OptimistNic
Smash Journeyman
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- OptimistNic
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- 4682-8455-3463
Note: This game is only in the concept and character/mechanic design stage. There are no game assets of any sort that can be shared as of yet, currently only character artwork and writings on the game's design. This thread is posted to gather feedback from the public and to pitch the game for any talents willing to aid in the project at its current stage.
Nothing on this thread is final, and is subject to change.
Credit to @jaeohjae of Smashboards for the logo and character portrait layouts
Welcome to the official thread for CrossXFighter, a new entry in the series of 2D "platform fighters" that have gone on the rise in the indie development scene. This game aims to take what makes Super Smash Bros. enjoyable on a competitive level, but with a major twist that no other Smash-style game has done in the past:
The game will incorporate elements not just from Super Smash Bros., but also mainly from traditional 2D fighting games, and things like the UI, aesthetic, and feature sets will be up to snuff with games of that genre.
We are currently taking suggestions from commenters as to what elements from 2D fighters would work in a Super Smash Bros.-style game. Games such as Guilty Gear, King of Fighters, Street Fighter, Marvel vs. Capcom, Skullgirls, Killer Instinct, and just about any game in that genre is relevant to your input. As for now here is the current mechanic list.
New Mechanics
Ground Dash
The dash has been a mechanic in 2D fighters for the longest time, mostly as a substitute for running, which can be utilized in Smash. Instead of Wavedashing, a new mechanic in the form of the Ground Dash is implemented. It acts as a dodge roll that leaves you vulnerable but also allows more utility, as it can be used for hopping off ledges. It can be used backwards and forwards, and for some characters the back dash may have a different property than the forward dash, and vice versa. Some may even be able to use a unique attack after Ground Dashing.
Short Dash
Behaves similarly to a traditional Wavedash. In simple terms, it is a much shorter version of the Ground Dash that is meant for smaller-scale evasion and quick placement. To perform a Short Dash simply input a dash using a downward-diagonal direction.
Feint Dash
A version of the ground dash where the player does not move at all and fools the enemy into thinking you are performing a Ground Dash or Short Dash. Performed by inputting a Ground Dash straight down. Great for instantly landing on platforms.
Waveland Ground/Short/Feint Dash
If you are close enough to the ground and input a Ground Dash or Short Dash, you will bolt to the ground and continue the dash animation when you land. This allows for instant landing on platforms. Feint Dashes also work. You have to be at a specific distance from the ground in order for the magnetizing properties to take place. If you try to input a Dash if you are above the designated distance for the Waveland Dash, you will enter a whiff animation slightly shorter than a Brawl Air Dodge. You are completely exposed at this time and you suffer minor landing lag if you land during this animation.
On-Hit Air Dash
Inspired by the ill-fated Air Dash Online's approach to Super Smash Bros. Melee's Air Dodge, this move will input an air dash when you land an attack. You can only use this when you successfully land a hit, so it cannot be used as a recovery tool. However, you can cancel said attacks into an Air Dash. The number of Air Dashes that can be performed may vary per character. This is input using the same button as the Ground Dash and its variants. Cannot be performed after an aerial with a meteor smash.
DI Lock
2013's reboot of Killer Instinct introduced a mechanic known as Lockout, which punished mistimed Combo Breaker inputs with 3 seconds of inability to escape a combo. DI Lock is a mechanic that acts as punishment for whiffed moves. The moves that are DI Lock Prone are character-specific. For example, a heavy character that is easy to punish may only have their Meteor Smash moves punishable by DI Lock. The mechanic itself locks any and all DI for 3-4 seconds, though it is possible to stack up this time by whiffing yet another DILP attack while still in DI Lock.
X Specials/Finishers
Similarly to games like Street Fighter, King of Fighters, and Dengeki Bunko Fighting Climax, you can access EX versions of special moves via a four-bar X meter. The X meter is basically the super meter of CrossXFighter. You access the X move by pressing both the Standard Attack button and Special Attack button simultaneously. This can be used for all 4 Special Moves and any move can cancel into an X Special, even a normal Special Move. If you have all 4 bars filled up, you have access to the Finisher, which is essentially a Final Smash. You can press a unique button (perhaps a trigger button on an Xbox controller) to activate it so that you could still perform an X move if you wanted to instead of the Finisher.
Unique Normals/Pseudo-Specials
Every character will have unique normals, whether they are alternate jab finishers or multi-stage attacks. For example, Carla Fox's Sprinting Attack will put her in an action slide, but pressing the Normal Attack button again will cause her to perform a handstand kick (similar to a move performed by Durga in Anarchy Reigns).
Others will have what are called Pseudo-Specials. These are simply special moves that are mapped to Normal button inputs and do not have an X version. For example, a character may have a rapid kicking attack that is performed by rapidly tapping the Normal Attack button. This can be performed in the air as well.
General Mechanics
Current Cast Members (in no particular order):
Credit to Andrea "deathbyhill" Benites for the character artwork
Gameplay Inspiration: Meta Knight (Project M), Sora (Super Smash Flash 2), Chipp Zanuff (Guilty Gear series)
Difficulty of Use: Intermediate
Pros:
Finisher: Developing...
A (stylish) rendition of Hana's pseudo-demonic horse companion, Masanori. He would appear in one or more of Hana's entrance animations and will appear in the background when Hana is in play. Art by Brian "Dragonith" Manarpaac
Credit to Elizabeth "E-Vay" Vegh for the character artwork
Gameplay Inspiration: Fox (Melee/Project M)
Difficulty of Use: Expert
Pros:
Pseudo-Specials/Unique Normals:
Credit to Brian "Dragonith" Manarpaac for the character artwork
Gameplay Inspiration: Duck Hunt (Smash 4)
Difficulty of Use: Experienced
Pros:
Finisher: Super Dragon - Chip switches out his default weapon module with one that transforms him into a large dragon, a form that is used to carry Carla Fox through the air on some of her missions. In this form, he will fly really high in the sky and ram straight into the opponent, resulting in an instant KO.
A simple showcase for Chip's Down Strong Attack. Artwork and graphics by Brian "Dragonith" Manarpaac
Credit to Elizabeth "Tomo" Leach for the character artwork
Gameplay Inspiration: Marth (Melee/Project M)
Difficulty of Use: Experienced
Pros:
Finisher: Developing...
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Hayabusa (Dead or Alive series), Greninja (Smash 4), Sheik (Melee/Project M)
Difficulty of Use: Expert
Pros:
Finisher: Developing...
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Shulk (Smash 4), Sin Kiske (Guilty Gear Xrd -SIGN-)
Difficulty of Use: Advanced
Pros:
Finisher: Planet Splitter - Zano will first stab the opponent into paralysis. He will then draw out the full power of the Xandu to extend it's length for miles. He will then cast as single finishing slash upon the opponent.
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Zelda (Project M)
Difficulty of Use: Intermediate
Pros:
Voice Demos Available:
Match Rules: Round System
CrossXFighter will use a hybrid of increasing knockback and limited health, similar to Super Smash Bros.'s Stamina mode. The default amount of health is 150 HP. It may be represented as a bar with the number of health displayed in a visible color on top of the bar. There may be an option to toggle the number to display the reverse numbers (i.e. from 0 to 150), and utilizing Damage Points (DP) in place of HP. This option would be designed to those more comfortable with the percentage system utilized in Super Smash Bros.
HP is designed to make it more likely to be KO'd into a blastzone. If a player is to survive taking massive damage, it may not be for long. If a player is KO'd from running out of HP, the winner is prompted to "End the Battle!". The opponent will be in a dazed state and will be unable to move. At this time the player can KO the opponent however they please, and the opponent is grab-able during combos on a dazed foe.
Shield System (Reworked 9/6/16)
Rather than traditional Smash shields, CrossXFighter will implement a unique barrier system. You will display a shield in front of you, that will protect you from attacks facing towards you, whether they are coming from up above or down below. You are also able to walk slowly while guarding with this barrier. However, in order to change the direction you are blocking, you will have to tap hard on the control stick (as if performing a dash) to turn around, and the full turnaround animation will take a few frames to complete. And since you are only blocking in front of you, cross-ups are possible for poking through someone’s guard.
Instead of shrinking the barrier like in Smash, a Barrier Meter will decrease, and if the meter goes empty, the barrier will break, and you will be stunned, leaving you open for a strong attack or a huge combo string.
To Be Added
Shared Universes
Every character in CrossXFighter belongs in their own universe (due to the game having a multitude of unused IPs), however some may share the same universe as another. This system is referred to as Shared Universes. For example, Hana's universe is titled Blossom Blade, and Chip's is The Adventures of Carla Fox. The OP has made various ideas for things like games, webcomics, and TV shows and is melding them together. This also leaves the door open for indie developers to insert their characters in the roster.
Current Shared Universes:
Blossom Blade
Art Archive:
Nothing on this thread is final, and is subject to change.
Credit to @jaeohjae of Smashboards for the logo and character portrait layouts
Welcome to the official thread for CrossXFighter, a new entry in the series of 2D "platform fighters" that have gone on the rise in the indie development scene. This game aims to take what makes Super Smash Bros. enjoyable on a competitive level, but with a major twist that no other Smash-style game has done in the past:
The game will incorporate elements not just from Super Smash Bros., but also mainly from traditional 2D fighting games, and things like the UI, aesthetic, and feature sets will be up to snuff with games of that genre.
We are currently taking suggestions from commenters as to what elements from 2D fighters would work in a Super Smash Bros.-style game. Games such as Guilty Gear, King of Fighters, Street Fighter, Marvel vs. Capcom, Skullgirls, Killer Instinct, and just about any game in that genre is relevant to your input. As for now here is the current mechanic list.
New Mechanics
Ground Dash
The dash has been a mechanic in 2D fighters for the longest time, mostly as a substitute for running, which can be utilized in Smash. Instead of Wavedashing, a new mechanic in the form of the Ground Dash is implemented. It acts as a dodge roll that leaves you vulnerable but also allows more utility, as it can be used for hopping off ledges. It can be used backwards and forwards, and for some characters the back dash may have a different property than the forward dash, and vice versa. Some may even be able to use a unique attack after Ground Dashing.
Short Dash
Behaves similarly to a traditional Wavedash. In simple terms, it is a much shorter version of the Ground Dash that is meant for smaller-scale evasion and quick placement. To perform a Short Dash simply input a dash using a downward-diagonal direction.
Feint Dash
A version of the ground dash where the player does not move at all and fools the enemy into thinking you are performing a Ground Dash or Short Dash. Performed by inputting a Ground Dash straight down. Great for instantly landing on platforms.
Waveland Ground/Short/Feint Dash
If you are close enough to the ground and input a Ground Dash or Short Dash, you will bolt to the ground and continue the dash animation when you land. This allows for instant landing on platforms. Feint Dashes also work. You have to be at a specific distance from the ground in order for the magnetizing properties to take place. If you try to input a Dash if you are above the designated distance for the Waveland Dash, you will enter a whiff animation slightly shorter than a Brawl Air Dodge. You are completely exposed at this time and you suffer minor landing lag if you land during this animation.
On-Hit Air Dash
Inspired by the ill-fated Air Dash Online's approach to Super Smash Bros. Melee's Air Dodge, this move will input an air dash when you land an attack. You can only use this when you successfully land a hit, so it cannot be used as a recovery tool. However, you can cancel said attacks into an Air Dash. The number of Air Dashes that can be performed may vary per character. This is input using the same button as the Ground Dash and its variants. Cannot be performed after an aerial with a meteor smash.
DI Lock
2013's reboot of Killer Instinct introduced a mechanic known as Lockout, which punished mistimed Combo Breaker inputs with 3 seconds of inability to escape a combo. DI Lock is a mechanic that acts as punishment for whiffed moves. The moves that are DI Lock Prone are character-specific. For example, a heavy character that is easy to punish may only have their Meteor Smash moves punishable by DI Lock. The mechanic itself locks any and all DI for 3-4 seconds, though it is possible to stack up this time by whiffing yet another DILP attack while still in DI Lock.
X Specials/Finishers
Similarly to games like Street Fighter, King of Fighters, and Dengeki Bunko Fighting Climax, you can access EX versions of special moves via a four-bar X meter. The X meter is basically the super meter of CrossXFighter. You access the X move by pressing both the Standard Attack button and Special Attack button simultaneously. This can be used for all 4 Special Moves and any move can cancel into an X Special, even a normal Special Move. If you have all 4 bars filled up, you have access to the Finisher, which is essentially a Final Smash. You can press a unique button (perhaps a trigger button on an Xbox controller) to activate it so that you could still perform an X move if you wanted to instead of the Finisher.
Unique Normals/Pseudo-Specials
Every character will have unique normals, whether they are alternate jab finishers or multi-stage attacks. For example, Carla Fox's Sprinting Attack will put her in an action slide, but pressing the Normal Attack button again will cause her to perform a handstand kick (similar to a move performed by Durga in Anarchy Reigns).
Others will have what are called Pseudo-Specials. These are simply special moves that are mapped to Normal button inputs and do not have an X version. For example, a character may have a rapid kicking attack that is performed by rapidly tapping the Normal Attack button. This can be performed in the air as well.
General Mechanics
- Strong Attacks are unchargeable, save for some characters who can either charge or stall a Strong Attack
- DI is more significant in order to justify the DI Lock mechanic
Ledges can only be edgehogged for 60 frames. After that, the player may be trumped- Some characters may have completely different moves when a particular Special is inputted in the air
Current Cast Members (in no particular order):
Credit to Andrea "deathbyhill" Benites for the character artwork
Gameplay Inspiration: Meta Knight (Project M), Sora (Super Smash Flash 2), Chipp Zanuff (Guilty Gear series)
Difficulty of Use: Intermediate
Pros:
- Extremely fast attacks
- Can rack up damage quickly
- High mobility
- Poor recovery
- Easier to launch due to lack of armor
- Neutral: Developing...
- Side: Kunai Toss - Hana throws a kunai at a fixed distance. Can be angled in 3 ways, diagonally up, straight, and diagonally down. If the kunai does not hit an opponent before it travels its full distance, Hana will teleport to where the kunai was thrown. If the kunai hits the opponent, Hana will teleport to them in an air grab animation. The air grab is multidirectional for all 4 directions.
- Down: Demon Drive - Masanori lends some of his power to Hana, and causes her body to flow with extreme darkness, and increase her bloodlust. He attacks will do more damage and knockback, however she will also take damage herself. It will be active for a short time, and when it is used it cannot be used again for 10 seconds. The X version does not damage the user and can heal with each hit, however the wait time will increase to 15 seconds after use. Masanori will be sitting down like an obedient dog when Demon Drive is unable to be used. When Hana can use it again, he will stand up.
- Up: Blossom Flash - Based off of Zero's Raikousen from Marvel vs. Capcom 3. Hana travels a short distance extremely quickly and causes a late but strong hitbox when she travels all the way. It is limited in how it can be angled.
Finisher: Developing...
A (stylish) rendition of Hana's pseudo-demonic horse companion, Masanori. He would appear in one or more of Hana's entrance animations and will appear in the background when Hana is in play. Art by Brian "Dragonith" Manarpaac
Credit to Elizabeth "E-Vay" Vegh for the character artwork
Gameplay Inspiration: Fox (Melee/Project M)
Difficulty of Use: Expert
Pros:
- Hard-hitting attacks combined with speed
- Stellar neutral game
- Steep learning curve: requires quick reflexes to play
- Fast-faller; easily comboed
- Neutral: RIGBY Yellow (Lightning Gun) - Equivalent of Fox's blaster. Fires yellow laser rounds. On the ground, Carla can walk slowly while firing. Ground cancels.
- Side: RIGBY Red (Warp) - Equivalent of Fox Illusion. Carla will move horizontally at a warp speed, creating an electrical sonic boom, though only for a short distance.
- Down: RIGBY Blue (Shine) - Equivalent of Fox's reflector. A rhombus-shaped force field comes out that reflects projectiles. Can gimp and is jump-cancellable and Short Dash-cancellable. Cannot be cancelled with Ground Dash.
- Up: RIGBY Green (Destructive Propulsion, aka Blast Off) - Equivalent of Fire Fox. Carla will rocket into the air surrounded by green electrical energy.
Pseudo-Specials/Unique Normals:
- Dash Attack -> Up Strong Attack - Action Slide -> Handstand Kick - Carla first performs an action slide (Dash Attack). If the attack connects, an Up Strong Attack input will cause her to plant her hands on the ground and she will flip her legs backwards for an follow-up kick attack. Her legs will then perform a split while handstanding and she will get back on her feet.
Credit to Brian "Dragonith" Manarpaac for the character artwork
Gameplay Inspiration: Duck Hunt (Smash 4)
Difficulty of Use: Experienced
Pros:
- High range
- Can fire many projectiles to keep opponent away
- Projectiles can set up combos
- Low attack power
- Lacks approach
- Neutral: Photon Blast - Based off of Palutena's Explosive Flame in Super Smash Bros. for Nintendo 3DS/Wii U. Fires and stealthy explosive attack from a fixed distance. Does NOT follow the user's directional momentum as Explosive flame does.
- Side: Scatter Shot - Inspired by spread guns of classic NES shooters such as Contra. Fires 3 small plasma spheres which spread in a wide area. The spheres have slight horizontal knockback.
- Down: Atom Trap - Places a small energy sphere down where the player is located. Up to 2 of these can be set at once. Cannot be manually detonated and explode after a limited time.
- Up: Rocket Boost - Uses jetpacks formerly sheathed by his body to propel himself in any direction. Has extreme angle control but has a single hitbox on startup. Cannot be charged.
Finisher: Super Dragon - Chip switches out his default weapon module with one that transforms him into a large dragon, a form that is used to carry Carla Fox through the air on some of her missions. In this form, he will fly really high in the sky and ram straight into the opponent, resulting in an instant KO.
A simple showcase for Chip's Down Strong Attack. Artwork and graphics by Brian "Dragonith" Manarpaac
Credit to Elizabeth "Tomo" Leach for the character artwork
Gameplay Inspiration: Marth (Melee/Project M)
Difficulty of Use: Experienced
Pros:
- Great sword range for spacing
- Tipper damage
- Strong air game
- Easier to launch
- Weak horizontal recovery
- Neutral: Developing...
- Side: Developing...
- Down: Lock Counter - Avina taunts her opponent. In the initial frames of the animation, any attack that hits her will be countered with an upwards sword strike. The counter does fixed damage and has a fixed twirl knockback that sends the opponent straight up briefly then back down quickly. This knockback is made specifically for followups, and the counter forces DI Lock, regardless of what attack struck the counter.
- Up: Developing...
Finisher: Developing...
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Hayabusa (Dead or Alive series), Greninja (Smash 4), Sheik (Melee/Project M)
Difficulty of Use: Expert
Pros:
- Large amount of moves
- Highest overall jump height (combined first and double jump height)
- Ridiculous amount of possibilities for those who explore
- Very steep learning curve (possibly the most difficult character to play)
- Unwieldy recovery
- Neutral: Carrot Needles - Works exactly like Sheik's needles in Melee/Project M. Up to 5 carrots can be stored. Ground cancel-able. Can choose to eat them instead (via a taunt) to replenish a small amount of health.
- Side: Bounce Kick - Works similarly to Sheik's Bouncing Fish in Smash 4. Toph will perform a moving flip in which he kicks both legs at the opponent either at the end of the attack or when the player presses the Special button.
- Down: Concentration Stance - Comparable to Hayabusa's Ongyoin in Dead or Alive. Toph will perform a stance that will enable a suite of new moves. The move performed is dependent on the input. Normal attack inputs will have Toph perform a unique attack from where he stands. Pressing the Special button and any direction will have Toph teleport in that direction. Pressing Normal and Special for an X Special input will have Toph perform a teleporting attack.
- Up: Developing...
Finisher: Developing...
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Shulk (Smash 4), Sin Kiske (Guilty Gear Xrd -SIGN-)
Difficulty of Use: Advanced
Pros:
- Incredible sword range; spacing
- Chargeable Strong Attacks increase length of blade
- Air-specific Special
- Sluggish; moves have long startup and/or endlag
- Struggles against rushdown characters
- Neutral: Developing...
- Side (Ground): Alpha Slash - Comparable to Sin Kiske's Bull Bash. Zano will hop up and swing his sword down to the ground. The sword extends to little over 1/3 length of CrossXFighter Open (Battlefield equivalent).
- Side (Air): Spearhead Strike - Comparable to Sol Badguy's Bandit Bringer. Zano will hop up a short distance and then strike at a downward angle with his sword. Relatively quick horizontal movement. If Zano lands on a platform before striking, the move will cancel. Long startup, and punishable endlag upon striking.
- Down: Developing...
- Up: Developing...
Finisher: Planet Splitter - Zano will first stab the opponent into paralysis. He will then draw out the full power of the Xandu to extend it's length for miles. He will then cast as single finishing slash upon the opponent.
Credit to "Tiaa" Obata for the character artwork
Gameplay Inspiration: Zelda (Project M)
Difficulty of Use: Intermediate
Pros:
- Powerful sweetspots on aerials
- Kill throws
- Versatile magic abilities
- Launches easily; flimsy
- Incredibly weak sourspots
- Neutral: Developing...
- Side: Light of Shianus - Similar to Zelda's Din's Fire in Project M 3.5. Gizelle will send an energy ball out, which travels further and grows bigger the longer the Special button is held down. Hitting a foe with it the second it is placed down will cause the opponent to fly towards Gizelle. If it misses, it will stay where it is placed and can be manually detonated with the Special button. This explosion will simply send the opponent flying.
- Down: Developing...
- Up: The Seventh Wind - Similar to Zelda's Farore's Wind in Project M. She will teleport to any direction after a small windup animation. The startup will cause damage, and the reentry will cause even more. Can be canceled mid-teleport with no endlag on the ground, increasing mobility.
- Dash: Gazelle's Dash - Gizelle's initial dash frames move much faster than her normal running speed. Because of this, foxtrotting is a viable option for her.
Voice Demos Available:
- Toph by Justin Briner (Seraph of the End, The Heroic Legend or Arslan)
- Fiara the Blue Blaze *by Andrea "deathbyhill" Benites & David "hpkomic" Davis* (finished render)
- M. Ash Tator, aka Ash *By David "hpkomic" Davis* (finished render)
- Himura *by Drea "deathbyhill" Benites (finished render)
Match Rules: Round System
- The game will play out using a unique take on the traditional round system. In each round, both players will be on split sections of a wall down the middle of the stage and right by the edges of the stage. Between rounds when the announcer announces the current round, both players will freely be able to move, but cannot execute attack inputs. When the match begins, all 3 walls will disappear and the players will be free to attack. If a player KOs an opponent, the walls will immediately reappear. If a player KOs the opponent offstage, they will be able to pass through the walls at the ends of the stage to get back on, but cannot jump off the stage once inside. If the player KOs the opponent right where a wall is located, a small windbox will push away the player from the wall.
- When a player is KO'd, they will respawn on the opposite side of the wall that the winner is standing or is nearest to.
- When a player wins a round, they will replenish a small amount of health.
- If a player kills an opponent offstage, the player will have 5 seconds to return onstage. If the timer runs out, they will simply be respawned to the default spawn position, but with a slight bit of damage taken as a penalty. If they get back onstage, the opponent will respawn faster, thus making the time between rounds shorter.
- It is possible to suicide when KOing an opponent offstage during the 10 seconds of time given to the player to return onstage. In this case, the opponent will also take a round. This recreates the "stock" element of the Super Smash Bros. series by imposing a risk to daring offstage kills.
- The timer for each round will be set for 99 seconds.
- The blast lines will be completely visible, so as to prevent imitation of the "magnifying glass" effect of the Super Smash Bros. games and make the distance between the stage and the blast zone much easier to judge. This blastzone may have a visual cosmetic which varies from stage-to-stage, such as killer laser beams.
CrossXFighter will use a hybrid of increasing knockback and limited health, similar to Super Smash Bros.'s Stamina mode. The default amount of health is 150 HP. It may be represented as a bar with the number of health displayed in a visible color on top of the bar. There may be an option to toggle the number to display the reverse numbers (i.e. from 0 to 150), and utilizing Damage Points (DP) in place of HP. This option would be designed to those more comfortable with the percentage system utilized in Super Smash Bros.
HP is designed to make it more likely to be KO'd into a blastzone. If a player is to survive taking massive damage, it may not be for long. If a player is KO'd from running out of HP, the winner is prompted to "End the Battle!". The opponent will be in a dazed state and will be unable to move. At this time the player can KO the opponent however they please, and the opponent is grab-able during combos on a dazed foe.
Shield System (Reworked 9/6/16)
Rather than traditional Smash shields, CrossXFighter will implement a unique barrier system. You will display a shield in front of you, that will protect you from attacks facing towards you, whether they are coming from up above or down below. You are also able to walk slowly while guarding with this barrier. However, in order to change the direction you are blocking, you will have to tap hard on the control stick (as if performing a dash) to turn around, and the full turnaround animation will take a few frames to complete. And since you are only blocking in front of you, cross-ups are possible for poking through someone’s guard.
Instead of shrinking the barrier like in Smash, a Barrier Meter will decrease, and if the meter goes empty, the barrier will break, and you will be stunned, leaving you open for a strong attack or a huge combo string.
To Be Added
- Character Backstories/Backgrounds
- Game Development Process
Shared Universes
Every character in CrossXFighter belongs in their own universe (due to the game having a multitude of unused IPs), however some may share the same universe as another. This system is referred to as Shared Universes. For example, Hana's universe is titled Blossom Blade, and Chip's is The Adventures of Carla Fox. The OP has made various ideas for things like games, webcomics, and TV shows and is melding them together. This also leaves the door open for indie developers to insert their characters in the roster.
Current Shared Universes:
Blossom Blade
- Hana
- Masanori (non-playable, tied to Hana)
- Fiara the Blue Blaze
- M. Ash Tator
- Carla Fox
- Chip
- Toph
- Zano
- Gizelle
- Avina Alistair
Art Archive:
- Carla Fox version 1 *by Brian "Dragonith" Manarpaac*
- Rixen design references by Julie "thedovahcat" Alanis
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