst Stomp (Right + LP and LK) (Stomp the opponent's feet and fires her Blaster forwards, knocking them away)

An explosive Gift (Left + LP and LK) (Auri Bori grabs the opponent while Meggy dashes past them as she sends a Splat Bomb faraway, exploding)

Command Normals
Skip Strike (Close Right + HP) (An elbow smash)

Ink Trip (Down + MK) (Empties out a Slosher forward, turning the floor into a slip trap)

Special Attacks

Splattershot (QCF + Punch, hold the button to fire) (Rapidly fires an array of ink against the opponent, dealing minimal knockback and damage. You can held the button down to continously fire for 5 seconds)

Rolling Wheel (HCF+ Kick) (A Double Knee Press-like move that hits once)

Swinging Tool (HCB + Punch) (Swings her Inkbrush forward. The Heavy Punch version is the strongest, but also the slowest)

Ally Summon (QCB + Kick) (Summons one of three of her friends to either attack the opponent. LK has Fishy Boopkins, who pathetically throws his waifu pillow forward, MK has Tari, who performs a Burn Knuckle-like move with her cyborg arm, and HK has Saiko swinging her hammer multiple times while moving before slamming the opponent down if done)

Explosive Device (HCBF + Punch) (Throws a Splat Bomb, which explodes on contact, covering the opponent in ink. The damage and range increases based on the determined button)

Super Combos

Super Combo 1: Ink Slide (HCBQCF + Punch) (Equips her Roller and begins to slide forward, hitting the opponent multiple times (19 hits) before ending with a outward swing)

Super Combo 2: Ink Armor (QCB x2 + Kick) (Takes out a device and activates it, covering her in ink. In this state, Meggy's damage taken by opponents will be reduced at 25% and will be immuned from projectiles. It also powerups her Special Moves that involves ink for 10 seconds)

Lvl. 3 Super Combo: Fly Woomy Fly (QCBHCF + Kick x2) (Throws a Burst Bomb forward to blind the opponent. If done, she will cover the entire floor with ink and begins to attack them 5 times while riding in her Ink Boi 3000 before knocking them down with her Inkbrush. Is not done, as she will ride on the wall and jumps with her surfboard, there, she begins to do crazy manuverers, Jim Hawkins-style in Treasure Planet, while firing a rapid amount of ink with Splat Dualies on the knocked opponent, ending with a surfboard slam on their chest)

Final Strike: This is for Desti...  (Roll jumps forward and slams her Inkbrush down to knock the opponent faraway. If done, she calls Saiko and Tari to beat them up for a few seconds and Meggy progressively attacks them with her weapons while transitioning between her original Inkling and human forms. During this, an image of Desti looking behind with her angel wings is seen as Meggy finishes off with a Booyah Bomb, creating an explosion of ink that engulfs the opponent)



Bulk Bogan (Vinesauce Joel) (Footsie/Grappler)



Throws
CBT Kick (Right + LP and LK) (Kicks the opponent in the groin, making them crumple)

Sleepy Time (Left + LP and LK) (Grabs the opponent in a chokehold behind and suffocates them, putting them lay to the floor as makes a small backstep)

Death from Above (Air LP and LK) (Plants his foot on the opponent and makes a backflip to jump high before plunging down to the ground with his knife)

Death by Booty (Down Right + LP and LK) (Jumps forward to crush the opponent with his rear in the face. He learned this move from Dio Brando in Meme House)

Revenge Best Served (Down + LP and LK) (Jumps forward to stab the opponent in the chest with his knife repeatedly)

Command Normals
Paint me like Hasselhoff (Air Down + HP) (Makes a lying sexy pose  as he brings the opponent down)

Madeline Slash (Close Down + MP) (Slashes inwards with his knife)

Special Attacks

Kenka Rush (HCF + Punch) (Tackles the opponent to the ground. If done, he will punch them in the face four times)

Groin Stomping (QCB + Kick) (Grabs the opponent and does a pildriver, then stomps on their groin three times)

Mooskle Drop (Charge Down, then Up + Punch) (Performs a large, jumping splash)

Pump Up! (Down x2 + Punch) (Draws a Dumbbell and began to pump it up. It doesn't do anything at first, but if you press the button right at the rhythm, his damage output will be increased at 2x for 4 seconds. It also works as a counter, as he will swing his Dumbbel inward, knocking the opponent forward)

Chest Flashing (Charge Back, the Right + Kick) (Slide forwards with both arms at the back of his head while showing off his beautiful chest. If he is at low health, it will began to flash white, increasing its hitbox and dealing more damage)

Super Combos

Super Combo 1: Maxinum Swole (QCB x2 + Punch) (Performs a lariat to knock the opponent, then brings a Barbell and lifts multiple times with one arm while the opponent is dizzy, then drops it down and performs a powerful uppercut)

Super Combo 2: Bogan Cutter (HCF x2 + Kick) (Spin jumps forward and performs a Frakensteiner, then brings up a crowbar and brutally smacks them in the chest before grabbing them by their head and headbutts them)

Lvl. 3 Super Combo: Extreme CBT (HCF x2 + Punch x2) (Bogan does a side kick to stun the opponent. If done, he will slowly walk towards them and performs a rapid-fire of punches on their groin, before ending with a baseball swing of his ancestor's large golden cross)

Final Strike: Trying to Make a Little Brighter (A demon will slowly walk forward to try to bite the opponent. If done, Bulk run towards the latter and slams their face into the ground while pushing the demon away. After that, Garfield comes in and tries to cook some Mac and Cheese, but instead, creates a wall of fire that burns the lying opponent, until Dio uses Za Warudo and quickly clean everything, but not before drinking their "plasma" for hunger. As time resumed, the dizzying opponent will look at Bogan, holding a gun in front of them and shoots them in the head, ending with the main trio doing random Fortnite dances while the Grim Reaper with Joel's face shows up to steal the dead's soul)



Scrooge McDuck (Disney) (Footsie/Glass Cannon)



Throws
Money Smack (Right + LP and LK) (Swings his moneybag forward to hit the opponent)

After You (Left + LP and LK) (Leaps over the opponent and delivers a kick to their upper back)

Command Normals
Ancient Artifact (Close Right + MP) (Briefly shows a golden artifact while in his sunglasses, stunning the opponent a bit)

Diamond Catcher (Air Down + MP) (Tosses a big diamond down, knocking the opponent in the air)

Object Pull (Left + MP) (A random large canister appears and Scrooge pulls it forward with his cane, knocking the opponent down behind the canister)

Duck Head (Right + LP) (Makes a small forward hop to headbutt his opponent)

Special Attacks

Pogo Drop (Z + Punch) (Performs a forward jump and sticks his cane like a pogo stick. If the cane hits the opponent, he will bounce off and hit them again, then for the third time)

Millionare Swing (QCF + Kick) (Swings his cane like a golf club. Knocks the opponent if close, and reflects projectiles as soon as Scrooge swings)

Spinning Duck (HCB + Punch) (Spins around with his cane sticking out. A sort of command grab, where he will drag the opponent by his weapon and toss them forward. In the air, he wil slow his fall)

One/Two/Three Wishes (QCF + Punch) (Takes out a lamp and rub it, summoning Gene the Genie, who snaps his finger to fire magic based on the determined button. LP fires a quick lighting bolt straight forward, MP summons a flaming geyser from the ground, and HP fires a white projectile with short range that traps the opponent inside a bubble for a few seconds as they take damage)

Super Combos

Super Combo 1: GizmoBlast (QCF x2 + Punch) (GizmoDuck appears and transforms himself into a rocket, blasting forward against the opponent with an explosion)

Super Combo 2: Coloring Roll (HCF x2 + Kick) (A bunch of Terra-Fermies appear rolling towards the opponent to hit them, followed by a younger one to end)

Lvl. 3 Super Combo:  Beaglemania (HCBQCF + Punch x2) (Charges up his cane to perform a swing, but SQUACK!! The Beagle Boys and Ma Beagle appear riding on their car to ram the opponent three times, right, left and back to right before leaving off-screen, all while Scrooge crouches down)

Final Strike: Everything into Gold (Brings out a Golden Goose and turns the opponent into gold. If done, the goose will undergo a second transformation, while Launchpad catches Scrooge in time in his airplane as the Golden Death spreads the entire stage. In the airplane, Bubba falls down and bonks the opponent's head with a dual overhand, GizmoDuck will fire a laser beam while flying with the copter on his helmet, and Launchpad (as always) crash his airplane into the opponent. It ends with Scrooge crouching, as Magica De Spell comes in and fires a spell against him, but she unknowingly turns the golden opponent into a crow)



Abobo (Double Dragon) (Rushdown/Big Body)

Throws
Giant Bomb (Right + LP and LK) (A powerbomb)

Head Crusher (Left + LP and LK) (A brainbuster)

Flying Abobo (Air LP and LK) (An upside down argentine backbreaker)

Command Normals
Have a Seat (Close Right + MP) (Takes out a chair and swings it down, dealin two-hits)

Maldito Punetazo (Close Left + MP) (Launches a right handed uppercut while having a rose on his mouth)

Tounge Attack (Down Right + MP) (Shoots his tongue forward like Yoshi's. This allows him to swallow a projectile, but other than that, that's all about it)

Sword Blow ( Right + HP) (Stabs his sword forward, shooting a projectile. If he is hit, he will lose the projectile ability)

Special Attacks

Hammer Punch (QCF + Punch) (A rushing hammerfist that channels a sword-like energy from his fists)

Grand Smash (QCF + Kick) (Slams both fists into the ground, creating a shockwave close to his opponent, tripping the latter)

Loud Slap (HCB + Punch) (A two handed slap)

Abobo Missile (QCF + Punch, while in the air) (Dives diagonally downwards, headfirst)

Atomic Throw (HCBR + Punch) (Grabs the opponent by their left leg and toss it upwards, then uses Screw Upper, a multi-hitting uppercut)

Super Combos

Super Combo 1: Pressure Bomb (HCF x2 + Punch) (Grabs the opponent and holds them in the air, briefly turning into his mutated form from the movie and slam them into the ground at huge force)

Super Combo 2: Abobo Shock (QCB x2 + Kick) (Makes a leap and hammerfists into the ground, creating a large, multihitting electric projectile that rolls along the ground)

Lvl. 3 Super Combo: Abobo Meteor (360 + Punch x2) (Dashes against his opponent. If done, he goes behind and grabs them by their back, then makes a leap so high that they have traveled into space, then goes upside down while falling like a meteor, slamming the opponent headfirst that creates a big explosion)

Final Strike: The Greatest Uppercut in Boxing History (Summons Burnov as he tackles against the opponent. If done, Abobo summons his human/mermaid hybrid sons as a shield while he performs a big leap, which rains multiple big boulders to hit the opponent. He then spins himself, becoming a big whirlwind to engulf them, taking them a boxing ring. Utilizing the Power Glove as his boxing glove, he performs various mach jabs with it, ending with a slow-mo uppercut. This decapitates the opponent and their head flies so high that it lands on the Mushroom Kingdom's flag)



Then there's 2 stages, Apocalyptic City (for Abobo) and Duckberg (for Scrooge).
Last Edit: February 18, 2022, 12:22:36 pm by Vic2000
Re: DoubleClash Thread
#3  December 04, 2021, 05:56:10 pm
    • Italy
Oh wait, i forgot two of them!

X (Mega Man X) (Zoner)



Throws
Buster Blow (Right + LP and LK) (Jams his X-Buster in the opponent's chest and fires a burst, knocking the opponent away)

Aiming Laser (Left + LP and LK) (Lifts the opponent backwards and rapidly fires at them with a semicircle laser)

Command Normals
Strike Chain (Right + MP) (Fires a chain hook and pulls the opponent towards him, while still doing damage)

Rolling Shield Charge (Air MK) (Briefly surrounds himself in a spherical energy)

Fire Wave (Air Down + MP) (Shoots a stream of fire downwards)

Twin Slasher (Air Right + HK) (Shoots two energy blades diagonally up and down)

Wing Spiral (Close Down Right + MK) (A hopping uppercut that releases a rising small tornado)

Ray Arrow (Air HK) (Fires a beam forward that falls down. If it hits a wall, it turns 90 degree and goes up)

Explosion (Left + HK) (Fires a slow energy blast forward)

Crystal Wall (Down + HK) (Sends out a large crystal from the ground, sending the opponent in the air)

Ray Claw (Close Left + HP) (Creates an energy blade forward)

Special Attacks

X-Buster (Hold and release Heavy Punch when faraway) (A basic projectile with mid-range. By holding the button down, he will charge up some power and release it to shoot a more powerful Charge Shot. He can still walk and jump while firing, which is the same for all of his Special Moves)

Frost Shield (QCF + Punch, Hold the button) (A slow moving icicle-like missile that forms into a three-pronged ice spike when ricochet off the wall or an opponent. If held, it turns into a spiked ice mass that is formed on X's arm cannon, which also blocks projectiles as long as you hold the button down)

Rising Fire (Z + Punch, Hold the button) (Raises his arm in the air and shoots a fireball straight upwards. Good as an anti-air move. If held, it turns into a Shoryuken-type attack that deals 4-hits)

Ray Splasher (HCF + Kick, Hold the button) (A quick volley of energy bullets in a spread formation. If held, he fires a glass container forwards, which shoots 23 randomly bullets in various directions)

Shadow Runner (QCB + Kick, Hold the button) (A shadowly boomerang that homes in on the opponent. If held, he fires one on the five boomerangs at a time)

Melt Creeper (HCB + Punch, Hold the button) (Sends a mid-ranged fire wave on the ground. If held, the wave will get bigger and have more range)

Spin Wheel (Charge Back, then Right + Punch, Hold the button) (Sends a delayed buzzsaw blade that crawls on walls. If held, he will instead fire eight energy bolts in all 8 directions)

Super Combos

Super Combo 1: Spike Ball Charge (HCF x2 + Punch) (Shoots a purple spiked ball that ricochets across the screen four times before leaving)

Super Combo 2: Frost Tower Charge (QCB x2 + Kick) (Summons four waves of giant ice shards that fall down to the equal of the number)

Lvl. 3 Super Combo: Armor of Light (Kick x2 + Punch x2) (Summons his first armor from the original Mega Man X. In this state, X's movement speed, jump height and damage output are increased at 35%. It will also change the X-Buster's Charge Shot into a Double Charge Shot)

Super Combo Armor 1: Soul Body Charge (HCBF + Punch) (Summons an array of his rainbow clones of himself in three various directions)

Super Combo Armor 2: Storm Tornado Charge (QCBHCF + Kick) (Surrounds himself into a gigantic tornado, which vaccums his opponent to deal multiple hits before it dissapears. By pressing both Kick and Punch while doing so causes the tornado to move forward at a light speed as X points his buster in front of his opponent)

Super Combo Armor 3: Hadoken (QCF + Taunt) (Despite its pathetic range, it can instantly defeat the opponent, but it results in X returning to his unarmored form)

Final Strike: Unlimited Potential (Fires his Squeeze Bomb that traps the opponent inside of it. If done, he dons his Icarus Armor Armor and performs his Giga Crush attack, then quickly switch into Falcon Armor to fly towards them as he switches to Ultimate Armor to perform the Nova Strike, then lands and dons the Command Mission version of the same armor to fire a barrage of shots. X goes back to his unarmored self and activates "unlimited potential" (indicated by the glowing blue hands and red gem on his helmet), performing several punches, then an uppercut, ending with a MvC version of Shinku Hadoken)



Sigma (Mega Man X) (Big Body/Zoner)



Throws
Wallow in Despair and Hopelessness! (Right + LP and LK) (Grabs the opponent by the face and generates an explosive burst. Loosely based on his Mirage Claw attack from Mega Man X8)

Cold Sleep (Left + LP and LK) (Briefly goes invisible and stabs the opponent behind with his sword, making the opponent crumple)

Command Normals
Sigma Strike (Close Right + HP) (A three-hit hopping sword uppercut)

Claw Slash (Left + MP) (Swings his left claw foward)

Neon Geyser (Down + HP) (Stabs his sword to the ground, generating a small laser pillar in front of him)

Wall Jump (Hold Left, then press Right) (Sigma will perform a big forward leap while leaving a trail of afterimages of himself)

Special Attacks

Eye Spark (QCF + Kick) (Fires a small red beam from his forhead diagonally down. Its buttons determines the length of the beam. LK travels short, MK travels a little bit, and HK travels the farthest)

Arc Divide (Charge Back, then Right + Punch) (Begins to hold his saber before rushing forward and swings straight at the opponent. Heavy Punch has him travel diagonally up)

Iron Slash (Z + Punch) (Dissapears and reappears in the air, slamming his lightsaber into the ground. If the opponent is close to him, they will be stunned before Sigma does the move)

Sigma Wave (Right, HCF + Punch, Hold the button) (Charges up his hand's power before firing a large projectile at his opponent. Varies depending on the charging. Non-charged is two sparking balls that goes on a wave-shaped path at the same time, half-charged is a purple energy wave with a brief delay before moving, and fully charged is a larger blue energy wave that keeps moving)

Shock Spheres (QCB + Kick) (Summons one, two or three energy balls from his back that homes on the opponent)

Shield Boomerang (HCB + Punch, Hold the button) (Sends out his shield at a faster travel and comes back like a boomerang. If the move is held down, he will actually use it to block off projectiles)

Super Combos

Super Combo 1: Doom Buster (QCF x2 + Kick) (Makes a brief leap and fires his red beam at the, creating a floor of explosions. In the air, he will create a wall of fire instead)

Super Combo 2:  Annihilator Slash (QCB x2 + Punch) (Brings up his Scythe and slices the opponent at high speed, while releasing five homing boomerangs from his shoulders)

Lvl. 3 Super Combo: Maverick Illusion (HCBQCF + Punch x2) (Fires three neon spinning rings from his palm, which traps the opponent. He then dissapears, as illusions of 8 Mavericks will appear using their respective attacks (Chill Penguin, Magna Centipede, Neon Tiger, Magma Dragoon, Crescent Grizzly, Metal Shark Player, Vanishing Gungaroo and Bamboo Pandamonium) before Sigma appears above the opponent, ending a large wave slash projectile.

Final Strike: Final Sigma (Turns invisible and dashes to grab the opponent by the face. If done, he takes them inside his mind, where the opponent will be attacked by the Sigma Virus, who transforms into 6 final forms from past X games one by one, then morphs and splits into four hologramms of Sigma, slashing the oponent in unison before merging and morphing into a giant Sigma Head by firing a big bang laser beam, erasing them outside into smokes)


Last Edit: June 15, 2022, 11:40:39 am by Vic2000
Re: DoubleClash Thread
#4  December 06, 2021, 10:19:21 am
    • Italy
Much like MvC, Dengeki Bunko and Card Sagas Wars, the player can summon an assist via a unique gauge that needed to be build. Like the characters, they have their own unique colors to choose, albeit limited to just 4. The planned amount of will be 60, but i'll reveal 10, just like my initial post:


Princess Peach (Super Mario)

(Support Button 1: Poundbrella) (Rams against the opponent using Perry)

(Support Button 2: Mushroom Spore) (Counter. If the opponent attacks her, she will bring Toad and squeezes him, firing multiple spores at a spread formation)

Consome Panchi (Consome Panchi)

(Support Button 1: Let's Eat Some Chips, Buddy!) (Offers the opponent a chip, restoring 10% of health)

(Support Button 2: Find You're Strength! Don't Give Up!) (Makes those bizarre dances while his tune plays, powering up the fighter for twice the damage. His dances are always randomized)

Amelia Watson (Hololive)

(Support Button 1: Detective Work) (Wanders around, trying find a clue before gasping at the opponent, saying that she has founded the corporate and smacks them with her magnifying glass. It acts similar to Marco's Common Fixture, where Watson will either instantly attack, or just wait for a few seconds or so)

(Support Button 2: Drunken Rage) (A flails of punches as she hics uncontrollably)

Mephisto and Praxina (LoliRock)

(Support Button 1: Ateruina) (Both twins fires two bright beams at the opponent)

(Support Button 2: Telanoc) (Both twins summons random big crystals waves rising from the ground to attack the opponent)

Eevee (Pokémon)

(Support Button 1: Take Down) (A basic tackle)

(Support Button 2: Extreme Evoboost) (Calls upon its evolutions to give their powers to the player, boosting their attack, speed and jumping mobility for a short period of time)

Cyclops (X-Men)

(Support Button 1: Mega Optic Blast) (Blasts a huge beam at the opponent, covering a good amount of area)

(Support Button 2: Super Optic Blast) (Similar to Mega Optic Blast, but its much narrower and the trajectory of the beam can be controlled)

Aqua (Kingdom Hearts)

(Support Button 1: Seeker Mine) (Sets a magical trap that homes on the opponent if close)

(Support Button 2: Time Splicer) (Freezes the closest opponent with Stopga and performs multiple teleporting strikes with her Kayblade 6 times)

Inuyasha

(Support Button 1: Sankon Tesso) (Performs a double claw swipe, leaving a trail of slashes of each hand)

(Support Button 2: Kaze no Kizu) (Slashes his Tessaiga down, creating a wave of energy that rolls along the ground and deals multiple hits)

Bad Mr.Frosty (ClayFighter)

(Support Button 1: Ice Breath) (An icy projectile that freezes the opponent)

(Support Button 2: Frozen Fist) (A rushing ice punch)

Chun-Li (Street Fighter)

(Support Button 1: Tenshokyaku) (Multiple jumping kicks)

(Support Button 2: Hoyokusen) (Steps forward and delivers a side kick, then performs 35-hits of her Hyakuretsukyaku with her other leg, ending with a Tenkukyaku)
Re: DoubleClash Thread
#5  December 07, 2021, 06:24:07 pm
    • Italy
Here comes 10 more assists!

Riku (Kingdom Hearts)

(Support Attack 1: Dark Firaga) (Fires a dark, homing fireball from his hand)

(Support Attack 2: Keyblade Combo) (A three-hit combo using Way of the Dawn)

Josuke Higashikata (Diamond is Unbreakable)

(Support Attack 1: DORARARARARARARA!) (Crazy Diamond unleashes a barrage of punches at an upward angle, dealing 9 hits)

(Support Attack 2: What did you say about my hair!?) (Counter. If the opponent attacks him, Crazy Diamond performs an uppercut. Josuke then swaggers over them and Crazy Diamond performs the DORARARARARARARA! move, dealing 20 hits)

Lara Croft (Tomb Raider)

(Support Attack 1: Quick Bow) (Takes out her bow and fires a flaming arrow)

(Support Attack 2: Riding Bullet) (Solmersaults forward and fires the air opponent with her dual pistols as she crouches)

Hank (Madness Combat)

(Support Attack 1: Madness Combo) (A punch-punch swing-jumping uppercut combo)

(Support Attack 2: Frag Grenade) (Throws a frag grenade that explodes on contact)

Diogenes (Getting Over It with Bennett Foddy)

(Support Attack 1: Hammer Throw) (Uses his Yosemite hammer to hurl himself a short distance forward)

(Support Attack 2: Squash) (Jumps on-screen and slams towards the opponent before leaving)

Blodia (Cyberbots)

(Support Attack 1: Blodia Punch) (Performs a powerful punch that covers the entire length)

(Support Attack 2: Blodia Vulcan) (Blodia fires against the opponent repeatedly with the machine gun)

Liu Kang (Mortal Kombat)

(Support Attack 1: Flying Kick) (Flies across the screen and connects with a kick)

(Support Attack 2: Dragon Fire) (Sends a fireball in the shape of a dragon forward)

Kim Possible

(Support Attack 1: Foot Slap) (Peforms a rising kick, before doing two of them, then a downward kick)

(Support Attack 2: Hookshot) (Brings her grappling hook and fires to her opponent. If hit, she will bring herself to them and finishes with an uppercut)

Icy (Winx Club)

(Support Attack 1: Ice Beam) (Flies on-screen and fires a dual blue-ish beam from both hands that freezes the opponent)

(Support Attack 2: Tundra Slam) (Dashes against the opponent with a grab, then flies to the opposite direction and slams them into the ground, creating a large icicle above)

Dante Vale (Huntik: Secrets & Seekers)

Note: Due to the Synchronization, Caliban will mimic Dante's movement

(Support Attack 1: Breaking Charge) (Caliban dashes towards the enemy with a sword slash)

(Support Attack 2: Rayflector) (Caliban goes in a defensive stance and reflects the opponent's projectile with his sword)
Last Edit: December 18, 2021, 11:52:07 am by Vic2000
Re: DoubleClash Thread
#6  December 07, 2021, 09:27:47 pm
    • Italy
The next post will be the biggest out of all of it, because 21 main fighters will be revealed, but is gonna take a long time to do so. In fact, i'm going to write it tommorrow. Be prepared.
Re: DoubleClash Thread
#7  December 10, 2021, 09:49:33 am
    • Italy
Finally, i have finished in writing 23 movelists for the fighters. Wait a minute, did i say 23? It turns out, i have wrote an extra movelist for the two new fighters due to the extra time i have. Get ready folks, this post is going to be a large, large wall of text detailing their moves.

Heavy Weapons Guy (Team Fortress 2) (Zoner/Big Body)



Shotgun (QCF + Punch) (A basic quick spread projectile at large range)

Crossing Guard (Charge Back, then Right + Punch) (Brings a slightly weathered railroad crossing sign from his hands and swings it down)

Apoco-Fists (Right, Back, Right + Punch) (A clockwise, array of mach punches before ending with an uppercut)

Huo-Long Heater (HCF + Kick) (This move has two variants. If he is faraway, he shoots a flamethrower that leaves a burning effect for the opponent for 3 seconds. If he is close, he'll release a ring of fire around his feet.)

Warrior's Spirit (QCB + Punch) (If the enemy attacks Heavy, he will counter with two claw swipes)

Super Combo 1: Sasha Barrage (HCF x2 + Punch) (Brings out his beloved Minigun as he fires 30 quick projetiles. He can also move the direction of the attack with the directional pad)

Super Combo 2: Sandvich (QCB x2 + Kick) (Brings up a Sandvich from his pocket and eats, restoring his health at 25%. There's a rare chance that he'll bring up a Robo Sandvich, which restores half of his health)

Lvl. 3 Super Combo: Ubercharge (Kick x2 + Punch x2) (Medic comes in and ubercharges Heavy, turning him red. For 10 seconds, he will be immuned from projectiles, deals twice the damage and gives him Super Armor)

Final Strike: Meet the Team (Equipps the Saxxy and tosses it towards the opponent, turning it into a gold statue. If done, the entire cast of TF2 will come in to perform an all-out attack in a fixed order: Scout with his Sandman, Demoman with Sticky Bombs, Engineer with his three level three Sentry Guns, Pyro with his Flame Thrower, Sniper with his Sniper Rifle, Medic with the Bonesaw, Soldier (using a halo on his head) with the Rocket Launcher and Spy with his Backstab move while in his Disguise Kit. Heavy fires his Assault Cannon at full force, breaking the opponent in half, then a certain blue Engineer with a guitar, black glove and a white cowboy hat finishes off by sending them into a black hole from the sky before giving a thumbs up to the team and ascending to heaven with his wings)



Tracer (Overwatch) (Glass Cannon/Footsie)



Pulse Pistols (QCF + Punch, tap the button) (Fires two quick projectiles from dual pistols. Tap the button to repeatedly fire)

Blink (HCF + Kick) (Dissapears and teleports forward, which varies depending on the determined button and the directional pad. LP travels at a short distance, MP at a larger distance and HP travels diagonally up as she jumps. Pressing right will teleport behind the opponent, left to teleport faraway, down to quickly land while in the air and up to quickly jump)

Pulse Bomb (Charge Back, then Right + Punch) (Throws a bomb that sticks to either the opponent or the ground, with its distance varies depending on the button. After a short delay, the bomb explodes.)

Zap Attack (Right, Back, Right + Kick) (A rushing side kick. If done, she will perform a barrage of teleporting kicks before ending with a roundhouse)

Recall (QCB + Kick) (If the enemy attacks her, she counter by slowing down time for a few frames and reappears with a spinning heel kick behind them, while regaining health she lost from the current attack or a combo)

Super Combo 1: Quick Illusion (HCF x2 + Punch) (An advanced version of Zap Attack, where she alternates between her kicks and Pulse Pistols before ending with a solmersault)

Super Combo 2: Special Delivery (QCB x2 + Kick) (Throws five Pulse Bombs while time is slowed down, which explodes one by one)

Lvl. 3 Super Combo: Time Colony (Kick x2 + Punch x2) (Surrounds herself in blue energy while leaving 4 afterimages of herself that mimics her movement. For 10 seconds, her speed and jumping mobility are increased while slowly regenerates health)

Final Strike: Heroes Never Die! (Hanzo appears and fires an arrow really quickly. If done, the opponent will be quickly bombared by the attacks of the entire cast in a fixed order (D.Va, Cassidy, Bastion, Ashe, Sombra, Echo, Doomfist, Wrecking Ball, Mei, Genji, Junkrat, Ana, Baptiste, Brigitte, Lucio, Mercy, Sigma, Reaper, Soldier: 76, Zarya, Tobjorn, Winston, Roadhog, Reinhardt, Orisa, Zenyatta and Moira). After that, Tracer performs a speedy ram and leaps backwards while firing her Pulse Pistols, then uses her "rewind" ability to travel all the way back to when it started, except she finishes off by firing the opponent's head off, with both pistols close to their face)



Gawr Gura (Hololive) (Rushdown)



Neptune's Pitchfork (QCF + Punch, hold the button) (A basic rushing stab attack. If held, not only its power will increase, but also deals high block damage)

Spinning Shark (Charge Back, then Right + Punch) (A rushing corkscrew thrurst. In the air, she will thrust diagonally down)

Watery Sky (Charge Down, then Up + Punch) (Briefly dashes with her trident forward before making a leap while spinning)

Ariel's Tail (HCB + Kick) (Solmersaults forward, using her tail fin to attack. Heavy Punch makes her end with a flip attack, still using her tail fin)

Super Combo 1: Spiral Wave (Charge Back, Right, Back, Right + Punch) (An advanced version of Spinning Shark that makes her surround in water, before ending with a fin tail flip)

Super Combo 2: Call of the Shrimps (QCF x2 + Kick) (Summons a watery pillar that engulfs the opponent. After that, an array of shrimps will appear from the pillar and starts to bite them repeatedly before leaving)

Lvl. 3 Super Combo: Tsunami Wave (HCF x2 + Punch x2) (Jumps in the air and moonsaults twice to slam her trident into the ground, summoning a large tsunami that engulfs the opponent)

Final Strike: The Gathering of the Aqua Animals (Chronoforce the Xiphosuroid crashes down towards the opponent. If done, the water will engulf the entire stage, while Gura calls her sea friends (Tidal Whale, Ariel, Bruce from Finding Nemo with Anchor and Chum on his side, Rikuo, Ranamon, that shrimp from Shark Tale, Gyarados and Princess Shirahoshi) to do a rush attack, one by one while sitting on Crush from Finding Nemo, surrounded by his children. Then she leaps and performs the Spiral Wave attack, knocking the opponent to a big rock. That big rock has an activated atomic bomb in front of them, with all the sea creatures swim away while Gura rests. While the bomb counts, Sebastian appears out of nowhere and sings "Bend over and grab your ankles!", then the bomb makes a huge, bubbly explosion, ending the move. Gura watches it while wearing her sunglasses like a badass)



Akira Yuki (Virtua Fighter) (Footsie/Rekka)



Mouko Kouhazan (QCF + Punch) (A basic palm fist)

Byakko Soushouda (QCF + Heavy Punch) (A double palm strike that causes a wallbounce)

Renkantai (Z + Kick) (Performs a jumping kick with the right leg, then again with his left leg)

Shura Haoh Koukazan (QCB + Punch x3) (It starts from Saiten, then press again for Rimon Chouchu, then the third time to end with Tetsuzankou)

Tetsuzankou (Charge Back, then Right + Kick) (An unblockable shoulder strike)

Super Combo 1: Yuki-ryu Hakkyoku-ken Hiden ・ Hozan (HCF x2 + Punch) (Rushes towards the opponent. If done, he performs Kaiko then Utankyaku, followed by a rapid fire Chusui juggle combo, ending with a Byakko Soushouda)

Super Combo 2: Youhou (QCB x2 + Punch) (Counter move. If the opponent attacks him, he will counter with a fist launcher, launching the opponent in the air at the cost of minimal damage)

Lvl. 3 Super Combo: Hougeki Unshin Soukoshou (Charge Back, Right, Back, Right + Punch x2) (Sidesteps in with Houken. If done, he will go behind the opponent to do a Tetsuzankou and ending with a stronger Byakko Soushouda)

Final Strike: Virtua Team Up (Performs the Tenzankou move (A side step shoulder strike) in front of the opponent. If done, they will be transported to the beach arena. Kagemaru appears from the smokes and monkey flips them, then does a series of kicks in the face while jumping, transitioning into Pai-Chan perfoming multiple juggling kicks. She then uses Kousen to launch them forward so that Kage can do the Rairyu Hishoukyaku. Akira reappears with Youshi Saiken, ending with the Dengeki Bunko version of Hougeki Unshin Soukoshou, where the last part fires a ki-like beam from his palms)



Panty (Zoner/Rekka) and Stocking (Rushdown/Footsie)



(Panty)

Special Attacks

Backlance (QCF + Punch) (Fires 3 projectile with both guns. During the move, Panty has the ability to change based on what direction the player inputted. If is right, she will roll forward and shoot, if is left, she will backflip while firing, and is up, she will do a solmersault while shooting. If used in the air while pressing down, she will spin in midair while firing downwards, pressing right or left makes her shoot diagonally down, as she will shoot striaght if no input is done, and pressing up will make her do a cartwheel as she fires in all over the directions)

Cosmos Pole (QCB + Punch) (Kicks a stripper pole forwards, hitting the opponent with big damage. It can reflect projectiles during the move)

Shootin' though the Heavens (HCF + Kick) (Performs a sliding kick. If done, she will flip them upwards with her foot and fires multiple times with her guns)

Though Spank (Right, Back, Right + Kick) (Kicks the opponent in the genitals, bringing them down. She then spank their butt with both guns on their back before firing)

Ditchin' (Down x2 + Kick or Punch) (Jumps into the foreground and switches out with Stocking)

Super Combo 1: Wild Bang (HCF x2 + Punch) (Rushes towards the opponent with both hands. If done, she slams them into the couch and fires at their face with her Backlance 12 times. She then twirls both guns and shoots for the last time)

Super Combo 2: Angelic Shot (QCB x2 + Punch) (Fires a gigantic sphere from her Backlance that hits once)

Lvl. 3 Super Combo: Do Not Disturb (HCF x2 + Punch x2) (Blows a heart forward. If stunned, she dash towards them and brings both to the couch. While its happening, a curtain will quickly close as Panty is "banging" the opponent repeatedly while leaving her clothes off before the latter was sent forward)

(Stocking)

Special Attacks

Stripes Tornado (Charge Back, then Right + Punch) (Combines both swords and spins like a cyclone, dealing multiple hits. During the move, the player can move her left or right.)

Hammer Slash (Right, Back, Right + Kick) (Flips forward and slashes down with one of her katanas, or both if Heavy Punch is used, knocking the opponent down.)

Stripecopter (Charge Down, then Up + Punch) (Hops diagonally upwards as she uses both katanas like a helicopter to ascend, having a vaccuum effect that deals multiple hits.)

See Through a Crash (Charge Back, then Right + Kick) (Jumps as she rides on See Through, crashing straight forward to hit their opponent)

Dessert Deserve (Down x2 + Kick or Punch) (Jumps into the foreground and switches out with Panty)

Super Combo 1: Crossing the Line (Charge Back, Right, Back, Right + Punch) (Dashes forward as she performs a high speed slash that leaves 10 trail proejectiles behind)

Super Combo 2: Tornado Copter (Charge Down Back, Delta + Kick) (An advanced version of Stripecopter that uses the Stripes Tornado animation, dealing 12 hits in total)

Lvl. 3 Super Combo: 666 Slashes (Charge Back, Right, Back, Right + Punch x2) (Stabs the opponent to their head, then performs 666 slashes, the last one makes a wallbounce. If the opponent has low health, it will turn into small cubes before being blown away by the winds.)

(Both)

Final Strike: FLY AWAY (Panty combines both guns into a shotgun and fire straight forward. If Stocking is used, she will impale with both katanas before slashing out and inwards at the same time. If done, both sisters transform into her angel forms and takes out their underwear and socks, turning them into their appropriate weapons. They then perform a barrage of shots and slashes, before Panty fires three bullets to make holes and Stocking performing multiple slashes to leave marks, making the opponent explode realistically, in typical P&S fashion)



Marisa Kirisame (Touhou) (Zoner)



Meteonic Debris (HCF + Punch, hold the button) (Fires 5 multicolored stars in a spread direction. Holding the button down will fire 9 of them)

Narrow Spark (QCB + Punch) (A laser beam from both hands that covers the entire range.)

Bosky Sweeper (Z + Punch) (Rides on her broom upwards, while the broomstick emmits a blast to rocket)

Witch Heyline (Charge Back, then Right + Kick) (Rides on her broom, ramming forward against the opponent)

Green Spread (QCB + Kick) (Fires a large green sphere that collide and explode, releasing a circle of stars)

Super Combo 1: Magic Sign "Stardust Reverie" (Charge Back, Right, Back, Right + Punch) (An advanced version of Bosky Sweeper that bounces across the screen 7 times while hitting the opponent)

Super Combo 2: Star Sign "Gravity Beat" (HCB x2 + Kick) (Spins her broom horizontally that fires a big blue projectile straight up into the air. After a short while, the bullet comes crashing down and explodes, launching the opponent into the air)

Lvl. 3 Super Combo: Love Sign "Master Spark" (HCF x2 + Punch x2) (Fires her signature rainbow beam. Hits 20 times and deals absurd damage, probably one of the strongest Lvl. 3 Super Combos in the game)

Final Strike: Perversion "Sure-Fire Master Spark" (Marisa leaps off the screen and rockets forward. If hit, she will continue to drag the opponent until she stops. There, Reimu will appear and fires 7 needles in four waves and throws a big yin-yang orb at them, Alice will trap the opponent with four of her dolls, as a gigantic one appears an slashes twice. The opponent will be crushed by a giant Suika Ibuki using her foot and blasted by Utsuho's Hell's Artificial Sun after Cirno freeze them by the Frozen Technique. After the "sun" explodes, Marisa begins to charge up her attack and fires a even gigantic rainbow beam than Love Sign "Master Spark", blasting the opponent into pieces)



Agumon (Glass-Cannon/All-Rounder) and Greymon (Big Body/All-Rounder) (Digimon)



(Agumon)

Baby Flame (QCF + Punch) (A basic fireball projectile shot from his mouth. He'll fire diagonally down in the air)

Cross Fight (QCB + Kick) (Leaps forward and performs a vicious bite)

Claw Uppercut (Z + Punch) (A jumping uppercut comparable to Ryu's Shoryuken, except a bit higher)

Mach Jab (HCB + Punch) (Rapidly jabs the opponent similar to Ryo's Zanretsuken before ending with a slash)

Dynamite Kick (QCB + Kick, while in the air) (A series of diving kicks while falling)

Super Combo 1: Baby Burner (HCF x2 + Punch) (A large flamthrower attack. It can be moved upwards)

Super Combo 2: Aerial Mach Jab (QCB x2 + Kick) (Performs his Claw Uppercut, followed by a aerial Mach Jab, ending with a diving kick)

Lvl. 3 Super Combo: Digivolution (Kick x2 + Punch x2) (Digievolves into Greymon for the rest of the match)

(Greymon)

Mega Flame (QCF + Punch) (Greymon's fireball is much larger and deals more damage)

Great Antler (QCB + Kick) (A dashing horn attack)

Fire Horn (Z + Punch) (A jumping horn strike while it is covered in fire)

Fire Wall (HCB + Punch) (Shoots a pillar of fire that rolls along the ground in a short range)

Super Combo 1: Bit Fire (HCF x2 + Punch) (Shoots three Mega Flames in a rapid succession)

Super Combo 2: Horn Impulse (QCB x2 + Kick) (An advanced version of Great Antler, dealing multiple hits while the horn in covered in flames)

Lvl. 3 Super Combo: Wargreymon (HCF x2 + Punch x2) (Performs a flip kick that leaves a trail of fire. If done, he digievolves into MetalGreymon, then into WarGreymon and performs a drilling rush with Great Tornado. He then jumps and uses Terra Force to create a gigantic fireball from both hands, throwing against the downed opponent before Digidevolves back to Agumon)

(Both)

Final Strike: Last Evolution tri. (Warp Digievolves into WarGreymon (or digievolves into MetalGreymon, then WarGreymon if you're Greymon) and performs three slashes. If done, Biyomon, Tentomon, Palmon, Gomamon, Patamon and Gatomon perform their respective attacks very quickly, while Gabumon Warp Digievolves into MetalGarurumon and fuse with Wargreymon to become Omnimon, who uses the Grey Sword to slash forward, then again, before firing a Supreme Cannon to freeze the opponent. All of his friends will Warp Digievolve and fuse with him to become Omnimon Merciful Mode. He performs quick slashes with the Fearsome Blade and ends with a Graceful Cannon that "deletes" the frozen opponent)



Mulan & Mushu (Mulan) (Rushdown/Stance)



(Mulan)

Viper Slam (HCF + Punch) (Leaps forward and strikes down to the ground with her sword)

Mantis Claw (QCB + Punch) (A rushing metal swipe while running)

Mushu Fire (QCB + Kick) (Mushu jumps in and shoots a flaming projectile to the opponent. Heavy Kick shoots him diagonally upward. Its range is really weak)

Crane Kick (Z + Kick) (A Shoryuken-type sword slash with no horizontal movement)

Disguise (Kick x3) (Disguises herself as Ping. In this stance, she cannot jump and only walks slowly while in her defensive pose and if you get hit it will knock you out of the stance, but in exchange of performing a jumping arc kick as a suprise attack, but she will leave her armor behind)

Super Combo 1: Flametounge (HCF x2 + Kick) (Runs towards the opponent while surrounded by fire summoned by Mushu. She can also perform in the air)

Super Combo 2: Striking Wind (Charge Back Down, Delta + Punch) (An advanced version of Crane Kick that is basically Shinryuken, while produces a wind tornado that vaccuums the opponent)

Lvl. 3 Super Combo: Red Meteor (QCB x2 + Kick x2) (Mushu spits a barrage of large fireballs upwards, which rains down all over the screen)

Final Strike: Festival of Fireworks (Grabs Mushu's tail and use him as a whip to wrap her opponent. If done, she will spin them and perform a flurry of slashes while running before knocking them away. This led to renact a scene in the movie where she uses Mushu as a lighter to lit up a rocket and fires at a mountain while Mushu wrongfully ride, triggering an avalanche that engulfs the opponent. After that, Mushu (covered in smoke) ends the move by firing a rocket lit up by Cri-Kee that slams the opponent directly to a tower full of fireworks, causing a large explosion similar to Shan Yu's death at the end)

(Ping)

Monkey Dash (Charge Back, then Right + Punch) (A forward ram with her sword pointed forward)

Drunken Wheel (Right x2 + Kick) (A forward solmersault that transitions into a lying down pose. Pressing Down + Kick will do a windmill kick before getting up)

Way of the Tiger (Charge Down, then Up + Punch) (An overhead arcing slash. Heavy Punch makes her jump diagonally)

Discharged (Kick x3) (Returns back to Mulan)



Ryu (Street Fighter) (All-Rounder)



Hadoken (QCF + Punch) (Fires his iconic projectile)

Shakunetsu Hadoken (HCF + Punch) (Fires a red, multihitting Hadoken)

Shoryuken (Z + Punch) (A jumping uppercut)

Tatsumaki Senpukyaku (QCB + Kick) (A spinning, crescent kick. In the air, he will fall down quickly)

Focus Attack (Down + Kick x3) (Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents for Level 2 and 3. The Focus Attack Dash Cancel technique can be used to cancel the animation by stepping forward)

Joudan Sokutogeri (HCF + Kick) (A forward-stepping side kick. Heavy Kick makes a wallbounce)

Mind's Eye (MK + MP) (Ryu can parry low, medium and high attacks and recover faster than his opponent)

Super Combo 1: Shinku Hadoken (QCF x2 + Punch) (An advanced version of Hadoken, where it becomes larger and deals 5 hits)

Super Combo 2: Shinku Tatsumaki Senpuu Kyaku (QCB x2 + Kick) (An advanced version of Tatsumaki, where he will stay still and deal 13 hits while vaccuming the opponent)

Lvl. 3 Super Combo: Shin Shoryuken (QCF x2 + Punch x2) (Swings his right fist for an uppercut on the opponent's midscetion. He then performs another one with left fist above their chin, before finishes with a powerful Shoryuken while leaving a trail of afterimages. Deals 4 hits. If missed, it became a 6-hit Shoryuken called Forbidden Shoryuken)

Final Strike: Double Hadoken (Begins with the Street Fighter Alpha version of Metsu Shoryuken. If done, he briefly goes Denjin Renki to do a fully charged Denjin Hadoken to stun them and calls Ken to assist. They began with a Jumping Heavy Punch for Ryu and Ryusenkyaku for Ken, transitioning into a punch and kick combo simultaneously at the center, before backstepping away. They then fire their Hadokens three times, switch sides with their Tatsumaki and launch their twin Shoryukens. After that, they begin to charge up their respective Hadoken to more power, then fire simultaneously, and both projectiles become one to devastate the opponent, exploding as a result of too much chi in their body from Ryu's Power of Nothingness)



Morrigan (Darkstalkers) (All-Rounder/Zoner)



Soul Fist (QCF + Punch) (Fires a bat-shaped projectile from her arm. In the air, she fires diagonally down)

Shadow Blade (Z + Punch) (A Shoryuken-type uppercut with a rising wing blade)

Vector Drain (HCB + Punch) (Grabs her opponent and flies upwards with her wings (turned into a jetpack-like). She will then spin upside down and piledrive them into the ground)

Merry Turn (QCB + Kick) (A spinning, crescent blade while leaping forward)

Vertical Dash (Down and Up or Down and Diagonally Right or Down and Diagonally Left) (Flies in a inputed direction)

Super Combo 1: Finishing Shower (QCF x2 + Punch) (Fires a hail of missiles at the opponent from her wings, which can be moved)

Super Combo 2: Valkyrie Turn (QCB x2 + Kick) (Flies forward off-screen, then reappears with a diving drill behind her, dealing multiple hits. Tap Punch or Kick for repeated hits and more damage)

Lvl. 3 Super Combo: Darkness Illusion (LP x2, Right, LK and HP) (Dashes forward to hit them. If done, Lilith appears on the opponent's opposite side and perform a series of hits and kicks alongside Morrigan, both ground and then in air, finishing off with their Deep Crescendo, smashing the opponent to the ground)

Final Strike: ES Midnight Festival (Begins with Cryptic Needle, where she turns her arm into long, distorted claw that shocks the opponent repeatedly. If done, she will perform ES versions of Soul Fist and Shadow Blade, transitioning into Shadow Servant, where she sends three shadows to slash the opponent. Demitri comes in with Demon Blaster and grabs them to perform Midnight Pleasure, Lilith dashes quickly to do Luminous Illusion, sending the opponent directly to the air, with the dark night and moon in the background. It ends with three characters doing Shadow Blade, Demon Cradle and Shining Blade at the same time, multihits included)



Kazuya (Tekken) (Rekka/Stance)



Flash Punch Combo (LP x2 and MP)

Demon Slayer (LP and MP x2)

Twin Fang Double Kick (LP, MP, LK and MK)

Demon's Wrath (Back + LK, MP, MK and LP)

Reign of Terror (Back + LK, MP, MK and LK)

Soul Thrust (Hold Right + Punch) (A straight, dashing punch. Knocks the opponent away)

Glorious Demon God Fist (Hold Right + Hold Punch) (lunges forward to throw a straight punch, causing the opponent to crumple)

Oni Stomp (Down + Heavy Kick while the opponent is down) (A strong stomp that emits electricity)

Roundhouse to Triple Spin Kick (HCF + Kick x4) (Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. Press the Kick button three times to continue)

Demon Scissors (HCB + Kick) (A forward solmersault with his legs)

Mist Step (Z) (A dash while crouching. The crouching part allows him to dodge projectile attacks)

Wind God Fist (Tap Punch during Mist Step) (A dashing uppercut)

Electric Wind God Fist (Tap Heavy Punch during Mist Step) (A dashing, electric uppercut)

Dragon Uppercut (Hold Punch during Mist Step) (A jumping, electric uppercut while rushing)

Spinning Demon to Left Hook (LK, then LP during Mist Step) (A sweep kick, followed by a hook from his left hand)

Spinning Demon (LK x2 during Mist Step) (Two sweep kicks)

Hell Lancer (Heavy Kick during Mist Step) (A leaping flying kick)

Gates of Hell (Hold Kick during Mist Step) (Command grab. Bends the opponent's back, then kicks them away)

Devil Transformation (Down + Punch and Kick) (Transforms into Devil for a limited amount of time. While he gains access to additional moves, he will absorb damage from mid and high attacks thanks to Super Armor, allowing him to continue to attack)

Inferno (QCF + Punch, while as Devil) (Unleashes an energy beam from his forehead. Varies depending on the determined button: LP fires downwards, MP fire fowards, and HP fires upwards. In the air, he only fires down)

Devil Fist (Charge Back, then Right + Punch, while as Devil) (A straight lunge punch that travels through the opponent, making the latter crumple)

Heaven's Door (Z, during Mist Step and hold Punch, while as Devil) (Grabs the opponent's face after Dragon Uppercut and slams them into the ground)

Twin Pistons (QCB + Punch x2, while as Devil) (Two small dashing uppercuts, with his left hand followed by his right hand. Press the Punch button again for the second hit)

Super Combo 1: Lightning Uppercut (HCB x2 + Punch) (Performs a spin while crouching before delivering a bursting uppercut. If the move is held, it will become Lightning Screw Uppercut, which, while deals more damage, it adds a second spin)

Super Combo 2: 10 Hit Combo (QCF x2 + Punch, LP, MP, MP, LK, MK, MK, LK, MP, and HP) (Performs a dashing left hand punch. If done, he throws another one, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. Like Deadly Rave, the player must perform a series of buttons 9 times)

Lvl. 3 Super Combo: Rage Art (HCF x2 + Punch x2) (Performs his Glorious Demon God Fist , then into an Electric Wind God Fist. If the second one hits the opponent, he will briefly transform into his devil form and fires his multihitting Inferno)

Final Strike: Final Baster (Turns into Devil Kazuya uses his Inferno move to fire. If done, he wil transition into his Rage Drive version of Heaven's Door and stun them with his Devil Fist before launching them with an uppercut. Kazuya looks up and flies towards them to crash. As the opponent falls down, Kazuya zooms towards them and hit them into the ground before throwing away. He then turns into his new Devil form and shoots out multiple lasers from his chest and wings at the downed opponent, resulting in a white explosion before flying away. The stage he takes them during the Final Strike resembles a volcanic landscape, used as the set for Kazuya vs. Heihachi in Tekken 7's Story Mode)



Terry (Fatal Fury) (All-Rounder/Footsie)



Power Wave (QCF + Punch) (Punches the floor to release a energy wave towards the opponent)

Round Wave (HCF + Punch) (A shorter, more bigger version of Power Wave)

Burn Knuckle (QCB + Punch) (A lunging, energy-infused cross)

Rising Tackle (Charge Down, then Up + Kick) (Jumps and performs an upward corkscrew flying kick while extending his arms)

Crack Shoot (QCB + Kick) (A spinning heel kick)

Power Dunk (Z + Punch) (A jumping knee strike, followed by a descending downward angled, energy-infused cross)

Power Charge (Charge Back, then Right + Punch) (Charges towards his opponent and hits them with a shoulder block)

Fire Kick (HCF + Kick) (Dashes forward with a sweep and gets up with a high kick)

Super Combo 1: Power Geyser (QCB, Down Back and Right + Punch) (Punches the ground to erupt a big geyser of energy)

Super Combo 2: Buster Wolf (QCF x2 + Punch) (Charges towards his opponent with a energy-charged punch; if it connects, Terry lands another one that releases a tremendous explosion.)

Lvl. 3 Super Combo: Triple Wolf (QCB, Down Back and Right + Punch x2) (Performs Triple Geyser, where he punches three Power Geysers, one by one. If the last geyser hits the opponent, he will transition into his Max Dunk move from Garou: Mark of the Wolves, before ending with a Max Buster Wolf that deals 12 hits)

Final Strike: The Legend of The Hungry Wolf (Begins with Star Dunk Volcano, his Climax from KOF XIV. If done, he will do Rising Beat, with the last hit transitioning into Rising Force. Rock comes in to aid him as Terry grabs the opponent and does a Buster Throw, cancelling into Trinity Geyser. Rock then grabs the opponent and does the Shinkuunage to wallbounce them so he can perform his Raging Storm. Terry then does the Power Stream attack to send the opponent into the air, finally finishing off with Senpuuken by spinning around with his arms outstretched, creating a tornado around him that engulfs the opponent and shred them into nothing)



Tricky the Clown (Madness Combat) (Footsie/Grappler)

Note: His appearance will be based on his human appearance seen in this keyart: https://cdn.discordapp.com/attachments/923528692095918080/944189746048016424/latest.png



Maniac Attack (HCF + Punch) (Swings his stop sign inward, which reflects projectiles)

Head Blow (HCB + Punch, hold to charge) (Swings his stop sign downwards, hitting the opponent in the head.. You can hold the button down to increase its power)

Hell to Fist (HCF + Kick) (Command grab. Grabs the opponent by the head and slams his stop sign to the ground behind him, creating a hole. He then toss them to the hole, where a shadowly fist emerges to punch them before the hole dissapears)

Black Smoke (Z or reverse Z + Punch or Kick) (Dissapears in a shadowly smoke and reappears to a different location depending on the directional pad and determined punch or kick)

Hole to the Blow (Charge Back, then Right + Kick) (Leaps forward to perform a heel kick. If done, he will grab and toss the opponent in the air and swings his stop sign like a golf club, hitting them)

Super Combo 1: Clown Rage (HCF x2 + Punch) (A series of swings and blows before headbutting them and performs the last hit of Hole to the Blow. Deals 10 hits)

Super Combo 2: Bloody Sky (HCB x2 + Kick) (Counter. Assumes a defensive stance using his stop sign. If the opponent attacks him, he will do a 13-hit Shoryuken-type move that leaves a blood effect)

Lvl. 3 Super Combo: Demonic Victory (HCB + Punch x2) (Leaps forward and bonks the opponent by the head. If done, he transforms into his demon form and performs a lunging left fist, then a right one above them, before shooting a white-colored flamethrower)

Final Strike: CLOWN CANNOT BE KILLED! YOU MADE BIG MISTAKE! (Runs towards the opponent with his stop sign outward. If done, he will drag them into the Nevada desert and toss them into the roof of the train. After Tricky jumped into, he smacks the opponent repeatedly, which spews blood, then jumps out of the train and goes inside the ground. There, he transforms into a demonic skeleton form and lifts the train into the air after he grabbed the opponent. Then he drags them into hell while repeatedly punching them in the face, before he toss them into the fiery abyss, killing the opponent. During the move, various janky words spoken by Tricky will briefly appear every once in a while)



Sora (Kingdom Hearts) (Zoner/Rushdown)

Note: His appearance will be based on his appearance from KH3



Throws
Keyblade Strike (Right + LP and LK) (Swings his Keyblade downwards, bouncing the opponent in front of him)

Blow-Off (Left + LP and LK) (Spins around the opponent,ì, then flings backwards)

Command Normals

Keyblade Combo (LP x3) (A lunging downward strike, followed by a forward thrust, followed by a spinning outward strike)

Lunge 'n' Launch (LP x2, HP) (Hops back and thrust his Keyblade forward, launching the opponent a small bit. Done after the first two hits of his Keyblade Combo)

Explosion (Down x2 + HP) (Generates three spheres of light that move in a circle while dealing multiple hits. Done after Lunge 'n' Launch)

Flash Step (Left + MP) (Slides forward and performs an upward light-effect strike)

Slapshot (Close Right + LP x3) (An upward strike, followed by a forward thrust and a lunging downward strike)

Aerial Combo (Air LP x3) (A downward strike, followed by a upward strike and a spinning outward strike)

Air Spiral (Air LP x2, MP) (A spinning forward solmersault strike. Done during the first two hits of his Aerial Combo))

Aerial Finish (Air LP x2, HP) (Four circular slashes with light effect. Done during the first two hits of his Aerial Combo)

Magnet Burst (Air LP x2, Down + MP) (Vaccums the air opponent by surrounding himself in a magnetic orb before exploding. Done during the first two hits of his Aerial Combo))

Finishing Leap (Down Right + HP) (Leaps upwards and stabs the ground to create a blast of energy, launching the opponent in the air)

Sliding Dash (Down Right + MK) (A baseball slide)

Hurricane Blast (Air Down + MP) (Moonsaults down multiple times with is Keyblade before landing)

Special Attacks

Command Deck (QCF + Punch) (Casts a magic spell depending on the determined button:
*LP (Firaga): A homing fireball.
*MP (Blizzaga): A stream of short-ranged ice crystals that freezes the opponent.
*HP (Thundaga): Generates a descending thunderbolt in front of Sora.
*LP and MP (Magnega): A vortex of magnetic energy that vaccums the opponent.
*MP and HP (Graviga): A miniature event-horizon sphere that is generated forward, crushing the opponent into the ground.
*Punch x3 (Waterga): A bubble that absorbs the opponent's damage, protecting Sora. Pressing the button again will result in the bubble becoming a water beam)

Sonic Blade (Charge Back, then Right (ground), QCB (air) + Punch x3) (Thrusts forward with his Keyblade pointed at the opponent. Pressing the Punch button two times will result in doing it again. In the air, he will dive diagonally)

Strike Raid (HCB + Kick) (Throws the Keyblade forward. Once it reaches a set distance, it stops in place and spins before it boomerangs back to him)

Aerial Sweep (Z + Punch) (Jumps as he performs a series of spinning, inward slashes with no horizontal movement)

Counterattack (QCB + Punch) (Shifts his Keyblade into a defensive stance. If the opponent attacks him, they will be stunned by a flash and striked by Sora's upward slash. He can also counter projectiles and reflect them back)

Last Charge (HCF + Kick) (Leaps forward and slams his Keyblade on the ground, generating a magic column that sends the opponent into the air)

Super Combo

Super Combo 1: Ars Arcanum (HCF x2 + Punch) (Rushes forward and performs a flurry of slashes while his Keyblade glows golden aura. Repeatedly tap the button for more damage)

Super Combo 2: Ragnarok (QCB x2 + Kick) (Charges up energy into a sphere from the tip of the Keyblade before firing several beams forward)

Lvl. 3 Super Combo: Trinity Limit (HCB x2 + Punch x2) (Swings his Keyblade forward before doing an uppercut swing. If done, a magic circle will spawn as Donald and Goofy comes around and raise their weapons to create a huge orb of light alongside Sora, creating an explosion that engulfs the opponent)

Final Strike: Re:Connect (Casts Stopga at the closest opponent. If done, Donald comes in to team up with Sora with Unison Fire, Flare Force and Donald Meteor. Then Goofy rockets uncontrollably with Fusion Rocket as Sora helps him, transitioning into Goofy Bombardier. Kairi comes in and perform an Ars Arcanum unison with Sora, who traps them with Magnega, and they both use One Heart. As Kairi leaves, Sora spawns a Door to Darkness that sucks up the opponent behind and close itself, before Sora fires a beam that locks the keyhole)



Jotaro Kujo (JoJo's Bizarre Adventure) (Footsie/Puppet)



Throws
This incredible power...! (Right or Left + LP and LK) (Star Platinum the opponent by the leg, before spinning and slamming the opponent into the ground)

Command Normals

Back off (Down Right + HP) (Jotaro steps forward to deliver a kick)

ORAA! (Right + HP) (Star Platinum swings his punch downwards)

Special Attacks

(Stand Off)

Blazing Fists (QCF + Punch) (Star Platinum comes out and performs a barrage of punches in front of Jotaro while yelling its signature "Ora Ora!". Jotaro can freely move around during the attack)

Rocket Blows (QCF + Kick) (Star Platinum performs Blazing Fists upwards)

Blazing Strike (QCB + Punch) (Star Platinum rushes forward and performs a single powerful blow)

My Stand: The Judge (HCB + Kick) (Grabs the opponent and Star Platinum punches them in the face repeatedly before uppercuting then)

(Stand On)

Ora, Ora! (QCF + Punch) (Star Platinum performs Blazing Fists while moving forward. Press QCF + Punch again to finish off with a lunging fist)

Star Finger (Z + Punch) (Star Platinum moves its arm behind Jotaro and rapidly extends his finger to pierece the opponent)

Fresh Beat (HCB + Kick) (Star Platinum inhales at great strength to pull Jotaro's opponent in, allowing Jotaro to attack first)

(Both)

Stand On/Off (Down + Punch and Kick) (Summon or recall Star Platinum)

Super Combo

Super Combo 1: ORA ORA ORA ORA! (QCF x2 + Punch) (An advanced version of both Blazing Fists and Ora, Ora! that deals 24 hits before ending with an uppercut)

Super Combo 2: Star Breaker (QCB x2 + Punch, hold the button to charge) (Star Platinum moves its arm back and charges up for a powerful flashy strike. Hold the button to increase damage and hitbox)

Lvl. 3 Super Combo: Tandem Attack (HCB x2 + Punch x2) (Points his finger as the "Super Flashy" animation begins. For 10 seconds, you can input a button combination for Star Platinum to execute in tandem with its summoner)

Final Strike: You pissed me off... (Star Platinum flies at the opponent with a powerful dash punch. If done, they're knocked off feet as Joseph comes in to shock them with Hermit Purple, Kakyoin perfoming the 20-meter-radius Emerald Splash while in the foreground, Silver Chariot shredding its armor and barrages them in multiple directions before the opponent's feet was caught by The Fool as Iggy perfoms a lunging bite to their face before flying off-screen by his stand. Jotaro stops time while walking towards the opponent, then his daughter Jolyne arrives and both perform their barrage of punches using their stands in unison before one final hook. Jotaro says that they pissed him off, then time resumes as the opponent violently explodes in a burst of blood similar to DIO's demise)



Scorpion (Mortal Kombat) (Rushdown/Zoner)



Spear (QCF + Punch) (Takes out his spear throws straight forward as a projectile. Hitting the opponent with it will cause Scoprion to pull them in while shouting his iconic "Get Over Here!" line)

Flame Ball (QCB + Punch) (Throws a fire ball in an arc in front of him. Its distance differs based on the determined button: LP is thrown upwards, MP is throwned forward and HP is throwned down that bounces once)

Hellfire Punch (Charge Back, then Right + Punch) (Quickly dissapears in flames and reappears behind his opponent with a striking punch)

Demon Slam (QCF + Kick, while in the air) (Throws the opponent into the ground while in the air, then stabs them with his sword)

Flaming Kick (Z + Kick) (A backflip kick that leaves a trail of fire, knocking the opponent in the air)

Super Combo 1: Get Over Here (HCF x2 + Punch) (Slashes the opponent three times with his katana. If the third slash hits them, he will plunge his spears in their chest, then kicks them away and pulls them back to deliver a kick before ending the move by slaming their head into the spear)

Super Combo 2: Death Spin (QCB x2 + Kick) (Spins his spear around with the burning tip, hitting the opponent 6 times before ending with a final strike)

Lvl. 3 Super Combo: Toasty! (HCF x2 + Punch x2) (Takes out his mask to reveal his flaming skull, then breathes a flamethrower towards the opponent, dealing huge damae. If the opponent has low health, they will be turned into a burning skeleton, KOing them)

Final Strike: Hellish Demise (Scorpion uses Hand from Hell to drag the opponent into the Netherrealm, then jumps into the hole to follow them. If done, Scorpion will perform a barrage of sword slashes and teleporting punches and kicks, then lifts them forward to a stone pillar and spears them, both taking back to the main stage by the rising fire pillar, then the ground starts to shake violently and both where teleported to Scorpion's Lair. The ghosts of the Shirai Ryu clan members rise from their gravestones and enters inside the opponent, exploding them into a pool of blood (or oil blood if is X or Sigma) as Scorpion raises his arm in victory while in his burning skeleton form as he laughs)



Melony (SMG4) (Footsie)



Throws
Sword Beam (Right + LP and LK) (Tosses the opponent upward and swings her sword to fire a beam forward)

Melon Swing (Left + LP and LK) (Swings her sword three times while dragging her opponent with it before throwing backward)

Command Normals

Melon Bump (Right + HP) (A forward bump with her body)

Jump Punch (Close Right + HP) (A hopping uppercut while doing the Mario Jump pose)

Melon Peach (Left + MK) (Hops forward to attack the opponent with her rear)

Fruit Hoodie (Close Light + MP) (A headbutt with her hoodie on briefly)

Melony Tornado (Air Down + MK) (Spins once, with her arms stretched out. Deals 2 hits)

Special Attacks

Melon Push (QCF + Punch) (It does exactly what it is, its a forward moving push with both hands, knocking the opponent away. Heavy Punch gives the move wallbounce properties)

Melon Trip (HCF + Kick) (Performs a brief "Naruto run" before delivering a swing kick, launching the opponent in the air. Heavy Punch makes her fall to the ground, like she was tripped by a banana peel)

Fruity Wings (Z + Punch) (Performs a horizontal jump as she flaps her arms like wings multiple times, dealing multiple hits depending on the button. Heavy Punch gives her more vertical range)

Master Hack (HCB + Punch) (Command grab. Grabs her opponent with one arm. If done, she will wrap them with wires and gets into her laptop to hack the system, then presses the enter keyboard to make the wires explode.)

Melon Spin (QCB + Kick) (Spins forward with her leg stretched out. Heavy Punch deals 4 hits. Melony has two followups:  If Punch is pressed, she will do Belly Slide, which exactly what it does, she slides along the ground with her whole body. If Kick is pressed, she does the Melon-Fu Kick, which is an upward jumping kick)

Super Combo

Super Combo 1: Rest (QCB x2 + Kick) (Melony falls asleep, restoring her health at 35%. Before that, the opponent will be instantly hit, indicating by a ping sound, knocking them super high in the air before crashing down, waking Melony up)

Super Combo 2: Sword Blow (QCF x2 + Punch) (Picks up her sword and performs an upward sword slash, then does it again, this time by jumping. The latter deals 9-hits.)

Lvl. 3 Super Combo: Melon Slash (Charge Back, Right, Back, Right + Punch x2) (Picks up her Fierce Deity sword and began to run towards the opponent using a battō technique to deliver a high speed slash, making the opponent crumble after a blood effect is spawn. If the opponent has low health, it will result them being sliced in half, Samurai Shodown-style)

Final Strike: Keep her going! You will root for her! (Picks up her Fierce Deity sword and swings forward to launch a a Sword Beam. If that projectile hits the opponent, she will rapidly swing to shoot five projectiles, triggering the cutscene. As the opponent is knocked down, Melony dashes and overwhelms them with slashes while the ghostly illusion of Axol appears besides her. With the last slash, the Fierce Deity mask briefly took over her and does a strike in a x-formation, then it switches to a First Person view by the opponent's perspective as Fierce Deity Melony makes a final slow-motion slash, briefly covering the screen in white. The last attack recreates Axol's final moments in War Of The Fat Italians 2021)



CD-I Link (Zelda CD-I) (Rushdown/Footsie)



Sword Strike (HCF + Punch) (Slashes inward while dashing. Light Punch slashes at a low angle)

Wind Cutter (HCB + Kick) (Leaps backwards as he sends a pink Sword Beam from his sword)

Friendly Octorok (HCB + Punch) (Command grab. Grabs the opponent and a friendly Octorok appears on his shoulder, repeatedly firing projectiles before he uppercuts them)

Elf Stomp (QCF + Kick) (Leaps in the air and falls down with repeated kicks shile shouting "Muda muda" repeatedly. In the air, he will use the last part)

Super Combo 1: I'll grab some Stuff! (QCB x2 + Punch) (Throws a bunch of random stuff straight forward, dealing 10 hits)

Super Combo 2: Dimension Slash (HCF x2 + Punch) (Dash slash past his opponent. If connected, time will stop as he leaves a trail of slashes before reappearing in front of them. Time will resume and the opponent will be affected by the slashes)

Lvl. 3 Super Combo: Death Race (Charge Back, Right, Back, Right + Punch x2) (Jumps inside the Toyota Hybrid as the King rides upon. If hit, the opponent will be dragged by the ram while CD-I Link plays his Game Boy, not caring what's happening and the King continues to drive, until Link from the 80's Zelda cartoon arrived in his Ice Cream Truck and tries to gun down, only to ram into a massive tree. The King will then stop and the opponent will be falling into a cliff, catapulting them back to the stage by the unseen explosion. If the opponent is at half health, The King and CD-Link perform a freeze frame pose as the 80s Toyota jingle plays)

Final Strike: Full-Powered Nukem (Leaps in the air and summon a rain of swords towards the opponent. if done, he dons his Link Nukem persona and starts to slash multiple times while transforming between Triforced and Fierce Deity forms with Twin Dancing Blades, then removes hit hat to slam them with his massive afro before putting it back, then goes to his Ascended form and creates a gigantic shield station to end with a fully charged beam, killing the opponent)



Shantotto (Final Fantasy XI) (Glass-Cannon/Zoner)

Unique Trait: If Shantotto's health drops at 25%, all of her Elemental Special Attacks will be altered to be stronger.



Fire / Fira (QCF + Punch) (Casts a circle of four fireballs that moves on a medium range)

Blizzard / Blizzara (HCF + Kick) (Casts an icicle that slams down the opponent)

Thunder / Thundara (QCB + Punch) (Casts a lighting bolt that hits multiple times)

Retribution (HCB + Kick) (Throws her staff forward and comes back like a boomerang)

Bind (HCF + Kick, while in the air) (Traps the closest opponent with a dark sphere for a few seconds)

Air / Tornado (Z + Punch) (Created a tornado wind that progressivly move forward as she floats above it)

Super Combo 1: Vidohunir (HCB x2 + Punch) (Casts a light orb in front of her that vaccums the opponent and explodes)

Super Combo 2: Tri-Disaster (HCF x2 + Punch) (Casts a large fire wave (Firaga) then freeze them in a chunk of ice (Blizzaga) and ends by summoning a bigger lightning bolt that leaves small sparks (Thundaga))

Lvl. 3 Super Combo: Divine Malison (HCF x2 + Kick x2) (Casts a rain of orbs that deals intense damage above the opponent)

Final Strike: EX Play-Rough (Casts Quake, causing pillars of rocks to erupt below the opponent. If done, she will grew in size herself and unleashes a large wave of energy from her hand, then summons multiple scythes to persue them with Salvation Scythe. Shantotto will return to her original size and use Heavy Swing and Howling Fist, then attacking with a Magic Burst before turning as she laughs while the move is executed: Flare, Flood, Burst, Quake, Tornado, and Freeze. After that, she delivers the final blow by casting a rainbow-coated burst of energy that consumes the opponent)



Banjo & Kazooie (Banjo-Kazooie) (All-Rounder/Puppet)



Special Attacks

Egg Firing (QCF + Punch) (Banjo gets down on all fours while Kazooie spits out an egg. The egg will bounce off the ground onec beforwe breaking)

Pack Jump (QCB + Kick) (Banjo swings his backpack forward as he jumps)

Wing Whack (Z + Punch) (Kazooie flies upwards and spins her wings vertically while spinning herself)

Rear Egg (HCB + Kick) (Banjo goes behind and bends over, with Kazooie laying a Grenade Egg that is launched in an arc to explode)

Beak Bomb (HCB + Kick, while in the air) ( Banjo and Kazooie pull themselves back and then quickly dives down like a missile)

Rat-a-Tat Rap (Tap Kick) (Kazooie comes out of Banjo's backup and pecks repeatedly)

Super Combos

Super Combo 1: Wonderwing (HCB x2 + Punch) (Kazooie covers Banjo with her magic-infused wings while he charges forward at high speed, dealing one hit)

Super Combo 2: Breegull Blaster (HCF x2 + Punch) (Banjo takes Kazooie out of his backpack and uses her like a hend-held gun to fire quick. multiple eggs from her mouth, dealing 20 hits)

Lvl. 3 Super Combo: Duo Destruction (HCF x2 + Kick x2) (Performs a shoulder block. If it connets, the opponent will be staggered and Kazooie leaves out of Banjo's backpack to perform a duo combo for 19, ending with both performing their flip kicks)

Final Strike: The Mighty Jinjonator (Gruntilda will fly towards the duo, who they jump. If she hits the opponent, the duo will use their Wonderwings 5 times before running out of golden feather, the last one knocks the opponent in the air. They then use the Shock Spring Jump to jump high below the opponent and to allow Kazooie to perform the Beak Buster before they backstep. The statue of the Mighty Jinjonator rises from the ground and activate itself, then strikes the opponent multiple times and knocks them out of the stage, with the opponent crashing into the ground, then a large boulder falls on the same spot, trapping them)



Hades (Disney's Hercules) (Zoner/Footsie)



Dodge this! (HCF + Punch) (Throws a slow-moving fireball from his hand)

That's it! (QCB + Punch) (Fires a small bullet in  medium range from his finger)

Insolent weakling... (QCB + Kick) (Sends a dark wave that turns the opponent into an insect. For 5 seconds, the opponent will be unable to attack and delt twice the damage. The different type of bugs determs based on their playstyle: Tall characters becomes a beetle, normal-sized characters becomes a spider, and small characters becomes a cricket)

How about a handshake? (HCF + Kick) (Counter. Sticks out a hand in front of him. If the opponent attack him, he will rab their hand and grasps it tightly, as magical blue light streams from their joined hands. For 10 seconds, the attacks dealt by the opponent will be reduced at 50%)

Better all you got? (Z or reverse Z + Punch or Kick) (Snaps his finger as he dissapers and reappears in a puff of smoke based on the determined input)

Super Combo 1: Don't mess with me! (QCB x2 + Kick) (Becomes red and fires two columms from his hands, straight and up)

Super Combo 2: I require some assistance... (HCF x2 + Punch) (Snaps his finger to summons Cerberus, who repeatedly bites the opponent one by one, then slams both legs to create a shockwave)

Lvl. 3 Super Combo: Have fun with my favorite beast! (HCF x2 + Kick x2) (Points his finger as both hands of the dead souls grab the opponent's feet. If done, the Hydra will come in as Hades dissapears, the beast makes no hesitant in tripping them with its tail and makes 6 heads to appear. One of the heads grabs the opponent and lifts them upwards as the heads does a unison lunge before slamming them to the ground, one by one before leaving)

Final Strike: You're free, my Titans! (Gets into his chariot and rams the opponent. If done, he frees the titans and asks them to destroy the weakling, in which they do so. The Rock Titan will slam both arms to create a shockwave, tripping the opponent, the Tornado Titan engulfs them inside and shoot directly to the pool of magma made by the Lava Titan before being freezed to death by the Ice Titan's cold breath, transforming the magma into a solidifield stone. We see the opponent's soul getting dragged into the River Styx by the souls of the dead, ending the attack)



Kenshiro (Fist of the North Star) (Rushdown/Footsie)



Hokuto Ryu Geki Ko (QCB + Punch) (Cups his hands straight while standing. If the opponent attack him, he deliver a powerful straight punch, knocking the out. It also works as a projectile reflect)

Touki (QCF + Punch) (Fires a ki-like projectile forward from his hand)

Hokuto Hiei Ken (Z + Kick) (A forward flying kick that causes wallbounce when Heavy Kick is pressed)

Hokuto Ujo Mosho Ha (Right, Back, Right + Punch) (Performs a series of rapid punches diagonally upwards, then ends with an uppercut)

Hokuto Shichishi Kihei Zan (QCB + Punch, while in the air) (A diagonally down flying punch)

Super Combo 1: Tenha Kassatsu (QCF x2 + Punch) (Waves his hands in a motion circle and fires a ki-like beam)

Super Combo 2: Muso Tensei (QCB x2 + Kick) (Summons 7 afterimages of himself and fuse with them. Kenshiro can automatically dodge attacks 7 times while moving or crouching)

Lvl. 3 Super Combo: Hokuto Zankai Ken (HCF x2 + Kick x2) (Dashes against the opponent and impales their head with both thumbs. A timer will appear after landing the move, which makes the opponent suffer intense damage after 10 seconds have passed)

Final Strike: Hokuto Hyakuretsu Ken (Rei comes in with Gekisei Kakubu (a forward swipe), then Kenshiro does a side kick at the opponent. If done, Rei will continue to perform several swipes in any direction, culminanting into doing Hishō Hakurei (A solmersault, followed by a impale with both hands), then stun them with Komen Yu (a simple karate chop). After that, Kenshiro rips his top and performs his infamous attack, a barrage of 99 punches, followed by a kick, making the opponent violently explode into blood after he says "お前はもう死んでいる" (Omae Wa Mou Shindeiru, "You're already dead").



TMNT (Rushdown)

Note: Uniquely, you can select one of the four turtles via a color swap or using a specific special move that come with their own unique moveset (Leo as the default, Donnie for color 2, Mickey for color 3 and Ralph for color 4), so this technically counts as 3 extra fighters, doubling it to 48)



(Leo)

Shining Cutter (HCF + Punch) (Moonsaults multiple times while dashing forward with his katanas)

Endless Screw (Punch x3 or Kick x3) (Spins around with both katanas like Zangief. The Kick version is much faster and deals more damage)

Ninja Flip (QCB + Kick) (Backflips as he jumps. Press Kick again will have him do a dive kick)

Rising Katana (Charge Down, then Up + Punch) (A jumping solmersault slash)

Super Combo 1: Millennium Wave (HCF x2 + Punch) (Throws a barrage of punches, ending with a dual slice)

Super Combo 2: Screw Tornado (Charge Back Down, Delta + Punch) (Performs his Endless Screw while rising up, dealing 12 hits)

(Donnie)

Dancing Turtle (Charge Back, then Right + Kick) (Turns upside down and performs a series of helicopter-like spinning kicks while sliding with his head)

Skull Cracker (Charge Back, then Right + Punch) (A somersaulting strike of his staff)

Stick Tower (Charge Down, then Up + Kick) (Jump kicks in the air, then falls down by stabbing his staff)

Super Combo 1: Smart Strike (Charge Back, then Right, Back, Right + Punch) (Does his Skull Cracker move, followed by a standing still Dancing Turtle, ending with Stick Tower)

Super Combo 2: Slamdown (HCF x2 + Punch) (Extends his staff forward to hit the opponent. If done, he i'll drag the, into the tip and slams them left and right 6 times before ending with a forward thrust)

(Mikey)

Wild Swing (Tap Punch) (Vertically twirls his nunchuck repeatedly)

Up Chuck (Z + Punch) (A Shoryuken-type uppercut with the nunchuck)

Party Dude (HCB + Kick) (Spins around by using his shell on the ground as he slides)

Super Combo 1: Dance of Fury (HCF x2 + Punch) (Wraps the opponent with his Grappling Hook and pulls in, then perform a 9 hit combo, ending with a 3-hit Up Chuck)

Super Combo 2: Radical Ride (HCB x2 + Kick) (Rides forward on his skateboard, knocking the opponent in the air, then does it 2 more times before finishing off with a jumping slam of his nunchuck below them)

(Ralph)

Power Drill (Charge Back, then Right + Punch) (A Psycho Crusher-like move with both Sais)

Jab Quake (Z + Punch) (Command grab. Leaps forward and tries to stab the opponent with both Sais. If done, he performs a jumping slam)

Suprising Blow (QCF + Kick) (A dashing backjab with his left arm)

Super Combo 1: The Nightwatcher (QCF x2 + Punch) (A rapid seies of stabs while moving forward before smacking them with his shell)

Super Combo 2: Energy Fire (HCB x2 + Kick) (Leaps in the air and shoots a flamethrower diagonally down with one of his Sai's)

(All of them)

Coming out of the Shadows (Down x2 + Punch and Kick) (Switches with another turtle by falling into the sewer hole below. What's unique about this is that it determines on which turtle you're currently use. For example, Leonardo will be your default turtle, while the others need to be switched with the determined button, LP and LK for Donnie, MP and MK for Mikey, and HP and HK for Ralph)

Lvl. 3 Super Combo: Shell Shock (HCF x2 + Punch x2) (No matter which turtle you choose, Leonardo will always attack first. Leo jump slashes forward. If done, Mikey smacks the opponent with his nunchucks while riding past them before throwing his skateboard at the. Ralph follows up by kicking their back and dual slice them and Donnie does a overhead bo strike, launching the opponent into the air. The turtles end by smashing their shells at onto the opponent at the same time)

Final Strike: It's Turtle Time! (No matter which turtle you choose, Leonardo will always attack first. Leo makes a defensive stance. If attacked, he will counter with a series of slashes, then sends them with Rising Katana. The opponent will be taken to the New York Street as the Turtle Van runs past them. Mikey throws his Grappling Hook to bring them into the roof, leading to the opponent be overwhelmed by the attacks of the turtles as April took control of the van, who activates the side door cannons to bring them down. It ends with the van ramming forward and firing roof lasers repeatedly until the opponent falls down to the sewers, erupting a geyser)

Here the new stages:

*2fort
*King's Row
*Atlantis
*Sigma Palace
*Digiworld
*Daten Church
*The Emperor's Palace
*Suzaku Castle
*Brimstone & Fire
*Destiny Islands
*Shaoh Kahn's Coliseum
*The Underworld
*Egyptian Bridge
*The Sewers
*Central Park
*Dive to the Heart

And 2 Assists:

Isabelle (Animal Crossing)

(Support Attack 1: Healing Help) (Throws healing food directly to her summoner)

(Support Attack 2: Compiling these Tasks) (Runs forward with paper sheets on her hands before she trips to knock the opponent, making the sheets fall. Isabelle recovers all of them before continues to run again while hitting the opponent the second time)

Casey Jones (TMNT)

(Support Attack 1: Did someone served a knuckle sandwich?) (A running forward punch as he skates, then delivers it two more times before leaving)

(Support Attack 2: Let's play a game of Hot Potato!) (Throws an explosive mine with a swing of his hockey bat)
Last Edit: June 30, 2022, 11:00:20 am by Vic2000
Re: DoubleClash Thread
#8  December 11, 2021, 12:50:19 pm
    • Italy
Here are the last remaining stages i show, finally realizing the total number of 30.

*Meme House
*Battle Arena (LoliRock)
*McDonald's
*Club M (Madness Combat)
*Maverick Hunters Base
*Training Room
*Last Destination

And more Assists:

Freddie Freaker

Note: He is the only character with one function

(Support Attack: The Freak Dance) (Freddie just stands there, making a limited dance while The Freak Phone song plays. It is only used to troll you and your opponent)

Po (Kung Fu Panda)

(Support Attack 1: The Panda Kick of Awesomeness) (A flying kick that performed on-screen)

(Support Attack 2: Belly Trap) (If the opponent attacks Po, he counters with a belly strike, causing a wallbounce)

Pan Pizza (RebelTaxi)

(Support Attack 1: I can skate better than Tony Hawk!) (Skates forward while holding a chicken to his arm)

(Support Attack 2: Fantasization) (Fantasizes a goth girl on his thoughts. It doesn't do anything at first, but when the opponent attacks Pan, the goth girl will just punch them)

Johnny Zest (The Sims 4)

(Support Attack 1: Crouching Rampage) (Performs a repeated amount of kicks in the groin)

(Support Attack 2: J-Johnny, what are you doing?) (Gets out his spiked baseball bat and swings forward. The range is pathetic, but when hit, it causes a instant stun)

Super Demon Cop (Meme Hosue)

(Support Attack 1: Demonic Reflection) (Reflect the opponent's projectile wusing his body, doubling the damage)

(Support Attack 2: Get to Hell Jail) (Punches the opponent and handcuffs them in the back, then flies away while holding the helicopter's ladder tail before the helicopter suddenly crash into the ground, making an explosion that deals huge damage)

Y'shtola (Final Fantasy XIV)

(Support Attack 1: Virus) (Conjures a poisonous orb of magic that slowly move forward. If hit, the opponent's health will slowly decrease for 8 seconds)

(Support Attack 2: Stonera) (Sets up a stone trap that explodes when the opponent gets close by)

Finn and Jake (Adventure Time)

(Support Attack 1: Adventurous Sword) (Finn leaps with his sword up while screaming, slaming the weapon to the ground)

(Support Attack 2: Morph Punch) (Jake performs an inflated left punch, then right before leaving)

Ken Izumi (Chargeman Ken)

(Support Attack 1: Alpha Beam) (Fires a rainbow beam from his Alpha Gun, shocking the opponent)

(Support Attack 2: Vizum Tornado) (Spins for a few frames and sends a tornado forward, knocking the opponent in the air)

Saya (Namco x Capcom)

(Support Attack 1: Shunka Shuto (Blows a kiss that paralyzes the closeset opponent. If done, she fires a gun, attacks with three elemental katanas (ice, fire and electric), then ends by impaling them in the chest with her hand)

(Support Attack 2: Hyakki Yako) (Blows a kiss that summons a small spark projectile. If hit, the opponent will be trapped into a red electric orb and Saya performs a high speed slash, then throws her jacket upwards as the opponent gets slashed)

Sky (Winx Club)

(Support Attack 1: Long Strike) (A lunging, thrust sword)

(Support Attack 2: Cloud Slash) (Comes down to the opponent on-screen and slashes them)

Ness (Earthbound)

(Support Attack 1: PK Fire) (Shoots a small bolt that ignites fire if it hits the opponent)

(Support Attack 2: PK Thunder) (Generates an electric sphere and hits himself with it, becoming a human missile to hit the opponent)

Lucy Loud (The Loud House)

(Support Attack 1: Death is Coming) (Swings her large scythe forward, knocking the opponent inside the coffin that explodes shortly after)

(Support Attack 2: Bat Swarm) (Summons multiple bats to aid her summoner. The player can press Punch to let a bat fly in a homing way 3 times)

Blue Mary (Fatal Fury)

(Support Attack 1: Straight Slicer to Crab Clutch) (A baseball slide, then grabs and snaps the opponent's leg)

(Support Attack 2: M. Dynamite Swing) (Performs a jumping knee and piledrives them down, then grabs their legs and perform a Giant Swing, causing a wallbounce)

Jin Kazama (Tekken)

(Support Attack 1: Median Line Destruction) (A repeated amount of blows to the opponent's chest before punching them away)

(Support Attack 2: Avenger) (Charges up and delivers a strong, straight punch, causing a wallbounce and electric damage)

Felicia (Darkstalkers)

(Support Attack 1: Rolling Buckler) (Quickly rolls towards her opponent. It is follow-up by a uppercut slash)

(Support Attack 2: Sand Splash) (Crouches down and kicks ki-enhanced sand at her opponent three times)

He-Man (He-Man and the Masters of the Universe)

(Support Attack 1: I have the Power!) (Adam transforms into He-Man by the power of Greyskull, then performs three slow swings before leaving)

(Support Attack 2: Battle Claw) (Battle Cat grabs the opponent by his claw and toss them to wallbounce before pouncing forward while He-Man rides on him)

Lupin the 3rd

(Support Attack 1: A gunning Help) (Fires against the opponent to stun. If done, he is aided by Jigen and they both shoot at them repeatedly)

(Support Attack 2: Wave of the Samurai) (Falls down with a stomp while holding his hookshot. If done, Goemon performs multiple high speed slashes before sheathing it)

Optimus Prime (Transformers)

(Support Attack 1: Roll Out!) (Transforms into a truck and rams against the opponent)

(Support Attack 2: Explosive Blast) (Fires a blast projectile downwards, creating a pink explosion)

Agent P (Phineas and Ferb)

(Support Attack 1: Platy Kick) (Spin jumps forward to deliver a kick. If hit, he will bounce back and lands)

(Support Attack 2: Secret Indentity) (Takes off his hat and acts like a regular platypus. For 5 seconds, he acts as a human shield for the summoner, since he will automatically jump if is a projectile or a high and medium attack and doesn't suffer knockback when attacking him)

Mumbo Jumbo (Banjo-Kazooie)

(Support Attack 1: Magic Blast) (Fires a magical projectile, transforming the opponent into a Washing Machine with googly eyes. In this 5 second form, the opponent's strength is reduced and can only walk by making small leaps as they cannot jump)

(Support Attack 2: Mumbo Bonk) (Bonks the opponent's head repeatedly if close)

Raoh (Fist of the North Star)

(Support Attack 1: Hokuto Tensho Raigeki) (A powerful leaping chop)

(Support Attack 2: Tensho Honretsu) (Rotates his hands in a circle before firing a energy wave beam)

Hatsune Miku (Vocaloid)

(Support Attack 1: Assisting Song) (Sings a Vocaloid rendition of a existing song to summon one of the four assists at random: Koi no Mikuru Densetsu summons Mikuru to deliver the Mikuru Beam, Air Man Ga Taosenai summons 8-bit renditions of both Mega Man and Air Man fighting each other while hurting the opponent, Donald McDonald jingle summons the Japanese Ronald McDonald to throw multiple hamburgers on the ground before delivering an uppercut, then both him and Miku do the "Ran Ran Ru" pose and says "I love it!" before flying away. Miku will mimic his voice during the entirety of the move. And finally, Eternal Blaze summons Nanoha Takamachi, who charges up her Divine Buster beforing firing it)

(Support Attack 2: Leek Smash) (Summons a gigantic leek form her holding hands before slamming it to the ground)

Duckworth (Ducktales)

(Support Attack 1: The tea, sir) (Servers his summoner a tea, restoring 25% of health)

(Support Attack 2: I serve to protect my summoner) (Makes himself a human shield for his summoner, similar to Agent P's Secret Identity, except that it takes 5 attack to beat him down)

Black Cat (Spider-Man)

(Support Attack 1: Savaging Claw) (Two dashing claws)

(Support Attack 2: Night Slash) (Makes a cartwheel kick, followed by overwhelming the aired opponent with slashes)
Last Edit: January 23, 2022, 03:50:20 pm by Vic2000
Re: DoubleClash Thread
#9  December 12, 2021, 05:30:14 pm
    • Italy
I'm finally going to reveal all of the assists and characters, and i'm finally done with it at last!

Fighters:

Geese Howard (Fatal Fury) (Rushdown/Grappler)



Reppuken (QCF + Punch) (Throws a tall, grounded projectile forward)

Double Reppuken (QCF + Heavy Punch) (Creates circle of energy in front of him before firing a stronger projectile ahead of himself)

Shippuken (QCB + Punch, while in the air) (Fires a diagonally down projectile while in the air)

Jai Ei Ken (HCB + Punch) (Lunges forward with a powerful punch. If he hits an opponent, he unleashes more hits that knocks them forward)

Shinkuunage (HCBR + Punch) (Lifts his opponent into the air and throws them to the end of the other side)

Raime Gōha Nage (DR + Punch, while the opponent is down) (Grabs them by their neck, lift them up and slam them down, emmiting a lighting bolt effect)

Jyoudan Atemi Nage (HCB + Light Kick) (Counter. If the air opponent attacks him, he will grab their head and slams them down to the floor)

Gedan Atemi Nage (HCB + Medium Kick) (Counter. If the crouching opponent attacks him, performs a powerful palm strike, launching the opponent into the air)

Chudan Atemi Nage (HCB + Heavy Kick) (Counter. If the opponent attacks him, he performs a similar move to Raime Goha Nage, except it doesn't emit electricity)

Super Combo 1: Raging Storm (Down Back, HCB, Down Right + Punch) (Channels his power and slams his hands onto the ground, creating channels of strong wind gusts on both sides of him.)

Super Combo 2: Oni Hanmon (QCF, HCB + Kick) (Takes a bold counter stance. If he is attacked, he grabs his opponent and slams the opponent intensely onto the ground)

Lvl. 3 Super Combo: Deadly Rave (QCF, HCB + Punch x2, LP x2, LK x2, MP, LP, HP, HK, QCB + HP) (Lunges towards the opponent. If it hits, he performs a quick-but-strong 8-hit combo before finishing with an explosive blast of energy, making a 9-hit combo. During this, the player must peform a rapid combination of buttons to execute)

Final Strike: Rashomon (Geese will charge up a projectile from his hand before lauching a Raigo Reppuken, dealing multiple times. If it hits, he will create multiple circles to make his Reppuken into a gigantic size while in his topless form before shooting a Aerial Violent Reppuken while the opponent slowly gets up before being blasted. Geese walks slowly and grabs them to do Raime Goha Nage two times, before throwing them into the air. He then slowly sways his arms in a circle as he charges up energy before finally knocking them away with a powerful blast from both hands, making his opponent falling from his building)



Spider-Man (Marvel) (Rushdown/Glass-Cannon)



Web Shot (QCF + Punch) (Fires a web projectile that traps the opponent)

Web Swing (HCF + Kick) (Shots a web in the air and swings forward to kick his opponent)

Web Throw (HCB + Punch) (Command grab. Shoots out his web to the closest opponent. If done, he will swing it repeatedly before throwing forward)

Wall Cling (Charge Down, then Up + Kick) (Jumps backwards to a wall and cling on in. Spider-Man can either move to another wall with the directional pad or a homing dive kick with the Kick button)

One for J.J. (360 + Punch) (Command grab. Grabs the opponent and punches them in the face before slamming them into the ground and does a selfie with them)

My Spider-Senses are tingling! (HCB + Kick) (Yellow trails will appear as Spider-Man makes a looking stance. If the opponent attacks him, he will automatically dodge with a backflip)

Spider Sting (Z + Punch) (A Shoryuken-type attack with his right arm. Press Punch to slam the opponent with a swing punch)

Super Combo 1: Clawer Assault (QCF x2 + Punch) (Dshes forward and unleashes a flurry of berserker punches and flips before kicking them away)

Super Combo 2: Ultimate Web Throw (HCB x2 + Punch) (Leaps in the air backwards and shoots out a giant triangular web. If the web connects, it ensnares his opponent and he swings them around in overhead circles several times before finally slamming his opponent into the ground.)

Lvl. 3 Super Combo: Maximum Spider (QCB, HCF + Punch x2) (Leaps to a wall and perform a forwward diving kick. If connected, he performs several flying kicks all over the directions, ensnaring them in a series of webs. Then finishes off with a foot stomp)

Final Strike: Into The Spider-Verse (A portal will appear and Miles comes out with a flying kick. If done, the opponent will be sent inside the portal spawned behind them as multiple Spider-Men appear one by one to punch and kick them. The order are: Spider-Man 2099, Spider-Ham, Spider-Noir, Spider-Gwen, Spider-Girl, Leopardon's fist from Takuya Yamashiro, SP//dr: and Peni Parker, Zombie Spider-Man, Insomniac Spider-Man and MCU Spider-Man. Finally, both Peter and Miles traps them in a large web to perform a flurry combo before ending with all of the Spider-Men punching them at the same time, causing a white explosion that sends Peter back to his main universe)



Liquid Bulk (Vinesauce Joel/Meme House) (Zoner/Puppet)



Gunshot (QCF + Punch, hold the button) (Brings his pistol from his pocket and fires at the opponent. Hold the button to keep shooting up to 4 times)

Pasta la Vista! (HCF + Kick) (Lasagna Ocelot comes in and fires a missile from his rocket launcher)

Beef Russian Bag (HCB + Punch) (Command grab. Summons Big Papanya Mafioznik, who crashes down on the closest opponent and grabs them with one arm , only toss them forward, causing a wallbounce)

Groin Shooting (QCB + Kick) (A variation of Bulk's Groin Stomping where instead of stomping, he fires at their groin three times)

Elmo Drop (Z + Punch) (A variation of Bulk's Mooskle Drop, but performs a jumping down elbow instead of his Splash move)

Celebrity Status (Down x2 + Punch) (A variation of Bulk's Pump Up! where he does a selfie on himself, increasing his attack speed and jumping mobility at 2x for 4 seconds. Unlike Bulk's, it doesn't have a counter)

Super Combo 1: Suka Blyat Barrage (HCF x2 + Punch) (Mid-ranged command grab. Calls the russian mafia, who glomps against the opponent. If successful, the opponent will be relentlessly and comically pounded by them, kicking up dust along the way. It ends with Big Papanya Mafioznik standing besides the opponent ala Andre and Hulk's begin intro before knocking them forward with a straight punch)

Super Combo 2: Liquid Cutter (HCF x2 + Kick) (A variation of Bulk's Bogan Cutter where instead of the crowbar and the headbutt, he grabs the opponent' face and slam them multiple times before kicking them in the air.

Lvl. 3 Super Combo: Do you defy your lord and savior!? (HCF x2 + Punch x2) (Calls Jim Pickens and explains his plan to him. Jim then takes out his Book of Chaos and blows a kiss to spawn a heart. Hitting the opponent with the heart causes them to get burned and Jim freezes them in a block of ice, then ends with a electric handshake that makes the opponent crumple before leaving)

Final Strike: The Phantom Bolgan (Gets out a baselball bat from behind and swings it against the opponent. If done, he calls Lasagna Ocelot to unleash an army of Bulk Bogans to overhelm his opponent which they do so. As Liquid Bulk leaves, Lasagna Ocelot (inside the Metal Gear Garfield) shoots a barrage of shots, then crush them with a giant lasagna, ending with a huge, red explosion caused by the arrival of Bonzi Buddy's ghost, who wonders why he is in this before leaving. If you're wondering where Liquid Bulk is, he is just chilling out with women on both sides as he sits in his couch, drinking as he watches the match on TV)



Pichu (Pokémon) (Glass-Cannon/Shoto)

Rollout (QCB + Kick) (Solmersault forward and curls into a ball for a brief moment)

Agility (Z or reverse Z + Punch or Kick) (Zips to a specific location based on the determined input)

Headbutt (Charge Back, then Right + Punch) (A forward ram while running)

Nuzzle (QCB + Punch) (Command grab. Grabs the opponent and goes on their shoulders, then nuzzles its cheeks to shock them)

Thunder Wave (QCB + Punch, while in the air) (Fires an electric ripple that "freezes" the opponent. Deals minimal damage)

Super Combo 1: Skull Bash (Charge Back, Right, Back, then Right + Punch, Hold the button to charge) (It pretty much acts identical to Pikachu's, except with more highpower)

Super Combo 2: Electric Terrain (HCB x2 + Punch) (Leaps in the air and generates a yellow background. For 10 seconds, all of Pichu's Special Moves and speed are raised at 2x)

Lvl. 3 Super Combo: Volt Tackle (HCB x2 + Punch x2) (Pretty munch identical to Pikachu's, except it deals high recoil damage to Pichu)

Final Strike: Baby Group Unite (Pichu releases its Thunderbolt to shock the opponent. If done, it will call all of the baby Pokémons and attack them one by one: Tyrogue with Focus Energy, then Mega Punch and Mega Kick, Smoochum with Draining Kiss, Cleffa does the same attack as Smoochum via Copycat, Elekid and Magby using Thunder Punch and Fire Punch together at both sides, both Mime Jr. and Chingling uses Teeter Dance to put them down so that Munchlax can do Body Slam on them while holding Bonsly, Budew using Grass Knot to trap them, Toxel using Belch to poison the opponent after eating a berry, Togepi using Metronome to use Rollout to knock them forward and get bounced by Wynaut, followed by Igglybuff carrying Mantyke carrying Azurill and both slam the opponent, and finally, Riolu uses Rock Smash to punch them in the gut at full force. After Happiny used Soft-Boiled to heal Pichu, the latter finally ends with Zap Cannon by charging up energy and firing the large, sparkly projetile that causes an electric explosion)



Scanty and Kneesocks (Panty & Stocking with Gaterbelt) (Rushdown/Puppet)



Double Gold Shots (QCF + Punch, hold the button to delay) (Scanty brings her dual revolvers and fire two quick projectiles. By holding the button, Scanty can either roll and shoot up when pressing right, or shoot as she leaps backwards when pressing left)

Golden Tornado (QCB + Kick) (Kneesocks spins like a tornado with both dual scythes. You can move her left or right with the d-pad)

Ruru! (HCB + Punch) (Scanty or Kneesocks attacks the closest opponent with the "Rurus". This move disables one of the opponent's Special Moves they used for a few seconds, and that's for Scanty's (Light and Medium Punches). For Kneesocks', her "Rurus" traps the opponent while it dealt a small percentage of damage, also for the same seconds (Heavy Punch))

Golden Shield (QCF + Kick) (Kneesocks spins both her scythes around, reflecting the opponent's projectile, and vaccum them)

Golden Rain (Charge Down, then Up + Punch) (Scanty leaps in the air and spirals while firing both revolvers downward)

Super Combo 1: Million Bullets (HCF x2 + Punch) (Scanty fires 29 bullets with both revolvers before firing a large, combined spiral shot)

Super Combo 2: Scythecopter (Charge Back Down, Delta + Kick) (A variation of Stocking's Stripecopter where Kneesocks uses both scythes as copters, though she rises much higher and deals more hits)

Lvl. 3 Super Combo: Double Ruru! (HCB x2 + Punch x2) (Both sistas attacks with both "Rurus". If the opponent gets stunned by it, they will call a cloud of ghosts to trap and beat them up while both sistas relax. The ghosts leaves with the opponent downed to the ground)

Final Strike: I WANT YOU (Scanty combines both revolves into a sniper rifle and fires a long shot at the opponent. If done, both sistas transform into their demon forms and takes out their thongs and kneesocks, turning them into their appropriate weapons. The sistas overwhelms the opponent with slashes and shots all over the directions, until their farther Corset comes in his final form and grabs them by their head to throw in the air. Kneesocks aids Scanty, who uses the sniper rifle to lock on them before firing a golden shot, resulting in the opponent exploding in a rain of blood)



Akuma / Gouki (Street Fighter) (Shoto/Glass-Cannon)



GoHadoken (QCF + Punch) (Fires a purple projectile. If used in the air, he uses Zanku Hadoken, which he fires at a downward angle)

Shakunetsu Hadoken (HCF + Punch) (Fires a red, multihitting Hadoken, after a brief stance of course)

GoShoryuken (Z + Punch) (A jumping uppercut that deals 3 hits for Heavy Punch)

Tatsumaki Zankukyaku (QCB + Kick) (A spinning, crescent kick that deals multiple hits. In the air, he will fall down quickly. Heavy Punch produces an electricity effect)

Hyakkishu (Z + Kick) (Leaps forward and does a sliding kick)

Hyakki Gosho (Punch, during Hyakkishu) (A flying palmstrike)

Hyakki Gojin (Kick, during Hyakkishu) (A downward kick similar to Tenmakujinkyaku)

Hyakki Gosai (LP and LK, during Hyakkishu) (Grabs them by the shoulders and flip them over)

Hyakki Goho (QCF + Punch, during Hyakkishu) (Fires a Zanku Hadoken after the front flip)

Hyakki Gorasen (QCB + Kick, during Hyakkishu) (A spinning mid-air kick similar to EX Airborne Tatsumaki Zankukyaku)

Ashura Senkuu (Z or reverse Z + Punch x2 or Kick x2) (Widens his stance and "glides" along the ground to another location with his eyes aglow)

Zenten (HCF + Kick) (Takes a slight hop before rolling forward. It is used to dodge the opponent's attack)

Super Combo 1: Messatsu GoHado (QCF x2 + Punch) (An advanced version of GoHadoken, where it becomes larger and deals 8 hits. In the air, it becomes Tenma Gozanku, similar to Zanku Hadoken but deals 6 hits)

Super Combo 2: Messatsu GoShoryu (QCB x2 + Punch) (Performs three GoShoryukens that deals 3 hits, the last one rises very high)

Lvl. 3 Super Combo: Shun Goku Satsu (LP x2, Right, LK, HP) (Glides towards the opponent and grabs them. Suddenly, the screen blacks out as the target is relentlessly beaten, as showcased by a series of 15 flashes. If the opponent is defeated by the move, the large kanji will appear in the foreground)

Final Strike: Chaos of the Raging Demon (Begins with Sekia Kuretsuha, his Critical Art from SFV. If the opponent gets caught by it, the game briefly slows down as Akuma makes a quick leap to perform the SFxT version of Misogi (with the shock waves of Kongou Kokuretsuzan tacted in), then leaps back to fire the MVC version of Tenma Gonzanku. As the opponent gets up, Akuma ends with a fusion of both Wrath of the Raging Demon and the SFV version of Raging Demon)

Assists:

Yao, Ling and Chien Po (Mulan)

(Support Attack 1: From small to big) (The trio performs a shoulder attack, one by one. The order are, Yao, Ling and Chien Po)

(Support Attack 2: Watch out for him!) (Yao and Ling throws Chien Po to crush the opponent)

Jake Long (American Dragon: Jake Long)

(Support Attack 1: Fire Breath) (Breaths fire in a long range while in his dragon form)

(Support Attack 2: Grappling Dragon) (Grabs the opponent while flying forward, then turns around and slams into the ground)

Loona (Helluva Boss)

(Support Attack 1: Over The Moon) (A jumping upward kick with aura effect. If she hits the opponent with that move, she will transition into a two-hit solmersault kick, symbolizing the moon)

(Support Attack 2: Bleeding Back) (Lunges forward with her claw. If that claw hits the opponent in the chest, she will toss backwards in a swing)

Shovel Knight

(Support Attack 1: Shovel Drop) (Performs his famous pogo stick attack. If the attacks hits, he will bounce a little and hit it two times)

(Support Attack 2: Trench Blade) (Digs the ground using his shovel, pulling up 8 gems worth approximately 300gp each in an arc, hitting the closest opponent multiple times. Can also bury them if close)

Scott Pilgrim

(Support Attack 1: Power of Love) (Pulls out his sword from his chest and performs a dashing slash, dealing huge damage. When faraway, he sends a energy wave)

(Support Attack 2: Power of Rock Band) (Calls the Sex Bob-omb band and they play a short version of We Are Sex Bob-omb, emmiting large ripple waves that constantly shocks the opponent)

Giorno Giovanna (JoJo's Bizarre Adventure)

(Support Attack 1: Life, spring forth!) (Sprouts a tree under his feet, protecting his summoner for 4 seconds. Unlike other assists, Giorno will perform a dive kick if the opponent attacked the tree many times)

(Support Attack 2: MUDA MUDA MUDA MUDA!) (Golden Experience performs a barrage of punches as Giorno walks forward, ending with a straight punch. There's a rare chance that Giorno use the Arrow to evolve his stand into Golden Experience Requiem and still perform the move, except it deals larger damage than before)

Johnny Turbo

(Support Attack 1: FEKA Invasion) (A bunch of trenchcoat men grabs the opponent out of nowhere, then Johnny Turbo comes in by driving the spaceship from Gates of Thunder, firing aagainst not just the trenchcoat men, but the opponent too)

(Support Attack 2: Experience the Turbo) (A quick punch and kick combo while dashing, ending with a swing punch)

Saxton Hale (Team Fortress 2)

(Support Attack 1: Crocodile Driver) (A powerful piledriver that burries the opponent when they are on low health)

(Support Attack 2: Sydney Punch) (A quick uppercut that sends the opponent into the air before crashing down)

Solid Snake (Metal Gear)

(Support Attack 1: C4) (Plants a C4 either on the ground or the closest opponent. He then roll backwards and presses the remote button, triggering the explosion)

(Support Attack 2: Hand Grenade) (Chucks a grenade forward that explodes after 2 seconds have passed)

Garterbelt (Panty & Stocking with Garterbelt)

(Support Attack 1: Afro Gun) (Pulls a machine gun from his afro and fires small, repeated shots forward. He can also fire diagonally up)

(Support Attack 2: Garterbelt Bomber) (Throws his own rear forward while in his BDSM gear)

Veemon (Digimon)

(Support Attack 1: Boom Boom Punch) (Performs two swinging punches, one left and one right)

(Support Attack 2: Repeated Stomping Attack) (Leaps in the air and repeatedly stomps their head)

Gardevoir (Pokemon)

(Support Attack 1: Moonblast) (Cups its hands and charges a white sphere delivered from the sparkles of the moon before firing it forward)

(Support Attack 2: Magical Leaf) (Summons multiple rainbow leafs from her body as they move forward, one by one)

Hal Monitor (SMG4)

(Support Attack 1: Illegal Bump) (Rams forward while in his Police Car form)

(Support Attack 2: STAHP RIGHT THERE!!!) (He justs stands there with a happy face. If the opponent attacks him, he makes an angry expression and repeatedly attacks them with a Baton)

CD-I Ganon (Zelda CD-I)

(Support Attack 1: Die Thunder) (Summons a thunderbolt from the sky, shocking the opponent at a large range)

(Support Attack 2: You Must Die!) (Fires blue thunderbolts from his fingers twice. It has a very short range, but it will deal large amount of damage)

Sakuya Izayoi (Touhou Project)

(Support Attack 1: Dancing Star Sword) (Summons an aura of knives that she launches forward)

(Support Attack 2: Watch "Luna Dial") (Pulls out a stopwatch and toss it forward. If the item hits the opponent, time will be freezed for 4 seconds)
Re: DoubleClash Thread
#10  December 12, 2021, 09:06:25 pm
    • Italy
That's it, folks. That's all about the character movelists, stages and assists. Let's recap:


45 Fighters:

Mario
Bloom
Kiryu Coco
Frollo
Iris
Pikachu
Metagross
Morshu
Matt McMuscles
Captain Falcon
Meggy Spletzer
Bulk Bogan
Scrooge McDuck
Abobo
X
Sigma
Heavy
Tracer
Gawr Gura
Akira Yuki
Panty & Stocking
Marisa Kirisame
Agumon
Mulan & Mushu
Ryu
Morrigan
Kazuya
Terry
Tricky the Clown
Sora
Jotaro Kujo
Scorpion
Melony
CD-I Link
Shantotto
Banjo & Kazooie
Hades
Kenshiro
TMNT (Leo, Donnie, Mikey and Ralph)
Geese Howard
Spider-Man
Liquid Bulk
Pichu
Scanty and Kneesocks
Akuma

30 Stages:

Mushroom Kingdom
Alfea
Big Blue
Morshu's Shop
The Cathedral
Apocalyptic City
Duckberg
2fort
King's Row
Atlantis
Sigma Palace
Digiworld
Daten Church
The Emperor's Palace
Suzaku Castle
Brimstone & Fire
Destiny Islands
Shaoh Kahn's Coliseum
The Underworld
Egyptian Bridge
The Sewers
Central Park
Dive to the Heart
Meme House
Battle Arena (LoliRock)
McDonald's
Club M
Maverick Hunters Base
Training
Last Destination

60 Assists:

Peach
Consome Panchi
Amelia Watson
Mephisto and Praxina
Eevee
Cyclops
Aqua
Inuyasha
Bad Mr. Frosty
Riku
Josuke Higashikata
Lara Croft
Hank
Diogenes
Blodia
Liu Kang
Kim Possible
Icy
Dante Vale
Isabelle
Casey Jones
Po
Pan Pizza
Johnny Zest
Super Demon Cop
Y'shtola
Finn and Jake
Chargeman Ken
Saya (Namco x Capcom)
Sky
Ness (Earthbound)
Lucy Loud
Blue Mary
Jin Kazama
Felicia
Freddie Freaker
He-Man
Optimus Prime
Lupin the 3rd
Agent P
Mumbo Jumbo
Raoh
Hatsune Miku
Duckworth (Ducktales)
Black Cat
Yao, Ling and Chien Po
Jake Long
Loona
Shovel Knight
Scott Pilgrim
Giorno Giovanna
Johnny Turbo
Saxton Hale
Solid Snake
Gaterbelt
Veemon
Gardevoir
Hal Monitor
CD-I Ganon
Sakuya Izayoi


Phew, that was alot of writing work to do. Like i said in my first post, i did not have knowledge or experience with coding stuff, but i guess nobody cares about it, so this thread is going to be dead.
Last Edit: December 12, 2021, 09:15:58 pm by Vic2000
Re: DoubleClash Thread
#11  December 12, 2021, 11:01:37 pm
  • *****
    • tehwii@gmail.com
Hey, I applaud your wide imagination. The feasibility of this project, unless you are willing to do it yourself, is very low. There's not gonna be any interest in helping you with all these elaborate characters and their movesets unless you are willing to pay for sprite work and coding. Considering the sheer breadth of ideas you've posted, the manpower needed would probably cost hundreds of thousands of dollars for art assets alone. I don't know if you ever intend to learn coding at all, but that also will take a lot of time (and money if you can't do it yourself.) This is the reality behind game development. I think its cool if you had fun brainstorming all of this,  and I hope you can channel that imagination in the future into some sort of feasible project.
Re: DoubleClash Thread
#12  December 18, 2021, 04:39:45 pm
    • Italy
Hey, I applaud your wide imagination. The feasibility of this project, unless you are willing to do it yourself, is very low. There's not gonna be any interest in helping you with all these elaborate characters and their movesets unless you are willing to pay for sprite work and coding. Considering the sheer breadth of ideas you've posted, the manpower needed would probably cost hundreds of thousands of dollars for art assets alone. I don't know if you ever intend to learn coding at all, but that also will take a lot of time (and money if you can't do it yourself.) This is the reality behind game development. I think its cool if you had fun brainstorming all of this,  and I hope you can channel that imagination in the future into some sort of feasible project.

I know about it fam, but thanks anyway.
Re: DoubleClash Thread
#13  December 19, 2021, 04:36:02 am
  • ***
    • USA
    • https://jthesaltyy.wixsite.com/jthesaltyymugen
what
Re: DoubleClash Thread
#14  December 19, 2021, 04:39:19 am
  • **
  • Skateboard Game Enthusiast
  • Slowly but surely!
    • USA
    • joeythetricky.wixsite.com/mugen
what
Re: DoubleClash Thread
#15  December 19, 2021, 09:36:22 pm
    • Italy
Now i'm gonna reveal the Arcade Mini-Boss: EX Sigma, who is just a more powerful version of Sigma, a result of a fusion of him, Icy and Tricky the Clown because of a distortion. That distortion happens to be the main boss of Arcade Mode, SMG0, who manipulated all three of them to destroy the world. The following wall of text is a list of attacks he uses

*Demonic Geyser: (Fires a dark beam from his eye that creates a pillar of energy against the opponent)

*Hellfire Claw: (A powerful slash of his claw that deals fire damage)

*Dark Manifestation (He always starts the match by creating a dark version of your chosen character, with low health and weaker attacks)

*Snapback (Flicks his finger forward, causing the player to be launched off-screen, automatically switching with another)

*Plasmatic Spike (Leaves the screen for a few seconds, then a earthquake is heard as he lunges himself using his horns with plasma effects)

*Super Combo 1: Hellish Beam (A stronger version of Demonic Geyser that is fired all over the floor)

*Super Combo 2: Physical Illusion (Summons a holographic version of himself as he dissapears. If the player attacks it, he reappears with two slashes of both hands and slam both arms into the ground, creating a quake effect)

*Lvl. 3 Super Combo: Zero Countdown (It automatically happens when he is at 25% of health. Makes a roar as the screen goes black, then his eye illuminates as the screen returns to normal. For the remainder of the match, there will be a timer of 40 seconds to beat him, because if you don't, you and your partner will be automatically KOed)

As for EX Sigma, he will use normal Sigma as a basis, while also using Icy and Tricky's moves like Ice Beam and  Hole to the Blow.

Defeating SMG0 will resulting him screaming in pain while exploding in dark smog. After that, whoever used your current character to deliver the final blow will get their ending.

Arcade Mode (as i mentioned before) will use Street Fighter Alpha 3 as a basis; 8 matches to beat, which has 5 normals, a one-on-one rival fight, the sub-boss and the final boss. But, if you managed to achieve 4 Final Strikes without losing a match, then SMG0 will be replaced with Shin Akuma, who chops him in half. Shin Akuma is a more powerful version of Akuma that uses his appearance from the Capcom vs. SNK games. The rivaling system will ovbiously being based on SSA3, using a specific combined song when choosing the desired character first, King for Another Day Tournament style. Here's the list:

Mario vs. Captain Falcon

Frollo vs. Hades

Bloom vs. Iris

Panty and Stocking vs. Scanty and Kneesocks

Bulk Bogan vs. Liquid Bulk

Pikachu vs. Agumon

Ryu vs. Kazuya

Terry vs. Akira Yuki

Mulan vs. Scorpion

Kenshiro vs. Jotaro

TMNT vs Spider-Man

Morrigan vs Meggy Spletzer

CD-I Link vs Banjo & Kazooie

Gawr Gura vs Morshu

Melony vs Tricky the Clown

Abobo vs Scrooge McDuck

X vs Shantotto

Sigma vs Geese

Matt McMuscles vs Bulk

Metagross vs Kiryu Coco

Sora vs Marisa

Heavy vs Tracer

Pichu vs Heavy

There's only one exception, Akuma. Since he doesn't have a rival in this game, it will be replaced with a sixth normal fight instead.

As for the rest of the modes, i really don't have anything to say, except one. Remember Bio mode, the one where you can check the character's profiles? Well, that is actually one of the three modes that is under the Extras menu, the other two are Visual Novel and Minigame. Minigame just have the usual tons of ones (Basketball, Parry the Ball, Break the Targets and many more), while the Visual Novel mode is a fusion of both the the gameplay of that genre and Street Fighter V's Character Story, where you can play one of the characters prior to the events of Arcade Mode, represented by multiple still images with dialogue inspired by Project X Zone.
Re: DoubleClash Thread
#16  December 19, 2021, 09:38:44 pm
    • Italy
And....



That's it. That's all i have. I have explained (almost) all of everything about DoubleClash.
Re: DoubleClash Thread
#17  December 23, 2021, 12:01:29 pm
    • Italy
(Open one of the images in another tab to see it at full)

















Re: DoubleClash Thread
#18  December 29, 2021, 12:23:05 pm
    • Italy
Is been 9 days since my last post, and that's because i wrote an idea of an updated version of DoubleClash, called DoubleClash: EX Edition, which not only features some balance changes to the fighters, but adding additional 6 fighters (1 unplayable), 5 stages, and 10 assists. Let's start with the characters:



Johnathan (Zoner) and Charlotte (Footsie) (Castlevania: Portrait of Ruin)



(Johnathan)

Rampage (LP,  MP, MK, HP) (A 4 hit combo consisting of a jab, a hard punch, a knee strike and a backfist)

Axe Throw (Z + Punch) (Throws an axe in an upward arc)

Flaming Whip (HCF + Punch) (Whips the Vampire Killer forward while it is surrounded by fire. It has a ridiculous non-projectile reach. In the air, he whips down)

Cross (QCB + Punch) (Throws a cross boomerang that pierces its opponent in a straight path)

Holy Water (HCB + Kick) (Throws in a flask of Holy Water in a downward arc, colliding with the ground to create a burst of fire that travels along the ground in a very short range)

Shuriken (QCF + Kick) (As the name implies, he throws two blades in a downward arc)

Jump Kick (QCF + Kick, while in the air) (A fast diving kick that bounces Johnathan if hit)

Uppercut (Z + Kick) (A jumping flaming uppercut that deals 6 hits while holding the Vampire Killer)

(Charlotte)

Note: Like in Portrait of Ruin, all of her Special Attacks can be charged.

Raging Fire (QCF + Punch) (Casts a burst of fire forward. If held up, she will create more larger bursts)

Gale Force (QCB + Kick) (Fires a wind projectile that curves backwards before dissapearing. If held up, she will shoot five of them upwards before homing on the opponent one by one)

Tempest (Z + Kick) (Briefly surrounds herself in a blue whirlwind, not only dealing damage if hit, but absorbs projectiles as well. The downside is that she can't move during this. If held up, the whirlwind will be bigger and will fire a wind wave if the projectile is absorbed)

Thunderbolt (Reverse Z + Punch) (Casts a lightning bolt in front of her. If held up, the bolt will be much bigger and homes on the opponent above them)

Summon Crow (Down x2 + Punch) (As the name implies, she summons two crows that hovers around her and swoop forward. If held up, she summons four of them)

Ice Needle (Z + Punch) (Casts two rotating icicles in front of her before they are shot out horizontally one at a time. If held up, she casts four of them)

(Both)

Charlotte! / Johnathan! (Down x2 + Kick) (Switches with one another very quickly)

Rush (Right, Left and Right + Punch, press three times) (A rushing attack that quickly takes turns to attack. Press the Punch button three times for followups)

Super Combo 1: 1,000 Blades (QCB x2 + Punch) (Johnathan throws very quick knives straight while Charlotte uses magic to speed him up)

Super Combo 2: Holy Lightning (QCF x2 + Kick) (Both hold her their hands up together to form a cross-shaped lighting bolt, dealing 8 hits)

Lvl. 3 Super Combo: Grand Cruz (HCF x2 + Punch x2) (Johnathan rises very slowly while surrounded by holy light that was casted by Charlotte, vaccuming his opponent. If done, he will summon a pillar of giant crosses circling around him to hit the opponent multiple times before the last cross knocks them to the wall)

Final Strike: The Greatest Seven (A large coffin appears behind its opponent summoned by Charlotte, trapping them within in. If done, both Johnathan and Charlotte will use 4 of their Dual Crushes: Axe Bomber, Volcano, Divine Storm and Meteor, the last one breaks the coffin. They then finish off by summoning the spirits of the Belmont family to do a whiplash for each one. In chronological order of the Belmonts are: Leon, Trevor (in either his 8-bit or his Netflix appearance), Christopher, Simon (in either his 8-bit or his Super Smash Bros. Ultimate appearance), Juste, Richter (in his Rondo of Blood or Symphony of the Night appearance), and Julius. When the animation ends, the opponent will explode in holy magic)



Zero (Mega Man X) (Footsie/Rushdown)



Throws
Buster Blow (Right + LP and LK) (Jams the buster into the opponent's chest and fires a burst shot)

Transfer Shot (Left + LP and LK) (Dashes past his opponent and fires a buster shot behind them)

Command Normals
Three-slash Combo (LP x3 while close) (Does a very quick double horizontal slash left and right, then a launching-lift slash)

Crystal Breaker (LP x2, MP, Down + Punch) (Does a very quick double horizontal slash left and right, then a overhead one before punches the ground to create a row of crystals around him)

Youdantotsu (Close Right + LP) (A wood-elemental thrust attack that deals high block damage)

Shippuga (Close Right + HP) (Swings his pink saber in a half circular motion while dashing)

Kuuenzan (Air Right + HP) (Spirals himself with his saber)

Shoenzan (Down Right + HP) (Swings his saber upwards that releases a trail of fire, dealing 3-hits)

Reshoukyaku (Close Right + HK) (A somersault kick with both legs, launching the opponent in the air)

Rasenkyaku (Air Right + HK) (A forward inwards-spinning kick)

Rising Shredder (Z + Punch after a Dash) (Uses W-Shredder to let the hologram do Shippuga, transitioning into a multi-hitting Rising before dissapearing)

Special Attacks

Hyper Zero Blaster (Z + Punch) (Charges his buster by holding the button. Then release to fire the projectile. The strength depends on how long the button is held: Standard fires three rapid small shots, Level 1 is a small charge shot, Level 2 is a bigger shot, Level 3 fires a Level 2 shot before firing a even larger one, and Fully Charged fires 2 Level 3 shots before swinging his Z-Saber down to shoot a fhoming crescent wave slash. Like in MMX3, he can store the shot as along as the button is released. The full charged version allows Zero to perform followups of all of his Special Attacks when released, for example, he will fire the shot while moving or jumping)

Hadangeki (QCF + Punch) (Slashes his Z-Saber down to release a yellow wave of energy in front of him. LP is the slowest while HP creates another wave. If HZB is released while inputing the command, he followups with Rakuhouha, releasing nine slow bolts in a fan motion after punching the ground)

Raikousen (Charge Back, then Right + Punch) (Shadow dashes forward to produce a trail of thunder-bolts when he reappears. HP travels in a farther distance. If HZB is released while inputing the command, he followups with Fire Wave, lauching a fireball from his right horizontal slash)

Air Raikousen (QCF + Punch while in the air) (A lighting thrust attack while moving forward. If HZB is released while inputing the command, he followups with C. Sword, spiraling himself with his saber that creates a large, yellow energy crescent)

Suishozan (QCF + Kick) (Swings his saber upward to create a row of pink crystals forward. The crystals reflects projectiles. If HZB is released while inputing the command, he followups with Jikugeki where he teleports behind the opponent in a yellow hologram to do a forward slash. Both of these techniques originates from the fan game Mega Man X Corrupted, both obtained after defeating Crystal Rafflar and Warp Vulpex)

Sentsuizan (QCF + Kick while in the air) (A diving attack where he charges forward with his sword downwards in a falling reap. If HZB is released while inputing the command, he followups with F. Splasher, generating an ice barrier while dashing forward)

Hienkyaku (QCB + Punch) (Dashes forward while leaving a red silhouettes behind. This allows him to dash past his opponent. If HZB is released while inputing the command, he followups with W-Shredder, releasing a red hologram to do Shippuga that causes a wallbounce)

Ryuenjin (Z + Punch) (A Shoryuken-type attack with his flaming saber. If HZB is released while inputing the command, he followups with Hyouretsuzan, a down thrust that turns his saber into ice)

Super Combo

Super Combo 1: Rekkoha (QCF x2 + Punch) (Punches the ground with a charged up Z-Buster, bringing down a salvo of rainbow-colored pillars of energy onto the opponent from the sky.)

Super Combo 2: Raijinshou (QCB x2 + Punch) (A Shinryuken-type attack that makes him spiral in the air while surrounded by an electric tornado)

Lvl. 3 Super Combo: Sougenmu (Kick x2 + Punch x2) (Assumes a pose to create a red copy of himself that mimics his actions and doubles his hits from attacks similar to an afterimage for a few seconds)

Final Strike: Final Zero (Performs the Zero Final technique from Mega Man Extreme. If done, he transitions into Shippuzan (an ability got from Hurrican Hoatzin), followed by the Ultimate Saber Dash technique from SVC Chaos before cancelling the final hit with Earth Gaizer to bury them. He jumps backwards and performs Genmu Zero, creating a massive green Hadangeki before dashing behind them to stop time with Dark Hold. As his saber transforms into a larger sword very similar to the one from the Mega Man Zero series, he performs one final dash stab behind them while leaving his helmet behind to reveal his full set of hair from the Rockman X Mangas as time resumes. During the final attack, a red image of Iris appears in the background, a reference to Zero's final moments in Mega Man X5)



Marco Rossi (Metal Slug) (Unorthodox/Stance)



Throws
Thunder Shot (Right + LP and LK) (Tosses the opponent upwards, then fires an electric beam at them)

Enemy Line (Left + LP and LK) (A backwards seoi nage)

Command Normals

Pistol Shot (LP while far away) (Fires a small shot from his pistol that has a short range. While holding the button, he can walk or jump as he continues to fire)

Knife Slash (LP while close) (Lunges his knife forward towards his opponent)

Secret Blow (Down Right + HP) (Sends out a forward boxing glove from his backpack)

Special Attacks

Heavy Machine Gun (HCF + Punch) (Fires many shots from his weapon. Heavy Punch deals 11 hits)

Iron Lizard (HCF + Kick) (Fires a remote controlled robot that wheels very fast to the opponent, after a brief delay of course)

Rocket Pack (QCB + Punch) (A rocket pack appears on his back as he launches himself forward. In the air, he will ascend down)

Bomb Throw (QCB+ Kick) (Throws a bomb that explodes on the ground. Its move varies depending on the button. LK throws a Stone that travels in a forward arc, MK throws a Grenade that bounces once before exploding, and HK throws a Fire Bomb that explodes into a small trail of fire)

Combat Shift (Down x2 +Kick) (Brings out his combat knife and assumes a ready pose. It is very similar to Mulan' Disguise, except it will instantly gets canceled when hit by an opponent and doesn't have a wake up attack)

Metal Sliding (Down Right + Kick during Combat Shift) (A slide kick)

C.C. KKF or KKB (Left or Right + Kick during Combat Shift) (Roll dodges forward or backward)

C.C. STK (Punch during Combat Shift) (An overhead slash)

C.C. UKE (Punch x2 during Combat Shift) (An upward slash)

C.C. JAE / DSB (QCF or QCB + Punch during Combat Shift) (A dashing or a horizontal slash)

C.C. JUW (Z + Punch) (A Shoryuken-type attack using his combat knife)

Breakfast (Down x2 + Punch) (Throws food upwards and eats, briefly turning him into fat before regaining his shape, healing 20% of his health. It can be canceled by hitting him)

Combat Style Cancel (Right x2) (Puts his combat knife down and returns to his idle stance)

Super Combo

Super Combo 1: Metal Slug Attack (HCF x2 + Punch) (Briefly crouches and shouts "Come on!", as the SV-001 runs forward to ram the opponent. If HK is pressed, the slug will run behind the opponent. If QCF + Kick is pressed during either both will cause the slug to fire a cannon, dealing weaker damage. There's a chance that SV-Alice or the SV-001 Gold will appear to take its place)

Super Combo 2: Two Machine Guns (QCB x2 + Punch) (Brings out Two Machine Guns and fires upward and forward at the same time, which is very good as an anti-air attack)

Lvl. 3 Super Combo: Emergency Mission (HCF x2 + Punch x2) (Transforms into a zombie all the sudden by a zombie hand and vomits a giant clockwise wave of blood from his mouth before curing himself with the medkit)

Final Strike: Rising Golden Phoenix (Summons a self-destructive SV-001 to ram against the opponent. If done, the vehicle will explode, launching them very high in the air. Tarma, Fio and Eri then bombards the opponent with shots and cannons and missiles in their respective vehicles (Slug Gunner for Tarma, Drill Slug for Eri and Slug Copter for Fio) before a shot of Midori pushing a button is seen, ascending the Golden Slug. Marco and the crew jumps inside and fires an array of missiles and a slow energy ball that erupts into a explosive geyser at the opponent, before charging up power and firing a large beam at them. When its done, the crew exit out and perform their respective victory poses from the Metal Slug games)



Hikaru Shidou (Magic Knight Rayearth) (All-Rounder/Footsie)



Flame Arrow (QCF + Punch) (Shoots a fireball from her sword, who takes a form of a flaming bow. In the air, she fires downwards for LP, straight for MP and upwards for HP)

Phoenix Kick (QCB + Kick) (A double side kick with both feet on fire)

Rising Igniton (Z + Punch) (Throws her sword upwards and jumps to catch it, then slams down while leaving a brief trail of fire. For the duration of the move, the opponent will be hit by it)

Buster Sphere (Reverse Z + Punch) (An overhead slash that sends a crescent fire wave in a short range)

Phoenix Dash (HCF + Kick) (Dashes forward while her feet produces a small trail of fire before stopping. During this, Hikaru can followup with one of the moves depending on the determinted button)

Sliding (LK during Phoenix Dash) (A sliding kick)

Bullet Geyser (MK during Phoenix Dash) (Makes a small hop and  stabs her sword to the ground, erupting a forward fire geyser)

Rolling Fire (HK during Phoenix Dash) (Rolls herself multiple times with her sword as she ascends upwards. As the name implies, she creates a flaming circle during the move)

Flying Sword (Charge Back, then Right + Punch) (Throws her sword straight quick to stab the opponent before running towards them to grab her weapon. By pressing Punch after stabbing, will cause her to jump into their head and does a down thrust with her sword)

Super Combo

Super Combo 1: Twisting Fire Sword (Charge Back, then Right, Back, Right + Punch) (An advanced version of Flying Sword, where after stabbing them, she performs multiple slashes as the weapon grows fire, dealing 12 hits)

Super Combo 2: Ruby Lightning (QCB x2 + Kick) (Charges up her hands to form an electric ruby sphere and fires a large, pink-ish beam forward. Tap the button for additional hits)

Lvl. 3 Super Combo: Rune God Rayearth (QCBHCF + Punch x2) (Raises her sword upwards as it grows fire before swinging downwards. If done, the opponent will be launched away from the battle as Rayearth comes in and becomes a giant mecha for Hikaru to get inside. Rayearth will then draw his flaming sword and perform a high speed slash, causing an explosion. After that, Reyearth defuses with Hikaru and runs off-screen)

Final Strike: Magic Knights Unite! (Jumps in the air and plunges her sword into the ground to create and advanced version of Bullet Geyser in front of her. If done, both Umi and Fuu comes in and the girls fuses with their respective rune gods to deliver their respective attacks (Emerald Typhoon, Icicle Blades and Ruby Lightning),then the rune gods fuse with each to become the Combined Rayearth and deliver the opponent with a powerful stab of the flaming sword of light, causing the opponent to explode. After that, the Combined Rayearth lands on a rocky formation of the sea as they look at the sky)



Jenny Wakeman/XJ-9 (My Life as a Teenage Robot) (Rushdown)



Energy Beam (QCF + Punch or Kick) (Fires a beam of energy from her palm of her hand, dealing 3-hits if Heavy Punch is pressed. If Kick is pressed, she will briefly crouch and fire one from one of her knees. If used in the air, the player can control the beam in 3 directions.)

Dino Drill (Charge Back, then Right + Punch) (One of her arms morphs into a drill and performs a rushing dash quickly. You can hold the button to increase damage)

Flying Asteroid (CDU + Punch) (Jumps high off-screen, then reappears, diving fist-first straight down to the opponent while aiming)

Float (CDU + Kick) (Rockets herself in the air before transitioning into floating with her hands. You can hold the button to keep hovering)

Fists of Fury (Down x2 + Punch) (Morphs her hands into big spiky ones,  which makes all of her regular punch attacks do more damage. She will use it for only three hits before morphing back.)

Flying Scissors (Z + Kick) (Performs a flip kick, sending the opponent in the air, then jumps to do a scissor kick)

Poppin' Shield (HCB + Kick) (Morphs her hand into a umbrella and spins multiple times, dealing multiple hits)

Limb Kick (Down xx2 + Kick) (Extends one of her limbs of her legs to perform a kick. It angle differs based on the determined button, LK goes straight, LM at diagonally upwards and HK at almost upwards.)

Iron Crash (360 + Punch) (Dashes forward to grab her opponent. If done, she flies up and toss them down before firing an Energy Beam from her chest)

Super Combo 1: Flaming Meteor (Charge Down Back, Delta + Punch) (An advanced version of Flying Asteroid, creating a huge meteoric explosion upon hitting the ground)

Super Combo 2: Photon Beam (QCF x2 + Punch) (Brings a large cannon from one of her arms and fires a green-ish beam forward, dealing multiple hits. She can anctually aim the cannon diagonally up)

Lvl. 3 Super Combo: Overlimit Laser (HCB x2 + Punch x2) (Rushes in while holding her left arm to push the opponent into a wall. If done, she brings out 6 big laser cannons from all over her body and fires all of them that combines into one gigantic beam, dealing 20 hits. This is the only Lvl. 3 Super Combo that gives her 30% recoil damage)

Final Strike: Maxinum Overheat Power (Dashes towards her opponent to grab them. If done, she will fly in outer space with them and perform multiple punches and kicks, then dropkicks them away. She then brings out 6 big cannons from her entire body as she calls all of her sisters to team up, using their own cannons as well (except XJ-1, who justs vomits oil) to fire a combined beam together, sending the opponent to a unknown planet that is exploded by the beam's power)

Stages:

*Mumbo Mountain
*Transcontinental Railroad
*Portraits of Ruin
*A Wish For a Morning Glow (aka Mission 2 of the original Metal Slug)
*Cyberspace

Assists:



Gru (Despicable Me)

(Support Attack 1: Freeze Ray) (Brings out his Freeze Ray and fires towards the opponent to freeze them)

(Support Attack 2: Rocket Launcher) (The Minions gives the Rocket Launcher to Gru as he fires several missiles against the opponent before falling on his back after the last shot)

Tron Bonne (Mega Man Legends)

(Support Attack 1: Servbot Takeout) (Fires a laser to her closest opponent. If done, all 41 Servbots will barrage them on the ground while holding their lunch above them)

(Support Attack 2: Servbot Surprise) (The Servbot that follows Tron grows huge as Tron jumps into his head. He then smacks the opponent repeatedly with his mallet before spinning away)

Best Hercules (Storybook Classics: Hercules/The Best Hercules Movie Ever)

(Support Attack 1: Best Bow) (Fires an arrow forward after taking 3 seconds to aim. If the opponent is hit by it will have him celebrate for 2 seconds before leaving)

(Support Attack 2: Think!) (Best Iolaus appears besides Best Hercules. The first part is probably put best in dialogue:

Best Hercules: I... really don't have the time right now.

Best Iolaus: No... Think Hercules!

Hercules then pulls out a mirror, reflecting the opponent's projectile with 3x the power and speed. It can be canceled by hitting Hercules)

Sakura Shinguji (Sakura Wars)

(Support Attack 1: Ouka Hoshin) (Performs a forward slash to send a pink projectile that travels along the ground)

(Support Attack 2: Makiwara-Giri) (An upward or a horizontal slash if the opponent is either on the ground or in the air)

Allen O'Neil (Metal Slug)

(Support Attack 1: Come on, Baby!) (Fires his machine gun either forward or upwards, much like Makiwara-Giri)

(Support Attack 2: Go home to mommy!) (Slashes the closest opponent with his combat knife, then quickly throws his grenade at them)

Perche (Metal Slug Attack)

(Support Attack 1: Legion Gun) (Fires a volley of bullets from her gun)

(Support Attack 2: Gae Bulg Piercer) (An ammo pack flies in and attaches itself to her back, then she sends a missile forward before the ammo pack flies off)

Ro-Man (Robot Monster)

(Support Attack 1: Low-Budget Throw from Outer Space) (Runs towards the opponent to grab them. If done, he will throw them in back, where we see the opponent getting launched into outer space before crashing down. If they have low health, they will instantly froze and drove to the emptiness of space, K.Oing them)

(Support Attack 2: The Ice Cream Bunny's Ride) (The Bunny from Santa and the Ice Cream Bunny rides in Santa's sleigh t throw explosive gifts at the opponents while the martians from Santa Claus Conquers the Martians helps him before flying off by ramming at the opponent)

YoRHa 2b (Nier: Automata)

(Support Attack 1: Heavy Slash) (Performs multiple heavy slashes up to five)

(Support Attack 2: Pod Shot) (Fires a ranged weapon from her Pod)

Monkey Moses (Joshua and the Promised Land)

(Support Attack 1: Drowning in the tide) (MM will shout "No, NOOOOO!" as a tidal wave comes in to engulf the entire stage. For the short duration, both fighters can swim in any direction while perfoming air attacks)

(Support Attack 2: One Comandament) (Holds the unspecified comandament as a lighting bolt will struck against the opponent, temporarily disabling them for perfoming any Super Combo)

Makoto Nanaya (BlazBlue)

(Support Attack 1: Corona Upper to Meteor Dive) (A jumping uppercut, followed by a falling dunk punch)

(Support Attack 2: Space Counter) (Performs a parry stance. If the opponent attacks her, she counters with a rushing straight punch that causes a wallbounce. If she is in that stance for a bit long, she will perform the fist anyway)

Non-Playable Fighter:

Bonus-kun (Galaxy Fight and Waku Waku 7) (Unorthodox/All-Rounder)

Note: Bonus-kun acts as the mini-boss of stage 4's Arcade Mode, which only appears in the EX edition. He is the only fighter that doesn't have a Final Strike, but like in Waku Waku 7, he is very powerful.

Koushuutan (A Hadoken-type move shot from his mouth)

Boubouken (A Shoryuken-type move where he performs an arcing headbutt as he jumps)

Uzumaki Boufou Kyaku (A Tatsumaki-type move where he spins his entire body while attacking the opponent repeatedly with his "kick")

Chakuchi Heddo (It only works if the fighter is down. Lands to them in the chest, head-first before bouncing back)

Super Combo 1: Chou Shakunetsu Daisharin (Launches himself and spins like a wheel multiple times while in a red light aura)

Super Combo 2: Shoushin Bomber (Performs a high jump and crashes into the ground head-first like a meteor)

Lvl. 3 Super Combo: Metsuu Koushuutan (Fires a gigantic, multi-hitting beam from his mouth, dealing 30 hits)
Last Edit: February 17, 2022, 08:03:12 pm by Vic2000
Re: DoubleClash Thread
#19  February 17, 2022, 09:28:01 pm
    • Italy
Hey folks, Vic here. So, is been a while huh? I would like to say that thanks for reading my thread on DoubleClash, because holy crap, i'm stunned by many views it got. My imagination was running wild at the time with these types of characters, both expected and unexpected. Anyway, i have finished the movelist for all of the characters to make it definitive. So without further ado, i'll send all of 50 images and i'll see you guys somewhere. Peace out, and have a wonderful time.
Re: DoubleClash Thread
#20  February 17, 2022, 09:37:05 pm
    • Italy































I'll post the rest tommorrow. Geez, there beef as hell.
Last Edit: February 19, 2022, 08:28:54 pm by Vic2000
Re: DoubleClash Thread
#21  February 18, 2022, 12:02:40 pm
    • Italy





















Allright, there are two last things i want to end with. The songs i have chosen for this. Like BlazBlue, the opening theme used for their intro is also the theme for Astral Finish. So to homage this, i chose RE:FUTURE, the song used in Mega Man X Legacy Collection. Unlike BlazBlue, however, it will be two different versions, the vocal one for the opening and the instrumental one for the Final Strike. All of the characters get this theme during the attack, except for Panty & Stocking and Scanty & Kneesocks, who they use FLY AWAY and I WANT YOU instead, and Morshu, who just hums the theme.





Anyway, it is done.
Re: DoubleClash Thread
#22  February 18, 2022, 12:04:51 pm
    • Italy
Oh and You Wa Shock / Ai o Torimodose!! for Kenshiro as well, taken from the fighting game ArcSys worked on.
Re: DoubleClash Thread
#23  February 19, 2022, 09:53:53 am
    • Italy
Oh, and here's the logo for it



That's all for now.
Last Edit: February 19, 2022, 09:54:52 am by Vic2000
Re: DoubleClash Thread
#24  February 22, 2022, 11:05:54 am
    • Italy
Here's what the main menu will look like. This is not final, as it needs some work because my brother accidentally put The Frollo Show logo instead of the Tekken one, but i the idea of trivia screens, which has 50 randomized amount of, but to give less time, i decided to reveal seven of them, plus a menuless picture for a better look.










You have noticed that there's a Namco x Capcom logo. Why? You will have to wait for a suprise.
Last Edit: February 22, 2022, 01:27:25 pm by Vic2000
Re: DoubleClash Thread
#25  February 22, 2022, 04:27:52 pm
  • **
  • Skateboard Game Enthusiast
  • Slowly but surely!
    • USA
    • joeythetricky.wixsite.com/mugen
what
Re: DoubleClash Thread
#26  February 22, 2022, 05:24:04 pm
    • Italy
Thaaaaat's right, folks. Reiji and Xiaomu are joining the fray, making it 51 fighters. Now, you're probably asking, isn't 50 your main plan? Well, it was. Remember when i said about Shin Akuma? Well, once you defeat him, his normal form will be unlocked. Yup, 50 starters, 1 unlockable. Let's start with their moveset.

NOTE: Ignore the 52 in the number. It was a mistake for his part.



Reiji and Xiaomu (Namco x Capcom) (Zoner/Rushdown)

Both characters not only play as a tag team, but also has a unique mechanic inspired by Namco X Capcom. If you used one of your specials, a command move will show up, which will dissapear if you used that. For example, if Suzakatou is used, then the command move for Senko Youjutsu Ryuukoranhou will show up, and if Byakkohou is used, Ougi: Yomeri no Kata's command will appear, sort of like EX Specials, but all of those are counted as Special Attacks.



Throws
Shin no Raigeki (Right + LP and LK) (After grabbing the opponent, Reiji performs two lighting slashes, up and then down)

Fox Burst (Left + LP and LK) (Xiaomu shakes the opponent repeatedly before tossing them behind, resulting in a magical explosion)

Command Normals
Chirai Shunrai no Kata (Right + MP) (Reiji performs a slow, inward slash of electricity)

Xiaomu Wizard (Right + MK) (Xiaomu moves forward, attacking with her rear)

Suiren Ni no Kata (Left + MK) (Xiaomu does a water-elemental overhead strike)

Karin Rei no Kata (Air Right + LP x3) (Reiji fires a shot from his pistol, Gold, then dual flame slashes from his katana Karin. Press the button three times to continue)

Special Attacks

Nichou Jyugondou (HCF+ Punch) (Fires a projectile from one of his guns. Light and Medium brings up his magnum Gold and fires a fast shot (three for MP) and Heavy brings up his shotgun Hollywood and fires three blasts in 3 directions)

Nichou Jyugondou "Ura" (Right + Punch x2 after Karin Ichi no Kata) (Reiji uses both Medium and Heavy variants of the original)

Byakkohou (HCBF + Kick) (Xiaomu performs a Hadoken-like motion to fire a large, but slow projectile blast that reaches large length)

Senko Youjutsu Ryuukoranhou (Left  + Kick x2 after Suzakatou) (Fires three beams from her finger, followed by three Byakkohou, the last one makes her leap)

Xiaomu Tornado (HCB + Kick) (QCB + Kick in the air) (Xiaomu raises both arms and spins like a tornado while firing shots. Press Left or Right to move in either direction. In the air, she will ascend forwards)

Ougi: Yomeri no Kata (Down + Kick x2 after Byakkohou) (Xiaomu dress up in her wedding outfift and spins as normal, except she drops bombs from her skirt. Same as her aerial version)

Karin Ichi no Kata (HCB + Punch x3) (Performs a series of 3 flaming slashes from his katana Karin. Press the button three times to continue)

Karin Ichi no Kata "No" (Left + Punch x2 after Nitou Denkosekka) (Exactly the same as the original, except it adds a weapon case swing, then a dual-handed slash with Karin)

Nitou Denkosekka (360 + Punch while close) (Command grab. Reiji slashes the opponent with both Karin and Chirai, the last one launches the opponent in the air, before he finishes off by launching a ball of lightning.)

Nitou Denkosekka "Nimon" (Down + Punch x2 after Nichou Jyugondou) (Exactly the same as the original, except it swaps the lightning ball with a dual slash in a X-formation)

Suzakatou (QCB + Kick) (Xiaomu sends a blue wave that rolls on the ground from her katana. In the air, the projectile will be sent down)

Suzakatou Naminori no Kata (Right + Kick x2 after Xiaomu Tornado) (Fires three waves, then rides a bigger one forward to finish off)

Super Combos

Super Combo 1: Kimonfuji Haten Kou (QCB x2 + Kick) (Xiaomu launches the opponent with a uppercut slash, then seal them in a energy sphere that repeatedly damages them before Xiaomu puts more energy that it explodes itself)

Super Combo 2: Nimon Shishifunjin (HCF x2 + Punch) (Reiji fires Hollywood, then attacks with Karin, then Chirai, and finally shoots the opponent repeatedly, forming a seal while doing the last part)

Lvl. 3 Super Combo: Jyuu no Kata Tomoe (HCF x2 + Punch x2) (Reiji performs a forward Karin slash that sends the opponent upward. If done, he and Xiaomu jumps and fires a storm of bullets all over the screen as they are assisted by Saya before they all return to the stage)

Final Strike: Battou Ougi Shinra Bansho: Ultimate (Reiji begins by forming a seal forward to trap his opponent. If done, Xiaomu will then seal them in a energy sphere as she rise them in the air, then performs multiple dash slashes through them with various cosplays before kicking them down in her wedding dress. As it crashes down, Xiaomu comes down quickly to hold the seal as Reiji unleashes a series of attacks with all of his weapons before the seals breaks off. The move ends with both Reiji and Xiaomu perform their single slash at the same time in their respective direction, cutting the opponent in half as they shealth their weapons. The characters Xiaomu cosplays (except the wedding dress) appear very randomly. Here as follows:

*Iroha from Samurai Shodown
*The Among Us crewmate
*Shovel Knight
*Mayuri from Steins;Gate
*Amalia from Wakfu
*Estelle from Tales of Vesperia
*Dizzy from Guilty Gear
*Lara Croft
*Monika from Doki Doki Literature Club
*SMG4
*Isla from The King of Fighters
*Doraemon
*Cuphead
*Astolfo from Fate
*Lucy Fernandez
*Cure Black from Pretty Cure
*Nina Einstein from Code Geass
*Iris from Mega Man X
and
*Ladybug from Miraculous)


Re: DoubleClash Thread
#27  February 22, 2022, 05:27:59 pm
    • Italy
And with that, all of the 51 fighters are in for the fighting. Here's a character select screen mock-up.


Re: DoubleClash Thread
#28  May 20, 2022, 12:34:27 pm
    • Italy
Hey everyone! Is been a while hasn't it? Is been 2 months since my last post for the DoubleClash thread, mostly because of personal stuff. Without further ado, I wanted to do a better character select screen, since i'm not a fan of the original. So i asked my brother to design it based on the descriptions i made and voila!



Not only that, he also made low quality concepts of what the colors will look like. There will be only 8, like Smash 4 and Ultimate.



As you can seen, most of the colors contains a reference to something releated, while others are just original. Let's start off with Reiji & Xiaomu.

Oh, and if your wondering about the four green question mark, this is a spoiler, since i can't reveal all of them at once.
Re: DoubleClash Thread
#29  May 20, 2022, 04:41:17 pm
    • Italy
Reiji & Xiaomu

Default

Color 1: Kogoro & Mii from Project X Zone

Color 2: Haken & Kaguya from Super Robot Wars: Endless Frontier

Color 3, 4, 5 and 6: Original

Color 7: Inverted colors

Mario

Default

Color 1: SMG4

Color 2: In-game sprites of Super Mario Bros.

Color 3: Japanese NES boxart of Mario Bros.

Color 4: Fire Mario

Color 5: Japanese and European boxart of Wrecking Crew

Color 6: Metal Mario

Color 7: Arcade flyer of Mario Bros.

Ryu

Default

Color 1: Medium Punch

Color 2: Heavy Punch

Color 3: LP+LK in Capcom vs. SNK

Color 4: Light Kick in SF3: New Generation

Color 5: 6th color in SFIV

Color 6: 12th color in SFV

Color 7: Evil Ryu

Terry

Default

Color 1: Standard alternate color throughout the FF and KOF series.

Color 2: One of his KOF2002 colors

Color 3: C+D color from KOF2000

Color 4: 7th color from KOFXV

Color 5: Appearance from the original Fatal Fury: King of Fighters

Color 6: Alternate color from Wild Ambition

Color 7: 8th color from KOFXV

Geese

Default

Color 1: MP from Capcom vs. SNK 2

Color 2: 3 Kicks from Capcom vs. SNK 2

Color 3: HP from Capcom vs. SNK 2

Color 4: 4th color from KOFXIV

Color 5: Original

Color 6: MK from Capcom vs. SNK 2

Color 7: Nightmare Geese

Scorpion

Default

Color 1: Sub-Zero

Color 2: Reptile

Color 3: Rain

Color 4: Ermac

Color 5: Original

Color 6: Smoke

Color 7: Noob Saibot

Kazuya

Default

Color 1: Tekken 5: Dark Ressurection's P1 outfift

Color 2: Tekken 1 and 2's P2 outfift

Color 3: Original

Color 4: Purple tuxedo outfit from Tekken 2

Color 5: Jin Kazama

Color 6: Metallic Gold costume from Tekken 7

Color 7: Original

Akira Yuki

Default

Color 1: Standard appearance since VF 4

Color 2: Virtua Fighter 2 and 3 appearance

Color 3: Virtua Fighter 1 appearance

Color 4: VF5's Costume C

Color 5 and 6: Original

Color 7: Ryu

Morrigan

Default

Color 1: Lilith

Color 2: MP from DS3

Color 3: HP from DS3

Color 4: Both Punches from DS3

Color 5: MK from DS3

Color 6: HK from DS3

Color 7: Both Kicks from DS3

Jotaro and Star Platinum

Default

Color 1: Manga appearance (Jotaro), OVA appearance (Stand)

Color 2: WSJ 1990 48 (Jotaro), All-Star Battle appearance (Stand)

Color 3: Diamond is Unbreakable (Jotaro and Stand)

Color 4: Stone Ocean (Jotaro and Stand)

Color 5: Heritage for the Future

Color 6: WSJ 1990 31 (Jotaro), Jump Super Stars (Stand)

Color 7: WSJ 1990 15 (Jotaro), Manga colors (Stand)

Heavy

Default

Color 1: Blue Team

Color 2, 3, 4, 5: Original

Color 6: Robot Heavy

Color 7: Zombie Heavy

Tracer

Default

Color 1: Electric Purple

Color 2: Hot Pink

Color 3: Neon Green

Color 4: London Spitfire

Color 5: Atlanta Reign

Color 6: Washington Justice

Color 7: Hangzhou Spark

Tracer

Default

Color 1: KH1

Color 2: KH3D: Dream Drop Distance

Color 3: Valor

Color 4: Wisdom

Color 5: Master

Color 6: Ultimate

Color 7: Antiform

Kenshiro

Default

Color 1: Manga appearance

Color 2: Hokuto no Ken 3 Famicon during regular and boss battles

Color 3: Hokuto no Ken 5 Super Famicon

Color 4: 1986 movie

Color 5: Hokuto no Ken vol. 1 cover

Color 6: SD Hokuto no Ken

Color 7: Manga colors

Bloom

Default

Color 1: Believix

Color 2: Bloomix

Color 3: World of Winx

Color 4, 5 and 6: Original

Color 7: Dark Bloom

Iris

Default

Color 1, 2, 3, 4, 5, 6: Concept art

Color 7: Dark Iris

TMNT

Color 4: Venus the Milo (Leo)

Color 5: Archie and 2012 versions of Slash (Donnie)

Color 6: Turtle Saint (Mikey)

Color 7: Kirby (Ralph)
Last Edit: May 21, 2022, 12:06:36 pm by Vic2000
Re: DoubleClash Thread
#30  May 24, 2022, 04:53:09 pm
    • Italy


Panty & Stocking

Default

Color 1: Kei and Yuri from Dirty Pair

Color 2: Color Swap

Color 3: Stocking's pink outfift from The Phantom of Daten City

Color 4: Christmas

Color 5: Yoko Littner and Nadia from The Secret of Blue Water

Color 6: Scanty and Kneesocks

Color 7: The Stocking-look alike teacher from Jaltoid's Team Desu

Scanty & Kneesocks

Default

Color 1: Mature and Vice

Color 2: Hair color swap

Color 3: Japanese Schoolgirls

Color 4: Panty and Stocking

Color 5: Goblin workers

Color 6: Human disguise

Color 7: Gold and Silver

Spider-Man

Default

Color 1: Marvel vs. Capcom

Color 2: Spider-Man 2099

Color 3: Miles Morales

Color 4: Manga by Ryōichi Ikegami

Color 5: Spider-Gwen

Color 6: Spiderwoman / Iron Spider

Color 7: Armored Spider-Man

X

Default

Color 1: Fire Wave

Color 2: Crystal Hunter

Color 3: Acid Burst

Color 4: Soul Body

Color 5: Meteor Rain

Color 6: Explosion

Color 7: Drift Diamond

Zero

Default

Color 1: Black Zero

Color 2: Absolute Zero

Color 3: Defense Form

Color 4: ViA from Mega Man X DiVE

Color 5: Vile

Color 6: Mega Man Zero

Color 7: Zero Nightmare

Sigma

Default

Color 1: X4 form

Color 2: X5 form

Color 3: 2nd form from X7

Color 4: Sigma-3 from Archie Comics

Color 5: Gamma Sigma from X5

Color 6: X8 form

Color 7: Sigma Virus

Marisa Kirisame

Default

Color 1: Story of Eastern Wonderland

Color 2: Alternate appearance from Phantasmagoria of Dim.Dream

Color 3: Subterranean Animism and Hopeless Masquerade

Color 4: Immaterial and Missing Power and Phantasmagoria of Flower View

Color 5: Doropie / Krion from Magical Girl Doropie / The Krion Conquest

Color 6: Original

Color 7: Akko Kagari

Kiryu Coco

Default

Color 1, 2, 3, 4, 6 and 7: Original

Color 5: Haachama

Gawr Gura

Default

Color 1: Amelia

Color 2: Kiara

Color 3: Calli

Color 4: Ina

Color 5: Baelz

Color 6: Mumei

Color 7: Kronii

Meggy

Default

Color 1, 2 ,3 and 7:

Color 4: Desti

Color 5: Sunset Paradise

Color 6: Whisk

Melony

Default

Color 1: Murder Drone

Color 2: Axol

Color 3: Melony from Pokemon

Color 4: Saiko

Color 5: Vannamelon

Color 6: Niles and SMG0

Color 7: Wolfychu

Tricky

Default

Color 1: Original colors

Color 2: Original human form

Color 3: Krusty the Clown

Color 4: The Joker

Color 5: Heavenly Jester

Color 6: Hellish Clown

Color 7: Original

Shantotto

Default

Color 1: Wizard's Coat

Color 2: Federation Fiend B

Color 3: Ministerial Vestiture B

Color 4: Ministerial Vestiture C

Color 5: Original

Color 6: Federation Fiend C

Color 7: Wedding Dress

Pikachu

Default

Color 1: Shiny

Color 2: Game Boy colors

Color 3: Raichu

Color 4: Marill

Color 5 and 6: Original

Color 7: Clefairy

Pichu

Default

Color 1: Shiny

Color 2: Magby

Color 3: Azurill

Color 4: Cleffa

Color 5: Togepi

Color 6: Bonsly

Color 7: Toxel

Metagross

Default

Color 1: Shiny

Color 2, 3, 4 and 6: Orignal

Color 5: Gen 3-4 in-game sprites

Color 7: Manga colors

Agumon and Greymon

Default

Color 1: Fake Agumon Expert and Greymon from Digimon Fusion

Color 2, 3 and 4: Various dinosaur-like Digimons

Color 5: SnowAgumon

Color 6: Agumon from Digimon Data Squad and GeoGreymon

Color 7: BlackAgumon and BlackGreymon
Re: DoubleClash Thread
#31  May 27, 2022, 08:32:17 pm
    • Italy


Captain Falcon

Default

Color 1: Blood Falcon

Color 2: F-Zero X Japanese commercial

Color 3: Pico and Wild Goose

Color 4: Jody Summer

Color 5: Dr. Stewart and Golden Fox

Color 6: Rick Wheeler

Color 7: F-Zero GX appearance

Scrooge McDuck

Default

Color 1: Comic appearance

Color 2: DuckTales 2017

Color 3: Darkwing Duck

Color 4: Scottish flag outfift

Color 5: Ebenezer

Color 6: Flintheart Glomgold

Color 7: Christmas on Bear Mountain

Mulan

Default

Color 1: Third Act

Color 2: Mulan 2020

Color 3: Hanfu

Color 4, 6, and 7: Original

Color 5: Chi-Chi during Piccolo Jr. Arc

Frollo

Default

Color 1: Dingo Pictures version

Color 2 and 3: Concept Art

Color 4, 5 and 7: Original

Color 6: Archdeacon

Hades

Default

Color 1 to 6: Original

Color 7: Reverse

Abobo

Default

Color 1: Battletoads/Double Dragon (NES)

Color 2: Mibobo

Color 3: Double Dragon Arcade

Color 4: Battletoads/Double Dragon (SNES)

Color 5: Double Dragon cartoon

Color 6: Little Mac

Color 7: Double Dragon mobile

Banjo & Kazooie

Default

Color 1: Mumbo Jumbo and BK: Nuts & Bolts

Color 2: Bottles and one of the possible colors in the Squackmatch minigame

Color 3: Tooty and one of the possible colors in the Squackmatch minigame

Color 4: Boggy and a real-life gentoo penguin

Color 5: One of the possible colors in Squackmatch minigame and Terry

Color 6: Split-Up Pads

Color 7: Yooka and Laylee

Marco

Default

Color 1: Trevor

Color 2: Eri

Color 3: Tarma

Color 4: Nadia

Color 5: Ralf

Color 6: Clark

Color 7: Fio

Jenny XJ-9

Default

Color 1: Makeover

Color 2: XJ-5

Color 3: XJ-8

Color 4 and 6: Original

Color 5: My Neighbor Was A Teenage Robot

Color 7: Exo-skin

Hikaru Shido

Default

Color 1: Umi

Color 2: Fuu

Color 3, 4 and 5: Original

Color 6: Princess Emeraude

Color 7: Nova

Johnathan and Charlotte

Default

Color 1: Simon from Castlevania Chronicles and Portrait of Ruin 4koma

Color 2: Trevor and Sypha from the Netflix Castlevania show.

Color 3: Julius and Yoko

Color 4: Spiritia Rosenberg (Charlotte)

Color 5: Original

Color 6: Christmas (Charlotte)

Color 7: Vampires

Matt McMuscles

Default

Color 1 to 5: Original

Color 6: Hulk Hogan from WWE: Steel Cage Challenge

Color 7: The Skeleton Dance (1929)

Morshu

Default

Color 1: The Merchant from Wand of Gamelon

Color 2: EG Fluttershy

Color 3: CD-I Mario (aka Fat Mario)

Color 4: Mama Luigi

Color 5: Dr. Robotnik

Color 6: Frair Tuck from Disney's Robin Hood

Color 7: Winter SpongeBob from Skellington's Revenge

CD-I Link

Default

Color 1: King Harkinian

Color 2: CD-I Zelda

Color 3: CD-I Ganon

Color 4: The tunic when wearing a blue ring

Color 5: CD-I Impa

Color 6: CD-I Iron Knuckle

Color 7: Fierce Deity

Bulk Bogan

Default

Color 1: Vargfren

Color 2: The Joker

Color 3: Cheeseburger Freedom Man

Color 4: Scoot

Color 5: Hulk Hogan

Color 6: Bonzi Buddy

Color 7: Dr. Thunder

Liquid Bulk

Default

Color 1 to 7: Original

Color 8: Season 2 appearance

Akuma

Default

Color 1: SFA3's X-ism Kick

Color 2: SFA3 C-ism Punch

Color 3: Shin Akuma

Color 4: Nostalgia Costume 9 from SFV

Color 5: V-ism Kick

Color 6: Start+Heavy Punch color from SFIII: Third Strike

Color 7: Shin Akuma's Kick color from SVC Chaos
Last Edit: June 22, 2022, 08:13:09 pm by Vic2000
Re: DoubleClash Thread
#32  June 11, 2022, 09:01:29 pm
    • Italy
Here's our first fighter from the mystery combantants.



Crash Bandicoot (Footsie)



Throws
Crash Kick (R or L + LP and LK) (A simple dropkick)

Command Normals
Jackhammer Spin (Down Right + HP) (Goes upside down and spins himself with his arms stretched, dealing 3-hits)

Body Slam (Air Down + HP) (Self explainatory. A powerful belly flop attack)

Sliding (Down Right + MK) (A slide kick, which can be cancelled by jumping)

Special Attacks

Spin Attack (QCF + Punch) (Performs his iconic spinning move. You can tap it down to continue spinning as he moves forward, but he will get confused after tapping too much. He has two variations: Pressing up makes him jump high as he continues to spin and slowly ascends down, and pressing down while in the air makes it do a hard-hitting stomp that instantly lands into the ground.)

Rocket Jump (CDU + Kick) (Performs a huge jump with his raised fist. A basic Shoryuken attack, but rises very high.)

Crate Throw (QCB + Punch) (Throws a random crate forward depending on the determined button. Light Punch throws a normal crate at a further angle, Medium Punch throws an Iron Crate in an arc, and Heavy Punch throws a TNT Crate in the same angle as LP, except it takes 3 seconds to explode, dealing massive damage)

Fruit Bazooka (QCF + Kick) (Crouches down and brings up his weapon to fire a Wumpa fruit forward. Holding the Kick button allows Crash to aim in 3 directions, right, up right and up before letting it go to shoot in that direction.)

Joke Teeth (QCB + Kick) (Throws a toy teeth forward, which hops against the opponent after landing, stunning them with a bite for a few seconds. Heavy Punch throws the furthest.)

Titan Power (Charge Back, then Right + Punch) (Calls a Titan to attack the opponent as he controls them with one attack. Each Titan depends on the detirmed button: Light Punch has Spike performing a dual claw, Medium Punch has Snipe firing a single sharp feather projectile that has high stun damage and Heavy Punch has RhinoRoller rolling forward as he curves into a ball, all while Crash rides on him.)

Super Combos

Super Combo 1: Death Tornado Spin (QCF x2 + Punch) (A powerful variant of Spin Attack that deals 19-hits before ending with a jumping Crash Kick)

Super Combo 2: Mojo Blast QCB x2 + Kick) (Crash performs a wall-bouncing punch. If done, Yuktopus will come in with a shockwave by playing a tune from its bagpipe that stuns the opponent, then slaps them three times before ending the move by firing a blue laser beam forward)

Lvl. 3 Super Combo: The Invincible Aku Aku (QCF x2 + Kick x2) (Jumps in the air and breakes the Aku Aku Crate with his feet, freeing Aku Aku himself and wears him like a mask. In this state, Crash will be completly invincible for the short duration of the fight and touching the opponent deals decent damage. The classic invinciblity tune will play during this.)

Final Strike: It's About Time! (Jumps into his kart and rides forward. If the opponent is hit by it, then they will be dragged into a dimensional switching battlefield as Crash uses four of the Quantum Masks to strike them (Lani-Loli to phase in some enemies and Iron Crate above their head, Ika-Ika to flip gravity so that the opponent will be slammed by the same junk Lani-Loli phased in, Kupuna-Wa to slow time as Crash performs an even more powerful Death Tornado Spin using Akano, forming himself into an actual tornado to suck the opponent inside before spitting out). It ends with the opponent crashing into N. Sanity Island and getting barraged by every single Titans, not just from the console versions, but the handheld ones too before being vaporated into dust by Chimera, the final boss of the DS version of Mind Over Mutant. To celebrate this defeat, Crash performs his iconic Crash Dance with the Titans together before making their own unique poses at the end.)

Stage: Cortex Lair


Re: DoubleClash Thread
#33  June 12, 2022, 09:46:36 pm
    • Italy
Get ready for the next fighter, because this one is an odd choice to say the least. Here it is.



AGES (Unorthodox)



Throws

VMU Flip (Right + LP and LK) (Flips itself to smack the opponent into the face, knocking them forward)

Rhino Horn (Left + LP and LK) (Turns into Vectorman in its Rhino form and lifts the opponent backwards with its horn)

Command Normals

Wolf Kick (Right + MK) (Turns into the Centurion Wolf from Altered Beast to deliver a flying kick.)

Zombie Lunge (Air Right + HP) (Turns into the Ebitan from House of the Dead to perform a powerful claw swipe.)

Spiraling Device (Air Up + MP) (Spins itself twice.)

Special Attacks

Flying Bullet (QCF + Punch) (Opa-Opa from Fantasy Zone comes in and fires multiple bullets (or bombs for Heavy Punch) before turning left to leave.)

Crusin' Ride (CBF + Kick) (Turns into the Hornet from Daytona USA and performs a fast ram. Holding up will make the car stand up, which is great against the jumping opponent. If Heavy Punch is used, it turns into the Taxi from Crazy Taxi)

Firing Perspective (QCB + Punch) (Harrier from Space Harrier will briefly appear from the foreground to fire two or three blasts.)

Axe Slamdown (CDU + Punch) (Turns into Gillius from Golden Axe as it performs a jumping swing of the axe.)

Armor Breaker (QCB + Kick) (Counter. Briefly flashes yellow for a bit. If attacked, it transforms into Bahn from Fighting Vipers as it releases armor from its body, knocking the opponent into a wall.)

Robo Spin (HCF + Kick) (Turns into Vectorman as it morphs into a ball and spinning forward, dodging the opponent's incoming attack)

Street Throw (360 + Punch, close) (Turns into Axel from Streets of Rage to perform one of the four throws depending on the determined button, LP has it flipping over the opponent's shoulders to behind and does a suplex, MP does multiple knee strikes, which was then followed with a headbutt, then finally HP has it doing the Dragon Wing attack)

Super Combos

Super Combo 1: Mean Bean Drop (QCF x2 + Punch) (A bunch of colored Puyos will rain down 14 times to hit the opponent before dropping a stone Puyo to finish off)

Super Combo 2: Aiming to the Top! (CBFLR x2 + Punch) (Turns into an F-14 Tomcat from After Burner and speeds across the stage left or right while hitting the opponent.)

Super Combo 3: Flying Bonanza (QCB x2 + Punch while in the air) (Turns into a hot air balloon with the Bonanza Bros. riding on it as they fire down the entire ground.)

Lvl. 3 Super Combo: Jan-Ken-Pon (QCB x2 + Punch x2) (Turns into a gigantic hand to grab the opponent. If done, it and the opponent will be taken to a theatre play as they play a game of Rock-Paper-Scissors. It plays identical to the one seen in Super Crazy Jam, except the opponent will turned into a 8-bit dark recolor of Alex Kidd, with the player turning into Alex Kidd himself)

Final Strike: It Takes AGES (Transforms into a gachapon ball from Super Monkey Ball to roll against the opponent. If done, it will turn into a gigantic egg from Billy Hatcher to continue attacking before stopping itself to transform into a bunch of Morolians fom Space Channel 5, Joe Musashi from Shinobi and a Koubu from Sakura Wars to bombard the opponent with projectiles with each transformation. Then turns into a dragon from Panzer Dragoon to strike it twice at high speed before doing a final transformation into a giant rocket riden by Segata Sanshiro to make an explosion with the opponent in space, transforming it into a costellation of its original VMU form, thus ending the move.)


Re: DoubleClash Thread
#34  June 13, 2022, 09:07:48 pm
    • Italy


Cloud Strife (Final Fantasy VII) (Rushdown/Rekka)



Throws

Rocket Kick (Right + LP and LK) (A modified dropsault.)

Reverse Kick (Left + LP and LK) (A spinning back kick.)

Command Normals

Double Cut (Left + MP x2) (A rigth thrust, followed by a outward slash.)

Side Slash (Right + MP) (An inward slash.)

Slide Buster (DR + Mk) (A baseball slide.)

Meteor Slash (Air Right + HP) (A downward slash.)

Special Attacks

Limit Break (Down x2 + Kick, then hold) (Cloud will charge up his Limit Gauge meter below his health bar, either by getting hit or holding the button down long enough to reach its full bar. Upon reaching it, Cloud will go under Limit Break, growing himself a blue aura aaround his body for a long period of time until he uses a modified, powerful version of one of his Special Attacks, which will empty the gauge up to zero and the player have to do it again.)

Blade Beam (HCF + Punch) (Swings the Buster Sword upward to create a green, crescent-shaped energy beam as a projectile. Heavy Punch moves the fastest and its the strongest. Pressing two buttons during Limit Break makes the beam blue and deals multiple hits upon contact with the opponent by its bursts.)

Climhazzard (CDU + Punch) (Jumps in the air with his Buster Sword in a reverse gripped slash. Heavy Punch deals two-hits and rises higher. Pressing two buttons during Limit Break makes Cloud jump even higher and dealing 8-hits.)

Braver (HCB + Punch) (A forward leaping downward slash. Pressing two buttons during Limit Break generates a small energy geyser from the ground that launches the opponent into the air)

Aerial Fang (Air HCB + Punch) (Dives forward to perform an upward slash. Pressing two buttons during Limit Break makes Cloud doing two more upward slashes.)

Cross Slash (HCF + Kick x3) (A downward slash while dashing. Pressing the button two more times does two horizontal slashes, inward and ooutward that forms the 凶 kanji. Pressing two buttons during Limit Break makes him slash 5 times without the Rekka input as the kanji turns blue, zapping the opponent.)

Super Combos

Super Combo 1: Meteorain (HCB x2 + Punch) (Summons a bunch of small meteors from the air that hits the opponent multiple times. He can also do it in the air.)

Super Combo 2: Finishing Touch (CDB, Delta + Punch) (Jumps in the air as he spins the Buster Sword in a circle multiple times before ending with a downward slash, dealing 20-hits overall. If the opponent has a small amount of health, a special animation will play where they will be dragged by the tornado into the sky before crashing down, resulting in a K.O. It is based on the Dissidia version of the move.)

Lvl. 3 Super Combo: Omnislash (QCB, HCF + Punch x2) (Dashes towards the opponent with his glowing sword. If done, he will unleash a barrage of sword strikes before jumping into the air and charging up for a powerful downward slash, dealing 15 hits overall.)

Final Strike: Omnislash Version 97 (Uses Blizzaga to freeze the opponent. If done, the opponent will be barraged by multiple attacks from Cloud's party members one by one: Barret, Tifa, Aerith, Red XIII, Cait Sith, Cid and Vincent, which was then followed up with an upward slash by Cloud. He then seperates his Fusion Sword into fourtheen blades and performs the Dissidia version of the original Omnislash, where he slahes the opponent one by one with each blade 14 times before ending with a powerful slash that hits ten times overall. After this, the opponent will dissolve into lifestream, just like the once greatest SOLDIER, Sephiroth)


Re: DoubleClash Thread
#35  June 15, 2022, 04:40:41 pm
    • Italy



Sonic the Hedgehog (Rushdown)



Throws

Hedgehog Needle (Right + LP and LK) (Tosses the opponent upwards and stabs them with his quills.)

Sonic Throw (Left + LP and LK) (Backflips quickly before perfoming a tomoe nage)

Command Normals Horse Kick (Left + MK) (Turns back and performs a back kick with two feet.)

Slide (DR + MK) (A slide kick.)

Spin Attack (Air Right + MP) (Curls into a ball and spins himself thrice.)

Sonic Rocket (Air Down + MK) (An angled dive kick.)

Special Attacks

Homing Attack (Air HCF + Punch) (Curls into a ball and homes on the opponent in a mid-air spin attack.)

Wind Up Punch (Air HCF + Punch, then hold the button down) (Spins his arm multiple times before throwing a straight-forward punch. Hold the button long enough to increase a little bit of damage.)

Spin Dash (QCB + Kick , then hold the button down) (Curls into a ball and dashes forwards at high speed. Holding the button will cause to charge his speed and range even further. When used in the air, he will perform a forward leap before landing.)

Light Speed Dash (CBF + Punch) (Dashes forwards at quick speed while trailing a line of rings, dealing minor damage but knocks the opponent in the air. Heavy Punch makes him dash at an upward angle.)

Windmill (QCF + Kick) (Performs a jumping spinning kick while at 360 degrees, dealing multiple hits. Its angle differs based on the determined button.)

Drop Dash (Air QCF + Kick) (Drops into the ground while curling into a ball and instantly performs a quick Spin Dash attack.)

Super Combos

Super Combo 1: Sonic Tornado (QCF x2 + Kick) (Curls into a ball and spins in a circle multiple times to create a large, blue tornado, vaccuuming the closest opponent to hit 12 times.)

Super Combo 2: Homing Mania (Air QCB x2 + Punch) (Performs a normal Homing Attack. If connects, he overwhelms his opponent with multiple Homing Attacks before ending with a dive kick, dealing 9 hits in total.)

Lvl. 3 Super Combo: Super Sonic Boost (CBFLR + Kick x2) (Jumps in the air and curls into a ball to perform his Drop Dash move. If done, the opponent will be launched in the air as Sonic turns into Super Sonic by the power of the Chaos Emeralds. He then overwhelms them with 13 quick dashes before ending with a punch that drags them into a wall. After that, Sonic returns to his normal form.)

Final Strike: Hyper Sonic Heroes (Turns into Super Sonic via the Chaos Emeralds and dashes against the opponent. If done, Tails and Knuckles will appear and undergo their Super forms instantly. Super Tails calls his Flicky friends to peck dash at them, while Hyper Knuckles performs a barrage of punches before doing a drop punch that creates a huge shockwave crater. Sonic, Tails and Knuckles then perform their Sonic Overdrive from Sonic Heroes, zooming around the entire screen in the air before Sonic ends with a Hyper Flash dive kick while in his Hyper form, resulting in a golden explosion that forms a firework of Sonic's head, as Sonic himself flies to the screen to give a thumbs up at the camera while in freeze frame.)


Re: DoubleClash Thread
#36  June 18, 2022, 08:44:21 pm
    • Italy


Natalie (Epic Battle Fantasy) (Zoner/Glass Cannon)

Note: She uses her appearance in EBF5, and much like her origin series, she only speaks via dialogue boxes with facial expressions.



Throws

Lucky Star (Right or Left + LP and LK) (Traps the opponent with a sigil below them, then casts a golden star from the sky to hit them.)

Command Normals

Star Shower (Left + MP, then tap) (Fires a short-ranged spread of small golden stars from her staff. You tap the button to fire more)

Bonk! (Right + LP) (Swings her staff forward. Based on her normal attack seen in EBF5)

Druid Staff (Right + MP) (Swings that staff outward, which may poison the opponent for a short bit)

Special Attacks

Dark Pulse / Pulsar (CBF + Kick) (Casts a small black sphere with red outlines in front of her. The opponent will be knocked in the air if came into contact. Heavy Kick replaces it with a stronger variant called Pulsar, which has a vaccuum effect as the orb expands a bit.)

Toxic (QCB + Punch) (Casts a large, slow-moving green bubble that only reaches half of the length beofre popping. If the opponent came into contact, they will be poisoned for 6 / 10 / 15 seconds)

Barrier (HCB + Kick) (Creates a shield of hexagons in front of her. It is another projectile reflector that has a benefit to it, because once it reflected, the damage take by the opponent will be decreased at 1.5x for 6 seconds)

Purify (QCF + Kick) (Casts a golden cross sigil on the ground. This move not only has two variants, but when she steps in, it will slowly heals her at a very small amount of. for 4 seconds. If the opponent steps in, she will automatically cast Judgement, which is a huge beam of light that drops from the air above the opponent. Making the same input makes her cast Holy Light, a large white ball that explodes. While it doesn't deal as much damage as Judgement, it will cause a wallbounce for the opponent.)

Bind (QCF + Punch) (Drops a large black net above the opponent to trap them. It doesn't deal damage, but the duration of it depends on the opponent's health, such as when at full, it lasts short, but when at 25%, it lasts longer.)

Super Combos

Super Combo 1: Rainbow Blast (QCF x2 + Punch) (Casts a large rainbow beam that the opponent with multiple pulses, dealing 4 hits. This attack stops the opponent from using Super Combos for 5 seconds)

Super Combo 2: Regen (QCB x2 + Kick) (An angelic ghost of the Slime Bunny will appear above Natalie's head as it drops multiple sparkles on her head. For every 5 seconds, health will be regenerated at 10% until it reaches half of it, making it 25 seconds. After this, the Slime Bunny flies back to the sky.)

Lvl. 3 Super Combo: 7th Heaven (QCB x2 + Kick x2) (Generates a brief pillar of light around her by using her staff. If done, the opponent will be stunned as Natalie casts an alluring magical illusion of herself in a cosplay outfift depending on her color palette the player has chose while she strikes a pose and saying "Kyun!" before the opponent passes out. Even though it deals minimal damage compared to other Lvl. 3 Super Combos, her speed and Special Attacks are increased at 35% for 10 seconds)

Final Strike: Ragnarok Genesis (Casts Black Hole to vaccuum her closest opponent. If done, Matt will appear to perform his Cleaver move, unleashing a series of sword strikes while Natalie give him buffs. They then perform their respective Limit Break, Ragnarok (a series a giant golden swords summoned by a giant winged knight that rains down), and Genesis (a giant winged crucifix that is erupted from the ground), attacking the opponent at the same time. After it is blasted by both attacks, both Matt and Natalie strike their respective poses.)


Re: DoubleClash Thread
#37  June 21, 2022, 11:16:08 am
    • Italy
And here's the final character of the 6 question mark fighters




Bowser (Super Mario) (Footsie/Big Body)



Throws

Heavy Press (Right or Left + LP and LK) (Places the opponent into the ground and body slams them.)

Koopa Klaw (Right or Left + LP and LK) (A claw swipe, followed up by hurling the opponent backwards.)

Meteor Shell (Right or Left + LP and LK while in the air) (Retreats into his shell and slams down with his opponent.)

Command Normals

Megaton Drop (Right + HK) (A powerful dropkick.)

Koopa Back Fist (Left + MP) (A backhanded punch.)

Head Force (Right + MP) (A forward swinging headbutt.)

Koopa Wheel (Air Right + MP) (A aerial cartwheel.)

Spike Crush (Air Down + HK) (Attacks the opponent with his spiked shell on his back)

Special Attacks

Fireball (QCF + Punch) (Shoots a basic fireball from his mouth. Its strength and speed depends on the determined button. When used in the air, the fireball is shoot down before moving along the ground like in Super Mario Bros. 3)

Fire Breath (HCF + Punch, then hold the button) (Breaths a line of fire from his mouth, dealing multiple hits. You can hold the button down to keep it going, but it will eventually starting to become smaller and smaller until you let go.)

Angering Flare (Right, then HCF + Punch) (This move is used once per round when on low health. Shoots a line of slow-moving blue fireballs in a clockwise direction like in New Super Mario Bros.)

Flying Slam (360 + Punch while close) (Grabs the opponent and backflips into the air before slamming down belly-first.)

Spiking Fortress (CBF + Punch) (Two Shy Guys will appear to push Bowser (curled up in his spike ball) forward with a rope. Heavy Punch launches him slighty upwards.)

Koopa Punch (QCB + Punch then hold to charge) (A dashing punch that can be charged up to not only deal more damage, but to cause wallbounce as well.)

Bowser Bomb (QCF + Kick) (Jumps in the air and drops down with a ground pound attack. In the air, he only drops down.)

Minion Attack (QCB + Kick) (Summons one of his minions to rush over and attack the opponent. Each minion is summoned based on determined button.

LK (Goomba): A jumping headbutt.

MK (Koopa Troopa): Retreats to his shell to perform a dash attack while spinning.

HK (Magikoopa): Teleports in front of Bowser and fires a magic spell forward, temporarily disables the opponent from using Super Combos for 4 seconds.

2 Kicks (Lakitu): Throws three Spinys in a row before leaving.

3 Kicks (Bob-Omb): A Bob-Omb will walk in left and right before flashing red to blow itself up , dealing intense damage. It is always random on when is going to up, 6 seconds or shorter.

Punch and Kick (Petey Pirahna): Lands down and spits goo to trap the opponent. If done, it will then perform a rushing headbutt and flies off. If not, it will fly in the air and tackles against them.

Taunt (Hal and Jeff): Hal and Jeff will quarrel on which opponent they will attack first before attacking each other in a dust of cloud before leaving. It doesn't do anything, other than a some sort of easter egg.

)

Hammer Throw (Dp + Punch): Throws an arching hammer upwards. It is only good as an anti-air option.

Super Combos

Super Combo 1: Fire Storm (HCF x2 + Punch) (An advanced version of Fire Breath that deals more damage and hits)

Super Combo 2: Whirling Fortress (CDB, Delta + Kick) (Retreats to his shell and spins around while leaping, forming a whirlwind as he hits the opponent multiple times.)

Lvl. 3 Super Combo: Giga Bowser (QCB x2 + Punch) (Transforms into the fearsome Giga Bowser. He can only perform two normal attacks, Punch for a double claw swipe and Kick for a mighty stomp, as well as 5 Special moves. The duration of this form lasts for 10 seconds before turning back to normal.

Frozen Shell (QCB + Kick) (Retreats into his shell and spins, generating an icy whirlwind from it that freezes the opponent.)

Explosive Head (CBF + Punch) (A slow, lunging headbutt that generates an explosion when hitting the opponent.)

Shocking Trap (CDU + Punch) (Crouches down and thrusts his electric shell upwards, shocking the mid-air opponent.)

Giga Bowser Bomb (QCF + Kick) (A more stronger version of the original that causes a shockwave when hitting the ground)

Giga Fireball (QCF + Punch) (A stronger and larger version that deals 3 hits.)

)

Final Strike: The Koopa Armada (A Banzai Bill is shot off-screen as Bowser points forwards to hit the opponent. If done, the resulting explosion causes a part of a grassy wall to form a crater. We see Bowser's multiple airships containing multiple minions: Goombas, Koopas, Spinys, Koopatrols, Magikoopas, Charging Chucks, Boos, Bullys, Lakitus, Shy Guys, Dry Bones, Mechakoopas, Hammer Bros., Chain Chomps, Spikes, Pirahna Plants, and Bill Blasters, as well as the Koopalings, Bowser Jr. (riding on his Clown Car while turning into his Shadow Mario form), Kamek, Kammy, Hal and Jeff, Steve the Pirahna Plant, General Guy, Sergeant Guy, Private Goop and Corporal Paraplonk, The Koopa Bros., Captain Basilisx, Goomboss, Petey Pirahna, Army Hammer Bro, Boom Boom and Fishy Boopkins (for some reason). They all gang upon the opponent with strikes and shots before Bowser reappears in his Fury Bowser form to finish off with a gigantic fire breath that turns the opponent into dust. After this, he returns to his normal form and performs his victory pose from Bowser's Inside Story before a Super Crown is dropped from the sky into his head, trasforming him into Bowsette unknowningly. This suprises his minions and embarrased his son.)

Stage: Bowser's Castle





And there you have it, the roster is now doubled to 57. It's done though, as not only i'll reveal the last assists, but also other stuff like specific character endings when one of your two fighters lands the final blow to SMG0.
Last Edit: June 21, 2022, 11:18:23 am by Vic2000
Re: DoubleClash Thread
#38  December 16, 2022, 09:41:45 pm
    • Italy
Snake: Kept you waiting, huh?

Hey guys, this is Vic speaking to you. It's been 5 months since my last post, mostly due to my personal reasons and irl stuff going on. The gears have shifted a bit quite recently, because now, DoubleClash: EX Edition no longer exists, it is now just DoubleClash. The character select screen have also gone through another change, now far simpler than it was back then. Have a look for yourself.



Now you maybe asking: "Hey, where's Zero,Liquid Bulk, Akuma, Captain Falcon and all the others!?" The simple answer is that there now relegated as unlockables. That's right, the unlockable parts have also been shifted. Instead of unlocking EX Sigma, the game will feature 79 playable fighters, with 37 of them needed to be unlocked through various conditions, alot of them being new. Some of the 128 Assists will also needed to be unlocked as well, but 37 stages will remain as it is, with only 3 (also brand new) needed to be, you guessed it, unlocked. Not going to reveal who the secret fighters are for now, but starting on December 21th, i'll reveal 4 of them and what conditions needed to be unlocked, but'll reveal the ones that are already revealed before the change.

Sonic: Beat Solo Arcade as Mario in under 25 minutes
Geese: Beat Arcade Mode as Terry by landing his Level 3 Super Combo against Eldritch Zero
Zero: Beat Solo Arcade as X without using a continue
Sigma: Beat Arcade Mode both X and Zero without losing your partner in a fight
Scrooge McDuck: Reflect 20 projectiles as Sora in Training Mode
Hades: Lose at Arcade Mode 20 times
Liquid Bulk: Beat Solo Arcade as Bulk after clearing his Story Mode
Banjo & Kazooie: Beat 10 matches in Vs. using the same Tag-Team fighters
Scanty & Kneesocks: Defeat 4 opponents using a Final Strike in Solo Arcade as Panty & Stocking
Pichu: Beat Solo Arcade as Pikachu with 2 perfects
Natalie: Beat Clear the Targets!! in under 3 minutes without using your Special Attacks during Solo Arcade.
Kenshiro: Beat 40 opponents in Vs. with a Final Strike
Captain Falcon: Beat Arcade Mode on Normal difificulty in under 20 minutes
Akuma: Beat him in Solo Arcade for the first time
VMU: Beat Clear The Targets!! with every single characters, even the unlocked ones.

Once you done with one of the conditions, the secret fighter will reveal itself ala-Smash Bros. and you have to fight them. Once defeated, the fighter will be unlocked and appear on the character select screen.

That's all for today, but i'm glad to be back on the road with you guys. I hope you have a wonderful time, and wish you a merry christmas. Catch ya later!
Last Edit: December 21, 2022, 09:09:59 am by Vic2000
Re: DoubleClash Thread
#39  December 21, 2022, 09:29:47 am
    • Italy
Hello, everyone. As i promised, here are the 4 unlockable characters of the game, as well as 1 stage.

Batman (DC) (Footsie)


How to unlock: Wait for the Bat Signal to show up in New York for 4 minutes while playing as Spider-Man. Speaking of which, New York is a brand new stage for the game.



Batarang Stick: Tosses the opponent to the ground, then sticks a Batarang to their chest before rolling away to detonate.

Crusader Kick: A spinning side kick.

Low Hammer Fist: A quick dual-handed hammerfist.

Batarang: Tosses his trademark projectile against the opponent. If it either hits them or the wall, the item will land the ground and Batman can pick them up back since he can't throw another one after that.

Scatter Bombs: While in the air, he throws one or three Bat-Bombs to the ground, which sticks on either the floor or the opponent. The bombs will automatically explode after a few seconds.

Bat Slide Kick: Dashes towards the opponent before performing a baseball slide. Heavy Punch follows up with a turn-away side kick.

Bat Grapple: Fires his trademark grappling hook towards the opponent to attach. If done, he will perform a swing punch to their face.

Cape Parry: Counter. Flings his cape over himself while briefly obscured by his shadow. There are two ways on how he counters; If its a melee attack, he will perform a series of punches and kicks, but if its a projectile, he will simply crouch dash forward.

Smoke Bomb: Throws a Smoke Bomb below him, creating a smoking hazard that envelops both fighters. For a few seconds, Batman will be completly invincible when inside the smoke, while the opponent will be slowed down a bit and their projectile attacks will be absorbed by the smoke.

Crashing Justice: Fires his Bat Grapple upwards and gets pulled out by it before reappearing with a diving kick, knocking the opponent down. Air Crashing Justice only features the diving kick part, except angled a bit forward, as the ground version is only downwards.

Super Combo 1: Batarang Explosion: Throws a quick Batarang to stick on the opponent. If done, he will throw 6 more of them to stick and detonate it one by one.

Super Combo 2: Bat of Gotham: Jumps in the air to perform his Air Crashing Justice, then does a series of punches before throwing his Smoke Bomb to confuse the opponent, then reappears above them with his Crashing Justice, ending the move.

Lvl. 3 Super Combo: Vengance: Command Grab. Batman simply grabs the opponent by the chest as the screen goes black, then performs a flashy series of 9 hits as photos of his childhood to adulthood appears one by one before ending with Bat Grapple. The photos seen during the move are the murder of Bruce's parents, him standing on a building besides the bat-signal, him posing with the first Robin, fighting against the Joker, tied up by Catwoman, driving in his Batmobile, holding the corpse of the second Robin in a destroyed building, him with Batgirl while being surrounded by criminals aided by Poison Ivy, and finally mourning his parents in the graveyard.

Final Strike: The Dark Knight: Batman throws a Smoke Bomb, this time towards the opponent to stun them. If done, the background changes to the dark alleys of Gotham as Batman (accompanied by Nightwing and the third Robin) beats them up before suddenly dissapearing. Unaware on what happened, the opponent continues to search for the Caped Crusader, while Batman himself (inside his Batmobile) rams against them, sending them flying through a building before firing a rocket that ties them up. After that, Police arrived and they see them through a flashlight, with Batman looking at the distance in the shadows.

Luz and King (The Owl House) (Zoner/Glass-Cannon)


How to unlock: Clear Volley Mode with 15 Fighters. BTW, remember Basketball? Well, it became Volley Mode this time, playing similar to the Tekken Ball minigame.



Gameplay Mechanic: Luz has the ability to use a number of Glyph magic for her Special Attacks and Super Combos, through their use varies depending on the determined button. She starts off the fight with 100 of them, each represents the four elements (Light, Fire, Ice and Plant), but once she finished all of them, she will no longer use her Special Moves, unless her Special Technique called Glyph Refill is used, which only refills 10 Glyphs, but she will not use it until 5 seconds have passed.

Safery Net: Luz uses the Gyphs to hover herself for 4 seconds.

Owl's Circle: Swings her Owl Staff in a horizontal circle, knocking the oppponent forward.

Staff Sweep: A basic sweep attack using her Owl Staff.

Smacking Staff: A down swing of her Owl Staff.

Fire Glyph: Casts a fireball forward. Pretty much basic as it is, though if it collides with the opponent's projectile, it will explode into a stationary pillar of fire that lasta for 3 seconds before dissapearing.

Light Glyph: Casts a light ball that suspends through the air. It doesn't do anything at first, but when pressing Heavy Punch, it will grow bigger. When Luz gets knocked down, the ball will drop down and creates a holy explosion that also hits the opponent as well. A followup can be performed to which she launches it like a projectile that explodes into a sparkling light when hitting the opponent.

Plant Glyph: Casts two vines erupting from the ground above the opponent to bind them. It's duration varies depending on the determined button.

Ice Glyph: Casts a stationary pillar of ice in front of her, serving it as both protection and a counter. Its size will vary depending on the determined button. It must be wait for either 5 seconds or perform a heavy attack to quickly break it in half.

King's Horn: King runs towards the opponent and performs a horn attack. If hit, he will bounce back to the ground.

Hurricane Staff: Swings her Owl Staff in a circle multiple times. The Kick version makes it faster and hits harder.

Teleportation: Teleports to a different location depending on the determinted button and input.

Wind: Casts a large tornado that vaccums the opponent inside of it, before spitting up in the air and dissapears.

Monster Summon: Summons an Abomination via reanimating matter, which she then commands it to attack the opponent 6 times before walking off-screen.

Elemental Glyphs: Luz first uses Plant Glyph to bind the opponent. If done, she will consume 9 of them to erupt 6 bigger ones to whip them multiple times, then uses Ice Glyph to freeze the vines so she can follow up with Fire Glyph to burn the still trapped opponent, finally ending with a powerful version of Light Glyph that creates a bigger explosion that hits 7 times in a row.

Thanks to Them: King roll jumps in the air and dives down to bite them. If done, Luz will then uses Ice Glyph x10 to launch the opponent in the air via giant pillars of ice, she then follows them as she equips the Abomination as a spiked fist to performs various rushing punches while being accompanied by Amity. They then use the Petrification spell to turn the opponent into stone and end the attack by creating a new Glyph combo called Empty Space that traps the petrified opponent inside the empty vast of nothingess forever.

Boggy B (Worms) (Unorthodox/Zoner)


How to unlock: Clear Event 47: Armageddon without wasting your Final Strike. The Event Mode from Smash Bros. are here as well, only 70 of them.



Gameplay Mechanic: Boggy B can change up his Special Attacks, Super Combos and even his Lvl. 3 ones by looking up the weapons menu that appears above his head. With this, you can swap weapons with the inputs, which are divided into four tiers. After a weapon runs out of ammo, a stop icon will forbade you from using that weapon, so you must wait a set amount of time to refill. Tier 1 has unlimited ammo, Tier 2 has 7 ammo, Tier 3 has 4 ammos and Tier 4 has 1 ammo. Additionally, if Boggy gets KOed in the last round, he will explode into a bouncing grave.

Dragon Ball: Grabs the opponent and shoots a blue fire ball from his cupped hands, knocking the opponent forward.

Fire Punch: Leaps straight in the air as he performs a fiery uppercut, knocking the opponent to the other side.

Prod: A simple "Poke" attack that deals little damage, but pushes the opponent forward with great force.

Baseball Bat: A simple swing of the Baseball Bat.

Tier 1

Bazooka: Takes out his bazooka and fire a missile against the opponent. It's very basic, but it's range in Light Punch is pitiful.

Grenade: Takes out his grenade and chucks it forward. It deals little damage when hitting the opponent, but after counting down 0 though, it explodes, dealing much better damage.

Parachute: Leaps in the air and deploys a parachute to slow his fall for 3 seconds.

Mine: Drops a mine in front of him on the floor. When the opponent comes close to it, the mine will start to trigger its fuse and explode after 3 seconds.

Longbow: Shoots two flaming arrows forward. It can either stick to the floor or the opponent, or in some case, automatically explode the mine when fired to deal extra damage. When hitting the opponent, it will only push them back.

Banana Bomb: Throws a normal banana that bounces across the floor before exploding into 5 smaller bananas that also explode upon impact after 3 seconds, damaging the opponent.

Air Strike: Boggy will take out a communicator and automatically targets the opponent with the cursor, then the Jet plane will fly through the stage dropping off 5 or 6 missiles.

Tier 2

Mortar: Fires a very short-ranged missile in an arc that explodes into 3/4/5 tiny clusters that causes minor damage. Press LP to select it.

Dynamite: Drops a stick of dynamite on the floor that automatically explodes after a few seconds. Press Right + LP to select it.

Ninja Rope: Fires a kunai attached to a rope, which upon sticking to anything, will pull Boggy in that direction depending on the determined button. LP fires straight forward, MP fires diagonally and HP shoots straight up. Press Up + LP to select it.

Skunk: Drops a skunk to the floor, which will slowly walk as it emmits a stinking fume that slowly poisons the opponent for a few seconds. Press Down + LP to select it.

Homing Pigeon: Drops a pigeon in the air, which then flies towards the opponent to make a contacting explosion. Press LK to select it.

Mole Bomb: Drops a mole, which will dig undergound and reappears to suprise the opponent and explode upon contact. Press Left or Right + LK to select it.

Mad Cows: Same as Air Strike, except it drops either 3 or 5 Cows depending on the ammo. Press Up or Down + LK to select it.

Tier 3

Homing Missile: Works identical to Homing Pigeon, except weaker and leaves out a larger explosion. Press MP to select it.

Cluster Bomb: Works exactly the same as the Grenade, except it produces a weaker explosion, which also produces 3/4/5 tiny clusters similar to Mortar. Press Right + MP to select it.

Jet Pack: Equips his jetpack and allows the player to fly freely for a short period of time depending on the determined button. Moves quicky up, but moves very slow to the side. Press Up + MP to select it.

Termites: Drops three small termites to the ground and latch on the opponent to make small explosions. Press Down + MP to select it.

Minigun: Takes out the minigun and fires a rapid pace of multiple shots against the opponent, dealing 40 hits of damage. Press MK to select it.

Holy Hand Grenade: Basically a more powerful version of the original Grenade, except a "Hallelujah" sound effect is played before it detonates.  Press Left or Right + MK to select it.

Napalm Strike: Same as Air Strike and Mad Cows, except it drops large missile that instead of striking the ground, it will a wave of burning napalm that slowly deals fire damage for a few seconds. Press Up or Down + MK to select it.

Tier 4

Sheep: Drops a regular sheep to the ground, which will walk around the stage and something able to jump when Boggy also jumps. When hitting the opponent, it creates a massive explosion. Press HP to select it.

Petrol Bomb: Throws a motolov that explodes into a small wave of fire upon impact. Press Right + HP to select it.

Teleport: Brings out a button switch and activates it, teleporting himself to another location depending on the determined button, with HP teleporting him in the air.  Press Up + HP to select it.

Sentry Gun: Places a Sentry Gun on the floor, which automatically shoots a barrage of bullets if an opponent gets near it. It will stay in that spot for a few seconds before dissapearing. Press Down + HP to select it.

Super Sheep: Works similar to the sheep, except the player will take control of the flying sheep instead of Boggy and explode upon contact with the opponent, or explode automatically after 5 seconds if left undetonated. Press HK to select it.

Kamikaze: Dons a white bandanna on his head and says his last words before death, then launches himself straight forward and explodes with the opponent upon contact. It is the only Super Combo that deals recoil damage to him. Press Left or Right + HK to select it.

Concrete Donkey: Similar to the previous Lvl.3 SCs, except instead of a jet plane, it will rain down a giant donkey made out of concrete that bounces above the opponent three times before flying away. Press Up or Down + HK to select it.

All Tiers

Armageddon: Boggy B will attempt to grab the opponent and tied them up to a large firework on their back. If done, he activates the button that makes the firework fly all over the air before exploding itself, launching the opponent into a building of a large city. Then suddenly, a meteor shower will appear and scatters around the city to destroy its buildings, reducing a large landscape ino a small island, with the last one turned out to be a even larger Concrete Donkey (now colored gold) to destroy the last part and sending the opponent underwater, which is then followed by a quote that references their "death". After that, the camera switches to Boggy and the worms celebrating the successful plan.

And finally

Kyo Kusanagi (The King of Fighters) (Rushdown)


How to unlock: Beat Arcade Mode with both Ryu and Terry without getting a Game Over.



Gameplay Mechanic: Kyo is able to use his gameplay mechanics seen in his home series, such as Charge Power (which ables him to charge up his Super Combo Gauge manually), Heavy Attack (Allows Kyo to send the opponent to a wall, then crumple them to the ground) and the Backstep. When Activate Gauge is used, his damage output will increase a bit, as well as the ability to perform a Super Desperation, a more stronger version of his Normal Super Combos, which, while doesn't reach the strength of his Lvl. 3 version, are still very strong nonetheless, but he must act out fast because his Super Combo gauge will slowly empty out itself when Activate Gauge is activated. Additionally, if Kyo is below 30% of health, his Super Combos will automatically turn into Super Desperations, but its used once and never does it again until the next match, or in solo matches, the following round. Emergency Dodges are basically Roll Dodges, which he can also perform while blocking, though at the cost of 1 bar of his gauge. He can also perform a Guard Reversal, which is a counterattack that also costs 1 bar.

Hatsugane: Grabs his opponent, then drives his elbow into their back.

Issetsu Seoi Nage: A seoi nage, following up with a elbow drop atop his opponent.

Ge-Shiki: Gofu Yo: A two-hitting axe kick. Quick, but not as strong as Ryu's.

88 Shiki: A double low kick.

Ge-Shiki: Naraku Otoshi: A downward two-handed hammer punch.

>114 Shiki Aragami (Light and Mdeium Punch): Delivers a right hook. Can follow up with any of his moves to continue.

>>128 Shiki Konokizu (during Aragami): An Uppercut.

>>127 Shiki Yanosabi (during Aragami or Konokizu): Drives his rear elbow into his opponent; the variant done after Aragami floors the opponent instead.

>>>125 Shiki Nanase (during Aragami or Yanosabi): A side-kick.

>>>Ge-Shiki Migari Ugachi (during Yanosabi): Punches the grounded opponent.

115 Shiki Dokugami (Heavy Punch): Spins once and performs a left hook. Can follow up with any of his moves to continue.

>>401 Shiki Tsumiyomi: Backhands his opponent.

>>>402 Shiki Batsuyomi: Bashes his back into his opponent while jumping.

100 Shiki Oniyaki: A jumping backhand that unleashes fire while spiraling.

R.E.D. Kick: Leaps forward for a overhead kick.

202 Shiki: Kototsuki Yo: Runs towards his opponent to perform a forward elbow at them. If done, he will grab them by their neck and generates a fiery explosion.

75 Shiki Kai: Performs a jumping kick. Press Kick again to follow up with a second kick of his following leg.

Oboro Guruma: Performs two jumping kicks, followed up with a spinning axe kick to knock the opponent down.

Ura 108 Shiki Orochinagi: Lifts his arm in the air with flames coming out of his hand before launching a big, short-ranged wave forward. Can be held to delay the move. The Super Desperation makes him cover in flames, which counts as a damaging hitbox, with the big wave additionally dealing 3 hits in total.

182 Shiki: Begans to charge up himself before doing two turning punches. It can be charged up to increase damage. The Super Desperation adds an additional attack, which is a powerful Dokugami that generates a fiery explosion once hit, but not before doing a brief charge of course.

Ura 1212 Shiki Yakumo: Kyo throws a large 108 Shiki Yami Barai, stunning his opponent. If done, he follows up with a Dokugami and an uppercut, then ends by creating a flaming tornado in front of him, which imbues the Kusanagi clan logo above him.

The Three Sacred Treasures: Kyo performs his Ura 121 Shiki Ama no Murakumo move. If done, he will do an elbow strike, then follows up with a barrage of quick hooks while in his flame aura before doing the Oniyaki. Iori then comes out with a grabbing 108 Shiki: Tsumakushi to the opponent, surrounding both of them by a huge pillar of purple flames. Kyo then uses his charging 182 Shiki (powered up by Chizuru) to perform a rushing fire punch as Iori quickly backsteps from it, creating a huge explosion. The attack then ends with Chizuru sealing the opponent inside the Yata Mirror as it breaks itself into pieces, instantly KOing them.
Last Edit: December 21, 2022, 06:07:17 pm by Vic2000
Re: DoubleClash Thread
#40  January 05, 2023, 01:40:50 pm
    • Italy
Hey everyone, Vic here. I hope you enjoyed your wonderful Christmas and happy new year to 2023. I'm gonna get back where i left off, so here are 4 new unlockables i reveal today.

Let's start with:

Niles (SMG4) (Footsie/Glass-Cannon)


How to Unlock: Clear Arcade Mode for the first time



Number 0: Niles can change one of his Special Attacks into a stronger variant of it when used that move, sort of like EX moves in a way, except it doesn't require 1 bar of Super Combo Gauge to use it. Additionally, using that variant will also turn his appearance as well by revealing his Zero form.

Dark Grasp: Grabs the opponent by the neck and chokes them several times before tossing forward.

Useless...: Grabs the opponent by the neck and impales their stomach with his hand before throwing backwards.

Pulsing Hand: An horizontal chop filled with dark chi.

Dark Fist: Spins once to deliver a black-filled backfist.

Hydra's Wrath: Dashes towards his opponent with his extended fingers of his left hand. During Number 0, it changes into Hydra' Scream, transforming his arm into a pair of hydra heads that lunges the opponent one by one.

False Person: Sends out a clone of himself to confuse his opponent by dashing. Heavy Punch leaves the clone behind him and does the dash himself. He can follow up with one these moves:

>Suprise!: A one-inch punch.
>Right Behind You...: Reappears behind his opponent.
>Look Up!: A jumping backflip.
>You're repulsive...: A elbow attack, followed by a haymaker punch.
>Blow Off!: A forward side-kick.
>Go Down!: A hard-knocking stomp.
>I'll dive you down!: Reappears in the air with a diving kick.
>Slide This!: A sliding kick that trips the opponent down.

During Number 0, False Person becomes Great Illusion, which functions the same as False Person's HP version, except he is followed by his own clones that uses their follow-ups.

Dissapearance: Backsteps away as he dissapears, then reappears to another location depending on the determined input and button. During Number 0, it becomes "Find the real one....", which he reappears with his clone to the other side of the opponent.

Dark Snap: Snaps his finger to make a floating black orb appear, which explodes on impact with the opponent. Its direction changes depending on the determined button. During Number 0, it becomes Dark Clap, were he claps his hands together to make two black orbs at both sides of his opponent.

Corrupted Punch: Command grab. Grabs his opponent and punches their face three times before tossing them away. During Number 0, it becomes Hole Maker, which he does a piercing punch to the opponent's chest that disables them from using Super Combos for a few seconds before kicking them away.

You missed me...: Counter. Makes a pose while taunting his opponent. If hit during the counter, he teleport behind his opponent. During Number 0, it becomes "Get out of my way!", which add a strong kick that launches the opponent away from him.

Hydra's Hunger: Performs his Hydra's Scream move, but instead of lunging, the heads bites the grabbing opponent while lifting them up in the air before the heads fuse into one for a huge crunch.

Sympathy for the Devil: Command grab. Grabs the opponent with both hands and makes a short monologue on how the madness caught up to him and why he acts like that before a devestating scorch of black fire engulfs the opponent and launches them in the air.

It's just an illusion...: Performs a dashing blow punch to the chest. If done, he summons his clones to beat up the opponent one by one before landing a final blow with him and 3 of his clones at the same time.

Divide by Zero: Niles plunges his fist into the ground, summoning a black claw that follows along to grab the opponent. If done, Niles will change into his Zero form and performs a ritual to sent the opponent inside a space time continuum, trapping there as a series of images of natural disasters flashes before their eyes one by one before flashing into a large eye with the number 0 on it, symbolizing his fusion with SMG0 to become Eldritch Zero, ending with the gates closing itself and breaking into black spheres as Niles absorbs them using his eye, then breaks down and laughs maniacally.

Snake (Metal Gear) (Zoner)


How to Unlock: Clear 10 matches on Shadow Moses Island (which is a starter stage btw) in Vs. mode.



Cardboard: Sits down and pulls the box over himself. For the remainder of the move, Snake will be pratically immuned from normal attacks and projectiles, and can crawl either left or right depending on the opponent's direction. It can be cancelled by pressing two punches or getting grabbed by his opponent.

Silent Takedown: Lays the opponent on the floor, then kicks them forward.

Leg Trip: Trips the opponent backwards with the sweep of his leg.

Commander Swing: An overhead swing with both arms.

Sneaking: Solmersaults forward, transitioning into a crounch.

Soldier's Axe: A slow axe kick.

Hand Grenade: Pulls out an M67 grenade and unpins it, before throwing forward at the opponent, exploding instantly, or it will bounce on the floor before it explodes. Light Punch throws downwards, while Medium and Heavy Punch throws forward. You can held the button down to delay it for 2.5 seconds. Heavy Punch will pull off a RGD-5 instead to cause a larger explosion.

Remote Missile: Pulls out a Nikita missile launcher and fires a remote control missile that moves forward (LP), diagonally up (MP), or straight up homes on the opponent (HP).

Mortar Launch: Pulls out a mortar in front of himself and fires a shell upwards, which descends down after it. The mortar slam knocks the opponent into the air directly to the shell's path. Can be canceled.

C4: Bends down and places a C4 on the ground where he is standing, or attach it to the nearby opponent. When is done, press the input again to have Snake detonate the explosive with the remote, dealing large damage.

SOCOMA Pistol: Brings out a Socom pistol from his back and fires multiple shots to the opponent. Its speed and uses depends on the determined button.

Covering Fire: Tosses a flare grenade forward to have 5 missiles launched off-screen in a line to damage the opponent.

RPG-7: Pulls out an RPG-7 rocket launcher and aims forward, causing a huge explosion.

Stealth Camouflage: Snake simply turns invisible. For 10 seconds, he will be in this state until he returns back to normal. The damage output of his normal attacks are also increased a bit.

Metal Gear Catastrophe: Snake throws a Stun Grenade to stun his opponent. If done, a spotlight will appear and spots Snake, who will sneak himself into the Cardboard as the Genome Soldiers comes out to shoot against the opponent. As Snake escapes, a Metal Gear REX comes by and rapidly shoots at them with its rail gun, followed by firing multiple missiles. As this is going on, Snake managed to infiltrate inside the mech and inserts a grenade inside its system before he jumps out of it. Once the explosion sets up, the mech falls into the opponent crushing them inside.

Yugi Muto (Yu-Gi-Oh!) (Unorthodox/Puppet)


How to Unlock: Summon your Assist 60 times.



Mechanic: Yugi is a unique type of character in that all of his Special Attacks revolves around the use of his cards, Attack Card (summons a monster to attack the opponent before vanishing), Summon Card (summons a monster that will aid in your fight for a long period of time), Support Card (Cards that will alter his stats) and Trap Card (Cards that acts like a counter if the opponent attacks Yugi), which he place it on the ground. The match itself starts with 5 out of 20 cards in his deck, but he can draw an additional one if that card was used. Attack, Summon and Magic cards will activate itself automatically after doing an input. If he ran out all of them, the player must held both MP and MK to regain the cards he used, but most of these will start at random, except for his Super Combos, which he will automatically activate after placing it on the ground. Also, the match always starts as Yami Yugi in the intro.

Shining Mark: Generates a growing flash of light from the Eye of Wdjat on his forehead.

Pot of Greed: Allows Yugi to draw two cards instead of one.

Magic Cylinder: Negates the opponent's move when attacking Yugi, then counters by inflicting damage to them.

Polymerization: Allows the player to automatically fuse two or three Summon Cards to become a Fusion Summon. Unlike the rest of his Super Combos, it does not automatically activate, but rather manually using Support Card if you have 2 or 3 cards on your deck that are compatible to this.

Exodia, The Forbidden: Yugi draws and activates the Sword of Revealing Light card, which rains down 6 glowing swords that traps the opponent once hitting the ground. If done, Yugi will then draw 6 cards of the infamous Exodia The Forbbiden One and places all of them on the ground one by one, thus summoning the giant monster. Yugi then shouts "Exodia, obliterate!!" as the monster charges up a sphere of light before firing the huge beam, pulverizing the trapped opponent into nothing as the Life Points UI displayed on the screen quickly goes down to 0.

Freddy Fazbear (Five Nights at Freddy's) (Footsie)


How to Unlock: Find the Fazbear plush Easter Egg in Story Mode.



Mechanic: Freddy has a Battery mechanic where the match starts at the light green battery, which will decrease by changing its color depending on the Special Attack he uses, including his Super Combos. Once the Battery's color reaches black though, he will start malfunctioning himself for the rest of the match. In this state, his Special Attacks receives a tremendous boost in damage that is similar to EX moves, but way stronger. The drawback is that he will quickly receive high recoil damage when using it, so the only way to get back to normal is by using Recharge. Cyan holds 20 full bars, Light Green costs 1, Green costs 2, Yellow costs 3, Red costs 4, and Dark Red costs 5.

Bear Headbutt: A series of quick headbutts, followed by a stronger one.

Pizza Slice: A stabbing knife-style karate chop.

Microphone Smash: Swings his microphone downwards.

Funny Belly: A jumping splash.

Fun Hug: Dashes towards the opponent with both spreaded arms to grab. If done, he will perform a strong bearhug.

Screamer: Makes a screech towards his opponent, blasting them away.

Big Bite: Leaps in the air and lands towards the opponent with a strong bite.

World of Freddy: Launches his microphone forward, stunning the opponent a bit. It can be followed up with one of the three moves:

>Chica's Song: Chica makes a loud screech, which creates 4 scribbled notes that rolls around like a circle.
>Bonnie's Guitar Play: Bonnie makes a small leap and spread his legs around while playing his air guitar.
>Foxy's Hook Swing: Foxy stabs the opponent with his hook and toss them behind him.

Body Breaker: A more stronger version of Fun Hug, which does three, painful bearhugs.

Soul of Child: Performs a chest-aimed crouching uppercut as he dashes forward. Then releases a big, electric energy from his body as he screams.

The Bite of '87: Freddy grabs the opponent with both arms and makes a large, repeated gruesome bites to their head while the entire screen turns into red and black. After that, Freddy ends with a stronger Screamer that knocks his opponent forward.

IM DEAD INSIDE: Freddy launches his microphone forward to tied up his opponent. If done, he will perform various dash attacks left and right, until the screen starts to glitch out. Instead of the usual Final Strike song, it goes quiet for a bit, as distorted images depecting the events of The Bite of '87 happened through sprites similar to the minigames seen in FNAF games. As the images began to dissapear, the Toreador March song (also from the games) plays as Freddy's eyes will flash repeatedly, then jumpscares the player with a lunge that covers most of the screen with red blood, implying that the opponent was killed by him. After this, a newspaper will fly by that reads "The contestant has gone missing" while showing the picture of said opponent, ending the move.
Last Edit: February 14, 2023, 11:56:16 am by Vic2000
Re: DoubleClash Thread
#41  January 09, 2023, 12:11:52 pm
    • Italy
Ryu Hayabusa (Ninja Gaiden) (Glass-Cannon/Rushdown)


How to Unlock: Clear Boss Mode with 27 characters



Double Jump: Ryu can performs a cartwheel after a first jump, but he can only do that if no direction input is used, and it won't work during a High Jump.

Yama Arashi: Turns around with his opponent and does a seoi nage.

Kadanchi Otoshi: Elbows the opponent's back while holding their left arm, then toss them backwards with that arm.

Fumon and Urakaze: Basically dodges the opponent's attack. Fumon is backflip while Urakaze is a forward roll.

Sword Slash: A forward vertical slash from his katana, both standing or crouching. Based on his iconic basic attack from his NES days.

Air Slash: Same as Sword Slash, but in the air.

Onibishi: A outward back-turning roundhouse.

Reverse Wind Technique: A ninja slide that goes behind the opponent's back.

Furious Wind Technique: Similar to the above, except he can dodge it when blocking an attack from the air.

Shuriken: Throws his iconic quick projectile that deals low, but high stun damage. He can only use 8 of them at the start of the match. There's also three variations called Somersault Shuriken, Wall Shuriken and Four Rings, which are exactly what you think, but Four Rings allows him to throw four in four directions (up-forward, down-forward, up-back and down-back) at the cost of 4 uses.

Art of the Fire Wheel: Summons three floating fireballs that circles around him, damaging the opponent one by one.

Art of the Flying Fire Wheel: Summons the same fireballs as before, but he throws them diagonally down as they orbit.

Kikoku Shintei Kyaku: A leaping spin kick, followed by a another one before ending with a dropkick. Press the Kick button three times in a row.

Izuna Otoshi: Command grab. Launches the opponent mid-air with an uppercut, then reappears in a smoke by grabbing them and performing a spinning slam alongside them.

Smoking Technique: Strikes a pose, then counters the opponent by vanishing in smokes after attacking him. There are three variations of this based on the input: Far Away, Behind and Fudo Sanzu, which he reappears in the air to grab them by their shoulders and throws them forward.

Ongyoin: Changes his pose a bit. It is yet another stance that has different variations:

>Fudo Unryu: Reappears in the air via smoke and performs a hammerfist attack.
>Fudo Ryujo: Same as Unryu, except with a diving kick.
>Fudo Shinano Azusa: A small forward roll, followed by a jumping arc kick.
>Fudo Kaganui: A Raiden-style forward rush attack.

Art of the Inazuma: Unleashes a large discharge from his body that surrounds him, dealing multiple hits to the opponent when close.

Fudo Shokaku Izuna: Uses his Smoking technique, then appears with a spinning uppercut to his closest opponent before ending with a more stronger Izuna Drop.

Doppelganger: Ryu creates a Shadow Clone of himself using a scroll, which mimicks his moves for 11 seconds, though all of the clone's attacks deals less damage.

Art of the True Gaiden: Ryu uses Art of the Hurricane to surround himself in a twister, which tries to suck the opponent inside. If done, he will perform a flip kick that launches the opponent in the air, then uses Art of the True Inferno that launches a flaming asian dragon from his hand, which results in a huge fiery explosion upon contact. After that, it transitions into a very familiar scenery.....a field of grass in the middle of the night, with Ryu standing far away. They then run to each other to deliver a jumping strike, as the iconic opening song from the NES Ninja Gaiden briefly plays. After this strike, they both land on the ground, with Ryu shealting his katana that instantly cuts his opponent in half, ending the attack.


Minecraft Steve (Footsie/Unorthodox)


How to Unlock: Beat Solo Arcade as PAC-MAN on higher difficulty without using a continue.



Resource and Mine: Steve's unique mechanic allows him to carry resources to build blocks, use certain moves, or upgrade his tools, all of which can be obtain through mining via his axe, though what type of resource he can mine depends on the stages.

Craft and Durability: While next to the Crafting Table, Steve can restore the durability of his attacks, as well as upgrading it using enough resources he gathered with the most valuable material being prioritized. Like in Mnecraft, his tools will break after certain amount of use. Once is broken, Steve must get back to the Crafting Table in order to restore one.

Fishing Rod: Flings the opponent forward or backwards using his fishing rod.

Sword: Quickly swings the sword in front of himself. What's unqiue from other standing LPs is that Steve can repeatedly attack while walks or jump if you held the button down.

Sword Sweep: A strong inward swing. It is based on the sweep attack from the Java version of Minecraft.

Flint and Steel: Creates a multi-hitting flame via flint and steel in front of himself.

Axe: Swings his Axe downwards.

Pickaxe: Swings his pickaxe in front of himself.

Create Block: Using resources he gathered, Steve can create a block via placing it directly beneath himself. If the button is held as he walks or jump, he can continue to create blocks as he moves. The more value is used, the more he can create a block that breaks more slowly, though he can only place 4 blocks at a time.

Piston: Stands on a piston in front of himself to launch his opponent forward. Sticky Piston has him place it into the ground, which functions identically, except it is covered in leaves and launches the opponent in the air. Magma Block has him place that block in front of himself, which deals multiple fire hits if the opponent is close to it, or launches them in the air when landing on it. It will stay there before it disappear.

Elytra: Dons the elytra on his back and propels upward with a firework rocket. Knocks the opponent forward if close, and during the rocket part, the player can simply press right to allow Steve to glide forward.

Bow: Fires an arrow from his bow straight forward. For Medium Punch, the arrow receives higher speed and range, as well as leaving particles that deals very low damage. Heavy Punch uses Crossbow, which fires three arrows in three directions, forward, diagonal and upwards.

Monster Incoming: Steve will look left as he is like something is chasing him, and sure enough, a monster will appear and attack the opponent, LK summons a Zombie, who walks really slowly to latch on and bite repeatedly, MK has a Piglin running towards them with a slash, and HK has Steve looking upward as a Creeper lands from the air and explode in front of the opponent.

Anvil: Drops an anvil below himself as it falls super fast. After it landed, it can be used as a platform for a few seconds.

Minecart: Hops into a minecart and rides forward while doing multiple hits to his opponent before it explodes as Steve leaves.

TNT: Lays a TNT Block in front of him, then moonwalks as he drops a trail of redstone and ends by placing a pressure plate on it. The TNT explodes after either wait for 5 seconds, or when attacking, or manually step on the plate. The explosion has a huge amount of range.

House of Boom: Steve grabs the opponent using a fishing rod and traps them inside a building, then places 4 TNTs to multiple sides and activates the pressuring tape, resulting in multiple huge explosions that launches the opponent in the air.

Wrath of the Ender Dragon: Steve pushes a minecart with fire on it to ram the opponent. If done, they are taken to the The End via a portal, were they are damaged by multiple Endermen, one of them will grab the opponent and throw forward very high to a specific platform, in which the Ender Dragon resides. The opponent will try to run away from her, only to die from the Dragon Breath, Minecraft-style. After this, we cut back to Steve, who is celebrating his victory via eating his steak while accompanied by pigs and ducks.

SpongeBob SquarePants (All-Rounder)


How to Unlock: Clear 20 Events in Event Mode



Who put YOU on the planet?: One of the more unique taunts in the game. Normally, his default taunt will be his iconic laugh, but if you held both buttons, he will perform a different, but long taunt, which is of course the dance from the episode "I ♥ Dancing".

Jellyfish Ride: A horde of Jellyfish will appear below SpongeBob and fly forward in the air before they fly away as Spongebob jumps out of it.

Kah-Rah-Tay Chop: Dons his Karate Gear and makes a leaping chop.

Sponge Bath: Uses himself to wash the opponent, then launch them backwards.

Jellyfish Swing: A forward swing of his Jellyfish Net.

Chomp: Opens his mouth and bites forward.

Bubble Blow: Takes out his bubble blower and a blows a slow moving bubble projectile that travels in a mid-range, but it will trap the opponent inside before popping itself up. Hold the button down allows Spongebob to blow a different shap of the bubble with various functions. Quarter charge is a fast moving torpedo-like, mid-charged is a bubble version of himself that stands still for a few moments, and fully charged fires a super slow moving "giraffe" that deals mega damage if the opponent accidentally hit it.

Muscle Punch: Briefly equips his Anchor Arms to deliver a double punch to the opponent while in mid-air, knocking them down.

Running Slip: Launches himself in a short-range and slides his entire body along the ground, tripping the opponent.

Spin Technique: Dons his Karate Gear and performs a spinning attack that deals multiple hits, but Heavy Punch lasts longer, thus makes him dizzy for a few seconds.

Jellyfish Shield: A Jellyfish will appear orbiting Spongebob for a few seconds before homing on the opponent to shock them. Heavy Punch summons three of them and will home at them one by one.

Order Up!: Dons his Krusty Krab hat and Spatula, altering his moveset. If he's hit, then his stance will be cancelled. It can be cancelled using We're Closed! Here are his moves during this stance:

>Spatula Attack: A swing of his spatula.
>Spatula Flip: Grabs the opponent and cooks them up on a grill before flipping them upwards.
>Patty Throw: Throws a Krabby Patty forward using his spatula. It has a mechanic were he will start off with 3 patties he can throw, but once there all out, he will not throw them again, unless if you use Patty Fry that is.
>Floor Cleaner: Cleans the floor with a mop as he moves forward.
>Flying Spatula: Flies in the air with his hydrodynamic spatula, hitting the opponent multiple times if close.
>Patty Fry: A grill appears and Spongebob cooks some patties. This will reprenish the ammo of his Patty Throw up to 3.

License to Drive: Drives forward in his boat while spinning around, dealing high damage and launches the opponent in the air backwards.

Elastic Slam: Grows his size by "absorbing" water and starts bouncing around the entire stage for a few seconds, hitting the opponent multiple times before he turns back to normal.

Krabby Patty Eat: Only happens during Order Up! Eats a portion of his Krabby Patty, healing himself at 30%

Goofy Goober: SpongeBob leaps in the air and explodes into his wizard outfift, firing random purple lightning bolts by playing his guitar for a few seconds before landing on the ground.

Best Day Ever: SpongeBob will try trapping the opponent using his Jellyfish Net. If done, he will spin around multiple times to throw the opponent high in the air, which they then bump into King Jellyfish, who zapped them with one of his tentacles alongside his sons. After that, the opponent gets ran over by the sponge, who rides in his Patty Wagon before jumping out of and briefly transforming into Invincibubble to deliver a diving fist on them. SpongeBob then notices a huge tsunami coming nearby and uses himself like a surfboard while opponent gets engulfed by it and ending up washing on a stage show, where the crowd boos and throws tomatos at them while Squidward plays with his clarinet, with one fish throwing a huge piano above, instantly KOing them. With this attack finished, the curtains opens itself to reveal SpongeBob standing on a high platform alongside Mr. Krabs, Patrick, Sandy, Ms. Puff, Pearl, Plankton, Karen and Gary (who stands above his owner's head), accompanied by the flickering words "Best Day Ever" while Squidward was about to resume his play, only to have a tomato stuck inside his clarinet. During the tomato throw part, a silhouette of Nosferatu briefly appears as he joins the citizens to throw at Squidward.

PAC-MAN (Rushdown/Footsie)


How to Unlock: Clear Parry the Ball with 10 perfects.



Namco Roulette: PAC-MAN has a unique taunt like SpongeBob. Basically, he will summon a sprite as he holds it in his hand and an associated sound clip from one of Namco's other games will play. It is the only taunt with a random element. The sprites are: A Galaxship from Galaxian, A PAC-MAN ghost turned to Blue, King from King & Balloon, My Car from Rally-X, both Fighters from Galaga and Bosconian, Pooka and Taizo Hori from Dig Dug, Solvalou and Andor Genesis from Xevious, Mappy, Topcup from Libble Rabble, the Hypership from Gaplus, Gil from Tower of Druaga, Clovis from Dragon Buster, Albatross from Rolling Thunder, the Runner from Metro-Cross, Paccet from Baraduke, Taira no Kagekiyo from Genpei Tōma Den, the Red Baron from Sky Kid, Dr. Don and Dan from Point Blank, the Cybuster from Super Robot Wars, Don-Chan from Taiko no Tatsujin and the Prince of All Cosmos from Katamari.

Ghost-Group: One of the four ghosts will pop out from the ground to hit the opponent after PAC-MAN grabbed them.

Flip Kick: A solmersault kick that can knock the opponent in mid-air.

Pac-Stomp: Performs a series of stomps.

Pac-Dash Bite: Morphs into his Classic Form and chomps repeatedly while sliding forward.

Bonus Fruit: Raises his hand to cycle through the 8 different bonus items from his games by holdng the button down, all of them having different traveling speeds and launching angle:

>Cherry: Bounces once.
>Strawberry: Bounces twice.
>Orange: Travels in a straight line.
>Apple: Bounces across the floor twice in wide hops
>Melon: Travels slowly in a very slight arc.
>Galaxian: Does a quick shuttle loop before continuing to fly off straight ahead.
>Bell: Travels slowly in a high arc before suddenly stopping short and falling straight down. Deals high stun damage.
>Key: Travels at high speed in a straight line. Passes through enemy projectile and deals high damage.

Pac-Jump: Hops very high from the trampoline from Mappy while in his Classic Form. The trampoline changes color depending on a number of bounces left, with the red one breaking after PAC-MAN lands.

Rev Roll: Turns into his ball form and starts charging up speed before launching himself straight forward. You can charge the button down to build up speed. When colliding with the opponent, he will bounce backwards before morphing back to his original state.

Butt Bounce: Dives down really quickly using his rear to slam his opponent at great force. It can be done three times in a row.

Galaxian Beam: Holds his hand out to emit Boss Galaga's tractor beam and grab them. PAC-MAN can follow up with one of the moves afterwards:

>Pac-Headbutt: A quick series of headbutt before launching a harder one.
>Pac-Capture Cut: Reels back and then shoves the opponent away.
>Pac-Giant Swing: A giant swing. A tiger sfx will lay after this, referencing King from Tekken.
>Pac-Upper Throw: Throws the opponent in the air.
>Pac-Devour: Morphs into his Classic Form and chomps the opponent multiple times.

Fire Hydrant: Summons a Fire Hydrant underneath himself, which spurts water out of both sides twice, which pushes the opponent and PAC-MAN as well. If the Hydrant is attacked by a Heavy move, it will be launched forward to tumble the opponent.

Pac-Pellet: Summons a string of Power Pellets in front of himself, then dashes quickly in his Classic Form to chomp along the trail. The string differs depending on the determined button. LP travels in a straight line, MP and HP travels slightly upwards.

Pac-Rush: Performs his fully-charged up Rev Roll. If done, the opponent will be launched in the air as PAC-MAN overwhelms them with his roll attack in every direction before finishing up with a dive to the ground.

Galaxian Attack: Summons a Galaxian from his hand, which accompanies him behind for 10 seconds. When PAC-MAN attacks, the Galaxian will shoot three fast shots that deals really minimal damage, but will nonetheless able to be used during his combo.

Super PAC-MAN: PAC-MAN will eat both a Power Pellet and a Super Pellet simultaneously, turning him in his Classic Form, but grown in large size. He will then automatically move forward in a loop, which each loop increases speed, with the final dash creates afterimages behind him before turning back to normal. The opponent can block the attack easily, but if don't, a point value appears. The first chomp gives 200 points, then 400, then 800, then 1600, then 3200, then all ends with 7650.

Special Flag: PAC-MAN will hold the Special Flag in the air and become immobile for 3 seconds. If successful, his score will be doubled as well as healing him fully.

PAC-MANIA: A GunCon from Time Crisis will appear in the foreground, wandering around the screen until it found its target to shoot. If done, PAC-MAN will turn into Super PAC-MAN to chomp them multiple times while being chased by a horde of 8-bit ghosts before he chomps them as well for the final time before shrinking down and perform the Butt Bounce below the opponent, sending them to the iconic original maze, now trapped inside the enter box with the Ghosts, but much larger than its original size. The Ghosts then lunges at the opponent while the screen switches to black, with the only sound it produced is the loss of a life. After that, it then cuts to PAC-MAN making a pose with his thumb up as the ghosts jump up and down.
Last Edit: January 24, 2023, 09:12:56 pm by Vic2000
Re: DoubleClash Thread
#42  January 13, 2023, 12:36:10 pm
    • Italy
Here 4 Anime challengers that are needed to be unlocked, the ones that are mainstream to the general audience.

Goku (Dragon Ball) (Rushdown/Zoner)


How to Unlock: Perform 25 Clash Combos in Vs.



Float: Goku can float in the air and move left or right.

Air Dash: Goku can dash in the air.

Super Dash: Goku will automatically home on his opponent and can perform an aerial or a ground combo if the opponent is either both.

Solar Flare: A chest-aimed uppercut, then conjures a flash of light to knock the opponent forward.

Dragonthrow: A giant swing.

Air Dragonthrow: Basically the same thing, except he throws them diagonally down.

Rock, Scissors N' Paper: Performs the Rock, Paper, Scissors technique: Rock for a quick jab, Scissors with the eye poke, and finally Paper with a strong palm strike.

Elbow Smash: A elbow attack.

Double Scissors: A double hitting scissors kick.

Blast Fist: A Shoryuken-type uppercut that produces an explosion when hitting the opponent.

Arrow Knee: A leaping knee attack.

Double Axe Handle: A dual hammerfist.

Feet Kamehameha: Shoots downwards fists-first using Kamehameha from his feet.

Ki Blast: Fires two quick blue projectiles from each hand. You can tap the button down to fire more and more blasts.

Kamehameha: Cups both hands and shouts "Kamehameha!" to fire a large blue beam of ki forward. Its range and charging part differs based on the determined button.

Instant Transmission: Goku will teleport to any location based on the determined button.

Rapid Kick Rush: A triple spin kick attack as he ascends.

Spirit Shot: Counter. Goes into an alternate defense stance. Anyone attacking Goku will be counterattacked by a shockwave of air that knock them forward.

Ki Charge / Kaio-Ken: Goku charges up his ki. A small bar that resembles Shenron will appear above the Super Combo Gauge as you hold the button down. Once its full, press the input again to have Goku transform into his Kaioken form, tinting himself with a crimson tone. For 6 seconds, his strength and speed will be increased, though he will take damage overtime.

Kaio-Ken Attack: Only appears during Kaio-Ken mode. Goku makes a brief stop before dashing forward. If the opponent get hit by it, Goku will do a flipkick, then does a roundhouse kick and a hammer fist while teleporting, then quickly lands on the ground with the opponent on his hand before throwing them forward, instantly reverting him to normal. Basically a suit-up Super Combo if you will.

Meteor Combination: Goku rushes against the opponent as he does a elbow attack to stun them. If done, he will perform a barrage of kicks before ending with a stomach-aimed punch, crumpling the opponent down.

Super Kamehameha: Briefly turns into his Super Saiyan form and fires a more stronger Kamehameha that deals 20 hits in total.

Spirit Bomb: Goku raises both of his arms as he exclaims "Share your energy with me!". For 10 seconds, Goku will stay in this state as he charges up to increase the size of the sphere, giving the opponent the chance to attack him and cancel the move. After the countdown, Goku will throw the now gigantic ball to the opponent, creating a huge explosion.

Dragon Fist: Only appears during Kaio-Ken mode. Goku teleports towards his opponent and flipkicks them in the air. If done, he will transform into his Super Saiyan 3 form and homes on them with a straight fist that pierces behind the opponent, resulting in an explosion in the form of a large dragon.

Dramatic Finish!: Goku transforms into his Super Saiyan form and rushes towards with the opponent. If done, the background changes into a rocky evoriment as Goku performs a series of quick attacks while switching between his forms: SSJ2, SSJ3, SSJG and SSJB before doing a chest-aimed fist as SSJ4. After this, he reverts to his Base form and teleports in the air above the opponent, charging up an even bigger Spirit Bomb called Super Ultra Spirit Bomb before throwing towards the opponent. As the opponent managed to resist, Goku turns into his Perfected Ultra Instinct and rushes behind them, making the opponent hit by multiple invisible strikes, allowing the Spirit Bomb to land on the ground and explode as seen in outer space, disintegrating the opponent. As Goku managed to teleport in time, he reverts back to his Base form and lies down in exhaustion, ending with a thumbs up to the camera.

Usagi Tsukino (Sailor Moon) (Glass-Cannon/All-Rounder)


How to Unlock: Perform 10 Tag Attacks in Arcade Mode



Rabbit Evade: Sailor Moon will simply ran away in the left direction to dodge the opponent's melee attack.

Harebutt: A headbutt attack that make her head hurt. Thankfully, she doesn't lose her health.

Rabbit Flip: A leaping tomoe nage.

Moon Stick Strike: Swings her Moon Stick outwards.

Sailor Slide: A modified baseball slide.

Moon Tiara Action: Grabs her own tiara and throws it forward, creating a small spark when hitting the opponent. In the air, she throws it diagonally, and the Heavy Punch version has a boomerang effect.

Rainbow Heart Kick: Leaps forward with a rainbow aura-like side kick that drags the opponent into a wall before doing a backward roll jump to land.

Sonic Cry: Kneels down and begins to cry, releasing a short-ranged supersonic wave that can push the opponent away, or deflect projectile attacks. It's power increases based on her remaining health left.

Moon Princess Halation: Fires a mid-ranged spread of moonlight-based blasts from her Moon Stick. It's number of blasts increases based on the determined button.

Moon Power Field: Counter. Strikes a ready pose with her Moon Stick that produces a small shine. After being attacked, she counterattacks by raising her stick upward to create a shining spark, knocking the opponent forward.

Silver Crystal Operation: Leaps in the air and moves slightly forward while enveloping herself in energy, hitting the opponent closely.

Moon Spiral Heart Attack: Spins around a bit before launching a huge heart-like projectile forward that hits 7 times.

Silver Moon Crystal Power Kiss: Sailor Moon turns her Moon Stick into the Eternal Tiare, and after making various poses, she fires golden beams of light that hits the opponent multiple times before the beams turns into angelic feathers. Hitting the opponent heals Sailor Moon's health at 30%.

Silver Moon Prism Power Stars: Sailor Moon turns into her Eternal Form and launches a series of moon beams from the ground one by one. If done, she will use the Moon Kaleido Scope to fire a Moon Gorgeous Meditation, creating a flashing background similar to a mirror as she hits the opponent. As she and Chibiusa spin around, they gather their weapons together to create a shining pink of light to cage-up the opponent, trapping them. After this, Usagi transforms into Neo Queen Serenity as she and entire Sailor Guardians gather up to charge up a rainbow-colored energy from Serenity's Eternal Tiare before firing a gigantic white beam, which drags the opponent with glass-like blasts that disintegrates them into moondust.

Lum (Urusei Yatsura!) (Unorthodox)


How to Unlock: Beat 15 Opponents in Vs. while being Online



Float: Not much to say. Lum can simply float after she jumps, unlike Goku's though, she has very limited movement.

Goka Ben: Grabs the opponent and makes a small loop before throwing them forward.

Myojo (Morning Star): Spins around with her arm outstretched.

Hinotama (Fireball): Dives down head-fist while surrounded by flames, hence resembling a fireball.

Darin! (Darling!): Dashes forward as she tries to hug her opponent. If done, she generates electricity as she hugs them before letting go.

Mitsuketa! (I found you!): Flies upwards as she hits them with her knee. If that knee hits the opponent, she will slam them into the ground with one hand.

Kyodai Ten! (Big Ten!): Lum calls her cousin Ten, who breathes a big fire from his mouth that deals multiple hits on the opponent before leaving.

Denka (Electrify): Charges up electricity from her body. You can keep holding the button down to charge more. After releasing the button, she will release a large discharge, with its size grows depending on the charging.

Stormtroopers, Ike! (Stormtroopers, go!): Lum calls upon her Stormtroopers (Megane, Perm, Chibi and Kakugari) to protect her from the opponent, but they fight each other for Lum's attention via dusting clouds, which also led to the opponent getting dragged and beat up by them.

Anata wa dokoni ita?! (Where have you been!?): Basically an advanced version of Mitsuketa! where she first does a rushing punch, followed up by the knee before ending with a double slam, the last produces an electric pillar after hitting the ground.

Anata wa watashi o okora seta! (You made me angry!): Lum begans to feel angry and picks up her own spaceship to use it as a hammer and swings it down against her opponent, squashing them like a cartoon.

Itsudatte Mai Darin! (Always my darling!): Lum will perform a move similar to Darin!, except instead of electrifying them, she will instead fly very high in the sky with them, so high that she reaches the vast emptines of space and performs a progressivly large loop before throwing them at the half-moon. She then ends by squashing them with her own spaceship, creating a comedic explosion.

Izuku Midoriya (My Hero Academia) (Footsie)


How to Unlock: Defeat 7 opponents with an Install Super Combo (like Zero's Sougenmu and X's Armor of Light) during Vs.



San Diego Smash: Punches the opponent twice, alternating between left and right before ending with a side kick.

St. Louis Smash: A spinning roundhouse kick.

Detroit Smash: Dashes forward as he performs an uppercut, creating an air pressured blast that directly knocks the opponent in to the air.

Maryland Dash: Dashes forward while leaving a green trail of afterimages. It is very slow, but it allows him to dodge the opponent's attack. It can be followed with one of the two moves.

>Delaware Smash Air Force: Fires a short-ranged blast of compressed air while leaping backwards.
>Manhattan Kick: A leaping side kick.

Manchester Smash: Leaps in the air and flips downwards, bringing his axe kick into the ground to hit the opponent.

One For All: Full Cowl: Activates 10-15% of his One For All quirk while leaping forward. Like Maryland Dash, it can be followed with one of the two moves:

>Shoot-Style: An inward kick, knocking the opponent forward.
>Strength-Style: A right swing punch that causes the opponent to spin in the air.

Chicago Smash: A Rising Rocket-type uppercut that deals 1 or 2 hits. Heavy Punch follows up with Wyoming Smash, spiking the opponent's head with a downward punch that produces a large shockwave.

Texas Smash: A powerful punch that creates wind pressure, knocking the opponent forward.

Delaware Smash: Flicks his finger to wallbounce his opponent via creating a large shockwave, then follows up with One For All: Full Cowl while leaping.

One For All 30%: Izuku uses 30% of One For All's power to increase 30% of his punching moves for 8 seconds.

1,000,000% United States of World Smash: It is executed while in his One For All 30% state. Izuku activates One For All: Full Cowl - 100% and performs a hard, gut-aiming punch. If done, he will perform the move Transmission, punching the opponent several times, with each punch increases speed before sending them flying in the air, followed up with a jumping Chicago Smash that transitions into him performing a volley of punches to the opponent's chest. He then lands and hops on a wall to end with a powerful side kick to the opponent's face, destroying their entire body. After the attack, Izuku reverts to his base form and crumples to the ground, then gives the camera a thumbs up.
Last Edit: January 14, 2023, 09:31:59 am by Vic2000
Re: DoubleClash Thread
#43  January 14, 2023, 08:23:19 pm
    • Italy
Here they are, the last 6 unlockable fighters.

Hero (Dragon Quest) (All-Rounder/Unorthodox)


How to Unlock: Beat 20 opponents in Survival Mode on Normal difficulty.



MP Gauge: Hero's unique mechanic will deplete his MP whenever he uses a Special Attack (except Command Selection), with the amount varies depending on the determined button. The MP Gauge starts at 100%, and its restored overtime (at a rate of 1 point per second) or damaging the opponent with normal attacks, which restores MP equal to 0.8x of the damage output.

Fling: A tomoe nage.

Critical Slash: A two-handed downward slash. There's a low chance that he will deal a critical hit, which double the damage of it, as indicated by the Dragon Quest Critical Hit sfx.

Brockenspiel: A shield bash attack that also nullifies projectiles.

Leg Sweep: A baseball slide.

Frizz: A small fireball that travels a bit slowly, Frizzle is two intertwined fireballs, Kafrizz is a larger fireball that hits multiple times via explosion when caming into contact, and Kafrizzle is a even larger fireball that first floats in the air, then lands on the ground, exploding into a pillar of flames.

Zap: A burst of electricity emit from his sword in front of himself, Zapple is a bigger version of with larger range, Kazap sees Hero raise his sword to be struck by and perform a spinning attack with it, the initial attack will paralyze the opponent, and Kazapple is the same as Kazap, except instead of the spinning attack, he summons a rain of lighting bolts in mid range.

Bang: Fires a small, spark-like projectile diagonally downwards, which generates a small explosion after hitting the ground or the opponent, Boom and Kaboom generates large and even larger explosions, while Kaboomle has him generate a gigantic explosion from his body, though it doesn't reach the entire screen.

Woosh: Summons a small wind tornado in front of himself, while Swoosh and Kaswoosh has him launched in the air from a larger tornado and larger twin tornados, Kawooshle on the other hand has him summon a huge twister that surrounds him, launching his opponent in the air if he is close.

Rubblerouser: Summons a stalactite spire erupting from the ground in front of him, Boulderbringer is a larger spire, Mountainmover is a series of three Boulderbringers that are summoned one by one, and Ridgeraiser summons a mountain-like stalactite spear.

Crack: Shoots a small snow projectile from his sword that falls to the ground afterwards, Crackle is a series of fallen icicles from the air, Kacrack is a huge round icicle, and Kacrackle is three Kacracks in a row.

Zam: A sphere of dark energy that moves in a snail pace, Zammle is a series of Zams that appear and dissapear quickly one by one, Kazam is a large black sphere of crushing bolt, and Kazammle is an expanding dark sphere after hitting the ground.

Command Selection: Goes to a thinking pose and can choose a variety of four randomly-selected spells from a pop-up menu, with all of them requiring MP. Pressing Three Kicks cancels the move.

>Snooze: A spherical, pulse-like projectile that instantly puts the opponent into a crumpling state, though it does zero damage to them.
>Heal: Heals himself by 7%.
>Zoom: Jumps off-screen, then lands behind his opponent while being far away from them.
>Buff: Increases 5% of his normal attacks for 4 seconds.
>Kaclang: Encases himself in metal and makes him impervious to damage for a long time, though he cannot move or attack during this state.
>Hocus Pocus: A spell with random effects, either positive or negative, such as MP being replenished to 100%, damage himself at 20%, inflicts poison to himself at 5% overtime, or turns him invisible.
>Drain Magic: Absorbs the opponent's small portion of their Super Combo Gauge and applies that to himself.
>Poison Attack: An upward slash that inflicts poison to his opponent, which drains overtime for 6 seconds.
>Hatchet Man: A delayed downward slash similar to Critical Slash, except it causes instant Stun to his opponent.
>Kacrackle Slash: A slash infused with ice that freezes the opponent for 2 seconds.
>Flame Slash: Similar to Kacrackle Slash, but infused with fire and deals higher damage.
>Pincushion: Summons a spiky armor that damages his opponent when they try to attack or comes close of him, though he can't move.
>Sage's Breath: Refills 5% of Super Combo Gauge for every seconds until the 6th one.

Maelstrom: Casts a huge twister of water that slowly moves forward to engulf its opponent. If done, it will shoot them in the air as it vanish.

Morph: Transforms himself into his opponent, mimicking their movement and attacks for a long time until the Super Combo Gauge runs out. Pretty much identically to Twelve's X.C.O.P.Y. from Street Fighter III.

Magic Burst: Hero generates an enormous, spherical explosion that grows in size, hitting the opponent multiple times after they got caught over by it.

Ultimate Gigaslash: Hero's sword suddenly turns electric as he performs an upward slash. If done, the stage will change into a yellow-ish, mountanous dimension as the opponent gets launched in the air before landing. Hero then runs towards them with continuous slashes, while every single Dragon Quest Heroes show up to cheer him, then the heroes themselves lands their own additional hits to the opponent one by one. After that, they gather their weapons together to shoot up an energy that charges not just Hero's sword, but also the heroes from Dragon Quest 3, 4 and 8, who then use their own colored Gigaslashes to the opponent one by one before combining their forces together to perform multiple hard slashes, electrifying the opponent to death. Afterwards, all heroes gather their weapons together to show their victory.

Mr. Incredible (The Incredibles) (Grappler/Footsie)


How to Unlock: Summon Inuyasha, Naruto, or Chrono 6 times in Vs. during any time limit.



Incredible Punch: Sends the opponent forward with a power punch.

Red Suplex: A belly-to-belly suplex.

Hammer Attack: A double axe handle.

Red Steel: A diving punch.

Lift Up: Grabs the opponent and lifts them upwards above his head. Bob can move left or right during this, but after 3 seconds, the opponent will shake off from the attack, but the player can throw them forward by pressing punch.

Red Swing: Dashes forward with one arm, trying to grab the opponent. If done, he will spin once to throw them to the left.

Shoulder Bash: Briefly charges up before delivering a strong shoulder tackle.

Safe Roll: Simply rolls forwards. It can be cancelled from any of his Normal, Command or Special attacks.

Earthquake: Performs a small leap into the air to violently smash the ground with his powerful arms, producing a big shockwave that trips the opponent down.

Meteor Drop: Basically an aerial version of Earthquake, except it launches opponent in ìnto the air when not jumping.

Family Help: Bob summons one member of his family to help him. LP has Violet creating a force field around her and her father, protecting him from attacks and absorbing projectiles. MP has Dash running past his opponent with his speed, then does it twice to knock them down to the ground as he leaves. HP has his wife Elastigirl grabbing the opponent and spin slams them using her stretching arms, and 2 Kicks summons his baby son Jack-Jack. What's unique about him is that no matter what attack he will use as he morphs, they are always at random:

>Water Form: A type of counter that pops him into a water wave if the opponent tries to attack Bob.
>Flame Form: Fires a beam of intense heat from his eyes after combusting his skin.
>Sparkler Form: Releases a shockwave from his body to paralyze his opponent.
>Giant Form: Turns giant and slams his hands twice.
>Demon Form: Turns into a demon-like creature and lunges towards the opponent
>Teleport: Simply teleports both him and his father to another location. It is the only attack that does not cause Jack-Jack to morph.

Superpower Uppercut: Rushes towards the opponent as he builds up power from his arm to perform a super uppercut, launching the opponent into the air.

Red Piledriver: Grabs the opponent and makes a massive leap to perform a strong spinning piledriver.

Super Lift Slam: Bob grabs a large broken car off-screen from above his head and throws directly at his opponent, creating an explosion.

Family of Superheroes: Bob performs a straight shockwave punch, then grabs the opponent and throws them in the air, transitioning into Jack-Jack (in Metal Form) crashing them down with his massive weight. As the opponent gets up, Dash grabs them as he runs at incredible speed to confuse them, then punches them to a empty building, leading to the invisible strikes done by Violet, followed up by Elastigirl using her elastic arms to grab and lift them forward to allow Bob to perform a lariat. After this, Bob and his family come together and performs a series of unseen attacks as the screen blacks out for a second (indicated by the POW! speech bubbles), sending the opponent inside a car. It ends with Frozone arrving late to freeze the car.

Optimus Prime (Transformers) (Big Body/Footsie)


How to Unlock: Clear Event 60: Giant Fight!! without using a continue.



Autobot / Decepticon Armor: Both Optimus and Megatron share the exact same mechanic of absorbing one hit of the attack via Super Armor.

Energon Fist: Grabs the opponent with one arm and does an overhead punch.

Autobot Sweep: A sweep kick with large range.

Ion Blaster: Fires a blasting projectile from his weapon. Its angle different based on the determined button; LP is diagonally down, MP is forward, and HP is diagonally upwards.

Energon Axe Swing: Spins once and swins his axe down to knock the opponent.

Roller: Summons a roller, which fires a quick cannon projectile twice before leaving.

Roll Out!: Transforms into his truck form. For 10 seconds, Prime gains indefinite Super Armor, but he can only move left and right and perform two attacks, one is Truck Ram, which is simply a dash attack, while Crashing Hop makes jump in the air to land on his opponent. The form can be cancelled by pressing the input again.

Autobot Upper: A dashing uppercut of his right arm. Heavy Punch makes him throw a left uppercut.

Combat Deck: Turns into his truck form and opens the trailer of it to let the gun fire three cannon blasts one by one before Prime quickly retrieves it back.

Axe Combo: Swings his Energon Axe four times before ending with an upward one.

Triple Rush: Prime turns into his truck form and does three Truck Rams on both directions as he rams the opponent.

War of Autobots: Prime uses the Energon chain to try wrapping the opponent. If done, the scene changes into a rocky evoriment (much like Goku) as he summons Bumblebee, Ultra Magnus, Arcee and Hot Rod to bombard the opponent with shots and blasts, then he turns into his truck form to ram them into a mountain formation. After this, Optimus opens up his Creation Matrix and fires a huge blue beam to disintigrate his opponent, destroying the formation as well. It ends with Prime saving himself in his Truck form, and after reverting back to his normal form, he and the Autobots raises their arms in victory.

Megatron (Transformers) (Big Body/Zoner)


How to Unlock: Beat Solo Arcade with Optimus Prime on Normal difficulty or higher.



Mega Throw: Grabs the opponent with one arm and throws them into the ground.

Autobot Sweep: A lifting knee attack.

Megatron Fist: Steps forward to perform a swing punch with purple aura effect.

Energon Mace Swing: Swings his mace down to knock the opponent. It has a large range.

Fusion Cannon: Fires a big purple blast from his weapon. Unlike Prime's Ion Blaster, he can shoot more than once based on the determined button.

Gun Mode: Transforms into his gun form. For 10 seconds, Megatron can move in any direction he desires, but he can only perform two attacks and doesn't have the indefinite Super Armor unlike his nemesis, one is Fire, which is simply a projectile attack, while Twirling makes him twirl forward to hurt his opponent. The form can be cancelled by pressing the input again.

Decepticon Kick: A leaping side kick. Heavy Kick version follows up with a sweep kick.

Megatron's Dread: Grabs the opponent and slams them to the ground like Mega Throw, except he follows up with 4 blasts to their face before kicking away.

Power Hammer Rush: Swings his Energon Mace twice (both left and right), then upwards and ends by bringing it down.

Triple Fire: Megatron turns into his gun form and fires three more stronger blasts forward.

Rise of Galvatron: Megatron uses the Energon chain to try wrapping the opponent. If done, the scene changes into a city evoriment as he summons Soundwave, Starscream and Shockwave to bombard the opponent with shots and blasts as he transforms into Galvatron, firing his blaster at the opponent while running towards them. After that, he then leaps high in the air as he summons the ancient Lord of Chaos Unicron (appearing as a living planet), who then fires a massive beam to destroy a portion of the city as the Decepticons quickly retreats. After the attack, Galvatron laughs as he watches the disintigrated ashes of his former opponent before Unicron reveals his true form.

Knack (Big Body/Unorthodox)


How to Unlock: Collect 150 Cards



Relic Collection: Emulating the gameplay of his series, Knack can collect items knows as Relics. By hitting the opponent enough times, these Relics will scatter throughout the stage and Knack has to collect them in order to fill up the requirements seen above his Super Combo Gauge as shown in this image. His default small form is the weakest, Human form is the balanced one, and his Gorilla form is the strongest. When the requirement is completed, Knack will automatically transform into a new form, with each one having exclusive moves to them, some are carried over into his next form.

Knack Dodge: Turns into a floating collection of Relics as he moves left or right, capable of dodging the opponent's attacks and past through them behind.

Relic Double Claw: A double claw swipe, with its strength varies depending on what forms he takes.

Relic Spike: A double spike punch aimed down.

Knack Spin: Performs a spin attack as his Relics briefly splits. It is similar to Crash's Spin, the only difference is that he doesn't have any options with it, so the only thing that sets it apart is its range, which increases with each form.

Knack Roll: Curls into a ball and launches himself against his opponent. Air Knack Roll is different , as instead of launching himself, he will do a jumping dive kick that deals high stun damage.

Knack Blast: Available only in his Human form. Picks up his own portion of the Relics and throws it against his opponent. The attack deals multiple hits and costs 4 Relics per use, so you might save it for a few occassions.

Knack Crystal Swords: Available only in his Human form. His hands morphs into crystal swords and dashes slashes his opponent, then followed with an upward slash.

Knack Foot Slam: Leaps in the air and performs a quick falling double foot stomp, creating a shockwave. The shockwave itself's range will increase with each form.

Knack Body Slam: The only exclusive move that is carried to his next one. Leaps in the air and performs a strong splash, instantly crumbling him into a pile of Relics before reassembles himself. In his Gorilla form, he makes a small bounce before he crumbles to deal extra damage.

Knack Tackle: Available only in his Gorilla form. A powerful shoulder tackle with shockwave effects. If he hits a wall, he will crumble into a pile of Relics before reassembles himself. It will also lose 11 of them, so be careful with that.

Knack Shockwave: Makes a small leap and brings his fists down, creating a large shockwave that covers almost the entire floor if he is in his Gorilla form.

Knack Storm: Uses his own Relics to create a large twister that willl drag the opponent inside before shooting them upwards. The range will be increased with each form, with his Gorilla form being the biggest.

Knack Skyscraper Attack: Knack summons many Relics to become as large as a skycraper to perform a double foot stomp at his opponent before reverting back to his small form. Knack must collect at least 150 Relics to activate this move and must be in his Gorilla form as well.

It's Knacking Time!: Automatically transforms into his Gorilla form and performs his Knack Tackle to drag them inside a building. If done, he appears in giant form as he beats up the entire building containing the opponent inside, then stomps them repeatedly before he reverts to his small form, using the Relics to form it into one giant ball (bigger than his giant form) before throwing at the opponent, crushing them. Videogamedunkey makes a small cameo during the entire attack.

Sans (Undertale) (Zoner)


How to Unlock: Beat him in Volley Mode at the highest difficulty.



Bone Up: Summons a bone from the ground to knock the opponent in the air.

Finger Clap: A snapback attack that sends the opponent forward.

Bone Down: Throws a bone downwards with both hands.

Gaster Blaster: Summons a Gaster Blaster, who will fire a white beam forward or diagonally up depending on the determined button.

Gaster Union: Summons three Gaster Blasters above or below the opponent to fire their beams simultaneously.

Rising Bones: Summons a large bone rising from the ground similar to Bone Up, except it will always hit the opponent below and knock them to the left, allowing Sans to combo them.

Gravity Lift: Uses his psychic powers to lift himself in the air, flying him forward, in an arc, or backwards depending on the determined button.

Bone Dunk: Leaps in the air and chucks a large bone downwards like a basketball, which bounces twice before dissapearing.

Gravity Slam: Uses his psychic powers to lift the opponent at mid-range in the air, which will stay in this state for 2 or 3 seconds. In the air, he will slam them into the ground after lifting.

Bone Stabbing: Summons multiple small bones to do very quick stabs to the opponent, dealing 17 hits before ending with a larger one.

Bone Slides: Summons a trail of blue bones that rolls along the ground until it changes direction before dissapearing. Much like in Undertale, it will deal large poison damage if the opponent moves, but it will do nothing when standing still.

Spiraling Blasters: Sans summons a circling union of Gaster Blasters as they slowly spiral around shooting white beams for 7 seconds while Sans kicks it to make it roll.

Megalovania's Revenge: The only Counter Final Strike. Sans will simply snooze like its nothing. If the opponent tries to attack him, he will simply dodge it and slams them into a wall with his psychic powers, which transitions into a Battle Screen from Undertale. The opponent will be bombarded with multiple rising, falling, and faster moving bones and spinning rings of Gaster Blasters while the screen starts flickering. Sans will then slam them continously, eventually breaking the Bullet Board, leading to the opponent falling into an endless hole with no escape, which ends with Sans making a pun.


And. Here. It. Is. It is now finally completed! This is the final roster of DoubleClash, so does this mean it's over? No, because there are alot of stuff that i need to talk about, like modes in more detail, the rest of the assists (which are unlockable btw) and so much more, but i need to take a rest first. Anyway, see you in another round folks. Toodles.
Last Edit: March 04, 2024, 03:54:45 pm by Vic2000
Re: DoubleClash Thread
New #44  February 12, 2024, 06:16:30 pm
    • Italy
Hey, everyone. It's me, Vic2000. It's been a year since my last post, and in my absence, personal stuff happened. But during this time, i was able to update my DoubleClash project by polishing all of the characters' movesets, as well as changing stuff here and there, so what you seen in the previous posts are a bit outdated. Yeah, life can be tough, but enough about that, let's go with every single movesets of all 80 fighters. Yup, 80 fighters, cause we know have an additional one that will complete the entire roster for reals, since the initial version was going to be 79 of them. This may take a while, but here we go with the moves first before we move on with the new fighter!

Last Edit: April 03, 2024, 09:54:54 am by Vic2000
Re: DoubleClash Thread
#45  February 12, 2024, 08:04:59 pm
    • Italy
Part 2

Last Edit: March 04, 2024, 04:33:04 pm by Vic2000
Re: DoubleClash Thread
#46  February 12, 2024, 08:19:26 pm
    • Italy
Third and Final Part

Last Edit: March 04, 2024, 04:50:55 pm by Vic2000
Re: DoubleClash Thread
#47  February 12, 2024, 08:47:27 pm
    • Italy
I have uploaded almost all of the images containing their movesets. You can read all of them via right click all you want. As for me? Well.....the final fighter of DoubleClash will be uhm...interesting to say the least. Stay tuned.
Last Edit: February 12, 2024, 08:51:11 pm by Vic2000
Re: DoubleClash Thread
New #48  February 22, 2024, 10:33:37 am
    • Italy
Hello, i'm back. After a time has passed, it's finally the moment you've all be waiting for!




Who is this new fighter!?
Last Edit: March 08, 2024, 05:58:28 pm by Vic2000
Re: DoubleClash Thread
New #49  February 22, 2024, 11:01:20 am
    • Italy

That's right! The pink slime girl is going to join DoubleClash as the legit last fighter in the roster! I know this may be scandalous and controversial, but i needed someone to fill up the number from 79 to 80. I could write a full moveset for her like the rest, but this time, it's a bit different, cuz i did not have the time to wrote one, so i'll compromise with her only.

Melona is basically the Mokujin of this game, as she will morph into a random fighter for each round, sometimes will stay at the initial form for the next round. It doesn't mean she can't have her own unique intro and victory poses, because she can do that! She can be unlocked by highlighting the "?" at the character select screen and play as a random fighter to beat Arcade Mode (either solo or a team) 30 times. Once unlocked, Melona will initially morph the starters, but every time you unlock a fighter, it will be added to her morph.
Last Edit: March 08, 2024, 05:58:44 pm by Vic2000
Re: DoubleClash Thread
#50  February 22, 2024, 11:07:21 am
    • Italy

And there you have it, folks! The actual finalized roster. I hope you will enjoy them if this becomes real. Much like the post i made a year ago, it's not done. The assists, modes and other stuff needed to be talked about, so i'll say this. Thank you for currently enjoying my weird hypothetical fighting game crossover idea. It's something i wanted to do for a while. But don't worry, i'll talk about the rest of the assists much later. I'll see you next time.
Last Edit: March 02, 2024, 04:00:50 pm by Vic2000
Re: DoubleClash Thread
#51  March 04, 2024, 02:04:32 am
  • *
  • Average guy in the world...
    • USA
Oh boy... That's kinda huge... I think I like this idea.

But some more fighters would not or supposed for this, this one that would not be fitted for this game:
-Micheal Jackson (R.I.P; with this appearance from the 1988 film Moonwalker)
-Bugs Bunny (Looney Tunes)
-Charlie Brown (Peanuts)
-Homer Simpson (The Simpsons)
-Bart Simpson (The Simpsons)
-The Tick
-Danny Phantom

And some assists that are not to be for this game but should not be in this:
-Brock Samson (The Venture Bros.)
-Wreck-It Ralph
-Dick Tracy
-Dash (PBS Kids)
M.U.G.E.N's got nothing on me!
Re: DoubleClash Thread
#52  March 04, 2024, 11:08:30 am
    • Italy
I like your suggestions, MarioMarioGuyFan11, but the roster for the fighters, stages and assists were already finalized.
Re: DoubleClash Thread
#53  March 06, 2024, 01:14:17 am
  • *
  • Average guy in the world...
    • USA
M.U.G.E.N's got nothing on me!