I made a Sangue Fighting Game thing for fun! :D [hider=Sangue][h2]Input Notation[/h2] (This input notation is based on if the character is facing [u]right[/u]. Horizontal keys are flipped when the character faces left.) 1 = Down-Left 2 = Down 3 = Down-Right 4 = Left 5 = NEUTRAL 6 = Right 7 = Up-Left 8 = Up 9 = Up-Right LP = Light Punch MP = Medium Punch HP = Strong Punch LK = Light Kick MK = Medium Kick HK = Heavy Kick f.Jab = Forward + LP f.Kick = Forward + LK . [hr] . [h2][b][u]Playstyle[/u][/b][/h2] Rushdown - Sangue is extremely effective at chaining together combos, and can usually land more hits than any other character can to her. Her Apophis Claw makes up for her lack of projectiles, but she has a fairly low amount of health. She does not run, and can dash to eight directions based on where the player decides to make her dash towards if she chooses not to walk. The dashes can be cast in the air only once before automatically causing her to fall towards the ground. Sangue's attacks deal low damage, meaning that she has to be extremely aggressive if she wants to fight a battle in her favor. . [h2][b][u]Normal Attacks[/u][/b][/h2] LP = "Jab" - Sangue jabs with a free hand. f.LP = "Hook" - Sangue hooks with a free hand. Can be connected with Jab once in a single combo string, and slightly pushes her opponent away. MP = "Slash" - Sangue takes out her sword and immediately slashes with it. Has a moderate hitbox and is safe on block. HP = "Crush" - Sangue takes out her sword and swings her blade down in an arc. Holding HP will delay the attack by a split moment, but allows Sangue to immediately dash out of her attack, regardless of whether it was successful or not. Has a very wide vertical hitbox but a considerably short horizontal hitbox. LK = "Kick" - Sangue kicks with one of her feet. f. LK = "Knee" - Sangue uses one of her knees to attack her opponent. Drags opponents closer to Sangue and can be connected immediately into LP, and can also be connected with LK. MK = "Lunge" - Sangue takes a step forward as she takes out her blade before slashing diagonally, returning to her spot after she attacks. MK has a large hitbox in general, but has massive endlag when blocked. Enemies that block the attack are slightly pushed back. If MK connects successfully, Sangue may dash. Sangue can hit an opponent in a single combo string with MK up to three times. HK = "Stab" - Sangue takes her sword out and stabs forward. HK has a particularly large horizontal hitbox and an extremely short vertical hitbox, and deals high-moderate damage when used successfully. Holding HK allows Sangue to hold the attack for up to two seconds. If she releases HK at around one second, HK will have slightly more range, and if she releases HK at two seconds, HK will become an unblockable attack. HK is not a reliable move to use in combos, but it can be useful by pressuring opponents with its long hitbox. Whiffing HK can leave Sangue vulnerable to combos. . [h2][b][u]Special Attacks[/u][/b][/h2] 214 + LK/MK/HK = "Leap" - Sangue jumps forward, her distance increasing based on the strength of the Kick she chose. Sangue can attack at any moment during the jump, and dash out of Leap if she successfully attacks an opponent. ----> HP = "Grab" (During "Leap") - Sangue grabs the head of the opponent before landing behind them, tossing the foe forward. Deals moderate damage, and is detected as a throw move. Can be used as an Anti-Air, though the hitbox of the grab becomes considerably smaller the higher Sangue is in the air. . . 236 + LP/MP/HP = "Apophis Claw" - Sangue throws the Apophis Claw towards a target direction. LP throws it forward, MP throws it diagonally upward in front of her, and HP throws it right above her. If the Apophis Claw hits a target, it will latch onto the opponent for one second before releasing them. During this time, if Sangue presses one of punch buttons, she will perform a special action. If she does not perform any of the actions, the Claw will simply return to her as the opponent recovers. ----> LP = "Airborne Toss" - Sangue flings herself towards the opponent. When timed correctly, Sangue can most effectively initiate combos with this particular move. ----> MP = "Backloop" - Sangue flings herself over the opponent. A good escape move from corners. ----> HP = "Trick Launch" - Sangue initially flings herself towards the opponent before suddenly kicking the ground, propelling her diagonally backwards before flinging herself towards the opponent once more. Attacking an opponent with a normal attack during Trick Launch will cause them to skid away from Sangue, allowing her to gain more opportunities by attempting to shove them into corners. . . 3214 + MP = "Blood Moon" - Sangue quickly performs two slashes. The tips of the slashes deal more damage than the rest of the blade. The first slash will push away an enemy, and the second slash will pull in an enemy. . 6323 + HP = "High Noon" - Sangue slashes upwards, creating an arc with her blade. Since the attack covers all directions, it is extremely useful in giving Sangue some room to plan her next attack, as hitting opponents who block the attack will push them back. The move has a fairly short endlag, but can still be punished by very fast characters if they simply wait out the attack instead of blocking it. High Noon destroys weak projectiles. Activating High Noon in the air will cause Sangue to slash downward and create an arc. The aerial High Noon has the same properties as the ground version, and causes her to slightly jump in the air towards the direction she was initially moving at. The ground version of High Noon automatically breaks the blocks of standing opponents. . 2369 + MK = "Pierce" - Pierce is the only Special Move that is specifically Anti-Air. Sangue leaps upward, moving slightly forward as she takes out her blade. If an opponent collides with her in the air, Sangue will pierce her blade through them and propel herself forward. When she lands, the opponent will bounce from the ground at a considerable height, allowing Sangue to chain more attacks in unless the opponent has some kind of combo breaker. . . [h2][b][u]Level 1 Super[/u][/b][/h2] 236 236 4 + LK = "Crimson Caress" - Sangue wildly throws around the Apophis Claw before slashing in front of her. Deals high-moderate damage. . [h2][b][u]Level 2 Super[/u][/b][/h2] 64123 + LP + MP = "Sanguine Venom" - The game pauses as Sangue pours venom over her blade and Apophis Claw before it resumes. For six seconds, Sangue's attacks will inflict Poison on opponents, dealing small damage over time until five seconds run out. The more attacks she lands, however, extra seconds will be added to the venom counter. The venom lasts even after Sanguine Venom ends. . . [h2][b][u]Level 3 Super[/u][/b][/h2] 236 + (LP + MP + HP) OR (LK + MK + HK) = "Rebel" - Sangue quickly swings her Apophis Claw directly under the opponent. If the opponent does not dodge the attack, she will knock the opponent off their feet as they are forced to move to her direction. Stopping the opponent from falling on the ground by stabbing them, Sangue will pull out her sword out of their body before slashing dozens of times with great speed before delivering one full arc slash that deals massive damage and ignores currently activated buffs on the opponent. . [h2][b][u]Instinct Mode[/u][/b][/h2] "No Damage Dampener" - Sangue's normal attacks do not have their damage dampened when they are chained together, as they are already weak as they are. This makes her able to deliver far more attacks and have her worry less about doing the same kinds of attacks over and over again for a much longer period of time. . [h2][b][u]Fatality[/u][/b][/h2] 236 + LK + MP + MK + HP + LP + HK (Four steps away from opponent) = "Sangue The Ripper" - Sangue throws a sticky venom-covered Apophis Claw and impales the opponent's stomach before tearing it out, spilling their intestines. Swinging her claw down within the tips of the intestines, she will proceed to tear the claw off of the ground. With the small intestines following the claw, she will swing the claw in a circle above her, steadily increasing its range from herself. Eventually, the target will be forcefully pulled off of the ground as they become helplessly airborne as they follow their own guts. Vertically tossing the target high up in the air, Sangue will throw her sword at a far distance from herself before dragging the opponent down. She will then swing the target straight towards the sword right as they land on the ground, slicing them in half as the rest of their organs blast straight out of their bodies. . [h2][b][u]Friendship[/u][/b][/h2] 214 + LK (Any distance) = "Hug" - Sangue calls a large panda that runs into the battlefield and hugs the defeated opponent. She remains still, envious of the defeated opponent's blessing of getting hugged by a friendly panda. . [h2][b][u]Hara-Kiri[/u][/b][/h2] (Can only be activated when left alone for four seconds after defeat) HP + HK = "The Shining" - Sangue slashes her eyes with her katana before cutting off her Apophis Claw's shoulder off. She then proceeds to stab her stomach before slashing upwards, leaving her in two partially separated pieces and one artificial limb.[/hider]