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    Joey JoJo Shabadoo

    Male Posts : 96
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    Join date : 2011-02-28
    Age : 28

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    WAOA Fighting Game

    Post by Joey JoJo Shabadoo on Sat Nov 26, 2011 9:57 am

    Imca’s profile

    Real Name: Imca

    Occupation: Mechanic Extraordinaire

    Abilities: She is a Glaceon/human hybrid, so she can use ice powers.

    Weapons: She uses a heavy machine gun with a bayonet capable of shapeshifting into other guns.

    Profile: Imca is an artificial glaceon gijinka, used to be an artificial human, though glaceon is her default form now. She shares the memories of her Squad 422 counterpart but is not the same. Wears a SPARTAN power armor in combat.

    First Appearance: Valkyria Chronicles 3 (January 27, 2011)/Pokemon Diamond and Pearl (September 28, 2006)

    Assist Attacks

    Alpha Type: Projectile Type – Gunfire (medium)
    - Appears next to player before firing a heavy machine gun at opponent (8 hits, projectile.)

    Beta Type: Anti-Air Type – Gunfire (heavy)
    - Appears next to player before firing a grenade launcher at opponent in air (5 hits, projectile)

    Gamma Type: Variable-Type: Bayonet Ya (heavy)
    - Appears next to player before charging at opponent with her Bayonet Gun and firing point-blank with it if it connects (5 hits.)

    Basic Attacks
    -On Ground-
    (L)- Quickly Swings bayonet gun at opponent; small damage
    (M)- Swings bayonet gun at opponent; okay damage
    (H)- Imca winds up for a moment and then she swings with her bayonet, slightly high damage, but takes way too long.
    (S)- Imca tries to uppercut her opponent into the air with the bayonet gun

    (2+L) Imca tries to stab her opponent with the bayonet gun
    (2+M) Imca tries to trip up her opponent with the bayonet gun
    (2+H) Imca tries to launch her opponent into the air by swinging into them with the bayonet gun.

    -In Air-

    (L, M, H) Imca tries to jab her opponent with her bayonet gun

    Special Attacks

    Gun Fire:

    236+Attack (It can be used in the air except medium and heavy.)

    Imca shape-shifts her gun and uses it. Light attack makes her shoot with pistol. It comes out quickly. Medium makes her shoot with machine gun for multiple hits. Heavy makes her shoot with grenade launcher. It also works as an anti-air attack.

    -Ice Beam-
    Hit the Special Button right after the Gun Fire move's Attack Button to make Imca fire an ice beam at the cost of some of her hyper meter before the weapon picked by Gun Fire attack gets fired by Imca.

    Bayonet Ya:

    421 + Attack (It can be used in the air except Heavy.)
    Imca charges at the opponent with the bayonet. Light attack just has her dash with bayonet. Medium has her quickly dash with bayonet. Heavy has her charging at opponent with Bayonet Gun and firing point-blank with it if it connects.

    Stun Grenade Toss:

    623 + Attack

    If you use the Light Attack, Imca will lay down a stun mine in front of her.
    Medium makes her throw out a stun grenade. Heavy makes her throw out a stun grenade that explodes multiple times, leaving the opponent open for combos.

    -Freeze Grenade-

    Hit the Special Button directly after the Stun Grenade move's Attack Button to make Imca freeze over the stun mine/grenade for a double freeze/stun effect at the cost of some of her hyper meter.

    Hyper Combos

    Hyper Ice Beam:

    236+ 2 Attack buttons (Can be used in the air.)

    Imca fires a huge beam of ice at the opponent. You can move the beam around slightly.

    -Hyper Ice Beam (Vertical Up)-

    236+ 2 Attack buttons; hold up after said motion
    Imca fires a Hyper Ice Beam up at the opponent. You can move the beam around slightly.

    -Hyper Ice Beam (Vertical Down)-

    236+ 2 Attack buttons; hold down after said motion (must be done in the air.)
    Imca fires a Hyper Ice Beam down at the opponent. You can move the beam around slightly.

    Missile Machinegun:
    412+ 2 Attack buttons
    Imca transforms her gun into a Huge Machinegun and fires a steady stream of missiles at the opponent.

    Never Enough Dakka:
    623+ 2 Attack buttons (requires Level 3 Hyper meter)
    Imca unloads her entire arsenal of weapons on the opponent.


    Last edited by Ra Cailum on Sun Nov 04, 2012 3:19 pm; edited 1 time in total
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    Joey JoJo Shabadoo

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    Asagi's Profile

    Post by Joey JoJo Shabadoo on Thu Dec 01, 2011 9:55 am

    Asagi

    Real Name: Asagi Asagiri

    Occupation: Aspiring Protagonist

    Abilities: She can change into a Prinny, Catgirl, and Doll. Prinny Asagi specializes in ground control, but can’t jump well. If thrown, she gets KOed instantly. Catgirl Asagi is quicker than regular Asagi, but takes more damage. Doll Asagi is smaller than most fighters and can hit hard, but goes down in a few hits.

    Weapons: She uses twin pistols in her human and catgirl forms, a huge shotgun in her semi-deformed form.

    Profile: The intended heroine of Nippon Ichi's next game following Makai Kingdom, Makai Wars, Asagi's game was dropped after Zetta defeated her, and was reduced to being a vagrant Bonus Boss, wandering from game to game in the attempt of plugging her own disowned game or trying to commit hostile takeovers to put herself in the main character spot.

    Then she wandered into this game by accident. After some massive misunderstandings, she is currently operating under the pretense that she is the main character of an extremely intricate and unusual Dating Sim.


    First Appearance: Makai Kingdom (March 17, 2005)/Soul Nomad and the World Eaters (February 15, 2007)/Prinny 2: Dawn of Operation Panties, Dood! (March 25, 2010)

    Assist Attacks

    Alpha Type: Projectile Type
    -Appears next to player before firing pistols at the opponent. If she’s not human when she is doing the assist, she transforms into that form and transforms back after she’s finished attacking.

    Beta Type: Anti-Air Type
    -Appears next to the player and starts throwing eggplants, rocks and wrenches at her opponent. If she is not a Prinny when she is doing the assist, she transforms into that form transforms back after she’s finished attacking.

    Gamma Type: Variable Type
    -Appears next to the player and plays with a guitar. This increases Hyper meter by a bar. If she is not a Prinny, she transforms into one and transforms back when finished.

    Basic Attacks
    -On Ground (as Human or Catgirl)-
    (L, M)- Asagi pistol-whips her opponent. Comes out quickly
    (H)- Asagi fires her pistols at her opponent. The attack is weak, but it has good range.
    (S)- Asagi tries to uppercut her opponent into the air by pistol-whipping them.

    (2+L)- Asagi does a sweep kick. If it connects, it has the potential to trip up the opponent.
    (2+M, 2+H) Asagi fires her pistol at her opponent. The attack is weak, but it has good range.

    -On Ground (as Prinny Asagi)-
    (L, M, H, S)- Prinny Asagi tosses eggplants, rocks and wrenches in an upward arc at her opponent. The attack is weak and has a small range, but it is quick and it can knock opponents out of the air.

    -On Ground (as Toy Asagi)-
    (L)-Toy Asagi smacks her opponent with her rifle. It has a very short range, but comes out quickly.
    (M, H, S)-Asagi fires her rifle at her opponent. Comes out slowly, but has okay damage.

    Special Attacks

    Transformation
    Asagi changes her form, which depends on the attack button pressed. It costs a bar on the hyper meter.

    -As Human-
    (236+ L)-To Prinny Form
    (236+ M)-To Catgirl Form
    (236+ H)-To Toy Form

    -As Prinny-
    (236+ L)-To Human Form
    (236+ M)-To Catgirl Form
    (236+ H)-To Toy Form

    -As Toy-
    (236+ L)-To Prinny Form
    (236+ M)-To Catgirl Form
    (236+ H)-To Human Form

    Hyper Combos

    Human Asagi

    Guns Akimbo
    632+Two Attack Buttons (Can be performed in the air)
    Asagi rapidly fires upon her opponent with her twin pistols for a few seconds.

    Hero Chacha
    623+ Two Attack Buttons (requires Level 3 Hyper meter)
    Asagi fires a single shot at her opponent. If it connects, she rapidly fires at her opponent for a few seconds. She closes in while smacking her opponent with a ball and chain. After that, she summons the Battleship Yoshitsuna to her location and has it blast the arena with a giant laser blast.

    Prinny Asagi

    Guns Akimbo
    632+Two Attack Buttons (Can be performed in the air)
    Asagi rapidly fires upon her opponent with her twin pistols for a few seconds. However, in Prinny form, the pistol shots become fireballs, expanding the hit box of gunfire by quite a bit.

    Catgirl Asagi

    Guns Akimbo
    632+Two Attack Buttons (Can be performed in the air)
    Asagi rapidly fires upon her opponent with her twin pistols for a few seconds.

    Magic Shot
    623+ Two Attack Buttons (requires Level 3 Hyper meter and can be performed in the air)
    Asagi’s guns glow and she fires two huge laser blasts at her opponent and the beams can be moved slightly.

    Toy Asagi

    Magic Blast
    632+Two Attack Buttons (requires Level 3 Hyper meter)
    Asagi fires a gigantic laser blast with her shotgun at her opponent.


    Last edited by Ra Cailum on Mon Nov 05, 2012 2:22 am; edited 3 times in total
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    8-Bit Wren

    Male Posts : 664
    Points : 724
    Join date : 2011-03-01
    Age : 27
    Location : Australia. Yes, I'm surprised I'm still alive as well.

    Character sheet
    Character 1 Name: Wren (Overlord)
    Character 2 Name: Falken
    Character 3 Name: Joshua Luminate

    Re: WAOA Fighting Game

    Post by 8-Bit Wren on Fri Dec 02, 2011 10:26 am

    Real Name: Wren (No Last Name)

    Occupation: Hero of Troria/Benevolent Overlord

    Abilities: Wren's basic techniques is mostly swordplay which is quite fast and moderate in strength. Each hit has a chance to deal a little bit more damage, i.e, a critical hit, but is likely to do so if he lands a combo. Every critical hit landed adds 1 to his OVER Bar.

    He also absorbs magical energy, either by getting hit or using M/E-Nullify. Doing so will add charges to his EM Bar. His EM bar starts at 5 charges.

    If either of these hit maximum (10 and 20 respectively) Wren will change into Overlord/MAX Mode.

    Weapons: Radiant-Edge. A blade that can cut through even etheral matter.

    Profile: ...Read the Files of Troria, dangit. :\

    First Appearance: Shadows of Troria: V1 Draft (2009)

    Battle Theme: Shining Star.

    Assist Attacks

    Alpha Type: Projectile Type – Lumin
    - Wren launches a swift, yet low-damaging blast of light energy at his foe, probably enough to send someone reeling. Minor damage, but quick. Uses a charge.

    Beta Type: Anti-Air Type – Solius
    - Wren causes a beam of light to diagonally fly down from the sky to hit his opponent. Again, quick, but lacking in damage. Uses a charge.

    Gamma Type: Variable-Type: Vitan
    - Wren heals some of his team-member's Red-Life Gauge. Uses 2 charges.

    Basic Attacks...for Wren/MAX-Wren.
    -On Ground-

    (L)- Delivers a quick horizontal double-slash with his blade. Poor damage and range, but fast.
    (M)- Delivers a diagonal cutting slash with more range and power. Has decent speed, too.
    (H)- Wren spins to deliver a powerful horizontal cut. The spin takes a second to execute, afterwards, the attack comes out quickly and packs a powerful punch.
    (S)- Uses the flat of his blade as a baseball bat to knock his foe skywards.

    (2 L) Wren simply does a quick stab and slash.
    (2 M) Does a sweeping slash to his foe's legs. Fast, moderate damage.
    (2 H) Delivers a powerful golf-club like swing to hit his foe skywards.

    -In Air-

    (L, M, H) Delivers three types of slashes which are carried out differently, but have mostly the same damage, range.

    -During MAX-Wren Mode, the attacks are easier to chain together and for 20 seconds, can use his EM meter without restrictions, along with a new Lvl 1 & 3 Super.-

    ...For Overlord Wren.

    -On Ground-

    (L)- Creates a short traveling shockwave that hits twice for low damage and comes out fast. Must be blocked low.
    (M)- Casually delivers a fast thrust with Radiant-Edge. Has a fair bit of range.
    (H)- Delivers a powerful vertical over-head cut. MUST be blocked High, otherwise, it'll connect. And it'll hurt.
    (S)- Creates a small blast of energy to knock his foe skywards. Fast, no damage.

    (2 L) Wren simply punches his foe's shins.
    (2 M) Yawns and idly flicks at his opponent's legs, causing a fast slash-shockwave to try and knock his foe down.
    (2 H) Delivers a powerful golf-club like swing to hit his foe skywards.

    -In Air-

    (L, M, H) Delivers three types of slashes, which is basically something that causes a barrier of sword-slashes to surround him and hit multiple times depending on the button pressed.

    While in Overlord Mode, Wren has Super Armor and a power boost. This lasts for 20 seconds.
    =====
    Special Attacks
    ---
    6 H - Arc-Cutter - Charge Attack. (Normal/MAX Wren only)

    Wren holds Radiant-Edge in it's scabbard and charges up energy. The longer he does so, the more damage he'll deal. Full charge means it becomes unblockable and an instant stun. 6 seconds required. Moderate range.
    ---
    236 Attack -Lumin- (It can be used in the air)

    Wren fires a blast of light at his opponent, depending on the button pressed, it'll travel faster, but leave Wren a bit more open and use more of a charge. Uses a 1/3rd of a charge for L, 1/2 for M and 1 charge for H from his EM-Bar.
    ---
    896 Attack - Solius (Mid-Air OK)

    Wren causes a beam of light to fall from the heavens. The angle is dependant on the button. L= 45 degree, M = 60 degree and H = 90 degree. All take up one charge considering their damage and speed to execute. Leaves Wren vulnerable. Timing in MAX Mode allows him to create two beams if the input is performed again.
    ---
    214 Attack - M/E-Nullify (can be held)

    Wren goes into a defensive stance, raising his scarred left arm. During this, any projectiles or energy/magic based attacks that hit him deal no damage, like Hadoken, but instead increase the charges to his EM-Bar. Different attacks increase the charges at different rates. He can also hold this stance to passively increase his EM-Bar, too. But that takes a while.
    ---
    6-6 Attack - Rush

    Wren dashes forward. Pressing a button will cause him to activate an attack. L will result in sliding to a stop which is blocked low, but can still deal damage, M will cause him to simply charge through his opponent with a slash, blocked or not (although he WILL be open if blocked) and H will see him leap over his opponent.
    ---
    4-4 Attack - Phaze

    Wren dashes backwards. Simple.
    ---
    41236 Attack - Roundhouse.

    Wren charges energy into his blade for a second before he throws it across the screen. Height is dependent of the button pressed. Uses three charges. Deals damage and can hit multiple times as it spins.
    ---
    Overlord Wren Specials

    4 Attack - Reversal (Charge Attack)
    See Arc-Cutter. Only that Overlord Wren holds the blade behind him this time and performs a double spin when fully charged, dealing two VERY powerful hits. 7 second charge.

    236 Attack - Dual Roundhouse

    Wren performs a double 'roundhouse' technique with two blades. More damage, hits, ect.

    ...Pretty much has the same, really...
    ---
    Hyper Combos

    Luminous Vortex (LV1 Hyper) (COUNTER)
    4-4-4 + 2Attack
    Wren enters his M/E-Nullifer state. If the opponent launched a Hyper like, Shinkuu Hadoken, Wren absorbs the attack, gains a large amount of charges and reduces the enemies Hyper Gauge to ZERO.

    Break Out...! (Lv2 Hyper)
    2-2-2 + M
    Wren throws a glowing card through the air at decent speed. If it hits, the opponent is stunned and held in place while he pulls Radiant-Edge into two separate blades and charges forwards and pierces right through his foe with a powerful dual-blade slash to deal high damage, but also cause a Defense and Attack to go down...however...

    Additional Effect: If the opponent has an equippable special, like, say, Cody Travers wielding his knife and is hit by this special, the knife is broken and is unusable for the rest of the round.


    OVERLOAD! (Lv3 Hyper)
    41236x2 + H

    Wren charges forward, trying to impale his foe on his sword. If successful, he then has to input the following buttons. L, L, M, H, M, H, L, L, 236 MH. Note the foe can't evade during this time and failing to input the buttons in time will cut the move short. Deals considerable damage, basically see it as the 'Deadly Rave'.

    Additional Effect: If this is the last opponent and the move would leave them with 15% HP or less (25% if he has more than one Hyper Bar to spare) he immediately launches into the finisher which KO's the opponent and Wren performs a unique victory animation.


    SUPER...uh...WREN LASER! (Lv3 Hyper, MAX Wren Only)

    Charge 4, then 6 + 2Attack

    ...Well, THIS: http://www.youtube.com/watch?v=OYMgljMf79k

    --
    Overlord Wren

    Luminous Surge (LV1 Hyper)
    346x2 + Attack
    ...Basically, Shinkuu HADOOOOOOKEN! ...Yep.


    Chaaaaaarge! (LV2 Hyper)
    Charge 2, 8+ 2Attack
    A Prinny charges into the arena in an attempt to ram into the opponent. If successful, the foe trips over and looks up in horror as a portal opens as Wren's vassels from his Netherworld charge forward and stampede over the enemy before exiting the other portal. Deals considerable damage and 50 hits.


    Dual...Dimensional...SLASH! (Lv3 Hyper)
    63214 + 2Attack.
    Wren delivers a simple slash. If it connects (unblockable), creates a doppleganger and they both launch into a flurry of mirrored sword slashes before they both perform what seems to be a copy of Zero's Lvl 3...only horizontally and for both beams to cut through the enemy like a pair of scissors.


    Last edited by Wren on Thu May 03, 2012 1:34 pm; edited 1 time in total (Reason for editing : Making some edits and stuff.)
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    Joey JoJo Shabadoo

    Male Posts : 96
    Points : 126
    Join date : 2011-02-28
    Age : 28

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    Raidou the 21st

    Post by Joey JoJo Shabadoo on Sun Dec 11, 2011 9:03 am

    Raidou Kuzunoha the 21st

    Real Name: Brian Blessed

    Occupation: Devil Summoner/Detective

    Abilities: Communication with Demons

    Weapons: Tubes with demons, a katana and a revolver

    Profile: Raidou Kuzunoha the XIV in all but name. He managed to find his way to the group while stumbling into a tear in space and time on the advice of Pokabu. His job as a Demon Summoner is to talk to, capture, or exterminate supernatural threats to the universe. So far, he doesn't do much other than talking with the others or attempting to avert the occasional apocalyptic nightmare with varying results.

    First Appearance: Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army (March 02, 2006)


    Assist Attacks
    Alpha Type: Projectile Type – Bufu
    - Appears next to player before summoning Jack Frost, who then spits iceballs at the opponent and freezes them for a few seconds.

    Beta Type: Anti-Air Type – Zio
    - Appears next to player before summoning a Pixie, who then starts casting lightning spells capable of knocking opponents out of the sky.

    Gamma Type: Variable-Type: MAG sword
    - Appears next to player with a big sword that is glowing green. He swings a few times at the opponent and sheaths it when he’s done.

    Basic Attacks

    -On Ground-

    (L) - basic downward slash
    (M) - basic upward slash
    (H) - turning vertical slash
    (H), (H) - cancels after slash to fire revolver

    (2+L) - Crouching shot at feet
    (2+M) - Slash
    (2+H) – Crouching rapid-fire stabs (mash H, denoted HHH..., to increase number of hits on hapless victim)

    (6+H) - High speed advancing stab

    (6+H), (HHH...) - cancels stab technique into rapid-fire stabs

    (2+HHH...) - Rapid-fire stabs (repeatedly press to add hits)

    (3+HHH...) - Cancel from rapid-fire stabs to shooting the floor with revolver (can lift up downed enemies for further comboing)

    (3+HHH...), (S or 6+H) - after shooting the opponent with this you can cancel into Lifting slash (S) or high speed advancing stab (6+H)

    (S) - Lifting Slash (launcher)

    (S), (HHH...), (S) - Lifting slash cancels into anti-air fire and then cancels back into lifting stab

    -IN AIR-

    (L) - basic horizontal slash
    (L), (L) - another slash

    (M) - basic horizontal slash (slight lifting effect)
    (M), (M) - follow up slash (slight lifting effect)

    (H) - quick horizontal slash
    (H), (H) - cancel into overhead gunfire for vertical range attacks

    (S) - Drags enemy to the ground with an overhead slash

    Special Moves

    MAG Sword

    236+Attack (can be performed in mid-air)

    Raidou Kuzunoha makes his sword glow green. The aura it projects when he swings it at his opponent depends on the button pressed. Light has a katana aura. It has short range but comes out quickly. Medium has a Lance aura. It has a long reach, but it’s slow. Heavy is an Axe aura. It hits hard, but it comes out slowly.

    Demon Summon

    214+Attack
    Raidou pulls out a tube and summons a demon with it. Light summons a Mokou, who then throws a boomerang at the opponent before vanishing. It is instantaneous. Medium summons Jack Frost that spits ice at the opponent before vanishing. This can freeze the opponent for a few seconds. Heavy summons a Pixie that immediately starts sending lightning bolts from the sky at the opponent for a few seconds. Also, it can knock an opponent out of the sky.

    Mirror, Mirror (can be performed in mid-air. Requires a Level 1 hyper meter)

    412+S
    Raidou summons a Pixie for a moment and the Pixie transforms Raidou into a physical copy of the opponent. Repeat the same motion in order for Raidou to transform back.

    Hyper Combos

    Die For Me? (requires level 1 Hyper meter)

    236+ 2 Attack Buttons
    Raidou Kuzunoha summons Alice. Alice summons a lot of card soldiers that try to fall upon the opponent’s location.

    Hee-Ho! (Requires level 2 Hyper meter)

    236+S+Attack Button
    Raidou Kuzunoha summons Jack Frost, Black Frost and Raiho. They combine their powers and fire a huge red and blue beam at their opponents.)

    Black Raidou

    L, L, 2, M, H (requires Level 3 Hyper meter)
    Raidou dashes forward and if he hits, he impales the opponent and goes into a "Demon Rage" type spree. The screen goes black. A ton of sword slashes appear and leave as sudden as they came. The Hyper ends with Raidou sheathing his katana posed as the screen fades back in.


    Last edited by josh6243 on Sun Jan 29, 2012 2:40 am; edited 2 times in total
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    Joey JoJo Shabadoo

    Male Posts : 96
    Points : 126
    Join date : 2011-02-28
    Age : 28

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    Luca's Profile

    Post by Joey JoJo Shabadoo on Thu Dec 29, 2011 3:49 am

    Luca

    Real Name: Professor Araragi Gijinka Experiment #56

    Occupation: Dimensional Wanderer

    Weapons: Her Bare Fists.

    Abilities: She possesses control over the power of Aura. In other words, if she gets damaged, her damage output increases. The damage increase caps at 25% health.

    Profile: A half-human, half-lucario gijinka created by Professor Araragi for reasons currently unknown. Luca was kicked out of Dr. Araragi's lab when she had no more use for her, and is now living with the other avatars. She is extremely naive and idealistic due to living a mostly sheltered life, and knows very little about social customs.

    Assist Attacks

    Alpha Type: Projectile Type-Aura Sphere
    Luca appears next to the player before firing an Aura Sphere at her opponent.

    Beta Type: Anti-Air Type-Hi Jump Kick
    Luca appears next to the player before doing a knee kick at her opponent in the air.

    Gamma Type: Variable Type-Heal Pulse
    Luca appears next to the player and heals him, taking away some of red bar damage in the process

    Basic Attacks

    -On Ground-

    (L), (L), (L)-Luca waves her hand forward, does a palm thrust, and then kicks high. Each hit has blue aura accompanying it and moves Luca a fair bit forward.
    (M)-Luca kicks her opponent with some aura on her foot.
    (H)-Luca does a karate chop. Comes out slow, but hits hard.
    (S)-Luca swings her leg in an arc over her head. Quick and is a launcher. Hitting with only the Aura-powered foot gives the move a sweetspot for higher damage.

    (2+L)- Luca sweeps one leg out along the ground. Her hands flare with aura when it does this. It hits in front and in back.
    (2+H)- Luca brings her hand down to either side of her in a downwards slapping motion, releasing aura from both hands. It has rather slow start-up and noticeable ending lag for a downward heavy attack

    (6+L)- Luca puts her hands together in front of herself with two small blasts of blue aura. Quicker and shorter ranged than its Heavy counterpart. It can be aimed up or down a bit.
    (6+H)- Luca places her hands together in front of herself and shoots a blast of blue aura energy, with great range and a good amount of active frames.

    -In Air-

    (L)- Luca extends both of her hands with blue energy, and spins. It has long ending lag in the air, but minimal landing lag along with almost no start-up.
    (M)- Luca kicks forward with a slight upwards angle. The end has a small burst of blue aura energy. It can also hit twice in one short hop and can always hit another time if an enemy is hit with the first one. This can combine with other attacks well.
    (H)- Luca pauses in the air, stomps her feet together downwards, and lets out a fairly large burst of aura energy. Fairly long duration, and has unique properties that make it an incredibly useful attack.

    Special Moves

    Aura Sphere (usable in mid-air)

    236+Attack Button

    The attack consists of Luca concentrating Aura energy into a spherical shape in her hands, and then releasing it. It can be charged, and while doing so, anyone other than Luca who touches the sphere takes a small amount of damage. Luca can also continue to hold the sphere after it's fully charged, allowing it to take advantage of its damage dealing ability, or store it for later use (which is done by moving to the left/right). The charging time depends on which attack button you press.

    EX Aura Sphere (Requires lvl. 1 hyper meter)

    236+Attack Button+S

    Luca throws an Aura Sphere from her hand, except it instantly hits the opponent even if they are on the other side of the screen, very fast start-up.

    Hi-Jump Kick

    623+Attack Button

    Luca does a jumping knee kick. Attack Button determines the height and angle.

    Blaze Kick (can be done in the air. It also requires lvl. 1 hyper meter)

    623+Attack Button+S

    Luca does a Hi-Jump Kick, but this version can set an opponent on fire temporarily. If done in the air, it becomes a burning dive kick.

    Bullet Punch

    646+Attack Button

    Luca does a set of rapid-fire punches and then finishes it off with an uppercut. Keep pressing the Attack Button if you want the punching animation to continue.

    Hyper Combo

    Close Combat

    214236+Attack Button

    Luca does a windup punch. If she connects with the windup punch, she does an unblockable flurry of punches and kicks to her opponent that ends with a Sky Uppercut.

    EX Close Combat (requires a lvl. 2 Hyper Meter)
    214236+2Attack Buttons
    Luca fires a Dark Pulse at her opponent. If it connects, she reenacts Close Combat, but with a twist. She uses her Aura.

    Aura Sunshine (requires a lvl. 3 Hyper Meter)

    236236+3 Attack Buttons

    Luca says, "Watch the power of Aura!". After that, Luca jumps to the closest top corner. The farther Luca's opponent is from the sphere, the less damage they take. Luca then holds her hands above her head as she charges the attack, before launching a large Aura Sphere downwards. The attack hits multiple times before a big explosion.
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    Joey JoJo Shabadoo

    Male Posts : 96
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    Join date : 2011-02-28
    Age : 28

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    Re: WAOA Fighting Game

    Post by Joey JoJo Shabadoo on Wed Jan 18, 2012 11:54 am

    Bit's Profile

    Real Name: Ayumu Yamato

    Nickname: Bit

    Occupation: Slavebot

    Ability: To channel the power of the Xbox 360, which gives her good range since Xbox 360 is mostly made of FPSes

    Weapons: Weapons from Xbox 360 exclusive games

    Biography: Born Ayumu Yamato, and acquiring the nickname Bit later in life. Bit was the first of the Consolebots to appear in WAOA, she is also at least partly responsible for the Cerebus Syndrome acquired by the RP. Bit was created for the sole purpose of fighting in the arena of New Tokyo, becoming that arena's six-time champion, as well as being forced to perform less savory services on the side. Bit had three companions -Dee, Kasume, and Sara- owned by the same Master (who is known only as a highly depraved individual.) Over time they developed a bond akin to sisterhood (something that was fairly common among the Consolebots). Before appearing (somehow) in WAOA, Bit befriended minus, who freed all the Consolebots in Bit's world, an act known as the Great Liberation. The Consolebots' inherent knowledge that minus had freed them led to the foundation of Minusianism, a pseudo-religion that most Consolebots now practice in some form.

    After the Liberation, Bit became a strong pacifist (possibly as a reaction against being forced to fight in the Arenas, similarly, most sexbots took vows of Celibacy, etc.) Bit's pacifism often caused her to sit out fights. Only if one of her friends was truly threatened would she fight back, and boy, would she fight back. Bit later met Link, the young boy with which she would share a largely offscreen romance. Bit can be considered (although it's disputable) largely responsible for the game's dark tone at one point, as her death and Link's subsequent embitterment marked a darker, more story-driven approach to the game.

    Assist Attacks

    Alpha Type- Projectile Type: Weapon Fire
    Bit appears next to the player and fires some of hand weapon arsenal at her opponent.

    Beta Type-Anti-Air Type: ES Uppercut
    Bit appears next to the player and jumps into the air while doing an uppercut with her Energy Sword.

    Gamma Type-Variable Type: Zombie Summon
    Bit and a zombie appear next to the player. She then swings it around for a moment and throws it at the opponent.

    Basic Attacks

    -On Ground-

    (L)- She swings her hand out, kind of a back hand slap. The reach is little, and the priority is very low.
    (M)-Bit pulls out a Needler and fires it at her opponent. Priority is good.
    (H)-A plasma grenade falls out of Bit’s dress and she kicks it at her opponent. This is pretty good, because the grenade is not in Bit’s hitbox, so they can't hit her leg or anything. Plus, it takes a little (like a second) before the grenade explodes, and that's if it doesn't hit Bit’s opponent right away.
    (S)- Bit punches her opponent with the Xbox 360 Wireless Controller hand so hard, it knocks her opponent into the air.

    (2+L)-Bit ducks down and does a punch with her right hand. When you get in close, it works good, and a good chain starter.
    (2+M)- She does a little kick with her leg. This move has more reach than (2+L) and very little priority. But it's a good combo starter.
    (2+H)- She takes out her Covenant Carbine and shoots rapidly. This is a good priority move, but bad lag time whether you hit your opponent or not.

    (6+M)- A slow chainsaw attack. You can "cancel" this move by pressing (4 + M) before
    Bit takes the swing with the chainsaw, and if you're close enough the exhaust from Bit’s retreat can hit and it blasts the opponent back.
    (6+H/4+H)- Bit grabs her opponent with the Xbox 360 Wireless Controller hand and throws the hapless victim against the wall. It is unblockable, wallbounces and it can hit distant opponents.

    -In Air-

    (L)- Bit does a kick which has an alright reach, normal priority, good combobility.
    (M)- Bit pulls out a Needler and blasts her opponent down to the ground. This move has good priority, and little lag time, and small reach, but the priority makes up for it.
    (H)- Bit pulls out a Covenant Carbine and blasts her opponent down to the ground. This move does more damage than (M), but its windup time is slightly longer than (M)

    Special Moves

    Weapon Fire

    236+Attack Button/214+Attack Button (usable in mid-air)

    Bit has weapons in her hands, one in her right hand and one in her left.
    If she has ammo, inputting the motion will cause her to fire it. After a certain number of shots, the weapon cannot be used, and next time you input the command, Bit will receive a random weapon as a replacement.

    Assuming she has two weapons, she can fire the other one without getting up by inputting the other motion. You can make your shots combo this way, if you have the right set of weapons.

    Button pressed determines firing angle, L is low, M is medium, and H is high.

    Though the weapon you receive is random, they're not all equally likely, the
    Machine gun is most common, then the Buckshot, and then the Missile. At the start of every match, the Right Arm will always hold a Missile, and the
    Left will hold a Machine Gun.

    Each weapon has separate properties. The Machine Gun lets Bit fire through projectiles. The Buckshot is the same thing as the machine gun, but it has a wider hitbox, smaller ranger and more stagger. The Missile is homing and unblockable, but you only get one use. The rest let you have 3 uses.

    Zombie Summon

    623+Attack Button (usable in mid-air)

    Bit summons a Zombie. The move depends on the button pressed, which changes the location of the zombie summoning. Hitting them with a basic attack or her throw attack turns them into deadly projectiles

    If you’re lucky, Bit summons a Pinata. It breaks apart with a basic attack or by tossing them at her opponent, revealing some candy that gives Bit or her opponent a chance to heal up.

    If you’re unlucky, Bit summons a Covenant Grunt, which does less damage as a projectile than a Zombie.

    Zombie Spree

    412+Attack Button

    Bit summons a zombie in a runaway shopping cart. Funny, yes, but also acts as a potent OTG wallbounce. It’s quite useful in combos. If you get lucky, the zombie appears in a car made from scrap. Bit and the opponent can hijack it for their purposes, but lose the ability to attack. The car can take damage and it will blow up if it does.

    ES Uppercut

    Charge 2, 8 + Attack Button

    Bit jumps into the air while doing an uppercut with her Energy Sword. This hits multiple times and does good damage, though it's a bit slow to come out. It's great damage, though, so try to make use of it. You can also follow it up with lots of stuff if you're in the corner.

    Button used determines speed, number of hits, and damage.

    Hyper Combos

    Blue Dragon

    632+ 2 Attack Buttons

    Bit’s shadow slowly turns into a blue dragon and spits fire everywhere on the screen. The attack can be cancelled if you attack Bit while the shadow is changing. It vanishes after a moment.

    Maximum Kinect]

    236 + L + H (Can be used in the air)

    Bit summons the X-Box Kinect. It fires a beam of power at Bit and vanishes. Bit jumps to one side of the wall, gathers some energy and fires herself straight to the enemy and juggles them 5 times in a row.

    Satellite Cannon

    41236 + 2 Attack Buttons.
    A beam from outer space hits Bit. Her X-Box 360 controller glows and fires a gigantic beam at her opponent. The attack leaves Bit helpless, but the beam can be a game-ending move if it connects.
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    arcadiarika

    Posts : 64
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    Character sheet
    Character 1 Name: Catherine Grayson
    Character 2 Name: Michael
    Character 3 Name:

    Re: WAOA Fighting Game

    Post by arcadiarika on Mon Jan 23, 2012 11:26 am

    Michael's Profile

    Real Name: Michael Wesley Grayson

    Occupation: Former Red Lightspeed Ranger, current Lunara Knight, now husband to Melody and adoptive father to Takeshi. Also, he's a cyborg ninja; see below.

    Weapons: A couple swords, the Excalibur, given by Catherine, and a ninja-to. As the Lunara Knight, the Mirror Shot, Lunar Blaster, and Lunar Sword.

    Special Abilities: Can morph into the Lunara Knight.

    Profile: The oldest son of the Grayson clan (and oldest child if one excludes the adopted Rika), Michael was born after the Future arc. After a series of events that included his mother, Catherine Grayson, getting shot down and taken by Sedna much later, he grew up to become the new Red Lightspeed Ranger, a position he did not hold for very long.

    A few months after rescuing Catherine in his own mini-arc, "The Curse of the Sea", Michael stayed in the Castlevania world to relax until Legato and Maria fought and overpowered him, to the point where all his memories as the Red Lightspeed Ranger were taken away and crushed.

    Later, in order to save his life, Eirin and the Kappas outfitted Michael into a cyborg ninja body, granting him another chance of life. Since then, outside of helping Alyx in "Alyx's Origins", Michael has since married and semi-retired, taking up the odd rescuing jobs in Mariner Bay.

    First Appearance: We Are Our Avatars (born on April 2010)

    Assist Attacks

    Alpha Type - Projectile Type: The Generic Blasting Armcannon

    Michael appears next to the player and summons a beam from his armcannon, doing minor damage.

    Beta Type - Anti-Air Type: Upperslash

    Michael appears next to the player and tosses his ninja-to up into the air after finding a weak spot, and it slashes a flying enemy. Has a 50% chance of hitting.

    Gamma Type - Variable: Megaslice

    Also known as "How I Learned to Stop Worrying and Love a Quick, Painless Death if Possible", Michael appears next to the player and does three to eight slashes from his Excalibur. The damage varies.

    Basic Attacks

    ~On Ground~

    (L)- Punching with his iron (literally) fist. Does some damage.
    (M)- Kicking with his foot. Does slightly more damage than the kicking.
    (H)- Slashing his opponent with his ninja-to.
    (S)- Slashing his opponent with the Excalibur, a sword sharp enough to cut diamonds. And yes, it is better than a katana by a country mile.

    ~In Air~

    (2+L)- Michael summons his armcannon, blasting his opponent. Actually has surprisingly good range.
    (2+H)- Michael does a Swords Akimbo, slashing his enemy with both the ninja-to and the Excalibur.

    Special Moves

    Transformation

    236 + L

    With a cry of "Lunara, transform!", Michael morphs into the Lunara Knight, giving him a wide array of other weapons and moves. It does cost him a bar on the meter, however, and this will last three minutes.

    Lunar Slash

    236 + Attack

    Using the Lunar Sword, Michael (as the Lunara Knight) can slash the enemies in a crescent shape. It can be charged to unleash the slash in a faraway range, takes one minute to do so. When released, it does medium-to-heavy damage.

    Lunar Blast

    214 + Attack

    Using the Lunar Blaster, Michael/Lunara Knight can blast an opponent. Has vastly better range than the Lunar Sword, though it deals medium damage.

    Lunar Copy

    236 + Attack + S

    With the Mirror Shot, Michael can release a blast, and the damage will be equivalent to what he receives. Great strategy to use when he takes heavy damage, and it does have excellent range, but at a price--Michael will lose 3/4ths of his health.

    Mirror Cannon

    623 + Attack + S (requires Lv. 1 Hyper Meter)

    Michael releases a huge, metallic blast from his Mirror Shot, dealing heavier-than-heavy damage. The blast may severely damage the opponent, if not defeat them outright. This, too, comes with a price--not only will he have most of his health depleted (think Endure), but he will be left helpless and forced to transform back.

    Hyper Combos

    EX Slash Akimbo (as Michael--requires Level 1 Hyper Meter)

    614 + 2 Attack + 2 H (in air)/623 + 2 Attack + 4 H (on ground)

    Michael does an unlimited number of slashes to the enemy. However, he'll get recoil if he does the attack too close.

    Hyper Blast (as Michael--requires Level 2 Hyper Meter)

    623 + 2 S

    Michael unleashes a powerful, humongous beam from his armcannon. Can deal serious recoil.

    EX Lunar Slash (as the Lunara Knight--requires Level 1 Hyper Meter)

    214236 + Attack

    The Lunara Knight charges up for a Lunar Slash, comes closer to the enemy, and then unleashes a slash powerful enough to ensure defeat, shaped like the full moon. But with great power comes great responsibility, as Michael will be left helpless when he's charging up. For two minutes. Them's the breaks when you have a powerful move.

    EX Lunar Blast (as the Lunara Knight--requires Level 2 Hyper Meter)

    214236 + Attack + 2 S

    The Lunara Knight shoots a stronger beam from his Lunar Blaster. The beam comes from both his armcannon's strength combined with the blaster's, but the combined force will leave him helpless.

    EX Lunar Copy (as the Lunara Knight--requires Level 3 Hyper Meter)

    348296 + Attack + 3 S

    With the Mirror Shot, Michael releases a gigantic beam that deals twice the damage that he takes on. Will cause him to faint, though.
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    Joey JoJo Shabadoo

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    Character 1 Name:
    Character 2 Name:
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    Yanmie's Profile

    Post by Joey JoJo Shabadoo on Sun Jan 29, 2012 2:59 am

    Yanmie the Yangoddess

    Occupation: Goddess of Travel

    Weapons: Bare Hands

    Abilities: Speed Boost. However, she’s fragile and takes more damage as a result.

    Profile: Yanmie is what you'd get if you had a Yanmega as a human. With her Speed Boost she tends to move fast and speak fast, but she is clumsier with her tongue than she is with her feet. She has been travelling the Universe for a few years before meeting the group, having left home because of a "minor disagreement" with her family.

    Having gotten used to the stuff the group deals with on a daily basis, she has lost most of her silliness and is a bit more serious than she first was when she showed up.

    Assist Attacks

    Alpha Type: Projectile Type - Sonic Boom
    Yanmie appears next to the player. She does a double arm-cross slash and shoots two separate crescent blades at her opponent before jumping off-screen.

    Beta Type: Anti-Air Type - Air Slash
    Yanmie appears next to the player. Yanmie somersaults up into the air, which creates diagonal crescent blade which goes into the air before jumping off-screen.

    Gamma Type: Variable Type – Quick Attack
    Yanmie appears next to the player. Yanmie dashes forward and tackles her opponent. She jumps off-screen after doing that.

    Basic Moves

    -On Ground-

    (L) And (M) - Yanmie kicks her foe with her right foot. It has a short range, but it’s quick.
    (H), (H) - She slashes her opponent with her left hand (then right if pressed twice). It looks a side swipe. There's a pause after two presses. It’s Medium range.
    (S)- Yanmie does a hand stand with a kick with both of her legs. This is her air launcher and great for countering air attacks. It has a short range.
    (Hold 2 4, 6 or 8 )- Yanmie creates a pair of portals and uses them to move in the direction pressed.

    (2+L)- Yanmie does a sweep kick, but it does not trip up her opponent.
    (2+M)- Yanmie twists and does a slash uppercut while on the floor. It has short range.
    (2+H)- Yanmie moves forward a little and slashes outwards with both hands. It has medium range.

    (6, 6+Attack Button) - Yanmie thrusts her knee toward the opponent.
    (6+L) - Yanmie does a jumping roundhouse.
    (6+M) - Yanmie does a hand stand with a kick with both of her legs. It looks exactly like her launcher but has different properties.
    (6+H) - Yanmie turns her back to her opponent before she whips her body around with an extended fist. She strikes the opponent backhanded.

    -In Air-

    (L) - The usual start in an air combo after launching the opponent. Sticks out her left hand, a little aimed down when opponents on the ground.
    (M) - Very similar to her Standing (H), where she makes a side swipe.
    (H) -Yanmie does a double downward slash while doing a flip. It has great range and not much pause.
    (Hold 2 4, 6 or 8 )- Yanmie creates a pair of portals and uses them to move in the direction pressed.

    Special Moves

    Sonic Boom

    Hold 4, 6 + (L or M)

    Yanmie does a double arm-cross slash and releases two waves of energy in the process. The speed of the wave and the damage caused if this move hits her opponent is determined by the attack button

    EX Sonic Boom (requires LVL 1 Hyper Meter)

    Hold 4, 6 + L + M

    Yanmie does a double arm-cross slash and shoots two separate crescent blades at her opponent. It’s much quicker than the non-EX version. The hitbox is also slightly bigger.

    Quick Attack

    Hold 4, 6 + (H or S)

    Yanmie dashes forward and tackles her opponent. The weak version comes out faster and knocks the opponent down. The strong version goes farther and juggles the opponent.

    EX Quick Attack

    Hold 4, 6 + H + S

    Yanmie dashes forward and tackles her opponent while covered in green energy. Does more hits and juggles the opponent into the air for a follow-up.

    Air Slash

    Hold 2, 8 + Attack Button

    Yanmie crouches to the ground, and gathers the energy she needs to perform a lightning-quick backflip, with both feet extended out towards the opponent. The speed of the flip is so quick that it creates a blade-like crescent through the air that can cut opponents who are caught by Yanmie's kick. It's an excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well. Attack speed is determined by attack button. The (L) and (M) versions are really quick and the recovery on it allows it to be somewhat spammable; the (H) version lasts longer, but because of the bigger hitbox, it's harder to punish.

    EX Air Slash (requires LVL 1 Hyper Meter)

    Hold 2, 8 + Attack Button + S

    Yanmie somersaults up into the air with green energy coming out near her feet. The speed of the flip is so quick that it creates a green blade-like crescent through the air that can cut opponents who are caught by Yanmie's kick. It does more hits and has an invincible start-up.

    Hyper Combos

    Swarm

    236 + 2 Attack Buttons (requires LVL 1 Hyper Meter)

    Yanmie points and sends out a whole lot of Beedrill, Yanma, Yanmega, and Mothim at her helpless opponent. They all do respectable damage. Even if the opponent blocks, the move can cause chip damage

    Ancient Power

    Hold 4, 6+2 Attack Buttons (requires LVL 1 Hyper Meter, but drains the entire bar upon use.)

    Yanmie’s body glows white and she creates an amount of silver energy balls in front of her body depending on how much energy she has on her hyper meter: 2 energy spheres at level 1 and 2, 3 at level 3 and 4, and 4 at level 5.  She then launches the balls at the opponent. This is mainly used for corner and juggling combos. Try not to get in the scrubby A2 habit of throwing it randomly it for block damage, as you can easily be punished by jumpers,  and of course it will have only done minimal block damage and Yanmie would have wasted a hyper meter.

    Bug Buzz

    21478+Attack Button (requires LVL 1 Hyper Meter, but a LVL 3 version can be done if you also add S to the button press combination.)

    Yanmie’s arms glow red. Yanmie also points her pigtails in the air. Her pigtails then vibrate and red soundwaves come out of them, creating a siren-like sound which hurts the opponent. The soundwaves then come together and Yanmie can fire it as a red beam at the opponent by channeling the soundwaves through her arms. This move is perfect for wake up/anti air. Try to base all your hyper oriented combos on this. The damage for this super is quite good so don't be picky about using level 3 instead of level 1. The difference in damage between level 1 and level 3 can make the difference between victory and defeat. This move is also highly punishable if blocked, so take note.


    Last edited by Joey JoJo Shabadoo on Sat Oct 19, 2013 12:34 am; edited 3 times in total
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    8-Bit Wren

    Male Posts : 664
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    Location : Australia. Yes, I'm surprised I'm still alive as well.

    Character sheet
    Character 1 Name: Wren (Overlord)
    Character 2 Name: Falken
    Character 3 Name: Joshua Luminate

    Re: WAOA Fighting Game

    Post by 8-Bit Wren on Sat Feb 04, 2012 8:51 pm

    ...Here. Have some other character I put together in less than an hour and that I do plan on introducing to WAOA. See if you can see the re-occuring theme with his move-names. (Next up? Negative. And before you ask, yes, he appeared in WAOA. Who do you think ran the Safari Zone contest?)

    Real Name
    : The Enigma...?
    "Fighting...isn't really my thing. But I'll give it a try."

    Occupation: Unknown.

    Abilities: The Enigma's seems to be rather ordinary, yet rather witty and agile, if a bit fragile. But who knows what other tricks he may have up his sleeve. Mild reality warping? Or is it something else entirely? It's quite an interesting fighting style, to say the least.

    Weapons: It seems he's got access to quite a bit, but it's not exactly what you'd call effective...

    Profile: The Enigma. Soon to arrive in WAOA. I promise. :D

    First Appearance: ...Enter the Nightmare House (1996)
    --
    Assist Attacks

    Alpha Type: Projectile Type – 3PVS Blaster!
    - The Enigma pulls out an odd looking blaster gun and performs the L version of the move. Somehow is thrown off-stage from the recoil.

    Beta Type: Anti-Air Type – Stylies Sword!
    - The Enigma performs the M version of the move...and flies off the stage, unable to stop.

    Gamma Type: Variable-Type: Drink! Drink! HP UP...?
    - The Enigma takes a gulp from his flask. Can restore minor HP, increase/decrease ATK/DEF/Speed. Occasionally counters if he's hit while drinking.

    Basic Attacks

    -On Ground-
    (L)- Does a moderately fast jab through the air. Can be chained together with a second button press to follow up with another punch, or even a M/H attack.
    (M)- Swiftly does a one-two punch.
    (H)- Does a small jump and kicks his foe in the jaw. Causes some slight stun. Leaves Enigma open.
    (S)- Performs a simpler version of his GeNeSis Drive.

    (2 L) Stabbity Stab Stab! Enigma jabs with a knife...or is it a fork?
    (2 M) Performs a sweeping kick to knock his foe down.
    (2 H) Kicks his foe's chest to try and knock them back.

    -In Air-

    (L) - Throws a small knife which vanishes a small distance away from the Enigma. Deals scratch damage, but fast.
    (M) - Simply kicks ahead of him. Does a bit of knockback and moderate damage.
    (H) - Stomps directly down to deal quite a bit of damage. Leaves him open if it misses.
    =====
    Special Attacks
    ---
    236 + L/M/H - 3PVA Blaster! (Mid-Air OK!)
    "How's this?"

    Pulling out an odd and futuristic looking blaster, Enigma fires a blast. How fast and what happens depends on the button pressed. L is a simple, fast and small double shot that has no knockback. M causes a slim laser to zip forward and hit multiple times and H allows him to charge the shot, it's size and damage varying on when he lets go.
    ---
    623 + L/M/H - Stylies Sword! (Mid-Air OK!)
    "Hey. Over here!"

    Enigma pulls out a small toothpick-sized sword before he swings it, causing the blade to become a proper sword as it draws a trail through the air, dragging it's wielder along with it. Depending on the button pressed, he'll fly
    at an angle. Straight ahead, horizontally, diagonally upwards or straight up vertically. Does more damage if the blade hits, rather than the trail the sword creates.

    Obviously, hitting the Enigma and not the sword is the best bet.
    ---
    214 + L/M/H - GeNeSis Drive
    "This'll leave a mark...!"

    Performing a spectacular backflip to avoid taking damage, he also tries to kick his foe his foe into the air as he backflips to safety. If this hits normally, they fly up a short distance, if it's a counter hit, the opponent goes flying up a lot further.

    (6-2 + H - Follow Up Attack, M.S.G.B)
    "Slam down!"
    The Enigma quickly springs forward into the air, over his foe as he slams both fists into the hapless opponent, sending them straight down to the ground. Needs to only make the slightest contact to hit.
    ---
    234698 + L/M/H - 6.40i Squared. (Close to Opponent)
    "I've got you now!"

    The Enigma tries to grab his opponent. If successful, he'll throw them against a wall as the bounce off and kicks a small box at his foe to deal more damage.
    ---
    41236 Attack - GeOn Station (Mid Air)
    "Circular Doom!"

    The Enigma flings several chakrams(?) through the air. The button pressed depends on the angle the blade(?) is thrown. L is mostly straight now. M is diagonally down. H is mostly horizontal.
    ----
    Hyper Combos

    Revolutionary
    Charge 2 then 8 + 2Attack
    "Oh, yeah...?!"

    The Engima enters a counter-stance. If he's hit, he'll fake getting KO'ed, including his HP Bar going all the way down to zero before he springs back up, kicks his foe to knock them over before pummeling them. His HP bar is restored to whatever was after the attack finishes. The lower his HP, the more damage this does.

    Super-Hyper-Ultra-Combo, GO!
    346, 643214 + 2Attack
    "How's this? And this? And some of these...!"

    The Enigma lunges forward with a elbow jab. If he connects, he launches a flurry of punches which quickly changes into a few kicks before sending the foe flying with a double punch to the torso, dealing 32.9 hits. Good damage and isn't too effected by damaging scaling, but leaves him open if it misses and has short range.

    Showtime! (Lvl 3 Hyper)
    412346 + 2Attack
    "I'm putting everything I have into this one!"

    The Enigma flings a random console controller at his foe. If it connects, the screen freezes and a timer of 4
    seconds counts down as a code appears. (It varies. It could be the 'Konami Code', the Level Select Code for Sonic
    3, ect.) The more of the code that's successfully input, the better. Pressing the wrong button will cancel the
    attack prematurely and execute whatever's been put in so far.)

    Damage varies depending on the amount of code entered. Has a good chance of hitting since the controller is thrown quite fast. Unless it's a steering wheel or Guitar Hero guitar, in which case, it's slower, but unblockable.


    (...And more will be added if necessary.)
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    8-Bit Wren

    Male Posts : 664
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    Character sheet
    Character 1 Name: Wren (Overlord)
    Character 2 Name: Falken
    Character 3 Name: Joshua Luminate

    Re: WAOA Fighting Game

    Post by 8-Bit Wren on Fri Mar 16, 2012 10:09 am

    Real Name: George Crimsone
    "When it comes down to it, battles are won by the superior intellect. Prove it? Who do you think just won?"


    Occupation: The Crimson Warlock.

    Abilities: C'mon, I think it's obvious.

    Weapons: George rarely carries a weapon. The closest thing would be his spell-book, a tome that's nearly over half his size, encased with magical golden metal and full of countless spells that change constantly, making it quite a task to memorize all the possibilities. Failing that, he occasionally uses his Blood-Scythe which is a good indication to tell he's going to beat you to a pulp.

    Profile: I think most of it's been fleshed out by WAOA so far, so...

    First Appearance: superjwren329 & The FORTRESS OF DOOM(tm), GameFAQs, End of the World Board, 2010. (Yep.)

    Battle Theme: ...Take a wild guess.

    Random Notes: Again, the name of George's moves generally have to do with either magic or the various shades of red, such as Cardinal and Oxblood. But you probably knew that. Oh, and he 'borrows' a move or two from one of my favorite Darkstalker characters. I'm sure people won't mind too much. He's also a glass cannon of sorts.
    --
    Assist Attacks

    Alpha Type: 'Rush-Counter' Type – Red Rift.
    - George peforms the H version of this move. Fast and moderate damage, but leaves him open.

    Beta Type: Anti-Air Type – Lightning Bolt.
    - Performs the L version of the move. Deals less damage since it comes out fast.

    Gamma Type: Barrier-Type: Cardinal Shield
    - Again, the L version of the move.
    ---
    Basic Attacks
    -On Ground-
    (L)- Does a weak, somewhat slow punch. Useless, really.
    (M)- ...Yeah. Only with more range and power, this time.
    (H)- Swings his spellbook at the foe to hit them on the head. Moderate speed and adds mostly to 'stun/dizzy' rather than damage.
    (S)- Causes his spellbook to arc through the air to knock his foe skywards. A little slow, but deals moderate damage.

    (2 L) Kick to the shins. Not much to see.
    (2 M) ...Er, see above, only a bit faster.
    (2 H) Lashes out with a small whip of blood to trip up his foe.

    -In Air-

    (L) - Points a small distance in front of him, causing a small spark of magic to hit his foe. Fast, low damage.
    (M) - Causes a small blast to appear in front of him that propels him backwards. Moderate damage.
    (H) - Performs a powerful sweeping motion with his hand, knocking a foe away and dealing damage.

    -Red Reaper (Ground)-
    (L) - Causes a quick bolt of blood with a little more range than a punch to rush through the air and pierce through the foe. Low damage, no stun, hits multiple times.
    (M) - Stretches a bloody claw-like hand foward to impale his foe. Hits twice, good damage.
    (H) - Slashes horizontally with his scythe, having quite a bit of range and damage.
    (S) - Delivers a rising slash with his blood-scythe. A little slow, but deals considerable damage.

    -Red Reaper (Air)-
    (L) - Slashes with a bloody claw. Short range.
    (M) - Delivers a dual swipe of his bloody claws. Better.
    (H) - Causes several spheres of blood to circle around him, dealing moderate damage and shielding him somewhat.
    =====
    Special Attacks
    ---
    214 + L/M/H - Red Rift.
    "How careless..."

    George casually phases backwards through the air, using some blood to turn his fingernails in a sort of claw and creates a tear through the air as he moves back. If he hits the foe with his 'claw', they'll be trapped in a bubble, dealing standard damage. L causes the bubble to remain stationary for a second before it bursts, which means it can still be attacked and deal extra damage, M makes it burst immediently throwing his foe up into the air and H causes it to burst down and floor the enemy.
    ---
    623 + L/M/H - Lightning Bolt. (Mid-Air OK!)
    "Fry."

    Charging a spell from his tome for a second, he causes a powerful bolt of lighting to strike down from the sky. L makes it appear at a 45 degree angle, has short range, but a lot of power, 75 degrees for M with more range and less power and straight down vertically with H, dealing low damage, but hitting the floor.
    ---
    2-2 + L/M/H - Cardinal Shield
    "It's useless, you know."

    George creates a temporary barrier out of blood. The button pressed depends on the length. Note that L doesn't reflect projectiles, but absorbs them to add to the Hyper bar. M and H deflect the shots, the latter blocking SOME attacks (such as Shoryuken, for example) but the move finishes a lot sooner.
    ---
    Charge 1, then 9 + L/M/H - Maroon Crush. (Close to Opponent)
    "I'll crush you..."

    George obviously charges up a large amount of blood magic before unleashing a powerful blood fist that reaches across the screen a fair bit. L is straight, M is diagonally forward and H is nearly vertical.
    ---
    Charge 2, then 8 + L/M/H - Ignis...!
    "Burn."

    Again, George charges up a spell before merely pointing to the sky, causing a small column of flames to erupt from the ground and knock his foes skyward. Deals good damage and is fast, but easily punished while charging. Button pressed = distance of the flames.
    --
    4-4 + H while Guarding - Bloody Impaler.
    "Nice try...!"

    A sort of guard-cancelling move, George thrusts both hands forward like claws, causing spikes of blood to jut forward and hit a foe. Usually used to punish missed moves.
    ----
    Hyper Combos

    Oxblood...! - 214 + 2Attack
    "Drown..."

    George swiftly puts a hand on the ground, causing a huge pool of blood to form. If the foe is in the air and lands in the pool or they're already standing there, they'll be dragged down off-screen and suffer damage.
    --
    The Red Reaper Reborn - 360 + 2Attack (LV5 Hyper)
    "My blood boils...now you'll know true power...!"

    Casually removing his glasses and crushing them in his hand which causes his blood-scythe to form. At this stage, his attack power increases, his defense decreases and his attacks that need 'charging' time no longer need to do so. The form lasts for fourty seconds or until swapped out. Hyper gain is 3/4ths instead of the usual.
    ---
    Bloody Hydrangea - Charge 4, then 6 + 2Attack (Level 3 Hyper)
    "Bloom, o' flower stained with death..."

    Moving a small distance backwards before lunging fowards at incredible speed, left arm in a fist, he tries to make contact which his foe. If he connects, he drives his hand into his foe's chest before swiftly moving away and clicking his fingers, causing a flower made of blood to burst from his foe, dealing typical damage.
    ---
    Crimson Scream...! - 63214 + 2Attack (Can only be used in Red Reaper Reborn/God of Blood form, Lvl 3 Hyper.)
    "Farewell..."

    George twirls his cape around with medium sized range, which is unblockable. Upon hitting a foe, the screen burns out to George pointing at his foe before the screen swiftly fades to a blood-red, a scream is heard as the one hit of incredible damage is dealt.
    After the attack ends, George reverts back to normal unless he's in the below form.

    ...Oh, yeah. And the music changes. To this, specifically.

    KHORNE?! ...Oh, wait. Nevermind. - 360 + 2Attack. (Can only be used during RRR. Meter returns to 0.)
    "O' demon drenched in crimson, the time has come. Let thy fury run free, may victory be won...!"

    Basically, this causes George's Red Reaper form to become even more powerful. However, it's at a considerable cost. His HP is gradually drained and the charge-time needed for some of his moves returns and Hyper Gauge gain is HALVED, not to mention he cannot switch out. That said, hitting with Crimson Scream IS practically a KO...IF he can get the meter necessary. Basically, it's more of a last ditch move.
    avatar
    Joey JoJo Shabadoo

    Male Posts : 96
    Points : 126
    Join date : 2011-02-28
    Age : 28

    Character sheet
    Character 1 Name:
    Character 2 Name:
    Character 3 Name:

    Re: WAOA Fighting Game

    Post by Joey JoJo Shabadoo on Mon Nov 05, 2012 6:46 am

    Hikaru

    Real Name: Hikaru Jomon

    Occupation: Devil Summoner

    Abilities: Hikaru has impressive skill with a cane.

    Profile: Hikaru is the only girl born in a clan full of men. Because of this, she tries to disguise herself as a boy and goes out to prove that she is as strong as any man. She is one of Raidou Kuzunoha’s apprentices.

    First Appearance: Matrimelee (2003)

    Assist Attacks
    Alpha Type: Anti-Air Type – Hikaru creates an energy sphere with a single staff spin and follows up with a cane uppercut.

    Beta Type: Rush Counter Type – Hikaru rushes in and tanks a non-projectile hit; she proceeds to counter the blow with a cane swipe.

    Gamma Type: Variable Type – Hikaru rolls into the arena and follows up with a low cane sweep attack followed by a cane uppercut.

    Basic Attacks

    -On Ground-

    (L) – Hikaru does a quick elbow jab aimed at the face
    (M) – Hikaru does a quick step with back leg, kicks with front leg to the shin, which moves her forward.
    (M, M) – Hikaru does a follow-up kick.
    (H) – Hikaru does horizontal cane swipe.
    (H, H) – Hikaru does a follow-up cane swipe.
    (S) – Roundhouse kick aimed at the head
    (L+M) – Hikaru does a forward roll
    (4+L+M) – Hikaru does a reverse roll
    (H+S) – Horizontal staff thrust

    (2+L) – Quick staff swipe at shins
    (2+M) – Hikaru pokes with her toe
    (2+H) – Hikaru does a crouching back swing with her staff
    (2+S) – Hikaru does a sliding heel sweep, which can knock her opponent off their feet
    (2+H+S) – Hikaru does an upward staff swing

    (6+L or M) – Hikaru does a lunging motion and follows up with a cane swipe
    (6+H or S) – Hikaru does a strong roundhouse kick

    -In Air-

    (L) – 45 degrees spinning staff
    (M) – knee strike
    (H) – downward staff swing
    (S) – 45 degrees heel thrust

    Special Attacks

    Cronograph (ground only)

    623 + (L or H): Hikaru creates an energy sphere with a single staff spin and follows up with a cane uppercut. This uppercut’s angle is based on which button is pressed. This move can also be done if you press an attack button during Hikaru’s rolling animation and then perform the 623 motion. This move counts as an anti-air move.

    Batting Branbas (ground only)

    63214 + (M or S): Depending on the attack button pressed, Hikaru will roll forwards or backwards. M causes Hikaru to roll forwards, while S causes Hikaru to roll backwards. The follow-up attack is always the same; a low cane sweep attack followed by a cane uppercut.

    Address Impulse (Can be performed in mid-air)

    623 + (M or S): If Hikaru gets attacked, she will counter a non-projectile attack with a cane swipe.

    Incubus/Deadly Dance

    214 + (M or S): This move can only be done in mid-air. Hikaru does a dive kick. Depending on the button pressed, the angle she aims at changes.

    Hyper Combos

    Transion Discord (Can be performed in mid-air)

    214236 + (L or H): Hikaru does a stronger variant of Cronograph, but this time she creates a larger sphere when she does the cane spin, and the cane uppercut is performed twice. If Hikaru does this in mid-air, she will start off with an Incubus attack. If the Hyper Combo is done this way, the dive kick must connect (not blocked) to perform the entire super.

    Spasm Shoot (Costs two Hyper Bars)

    2, 2, 236+ S: Hikaru does a much stronger variant of the Address Impulse attack.
    avatar
    Joey JoJo Shabadoo

    Male Posts : 96
    Points : 126
    Join date : 2011-02-28
    Age : 28

    Character sheet
    Character 1 Name:
    Character 2 Name:
    Character 3 Name:

    Joseph Joestar

    Post by Joey JoJo Shabadoo on Sun Nov 03, 2013 1:00 pm

    Real Name: Joseph Joestar

    Occupation: Ripple Warrior

    Abilities: Joseph uses the Ripple, a form of supernatural martial arts used to fight Vampires.

    Weapons: He carries around a bowgun and a tommygun, though he likes to improvise his weapons.

    Profile: Grandson of the original JoJo. An unscrupulous fighter who uses any means necessary to defeat his opponent. Very lazy at times.

    First Appearance: JoJo’s Bizarre Adventure: Battle Tendency (August 10, 1988)

    Assist Attacks
    Alpha Type: Anti-Air Type – Ripple Cola: Joseph pulls out a bottle of pop and fires off the cap with Ripple energy.  This causes a spray that can knock opponents of the air.

    Beta Type: Projectile Type – Clacker Volley: Joseph throws out a Ripple charged bola that moves forward then hovers in air.

    Gamma Type: Variable Type – Clacker Beat: Joseph slides forward while spinning his bola.
    -On Ground-

    (L) - Joseph tries a quick jab at his opponent; small damage
    (M) - Punch; more damage than (L), but slower as result.
    (H) - Roundhouse Kick
    (S) - Joseph spins a bola at his opponent. There are two followups with this attack: Pressing 2+S makes him do a sweep and pressing 4+S makes him do an uppercut.

    (2+M or H) - Joseph slides forward with a short kick. H trips up an opponent
    (2+L or S) - Joseph pulls out a hammer and swings it toward the ground. If it makes contact, opponent is launched into the air.

    (Hold 4) - Joseph does not have a backstep, instead he does his signature technique. It's useful for increasing the distance between you and your opponent

    (6+H) - Joseph does a top kick. This is an overhead.

    -In Air-

    (L or M) – Roundhouse kick
    (H or S) – Diving Kick

    -Special Moves-

    Hamon Cola: 623+A - Joseph pulls out a bottle of pop and fires off the cap with Ripple energy.  This causes a short range spray that makes for easy juggling.

    Iron Bowgun: 63214+A - Joseph pulls out a crossbow and fires a large metal ball. The H version causes him to fire the ball backward and it swings around and hits them in the back.  Good for combos, but it is rather obvious. Can be performed in mid-air

    Hamon Cutter: 236+A (except S) - Joseph swipes his arm making a large blue wave. There is a lag on the H version, but it hits more times. Can be performed in mid-air

    Cracker Volley: 214+S - Joseph throws out a Hamon charged bola that moves forward then hovers in air. You can have many of these on the screen at once. Many characters can duck under it, but it will hover over their heads. Can be performed in mid-air.

    Cracker Beat: 236+S - Joseph slides forward while spinning his bola. If you press S again he moves forward with the opposite hand.  After that you can press S a third time to make him do a bola upper, 2+S to make him do a bola sweep, or 6+S to make him do a short jumping attack.

    -Super Moves-

    Your Next Line Is!
    214+Two Attack Buttons

    This can be only be activated when another character hits Joseph with an attack
    When activated, Joseph has character specific lines, which predicts what the opponent will say. The opponent’s attack is canceled, Joseph gets moved out of sweep, and the opponent loses a bar of their Hyper Meter if they have at least one after Joseph’s counter.

    This is a declaration of war!  (can be performed in mid-air)
    236+Two Attack Buttons

    Joseph pulls out a Thompson Machinegun and fires at his opponent. The bullets cancel any non-Hyper projectile. If Joseph is close by his opponent, the player can follow it up by entering 236+Attack Button, which causes Joseph to smack his opponent with the Thompson Machinegun and fire his Thompson gun point-blank at his hapless foe.

    It's the deceiving in the trick! (requires Level 3 Hyper meter)
    236+Three Attack Buttons

    Joseph does a sweep attack with his bolas. If it hits, Joseph will proceed to infuse his bolas with Ripple Energy and pummel his opponent relentlessly.

    Real Name: Joseph Joestar

    Occupation: Ripple Warrior

    Abilities: Joseph uses the Ripple, a form of supernatural martial arts used to fight Vampires.

    Weapons: He carries around a bowgun and a tommygun, though he likes to improvise his weapons.

    Profile: Grandson of the original JoJo. An unscrupulous fighter who uses any means necessary to defeat his opponent. Very lazy at times.

    First Appearance: JoJo’s Bizarre Adventure: Battle Tendency (August 10, 1988)

    Assist Attacks
    Alpha Type: Anti-Air Type – Ripple Cola: Joseph pulls out a bottle of pop and fires off the cap with Ripple energy.  This causes a spray that can knock opponents of the air.

    Beta Type: Projectile Type – Clacker Volley: Joseph throws out a Ripple charged bola that moves forward then hovers in air.

    Gamma Type: Variable Type – Clacker Beat: Joseph slides forward while spinning his bola.

    -On Ground-

    (L) - Joseph tries a quick jab at his opponent; small damage
    (M) - Punch; more damage than (L), but slower as result.
    (H) - Roundhouse Kick
    (S) - Joseph spins a bola at his opponent. There are two followups with this attack: Pressing 2+S makes him do a sweep and pressing 4+S makes him do an uppercut.

    (2+M or H) - Joseph slides forward with a short kick. H trips up an opponent
    (2+L or S) - Joseph pulls out a hammer and swings it toward the ground. If it makes contact, opponent is launched into the air.

    (Hold 4) - Joseph does not have a backstep, instead he does his signature technique. It's useful for increasing the distance between you and your opponent

    (6+H) - Joseph does a top kick. This is an overhead.

    -In Air-

    (L or M) – Roundhouse kick
    (H or S) – Diving Kick



    Hamon Cola: 623+A - Joseph pulls out a bottle of pop and fires off the cap with Ripple energy.  This causes a short range spray that makes for easy juggling.

    Iron Bowgun: 63214+A - Joseph pulls out a crossbow and fires a large metal ball. The H version causes him to fire the ball backward and it swings around and hits them in the back.  Good for combos, but it is rather obvious. Can be performed in mid-air

    Hamon Cutter: 236+A (except S) - Joseph swipes his arm making a large blue wave. There is a lag on the H version, but it hits more times. Can be performed in mid-air

    Cracker Volley: 214+S - Joseph throws out a Hamon charged bola that moves forward then hovers in air. You can have many of these on the screen at once. Many characters can duck under it, but it will hover over their heads. Can be performed in mid-air.

    Cracker Beat: 236+S - Joseph slides forward while spinning his bola. If you press S again he moves forward with the opposite hand.  After that you can press S a third time to make him do a bola upper, 2+S to make him do a bola sweep, or 6+S to make him do a short jumping attack.

    Super Moves:

    Your Next Line Is!
    214+Two Attack Buttons

    This can be only be activated when another character hits Joseph with an attack
    When activated, Joseph has character specific lines, which predicts what the opponent will say. The opponent’s attack is canceled, Joseph gets moved out of sweep, and the opponent loses a bar of their Hyper Meter if they have at least one after Joseph’s counter.

    This is a declaration of war!  (can be performed in mid-air)
    236+Two Attack Buttons

    Joseph pulls out a Thompson Machinegun and fires at his opponent. The bullets cancel any non-Hyper projectile. If Joseph is close by his opponent, the player can follow it up by entering 236+Attack Button, which causes Joseph to smack his opponent with the Thompson Machinegun and fire his Thompson gun point-blank at his hapless foe.

    It's the deceiving in the trick! (requires Level 3 Hyper meter)
    236+Three Attack Buttons

    Joseph does a sweep attack with his bolas. If it hits, Joseph will proceed to infuse his bolas with Ripple Energy and pummel his opponent relentlessly.

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    Re: WAOA Fighting Game

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