chocolatejr9
Smash Hero
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- Sep 30, 2018
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Look, it's either that, or Outriders.(asumming Life is Strange is good)
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Look, it's either that, or Outriders.(asumming Life is Strange is good)
Reference Move Description Gimmick: Fighting Game Character Much like Ryu, Ken, Terry, Kazuya, and Iori, Sol auto turns towards foes and can use Command Inputs. Gimmick: Airdashing Sol can spend his second jump to dash forward or backward. Moving side to side while jumping is treated like a tilt, whereas airdashing uses a Smash input.
Gimmick: Tension Gauge Sol possesses his own Meter: Tension. Tension is filled up to 100% by moving towards your foe and landing attacks on them. The more aggressive you are, the faster you’ll develop Tension.
However, if you play too defensively (Running away, blocking, dodging) for too long, you’ll receive a Negative Penalty and lose all your Tension. It will also reduce the rate at which Tension is built over the next 10 seconds by ⅕ the rate.Super Special Move: Tyrant Rave (→↓←→+A/B) A two-hit attack with Buster Wolf-style disjoint on the second hit. Landing the first hit is guaranteed to follow through with the second hit.
(Normal: 2%, 38%), (DI: 3%, 58%)
Super Special Move: Dragon Install (↓←↓←+A/B) Sol spends 50% of his Tension gauge to temporarily transform for 7 seconds. Sol’s movement is bolstered, his normals are faster and his Specials are buffed. When running out, he enters a pseudo-stunned state where he can be punished and his Tension falls back to 0. Jab:
F-tilt:
U-tilt:
D-tilt:
Neutral Attack:
Jab: Punch, Forward Punch, Crouching Heavy Slash
F-tilt: Far Slash, Heavy Slash, Forward Heavy Slash
U-tilt: Kick, Jumping Punch, Jumping Heavy Slash
D-tilt: Crouching Punch, Crouching Kick, Crouching SlashSol’s Neutral Attack is a Dancing Blade-style system where Sol can mix up his combos, directly inspired by his game’s Gatling Combo system.
Jab:
A jab with Junkyard Dog, followed by a firm, yet short-ranged gut punch, followed by a final upwards slash.
Jab 1: 1%
Jab 2: 3.2%
Jab 3: 3.6%
F-tilt:
Sol slashes twice in front of himself in alternating motions before thrusting the entire weapon like he was shield-bashing.
F-tilt 1: 3%
F-tilt 2: 4%
F-tilt 3: 5.6%
U-tilt:
Sol does a kneeing high kick, followed by a jumping downward punch, then followed by an overhead smash with Junkyard Dog.
U-tilt 1:
Hit 1: 0.3%
Hit 2: 0.5%
U-tilt 2: 3.2%
U-tilt 3:
Hit 1: 2%
Hit 2: 6%
D-tilt:
Sol thrusts the lighter end of Junkyard, followed by a light thrusting kick, then capping off with a horizontal slash.
D-tilt 1: 1.6%
D-tilt 2: 2.4%
D-tilt 3: 5%Dash attack: Fafnir A lunging punch coated in flames. Like with Power Charge, Fafnir was a Special move that Sol could use, but in this instance, this was a Special that can be enhanced by Dragon Install.
11.6% (Normal), 18% (Dragon Install)Side Smash: Blitz Attack Sol powers up with a blue aura in the wind-up before sliding forwards with a hefty hook punch.
15%-21%Up Smash: Dust A clawed uppercut upwards that also possesses a follow-up: by pressing X/Y, Sol can perform a Homing Jump and continue an air combo until 30 frames after the most recent hit.
13.5%-18.9%Down Smash: Crouching Dust Sol charges up, then performs a hefty sweep kick.
14%-19.6%Grab/Pummel: Junkyard Smash Grabbing with his open arm, Sol will then smash Junkyard Dog into the foe’s face, like Byleth’s grab.
0.7% per 18 framesF-throw: Headbutt Sol performs a single, powerful headbutt to the foe before releasing them.
6%, causes prone state similar to Snake’s D-throw
B-throw: Wild Throw Sol flips the opponent over his shoulder before smashing them into the ground behind him. This is the only throw in his set to be directly enhanced by Dragon Install due to Wild Throw being a Special Move.
8% (Normal), 16% (Dragon Install)D-throw: Bandit Eruption Sol lays the foe down on the ground, places the nozzle of Junkyard Dog on their back and discharges a burst of flame.
12.4%U-throw: Rising Riot Sol bounces the foe off the ground with an overhead kick before following up with a vertical variant of his Riot Stamp.
3%, 7.5%N-air: Jumping Punch Sol performs a simple downward punch similar to his U-tilt 2.
12%F-air: Jumping Kick A forwards-thrusting kick similar to Ryu and Ken’s.
11%B-air: Jumping Slash Sol turns behind himself and brings a mighty swing of his weapon down behind him.
14%U-air: Jumping Dust Sol jabs Junkyard Dog upwards, lifting his leg up as he does so.
11.7%D-air: Break Sol performs a fiery downwards dive kick that has him plummet downwards. If he hits the ground with this, he creates a Prominence Revolt-style explosion where he lands. This is one of two aerials that are directly affected by Dragon Install. In this case, Dragon Instal has a larger explosive hitbox upon hitting the ground and comes out faster.
14%, 10%
Z-air: Air Grab/P.B.B. Unlike other fighters in the series where using Z-air releases a tether, Sol’s Z-air is, in fact, an actual air grab. In this, Sol will grab the opponent, charge up, and unleash a full-power explosion that sends the opponent flying.
If under the effects of Dragon Install, this becomes P.B.B., a 2-hit explosive grab that deals more damage and knockback.
Air Grab: 6%
P.B.B.: 6%, 10%
Neutral Special: Gun Flame A mid-range attack that generates 4 Eruption-style pillars of fire in front of Sol. Sol can press Shield during start-up to feint the attack for mind games, much like Kazuya’s Nejiri Uraken. With Dragon Install active, Sol creates a singular Power Geyser-sized Gun Flame pillar.
Normal: 10%, 8.4%, 6%, 6%
Dragon Install: 20%
Side Special: Ground Viper (←↓→+A/B)/Riot Stamp (↓←+A/B) Forward Special: Charges forwards along the ground, leaving a damaging trail of fire before following up with a Volcanic Viper. With DI active, he leaves behind Prominence Revolt-sized blasts in his wake.
Normal: 5% x 2~6 hits (Dash), 6 x 3 (Uppercut)
Dragon Install: {4%, 10%} x 4~11 hits (Dash), 6.5 * 3 (Uppercut)
Backward Special: Sol hops backward for a bit before colliding with a magic glyph. He then bolts forwards with an outstretched leg. With Dragon Install active, the second hit creates a small explosion.
Normal: 3%, 5%
Dragon Install: 1%, 3% 2% x 5 hitsUp Special: Volcanic Viper/Knockdown (→↓+A/B) A fiery, forward-advancing uppercut that has different frame data based on how long you hold the button. Has a roundhouse kick follow-up that can be used by pressing B. With Dragon Install active, it now changes to deal more damage based on whether you’ve tapped or held the button.
Normal: 8%, 5% (Uppercut)
Dragon Install: 4%, 4% x 2 hits (Light Uppercut), 6%, 1.2 * 9 hits (Heavy Uppercut)
Knockdown: 3.2%Down Special: Bandit Revolver/Bandit Bringer (↓→+A/B) A leaping attack that can follow up with either an overhead kick with the tapped version or a Power Dunk-style downward punch when held. With Dragon Install active, Revolver follow-up deals multiple hits at the start, and Bandit Bringer becomes a disjointed hitbox.
Bandit Revolver:
Normal: 4%, 8%
Dragon Install: 4% * 3, 5%
Bandit Bringer: 10%View attachment 351620 Shield Special: Roman Canceling Using Shield-B while possessing 50% Tension Gauge allows Sol to do a Roman Cancel, which comes in 4 different colors based on conditions, slowing down the foe in a Witch Time-style effect and allowing Sol to follow up with certain moves.
Blue Roman Cancel: Only used when doing nothing.
Yellow Roman Cancel: Can be used while blocking an attack, allowing Sol to counter his foes hard.
Red Roman Cancel: Only used upon striking a foe and during the hitstun or blockstun of a foe.
Purple Roman Cancel: Only used during the late active frames and endlag of a move.
Final Smash: Branding Breach A single-target Final Smash, Sol Badguy will catch a foe with the first hit, then follow up with a full-power strike with Junkyard Dog that creates a massive explosion. Much like Triple Wolf, this can catch anyone close by for 50% damage, but the person caught will always be instantly KO’d. If winning the match with this Final Smash, the Announcer will bellow, “DESTROYED!”, which is then succeeded by a unique Win Screen, much like Joker. If using this Final Smash while under the effects of Dragon Install, it instantly kills everyone caught in the blast.
Both of them are very well thought of submissions and so, while we typically only accept the winner, I do want to incorporate a little of both into each one. So we will be voting for the basis BUT we will pull some content from the loser to bolster the winning submission.Normals
SOL BADGUY MOVESET
Sol's newest look from Strive, it's true that in Smash the classic appearence is usually the most used but I think his new look is better.
Most of the moves are taken from Guilty Gear X and XX, but there are few moves taken from The Missing Link, Xrd, Strive or even Order-Sol. Note that all normals doesn't have a particular name and will be refered has their notation in the game where P is from Punch, K is for Kick, S for Slash, H for Heavy Slash and D is for Dust and the numbers represents the direction of the stick. You can see more about that here. It was hard to think how this Gatling combo would work, but since GolisoPower sayed that this would work like Dancing Blade, I think I know how would work, each hit would be a different button with the first hit being P, the second would be K, the third S and the final H being the only direction without this will be the up tilt.
Name Info First Hit:
5P/6P/2PSol's neutral jab is his classic 5P, Sol use the hilt of his....sword?, to attack the opponent. Is quick and does is job. If it's used has a side tilt, the move would be his 6P, a strong punch that unlike the rest of moves, can't be combo'ed. If it's used has a down tilt it would be his 2P, similar to his 5P but crouching.
Second Hit:
5K/Order's 6K/2KIf the second hit is in neutral it would be 5K, a very straightforward and fast upward kick, his side tilt variant is the Order-Sol's c.S 6k where he does a very strong kick that like Sol's 6P, would end instantly the combo for the knockback. If it's used has down tilt Sol will do a crouching kick with his 2K.
Third Hit:
c.S/f.S/2SIn neutral he will use the close version of his classic close Slash where he attacks crouching a little with his weapon. If is used has a side tilt he does the far Slash version realizing a longer but at the same time slower attack, and the down tilt version is his 2S that is a sweep with his sword.
Fourth Hit:
5H/6H/2H In neutral Sol will do his classic Heavy Slash where he does a long attack with his blade, if it's used has a side tilt he will do his 6H where he does a crushing attack with his sword smashing the ground. If it's used has a down tilt Sol delivers a heavy uppercut with his sword.Up Tilt:
Strive's 2HSimilar to his 4th hit used has a down tilt but with the difference that Sol hits with the hilt of his sword, this made the move more vertical and fast.
Dash Attack:
Dash KickA move from the very first Guilty Gear game that its an actual dash attack where Sol'd does a flaming kick.
Smash Attacks
Most of this attacks uses the Dust attacks from Sol, the Up Smash in particular includes a particular gimmick.
Name Info Forward Smash:
Xrd's 6HSol leans forward and slams his sword in the ground, is his longest non-special attack.
Up Smash:
Strive's 5DSol does a strong explosive swipe that launch the opponent. Like in his original game, if you mantain the stick in upward direction Sol would do a homing jump, perfect for do an air combo.
Down Smash:
2DSol does a crouching sweep that knockouts the opponent.
Aerials
Since Fighter's Generation also include his jump, here we have his jumping animation too. Nice 2x1.
Name Info Neutral Air:
j.PA regular downwards punch.
Forward Air:
j.DOh yeah baby the most iconic Dust attack, if you use the attack in the right time you can get a classic Dustloop!
Back Air:
Order's j.SOne of the moves from his younger persona, Sol turns his back and attack with a spin slash.
Up Air:
Order's j.KAnother move from Order-Sol, Sol does a rising upward kick.
Down Air:
j.SSol does a downslash that like other fighters has meteoric propierties if hits correctly.
Grab & Throws
Name Info Grab Sol grabs his enemy with his free hand. Ignore the headbutt.Pummel:
Junkyard JabVery similar to his 5P, just that is perfomed while the opponent is grabbed. Forward Throw:
HeadbuttSol does a headbutt to his opponent, now you can no ignore the headbutt.
Back Throw
Wild ThrowSol most iconic move in Strive/s. He slams the opponent to his back, it has high knockback.
Up Throw:
Order Knee (Order's 5K)Based on Order-Sol's 5K, Sol hits his opponent with the knee.
Down Throw:
SledgehammerSol crush his opponent with his sword doing a small explosion at the end. Air Throw:
Air Throw/P.B.B.Sol even has an air throw!, isn't that crazy?, is so crazy that he actually not only has one but two!. Regularly he grabs his opponent and does a small burst with his hand, but if he is under the effects of the Dragon Install the move will change to the P.B.B. where he does a dash before explode the rival.
Floor & Ledge Attacks
Name Info Floor Attack:
Fixed f.SIt would be similar to his f.S (that we already cover in the 3rd hit section) but change it a little to work has a wake up attack. Ledge Attack:
Fixed Dash KickSol does a shorter version of his Dash Kick (his usual dash).
Specials
Here is where the fun truly begins.
Name Info Neutral Special:
Gunflame/Blockhead BusterA ground projectile like Terry's Power Wave or Iori's Yami Barai, but unlike their projectiles Sol has more height than distance in his own move, the distance depends if you tap or held the button but both version still being quite short. The aerial variant is a different move called Blockhead Buster (more especifically is the Lvl 1), a move that comes from Order-Sol where Sol does a explosion around the hilt of his weapon.
Forward Special:
Bandit Revolver/Bandit BringerSol does a series of two jumping kicks regularly, since if you held the button you can do instead the Bandit Bringer, where Sol does a powerful dive punch in a similar way to Terry's Power Dunk. You can make the attacks stronger using the input 236 + attack button ( ↓→ + attack), the Bandit Revolver gains a follow up kick meanwhile the Bandit Bringer gains meteoric propierties.
Back Special:
Ground Viper/Riot StampIn the ground Sol performs the Ground Viper, a strong, louder, high risk and high reward attack where he charges forward at the ground delivering a strong uppercut at the end, you can mash the button to increase the distance. Using the input 214 + attack button ( ↓← + attack) instead of a regular uppercut the moves ends with a Volcanic Viper.
In the air the move changes to Riot Stamp, Sol hops backwards and then he impulses himself with a glyph that appears behind him to do a flying flaming kick. Using the input 214 + attack button ( ↓← + attack) the attack gains knockback.
Up Special:
Volcanic ViperSol's own DP, he does a powerful burning uppercut using his sword, similar to Ken's Strong Shoryuken but trading some height for a bigger hitbox. The only problem is that the move isn't a very good recovery. Use the command version 623 + attack button ( →↓ + attack) for increase a little the height. Sol also has an input exclusive follow up called Knockdown, where Sol strikes the opponet to the floor with a kick, the input being 214 + attack button ( ↓← + attack).
Down Special:
Fafnir/BreakerFafnir is a powerful forward punch that has the same kill power of a Falcon Punch without the needing of being charged (but still being a very slow and easy punishable attack) and a perfect shield breaker. You can use the command 41236 + attack ( ←↓→ + attack) for deal more damage.
In the air this move changes for Breaker, a flaming dive kick that you must be careful to use since it has a slighlty diagonal direction and when you use it, doesn't have any stop, so if you use it in a risk, have a nice fall! Should be noted that Breaker doesn't has any motion unlike Fafnir.
Shield Special:
Roman CancelUsing Shield-B while possessing 50% Tension Gauge allows Sol to do a Roman Cancel, which comes in 4 different colors based on conditions, slowing down the foe in a Witch Time-style effect and allowing Sol to follow up with certain moves.
- Blue Roman Cancel: Only used when doing nothing.
- Yellow Roman Cancel: Can be used while blocking an attack, allowing Sol to counter his foes hard.
- Red Roman Cancel: Only used upon striking a foe and during the hitstun or blockstun of a foe.
- Purple Roman Cancel: Only used during the late active frames and endlag of a move.
Gimmick
Gonna just copypaste what GolisoPower already submited, since is his gimmick.
Name Image Description Fighting Game Character Like the rest of FG characters (Ryu, Ken, Terry, Kazuya, and Iori) Sol auto turns towards foes and can use Command Inputs for enhance his special moves. Air Dashing Sol can sacrifice his second jump to do a sprint or a backdash. Moving side to side while jumping is treated like a tilt, whereas airdashing uses a Smash input. Tension Meter Sol possesses his own Meter: Tension. Tension is filled up to 100% by moving towards your foe and landing attacks on them. The more aggressive you are, the faster you’ll develop Tension.
However, if you play too defensively (Running away, blocking, dodging) for too long, you’ll receive a Negative Penalty and lose all your Tension. It will also reduce the rate at which Tension is built over the next 10 seconds by ⅕ the rate.
Overdrives
Similar to Terry and (more like) Iori, Sol has Super Special Moves (in his case are called Overdrives), to use a Overdrive you require a certain amount of Tension acummulated in the meter.
Final Smash
Name Info Overdrive 1:
Tyrant RaveA 2-hits megaton punch starting explosive uppercut with his free hand before delivering a second punch wreathed in fire magic amplified with his sword. Requires 50% tension and can't be perfomed in the air. The motion is 632146 + attack button ( →↓←→ + attack).
Overdrive 2:
Dragon InstallIts recomendable to read this part with this song for max enjoyment.
Sol removes his Gear Suppresor and unleash his original power has a Gear. A high-risk high-reward super in which Sol’s movement speed is increased, his normals become noticably faster and safer, his specials are all buffed significantly (see below) and his air grab changes to P.B.B., all this for a max amount of time of 12 seconds (the timer stops during the grab attacks) and with the additional bennefit that the time slows a little at the start of the transformation with Sol being invulnerable in the starting frames. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive, the transformation can also be interruped with a high damaging move. It can be used at the moment you have 50% tension but that would reduce the amount of time you will have so it's preferible do it at 100% tension (also you can use Tyrant Rave during Dragon Install if you have 50% or more). The motion is 214214 + attack button ( ↓←↓← + attack).
Attack Change The move only have one explosion but the vertical range increased and his strenght grows. The move is now the Blockhead Buster Lvl 2, acquiring more horizontal range and damage. The kicks are involved in flames, dealing more damage. The blow has a bigger disjointed hitbox and deals more damage. When Sol is slicing forward leaves a trail of explosions in its wake. It always end with a Volcanic Viper The final hit is a explosion. The range increase a lot, nearly becoming the highest recovery in all the game and deals multiple hits. Hitbox bigger, damage bigger. The final hit is a explosion. Has more range and massive damage, but the knockback didn't increase.
Name Info Final Smash:
DESTROYEDI was thinking on a different name but that one was too large (it was "All Guns Blazing into the Branding Breach"), In the start Sol uses a variant of his DI version of the Ground Viper (being his original Instant Kill, All Guns Blazing). The explosions behind Sol will do damage but only the first character hitted will be transported to the rest of the cinematic. In the cinematic part Sol charges his Junkyward Dog to finish his opponent with a fulminating explosive blow.
During the Dragon Install, instead of just charge against the opponent he uses the Overdrive Heavy Mob Cemetery (the explosions behind will still be there, tho), grabbing the first foe will also leave them to the cinematic part, but it will have some changes in the animation, any of this changes will variate the damage.If the opponent has 100% or more damage at the end of the Final Smash the enemy will be Instant-Killed and if apart of that it was their last stock, a DESTROYED text will appear in the screen.
.......eeeeeehhhhh.....no thank you....I mean... at least we still have Life is Strange?
Can I potentially write up a trailer idea for Sol Badguy or no? I'm thinking of some sort of world premiere at an EVO for his reveal.Alright, so we have two amazingly put together movesets for our dude Sol Badguy. Here are the two submissions:
Both of them are very well thought of submissions and so, while we typically only accept the winner, I do want to incorporate a little of both into each one. So we will be voting for the basis BUT we will pull some content from the loser to bolster the winning submission.
You can find the voting via thread poll at the top of the thread.
Next, now that we will wait before these two juggernauts are decided, we will commence with...
Submikt Sol Badguy Additional Content
As per usual, we will be submitting content pertaining to Sol Badguy. This includes the following:
Trailer Splash Title (1)
Taunts (3)
Idle Poses (2)
Entrance Animation (1)
Victory Poses (3)
Victory Theme (1)
Kirby Hat (1)
Boxing Ring Title (1)
Classic Mode (1)
Palutena's Guidance (1)
Snake Codec (1)
Plus anything else you find important in order to bring this character to life.
Let It Out:
(Cross flair intro)
The trailer starts with a panning shot of a rocky landscape before the sound of engines is heard from the distance. Several black blurs zoom past the camera before it cuts to three different characters: Wario, Link, Cloud, and Bayonetta all on their respective motorbikes.
And they're all fighting while riding.
Cloud attempts to sweep the tires on Bayonetta's motorcycle with the Buster Sword only for her to do a wheelie and flexibly bend backwards, aiming Color My World at the SOLDIER, who visibly recoils from the shots. The Umbra Witch stops her Wheelie only for her to be bombarded with arrows from Link, who's ahead of both of them from the top of his Master Cycle. He aims his bow at Cloud and lets loose...only for Wario to jump in the way and devour it with a loud laugh. The greedy microgame man then rams his chopper into the side of the Master Cycle, momentarily causing Link to swerve off balance. Wario grabs hold of the other bike's handlebar while gripping onto his own, hoping to throw him behind with his Master Cycle. Just as they reach a bridge across a canyon, a new bike comes; one with a red paint job.
The red bike comes crashing down on the bikers, who just barely manage to dodge its dynamic entry before they see its rider, a brown-haired man in a bandana carrying what looked to be a giant bladed lighter. He drifts to the side and uses the giant weapon to create several pillars of fire that knock everyone off their rides, causing them to tumble along the ground. Hammering the brakes and hopping off, the man looks at the four fighters, who are now getting back up and entering combat stances, glaring daggers at this new guy before he flashes a confident smirk.
"You wanna live, fellas, you better not hold back."
SOL Rides the Fire!
The four Smash fighters charge in to take on Sol Badguy in an epic CG clash, and the Flame of Corruption is, surprisingly, giving them a hard time. As he winds up with Junkyard Dog and throws a fiery attack, the flames burn away the camera and transition into the gameplay as the first bar of What A Heavy Day is sung. We see several of his Specials, such as Gun Flame, Bandit Bringer, and Riot Stamp, before we see other mechanics such as Roman Canceling, and even his normals can be mix-and-matched to replicate the Gatling Combo system. As he fights on, however, we see him getting combo'd by Bayonetta, Wario, Link and Cloud before he's knocked into the blast line.
The CG cutscenes return as Sol ends up sprawled along the ground before slowly getting up. The four fighters start to slowly approach him, ready to finish him off, before he lets out a toothy grin. His body starts to catch fire on its own, blood-red flames beginning to spread all over his body before he leans back and lets out a roar as sheer force knocks everyone off balance. As the dust settles, they see him with a new, outright demonic appearance, glaring at the quartet before he raises Junkyard Dog and charges. The gameplay session returns to show him being able to activate Dragon Install, enhancing his moves and making him more of a powerhouse than ever.
We are then shown the Mayship, a stage similar to KoF Stadium. In a 1-on-1 match between Sol and Kazuya, the former smashes the latter into the wall hard enough to send him careening to a different main platform altogether, with Sol following suit later. Another detail shown throughout is that every Smash fighter is cel-shaded and shown to be animated slower to emulate modern Guilty Gear titles. Sol follows up from the previous assault on Kazuya with his Final Smash, his Instant Kill from Xrd, Branding Breach. The moment Sol strikes Kazuya, the screen becomes enveloped in a large explosion and transitions to the title screens.
View attachment 351618
The CG shows a final explosion seen from the distance before cutting to show the four fighters covered in burn scars before Sol hops back onto his motorbike. He gives them one final thumbs-down as he says, "Tch. Wasted enough time on you," before he drives off.
@ 2018 Nintendo
Original Game: © Nintendo / HAL Laboratory, Inc
Characters: © Nintendo / HAL Laboratory, Inc, / Pokémon / Creatures Inc. / GAME FREAK Inc. / SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / Konami Digital Entertainment / SEGA / CAPCOM CO., LTD / BANDAI NAMCO Entertainment Inc. / MONOLITHSOFT / CAPCOM USA ., INC. / SQUARE ENIX CO., LTD / Atlus / Microsoft / SNK CORPORATION. / Mojang AB / Disney / Arc System Works
Well, that is certainly not the move I would have made. Who owns Tomb Raider now?Square Enix sold off most of it's Western studios and IPs (including Tomb Raider) to invest in NFT tech
Embracer Group. They also own studios like Gearbox and THQ Nordoc.Well, that is certainly not the move I would have made. Who owns Tomb Raider now?
Tbh Square has a very bad history of games that didnt sell what they wanted in the last years, they needed money and they realized that they arent making anything with those ips atm.Well, that is certainly not the move I would have made. Who owns Tomb Raider now?
I have edited my Classic Mode Route to a different theme. I'll add stages soon and music after we decide on GG songs.Sol's Classic Mode Route: Heaven Or Hell
This route features both characters who are heavenly or infernal.
Round 1:
Round 2: Zagreus
Round 3:
Round 4:
Round 5:
Round 6: Medusa
Boss Fight: Master Hand & Crazy Hand
Probably more stages like Celeste Mountain that aren’t tied to a series with a fighter. Aperture Laboratories for example would be a pretty good choice.I had considered it but I was stuck on what sort of stages we would submit. The launch already had a good stage list so, unless we go stages repped by assist trophies and the like, it's sort of difficult. Also, more importantly, what would a stage pass look like?