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Literature
'Steel Shooter' - DFG: Resource/item projectiler
Character:
A boy/man with {wearing what?}. He has what is best described as "gauntlets" attached to each on each arm from the wrist to halfway to the elbow, with "tubes" (not hanging, but...) underneath; cylindrical pieces of technology that each house an iron ball. The tubes can open up on either side to release the ball, thanks to controller buttons on each gauntlet's handle held within each hand.
[real name: Frank?]
Backstory:
[a buff person who is also smart?][a buff and a smart or a few?][a smart who leverages his genius?]{obvious WIP}
Stances and movement:
Stand n/u: Standing with stance similar to Guile, but his arms are held horizontal at his sides. 
Walk forwards f/uf: Upper body doesn't move; walks at moderate speed, doesn't gallop.
Walk backwards b/ub: Upper body doesn't move; walks at moderate speed.
Crouch d/df/db: Upper body doesn't move; squats down.
Normals:
n; Straight, quick punch
f; Elbow jab down. High startup for a normal, but hits overhead and guards high thr
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Literature
'Bounding Spectrum' - DFG: Rushdown Jumper
[Latest edit: added better visual description, added backstory]
Character and Image:
Stage name Sylvia; real name Sierra. She's a harlequin in a colorful two-tone suit {default blue and green} with a {default red} ball as a "tail" and her face covered in makeup {default solid yellow, with red accents and shapes}, but that mostly describes her attitude, not her jobs or skills. She's acrobatic, balanced, and good with her legs. She's bouncy, bubbly, and cheerful, and loves to put on a show.
Outside of the costume and makeup, while it's not that she's not herself, observant people can notice the stage persona bleeding through. She's bubbly yet contained; however sometimes she does or says something showing great enthusiasm for an otherwise...serious, or boring, or dire situation. ex."Hey, you done with that cigarette? There's a roman candle we brought, but we forgot the matches."
[For those who want to picture her in detail: The costume is green and blue, with each colo
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Literature
Meshing Mechanics: Smash Bros. and PS All-Stars
How to balance not only the gameplay, but the systems of two very distinct but believably meshable games? Start with a faithful recreation of both, and alter and add subsystems to each to allow them to interact appropriately.
Let's start with the rundown of each, separately.
First off: Items omitted. There is no way I can think of to get those to mesh. With the exceptions of item-spawning moves, of course; those would get their own inputs unique to them and how each one is used.
For PSASBR characters:
    Controls for Nintendo*:
*Let's be honest here, I'm not messing with the controls for the original systems. That said, this is how I would map the controls to make them more accessible and natural to those with experience playing the other game. They would be customizable anyways, so you do you.
Standard controller (Wii U Gamepad, Wii Classic Controller, Wii U Pro Controller)
Left stick: Move
X/Y: Jump
A: Attack 1
Smash input or A+B or right stick(option)* (or eit
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Literature
'Silent Wall' - DFG: Full Defense
Character and Image:
He's not exactly young young, but his age and height (only slightly shorter than average) are sufficiently low enough that it would not be wrong to call him "boy". He remains silent at most all times, fitting his costume and self-characterization as a mime. This does not, however, make him a silent observer, and if he sees something he doesn't approve of he won't hesitate to get involved, in-character or out of it.
[WIP:] His real name may be Timothy. Or anything else, really; haven't thought about that aspect very much.
Story and Backstory (completely WIP):
He was never strong, didn't talk much, and got bullied constantly. They were never fast, and usually beat him down with one strong punch. He learned to block, recover, and after knocking them down instead, run away. Eventually, he learned to stay and fight, and after hitting them, get his guard back up until they couldn't hit him back in fear of retaliation. He learned to love to fight, wheneve
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Literature
Dream Fighting Game character template
Character and Image:
I'm not an artist, so unless I commission, I can't supply much more than a mental image...sorry about that. What I can do is describe the character and what they look like, and what they do, for a living or otherwise. Pretty much a semi-longform Dramatis Personae.
Story and Backstory:
Anything to know about this character's past, recent or otherwise, will be found in here. Keep in mind I don't have this completely hashed out for the general story of the game, let alone per character, so this section or the previous may be blank or incomplete, or littered with notes to self.
Stances and movement:
Grounded movement options, and which arrow keys perform each one. Also describes a bit of how each character is standing or otherwise in each stance.
Normals:
You hold some keys and hit the N button, you get one of these. For the most part, these are safer options to just throw out than uniques. You'll mostly find quick strikes in here, along with some blocks and on occasio
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Literature
Dream Fighting Game
Most fighting games have nine positions on the joystick that matter: Up, Down, Left, Right, all four diagonals, and the neutral position. Most attacks are done with each button, others are done with the stick being in a certain position while pressing one or more buttons, still more moves are performed with stick motions and buttons in tandem.
Super Smash Bros. utilizes the full range of motion on its joystick, and has different functions for all of its buttons. Blocking and jumping, assigned to the stick in other fighters, have their own buttons. Attacks are split between normal and special, each with their own dedicated button.
However, more often than not, movesets and combos are completely nontransitional between the two styles, due to vastly differing controls and goals. Pokken Tournament is a good example of bringing Smashlike controls into more standard fighting game type gameplay; but it takes place in a 3D field as well as a 2D duel "phase", so this was basically a r
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Literature
Them's Fightin' Herds: Etalus moveset (fake)
Etalus is a heavy character, with a balance between zoning capabilities and a hard-hitting combo game. Even in comparison to the rest of the cast, he's HUGE but more horizontal then he is vertical, leaving him susceptible to angled attacks from above but lowering his vulnerability to crossups. Despite packing a parry mechanic like Absa, he does come equipped with a command throw-the only one in his home series!-and is otherwise horizontal where Absa is vertical. Despite both hailing from Aether, the two are nothing alike.
{Move descriptions taken from his movelist in Rivals of Aether.}
Normals:
5A: Jab 1
5B: Jab 2
5C: Jab 3
2A: down tilt 1
2B: down tilt 2
2C: dash attack
j.A: neutral aerial
j.B: back aerial (used forwards)
j.C: down aerial
Command normals:
3C: up tilt (Universal launcher)
j.6C: forward aerial (functions as a block if held)
j.4C: back aerial (used backwards)
Specials:
QCF.(A/B/C): forward tilt
Creates ice on the floor as well as doing damage. Light is as qui
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Literature
Divekick character idea: Alt (fake)
Dive button: Advance
Kick button: Retreat
Both buttons: Jump
Air Dive: Guard (only headshots damage, otherwise opponent bounces back on hit and you crash with brief stun)
Air Kick: Kick (Air-to-air outwards strike)
Air Both: Divekick
Kick Factor: Standard controls
Ground special: Short (Ground-to-ground, very close range)
Air special: Counter (Opponent kicks you, joke's on them. Guards against, but doesn't counter, headshots.)
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Literature
Them's Fightin' Herds: Absa quotes (fake)
Generic
Match open: Today, I am your Rival.
Match open: Ready for a storm?
Round win: More peaceful than Aether.
Round win: You are no Wrastor.
Round win (sliver): Need a recharge...
Timer loss/tie: What, no sudden death?
Perfect round: If the fights are so easy, maybe I'll never need to fight again?
Vs. Arizona
Absa: I hear you believe the future is for the young?
Arizona: Yisseree!
Absa win: For Aether's sake, I hope you're right...
Arizona win: I think I just wrassled up a storm cloud!
Arizona: Nice scarf.
Absa: Same to you.
Arizona win: Interesting place to put a cloth...
Absa win: And here I was thinking most of you weren't clothed.
Vs. Velvet
Absa: The cold doesn't bother me.
Velvet: But this might.
Absa win: It's the heat I have problems with.
Velvet win: Certainly gave me a shock there...
Absa Perfect round: Now, if I could borrow some of those oats to study, that would be nice.
Velvet: Ice versus lightning?
Absa: Storm's a-brewin'.
Velvet win: You certainly know a storm.
Absa
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Literature
Them's Fightin' Herds: Absa moveset (fake)
Absa is a zoning/trap character, in both Foenum and Aether. She, unlike the rest of the cast, can stand upright; and her tall stature makes her easier to combo even as she has an easier time comboing everyone else due to her diverse moveset. While she wants to put the opponent in the middle of herself and the cloud, there are a variety of options for those who get too close-including the parry mechanic, which replaces her throw. Punish parried foes with short, strong combos or long, creative ones-just be careful. Absa is a lightweight on Aether, and while she packs a punch here, she certainly can't take it like most!
{Move descriptions taken from her movelist in Rivals of Aether where applicable. Each move is shown off here: https://www.youtube.com/watch?v=EOBpYqmXzz4}
{Update: There are other moves taken from other sources as well, particularly Ryu's appearance in Smash Bros. I also name the Street Fighter move it takes after.}
Normals:
5A: Jab (holdable until blocked, opponent can bl
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Activity


Character:
A boy/man with {wearing what?}. He has what is best described as "gauntlets" attached to each on each arm from the wrist to halfway to the elbow, with "tubes" (not hanging, but...) underneath; cylindrical pieces of technology that each house an iron ball. The tubes can open up on either side to release the ball, thanks to controller buttons on each gauntlet's handle held within each hand.
[real name: Frank?]


Backstory:
[a buff person who is also smart?][a buff and a smart or a few?][a smart who leverages his genius?]{obvious WIP}





Stances and movement:
Stand n/u: Standing with stance similar to Guile, but his arms are held horizontal at his sides. 
Walk forwards f/uf: Upper body doesn't move; walks at moderate speed, doesn't gallop.
Walk backwards b/ub: Upper body doesn't move; walks at moderate speed.
Crouch d/df/db: Upper body doesn't move; squats down.


Normals:
n; Straight, quick punch
f; Elbow jab down. High startup for a normal, but hits overhead and guards high throughout startup and recovery.
u; Mostly-vertical punch; hold to block high and mid-high
uf; Diagonal palm
b; Reverse elbow

ub; Turn around

d; Kick low (WIP: Ryu crouching LK or MK?) [NTS: can roll balls it hits?]
df; 
db; Crouching block



Uniques:
Most of these are the exact same as the N input version, but with the addition of firing an arcing, somewhat heavy projectile from the...gauntlets, let's say, for extra combos and damage. These moves can also be canceled into from their Normal counterparts on hit block or whiff by simply pressing U during recovery; this doesn't repeat the strike however, instead simply getting the projectile out.

The functions are merely approximations, and x and y are not taking t into account. Positive x is in the direction [Frank?] is facing. x=0 is wherever the gauntlet is above the ground. 1 unit is approximately from the floor to shoulder height.

n; From (x, y)= (0, 1) at gauntlet and x increasing from 0, y=-.5(x^2)+1
f; From (x, y)= (0, 1) at gauntlet and x increasing from 0, y=-2x+1. This [hits really hard]/[stuns for relatively long] and hits overhead.
u; From (x, y)= (0, 1.25) at gauntlet, x=0. Hold this one to catch the ball again.
uf; From (x, y)= (0, 1.5) at gauntlet and x increasing from 0, y=-((x-.5)^2)+2
b; From (x, y)= (0, .75) at gauntlet and x decreasing from 0, y=-.5((x+.25)^2)+1

ub; High reverse elbow with (x, y)= (0, 1) at gauntlet and x decreasing from 0, y=-2((x+1)^2)+3; hold to block backwards high and mid-high.

d;
df; Leg pull (throw); cancelable from crouching nN. Will reobtain steel spheres within range.
db; Backwards roll. Will reobtain steel spheres along the way.



Jump options:
Hold J to crouch as if you were holding down. You can perform all moves not involving a down direction (not d/df/db) from a crouching position like this.
Release J while not attacking to jump either straight up, forward, or backward. You also won't jump if you're holding down.

a.nN: Jab 
a.nU: (x, y)= (0, 0) at gauntlet, x increasing, y=-2(x^2)

[a.f](straight? or does he have enough air control already?)

a.(u/uf(/f?))N: Ryu up air (aerial MP) //Can hit aerial opponents twice.
a.(u/uf(/f?))U: (x, y)= (-1, -2) at gauntlet, x increasing, y=-.5((2x)^2)

a.(d/df)N: Ryu down air (aerial HP). Spikes aerial opponents and sets them up for a.dU.
a.(d/df)U: (x, y)= (0, 0) at gauntlet, x increasing, y=-x

a.(b/ub)N: Captain Falcon back air
a.(b/ub)U: (x, y)= (-1, -.125) at gauntlet, x decreasing, y=-.5((.5x)^2)

a.dbN: Tuck and roll; projectile-invincible in midair, invincibly rolls forward a bit more on hitting the floor. Can do damage from the air, and stun/stumble from the ground. Stands facing the opponent regardless. //{is this too much air control for this guy? does he have too much for a zoner, because they do good damage, or do the resource limits do well enough to keep him honest?}
a.dbU: Tuck and roll; invincible in midair, intangibly rolls forward a bit more on hitting the floor. Will recollect steel balls while on the ground. Stands facing the direction opposite of motion. //like a smash bros roll //this prevents/discourages usage from afar to avoid things //you can still be thrown





Traits:
The fact that you can cancel normals into their corresponding uniques means that [Frank?] has a form of hit-confirmation, so you can decide whether the steel ball comes out or not. The Silent Wall has this too, but he focuses on countering from blocks than attacking from attacks.
Your resources are limited. You only have two balls in play, and once you use them they will lay on the ground for you to reobtain. They do good damage for projectiles, can do chip damage and will block other projectiles, all of which makes them valuable.


Gameplan:
At lower levels of competitive play, you'll want to use your projectiles often, to do damage and keep your opponent away from you. You'll want to use them in such ways that allow for easy retrieval, which can be accomplished with any down+unique. If your opponent gets too close and you can hit them, use or confirm into a ball even on block; they do good chip. Threaten constant, heavy damage.
At higher levels, your greatest resource is your most limited one; but not for the same reasons. Instead of simply threatening damage or controlling space with your resources, keep them around to threaten to control that space. Whatever space the opponent can control with their moves, chances are it will lose to a well-placed iron ball, if they don't have an option that's immune to it. They'll have to find a way around it, which is hard when you have more than enough options to cover the entire screen. Their best plan is usually to bait you out of your resources and then approach, but if you're doing it right they will have taken damage from the attempt.
In either case, when they do get close is when you'll have the most problems. You can hit hard but you need to be precise. Know where the opponent can block and try to exploit where they can't. If you still have balls, they're easier to retrieve when used from up close.




Matchups (MUs):
Black and White and Gray/Deflector and Reflective
Your POV: He can block your balls, but he'll still get chipped. He can guard against them, but then he'll be helping return them to you due to hitting them back, and he can't cover all angles with his guard moves. He can shoot them out of the air, but he'll need to be accurate. /*Maybe he should be rewarded for making that shot by destroying the ball?...naaah*/ This means you can give him a choice of defenses by tossing from afar, or save your balls for a close-up assault to /*shot-*/put the hurt on him.
His POV: Despite the projectiles, the real challenge is when you're up close and personal. You can block and react to the projectiles; but his melee is tough to read and can be just as precise as your guarding. If you get a read, capitalize immediately; don't forget that he can cancel too. Try to get between him and his balls if you can.
Intriguing interactions: Both J buttons. The mime's J options - all of them, even the finger gun - can be shut down reasonably well with uN or crouching. In turn, the techie's can be reacted to in varying ways, but mostly fN and ufN; with uN/uU being the jackpot if he jumps wrong or tries to cross you up or (Daigo forbid) tries an aerial roll.

With Gravity and Gravitas
His POV: If she is close, don't waste your balls. You will need them to defend against jumping assaults. From range, feel free to use ranged tosses if you are sure you can hit her, but know the price for missing is high. And when you do land a hit with a round, be sure to retrieve it as fast as possible. If she does get close, try various combinations of jumping directions, heights of release, and U to scare her from jumping.
Her POV: Do not, I repeat do not perform Tramp Axle or Tuck-jump Tumbler if he has balls. Not only can he shoot you out of the sky, he can jump backwards and drop one to intersect your landing position. You need to stay at range and bait him into playing dodgeball. If you ever do get in between him and both of his resources, get in fast to go to town.
Intriguing interactions: her uN can catch your balls, but she needs to be accurate as all getout. She will then juggle it in front of her; it acts as a one-use guard. She can throw it like Cody's Bad Stone with bN if it hasn't already been hit out of her hands.



System addendums: For standing characters on the ground, there are 10 zones to block: front and back of high, midhigh, middle, midlow, low. Crouching and ducking characters often have less by some degree, but are vulnerable to attacks that hit "overhead"; which are often aerial attacks that apply force down moreso than forward. Aerial characters also have less, and in different positions; eight cardinal directions, four diagonal quadrants, four quadrants plus above and below...it's alot more freeform and less strict in the air, though it's not nearly as important as most characters can't air block.
Two new types of projectiles: hitscan and solid. Hitscan projectiles move quickly - if not instantly - and will go right through most energy-based fireballs. Even Penetrator is not safe. It will cancel out Block on hit though. Solid projectiles are just that, and will either block or penetrate any energy-based projectile they run into. If it doesn't penetrate, it will fall or be knocked back. (An arrow or spike would go through even a Block; steel balls would probably roll back.) Solids can block Hitscan.
'Steel Shooter' - DFG: Resource/item projectiler
Inspiration(s): Science, technology, I was reading Frankenstein (the original novel)
Nickname(s): The Steel Shooter

The first idea I had for this character was a jumping character that puhed out their palm and a projectile fell out in a curved pathway, towards the ground. That initial vision led to the creation of this character, whose projectiles are solid and will not break apart upon impacts. Fireballs, balls of actual fire, electricity, poison, all not solid; ice, missiles, and even bullets leave nothing useful behind after shooting them, and none of them fall to gravity, with rare exception of course. The item and reusability aspects are also not completely new to the genre, but rare: Millia Rage's hairpin in Guilty Gear and Cody Travers' knife in Street Fighter for example. For once, gameplay came first in this design.
Next up I'm polishing what I have so far...starting with the system. Yesterday in a Discord, I got my ass verbally, but politely, handed to me in terms of my mechanics, so I'm trimming away some of the fat and fixing up the mechanics. As stated, "Characters really don't work unless the system they're built on works..." so I'm making a better system. I was always building off off faulty mechanics; patching the holes won't work. Time to rebuild. But don't worry: I'm leaving the completed versions of what I have up, probably making new versions more in line with the better design choices. Never know when they might come in handy.
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With some spellchecking and formatting by myself.



    And now, I ask and answer a question to see how my phrasing of it works out.
    "What is a game?"
    What is it that makes a game a game and not just an activity. How does a game and an activity differ?
    Well, I define a game as; "A structured active activity meant to provide enjoyment."
    This definition has several important key points that need to be defined to understand the elegance of this definition and how it applies to various things we experience.
    First, what is an activity? In short, it is anything that can be described as a verb.
    Watching, sleeping, playing, running, working; all activities.
    The difference is the qualifier. Active vs. Passive.
    The difference in doing unto the activity and having the activity done unto you. Watching TV is a passive activity. Changing the channel is an active activity, if a bit short lived in most cases.
    So, we now understand, together, how games are an active activity, an event we perform, but work is another active activity. How do games and work differ then?
    It is in the "meant to provide entertainment" part.
    Work is meant to provide a service, usually in exchange for currency. Games are meant to provide entertainment.
    It is the goal of the activity that helps determine if it is a game or not.
    Whether it is an educational tool that is just meant to facilitate learning, or a game that has learning as a benefit.
    And then there is the last qualifier. Structure.
    These can be rules. These can be guidelines. Regardless, there must be structure.
    All games are a form of play.
    A subcategory if you will.
    And unstructured, imaginative play, the sort seen in children, is a good thing. But it is not a game.
    It is an activity.
    It is fun.
    It is when rules start getting implemented. That if you step pass this line you are out. That moving this piece of plastic in a specific manner is an acceptable way to move said piece of plastic. It is the rules that turn a box of cardboard, plastic, and wood into a board GAME. It is the rules that turn tossing an oblong shaped ball around that turn an activity into the GAME of football.
    And it is when people want to watch people professionally or semiprofessionally play said game that the game turns into a sport.
    Hopefully you enjoyed this half baked thought from this half baked cat. I am signing out for the night. Fare thee well.
Next up, after I finish the current character I'm working on (which should be soon), I have a few options. I could polish up the characters I have released to match up their quality as best as I can. I could release a new version of my "This is what the game is and why" spiel to make it cleaner, because honestly it's messy, and in doing so rehash and better the example shoto. (I'd also get to hint at all characters I have in mind and release a tentative name.) I could finish up and post either of the two characters I have partially finished up. Or I could write a short story involving characters already completed (and in doing so also hint at those two characters and a tentative name).
To all my two watchers and anyone who happens to check my page, please let me know what you want; the only thing eventually getting done regardless are the characters.
[Latest edit: added better visual description, added backstory]

Character and Image:
Stage name Sylvia; real name Sierra. She's a harlequin in a colorful two-tone suit {default blue and green} with a {default red} ball as a "tail" and her face covered in makeup {default solid yellow, with red accents and shapes}, but that mostly describes her attitude, not her jobs or skills. She's acrobatic, balanced, and good with her legs. She's bouncy, bubbly, and cheerful, and loves to put on a show.
Outside of the costume and makeup, while it's not that she's not herself, observant people can notice the stage persona bleeding through. She's bubbly yet contained; however sometimes she does or says something showing great enthusiasm for an otherwise...serious, or boring, or dire situation. ex."Hey, you done with that cigarette? There's a roman candle we brought, but we forgot the matches."

[For those who want to picture her in detail: The costume is green and blue, with each color opposite of the other across the wearer's body and flipped every so often on the way up; at the tailbone, in the middle of the torso, at the neck, and in the "middle" of the face (about nose height). The hat is jester-like, but flops backward on a joint closer to the head than the end, and ends in small {let's go with purple} rubber balls. Her face is the only "exposed" skin on her body and is covered in makeup/face paint; a yellow base with red lips, red near the eyes {not quite sure what shape/effect it should be}, and red, mostly-circular "teardrop" shapes on her cheeks with the short point towards the back instead of up or towards the mouth. On her back, there is a small red rubber ball resembling a clown's nose on her tailbone, bigger than the ones on the hat. (This ball acts as the end of a zipper. She has help getting into character.)]


Story and Backstory:
After walking a thin balance beam for 100 feet above a trampoline she didn't need to use when she was 8, and a highwire act low to the ground at 10, the circus scouted her. She stayed local for school, so they came to her home city often; but her summers were free, so she had travel experience with doing what she loved, until she grew up enough to stay with them. Somewhere along the line, she decided that while "Acrobatics are fun and all, but sometimes, you just gotta hit something"; thus she began to learn different forms of martial art, starting with capoeira. This new act was a success.





Stances and movement:
Stand n: Hands are held at 45 degree downward angles from being directly sideways of her body, in open palms perpendicular to the arms. Her left leg touches the ground (slightly behind)/(right under) her body, her right extends diagonally backwards a little bit farther ending in a foot raised to stand on its toes.
Walk forwards f/uf: A brisk stroll forwards. Arms are swung as if in normal walking.
Walk backwards b/ub: A stroll backwards. Arms are at 45 degrees downwards, but facing forward instead of being at sides.
High stand u: Standing on tiptoes, arms out at sides; think T-pose.
Crouch d: Like a sprinter about to take off.
Crawl forwards df: Crawls forwards on elbows and knees.
Crawl backwards db: Crawls backwards on hands and feet.


Normals: (possibly incomplete)
n; Knee
f; Straight kick; cancelable from nN
uf;  
u; Claps upwards with strike and guard hitboxes; if used to guard, becomes a throw
b; Jab; mashable with heavy priority but a tiny hitbox {basically, give it guard to give it priority with a possible fireball weakness}, cancels its recovery into itself (the recovery is to keep her from walking backwards during the move, especially while mashing) [{WIP} Stops canceling into itself on hit, and instead can cancel into other things?]
ub;
df; Kick from under body, through arms; launches opponents standing on two legs
d;
db; Backwards Elena c.HK [Note To Self: link referenced moves to showcases]


Uniques: (may or may not add more moves; probably won't)
n;
f; "Breakspin Blender" Handstand-grounded Spinning Bird Kick
df; Cartwheel [NTS: similar properties to shoto's fU from initial design doc]
uf; 
d; Dash; cancels into most normals and some "grounded" aerials
u; "Gazer Spiral" Upwards, not sideways, in motion. Otherwise it's functionally a Spinning Bird Kick. Mai-Ling from Red Earth has a similar move, called the Enryuu Kyaku.
db; "Tramp Axle" Bison's Head Stomp/Devil's Reverse jump...with style (and a front flip!). Gameplay wise, this a "homing" jump that aims for *just* behind the opponent, but you can perform either a.dN or a.bN (see below for those) with slightly modified properties as equivalents to HS or DR respectively. (bN is now more of a first-impact move than a crossup, dN hits harder [stuns or knocks down?] but can't "skim".)
b; "Tuck-jump Tumbler" Cammy's Hooligan Combination...kind of. Like the HS/DR, this move jumps forwards in an arc and commits to either of two moves, making them more powerful and changing their properties, this time a.fN for more damage [x1.5?] but no possibility for a followup before landing and a.dfU with and increased hitbox size (which is relatively pitiful if done raw)
ub; Backflip kick, effectively Vega's Scarlet Terror (visually, the SFIV version) {Note to self and others: I put this here to act as a slightly more defensive option. It's a better anti-air than uU.}


Jump options: (definitely incomplete; note to self, add more moves)
J alone jumps like normal, and can be straight, forwards or backwards. Any down input and J is a super jump, S F or B. Hold both up and down keys for a hyper jump, straight only.
Holding J while on the ground allows for tiny jumps when moves are inputted, to perform a low aerial. Alternatively, get the move input during jumpsquat for the same result.
Alternatively to that; releasing, as opposed to pressing, J performs all jumps. Holding J on the ground allows for super-low aerials.
[In any case, both jumping and landing cause a turn-to-face.]

a.fN: Elena aerial HK
a.bN: Turns around and Ryu aerial HK...or something else that sticks the leg out like that (useful for whichever jumps don't turn you around automatically)
a.dN: Chun-Li aerial dMK; can bounce off the ground once if moving, good for keeping momentum

a.ufU(/uU): "Acro Hoop" Juri Pinwheel, has a point of armor (aka guard)
a.dfU(/fU): Cammy's Hooligan Throw, can hit an aerial opponent; cancelable from bU's active frames





Traits:
Nothing truly unique in comparison to most fighting games. She has offense but not much defense; mobility is her leverage.


Gameplan:
I'll admit it: I'm not the best at designing movesets for combos, instead opting to focus on individual moves and specific cancels. Still, if any character in this game is capable of freeform combos, it's her. She can run forwards and safely move backwards, letting her get in and out of range. She has a multitude of jumps, and options while airborne, so juggling is, at bare minimum, feasible. What she lacks in defense she makes up for in mobility, and what she lacks in power she has instead in combo potential.
Her one possible weakness: projectiles. She has absolutely none of these in any way, shape, or form. If an opponent is far away and spamming projectiles, look to use her jumps and jab to get in, at which point fireballs become too slow to be of much use against your quickest attacks. You usually want to be in on your opponents as much as possible anyways. Some exceptions may exist.




Matchups (MUs):
Color and Contrast
Her point of view (POV): You control the pace of this battle. You have the speed to get in and get out as you please, he doesn't. Score any clean hit (not blocked or guarded against) and you can usually gain either decently heavy damage, combos, position, or some other kind of advantage. Just be sure to mix it up so he can't block all of your everything. And try not to jump too high, especially when closer to him...that hitscan, yo. He don't need mad hops to knock you out of the sky. Oh yes, one more thing: LAUNCH HIM IF AT ALL POSSIBLE.
His POV: She controls the pace of the battle. But you can keep up. She approaches from the air, you hold J and snipe her out of the sky. She approaches you really close up from the air, you time the same to strike with the "unholster". Mostly she'll be attacking, but don't hesitate to call her bluff if you think any part of her approach is empty. Raw uU will stop any over-your-head shenanigans...just be watchful for when it's not actually shenanigans.
Intriguing interactions: Her dbU and bU. The hindkick and throw from those, respectively, can be countered by his nN or nU; and the first can combo into the second. And the stomp lands on his uN for a uU followup, and her aerial axe kicks can't hit him through that either, for a freeform followup. He has other potential counters to those 4 moves, notably ubN and unholster.J, but his neutral and up moves alone can give him a 50/50 counter on whatever she does from her jump arc moves. (This is an interesting 50/50 given that both players have the chance to do their damage. I didn't even intend for it initially, but it worked out this way and I like it.)






System addendums: Not every character has every single stick position for all normals, or uniques. And there are often less possibilities from the air. Both, especially the latter, help simplify memorizing everything a character can do, as well as aiding execution. Less commands in an area means less possible overlap; meaning less possible errors.
'Bounding Spectrum' - DFG: Rushdown Jumper
Inspiration(s): Harlequin/Clown, acrobat, rabbit
Nickname(s): The Bounding Spectrum
    +mime: Color and Contrast

The second fleshed out character...though neither is technically complete. Both are missing bits, though his is mostly story and lore. Hers is lacking slightly more in the gameplay department, usually a big no-no from me but I wanted to get this out already.
By gameplay department, I meant that she has a possibly incomplete moveset. I couldn't think of more attacks to give her; maybe I already have enough though? If/when I get around to making this game, more than likely she'll have a few more guards and blocks. And another throw or two, and a launcher. I guess I should really think of some to give her and update with those. Otherwise, her offensive options should give you a good feel for the character; that ought to be more than enough for starters.
Next we have someone who must take gravity into account...as well as their inventory. Yup, next time we have projectiles. See you then.
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How to balance not only the gameplay, but the systems of two very distinct but believably meshable games? Start with a faithful recreation of both, and alter and add subsystems to each to allow them to interact appropriately.

Let's start with the rundown of each, separately.

First off: Items omitted. There is no way I can think of to get those to mesh. With the exceptions of item-spawning moves, of course; those would get their own inputs unique to them and how each one is used.




For PSASBR characters:


    Controls for Nintendo*:
*Let's be honest here, I'm not messing with the controls for the original systems. That said, this is how I would map the controls to make them more accessible and natural to those with experience playing the other game. They would be customizable anyways, so you do you.


Standard controller (Wii U Gamepad, Wii Classic Controller, Wii U Pro Controller)
Left stick: Move
X/Y: Jump
A: Attack 1
Smash input or A+B or right stick(option)* (or either X or Y): Attack 2
B: Attack 3
ZL(+Left stick) or right stick(option): Throw
ZR: Block
Plus Control Pad**: Taunt
R: Super

*Option refers to one of the input methods, not the movement it inputs. This basically is a customization option; suit it to your own playstyle. "(or this)" is much of the same; make a substitution if you so desire.
**Henceforth known as PCP.

GameCube controller (many will play with this out of nostalgia, habit, or experience)
Control stick: Move
X/Y: Jump
A: Attack 1
Smash input or A+B or C stick(option) (or either X or Y): Attack 2
B: Attack 3
Z(+Left stick) or C stick(option): Throw
L: Block
PCP: Taunt
R: Super

3DS (may as well take it on the go)
Circle pad: Move
X/Y: Jump
A: Attack 1
Smash input or A+B or right stick(option) (or either X or Y): Attack 2
B: Attack 3
L(+Left stick) or PCP(option): Throw
R: Block
Select or PCP(option): Taunt
L+R: Super

Wii Remote and Nunchuk (common accessories; easy to hold)
Control stick: Move
C: Jump
A: Attack 1
Smash input or A+B or Shake-smash(option) (or Z): Attack 2
B: Attack 3
PCP: Throw
1 button or PCP in direction not being faced(option) (or Z): Block
Minus: Taunt
2 button or Shake-smash(option; I recommend this to require a button being depressed while shaking to perform the move): Super

Wii Remote sideways (I'm crazy)
PCP: Move
Tap up twice: Jump
2: Attack 1
1: Attack 2
1+2: Attack 3
A+PCP: Throw
B: Block
A+no input from PCP: Taunt
Minus or Shake-smash(option; again, optional requirement of a depressed button while shaking): Super

Pokkén vets (For Classic/Hori. One last setup, because Pokken controls and PSASBR are so similar.)
Control Stick or Plus Control Pad: Move
B: Jump
Y: Attack 1
X: Attack 2
A: Attack 3
B+Y+CS/PCP(of course) or ZL+CS/PCP: Throw
R: Block
Select: Taunt
L+R or ZR: Super



Movement capabilities:

All characters can block attacks from all directions by holding a single button. This prevents all damage and thus, meter gain. Counterable with throws, of course.
While blocking, roll by inputting a move left or right. Intangibility frames, but punishable at the end.
Airdodges are performed with the block input while in midair, of course.
All characters have a double jump; except for Kat, who has an aimable airdash with its own strengths and weaknesses.
    Combos are very possible with these movesets, however after being comboed for a specific maximum amount of AP the victim is blasted away invincibly; that state only wears off after attacking or landing on solid ground. There is an AP reward for triggering this Infinite Prevention System.


Moves:

Offensively, each character has three types of attack. And they have up to (and usually all) four of each attack type on each of the ground and midair: Neutral, Side, Up, and Down, selected by the held direction of the Move input. This means:
    N1 S1 U1 D1 N2 S2 U2 D2 N3 S3 U3 D3
    aN1 aS1 aU1 aD1 aN2 aS2 aU2 aD2 aN3 aS3 aU3 aD3
is your basic moveset. Some characters don't have all 24 moves covered by unique attacks, and that's disregarding the fact that many aerials are just alternative versions of the same input on the ground; but there are more than enough unique ones to warrant listing all 24 here. Add followups on some moves (mostly N1 aka jab) and there are more than enough attacks for every character who needs them.
Attacks with 1 are often simple melee attacks. Attacks with 2 are either more ranged or slower, more powerful attacks. It may help Smash players to consider these moves "semi-specials". Attacks with 3 are more often than not equivalent to Smash Bros. special moves, and can vary greatly in effect.

Each character has three throws: Side, Up, and Down;
    St Ut Dt
These not only put your foe somewhere else, but they force the opponent to eject AP orbs they have collected. You can then pick those up.


Kill/score methods:

By hitting opponents with attacks, you gain AP; All-Star Power. This fills up a meter on the character portrait on the UI. Each character has different amounts of AP it takes to get to each of three levels. Once it reaches Level 1, the character can perform a Super, which drains the bar of however much it took to get to Level 1. However, it's not done filling yet; it continues going up to Level 2, which means the character can activate a Level 2 Super (and only Level 2, not Level 1, sorry but this isn't Street fighter with EX attacks). Due to 0>1 being less than 1>2, it is possible to preform two Level 1 Supers in a row. And due to similar being true for 1>2 and 2>3, a Level 2 followed by a Level 1 is feasible as well.
Each character has three levels of Super, and the bar stops filling after you reach level 3. Powerful, yes; but be sure you know how to use that one properly. Keep in mind that it may be more efficient to just use 1s and 2s.
Connect with a Super to score a kill, and temporarily remove the victim from the playing field. They arrive again with an invincibility period. Death also occurs by falling out of stages with gaps, holes in the floors, or without solid walls in all places.

In timed play, most score wins; score by killing and lose score (or not) by dying.
In score play, get the target amount of points by killing the other players.
In stock play, kill other players to make them lose a point from a preset amount. When you have 0 points, you don't respawn. Last man left wins.





For Smash Bros. characters:


    Controls for Playstation:

Dualshock (Let's say...4.)
Left stick or dpad: Move
X: Jump
Square: Attack
Triangle or R1(option) (or Square+Smash input): Smash attack
Circle: Special
Right stick or R1(option): Grab
L1: Shield
L2: Taunt
R2: Super



Movement capabilities:

All characters can pull up a shield by holding a single button. This prevents all damage. However, the shield shrinks over time and when hit by attacks, unless perfect shielded (pressing the Shield button at the last moment before getting hit). If the shield is not large enough to block an attack, it's as if the shield was never there at all. If the shield instead is allowed to shrink to nothing...it breaks, the shielding character is tossed into the air for a second, and they will be stunned on landing until either enough time has passed or they get hit. Counterable with throws, of course.
While blocking, roll by inputting a move left or right. Intangibility frames, but punishable at the end. They can also spotdodge by hitting down, jump out of shield with jump button or tapping up (only with tap jump on of course), or grab by hitting attack.
Airdodges are performed with the block input while in midair, of course.
All characters have at least a double jump; some have more.
All characters can dash, and enter fast fall. Not much more to say on those.
    Combos are not as easy for these characters. They can do it, sure, but most of their attack are for knocking the opponent away, especially the more powerful ones. Any combos are often looser than in other games and require much more specific stick inputs (and watching for DI), but instead of rewarding with just damage, they often provide a positional advantage as well. Befitting the playstyle.


Moves:

All Smashers have a jab, with various properties; holdable, tap-to-combo, infinite with finisher, etc.. Three tilts, side up and down. Five aerial attacks; neutral, front, back, up, and down. These all (well, most of them) come out quick. Throw them out whenever you like.
    Jab (and Jab Combo) Ftilt Utilt Dtilt Nair Fair Bair Uair Dair
No reason to list moves with the same words, right? Preempts some forms of confusion.
Anyways, there are also four special moves; these are always the same (or mostly similar) on both the ground and in the air.
    Neutral special, Side special, Up special, Down special
Up special is usually a recovery move that aids in getting back on top of a stage after having fallen below it. This is important to know for a point I will make later.
And there are three smash attacks for each character:
    Fsmash Usmash Dsmash
These each can be charged, and often send the opponent flying a good long distance, if not past the blast zone entirely. Charging increases damage and knockback, but can leave you vulnerable if you're not careful, so be careful. Though that should go without saying.
Oh, and there's a dash attack.
    Dash attack
It's good at starting combos and winning in the neutral.

After grabbing an opponent, they aren't thrown immediately. You get to pummel them with the attack button! And then you get to throw them in any of four ways, just by inputting the direction!
    Forward throw, Back throw, Up throw, Down throw
Be sure to either spam pummeling for max damage or throw them before they break free.


Kill/score methods:

By hitting opponents with attacks, their %, or damage percentage, increases. This is shown on the character portrait on the UI. When hit, a character will get launched farther if they have a higher amount of damage. Launch a foe offscreen beyond an invisible "blast zone" to score a KO on them.
After being KO'd, a character is briefly removed from the stage. They arrive again with an invincibility period. Death also occurs by falling out of stages with gaps, holes in the floors, or without solid walls in all places, i.e. most Smash stages.

In timed play, most score wins; score by KOing and lose score (or not) by falling.
In score play, get the target amount of points by KOing the other players.
In stock play, KO the other players to make them lose a stock from a preset amount. When you have no stock left, you don't respawn. Last man left wins.





Okay, so that's the recap...it seems simple enough. Two platform fighters.

But where's the rub?

The two systems don't actually mesh well at all. Sure, the main movesets could be slotted into each other with a bit of fuss, but the scoring systems don't play that well together. I believe the issue originates from how damage is tracked: For PSASBR, it's a power bar on you. In Smash, the damage percent is applied to your opponent. And Smash doesn't need super attacks to kill, but the All-Stars outright require it. Therefore, something has to give; or, if you'll forgive my joke, switch.


In this game, Smash-style fighters can use the original method of KOing and damage tracking, but only if they are fighting other Smashers. Otherwise, or by selectable option, by attacking an opponent a smasher's own launch % will increase. This increases the distance a foe is launched as you hit them, as if they were using the original rule and the percent applied to them. This preserves most Smash-style combos, and tracks damage done on an All-Star without foisting a damage percent on them or their UI. It's not like they need two super-important stats to be tracked on them and none on the smasher.

Which brings me to my second point: Smashers now have a power meter. It fills by collecting dropped AP. They cannot directly produce AP Orbs; they don't really need them. They're building up their damage to kill just the same as the other guys. But it's not fair if they're just keeping a powerful move in reserve that can potentially KO you twice, now is it? Let's even the score by allowing Smashers to knock AP out of their foes the same ways they do to themselves. Pummels and throws are a good source of this, but a fully charged Smash or other specific attacks should be just as capable. You can't knock AP out of a Smasher, either; All-Stars can still gain it by hitting them and it scatters when they're thrown, but Smashers can not lose their acquired AP. (Oh, and the meter for this is much more subtle than for the All-Stars. Uh...let's say a meter that appears only as AP is being picked up, like Cloud's Limit meter only appears while charging.) Meter should take somewhere between a Level 1 or Level 2 to get to, due to the indirect methods required to gain any of it.

At full meter, a Smasher will be in a state as if they had picked up a Smash Ball.
 They lose access to their neutral special, but get to input it anyways to perform a Final Smash. This often, but doesn't always, kill. But there's something important to note before touching on the Final Smashes any more...

All that damage you're building up has to go away some point in time. On KOing a foe, your launch % stops going up on hit, and a timer based on your launch % begins to decrease, and when it gets to 0 so does your %. In Battle Royale, one Super can kill many players at once. Especially higher-leveled ones. So if you've been building up % for a while, it hardly seems fair to take it all away from you at once just because you gimped that one guy. Gimps can be cheap, in the cost sense; if you kill from low percent you don't really need to keep it all that long. The more damage you've done, the longer you get to keep your launch %. This system gives you a chance to KO any other players on the field (if any) or, if you've got more than enough for the size of the stage (i.e. they die hard) you can possibly KO the same guy twice. Oh, and any damage you manage to do before it hits 0 outright is stored, and you get it back when your % resets.

Now, about those Final Smashes. Transformative final Smashes will apply the same rule on kill. With - for example - Giga Mac, Samus' Gunship, and Super Dragon, you continue doing damage throughout so you'll get something to show for it after it ends. One-off attacks, however, will either drain a portion of your launch % per kill (somewhere from 10-25%, i.e. 1/10 to 1/4) or a set amount of it (50%, 75%, 37%), which is removed after the FS ends. The harder to hit with the move, or the less powerful it is if it's easy to hit with, the less that is taken away. No need to take away all that hard work because of a sudden instakill, right? Especially if you earned it either way.


It's worth noting that some stages have walls but no ceiling. This is okay. Smash moves can cause a wallbounce; ASBR seems to lack this. If you can't kill of the side, you can combo off them. Up smashes or other moves that launch upwards become the better killing options on these stages.

Oh, and on stages in open air, are All-Stars at a disadvantage? I think not, not really. Their double-jump system is pretty much the same as in Smash Bros., and due to their combo system I'm confident that every character has at least one aerial option to continue a juggle. This also means at least one option to recover.
They also have no "blinky state", or special fall. Not that I know of, at any rate.
Or have you forgotten that Battle Royale has its own fair share of stages in the air?

Basically, any stage that has at least one completely/mostly open wall is fair enough for both Smashers and All-Stars. When Smashers have to work harder, the system does them a favor. When the stage favors them, the system (slightly) works against them.





This is how I believe a game could utilize both Super Smash Bros. and All-Stars Battle Royale gameplay at the same time, keeping both true to their origins while also keeping them balanced.
Are there other ways to do this? Sure. But this is what makes sense to me. Every other thing I've seen (mostly in fanfiction) overpowers various aspects, and I'm not willing to step one toe off that end. I did the best I could, mostly disregarding everything but what appears in the original games themselves.
Is there room for other fighters from other games to keep their own systems and mechanics while getting in on the fray? Sure. Pokken could fit rather snugly, but that's something I'd have to think about the details of later. Rivals of Aether could be the same way...though I'd have to think about how AP would help them, especially when they can't grab. Eh, they have other benefits, and are objectively more powerful than Smashers. Add the system things for Smash that apply to RoA and it's mostly balanced.
Is there room for items? Items in Smash are usually either single use or versatile. Multiple attack types for battering weapons, and even for those that can only be thrown there's more than one useful way to toss it. Battle Royale items are not nearly as useful nor versatile, I don't think. Something would have be tweaked on all sides to make those fair, and that's a lot of work and explanation nobody wants to do. So, no, with some minor exceptions that would not go any farther than being throwable. That said, I wouldn't be against a Smash Ball that gives about a Level 2's worth to All-Stars and does...well, you know, for Smashers.
Anything I did wrong? I dunno. Am I underestimating or overestimating either side? I have logic, and I have experience with Smash, but I don't have personal experience with Battle Royale. I do have research, though, and a designer's mindset and imagination. I think I did a pretty good job, but if you disagree, please let me know.
Meshing Mechanics: Smash Bros. and PS All-Stars
A conversation with Dan Fornace, the creator of Rivals of Aether, led to me making this.
twitter.com/danfornace/status/…
I took all day on this. Now if only my muse would cooperate on all the other things I want to write...
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I write stories sometimes. I can speak a good-and fitting-rhyme if given only a few minutes time.
If someone wants me to write something, send me a note telling the possible inspiration. I may get on it.
Also, due to IRL stuff, I am very well practicred at the art of back-and-forth storytelling, which manifests with my brother as "whisper gaming" even though it's more of an "artifact title", online as roleplaying and CYOAs, and here as whatever the heck you want to come at me with.
Anyways, that's me on DeviantArt in a nutshell, and speaking of which, my favorite line of Shakespeare, ever.
"I could be bounded in a nutshell, and count myself a king of infinite space, were it not that I have bad dreams." -Hamlet

deviantID

NiGHTcapD
United States
I play video games, I plan on designing them too and am learning to program them (better than I already do (which is okay but not great)). Here, you can find what I call "design docs" which describe game characters and mechanics, with a fair bit of both plaintext and jargon as well as speechlike casual commentary.
You'll also find a bit of other stuff here, like occasional photography or a story or two (if I ever get around to finishing any of them).
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