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#also like 1000 have tagged this as Luke
bcofl0ve · 1 year
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!! mollie’s 1k celly !!!
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(looking for my main pinned post?)
holy sh*t there's (over) 1000 of you. real talk though- this blog has brought me so much joy. and even if it hasn't always been sunshine and rainbows- i love y'all down bad. and austin and olivia and baz and luke bracey and elvis and the presleys and and- anyways. let's party.
for y'all that are also on twitter, i just posted a couple of quote tweet games which you can check out here and here!
but that's not all! below are some ask games that i'll consider 'open' through next weekend. i tried to include something for everyone's tastes re: fics vs gossip vs listening to me yak about my silly little life.
anon roulette (aka help mollie clean out her inbox)
send me a 🛎 emoji with any key word/name/phrase and i'll search it my anons + respond to what i find. bare in mind i have stuff going as far back as like mid-october, so feel free to shoot for a little blast from the past! and to send multiple requests/repeat requests others have sent. all my answers to these will be tagged as #anon roulette with mollie to avoid clogging ppl's names tags- and i'll go back and add organizational tags later.
miscellaneous #gossip time with mollie
send me a 🔮 emoji and i'll share a bit of gossip i have stored up in the my noggin that has nothing to do with the people we discuss here (and will likely have to do with either the theatre industry or the political world)
fic roulette, send an emoji from the list below and let's chat!
🍓 random priscilla actress!reader au headcanon/s
🫐 random invisible string au headcanon/s
🍊 a fic rec + explanation of why i love it
🍋 explain a fic idea i had but never started (there’s quite a few!)
🍏 a blurb from a WIP (work in progress)
🍒 random austin x reader headcanon/s
🍇 random olivia x reader headcanon/s
🍌 random austin!elvis/elvis x reader headcanon/s
🥑 send this + a person + a genre (fluff, hurt/comfort, angst, smut etc) and i’ll pick a prompt from the prompt lists i have bookmarked to write an *insert* x reader blurb with
storytime with mollie roulette, send an emoji from the list below and gather round ye old tumblr campfire
🖤 tale from my 6 year situationship that would give most YA novels a run for their money
🤍 tale from my time in politics/activism work
🤎 random fun fact/piece of lore
❤️‍🔥 random not-gossip related hot take (on music, film, society? etc)
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vibrantbirdy · 11 months
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Asks for Character x Reader Fic Requests Now Open!
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Hi Tumblr,
My Asks are currently open for Character x Reader Fic Requests.
IMPORTANT: Before requesting, please read the Guidelines below.
Thank you everyone who has given me amazing prompts so far and for your kind words and your interactions. Guidelines Characters I will write for: Star Wars - Kylo Ren or Ben Solo - Cal Kestis - Cassian Andor - Obi-Wan Kenobi (any era) - Anakin Skywalker (pre-Vader) - Luke Skywalker (any era) - Din Djarin - Poe Dameron - Finn Other Fandoms - Dr Daniel Jackson (Stargate SG-1) - Commander Mills (65) - Tenth Doctor (Doctor Who) - Any character (Lord of the Rings Trilogy) - Main crew (Star Trek TNG)
More guidelines under the cut...
How to Request:
Please request through my Asks here (which can also can be found under my blog header)
Request descriptions will be posted with the fic
You may request anonymously
If you choose not to request anonymously, please let me know if you do not you want to be tagged in your fic request when it is posted
I will try to answer as many requests as possible but please understand that I probably won't feel an affinity with every single prompt that comes in. Please don't be offended if it looks like I haven't picked your request up and feel free to try again with something different in the future.
I will try to get to requests as soon as possible, but please remember I do, unfortunately, have real life to contend with too.
What do you want?:
Type of fic: Generally for requests I will write Character x Reader. However, if you want something that focuses on a Character x Canon/Implied/Potential Pairing or a Character x OC just let me know and I'll see what I can do.
Specify Reader Type: Default will be Character x Female Reader just because that's what I have most experience writing, but if you would prefer Character x Gender Neutral Reader or something different please let me know and if I pick up your request, I will try my best!
Length: Most of my fic will be between 1000 and 5000 words. If you have a length in mind please let me know, otherwise I will just go with the flow.
Prompt: Remember to give me information on what you would like the basic details of the story to be. These can be specific or general but I need something as a starting point.
Genres I will write for:
Action/Adventure
Romance
Gen
Fluff
Enemies to Lovers/Allies/Friends
Hurt/Comfort and mild Whump
Mild Angst
Smut (please, don't be shy to ask - ask anonymously if you want! - but bear in mind I may be a little more selective about smut than other types of requests. If you request adult content you must be 18+.)
What I won't write about (this is not an exhaustive list):
Sexual Violence/Non-con
Severe Trauma
Heavy Angst
Extreme Violence
Infidelity or Love Triangles
All my fic will be clearly labelled with warnings and anything 18+ will be clearly marked so please heed these indicators before reading.
Thank you all so much!
-Birdy
My original Character x Reader fics
Title: No Survivors Fandom: Star Wars: Skywalker Saga Genres: Sci-Fi; Action/Adventure; Enemies to Allies; Whump; Hurt/Comfort and Romance if you squint. Setting: Pre The Force Awakens Characters: Kylo Ren x Female Reader Chapters: 1/1 (Complete) Word Count: 3347 Warnings: Detailed descriptions of injury/aftermath of injury (non-fatal impalement); descriptions of emergency/makeshift medical treatment; mild descriptions of death from a crashed ship; mild sexuality; mild/canon typical swearing Pairings: Kylo Ren x Female Reader
Summary: You are Resistance fighter who has been captured. You are in transit aboard a First Order transport destined for an Imperial prison on the swamp moon of Delka 6. When a violent electromagnetic storm brings down the ship, you appear to be the only survivor. That is until you come across Supreme Leader Snoke's primary warlord, Kylo Ren, amid the wreckage. The volatile Ren is injured and you have to decide whether you can put your reservations aside to help him in the aftermath of the crash.
Completed Reader Requests Title: Crush Fandom: Star Wars: Skywalker Saga Genres: Sci-Fi; Romance; Fluff Setting: Sometime later on in the Force Awakens Characters: Poe Dameron; Female Reader Pairings: Poe Dameron x Female Reader Chapters: 1/1 (Complete) Warnings: None :) Perhaps extremely mild, fluffy, sexuality Summary: You working for the Resistance on D'Qar, and Wing Commander Poe Dameron has a crush on you - he's surprisingly awkward about it.
Title: Charade Fandom: Star Wars Setting: Between Andor and Rogue One Genres: Sci-fi; Romance; Enemies to lovers; Action/adventure; Fluff Warnings: in keeping with tone of Andor/Rogue One - moderate sexuality; moderate swearing; mild violence/peril; brief mentions of loss of family/friends by Reader. Pairing: Cassian Andor x Female Reader Chapters: 1/1 (Complete) Word Count: approx 10k (oops) Summary: You and Captain Cassian Andor have to negotiate your personal differences and difficult history when you are both assigned to go on an undercover operation to the Galaxy's playground for the super-rich, Canto Bight, as a married couple.
Title: Relics Fandom: Star Wars: The Skywalker Saga Setting: Pre the Phantom Menace to post the Kenobi Series. Genres: Sci-fi; Romance; Minor Angst Warnings: mild/moderate sexuality; mild references to Reader family losses due to old age; mild references to the Empire being baddies and doing baddie things Pairing: Obi-Wan Kenobi x Female Reader Chapters: 1/1 (Complete) Word Count: c.5k Summary: You and Obi-Wan Kenobi have a connection that spans decades as your lives intersect throughout the years. Will you find each other again in the most unlikely of places?
Title: Proximity Fandom: Star Wars Jedi Fallen Order/Survivor Games Setting: Prior to events of Jedi Survivor Genres: Sci-fi; Romance; Fluff - This is tooth-rotting fluff with a little added spice as requested ;) Warnings: This fic is 18+ so please heed and respect the adult rating. Descriptions of sexual longing/arousal; strong consensual sexual content - nothing too descriptive but probably on the borderline of (hopefully still sweet) smut. Pairing: Cal Kestis x Female Reader Chapters: 1/1 (Complete) Word Count: approx 5.5k (Because I have no self control) Summary: You are an accomplished Coruscanti thief who has been recruited by the Rebel Jedi, Cal Kestis. As you join him and his crew on their adventures aboard the Mantis, you and Cal have to navigate your growing feelings for each other.
Title: Familiarity Fandom: Star Wars Jedi: Fallen Order and Survivor games Setting: Prior to the events of Survivor Genres: Sci-fi; Romance; Action/adventure; Fluff; Angst; Hurt/Comfort Warnings: Canon typical combat violence; canon typical death/angst/survivor's guilt relating to Order 66; mild sexuality; one claustrophobic scene due to ruined temple adventuring; SPOILERS for Jedi: Fallen Order and minor ones for the set up to Survivor. Pairing: Cal Kestis x Reader Chapters: 1/1 (Complete) Word Count: c.8k (this one got away from me!) Summary: Believing each other lost to the brutal purge of the Emperor's Order 66, ten years after you were separated from your childhood best friend during the systematic eradication of the Jedi Order, you and Cal Kestis are finally reunited amid the strange Temple ruins of an ancient civilisation.
Title: Frequency Fandom: Star Wars: Skywalker Saga Genres: Sci-Fi; Action/Adventure; Enemies to Allies; Hurt/Comfort Setting: Post The Last Jedi, Pre The Rise of Skywalker Main Characters: Kylo Ren x Female Reader Chapters: 1/1 (Complete) Warnings: Mild/canon typical battle violence; mild/canon typical swearing Summary: You are Rey's long lost sister - a powerful force wielder - and you encounter Supreme Leader, Kylo Ren, as you both search for something.
In Progress
Cassian Andor x Reader (Original)
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domestikhighway58 · 1 year
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✨ 2022 Writing Year In Review ✨
Thanks to @spencer-reids-adventures for tagging me! Woo!
1. Number of stories posted to AO3: 58 (LOL UNINTENTIONAL)
2. Word count posted for the year: 1,099,815
3. Fandoms I wrote for: Criminal Minds, Harry Potter, Parks & Rec (but yo, I don't really count those last two)
4. Pairings: Luke Alvez/Spencer Reid, Aaron Hotchner/Spencer Reid, Derek Morgan/Spencer Reid, Spencer Reid/The BAU Team, couple random outliers in there somewhere. Feel blessed I didn't drop any of my 4 Jeid fics in public.
5. Story with the most:
Kudos: Casimir Pulaski Day with 536
Bookmarks: Casimir Pulaski Day with 262
Comments: And again! Casimir Pulaski Day with 151 comment threads (why is sadness so popular?)
6. Work I’m most proud of (and why):
Honestly? My first ever fic and the thing that got me back into writing. The Eyes Have It literally opened my own eyes to writing again after a decade of not touching a keyboard. I did not think I would make it past 1000 words, let alone the 100,000 words that fic inspired. I had never written dialogue seriously before, never come up with any kind of extended plot, never explored character arcs, or even written creatively past a few lines of poetry. I posted that first chapter assuming I would lose interest or my depression would get the best of me yet again but neither of those things happened. I finished the three-part series three months later and made so many amazing fandom friends through that one fic. Even if it's not my most popular or even best-written work so far, it will always be my favorite.
7. Work I’m least proud of (and why):
OOF. Well, quite a few fit that category but one I'm quite sad about is also just a symptom of my itchy fingers when it comes to writing whatever pops in my head. I deleted it (so sorry) but I plan to return to it one day and make it what I wanted it to be. If you're dying for shitty Highway58 drunkfics, here are these two terrible gems: The Wolf (terrible half-assed attempt at werewolf Spencer, update coming the next time I have whiskey) and my one and only Harry Potter fic, Sequi Mi, where I decided no matter how hard I fangirled on HP in my youth I can't do it anymore now. Maybe one day.
8. Share or describe a favorite review you received:
My very first few comments on my first-ever fic bolstered my confidence like nothing else could. Some were short, some were so long and detailed that they made me cry. I recall two specific commenters who stuck by that crazy story with inspiration and encouragement and they are now in my circle of online friends I never would have found if I didn't keep writing. <3 Every comment I get is an amazing compliment and every single person who decides to take the time to read my bullshit is a goddamned gift.
9. A time when writing was really, really hard:
Several stories I've completed this year spanned a time of my life that I thought was my lowest point. While writing it out through fic was helpful, it was also an outlet that exposed my issues and forced me to face them. The hardest time for me to write was also the time I probably wrote the most, when I was in that lowest space around this time last year. I felt guilty about it when everything else was going to hell but I kept doing it. Ultimately, exploring this side of my creativity allowed me to overcome some of those massive problems I thought were insurmountable.
10. A scene or character you wrote that surprised you: 
So many. I think I was somewhat surprised to find how much I enjoy writing the OC protagonist from their warped perspectives. I wrote a sadistically evil Doctor, a psychopathic billionaire heiress, and a Wild West warlord this year all within the context of CM and they were SO MUCH fun, I'm sad I killed them all. I also just think it's interesting to explore the potential depths of OCs within the fanfiction genre. So, that was a pleasant surprise when all I anticipated starting on this journey was a new way to explore the characters I already love.
11. A favorite excerpt of your writing:
Ugh. I dunno. Too many words, but here's this from my first OC I still love and miss: Cheers, Caro, you might be in my first OG novel one day:
"Time to make an offering. 
The clothes and the phone bundled in her hands, she turned to the door. Walked down the narrow stairs, across the empty hall. Pushed the creaking screen door open against a violent night, the storm which had gathered earlier finally unleashing its fury. 
She cradled the phone with the image of those hands frozen, locked against her. Against her. On her. In her. Choking life back into her. 
Edging the rusted gate open she entered the garden. The wildness couldn’t compare with home, but it was something. " The Eyes Have It, Chapter 19
12. How did you grow as a writer this year: 
I think I've expressed this already elsewhere but... I wasn't a writer at all before this year. I dabbled for years in poetry and songwriting before landing at a point where I assumed my creativity was dead beneath the yoke of daily life and responsibility. When I started reading fanfiction, I was more depressed than I have ever been in my life. I buried myself in the words of others and wished I could even come close to that kind of creative expression. So when I finally sat down to write a story, I outlined something that came nowhere close to the story I ultimately wrote--and that's when I learned it's not about planning or hoping to do it, it's just about doing it. So, if anything, I grew comfortable with the idea that I can write and that I should--for myself. Because it helps.
13. How do you hope to grow next year:
I hope to start finishing my WIPs more succinctly and with a bit more regularity. I do think I need to spend less time writing fanfic and more time honing my other skills. It is difficult to find the delicate balance between doing something for fun and doing it because you feel you need to please others. That's the double-edged sword of writing and posting fics--sometimes you feel the guilt weigh heavy when you let. a story lie there for months without relief. So, I want to probably slow down with my writing and be a little more intentional with it going forward. (Though honestly, that pains me to imagine--I love following the faintest whiff of fresh plot wherever it might lead). I do know I have no plans on stopping now that I've started.
14. Who was your greatest positive influence this year as a writer (could be another writer or beta or cheerleader or muse etc etc): 
This is so hard. I've met so many new people this year who have endlessly encouraged and inspired me. Way too many to list here. I will shout out to @foggyblues-ralvez for being the first person to say Hi to me from the fandom (seriously, my dear Mandy, thank you <3). @masterwords, I love you and writing with you has been a fucking honor (also just hi, you should do this if you haven't yet, ily). @spencer-reids-adventures--endless love for your support and comments and the sprints, literally every step of the way. And then I'll shout out @brillianthijinx because darlin' you bring out a side in me I love and am terrified by lol, in the best way. But again, if I were to personally shout out every single person who has made an impact on me and my writing this year this silly thing would be longer than my ao3 wordcount. No one wants that.
15. Anything from your real life show up in your writing this year:
I won't go into detail here, but, yes. I write Spencer as my comfort character. While I sensationalize his issues to suit the story, the emotions are written from repressed experiences I have never explored. Writing is therapy as much as it is an obsession for me.
16. Any new wisdom you can share with other writers:
Just start writing. Don't think. Write. Share it or don't. Edit or don't. Just write. Every damn day, if you can.
17. Any projects you’re looking forward to starting (or finishing) in the new year:
Good lord, ALL of them. I hope to finish Casimir Pulaski Day by the end of January. I will be bringing back Signed, Sealed, Delivered in January as well. I want to finish up a few short fics soon and then continue my sequel to Silk Road quite soon. I have several A/B/O fics in the works, including the sequel to Old Town Road. @masterwords and I will of course be continuing our soft Hotchreid saga in Missing Pieces of Sleep. And then, you know, in my spare time I plan to start up part 2 of Finding it Out to explore some complicated Moreid/Hotchreid love triangle stuff within the canon. So, I've got a few things going on, ya.
18. Tag some writers whose answers you’d like to read.
@masterwords @eldrai @goobzoop @tobias-hankel @pandorasdreamings @fortheloveofwonderland
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therosiestofrubys · 1 year
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Patchnotes for v1.05, since that’s been officially out for a couple days. Under a read me because LONG.
10/23/2022
GENERAL
- Character select and options now have music, just testing it out.
- Default MUGEN menu noises swapped out.
- Finished reworks on Sinestro, Sandman, Donovan, Ice, Iron Man, Vulture, Zangief, Batman, Jubilee, Bane, and Nrvnqsr Chaos.
- Donovan now has in-game movelist set up.
- Zangief now has character select anims and an in-game movelist set up.
- Much like the couple of last patches, addition of new palettes for some characters. In this case, shoutouts to Phi-01 -- for also helping me by outright creating some of them as well as the ones I have added either from pre-existing sources -- or straight up have made from scratch myself.
- Universal health has been doubled from 1000 to 2000. This was gonna come eventually in some form, being in my head even -- since the initial rough draft, but as several players have shown, I think the time has more than come for this, and -- especially with tag matches now being best-of-1 instead best-of-3. I'll dial it back if it ends being /too/ beefy, -- but for now I'll just let it hang and see how that goes.
- Tweaked jump physics properties of the "MvC2-styled" characters to be more in line with the rest of the cast.
- Tweaked superjump heights/properties to be more consistent with the taller super-jumps of the "MvC2-styled" -- characters and also to just generally be less wildly different across the board.
- Fixed issue with most characters not auto-facing the opponent if immediately acting after landing.
- Univesal base hitstun amount for grounded lights on grounded opponents is now slightly higher.
- Standing heavies, while still affecting the hitstun decay rate for most grounded normals (Besides sweep and launcher) -- on hit, will no longer have their own hitstun affected by the decay rate on hit on grounded opponents.
- Super Pause effect for many supers has been tweaked to no longer make them near impossible to confirm into or -- otherwise suffer from being borderline useless in general.
- Addition of victory themes for Arcueid and Nrvnqsr Chaos.
- Much like other ScruffyDragon stages before it, track for the "Trans-Siberian Express" stage has been -- been changed for the time being to prevent any potential issues with streaming this game.
- Track for "Spooky London" (Stage for Gentleman Ghost) swapped out, now uses a similar "Round 1/Post Round 1" track swap -- to what "Gold Mine Assault" currently uses.
- Luke Cage now has a new stage in "Brooklyn Backstreets", his former stage, "Avengers Tower", has been removed for being -- a pile of garbage (Or in more professional terms, I thought it just looked overall bad, had a boring track, and overall -- just did not seem worth keeping in this, especially now that Luke has a replacement stage for it).
- Track for "Atlantian Waters" (Stage for Aquaman) yet again changed.
- Superman now has a new stage in "Metropolis Streets", his former stage, "Metropolis Rooftop" has been removed.
- Fixed the dim lighting on "Wayne Manor Ruins" (Stage for Bane) so it should no longer be an issue.
- Track for "Gotham's Clocktower" (Stage for Batman) has been changed.
- Sunlight effect on "City Beach stage (Stage for Sandman) has been significantly dimmed down to avoid making UI -- elements too difficult to parse mid-match.
- Kyle Rayner now has his own separate stage in Oa Central Battery.
- Solomon Grundy now has a new stage in "Grundy's Grave", his former stage, "Near Belle Reve" will remain in-game, -- albeit unassigned for the time being.
- Donovan now has a new stage in "Brazilian Forest", his former stage, "Under Moonlight" will remain for the -- time being, albeit as a non-character-specific stage (Will probably go to Psylocke if/when she's added).
- Added stage for Zangief (UWCF Arena).
- Boss character Parasite now has his own stage (S.T.A.R. Labs).
- Addition of "Gotham Church Roof" stage (Stage for Scarecrow).
- Addition of "Gold Mine Assault" stage (Currently assigned to no one).
- Addition of "Golden Gate Bridge" stage (Currently assigned to no one).
- Addition of "White House Incident" stage (Stage for Taskmaster).
- Addition of "Gerdenheim Laboratory" stage (Stage for Victor).
- Victory themes added for Victor and Zangief.
- Win quotes completed for Zangief
CHARACTER SPECIFIC
CHARS FROM PREVIOUS PATCHES ;--------------------------------------------------------------------------------- GREEN ARROW
- Set up intros against Supergirl and Superman.
- st. HK now has 1 more frame of startup.
- All single arrows from Normal Arrow (QCF+P) and Air Normal Arrow (QCF+P, midair) now do somewhat -- more damage and slightly more chip.
- LP version of Bow Attack (DP+P) now does somewhat more damage and slightly more meter gain.
- MP version of Bow Attack (DP+P) now does slightly more meter gain.
- Tactical Shot (QCB+P) now does somewhat more damage, slightly more chip, and somewhat more -- meter gain.
- Fast Arrows (QCF+PP) now does somewhat more damage.
- Super pause timing for Fast Arrows (QCF+PP) has been retweaked.
- Super pause timing for Hyper Trick Arrow (QCF+KK) has been retweaked.
- Super pause timing for Bomb Arrow (QCB+KK) has been retweaked. ;--------------------------------------------------------------------------------- AQUAMAN
- Set up intros with Lobo and Zangief.
- Forward ground dash modified into an outright run.
- st. HP no longer does hard knockdown on hit on airborone opponents.
- The LP version of Trident of Atlantis (QCF+P) now does somewhat more damage and slightly more chip.
- The MP version of Trident of Atlantis (QCF+P) now does slightly more damage.
- Shark Attack (QCB+P) can now be cancelled into out of all grounded normals on contact.
- Harpoon (QCF+K) now does slightly more damage, slightly more chip (And chip at all now), and slightly -- more meter gain.
- Flash Flood (QCF+PP) now does somewhat more damage.
- Orca from Orca Smash (QCB+PP) now surfaces closer to where Aquaman originally started to make it -- less infuriating to actually confirm into, as well as just hitting it in general.
- Orca Smash (QCB+PP) now does noticeably more damage.
- Deep Sea Assault (QCF+KK) now does somewhat more damage.
- Removed Dolphin Ride (QCB+KK) for being far too bizarrely functioning. ;--------------------------------------------------------------------------------- THE THING
- Set up intro against Dr. Doom and Hulk.
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean -- up pretty much all of his voice clips.
- Power Back Hand (QCF+LP) now does slightly more damage.
- Power Punch (QCF+MP) now does slightly more damage and slightly more meter gain.
- Ground Smash (QCB+LP) now does slightly more damage.
- It's Clobberin' Time (QCF+PP) now does noticeably less damage.
- Super pause timing for It's Clobberin' Time (QCF+PP) has been retweaked.
- Rock Melee (QCB+PP) has been renamed to Stone Cold Upper.
- Stone Cold Upper (QCB+PP) now has 2 more frames of startup and does somewhat more damage.
- Truck Dump (QCF+KK) now has 17 less frames of startup and does noticeably less damage. ;--------------------------------------------------------------------------------- WOLVERINE
- All version of Berserker Barrage (QCF+P) now do noticeably more damage.
- All versions of Lethal Lunge (QCB+P) and Air Lethal Lunge (QCB+P, midair) now do somewhat more damage and are now -- non-super projectile invuln.
- All versions of Dive Kick (QCF+K) now do slightly more damage.
- Berserker Barrage X (QCF+PP) now does slightly more damage and somewhat more chip.
- Super pause timing for Berserker Barrage (QCF+PP) has been retweaked.
- Weapon X (DP+PP) now does noticeably more damage.
- Super pause timing for Weapon X (DP+PP) has been retweaked.
- Claw Frenzy (QCB+PP) now does somewhat more damage.
- Super pause timing for Claw Frenzy (QCB+PP) has been retweaked. ;--------------------------------------------------------------------------------- SABRETOOTH
- Berserker Claw (QCF+P) now does somewhat more damage and slightly more meter gain.
- Talon Fury (DP+P) now does slightly more damage.
- Deadly Run (QCB+P) now does somewhat more damage.
- Wild Fang (QCF+K, Air OK) can now also be performed midair, as well as now being confirmable into from all normals -- on contact.
- Wild Fang (QCF+K, Air OK) now does slightly more damage and slightly more meter gain.
- Both of Sabretooth's attacking supers now properly freeze airborne opponents on hit long enough to properly confirm -- on them.
- Berserker Claw X (QCF+PP) now does significantly more damage.
- Super pause timing for Berserker Claw X (QCF+PP) has been retweaked.
- Feral Rampage (QCB+PP) now does significantly more damage.
- Super pause timing for Feral Rampage (QCB+PP) has been retweaked. ;--------------------------------------------------------------------------------- HULK
- Set up intro against Superman.
- Set up win pose against The Thing.
- Couple oddities regarding Hulk's frame data (Some crouching kick normals hitting HIGH instead of low, cr. HK not -- doing similar damage to Hulk's other heavy normals).
- Raw st. HP now does slightly more damage and hits overhead.
- j. HP now has 3 more frames of recovery and has less vertical pushback for Hulk.
- Grab part of Boulder Toss (QCF+P) now does noticeably more damage.
- Dive Kick (QCF+P, midair) now has 12 less frames of recovery.
- Gamma Quake (QCB+P) now does somewhat more meter gain.
- Gamma Tornado (HCB+P) now does slightly more damage.
- Gamma Tornado (HCB+P) now has damage applied when leaving Hulk's hands instead of when they touch the floor.
- Fixed Hulk being counted as standing for the first few frames of Gamma Spear (QCF+K, Air OK), even if performed -- while airborne.
- ALL versions of Gamma Charge now do somewhat more damage and slightly more meter gain.
- Super pause timing for Hyper Gamma Quake (QCF+PP) has been retweaked.
- Hulk SMASH (QCF+KK) can no longer be cancelled into out of whiffed normals.
- Hulk SMASH (QCF+KK) now does somewhat more damage.
- Super pause timing for Hulk SMASH (QCF+KK) has been retweaked.
- Super pause timing for Gamma Crush (QCB+KK) has been retweaked.
- World Tearing Gamma Crush (QCF+PK) now does severely more damage.
- Super pause timing for World Tearing Gamma Crush (QCF+PK) has been retweaked. ;--------------------------------------------------------------------------------- HUITZIL
- Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain, -- beam itself also starts spawning 6 frames sooner.
- Air Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain.
- Anti-Air Frozen Beam (DP+P) now does somewhat more damage and slightly more meter gain.
- Aztec Missile (QCB+P) now does somewhat more damage and slightly less chip.
- Frozen Laser Crouch (QCF+K) now does somewhat more damage and slightly more meter gain, -- beam itself also starts spawning 4 frames sooner.
- Hyper Frozen Laser (QCF+PP) now does noticeably more damage.
- Super pause timing for Hyper Frozen Laser (QCF+PP) has been retweaked.
- Air Hyper Frozen Laser (QCF+PP, midair) now does noticeably more damage.
- Super pause timing for Air Hyper Frozen Laser (QCF+PP, midair) has been retweaked.
- Air Annihilation (QCB+PP) now does noticeably more damage. ;--------------------------------------------------------------------------------- LILITH AENSLAND
- All of Lilith's standard aerial normals now properly follow the standard frame data for this project -- instead of still being Capcom Marvel styled (Beating myself over the head for letting this stay this -- way for so long now).
- j. LP is now less active by 16 frames, subsequently also having 16 less frames of recovery.
- j. MP now has 1 more frame of startup, is more active by 2 frames, and now has 7 less frames of recovery.
- j. HP now has 2 more frames of startup and 5 less frames of recovery.
- j. LK is now less active by 16 frames and has 3 more frames of recovery (And recovery at all now).
- j. MK now has 1 more frame of startup and 11 less frames of recovery.
- j. HK now has 2 more frames of startup, is more active by 4 frames, and has 6 less frames of recovery.
- Lilith no longer left helpless until grounded again after landing a Gleeful Dive (D+HK, midair).
- Soul Flash (QCF+P, Air OK) now does somewhat more damage.
- Mystic Arrow (QCB+P, Air OK) can now also be initiated midair, and now also has invuln to normal and -- special level projectiles for the same duration as its pre-existing invuln to normal throws and non-super -- command grabs.
- Mystic Arrow (QCB+P, Air OK) now does noticeably more damage.
- Mirage Blade (QCF+PP) now does significantly reduced damage, slightly less chip, and can now also be -- confirmed into from Soul Flash (QCF+P, Air OK) on hit.
- Luminous Illusion (Air OK) now does noticeably more damage.
- Splendor Love (DP+KK) now does somewhat more damage.
- Replenishing Sprinle (QCB+KK, Air OK) now does somewhat more damage.
- Super pause timing for Replenishing Sprinkle (QCB+KK, Air OK) has been retweaked.
- Input for Gloomy Puppet Show! has been changed from (HCB+PP) to (QCF+PK)
- Gloomy Puppet Show! (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- SPIDER-MAN
- st. MP now has 1 more frame of startup and is now less active by 3 frames, subsequently also having 3 less -- frames of recovery as well.
- st. HP now has 2 more frames of startup and 2 less frames of recovery.
- st. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MP now has 1 more frame of startup, is now less active by 4 frames, and has 1 less frame of recovery.
- cr. HP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MK is now less active by 3 frames, subsequently also having 3 less frames of recovery as well.
- cr. HK now has 4 less frames of recovery.
- j. MP now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery, -- totalling to 5 less frames of recovery overall.
- j. MK now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery, -- totalling to 5 less frames of recovery overall.
- j. HK now has 1 more frame of startup and is less active by 2 frames.
- Spider Sting (DP+P) now has proper pre-active DP invuln.
- Web Throw (HCB+P) now does noticeably less damage.
- Horizontal speed when jumping back towards backwall for Maximum Spider (QCF+PP) has been significantly -- increased. Among other things, this finally fixes the long standing issue of Spider-Man failing to reach -- the back wall because the camera moved over in the same direction he was going towards.
- Super pause timing for Maximum Spider (QCF+PP, Air OK) has been retweaked.
- Ultimate Web Throw (QCB+PP, Air OK) now does noticeably less damage.
- Super pause timing for Ultimate Web Throw (QCB+PP, Air OK) has been retweaked.
- Crawler Assault (QCF+KK) now does noticeably less damage and no longer hits OTG.
- Super pause timing for Crawler Assault (QCF+KK) has been retweaked.
- Web Punchbag (QCB+KK) now has 6 less frames of startup and does somewhat more damage.
- Super pause timing for Web Punchbag (QCB+KK) has been retweaked.
- One for J.J. (QCB+PK) removed for being somewhat redundant alongside Spider-Man's other supers. ;--------------------------------------------------------------------------------- DESPERO
- Some more additional cleanup on boxes, primarily related to normals and supers.
- st. MP now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- st. HP now has 1 more frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 2 less frames of recovery.
- st. HK now has 1 more frame of startup and is less active by 2 frames, subsequently also having 2 less -- frames of recovery as well.
- cr. LP is now more active by 1 frame and has 1 less frame of recovery.
- cr. MP now has 1 less frame of startup.
- cr. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well.
- cr. LK now has 1 less frame of startup and is more active by 1 frame.
- cr. MK now has 1 less frame of startup and is less active by 1 frame, subsequently also having 1 less frame -- of recovery as well.
- j. HP now has 1 more frame of recovery.
- j. LK now has 1 more frame of startup and is less active by 1 frame and has 1 less frame of recovery, totalling -- to 2 less frames of recovery overall.
- j. MK now has 1 less frame of startup, is active by 1 less frame, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup and is now less active by 3 frames, subsequently also having 3 less frames -- of recovery as well.
- All grounded versions of Despero Beam (QCF+P, Air OK) now have 1 more frame of recovery.
- Confirming out of Despero Beam (QCF+P, Air OK) in general has been retweaked, and should hopefully now be significantly -- less awkward to do than prior.
- Air Body Rush (QCB+P, midair) now does similar damage and chip to the grounded versions.
- Leaping Backbreaker (QCF+K) now has invuln to non-super projectiles.
- Fixed hard knockdown from all versions of Might of Py'tar (QCB+K) being techable, all versions also now do -- slightly more meter gain.
- Guys from Staff Guy Summon (P+K) now properly go away on hit.
- Despero Ranbu (QCF+PP) now has 8 less frames of startup.
- Despero Ranbu (QCF+PP) now does noticeably more damage.
- Super pause timing for Despero Ranbu (QCF+PP) has been reworked.
- Energy Blaster (QCB+PP) now does hard knockdown on hit on airborne opponents.
- Energy Blaster (QCB+PP) now does somewhat more damage.
- Super pause timing for Energy Blaster (QCB+PP) has been reworked.
- Air Energy Blaster (QCB+PP, midair) now does somewhat more damage.
- Super pause timing for Air Energy Blaster (QCB+PP, midair) has been reworked.
- Hyper Might of Py'tar (QCF+KK) can now also be confirmed into out of the grounded versions of Despero Beam (QCF+P, Air OK) -- and Body Rush (QCB+P) on contact.
- Super pause timing for Hyper Might of Py'tar (QCF+KK) has been reworked. ;--------------------------------------------------------------------------------- COLOSSUS
- Confirmed-into version of st. HP now does slightly more damage.
- st. HK now has 2 more frames of startup and 2 less frames of recovery.
- j. LP now has 1 less frame of startup and 1 less frame of recovery.
- j. MP now has 1 less frame of startup and 2 more frames of recovery.
- j. LK now has 1 less frame of startup and 5 less frames of recovery.
- j. MK now has 1 more frame of startup and 2 less frames of recovery.
- j. HK is now less active by 5 frames, subsequently also having 5 less frames of recovery.
- All versions of Power Tackle (QCF+P) and Air Power Tackle (QCF/QCB + P, midair) now do slightly more damage -- and slightly more chip.
- All verisons of Ground Lift (QCB+P) now do somewhat more damage.
- Giant Swing (QCF+K) now does slightly more damage and is now armored again.
- Siberian Express (QCF+PP) now does somewhat more damage.
- Super pause timing for Siberian Express (QCF+PP) has been reworked.
- Power Dive (QCB+PP) now does somewhat more damage.
- Super pause timing for Power Dive (QCB+PP) has been reworked. ;--------------------------------------------------------------------------------- LUKE CAGE
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean -- up pretty much all of his voice clips.
- Chain Gang (QCB+P) now does somewhat more damage.
- Spin Cycle (QCF+K) now does somewhat more damage.
- All versions of Roadhouse Blues (QCB+K) now do somewhat more damage.
- Power Fist (QCF+PP) now does noticeably more damage.
- Super pause timing for Power Fist (QCF+PP) has been reworked.
- Sweet X-Mas (QCB+PP) now has 20 less frames of recovery.
- Super pause timing for Sweet X-Mas (QCB+PP) has been reworked.
- Super Spin Cycle (QCF+KK) now does slightly more damage.
- Super pause timing for Super Spin Cycle (QCF+KK) has been reworked. ;--------------------------------------------------------------------------------- DR. DOOM
- Special intros for Fantastic Four members, Magneto, and Wolverine are now character specific instead of a shared pool.
- Set up intros against Arcueid, Captain America, and Luke Cage.
- Fixed issue with Doom's specials not properly doing meter gain.
- The LP version of Plasma Beam (QCF+P) now does somewhat more damage.
- The MP version of Plasma Beam (QCF+P) now does slightly more damage.
- The HP version of Plasma Beam (QCF+P) now does slightly less damage.
- All versions of Air Plasma Beam (QCF+P, midair) now do the same damage and meter gain as their corresponding strength -- Plasma Beam (QCF+P) version.
- The MP and HP versions of Air Plasma Beam (QCF+P, midair) now have more fitting recovery instead of recovering /faster/ -- than the LP version.
- Photon Shot (QCB+P) now does somewhat more damage.
- Air Photon Shot (QCB+P, midair) now does somewhat more damage.
- Shield Charge (QCF+K) now does somewhat more damage.
- Shield (QCB+K) now does somewhat more damage.
- Laser Gun (QCB+K, midair) now does somewhat more damage.
- Mega Plasma Beam (QCF+PP) now has 13 less frames of startup and does slightly more damage.
- Photon Array (QCB+PP) now does somewhat more damage.
- Air Photon Array (QCB+PP) now does somewhat more damage.
- Doom Time (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- SUPERGIRL
- j. MP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. HP now does slightly more meter gain (Putting it more in line with standard heavy normal meter gain).
- j. MK now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup, is more active by 3 frames, and has 2 less frames of recovery.
- LP and MP versions of Dash Punch (QCF+P) now do slightly more damage and slightly more chip.
- HP version of Dash Punch (QCF+P) now does slightly more damage.
- Flying Punch (QCF+P, midair) now does slightly more damage.
- All versions of Heat Vision (QCB+P) now do slightly more damage and now do knockdown on hit -- on airborne opponents (HP version also no longer does knockdown on grounded opponents).
- Downward Heat Vision (QCB+P, midair) now does slightly more damage and knockdown on hit on -- airborne opponents.
- Dive Kick (QCF+K, midair) now does slightly more damage.
- Rising Supergirl (DP+K) now does somewhat more damage.
- Argoan Rush (QCF+PP) now does noticeably more damage.
- Air Argoan Rush (QCF+PP, midair) now does noticeably more damage.
- OTG limiter for infinite prevention now in place for Mighty Ground Pound (QCB+PP).
- Super pause timing for Mighty Ground Pound (QCB+PP) has been reworked.
- Uncharged Mighty Ground Pound (QCB+PP) now does somewhat more damage.
- Charged Mighty Ground Pound (QCB+PP) now does somewhat more damage. ;--------------------------------------------------------------------------------- ALEX
- st. LP is now more active by 2 frames and has 2 less frames of recovery.
- st. MP now has 1 more frame of startup.
- st. HP now has 1 less frame of startup, is more active by 4 frames, and has 2 less frames of recovery.
- st. LK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. HK now has 2 less frames of startup, is more active by 3 frames, and has 1 less frame of recovery.
- cr. LP now has 2 less frames of recovery.
- cr. MP is now more active by 1 frame and has 2 less frames of recovery.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, and has 4 less frames of recovery.
- cr. MK now has 1 less frame of startup, is more active by 2 frames, and has 1 less frame of recovery.
- cr. HK is now more active by 3 frames and has 4 less frames of recovery.
- j. LP now has 1 more frame of startup.
- j. MP now has 1 more frame of startup and is active by 1 more frame.
- j. HP now has 3 more frames of startup and 3 less frames of recovery.
- j. LK is now less active by 2 frames and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and 1 more frame of recovery.
- j. HK now has 2 less frames of recovery.
- All versions of Flash Chop (QCF+P) now do slightly more damage, slightly less chip, and slightly more meter gain.
- Power Bomb (QCB+P) now does somewhat noticeably more damage and slightly more meter gain.
- Air Power Bomb (QCF+P, midair) now does noticeably more damage and slightly more meter gain.
- Spiral DDT (QCF+K) now does somewhat more damage.
- All versions of Stomp (QCB+K, Air OK) now does slightly more damage and slightly more meter gain.
- Boomerang Raid (QCF+PP) now does noticeably more damage.
- Hyper Bomb (QCB+PP) now does noticeably more damage.
- Stun Gun Headbutt (QCF+KK) now does noticeably more damage.
- Superplex (QCB+KK) now does noticeably more damage. ;--------------------------------------------------------------------------------- HAL JORDAN
- Set up intro against Batman.
- Set up win poses against Green Arrow and Sinestro.
- st. HK no longer does vertical knockback on hit on grounded opponents.
- j. LK is now less active by 1 frame and has 1 less frame of recovery, totalling to 2 less frames of -- recovery overall.
- j. MK now has 1 less frame of startup and 2 less frames of recovery.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- All versions of Ring Strike (QCF+P) now do somewhat more damage and slightly more meter gain.
- Fixed issue causing MP and HP versions of Ring Strike (QCF+P) not properly allowing Hal to cancel -- into supers from them on contact.
- Emerald Swordsman (QCF+P, midair) now does somewhat more damage.
- Buzzcut (QCB+P) now has invuln to aerial normals and aerial normal-level projectiles.
- Charging Ram (QCF+K) now does knockdown on hit.
- Air Charging Ram (QCF+K, midair) now does knockdown on hit.
- Plasma Sphere (QCB+K) now does noticeably more damage.
- Knockout (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Knockout (QCF+PP, Air OK) has been reworked.
- Ion Force (QCB+PP) now does severely less damage.
- Super pause timing for Ion Force (QCB+PP, Air OK) has been reworked.
- Super pause timing for Emerald Knight (QCF+KK) has been reworked.
- Ring Slinging (Formerly QCB+KK) has been outright removed, mostly for being either completely useless or doing FAR -- too much damage for its own good.
- Soldier of Oa has had its input changed from (QCB+PK) to (QCB+KK), and also starts up significantly faster now.
- Smackdown (QCF+PK) now does somewhat more damage and slightly less chip.
- Super pause timing for Smackdown (QCF+PK) has been reworked.
- Card Destruction (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- ARCUEID BRUNESTUD
- j. LP is now more active by 1 frame and has 1 less frame of recovery.
- j. MP is now less active by 1 frame, has 3 less frames of recovery, and now only strikes once.
- j. HP now has 2 more frames of startup and is more active by 2 frames.
- j. LK is now more active by 1 frame and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- Dissection (QCF+P) now does slightly more damage and slightly more meter gain, all followups now do somewhat -- more damage and somewhat more meter gain.
- Quiet! (DP+P) now does slightly more meter gain.
- Joint Knocker (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Force Faiya (QCF+K) now do somewhat more damage.
- LK version of Force Faiya (QCF+K) now does slightly more meter gain.
- MK version of Force Faiya (QCF+K) now does somewhat more meter gain.
- LK and MK versions of What are you doing...! (DP+K) now do slightly more meter gain.
- HK version of What are you doing...! (DP+K) now does somewhat more meter gain.
- Grab from HK version of Over here, over here! (RDP+K) now does somewhat more damage.
- Force Ring (HCB+K) now does slightly more damage and slightly more chip.
- Super Claw Blitz (QCF+PP) now has 7 less frames of startup and does noticeably more damage.
- Super pause timing for Super Claw Blitz (QCF+PP) has been reworked.
- Super Joint Knocker (QCB+PP) now has 4 less frames of startup and does noticeably more damage.
- Super pause timing for Super Joint Knocker (QCB+PP) has been reworked.
- Super Force Faiya (QCF+KK) now has 4 less frames of startup, does noticeably more damage, and slightly more chip.
- Super pause timing for Super Force Faiya (QCF+KK) has been reworked.
- Marble Phantasm (QCF+PK) now does severely more damage.
- Super pause timing for Marble Phantasm (QCF+PK) has been reworked.
- True Ancestor's Power (QCB+PK, Air OK) now does severely more damage. ;--------------------------------------------------------------------------------- GAMBIT
- Both versions of LP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of MP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of HP Kinetic Card (QCF+P) now do somewhat more damage.
- All the aforementioned damage and chip changes to Kinetic Card (QCF+P) above also apply to the corresponding -- versions of Air Kinetic Card (QCF+P, midair) and Trick Card (QCB+P).
- LK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- MK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- Royal Flush (QCF+PP) now does noticeably more damage.
- Cajun Strike X (QCB+PP) now has 13 less frames of startup and does noticeably more damage.
- Cajun Slash X (DP+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- CAPTAIN AMERICA
- Set up intros against Batman, Beast, Iron Man, Luke Cage, Metallo, Quicksilver, Sandman, Scarlet Witch, -- and Steel.
- All versions of Shield Slash (QCF+P, Air OK) now do slightly more damage.
- Aerial versions of Shield Slash (QCF+P, Air OK) are now correctly registered as aerial projectiles -- instead of standing projectiles.
- All versions of Stars N' Stripes (DP+P) now do slightly more damage.
- Final Justice (QCF+PP) now does somewhat less damage.
- Super pause timing for Final Justice (QCF+PP) has been reworked.
- Hyper Stars N' Stripes (QCB+PP) now does somewhat less damage.
- Super pause timing for Hyper Stars N' Stripes (QCB+PP) has been reworked.
- Hyper Charging Star (QCB+KK) now does noticeably less damage. ;--------------------------------------------------------------------------------- HAWKMAN
- Shield Bash (QCF+P, Air OK) now does slightly more damage.
- Crossbow (QCF+K, Air OK) now does slightly more damage.
- Ancient Spear (QCB+K) now does slightly more damage.
- Claw of Horus (QCF+PP, Air OK) now does severely more damage.
- Super pause timing for Claw of Horus (QCF+PP, Air OK) has been retweaked.
- Hawkgirl (QCB+PP) now does somewhat more damage.
- Super pause timing for Hawkgirl (QCB+PP) has been retweaked.
- Hawkgod (QCF+PK) now does severely more damage.
- Super pause timing for Hawkgod (QCF+PK) has been retweaked. ;--------------------------------------------------------------------------------- GENTLEMAN GHOST
- Undead Upper (QCF+K) now does slightly more damage.
- Fixed issue with being able to do either Teleport special out of a throw, causing the "thrown" opponent to be stuck in place, -- effectively soft locking the match unless reset.
- Dire Desperado (QCB+PP) now does somewhat more damage.
- Super pause timing for Dire Desperado (QCB+PP) has been retweaked.
- Rising Revenants (QCB+KK) now does noticeably more damage.
- Super pause timing for Rising Revenants (QCB+KK) has been retweaked.
- Morbid Mount (QCF+PP) now does severely more damage.
- Super pause timing for Morbid Mount (QCF+PP) has been retweaked.
- Hell's Gates (QCF+KK) now does severely more damage.
- Super pause timing for Hell's Gates (QCF+KK) has been retweaked. ;--------------------------------------------------------------------------------- STORM
- Typhoon (QCF+P, Air OK) now does slightly more damage.
- Thunder (QCF+K, Air OK) is now correctly registered as a projectile special instead of a physical special.
- Thunder (QCF+K, Air OK) now does slightly more damage and slightly more chip.
- Lightning Storm (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Lightning Storm (QCF+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCB+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCF+KK, Air OK) has been retweaked.
- X-Men Gold Team (QCB+KK) now does severely more damage. ;--------------------------------------------------------------------------------- LEX LUTHOR
- Set up intro against Sinestro.
- Fixed issue with Mercy suddenly disappearing in "I could use a drink" winpose before it's over.
- Both Kryptonite Ray (QCF+P) and Air Kryptonite Ray (QCF+P, midair) now do slightly more damage and slightly -- more chip. Beam fired from them now starts being active 4 frames sooner.
- Electrified Armor (DP+P) now does somewhat more damage.
- Hitboxes on the fire from Flamethrower (QCF+K) have been adjusted to make them more visually accurate.
- Flamethrower (QCF+K), both standing and crouching versions, now do somewhat more damage.
- Super pause timing for Kryptonic Blast (QCF+PP) has been retweaked.
- Failsafe Emission (QCB+PP, Air OK) now has 28 less frames of recovery,
- Super pause timing for Failsafe Emission (QCB+PP, Air OK) has been retweaked.
- Tyrant Finisher (QCF+KK) now does severely more damage. ;--------------------------------------------------------------------------------- TOYMAN
- j. HP now has 5 more frames of recovery. ;--------------------------------------------------------------------------------- THOR
- Set up intro against Etrigan.
- Aesir Missile (QCF+P, midair) now does slightly more damage and slightly less meter gain.
- LP version of Aesir Rising Hero (DP+P) now does slightly more damage and slightly less meter gain.
- MP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- HP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- Bifrost Break (QCF+K) now does slightly more damage.
- MK and HK versions of Bifrost Break (QCF+K) now do slightly less meter gain.
- HK version of Bifrost Break (QCF+K) is now correctly registered as a projectile special instead of a physical -- special.
- Nordic Rage (QCF+PP) now does somewhat more damage.
- Mystic Rainfall (QCB+KK) has been reworked, with the summoned thunderbolts no longer being random and now -- being summoned on a set timer, they can now also be halted whenever Thor has been hit or is in blockstun. ;--------------------------------------------------------------------------------- SUPERMAN
- Set up intros against Captain America, Cyborg, Deathstroke, Despero, Green Arrow, Hsien-Ko, Hulk, Iron Man, Juggernaut, -- Mongul, Nightwing, Poison Ivy, and Taskmaster.
- Set up team intros with Alex, Aquaman, Arcueid, The Atom, Barry Allen, Batman, Captain Atom, Donovan, Green Arrow, Hal Jordan, -- Hawkman, Ibuki, Ice, John Stewart, Kyle Rayner, Lilith, Lobo, Steel, Wonder Woman, and Zatanna.
- Set up win poses against Green Arrow, Hal Jordan, Iron Man, Lex Luthor, and Supergirl.
- Set up team win poses with Batman, Beast Boy, Cyborg, Nightwing, and Wonder Woman.
- LP and MP versions of grounded Heat Vision (QCF+P, Air OK) now do slightly more damage and slightly more meter gain.
- Super Tackle (QCF+K) now does slightly more damage and slightly more meter gain.
- Air Super Tackle (QCF+K, midair) now does slightly more damage and slightly more meter gain.
- Hyper Heat Vision (QCF+PP, midair) no longer hits OTG.
- Tsunami (QCB+KK) now does noticeably more damage.
- Super pause timing for Tsunami (QCB+KK) has been retweaked.
- Punch To The Heavens (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- WONDER WOMAN
- Set up intro againsts Lobo.
- Set up win pose against Aquaman.
- Magic Lasso (QCF+P) now does slightly more damage.
- The LP and MP versions of Warrior's Heart (DP+P) now do slightly more damage.
- Amazon Aegis (QCB+P) now does noticeably more damage on countering physical normals.
- Wonder Woman can now act out of/recovers faster out of Fierce Amazon (QCF+K, Air OK) than she did prior, -- allowing her to actually followup out of it now.
- Gaea's Bound (QCF+PP) now does noticeably more damage.
- Rising Paladin Eagle (DP+PP) now does noticeably more damage.
- Royal Thrust (QCB+PP, Air OK) now does noticeably more damage.
- Themyscira Great Fall/Rising (QCF+KK, Air OK) now does severely more damage.
- Input for Warriors of Themyscira changed from (QCB+PK) to (QCF+PK).
- Warriors of Themyscira (QCF+PK) now does severely more damage.
- Fixed issue preventing Warriors of Themyscira (QCF+PK) from being used in tag matches. ;--------------------------------------------------------------------------------- LOBO
- Set up intros against Aquaman, Wonder Woman, and Zangief.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- j. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- All versions of Frag! (QCF+P) now does slightly more damage and slightly more meter gain.
- Air Frag! (QCF+P, midair) now does slightly more damage.
- Bastitch Snatch (QCB+P) now does somewhat more damage.
- Mr. Hook (QCB+K) now does slightly more damage.
- Main Man Airlines (QCF+KK) now does somewhat more damage.
- Super pause timing for “Lights Out, Clyde!” (QCB+PP) has been retweaked.
- Super pause timing for Main Man Airlines (QCF+KK) has been retweaked. It also now hits OTG again. ;--------------------------------------------------------------------------------- IBUKI
- Mirror match intros set up.
- Fixed/removed being able to tech after being thrown by Ibuki.
- All versions of Neck Breaker (QCF+P) now do slightly more meter gain.
- LP version of Neck Breaker (QCF+P) now do slightly more damage.
- Kunai (QCF+P, midair) now does slightly more damage.
- Raida (QCB+P) now does noticeably more damage.
- Fixed issue where getting hit by Raida (QCB+P) would not correctly send the hit opponent back -- to their own "hurt" state afterwards.
- All versions of Kazegiri (DP+K, Air OK) now do slightly more damage and slightly more meter gain.
- All versions of Tsumuji (QCB+K) now do slightly more damage.
- Hien (RDP+K, Air OK) now does slightly more damage.
- Yami Shigure (QCF+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- JAY GARRICK
- Mirror match intros set up.
- Helmet Toss (QCF+P) no longer does hard knockdown on hit on airborne opponents.
- Air Helmet Toss (QCF+P, midair) no longer does hard knockdown on hit on airborne opponents.
- Fast Knuckle Brawl (QCB+P) now does somewhat more damage.
- Mercury's Swift Kicks (QCB+K) now does slightly more damage.
- Tweaked physics of Air Mercury's Swift Kicks (QCB+K, midair) to prevent any shenanigans caused by Jay landing -- before the opponent does on contact.
- Air Mercury's Swift Kicks (QCB+K, midair) now does slightly more damage.
- Fixed a hit opponent being able to be hit out of Human Whirlwind (QCF+PP) in the middle of it, effectively -- causing a softlock as Jay would be forever trapped in that animation.
- Human Whirlwind (QCF+PP) now does noticeably more damage.
- Hyper Fast Knuckle Brawl (QCB+PP) now does noticebly more damage.
- Hyper Mercury's Swift Kicks (QCB+KK) now does noticebly more damage.
- Abrupt Stop (QCF+KK) now does severely more damage.
- Speedforce Assault (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- GHOST RIDER
- Mirror match intros set up.
- Flamebreath (QCF+P) now does slightly more damage.
- Spectre Sweep (QCF+P, midair) now has 5 mote frames of startup and 3 more frames of recovery.
- Fixed issue where getting hit by Flaming Fist followup Flaming Skull would not correctly send the hit opponent back -- to their own OTG state afterwards.
- Demonic Stallion (QCF+PP) now does noticeably more damage, slightly more chip, and has once again had its damage reworked. -- While still having a heavier impact on the final hit, the damage overall is now spread out significantly more evenly -- throughout the super again.
- Removed recovery roll. ;--------------------------------------------------------------------------------- LADY DEATHSTRIKE
- Mirror match intros set up.
- Removed being able to move around pre-match after her intro finished.
- Berserker Barrage (QCF+P) now does slightly more damage.
- LP and MP versions of Retractable Arm (QCB+P) now does somewhat more damage and slightly more meter gain.
- HP version of Retractable Arm (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Retractable Arm (QCB+P) can now be also be confirmed into from Berserker Barrage (QCF+P) on hit.
- All grounded versions of Striking Spin (QCF+K, Air OK) can now be also be confirmed into from -- Berserker Barrage (QCF+P) on hit.
- Striking Spin (QCF+K, Air OK) now does slightly more damage.
- Fixed issue with Berserker Claws Counter (QCB+K) triggering proximity guard.
- Berserker Barrage X (QCF+PP) now does noticeably more damage.
- Hyper Retractable Arms (QCB+PP) now does somewhat more damage.
- Hyper Striking Spin (QCF+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- ETRIGAN
- Set up intro against Thor.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- Fireball (QCF+P) now does slightly more damage and slightly more chip.
- High Flame (DP+P) now does somewhat more damage.
- Low Flame (DP+K) now does somewhat more damage.
- Hellfire (QCF+PP) now does noticeably more damage.
- Super pause timing for Hellfire (QCF+PP) has been retweaked.
- Go To Hell (QCF+KK) now does noticeably more damage.
- Winds of Hell (QCB+PP) now does noticeably more damage.
- Super pause timing for Winds of Hell (QCB+PP) has been retweaked.
- Sinners Pain is now (QCB+KK), and is now a regular super. Also now has 20 more frames of recovery and is -- now correctly registered as a super projectile instead of a physical normal.
- Super pause timing for Sinners Pain (QCB+KK) has been retweaked.
- Dancing Blazes has been removed.
- Thunder Serpent has been removed.
- Properly removed pushback/alpha counters this time. ;--------------------------------------------------------------------------------- ICEMAN
- Mirror match intros set up.
- Set up intros against Supergirl and Superman.
- Set up team intro with Spider-Man.
- Ice Beam (QCF+P) now does slightly more damage.
- Air Ice Beam (QCF+P, midair) now does slightly more damage.
- There is now a hard limit of up to 3 Ice Walls from Ice Wall (QCB+P) up at a time.
- Ice walls from Ice Wall (QCB+P) no longer trigger proximity guard after they finish popping up.
- Ice Wall (QCB+P) now does slightly more damage.
- Artic Attack (QCF+PP, Air OK) has had the hitboxes on its projectiles adjusted to make it more consistent -- cast-wide.
- Arctic Attack (QCF+PP, Air OK) has been made significantly quieter on contact.
- Frozen X-Venger (QCF+KK) now does somewhat more damage.
- Icicle Crash (QCB+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- POISON IVY
- Mirror match intros set up.
- Fixed issue with Ivy where it wouldn't load in a chosen non-default palette until after the first round.
- All of Ivy's crouching punch normals have been redesigned to outright be regular normals, much like was done -- for Sinestro's helper based normals.
- cr. LP is now a regular normal.
- cr. MP is now a regular normal, also now has 12 less frames of recovery.
- LP version of Poison Kiss (QCF+P) now does somewhat more damage.
- HP version of Poison Kiss (QCF+P) now does somewhat more damage and slightly less chip.
- LP version of Floor Plant Trap (QCB+P) now does somewhat more damage.
- Poison effect from MP version of Floor Plant Trap (QCB+P) now does noticeably less damage.
- Tracking Thorns (QCB+K) now does slightly more damage.
- Plant Monster Summon (QCF+PK) now has a hard limit of up to 3 plant monsters at once.
- Spore Frenzy (QCF+PP) will now temporarily stop being active if Ivy is in hitstun or blockstun. Also now does slightly -- more damage.
- Super pause timing for Spore Frenzy (QCF+PP) has been retweaked.
- Super pause timing for Ensnaring Frenzy (QCB+PP) has been retweaked.
- Super pause timing for Plant Frenzy (QCF+KK) has been retweaked.
- Tracking Rafflesia Stab (QCB+KK) now does somewhat more damage. ;---------------------------------------------------------------------------------- CHARS FOR THIS PATCH ;------------------------------------------------------------------------------------ SINESTRO
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Dr. Doom, Green Arrow, Huitzil, Iron Man, and Lex Luthor.
- Set up win poses against Green Arrow and Hal Jordan.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Cut out lingering static that was in some of his audio files.
- Cut out as many height discrepancies as I could that were being caused by his constant height shifting -- during his floating up and down standing idle.
- Fixed issue with how it was detecting super jumping raw resulted in it refusing to read it.
- Taunt no longer completely lacking hurtboxes.
- st. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery, does slightly -- more damage, and slightly more meter gain.
- st. MP now has 5 less frames of startup, is less active by 2 frames and has 2 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and somewhat more meter gain.
- st. HP no longer completely invuln/lacking hurtboxes.
- st. HP now has 3 less frames of startup, is less active by 3 frames, subsequently also having 3 less frames -- of recovery, does slightly more damage, and somewhat more meter gain.
- st. LK now has 4 less frames of startup, is less active by 2 frames and has 2 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of startup, is less active by 1 frame, subsequently also having 1 less frame of -- recovery, does slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, and does somewhat more damage.
- cr. LP now has 1 more frame of startup, is more active by 1 frame, has 1 less frame of recovery, does -- slightly more damage, slightly more meter gain, no longer hits low, and is no longer air unblockable.
- cr. MP now has 1 more frame of startup, does slightly more damage, somewhat more meter game, no longer hits -- low, and is no longer air unblockable.
- cr. HP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 3 less frames of startup, is active for 4 less frames, has 1 more frame of recovery, does -- slightly more damage, slightly less meter gain, and is no longer air unblockable.
- cr. MK now has 1 more frame of startup, is less active by 1 frame, subsequently also having 1 less frame of -- recovery, does slightly more damage, and somewhat more meter gain, and is no longer air unblockable.
- cr. HK now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, does somewhat more damage, somewhat more meter gain, and is no longer air unblockable.
- j. LP now has 2 less frames of recovery, does slightly more damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 4 frames, has 2 more frames of recovery, does slightly -- more damage, and somewhat more meter gain.
- j. HP now has 5 less frames of startup, is active for 8 less frames, has 4 more frames of recovery (And recovery -- at all now), does somewhat more damage, somewhat more meter gain, no longer does hard knockdown on hit, and no -- longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of startup, is active for 4 less frames and has 1 less frames of recovery, totalling -- to 5 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MK now has 5 less frames of startup, is active for 2 more frames, has 1 more frame of recovery, does slightly -- more damage, and slightly less meter gain.
- j. HK now has 1 less frame of startup, 1 more frame of recovery, does slightly more damage, somewhat more meter -- gain, and no longer does hard knockdown on hit on grounded opponents.
- Actually has a throw now!
- Can no longer cancel into any special or super from a whiffed normal.
- Ring Blast (QCF+P) now has 7 more frames of recovery, does slightly more damage, noticeably more meter gain -- (And meter gain at all now), can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and -- Ravenous Beam (QCF+LK) on hit, and now has a separate aerial version in Aerial Ring Beam (QCF+P, midair), which -- can also be confirmed into via all aerial normals on contact.
- Aerial Ring Blast (QCF+P, midair), now has 7 more frames of recovery.
- Cursed Axe (DP+P) now does slightly more damage, slightly more meter gain, can now also be confirmed into from -- Sinister Sword (QCF+HK) on contact, and now has a separate aerial version in Aerial Cursed Axe (DP+P, midair), -- which can also be confirmed into via all aerial normals on contact.
- Aerial Cursed Axe (DP+P, midair) now has 2 more frames of recovery.
- Shock Treatment (QCB+P) now does somewhat more damage, noticeably more meter gain (And meter gain at all now), -- and the summon itself will now disappear if Sinestro is either hit or (somehow) manages to block during it.
- Ravenous Beam (QCF+LK) now has 7 less frames of recovery, does somewhat more damage, noticeably more meter gain -- (And meter gain at all now), and now pulls opponents further in on hit. Also now has its' own self-contained -- hitstun decay tracker to prevent using it as a self looping infinite.
- Executioner's Blade (QCF+MK) now does slightly more chip, noticeably more meter gain (And meter gain at all now), -- can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and from Ravenous Beam (QCF+LK) on hit, -- and is now correctly registered as a standing special instead of a standing normal.
- Sinister Sword (QCF+HK) now does slightly less damage, slightly less chip, noticeably more meter gain (and meter -- gain at all now), and can now also be cancelled into from Ravenous Beam (QCF+LK) on hit. The sword itself will -- also now disappear if Sinestro is hit or (somehow) manages to blocks anything while it is out.
- Howling Cannon (QCB+LK) now has 4 less frames of startup, does slightly more damage, noticeably more meter gain -- (And meter gain at all now).
- Cruel Crossfire (QCB+MK) now has 6 less frames of startup, 4 less frames of recovery, does noticeably more meter -- gain (And meter gain at all now), and no longer hits OTG.  Ring constructs will now also disappear if Sinestro is -- hit or (somehow) manages to block anything while it is out.
- Dragon's Fire (QCB+HK) now does slightly less chip and noticeably more meter gain (and meter gain at all now). -- Also now has a separate "confirmed into" version with 8 less frames of startup. Can now also be confirmed into -- from Ravenous Beam (QCF+LK) on hit.
- Needle Storm (QCF+PP, Air OK) now does noticeably more damage, noticeably less chip, no longer hits OTG, and is -- overall around 36 frames faster than it was prior. It can now also be cancelled into from Ring Blast (QCF+P), -- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK), -- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on -- contact.
- Super pause timing for Needle Storm (QCF+PP, Air OK) has been retweaked.
- Raining Blades (QCB+PP, Air OK) now does severely more damage, no longer hits OTG and can now also be cancelled into -- from Ring Blast (QCF+P), Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), -- Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and -- Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Raining Blades (QCB+PP, Air OK) has been retweaked.
- Scorpion Stinger (QCF+KK, Air OK) now does noticeably more damage, can now also be cancelled into from Ring Blast (QCF+P), -- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK), -- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Scorpion Stinger (QCF+KK, Air OK) has been retweaked.
- Sinestro's Might (QCB+KK) now does severely more damage, can now be confirmed into from all grounded normals, Ring Blast (QCF+P), -- Cursed Axe (DP+P), Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and -- Dragon's Fire (QCB+HK) on contact. Also overall starts up much faster than prior.
- Super pause timing for Sinestro's Might (QCB+KK) has been retweaked.
OTHER NOTES (CHAR ORDER COMPLETE : 36/??) Second lantern ring char to be reworked (And almost certainly not the last if the other currently 3 end up making it too), out of the list of characters I picked to work on for this next patch, Sinestro kinda ended up being first almost entirely because I liked that he conveniently filled out the gap in the bottom left corner of the as of this writing (7/6/2022) current character select screen. Overall pretty satisfying char to work on, albeit I kinda wish I had him done a couple days sooner, albeit there's still a couple of elements related to not being able to cut down on the damage varying of some supers that consist of multiple different that I wish I could have tweaked more than I did. ;--------------------------------------------------------------------------------- SANDMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intro with Spider-Man.
- Set up win pose against Spider-Man.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" his grounded normals.
- st. LP is now more active by 1 frame, has 5 less frames of recovery, now does slightly less damage, -- and slightly more meter gain.
- st. MP now has 4 less frames of startup, is now less active by 1 frame and has 5 less frames of -- recovery, totalling to 6 less frames of recovery overall, does slightly less damage, slightly -- more meter gain, and no longer does vertical knockback on hit on grounded opponents.
- st. HP now has a separate, faster confirmed into verison.
- Raw st. HP now has 5 less frames of startup, is less active by 4 frames and has 12 less frames of -- recovery, totalling to 16 less frames of recovery overall, does somewhat less damage, and hits -- overhead.
- The confirmed-into version of st. HP now has 7 less frames of startup and does slightly less damage.
- st. LK now has 1 less frame of startup, is more active by 1 frame, 8 less frames of recovery, does -- slightly less damage, slightly more meter gain, no longer hits low, no longer hits OTG, and is no -- longer air unblockable.
- st. MK now has 4 less frames of startup, is less active by 3 frames and has 5 less frames of recovery, -- totalling to 8 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- st. HK now has 4 more frames of startup, is less active by 3 frames and has 19 less frames of recovery, -- totalling to 22 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- and no longer does vertical knockback on hit on grounded opponents.
- cr. LP now has 2 less frames of startup, is less active by 2 frames and has 3 less frames of recovery, -- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- no longer hits low, and is no longer air unblockable.
- cr. MP now has 4 less frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and is no longer air unblockable.
- cr. HP now has 2 more frames of startup, iss less active by 5 frames and has 21 less frames of recovery, -- totalling to 26 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- is no longer air unblockable, and is now correctly registered as a crouching normal instead of a -- standing normal.
- cr. LK now has 1 less frame of startup, is less active by 2 frames and has 4 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- no longer hits OTG, and is no longer air unblockable.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 1 less frame of recovery, does -- slightly less damage, slightly more meter gain, now hits low, and no longer hits OTG.
- cr. HK now has 4 less frames of startup, 15 less frames of recovery, does somewhat less damage, somewhat -- more meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well, does -- slightly less damage, slightly more meter gain, and no longer hits OTG.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 2 less frames of recovery, -- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and no longer hits OTG.
- j. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well, does -- somewhat less damage, somewhat more meter gain, no longer hits OTG, no longer does hard knockdown on -- hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 2 frames and has 1 less frame of recovery, totalling to 3 less frames of -- recovery, does slightly less damage, does slightly more meter gain, and no longer hits OTG.
- j. MK now has 4 less frames of startup, is less active by 3 frames, has 5 more frames of recovery (and -- actual recovery at all now), does slightly less damage, slightly more meter gain, and no longer does -- vertical knockback on grounded opponents.
- j. HK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames of recovery, -- totalling to 6 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- and no longer hits OTG.
- Both throws are now directional.
- Can no longer cancel into any special or super from a whiffed normal.
- LP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 2 less frames of recovery, does -- somewhat less damage, slightly less chip, and slightly less meter gain.
- MP version of Stoner Rock (QCF+P) now has 3 less frames of startup, 4 less frames of recovery, does -- somewhat less damage, slightly less chip, slightly less meter gain, is no longer air unblockable, -- and can now also be confirmed into from the LP version of Stoner Rock (QCF+P) on hit.
- HP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 16 less frames of recovery, does -- somewhat less damage, slightly less chip, slightly less meter gain, and can now also be confirmed -- into from the LP and MP versions of Stoner Rock (QCF+P) on hit.
- Inputs for Quick Sand Warp (Forward) (DP+P/K) and Quick Sand Warp (Backward) (RDP+P/K) have been -- changed to (HCF+P/K) and (HCB+P/K) respectively, mostly due to the nasty amount of input overlap -- they were causing with just about every other special Sandman has.
- Sand Blast (QCB+P) now does somewhat less damage, slightly more meter gain, no longer hits OTG, and -- is now correctly registered as a standing projectile instead of an aerial projectile.
- All versions of Assault Step (QCF+K) are now correctly registered as crouching physical specials -- instead of standing projectile specials.
- LK version of Assault Step (QCF+K) now does slightly less damage, slightly less chip, and somewhat -- less meter gain.
- MK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat -- less meter gain.
- HK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat -- less meter gain.
- Binding Sand (QCB+K) no longer hits airborne or falling opponents, and is now correctly registered as -- a crouching projectile instead of a standing projectile.
- Destroyer Strike (QCF+PP) now does somewhat less damage and can now also be confirmed into from -- Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Hands of Oblivion (QCB+PP) now does severely less damage, no longer hits OTG, is no longer invuln during -- the super's recovery, and can now also be confirmed into from Sand Blast (QCB+P) and Assault Step (QCF+K) -- on contact.
- Hands of Oblivion has now been outright removed, mostly due to being too gimmicky, as well as potentially -- letting the opponent loop normals on Sandman to death due to resetting his recovery every time he is hit -- during it.
- Spiral Slash (QCF+KK) now does noticeably less damage, somewhat less chip, and can now also be confirmed -- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Deadly Headache (QCB+KK) now does slightly less damage, slightly less chip, and can now also be confirmed -- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Super pause timing for Deadly Headache (QCB+KK) has been retweaked.
- Input for Sinister Six changed from (QCB+PK) to (QCF+PK).
- Sinister Six (QCF+PK) now does significantly more damage and can now also be confirmed into from Sand Blast (QCB+P), -- Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Removed recovery roll.
OTHER NOTES (CHAR ORDER COMPLETE : 37/??) Third Loganir character I've done a rework on now, leaving Cyclops and Electro to go after this. Much like Sinestro immediately before him, he got picked mostly because either he or Vulture would've fit the other currently empty corner spot perfectly, and I just happened to feel like working on him at that moment than I did Vulture. Much like the other Loganir characters, while not entirely painless, was overall a pretty pleasant experience doing his rework, although I have a feeling I'll have to come back to nerf him some after field testing. Also pretty happy with getting back on the "around a week or so" pace for chars with him, especially considering the day or 2 taken to futz with Anita and then adjusting the camera on every currently present stage. ;------------------------------------------------------------------------------------ DONOVAN BAINE
WHAT'S NEW
- Fixed Anita behavior, is now properly spawned behind Donovan at round start and now follows Donovan instead -- of the opponent.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Now has aerial forward and back dashes.
- Now has a super jump.
- As Donovan is now always in sword mode, all swordless versions of normals are no longer relevant, as Donovan -- will now always use the Sword Version.
- st. LP now has 1 less frame of startup, is more active by 2 frames, has 10 less frames of -- recovery, slightly more damage, and slightly more meter gain (And meter gain at all now).
- st. MP now has 4 less frames of startup, 4 less frames of recovery, does slightly more -- damage, and somewhat more meter gain.
- st. HP now has 1 less frames of startup, 10 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- st. LK now has 1 less frame of startup, is more active by 2 frames, has 1 less frame of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- st. MK now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of -- recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 2 more frames of startup, is more active by 3 frames, has 5 less frames of -- recovery, does slightly more damage, and slightly more meter gain.
-- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- cr. MP now has 1 more frame of startup, is more active by 3 frames, does slightly more -- damage, and somewhat more meter gain.
- cr. HP now has 4 more frames of startup, 8 less frames of recovery, does slightly more damage, -- and slightly more meter gain.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- cr. MK is now more active by 3 frames, has 4 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- cr. HK now has 3 more frames of startup, is less active by 4 frames and has 4 less frames of -- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, and -- slightly more meter gain.
- Can now "zigzag" his aerial normals.
- All aerial normals can now be cancelled into from Hop Kick (F+HK) on hit.
- j. LP now uses the animation formerly used by j. LK/j. MK, and now has 3 frames of startup -- and recovery, and is active for 4 frames. Now does slightly more damage and slightly more -- meter gain (And meter gain at all now).
- j. MP now uses the animation formerly used by j. LP, which now has 8 less frames of recovery. -- Also now does slighty more damage and slightly more meter gain.
- j. HP now uses the animation formerly used by j. MP, which now has 3 less frames of recovery. -- Also now does somewhat more damage and slightly more meter gain.
- j. LK now uses the same animation related frame data as st. LK. Now also does slightly more -- damage and slightly more meter gain (And meter gain at all now).
- j. MK now uses the same animation related frame data as st. MK. Now also does slightly more -- damage and slightly more meter gain.
- j. HK now uses the same animation related frame data as st. HK. Now also does slightly more -- damage, slightly more meter gain, and hard knockdown and a "meteor" effect on hit on -- aerial opponents when confirmed into.
- Hop Kick (F+HK) now does slightly less meter gain.
- Former j. HP animation now used for new aerial command normal Upper Beads (j. HP), which now -- has 3 less frames of recovery, and the same damage/meter gain as j. HP.
- Throw is now directional and can also be done with HK, can no longer be done with MP.
- All the "divekick" esque moves (Killshread Surf 1, 2, and Dive) now let Donovan regain -- control on hit.
- Killshread Surf 1 (D+LK) can now be confirmed into from all aerial normals on contact.
- Killshread Surf 2 (D+MK) can now be confirmed into from all aerial normals on contact.
- Killshread Dive (D+HK) now does slightly less damage (Same damage as the other 2 now) and -- can now be confirmed into from all aerial normals on contact.
- Ifrit Sword (QCF+P) and Lightning Sword (RDP+P) both require the second sword to not be -- planted to use. This does not apply to the latter's super version, -- Hyper Lightning Sword (QCF+PP), however.
- Input for Ifrit Sword changed from (DP+P) to (QCF+P).
- Ifrit Sword (QCF+P) now has 4 less frames of recovery, does slightly less chip, significantly -- less meter gain, can now be confirmed into from all grounded normals on contact, and is now -- correctly registered as a standing special instead of an aerial special.
- Input for Sword Grapple changed from (HCB+MP/HP) to (DP+P).
- Sword Grapple (DP+P) now does slightly more damage and noticeably less meter gain.
- Lightning Fall (QCB+P, while sword is planted) now does severely less meter gain.
- LP version of Lightning Fall (QCB+P, while sword is planted) now does somewhat more damage -- and slightly more chip (And chip at all now).
- MP version of Lightning Fall (QCB+P, while sword is planted) now does slightly less damage -- and slightly more chip (And chip at all now).
- HP version of Lightning Fall (QCB+P, while sword is planted) now does slightly more damage -- and slightly more chip (And chip at all now).
- All versions of Lightning Sword (RDP+P) now do slightly less damage, slightly less chip, - somewhat less meter gain, and can now be confirmed into out of all grounded normals on -- contact.
- Pounce (D, D + P/K) removed due too functionally too bizarrely.
- Input for Blizzard Sword changed from (HCF+P) to (QCF+K).
- Blizzard Sword (QCF+K) now does slightly more damage, slightly less chip, significantly -- less meter gain, and can now be confirmed into from all grounded normals on contact and -- from Ifrit Sword (QCF+P) on hit.
- All versions of Killshread Plant (QCB+K, while sword isn't planted) now do somewhat more -- meter gain (And meter gain at all now) and can now be confirmed into from all grounded -- normals (Except cr. HK) on contact.
- Killshread Return (QCB+K, while sword is planted) now has 2 less frames of recovery and can -- now be confirmed into from all grounded normals (Except cr. HK) on contact. Also now has an aerial -- version in Air Killshread Return (QCB+K, midair, while sword is planted).
- Now has a new super in the former EX Lightning Sword, now promoted to Hyper Lightning Sword (QCF+PP).
- Hyper Lightning Sword (QCF+PP) can now be confirmed into from all grounded normals, Ifrit Sword (QCF+P), -- and Lightning Sword (RDP+P) on contact.
- Now has a new super in the former EX Lightning Fall, now promoted to Hyper Lightning Fall (QCB+PP, while sword is planted).
- Hyper Lightning Fall (QCB+PP, while sword is planted) now does severely more damage and slightly more -- chip (And chip at all now).
- Now has a new super in the former EX Blizzard Sword, now promoted to Hyper Blizzard Sword (QCF+KK).
- Hyper Blizzard Sword (QCF+KK) now does noticeably more damage, slightly more chip, and can now -- be confirmed into from all grounded normals, Ifrit Sword (QCF+P) Lightning Sword (RDP+P), and -- Hyper Lightning Sword (QCF+PP) on contact.
- Change of Immortal removed for being mostly superfluous now that Donovan has several new supers.
- All versions of Press of Death (QCF+LPLK/QCF+MPMK/QCF+HPHK) now do somewhat more damage, slightly less -- chip, and can now be confirmed into out of all grounded normals, Ifrit Sword (QCF+P), and -- Lightning Sword (RDP+P) on contact, and from Hyper Lightning Sword (QCF+PP) and -- Hyper Blizzard Sword (QCF+KK) on hit.
OTHER NOTES (CHAR ORDER COMPLETE : 38/??) (Originally completed on 7/29/2022) Donovan's an interesting case, as I really didn't know too much about him prior to selecting him during the initial rough draft, having never really played Night Warriors or any of the Vampire Savior variations he's actually in, kind of just picking him both because he kinda got dropped out of VSav, and because I figured he looked cool. So I got to learn the hard way, first hand, just how sorta unfinished he really was. Would I have still picked him in that rough draft if I had known this? Possibly not, but I feel that in the end, toughing it out for his rework was worth it. Humorously enough the Darkstalkers character spot in this patch wave (V1.05) was originally planned in advance to be Morrigan, before sorta being changed to Donovan at the last second after I felt like working on him more after futzing with Anita's code for a bit. Oh well, Morr, you'll get added eventually anyway. ;------------------------------------------------------------------------------------ ICE
WHAT'S NEW
- Mirror match intros set up.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" her grounded normals.
- Swapped out st. LP and st. MP as their anims and pre-existing frame data just made this make -- a lot more sense than their original placement.
- st. LP is now less active by 2 frames, subsequently also having 2 less frames of recovery as -- well, does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is now less active by 1 frame and has 1 less frame of -- recovery, totalling to 2 less frames of recovery overall, does slightly more damage, and -- slightly more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery, does -- slightly more damage, and is now correctly registered as a standing normal instead of a -- crouching normal.
- st. MK now has 1 less frame of startup, does slightly more damage, iess less active by 1 frame -- and has 1 less frame of recovery, totalling to 2 less frames of recovery overall, does slightly -- more damage, and slightly less meter gain.
- st. HP now has 2 more frames of startup, is more active by 2 frames, does somewhat more damage,
- Former close st. HK is now just st. HK period.
- st. HK now has 1 less frame of startup, is less active by 7 frames, has 5 less frames of recovery, -- does slightly more damage, slightly less meter gain, and no longer does hard knockdown on hit. -- It also now gains some forward horizontal movement when confirmed into on hit.
- Former far st. HK is now command normal Ice Slash (F+HK).
- Command normal Ice Slash (F+HK) now has 2 more frames of startup, is more active by 4 frames, does -- slightly more damage, and slightly less meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 5 less frames of startup, 5 less frames of recovery, does slightly more damage, -- and slightly more meter gain.
- cr. MP  now has 1  less frame of startup, is more active by 1 frame, has 3 frames of recovery, -- and slightly more meter gain.
- cr. HP now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2 -- less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 less frame of startup, 1 less frame of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is less active by 2 frames and has 2 less frames of -- recovery, totalling to 4 less frames of recovery overall, does slightly more damage, and -- somewhat more meter gain.
- cr. HK now has 1 more frame of startup, is less active by 5 frames and has 1 less frame of recovery, -- totalling to 6 less frames of recovery overall, does slightly more damage, and somewhat more meter -- gain.
- j. LP is now less active by 5 frames, subsequently also having 5 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame, has 1 more frame of recovery, -- and does slightly more meter gain.
- j. HP now has 1 less frame of startup, is less active by 5 frames and has 5 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- j. LK now has 5 less frames of startup, is less active by 12 frames and has 1 less frame of recovery, -- totalling to 13 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- j. MK now has 1 less frame of startup, is more active by 1 frame, has 5 less frames of recovery, does -- slightly more damage, and somewhat more meter gain.
- j. HK now has 4 more frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly more damage, somewhat more meter gain, -- and now does hard knockdown and has a "meteor" effect on hit on airborne opponents when confirmed -- into on hit.
- Head Stomp (D+HK) now does slightly more damage, somewhat more meter gain, descends faster after a -- certain point, and no longer whiffs on airborne opponents.
- Throw is now directional and can also be performed with HK.
- "Frozen" state caused by certain moves (Ice balls from Ice Ball (QCF+P) and Air Ice Ball (QCF+P, midair), -- or contact with an Ice Maiden statue from Ice Maiden (QCB+K)) now ends 10 frames earlier than it did -- prior.
- Ice Ball (QCF+P) now does somewhat more damage, slightly more chip (And chip at all now), and -- noticeably more meter gain (And meter gain at all now).
- Air Ice Ball (QCF+P, midair) has had the same property changes as Ice Ball (QCF+P).
- Air Ice Ball (QCF+P, midair) now has 4 less frames of recovery and Ice is no longer left helpless -- until touching the ground after the move.
- Ice Shield (DP+P) now does somewhat more meter gain (And meter gain at all now) and no longer leaves Ice -- perpetually stuck it in due to continually absorbing normals from an opponent.
- Ice Slick (QCB+P), on-top of now doing noticeably more meter gain, has been significantly reworked: --- Is now blockable low, so as to prevent letting Ice lay an unblockable box ontop of an OTG opponent. --- Can now cancel into it on contact from any grounded normal, as part of her mix. --- The projectile itself will now disappear if Ice is hit before it can touch the ground.
- Air Ice Slick (QCB+P, midair) has had the same property changes as Ice Slick (QCB+P), except for instead -- being cancellable into from any aerial normal on contact instead.
- Air Ice Slick (QCF+B, midair) now has 4 less frames of recovery, can be cancelled into from any aerial -- normal on contact, and Ice is no longer left helpless until touching the ground after the move.
- Now has a new command grab special in Cold Shoulder (HCB+P). Like most command grabs in this, it is confirmable -- into on hit.
- Input for Icicle Edge changed from (D,D+K) to (QCF+K).
- Icicle Edge (QCF+K) now does noticeably more damage, slightly more chip, noticeably more meter gain (And meter -- gain at all now), and can now be confirmed into from all grounded normals on contact. Spikes now become active -- 4 frames sooner after appearing and now hit OTG.
- All versions of Icicle Edge (QCF+K) now summon the same number of spikes (6), instead of the previous 4 for -- the LK and MK versions.
- Ice Damsel (QCB+K) now has 13 more frames of startup, 2 less frames of recovery, does slightly more damage, -- noticeably more meter gain (And meter gain at all now), can now be confirmed into from any grounded normal -- on contact, is no longer unblockable, no longer whiffs on airborne opponents, and no longer has a minimum -- distance from opponent requirement to be performed.
- Fixed issue with Ice Damsel (QCB+K) acting bizarrely and spawning a "clone Ice" if hit by a super.
- Input for Ice Missiles changed from (QCF+KK) back to (QCF+PP).
- Ice Missiles (QCF+PP) now has 15 more frames of recovery, does somewhat less chip, no longer hits OTG, now does -- hard knockdown on hit on airborne opponents, and can now be confirmed into from all grounded normals and -- Icicle Edge (QCF+K) on contact.
- Super pause timing for Ice Missiles (QCF+PP) has been reworked.
- Crystal Strike (QCB+PP) now does noticeably less damage, can now be confirmed into on contact from all grounded -- normals and Icicle Edge (QCF+K) on contact.
- Input for Absolute Zero has been changed from (QCF+PP) to (QCF+KK).
- Absolute Zero (QCF+KK) is now always a Level 3 super instead of being variant depending on meter, now also -- being a set, shortened length every time now. Frozen state on hit from projectiles spawned by this no -- longer drain the opponent's meter.
- Removed Amalgam super.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 39/??) (Originally completed on 8/05/2022) Much like fellow Buyog char Lobo, her original base kit had a pretty heavy basis in zoning while having little to deal with up close, although unlike Lobo her existing normals worked better for that purpose, at the least. Don't really have too much else to say (I'm gonna blame being VERY tired as I originally wrote this), other than hoping I did well by her. ;------------------------------------------------------------------------------------ IRON MAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Captain America, Hulk, Magneto, Sentinel, Storm, and War Machine.
- Set up win poses against Captain America, Hulk, Magneto, Sentinel, and Storm.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All grounded normals no longer do hard knockdown on airborne opponents on hit.
- st. LP is now more active by 1 frame, has 3 less frames of fecovery, does slightly less -- damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is more active by 2 frames, has 1 less frame of -- recovery, does slightly less damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is less active by 4 frames and has 9 less frames -- of recovery, does slightly less damage, slightly more meter gain, and no longer does -- hard knockdown on hit.
- st. LK is now more active by 1 frame, has 3 less frames of recovery, and does slightly -- more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 7 less frames of -- recovery, totalling to 8 less frames of recovery overall, and does slightly less damage.
- st. HK now has 5 more frames of startup, is less active by 1 frame and has 12 less frames -- of recovery, totalling to 13 less frames of recovery overall, does slightly more meter -- gain, and is now correctly registered as a standing normal instead of a crouching normal.
- cr. LP is now more active by 1 frame, has 3 less frames of recovery, does slightly less -- damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 2 frames, has 7 less frames -- of recovery, does slightly more damage, and no longer launches.
- cr. HP now has 6 less frames of startup, 5 less frames of recovery, does slightly more -- damage, and is now correctly registered as a crouching normal-level projectile instead of -- a standing special projectile.
- cr. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of -- recovery, does slightly less damage, slightly more meter gain, and no longer hits OTG.
- cr. MK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames -- of recovery, totalling to 6 less frames of recovery overall, and does slightly more damage.
- cr. HK now has 1 less frame of startup, is less active by 2 frames and has 11 less frames of -- recovery, totalling to 13 less frames overall, does slightly more damage, slightly more -- meter gain, and is now correctly registered as a crouching normal instead of a standing -- normal.
- j. LP now has 2 less frames of startup, 13 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 3 frames and has 7 less frames of -- recovery, totalling to 10 less frames of recovery overall, and does slightly more damage.
- j. HP, Upward Double (U+HP, midair), and Downward Double (D+HP, midair) now all have 4 more -- frames of startup, now all being at 21 frames total overall, doing slightly less damage, -- somewhat more meter gain, and no longer doing hard knockdown or having a "meteor" effect -- on hit on airborne opponents.
- Former j. HP has been replaced with former command normal Downward Double.
- j. LK is now more active by 1, has 3 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- j. MK now has 1 more frame of startup, is more active by 2 frames, and does slightly more -- damage.
- j. HK now has 4 less frames of startup, 5 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- Knee Dive (D+HK, midair) now does slightly more meter gain.
- Throw can now also be performed with HK.
- Some specials and supers can now be cancelled into immediately after the opponent leaves Iron Man's -- grasp during a throw. These include Uni Beam (QCF+P), Homing Missiles (QCB+P), Plasma Sword (QCF+K), -- Repulsor Blast (QCB+K), Smart Mine (P+K), Proton Cannon (QCF+PP), Missile Barrage (QCB+PP), -- Iron Avenger (QCF+KK, Air OK), Arc Reactor (QCB+KK), and Iron Legion (QCF+PK).
- Can no longer cancel into any special or super out of a whiffed normal.
- Uni Beam (QCF+P) now does slightly more damage (And that damage is now consistent too unlike -- prior), slightly more chip, and can now also be confirmed into from cr. HP's missile on hit.
- Airborne velocity adjustments for both Air Uni Beam (QCF+P, midair) and Smart Bomb (P+K, midair) -- have been adjusted to prevent using them to indefinitely air stall.
- Air Uni Beam (QCF+P, midair) now does slightly more damage (And that damage is now consistent -- too unlike prior), slightly more chip, can now also be confirmed into from j. HP, j. HK, -- Upward Double (U+HP, midair), and Downward Double (D+HP, midair) on contact, and is now -- correctly registered as an aerial projectile instead of a standing projectile.
- Homing Missiles (QCB+P) now does slightly more meter gain, can now also be cancelled into from -- cr. HP's missile and Uni Beam (QCF+P) on hit, no longer hit OTG, and are now correctly registered -- as projectiles instead of physical specials. Can also no longer have more than 2 missiles out -- at once.
- Plasma Sword (QCF+K) now does slightly more chip, has had any damage variance removed, and can now -- also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Repulsor Blast (QCB+K) now does slightly more chip, slightly more meter gain, now has non-super -- invuln until its first active frame (In effect, like most other dragon-punch style/effect moves -- like this), and can now also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Smart Mine (P+K) now does the same damage whether it hits the opponent while still airborne or -- after touching the ground, does slightly more meter gain, no longer hits low or is air unblockable -- after landing on the ground, and can now also be confirmed into from cr. HP's missile and -- Uni Beam (QCF+P) on hit.
- Smart Bomb (P+K, midair) now has 12 more frames of recovery, does slightly more chip (And chip at -- all now), slightly more meter gain, can now also be confirmed into from Air Uni Beam (QCF+P, midair) -- on hit, and are now correctly registered as aerial projectiles instead of standing projectiles.
- Proton Cannon (QCF+PP) now does noticeably less damage, slightly less chip, and can now also be -- confirmed into from cr. HP's missile and Arc Reactor (QCB+KK) on contact.
- Missile Barrage (QCB+PP) now does significantly less damage, slightly less chip, and can now also be -- confirmed into from cr. HP's missile, Proton Cannon (QCF+PP), and Arc Reactor (QCB+KK) on contact.
- Iron Avenger (QCF+KK, Air OK) now does significantly less damage, and can now also be be confirmed -- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP) and Arc Reactor (QCB+KK) --  on contact.
- Arc Reactor (QCB+KK) now does somewhat more damage, somewhat less chip, is overall around 40 frames -- shorter, and can now also be confirmed into from cr. HP's missile on contact.
- Iron Legion (QCB+PK) now does somewhat less damage, slightly more chip, and can now also be confirmed -- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP), and Arc Reactor (QCB+KK) -- on contact.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 40/??) (Originally completed on 8/11/2022) Not too much to add to this one, other than much like future add Batman, he's in this patch mostly because his absence was starting to feel a bit weird now that we're hitting the 40s. Like Wolverine, I'm not sure he's really too radically different, but I do feel that the extra additions to his kit are for the better. ;------------------------------------------------------------------------------------ VULTURE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Hawkman, Spider-Man, and The Thing.
- Set up win poses against Hawkman and Spider-Man.
- Much of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting. Among -- other things, is no longer missing several hurtboxes for no reason during variations jumping --related animations.
- Now has a taunt.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- st. LP now has 1 more frame of startup, is less active by 1 frame, has 1 more frame of recovery, -- does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is more active by 1 frame, has 18 less frames of recovery, -- does slightly more damage, and slightly less meter gain.
- st. HP now has 4 less frames of startup, is less active by 3 frames and has 6 less frames of -- recovery, totalling to 9 less frames of recovery overall, does slightly more damage, slightly more -- meter gain, and the second hit is both no longer air unblockable and now correctly registered as a -- standing normal instead of a crouching normal.
- st. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly more damage, and slightly more meter gain.
- st. MK now has 5 less frames of startup, is more active by 1 frame, has 5 less frames of recovery, -- does slightly more damage, and somewhat more meter gain.
- st. HK now has 2 more frames of startup, is less active by 2 frames and has 6 less frames of -- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, somewhat more -- meter gain, no longer hits low, is no longer air unblockable, and no longer does hard knockdown -- on hit.
- cr. LP now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 1 less frame of recovery, -- does slightly more damage, and slightly more meter gain.
- cr. HP now has 1 less frame of startup, 8 less frames of recovery, does somewhat more damage, -- slightly less meter gain, no longer does vertical knockback on grounded opponents, and no longer -- does hard knockdown on hit.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly more damage, and slightly more meter gain.
- cr. HK is now more active by 1 frame, has 10 less frames of recovery, does slightly more damage, -- noticeably more meter gain, and no longer hits OTG.
- j. LP has 3 less frames of startup, is less active by 1 frame and has 3 less frames of recovery, -- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- j. MP is no longer active at /frame 1/, now having 5 frames of startup, Also now less active -- by 5 frames and has 15 less frames of recovery, totalling to 20 less frames of recovery overall, -- does slightly more damage, and slightly more meter gain.
- j. HP now has 1 less frame of startup, does slightly more damage, slightly more meter gain, no -- longer does hard knockdown on hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 1 frame, does slightly more damage, and slightly more meter gain.
- j. MK now has 1 less frame of startup, is now less active by 3 frames and has 1 less frame of -- recovery, totalling to 4 less frames of recovery overall, does slightly less damage, and somewhat -- more meter gain.
- j. HK now has 4 less frames of startup, is less active by 3 frames and has 8 less frames of recovery, -- totalling to 11 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- Actually has a throw now!
- Can no longer cancel into any special or super out of a whiffed normal.
- Grenade Toss (QCF+LP/MP, Air OK) now has 4 more frames of recovery, does slightly less meter gain, -- can now also be confirmed into from Claw Strike (QCB+P) on hit, and the aerial version is now correctly -- registered as an aerial projectile instead of a standing projectile.
- Chill Mine (QCF+HP, Air OK) now has 12 more frames of recovery, somewhat more damage (And does direct -- damage at all now), slightly more chip (And chip at all now), slightly less meter gain, and now has a -- hard limiter of one on-screen at a time.
- Claw Strike (QCB+P) now has 10 less frames of startup, does slightly less damage, slightly less chip, can -- now also be confirmed into from Charge (QCB+K, Air OK), and now has an aerial version in -- Air Claw Strike (QCB+P, midair).
- Hawk Force Rifle (QCF+K) now has 4 less frames of recovery, does slightly less chip, slightly less meter -- gain, can now also be confirmed into from Claw Strike (QCB+P) and Hawk Force Rifle (QCF+K) on hit, and -- is now correctly registered as a special projectile instead of a normal-level projectile. The physical -- hit part now does somewhat less damage and slightly less chip.
- Charge (QCB+K, Air OK) has been redesigned to now function similarly to Superman's Super Tackle, no longer -- taking Vulture off-screen during the movie. Now has 2 less frames of startup, does slightly more damage, -- slightly less chip, somewhat less meter gain, no longer hits high,and can now also be confirmed into from -- Hawk Force Rifle (QCF+K) on hit.
- Hyper Fly (QCF+PP) is now more active by 30 frames, does slightly less damage, slightly less chip, can now -- also be confirmed into from Charge (QCB+K, Air OK) and Buzzard Barrage (QCB+PP, Air OK) on contact, and is -- now correctly registered as a super instead of a normal.
- Now has a new super in Buzzard Barrage (QCB+PP, Air OK).
- Featherblades Scattershot (QCF+KK, midair) now has a much more consistent damage spread between its different -- projectiles, can now also be confirmed into from Air Claw Strike (QCB+P, midair) Charge (QCB+K, Air OK), and -- Buzzard Barrage (QCB+PP, Air OK) on contact, and is now correctly registered as an aerial super intead of a -- standing special.
OTHER NOTES (CHAR ORDER COMPLETE : 41/??) (Originally completed on 8/22/2022) Vulture, much like Zvitor's most recent "Arrow", was technically never finished, although in Vulture's case, this is significantly more obvious on first inspection, with some animations outright missing hurtboxes for seemingly no reason other than they just hadn't been added yet. And to be honest, this character definitely needed some hard work put into him. While I feel like I've done most of the work needed, I still can't help but feel like maybe he's still missing something, but for now, the work that's already been done on him will do. ;------------------------------------------------------------------------------------ ZANGIEF
WHAT'S NEW
- Mirror match intros set up.
- Set up intros with Lobo and Zangief.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Removed Mech Mode, lord knows he's already over-kitted as is.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- Both pre-existing close proximity normals have been removed.
- st. LP now has 1 less frame of startup, is less active by 2 frames and 3 less frames of recovery, totalling -- to 5 less frames of recovery overall, and does slightly more damage.
- st. MP now has 3 less frames of startup, is more active by 2 frames, has 9 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is more active by 3 frames, has 14 less frames of recovery, does -- slightly more damage, somewhat more meter gain, and no longer does hard knockdown on airborne opponents -- on hit.
- st. LK now has 3 less frames of startup and is less active by 4 frames and has 3 less frames of recovery, -- totalling to 7 less frames of recovery overall.
- st. MK now has 1 less frame of startup, is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- st. HK is now less active by 1 frame and has 6 less frames of recovery, totalling to 7 less frames of -- recovery overall, does somewhat more damage, and somewhat more meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall.
- cr. MP now has 4 less frames of startup, is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- cr. HP now has 3 less frames of startup, is more active by 2 frames, has 15 less frames of recovery, -- does slightly more damage, and somewhat more meter gain.
- cr. LK now has 1 less frame of startup, 8 less frames of recovery, and does slightly more damage.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 3 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- cr. HK now has 1 less frame of recovery, does slightly less damage, and somewhat more meter gain.
- No longer left helpless until grounded after whiffing any aerial normal.
- j. LP now has 1 less frame of startup, is less active by 4 frames and has 2 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MP is now more active by 1 frame, has 6 less frames of recovery, does slightly more damage, and slightly -- more meter gain.
- j. HP now has 1 less frame of startup, is more active by 3 frames, has 3 more frames of recovery, does -- slightly more damage, somewhat more meter gain, and no longer does hard knockdown or have a "meteor" effect -- on hit on airborne opponents.
- Flying Press (D+HP, midair) now has 2 more frames of startup, 5 more frames of recovery (And actual recovery -- at all now), does slightly more damage, and slightly more meter gain.
- j. LK now has 2 less frames of startupm is less active by 6 frames, subsequently also having 6 less frames of -- recovery as well, and does slightly more meter gain.
- j. MK now has 2 less frames of startup, is now less active by 3 frames, now has 5 more frames of recovery (And -- recovery at all now), does slightly more damage, and slightly more meter gain.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 9 less frames of recovery, does slightly -- more damage, and somewhat more meter gain.
- Flying Knees (D+HK, midair) now has 1 more frame of startup, 5 more frames of recovery (And actual recovery at -- all now), and does slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- Pretty much all command grab specials and supers now have their "confirm on contact/hit" version separated -- from the raw version to prevent unavoidably jailing people into command grabs off of say blocked lights. -- Me mentioning this for specific moves after this point is because I put those their prior to realizing -- it'd save a lot of time if I just did this instead of listing it separately for every single instance.
- Input for Slammasters Clinch changed from (QCB+P) to (QCF+P).
- Several followups to Slammasters Clinch (QCF+P) have been removed for either being redundant or just feeling outright -- unnecessary, including : --- Piledriver --- Launcher, and its own associated followups --- Bite --- Gut Squeeze --- Irish Whip, and its own associated followups
- Slammasters Clinch (QCF+P) now does slightly more meter gain.
- Slammasters Clinch (QCF+P) followup German Suplex (P) now does noticeably more damage.
- Slammasters Clinch (QCF+P) followup Suplex (F+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup DDT (D+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup Atomic Drop (U+P) now does somewhat more damage and somewhat more meter gain.
- Atomic Elbow (QCF+P, midair) now does slightly less chip, now does slightly more meter gain, and can now also be -- confirmed into from Dropkick (QCB+K) on contact.
- Banishing Flat (DP+P) now does slightly less damage, slightly less chip, now has outright invuln to non-super -- projectiles for the majority of its duration, and now forces stand on hit.
- Input for Spinning Piledriver changed from (HCB+P) to (QCB+P).
- Spinning Piledriver (QCB+P, Air OK), much like most other confirmable command grabs, now has a separate -- "confirmed into" version which is blockable. It has also been standardized to always use what was originally -- the frame data of the LP version across all versions, for both grounded and aerial version.
- Spinning Piledriver (QCB+P, Air OK) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (2P, Air OK) now does slightly less chip, somewhat more meter gain, the grounded version can now -- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from -- all aerial normals on contact.
- Soviet Spear has been removed, mostly for a combination of being incredibly awkward and having other -- functions of it better acheived by other specials 'Gief has.
- Input for Running Lariat changed from (QCF+P) to (QCF+K).
- Running Lariat (QCF+K) now has 3 more frames of recovery, does slightly more meter gain, and can now also be -- confirmed into from Banishing Flat (DP+P) on hit.
- Air Catch Powerbomb (DP+K, Air OK) now does slightly more damage, slightly more meter gain, and can now also be -- confirmed into from Banishing Flat (DP+P), Running Lariat (QCF+K), and Dropkick (QCB+K) on hit.
- All versions of Dropkick (QCB+K) can now also be confirmed into from Banishing Flat (DP+P), -- Spinning Lariat (2P, Air OK), Running Lariat (QCF+K), and Spinning Lariat (Quick) (2K, Air OK) on hit.
- The LP version of Dropkick (QCB+K) now has 6 less frames of startup and does slightly more meter gain.
- The MP version of Dropkick (QCB+K) now has 4 less frames of startup and does somewhat more meter gain.
- The HP version of Dropkick (QCB+K) now has 3 less frames of startup and does somewhat more meter gain.
- Powerbomb (HCB+K, Close) now uses the same animation frame data as Spinning Piledriver (QCB+P, Air OK). Now also -- has a similar separate confirmable version that's blockable.
- Powerbomb (HCB+K, Close) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (Quick) (2K, Air OK) now does slightly less chip, slightly more meter gain, the grounded version can now -- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from -- all aerial normals on contact.
- Aerial version of Spinning Lariat (Quick) (2K, Air OK) now maintains Zangief's previous air momentum for the duration of -- its use.
- Siberian Blizzard (QCF+PP, Air OK) can now also be confirmed into from Super Missile Dropkick (QCB+KK) on contact.
- Final Atomic Buster (QCB+PP) now does somewhat more damage.
- Soviet Press has been removed.
- Super Missile Dropkick (QCB+KK) now does slightly less damage and somewhat less chip.
- Input for Red Cyclone has been changed from (DP+PP) to (QCF+KK).
- Red Cyclone (QCF+KK) now does significantly more damage and somewhat less chip.
- Moscow Mugging has  been removed.
- Super Suplex Buster has been removed.
- Super Atomic Bomb (QCB+PK) now does severely more damage.
OTHER NOTES (CHAR ORDER COMPLETE : 42/??) (Originally completed on 9/20/2022) Zangief's been an interesting one, for sure, and one I've plenty of time to think about given he ended taking almost a month to be done, even if at least a couple of weeks in there we having to yet again tweak stuff on the entire rest of the cast mid-development on him. 'Gief himself has had a rather iffy relationship with being in actual Mahvel, having a less than stellar track record, with perhaps his biggest actual highlights being a mode that grants him infinite armor in exchange for even further limited movement, beyond that not even having much and outright being replaced with Haggar in MvC3, almost assuredly at least partially because Capcom just saw no hope for him. As far as this project is concerned, the absurdly beefed up kit this version had, to the point of probably the largest amount of cuts to a character's kit during a character rework yet, saw him already starting off pretty well, and I feel he's only going to shine brighter after the further polishing. Probably the other biggest point I can think of is very much keeping Alex in mind during this rework, although I think ultimately the two play differently enough that this shouldn't be an issue. ;------------------------------------------------------------------------------------ BATMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Apocalypse, Aquaman, Bane, Captain America, Dr. Doom, Etrigan, Green Arrow, Hal Jordan, Huitzil, -- Iron Man, John Stewart, Kilowog, Kyle Rayner, Lex Luthor, Lobo, Metallo, Morrigan, Poison Ivy, Sentinel, Sinestro, and -- War Machine.
- Specific "Yellow ring" intro with Sinestro removed. Might possibly re-implement later, but currently in far too much -- need of some foley work.
- Set up win poses against Superman.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All normals no longer do hard knockdown on airborne opponents.
- No longer has proximity normals.
- st. LP and st. MP have been swapped around, as their frame data is more approrpriate for each other instead of -- their original placements.
- st. LP now has 2 less frames of startup, 5 less frames of recovery, and does slightly less meter gain.
- st. MP now has 3 more frames of startup, is more active by 2 frames, has 1 more frame of recovery, now does somewhat -- more damage, and somewhat more meter gain.
- st. HP now has 2 more frames of startup, is more active by 3 frames, has 2 more frames of recovery, does somewhat more -- damage, and slightly more meter gain.
- Former proximity normal close st. MP is now new command normal Overhead Punch (F+HP). It now has 5 more frames of startup, -- does somewhat more damage, somewhat more meter gain, and now hits high.
- st. LK now has 1 less frame of startup, 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, does somewhat more damage, and does slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, does slightly more damage, slightly more meter gain, -- no longer hits low, and is no longer air unblockable.
- cr. MP now 3 less frames of startup, 3 more frames of recovery, does slightly more damage, slightly more meter gain, no -- longer hits low, and is no longer air unblockable.
- cr. HP now has 1 less frame of startup, 4 less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 more frame of startup, is more active by 1 frame, has 3 less frames of recovery, does slightly more -- damage, slightly more meter gain, and is no longer air unblockable.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery, totalling to 3 less -- frames of recovery overall, does slightly more damage, does slightly more meter gain, and is no longer air unblockable.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, does slightly more -- meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP now has 1 more frame of startup, is more active by 1 frame, has 2 less frames of recovery, does slightly more damage, -- slightly more meter gain, and no longer hits high.
- j. MP now has 2 less frames of startup, is less active by 3 frames, subsequently having 3 less frames of recovery as well, -- does slightly more damage, slightly more meter gain, and no longer hits high.
- j. HP is more active by 1 frame, does somewhat more damage, does slightly more meter gain, and no longer does hard -- knockdown or have a "meteor" effect on hit on airborne opponents.
- j. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, slightly meter gain, and no -- longer hits OTG.
- j. MK now has 3 less frames of startup, is more active by 1 frame, has 1 more frame of recovery, does slightly more damage, -- slightly more meter gain, and no longer hits OTG.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 1 less frames of recovery, does somewhat more -- damage, and slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- "Glowing outline" effect added to all batarang projectiles to make them easier to notice on stages with darker backgrounds and/or -- stage elements.
- Single Batarang (QCF+LP) has been renamed to Batarang.
- Can now have up to only 2 Batarangs (QCF+LP/QCF+P, midair) or Exploding Batarangs (QCF+HP) on screen at once.
- Batarang (QCF+LP) now has 6 less frames of startup, does notcieably more damage, slightly less chip, slightly less meter gain, -- no longer does knockdown on hit on airborne opponents, and can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Input for Double Small Batarang has been changed from (QCB+MP) to (QCF+MP).
- Double Small Batarang (QCF+MP) now does somewhat more damage, slightly less chip, slightly less meter gain, and can now also be -- confirmed into from Bat Kicks (QCF+K) on hit.
- Stun Electric Batarang (Formerly (QCF+MP) removed for being redundant/overlapping with the similarly functioning Bat Bolas (RDP+P).
- Exploding Batarang (QCF+HP) now has 5 more frames of startup, does slightly more damage, slightly less meter gain, and can now also -- be confirmed into from Bat Kicks (QCF+K) on hit.
- Air Batarang (QCF+P, midair) now does notcieably more damage, slightly less chip, slightly less meter gain, no longer does -- knockdown on airborne opponents, can now also be confirmed into from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and -- Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly registered as an aerial projectile instead of a standing -- projectile.
- Input for Bat Upper changed from (B,F+P) to (DP+P).
- Bat Upper (DP+P) now does slightly more damage, slightly less chip, slightly more meter gain, and can now also be confirmed -- into from Bat Kicks (QCF+K) on hit.
- Dark Knight Strike special is being removed, mostly for being redundant in regards to the Bat Kicks (QCF+K) special. Most aspects -- of it however have been reworked into a new super, similarly named Dark Knight Strikes.
- Single Small Batarang (Formerly QCB+LP) has been removed, mostly for being redundant with the other large array of batarang -- specials.
- Triple Small Batarang (Formerly QCB+HP) has been removed, again for mostly being redundant with the other large array of batarang -- specials.
- Input for Bat Bolas has been changed from (RDP+P) to (QCB+P).
- Bat Bolas (QCB+P) now have a built-in "Once per combo" limiter, and can also now be cancelled out of by pressing (K) during the -- stance.
- Bat Bolas (QCB+P) now has 10 less frames of startup, do somewhat more damage, slightly less chip, noticeably less meter gain, and -- can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Fixed issue with the Bat Bolas (QCB+P) immediately disappearing on a hit target if they were hit while airborne.
- Downward Exploding Batarang (QCB+P, midair) now does slightly more damage, slightly more meter gain, can now also be confirmed into -- from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly -- registered as an aerial special instead of a standing special.
- Now a hard limit of one (1) Downward Exploding Batarang (QCB+P, midair) allowed out at a time.
- Bat Kick has had its named changed to Bat Kicks, and its input changed from (B,F+K) to (QCF+K).
- The LK version of Bat Kicks (QCF+K) now has 2 less frames of recovery, does somewhat less damage, slightly less chip, somewhat more -- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The MK version of Bat Kicks (QCF+K) is now overall 3 frames faster, does somewhat less damage, slightly less chip, somewhat more -- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The HK version of Bat Kicks (QCF+K) is now overall 2 frames faster, does somewhat less damage, slightly less chip, noticeably more -- meter gain, and is now correctly registered as a special instead of a normal. The final hit no longer hits OTG or is air unblockable.
- Input for Bat Grapple Forward changed from (QCF+K) to (QCB+LK).
- Bat Grapple Forward (QCB+LK) now does somewhat less damage, slightly less meter gain, now also does knockdown on hit on grounded -- opponents as well, and can now also be confirmed into from Bat Kicks (QCF+K) on contact.
- Input for Bat Grapple Swing changed from (QCB+K) to (QCB+MK).
- Bat Grapple Swing (QCB+MK) now does slightly more damage, somewhat more meter gain, can now also be confirmed into from Bat Kicks (QCF+K) -- on contact, is now correctly registered as an aerial special instead of a standing normal.
- Input for Bat Grapple Airbound changed from (DP+K) to (QCB+HK).
- Bat Grapple Airbound (QCB+HK) now has 5 less frames of startup, on top of additionally being 5 frames faster overall, does slightly more -- damage, noticeably more meter gain, now hits high, no longer hits low, can now also be confirmed into from Bat Kicks (QCF+K) on contact, -- and is now correctly registered as an aerial special instead of a crouching normal.
- Bat Grapple Aerial Swing (QCB+K, midair) now does slightly more damage, somewhat more meter gain, now recovers before landing, can now -- also be cancelled into from Bat Upper (DP+P) on hit, and is now correctly registered as an aerial special instead of a standing normal.
- Now has a new super in Dark Knight Strikes (QCF+PP).
- Input for Bat Swarm has been changed from (QCF+PP) to (QCB+PP).
- Bat Swarm (QCB+PP) now does noticeably less damage (Having also had any damage variance removed), can now also be confirmed into from -- Dark Knight Strikes (QCF+PP) on contact, and is now correctly registered as a super instead of a special.
- Super pause timing for Bat Swarm (QCB+PP) has been reworked.
- Input for Dark Knight Ride has been changed from (QCB+PP) to (QCF+KK).
- Dark Knight Ride (QCF+KK) now does noticeably less damage and can now also be confirmed into from Dark Knight Strikes (QCF+PP) on contact.
- Super pause timing for Dark Knight Ride (QCF+KK) has been reworked.
- Call of Vengeance (Formerly QCF+KK) has been removed, mostly for being not particularly useful.
- Urban Vengeance (QCB+KK) now does somewhat less damage, slightly less chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP) -- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Urban Vengeance (QCB+KK) has been reworked.
- Bat Mech super (Formerly QCF+PK) has been removed.
- Input for Legend of The Batmen has been changed from (QCB+PK) to (QCF+PK).
- Legend of The Batmen (QCF+PK) now does severely more damage, slightly more chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP) -- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Legend of The Batmen (QCF+PK) has been reworked.
- Recovery roll removed.
- Replaced most/all of the Ron Perlman voiced clips from Justice League Heroes with Kevin Conroy clips from the Injustice games and -- Multiversus.
OTHER NOTES (CHAR ORDER COMPLETE : 43/??) (Originally completed on 10/3/2022) Was probably highest up on the list of "when is [X] getting in/why isn't [X] in the game yet]", which was mostly why he was planned for this wave. Overall just glad this character didn't end up taking more than 2 weeks, especially after how bloated work on the previous rework (Zangief) got via having to then retweak stuff on every other already reworked character. You'd think I'd have more to say on him, and I could certainly spend a good amount of time remarking on the absolute dilapidated most/all of his hurtboxes were in, but honestly, at the moment I'm just glad he's done. ;------------------------------------------------------------------------------------ JUBILEE
WHAT'S NEW
- Mirror match intros set up.
- Set up intro against Sabretooth.
- Set up team intros with Beast, Bishop, Cable, Colossus, Cyclops, Dazzler, Gambit, Iceman, Jean Grey, -- Nightcrawler, Psylocke, Storm, and Wolverine.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- st. LP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames -- of recovery as well, does slightly more damage, and slightly more meter gain.
- st. MP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames -- of recovery as well, does slightly more damage, and slightly less meter gain.
- st. HP now has 1 less frame of startup, 1 more frame of startup, does somewhat more damage, and slightly -- more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery as well, does -- slightly more damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 4 frames, has 2 more frames of recovery, does -- slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames and has 1 less frame of recovery, -- totalling to 3 less frames of recovery overall, does somewhat more damage, and slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 3 less frames of recovery, and does -- slightly more damage.
- cr. HP now has 2 more frames of startup, is more active by 3 frames, has 13 less frames of recovery, does -- somewhat more damage, and slightly more meter gain.
- All crouching kick normals no longer whiff on airborne opponents and no longer hit OTG.
- cr. LK now has 4 less frames of recovery, does slightly more damage, and slightly more meter gain.
- cr. MK is now more active by 1 frame, 6 less frames of recovery, does slightly more damage, and slightly -- less meter gain.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, and slightly -- more meter gain.
- j. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 1 less frame of recovery, totalling -- to 4 less frames of recovery overall, does slightly more damage, and slightly less meter gain.
- j. HP now has 1 more frame of startup, 1 more frame of recovery, does somewhat more damage, slightly more meter -- gain, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of recovery, is more active by 1 frame, has 1 less frame of recovery, does slightly -- more damage, and slightly more meter gain.
- j. MK is now more active by 1 frame, has 1 less frame of recovery, does slightly more damage, and slightly less -- meter gain.
- j. HK is now less active by 3 frames, has 2 more frames of recovery, does somewhat more damage, and slightly -- more meter gain.
- Can now also throw with HK, can no longer throw with MP.
- Firework (QCF+P, Air OK) now has a hard limit of up to 2 projectiles allowed on screen at a time. All versions -- now also do the same damage/chip/meter gain.
- Firework (QCF+P, Air OK) now does somewhat more damage and slightly less chip.
- LP and MP versions of Rising Shine (DP+P) now do slightly less meter gain.
- Rising Shine (DP+P) "mash" followups have been removed.
- Rising Shine (DP+P) now does slightly less chip, has proper pre-active DP invuln, does knockdown on hit, and can -- now also be confirmed into from Mini July (RDP+P) on hit.
- Multiple Fireworks (HCF+P) has been removed for the time being.
- Jolt Flare (QCB+P) now does slightly more damage and significantly more meter gain (And meter gain at all now).
- Input for Mini July has been changed from (D,D+P) to (RDP+P).
- Mini July (RDP+P) now does slightly less chip, significantly more meter gain (And meter gain at all now), and now -- hits OTG.
- All versions of Freestyle Kick (QCF+K) now do the same damage (Using the original MK version's as a base) and chip.
- Freestyle Kick (QCF+K) now does slightly less chip and somewhat more meter gain.
- Spark Trail (QCF+K, midair) can now also be confirmed into from Freestyle Kick (QCF+K) on hit.
- The LK and MK versions of Reverse Flash (QCB+K) now do slightly less meter gain.
- Single firework projectile from MK version of reflected Reverse Flash (QCB+K) now does the same damage and chip as -- firework projectiles from Firework (QCF+P, Air OK).
- Hit from Reverse Flash (QCB+K) directly itself now does slightly more damage and slightly less meter gain.
- Super effect redone, previous one was far too eye straining.
- Starmine (QCF+PP) now does noticeably more damage.
- Super pause timing for Starmine (QCF+PP) has been reworked.
- Air Starmine (QCF+PP, midair) now does severely less damage, somewhat less chip, and can now also be confirmed into -- out of Rising Shine (DP+P), Freestyle Kick (QCF+K), and Spark Trail (QCF+K, midair) on contact.
- Super pause timing for Air Starmine (QCF+PP, midair) has been reworked.
- Big Bang Burst (QCB+PP) now does noticeably more damage, slightly less chip, and can now also be confirmed into from -- Starmine (QCF+PP) on contact.
- Super pause timing for Big Bang Burst (QCB+PP) has been reworked.
- Go Time (QCF+KK) now does somewhat less damage, slightly less chip, and can now also be confirmed into from -- Starmine (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 44/??) (Originally completed on 10/11/2022) I can't remember if I started working on her the day OF or AFTER I finished Batman's rework, but I'm just gonna count that as "I got her rework done in a week" anyway because that makes me feel good. That aside, besides her supers being slightly wonky to make chain together, her rework was overall significantly smoother compared to the immediate prior chars (Batman and to a lesser extent due to other circumstances as well Zangief), something I immensely appreciate. ;------------------------------------------------------------------------------------ BANE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Batman, Green Arrow, Steel, and Superman.
- Set up win poses against Captain America and Captain Atom.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All normals no longer do any chip damage.
- Filled in the few remaining gaps in his grounded zigzags.
- st. LP now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is less active by 7 frames, has 8 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. HP now has 7 less frames of startup, is more active by 3 frames, has 4 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. LK now has 3 less frames of startup, is more active by 1 frame, has 6 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 1 less frame of recovery, -- totalling to 2 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- st. HK now has 10 less frames of startup, is more active by 4 frames, has 10 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- cr. LP and cr. MP have been swapped around, as their frame data was more fitting for their respective -- counterparts.
- cr. LP is now less active by 3 frames and has 6 less frames of recovery, totalling to 9 less frames of -- recovery overall, does somewhat less damage, and slightly less meter gain.
- cr. MP now has 2 more frames of startup, is now less active by 2 frames and has 1 less frame of recovery, -- totalling to 3 less frames of recovery overall, does slightly more damage, somewhat more meter gain, no -- longer hits low, and is no longer air unblockable.
- cr. HP now has 3 less frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly more damage, slightly more meter gain, no -- longer hits low, and is no longer air unblockable.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 4 less frames of startup, 6 less frames of recovery, does slightly less damage, and -- slightly more meter gain.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 7 less frames of recovery, does -- slightly less damage, and slightly more meter gain.
- cr. HK now has 7 less frames of startup, is more active by 5 frames, has 2 less frames of recovery, does -- slightly less damage, and slightly more meter gain.
- j. LP now has 3 less frames of startup, is less active by 5 frames, has 3 more frames of recovery (And -- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery, -- totalling to 3 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HP now has 6 less frames of startup, 3 more frames of recovery, does slightly less damage, and slightly -- more meter gain.
- j. LK now has 1 less frame of startup, is less active by 9 frames, has 3 more frames of recovery (And -- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MK now has 7 less frames of startup, is less active by 5 frames and has 6 less frames of recovery, -- totalling to 11 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HK now has 3 less frames of startup, is less active by 3 frames and has 3 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- Can no longer (regular) throw opponents who are airborne.
- Throws are now directionally based instead of button based.
- Can now throw with HP; can no longer throw with MK.
- Leaping Stomp (Formerly QCF+P) has been removed, almost entirely for being not particularly useful -- outside of being incredibly obnoxious.
- Input for Manhole Chuck has been changed from (QCB+P) to (QCF+P).
- Manhole Chuck (QCF+P) now has 12 less frames of startup, 6 less frames of recovery, does slightly -- less chip, and can now also be confirmed into from cr. HK on contact and out of Rock Stomp (QCB+K) -- on hit.
- Divebomb (Formerly QCF+P, midair) removed, primarily for not being particularly functional to begin -- with.
- Now has a new command grab special in Popup Powerbomb (QCB+P), also confirmable like almost every -- other command grab in this.
- Running Wall Slam (QCF+K) now does slightly more damage (And the same damage across all versions now), -- and can now also be confirmed into out of cr. HK on contact and out of Rock Stomp (QCB+K) on hit.
- Rock Stomp (QCB+K) now has 8 less frames of startup, noticeably longer recovery, does slightly less -- damage, slightly less meter gain, somewhat more meter gain, can now be confirmed into from all -- grounded normals on contact, and is now correctly registered as a special instead of a normal.
- Rock Stomp (QCB+K) no longer launches or allows Bane to superjump during it on hit like a launcher.
- Super pause effect has been severly overhauled to now more closely resemble the formatting used by Lobo's.
- Input for Car Smash has been changed from (QCB+PP) to (QCF+PP).
- Car Smash (QCF+PP) now does slightly more damage, can now be confirmed into from all grounded normals and -- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit, and is now correctly registered -- as a physical super instead of a normal throw.
- Input for Combo Backbreaker has been changed from (QCF+PP) to (QCB+PP).
- Combo Backbreaker (QCB+PP) now does noticeably more damage, is now confirmable into from all grounded -- normals on contact, and is now correctly registered as a command grab super instead of a physical super.
- Jumping Backbreaker (QCF+KK) now does noticeably more damage and can now also be confirmed into from -- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former Level 3 super Overdose (Formerly QCB+KK) has been removed, primarily for being both unfun to use -- and fight against with its incredibly limitied movepool while in its "install".
- Input for Venom Geyser has been changed from (QCF+PK) to (QCB+KK).
- Venom Geyser (QCB+KK) now does noticeably more damage, no longer hits low, is no longer air unblockable, and -- can now also be confirmed into from Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former "pseudo" super Deadshot has been reworked into a Level 3 super.
- Deadshot (QCF+PK) now does severely more damage, bullets no longer whiff on airborne opponents, and can now -- be confirmed into from all grounded normals and Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) -- on hit. Now also locks off all other supers besides Venom Geyser (QCB+KK) until Deadshot leaves.
- Recovery roll removed.
- Replaced most/all of the original voiced clips with Fred Tatasciore clips from the Injustice games.
OTHER NOTES (CHAR ORDER COMPLETE : 45/??) (Originally completed on 10/15/2022) Back to mostly rough after the relative comfort of Jubilee's rework, although to be entirely honest this was pretty smooth smailing in spite of it, if the being completed in 4 days wasn't sign enough of that. This WOULD have marked the completion of v1.05 in the originals plans, but as is there's still one more character to go. ;------------------------------------------------------------------------------------ NRVNQSR CHAOS
WHAT'S NEW
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All grounded normals are no longer air unblockable.
- st. LP now has 1 less frame of startup, 7 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- The original st. MP and st. HP have been replaced with the 2nd and 3rd parts of his Half Moon -- auto combo.
- st. MP is now more active by 1 frame, has 10 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- st. HP now has 6 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. LK is now less active by 1 frame and has 3 less frames of recovery, totalling to 4 less frames -- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. MK is now less active by 1 frame and has 14 less frames of recovery, totalling to 15 less frames -- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, is less active by 2 frames and has 8 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- Now has a new cr. LP made from parts of his former cr. LP, which is now his current cr. MP. His former -- cr. MP in turn has been into a replacement for his former cr. HK, becoming his current cr. HK.
- cr. LP now has 2 less frames of startup, is less active by 3 frames and has 7 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly more damage, slightly more meter gain, -- and now only hits once.
- cr. MP now has 3 less frames of startup, is less active by 7 frames and has 9 less frames of recovery, -- totalling to 16 less frames of recovery overall, does slightly more damage, slightly more meter gain, -- now only hits once, and no longer hits low.
- cr. HP now has 1 less frame of startup, is now less active by 1 frame and has 12 less frames of -- recovery, totalling to 13 less frames of recovery overall, does slightly less damage, and is now a -- launcher.
- cr. LK now has 2 less frames of startup, 3 less frames of recovery, does slightly less damage, and -- slightly more meter gain.
- cr. MK now has 3 less frames of startup, 3 less frames of recovery, does slightly more damage, -- slightly more meter gain, and now only hits once.
- cr. HK now has 5 less frames of recovery, is more active by 4 frames, has 10 less frames of recovery, -- does slightly more damage, does slightly more meter gain, and now hits low instead of high.
- No longer needs to wait until being grounded again to recover from whiffed air normals.
- j. LP now has 1 less frame of startup, is less active by 11 frames and has 9 less frames of recovery, -- totalling to 20 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- j. MP now has 4 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- j. HP now has 2 less frames of startup, is more active by 5 frames, has 12 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- j. LK now has 1 less frame of startup, is less active by 11 frames and has 11 less frames of recovery, -- totalling to 22 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and now only hits once.
- j. MK now has 2 less frames of startup, is more active by 2 frames, has 13 less frames of recovery, -- does slightly less damage, slightly more meter gain, and now only hits once.
- j. HK now has has 8 less frames of startup, does somewhat less damage, and slightly more meter gain.
- Regular throw has been changed from 2P/2K + direction to HP/HK + direction. Air throw has been -- kept as 2P + direction, however so as to not mess with it now also being confirmable.
- Being listed separately for the sheer amount of specials it can potentially cover, almost all of Nero's -- animal summons can now be directly attacked.
- Likewise, most animal summons will also fade if Nero is hit, with there being a few exceptions to this -- with their own reasons for being excluded.
- Chaos Release - Black Wings - Straight (QCF+LP) now does slightly more damage, slightly less chip, -- slightly more meter gain, can now be confirmed into from all grounded normals on contact, and is now -- correctly registered as a standing projectile instead of an aerial projectile.
- Chaos Release - Black Wings - Hunting (QCF+MP) now has 6 less frames of startup, does slightly more damage, -- slightly less chip, slightly more meter gain, can now be confirmed into from all grounded normals on -- contact, and no longer does knockdown on airborne opponents on hit.
- Chaos Release - Black Wings - Nesting (QCF+HP) now has 2 less frames of startup, does slightly more damage, -- slightly less chip, and slightly more meter gain.
- Chaos Release - Black Wings - Shallow Dive (DP+LP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Swan Dive (DP+MP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Stalking (DP+HP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Input for Chaos Release - Horned Beasts has been changed from (RDP+P) to (QCB+P).
- All versions of Chaos Release - Horned Beasts (QCB+P) now does slightly more meter gain and can now be -- confirmed into from all grounded normals on contact. The deers from all versions now do slightly more -- damage and slightly less chip.
- LP version of Chaos Release - Horned Beasts (QCB+P) now has 2 less frames of recovery.
- MP version of Chaos Release - Horned Beasts (QCB+P) now has 6 less frames of recovery.
- HP version of Chaos Release - Horned Beasts (QCB+P) now has 10 less frames of recovery.
- Input for Chaos Discharge - Scaled Insect Form has been changed from (D,D+K) to (QCF+K).
- Chaos Discharge - Scaled Insect Form (QCF+K) now has 3 less frames of startup. The puddle trap now does -- slightly more damage, slightly more chip, no longer does knockdown on hit on airborne opponents, is no -- longer air unblockable, and is now correctly registered as a crouching physical special instead of a -- crouching projectile special.
- Input for what is now Chaos Release - Buffalo Headbutt has been changed from (DF+HP) to (DP+K).
- Chaos Release - Buffalo Headbutt (DP+K), formerly a command normal, now a new psuedo-DP special, now has -- less frames of recovery, does somewhat less damage, slightly more meter gain, and can now be confirmed -- into out of all grounded normals on contact.
- All versions of Chaos Discharge - Reptilian (QCB+K) now do slightly more meter gain.
- LK version of Chaos Discharge - Reptilian (QCB+K) now does somewhat less damage, slightly less chip, and -- is now correctly registered as a crouching grab special instead of a standing special projectile.
- MK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, is no -- longer air unblockable, and is now correctly registered as a crouching physical special instead of a -- standing special projectile.
- HK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, and is -- now correctly registered as a crouching physical special instead of a standing special projectile.
- All versions of Chaos Exposure - Premature Egg (RDP+K) now do slightly more meter gain, no longer does -- knockdown on hit on airborne opponents, and can now be confirmed into all grounded normals on contact. -- Clouds from all versions now do the same damage and chip per hit and are now correctly registered as -- crouching physical specials instead of crouching projectile specials. (I originally wanted to also allow -- Nero to have up to 2 clouds out at a time, but spawning another one while one was already out caused some -- behavior jankery, so I unfortunately had to nix that.)
- LK version of Chaos Exposure - Premature Egg (RDP+K) has had the hitbox on it while still emerging from -- Nero removed to better match its MK and HK counterparts.
- MK version of Chaos Exposure - Premature Egg (RDP+K) now has 3 less frames of startup.
- HK version of Chaos Exposure - Premature Egg (RDP+K) now has 6 less frames of startup.
- Chaos Discharge - Flying Poisonous Insect has been removed, Hornet takes far to long to go away -- and can't be hit or stopped at all.
- Input for Chaos Release - Phantasmic has been changed from (QCFQCF+P) to (QCF+PP).
- Chaos Release - Phantasmic (QCF+PP) now does noticeably more damage, slightly less chip, and can now -- be confirmed into from all grounded normals and Chaos Release - Buffalo Headbutt (DP+K) on contact.
- Super pause timing for Chaos Release - Phantasmic (QCF+PP) has been reworked.
- Inputs for (Chaos Release - Black Wings Flock) and (Chaos Release - Black Wings Assault), originally both -- separate levels of the same super, have been changed from (QCFQCF+K) to (QCB+PP) and (QCF+KK) respectively.
- Chaos Release - Black Wings Flock (QCB+PP) now does noticeably less damage, somewhat less chip, can now -- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and -- Chaos Release - Phantasmic (QCF+PP) on contact, and is overall significantly faster.
- Super pause timing for Chaos Release - Black Wings Flock (QCB+PP) has been reworked.
- Chaos Release - Black Wings Assault (QCF+KK) now does noticeably less damage, somewhat less chip,
- Super pause timing for Chaos Release - Black Wings Assault (QCF+KK) has been reworked.
- Input for Chaos Exposure - Reptile Form has been changed from (QCBQCB+K) to (QCB+2K).
- Chaos Exposure - Reptile Form (QCB+KK) now does noticeably more damage, slightly less chip, and can now -- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and -- Chaos Release - Phantasmic (QCF+PP) on contact.
- Super pause timing for Chaos Exposure - Reptile Form (QCB+KK) has been reworked.
- Input for Number of the Beast has been changed from (F,HCF+P) to (QCF+PK).
- Number of the Beast (QCF+PK) now has 30 less frames of startup, does significantly more damage, noticeably -- less chip, and can now be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), -- and Chaos Release - Phantasmic (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 46/??) (Originally completed on 10/23/2022) Brain VERY tired as I write this, so I'll keep it brief. 2nd Melty char, let alone the first, was originally gonna be a WAYS off, but Arc ended up getting added way earlier than I had originally anticipated, and not liking her sticking out awkwardly at the bottom of the character select, Nero here ended up tacked on at the end of the original roster lineup for v1.05. Overall, as far as his rework is concerned, VERY glad I had my experience from having already done Arcueid's rework so I wasn't going into Rajaa's... unique coding quirks completely blind again. Also having him down now means I still had v1.05 done in time for Halloween after all, which I'm pretty happy with. ;------------------------------------------------------------------------------------ KNOWN ISSUES
- Found another instance of Gamma Spear (QCF+K, Air OK) causing the opponent to be left stuck in place, -- albeit now unhittable, although the setup needed for this seems to be far more complex, and to be entirely -- honest I've had some difficulty replicating it after the first instance of it. If anyone happens to find -- whatever seems to be cause this with any replicatable consistency so I can attempt to fix this (again), -- I would greatly appreciate it.
- Figured out the web-gauge thing disappearing for a bit thing on Spider-Man, it seems to be whenever he's -- forced into an opponent-side custom state, not much can be done there for the time being.
- Performing Emerald Swordsman (QCF+P, midair) as Hal while rubbing up against a wall seems to result -- in unintended/strange behavior, currently unsure why.
- Sometimes after quickly charging up after performing a pre-charged Kinetic Card (QCF+P), it does not -- correctly register the variable to the "charged" value, even if it will not let you charge again -- before using it, resulting in a regular version of Kinetic Card coming out instead. Not entirely -- sure why THIS happens either but working on it.  Possibly MUGEN/IKEMEN variable counters not being -- able to keep up? ;EDIT - Have managed to further narrow this down to happening with notably more consistency if done ------- while the opponent is still being hit by a previous Kinetic Card. I'm still not entirely sure ------- WHY it's like this still but hey.
- Possibly some slowdown on the Kent Family Farm (Stage for Supergirl) stage, normally only seems to happen while -- "dev stuff" is open, but also seems to happen if set to full screen during tag? Not entirely sure on this one -- to be honest, still not entirely sure WHY this stage in particular seems to cause slowdown to begin with (Although -- I suspect it might be almost every element on this stage all having separate anims to themselves due to reflecting -- the transition over time on the stage itself, including for lighting up during thunder strikes).
- On the very rare occasion where Jay Garrick's Human Whirlwind (QCF+PP) super does not properly set them up into -- "funnel" on hit, Jay will be stuck in a loop until the opponent walks back into the super. Not entirely sure -- what causes this particular situation yet.
- Despite the fact that each version of Poison Ivy's Poison Kiss (QCF+P) is supposed to be usable once per combo, -- using the HP version will also lock her out of the LP version as well until the combo ends. I'm not sure what -- is causing this exactly, but working on figuring that out.
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fighterkimburgess · 2 years
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Hi. I was on AO3 and I noticed that Burzek doesn't have many fics (and I feel like already read them all) same thing with Stellaride... Both have just 300+ fics, but other main couples like Upstead and Brettsey have more than 1000 (I'm not complaining) but I wonder why such a big difference.
Sorry for bother you about this, but you have a better understanding of the fanfiction world.
I think it’s just what people like! At least for PD, the fandom doesn’t seem to have really taken off until around season 5/6 when it comes to fics (you can see that in the number of fics that have been written), and at that point Burzek were as far away from each other as they could possibly be. The other thing about Burzek is they’re generally in the background of a fic when they’re tagged. I haven’t done it recently, but the last time (maybe November?) I did a search for fics where they were the main pairing there was 96. It kinda sucks. FFN is better (driveallnight is a great author there!), but still not amazing.
As for Stellaride, I think part of it is Brettsey has had so much more focus since s8. Jesse was the number one billed actor, Kara the number one billed actress. It makes sense as much as it’s not ideal.
I also think - and this is a VERY PERSONAL THOUGHT and not something that I have proof for - but I think there might be an underlying racial component to it that people don’t even think about. We see it in nearly every fandom - it’s generally the white characters who are better developed and have more storylines. And I’m not just talking about the OC universe, but even other places. From personal fandom experience you’ve got the backlash against race bent characters in the HP fandom (and we all remember the backlash against Black!Hermione in cursed child), Firefly you have almost as many fics for Jayne/River, a non canon pairing who never had any romantic interactions, as you do for the canon interracial couple of Wash/Zoë. Jessica Jones has more Jessica/Killgrave fics than Jessica/Luke Cage. The only fandom I can think of where this isn’t the case is 911, and that’s because of b*ddie.
Idk I know that seems like a bit of a ramble, but I feel like it’s something to keep in mind for Stellaride. Especially now that they’re the main couple on the show, and both main couples in Fire involve WOC (I’m excluding Brettsey because Matt is rarely in episodes now), I think the fandom needs to remember this.
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usafphantom2 · 2 years
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Denmark receives two more F-35s
Danish fleet reaches six fifth-generation fighter units.
Fernando Valduga By Fernando Valduga 07/06/2022 - 8:17 PM in Military
Denmark received two more new F-35 fighters, which landed at Luke Air Base in the United States, reaching the mark of six F-35s, having received its first fuselage in April 2021.
A Danish reception team is now in the process of reviewing the two aircraft carrying tail numbers L005 and L006. The review is a thorough record of all parties, so that everything is documented.
Like their predecessors, the two new aircraft will also be stationed at Luke Air Base in Arizona, where they will be used for training the Danish military.
Although the first fuselage was delivered more than a year ago, Denmark will receive the first F-35A on its soil in 2023.
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Denmark's F-35 purchase program requires 27 F-35A aircraft, each of which will be built at Lockheed Martin in Fort Worth.
The Danish industry is represented in the F-35 Lightning II program by two Danish companies, Terma A/S and Multicut A/S, which currently manufacture parts such as weapon hangers, advanced compounds, software solutions, radar components and horizontal tail edges for each F-35 delivered.
The country is maintaining its fifth-generation fighter jets in the U.S. to avoid investments in expensive training and training infrastructure, such as buildings, training equipment, maintenance equipment and services. With this movement, Danish pilots also gain unique experience through close cooperation with their most experienced colleagues in the U.S. armed forces.
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The Danish Ministry of Defense has observed in the past that it maintains the option to transfer the F-35s to its country in the short term, if the security situation deteriorates.
Tags: Military AviationF-35 Lightning IIRoyal Danish Air Force - RDAFLockheed Martin
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Fernando Valduga
Fernando Valduga
Aviation photographer and pilot since 1992, he has participated in several events and air operations, such as Cruzex, AirVenture, Dayton Airshow and FIDAE. He has works published in a specialized aviation magazine in Brazil and abroad. He uses Canon equipment during his photographic work in the world of aviation.
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capybabble · 2 years
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Luke Skywalker x OC (Capy Biabel): Snow Day
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Warnings: none, I haven’t written in a while so this might be rough. Unedited as well
Characters: Luke Skywalker, Capy Biabel, Han Solo, Leia Organa
Word Count: At least 1000? Maybe a little less, or more.
Tags: Fluff, Snowy Day, Cuddling
Prompt:
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Luke awoke the temperature in the room being cooler than it had the night before, the light from outside shining across his face. Beside him, his partner groaned at the light and twisted her face to bury it into his chest. The snowy-haired woman was not fond of being awoken early. Luke smiled softly at this, before slipping gently from their bed and crossing the room to grab his boots and shirt. Capy sighed in disappointment and opened a blue eye to watch him curiously.
“Morning Snowdrop” he greeted, as he pulled his shirt on over his shoulders, before securing the layered top. Capy smiled at the nickname before pushing herself out of bed, “Morning.”
The Jedi pulled on his boots as Capy sat down at the ottoman by their bed. He crossed the room and gave her a small kiss on the forehead, before exiting the room. Making his way through the rental, he acknowledged his friend and sister, Han and Leia, sitting in the kitchen, before heading for the front door.
Luke had never seen a gentle snow before. The sheet of the white fluff that was outside gleamed in the sun of the planet. The last time he had seen snow was on Hoth. And that was not a pleasant memory, he had almost shared his taun-taun’s fate, then nearly froze to death if it hadn’t been for Han finding him and putting him inside a taun-taun’s carcass. Needless to say, Hoth was not a place where one could stop and admire the beauty of snow, nor enjoy it. Not that he really had time, that was back when they were actively fighting against the empire, back when the emperor, and his father, were still alive.
Luke was drawn from his thoughts when a snowball hit him in the face. He blinked and wiped the snow from his face, looking for the source of the attack. He spotted it, Han had managed to slip by him, and had thrown a snowball at his face.
“Nothing like Hoth, huh kid?” His friend called as he bent down to make another snowball. Luke huffed in amusement, “no, it’s not” he mused as he bent down and cupped the snow in his hands, exploring the texture. It was cold, and wet. But also soft and easily moldable. He formed a snowball in his hands and just observed it for a second before he was hit in the shoulder by Hans second snowball. He snorted before aiming his snowball at Han and hitting the older man in the chest. This soon devolved into a small snowball fight between Luke and Han
Capy watched from the kitchen window as the two men seemed to just relax and play in the snow outside. It was a rare moment of peace and relaxation for the two, and Capy smiled softly into her mug.
It was a while later when the pair returned inside the house, clothes sopping from the melted snow. Capy had already started the fireplace in the cabin as the temperature had started to drop. She prodded one of the logs with the poker before setting the poker back in its stand, turning her attention to the two men.
“Have fun?” She murmured with a small smile as she sat on the floor near the fire, her legs tucked under her. Luke only beamed and reached for a blanket nearby and Han grumbled, “yeah, until our clothes got wet”.
Capy watched as the older man wandered off in search of a warm refresher before motioning for Luke to sit with her. The Jedi obliged, sitting next to her and draping the blanket over both of them. The pair remained like that for a while, long enough for Han to leave the refresher before joining Leia in their bedroom.
“You know, you should join us next time. Might be more fun.”
“Maybe,
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izuris · 4 years
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Rating the star wars guy’s himbo energy
......yes. (Side note, just because someone might have a lil himbo energy in ‘em, doesn’t mean they aren't smart, amazing, capable characters! Also I found like half of these pics on google so I don’t know who to credit them to, sorry!)
Anakin Skywalker
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7/10 on the himbo scale! Now don’t get me wrong, dude is smart as fuck! Mans’ can pilot, build smartass robots, and lead an army! BUT HE”S SO IMPULSIVE! dose he even brain??? He makes up for it by being such a sweetheart tho! Ani drinks his respect women juice! He still lil’ dumb sometimes tho, I mean, do we have to get into the sand stuff?
Obi Wan Kenobi
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5.5/10. At first glance you wouldn't think Obi has that much himbo in him, but think again! My guy yetted himself out that window in AOTC! And that jump before the ‘hello there.”? Obi, I know you like to flirt but not with death. He also gets into an absurd amount of dumb situations no matter how smart he is, so he gets bonus himbo points for that.
Luke Skywalker
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6/10. What can I say, baby boi takes after his dad. Luke is himbo in the way that he’s just so cute and sweet, He’s so pure, purest of the himbos! I feel like he just spaces out alot. Like, you’re talking to him about something important but you know he’s not paying attention, he’s thinking about this seasons new space channel boots. 
Han Solo
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8/10. I think this image speaks for it’s self
Din Jarin 
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2/10. No one is immune to himbo energy, not even Mando. Dude is just a confused space dad trying to take care of his gremlin child. He may not know whats going on or why Grogu makes things float, but he’s trying his best!
Mace Windu
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0/10. I lied. One person is immune to himbo energy. (He’s shaking his head at how dumb this list is.)
Yoda. 
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1000/10. Himbo energy in unparalleled, scientists have been baffled for decades! What’s so impressive about Yoda’s himbo energy is that half the time he is completely normal. One minute he’s a calm Jedi master, the next he’s hitting you with a stick! He is a himbo god.
Tagging people, (I’m so sorry): @anakinswhore​ @chokemeanakin​ @princessxkenobi​ @rentskenobi​ @karasong​ @dexthtoyounglings​ @darthserling​
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indulge-that-sin · 3 years
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In The Human Realm They Call That Negging
Characters: GN!MC, Simeon, Solomon
Wordcount: ~1000
Tags: Slice of Life, Humor
***
"I thought you might help. The Seductive Speechcraft exam has an oral portion, and I need to run practice drills."
Simeon blinked in surprise at this. Not that you would come for help with studying for the upcoming exams, because he had already volunteered to help, and even to include you in Solomon's tutoring sessions. But, well...
"I'd be happy to help, of course," Simeon said, "but don't you have plenty of volunteers at the House of Lamentation?"
You were sitting at the kitchen table in Purgatory Hall, and he'd just slid a mug of hot chocolate to you before sitting down with one of his own. You blew gently into the steam rising from your mug before replying.
"The number of volunteers isn't the issue so much as the quality," you sigh. "I can't really get them to take drills seriously when, no matter what I say, they just like hearing me sweet talk them. And it's a bit embarrassing how susceptible they are to my sweet talk."
"Yes, you do rather have them wrapped around your finger, don't you?" Simeon laughed. "But come now, I'm sure at least Satan--"
You raise a finger. "One word," you said gravely.
Simeon raised an eyebrow, waiting for you to continue.
"Meow."
Simeon burst into laughter.
"That's not funny," you said.
"It's a little funny," Simeon insisted between guffaws.
"Okay, yes, it's hilarious, but this still doesn't solve my problem, which is I have nobody to practice with."
"Alright, alright," Simeon said, wiping away a tear as his laughter subsided. "I should get in some practice as well, anyway."
Simeon cleared his throat and straightened in his seat. "Now, shall you be the demon, or should I?"
"I'll be the demon," you said. "We can switch around." *
Running drills with Simeon actually wasn't bad at all. You were both a bit more giggly than was strictly necessary at first, and sometimes you devolved into silliness, but you did manage to hit upon the skills you would actually need for your exams. 
Luke and Solomon eventually returned to Purgatory Hall, and though confused by your little skits at first, they stayed to witness your drills like you were putting on a free show. Luke, who also needed the practice, managed to get roped in for a couple of drills, but he grew embarrassed much too easily when asked to play a demon, and became too self-righteous when required to play the human.
The other kinds of scenarios you practiced--two demons negotiating for the same soul, or a demon trying to beguile an angel--were not any more to Luke's liking, and he left eventually for his room. Solomon seemed more than happy to join you, even though you'd seen his grades in Seductive Speechcraft and he definitely didn't need the practice as much as you did.
He watched at first, but as Simeon rose from the table to go make more hot chocolate and maybe some tea, Solomon slid into the seat instead.
"Alright, my turn," Solomon said. He gave you one of his sly smiles, though. "But how about we liven up the exercise a bit?"
"Okay, how do you mean?"
"I will play the demon, and you will be the human. My goal will be to gain your soul, of course--"
"Of course," you echo.
"--while your goal will be to extract one favor from me without losing your soul."
"Sounds good."
"Alright here we go." Solomon cleared his throat and leaned forward, steepling his fingers together as he looked at you with a slanted smile. "Hello there."
You nearly cracked laughing again, as you had during the first drills with Simeon. In the background, Simeon had to press a hand to his mouth to stop himself as well. You didn't know who Solomon was imitating, except you were pretty sure he was doing an impression of someone--possibly one of the seventy-odd demons in his rolodex. Maybe Simeon also knew who they were, and that somewhat explained his reignited mirth.
"Hi," you replied nasally, falling into your own character. "And who might you be?"
"I am the all-powerful demon Solomon," he said, "and I have come here drawn to you."
"A demon, huh?" you raised your eyebrows, and looked him up and down. "Wow, are you any good at it?"
Solomon's lips pressed together, whether in surprise or because he was actually trying to stop himself from laughing as well.
"That is entailed in being all-powerful, yes," Solomon said.
"Oh, no, I'm sure you're great," you said, patting his arm reassuringly. "You don't need to overcompensate like that, haha."
Solomon's mouth opened, then closed again. He made a little 'hm' sound in the back of his throat. But he recovered from the backhanded compliment quickly, and leaned a little more into your space, as much as it was possible across the kitchen table. He leaned his chin on his fist as he smiled at you again.
"Aah, but let's talk about you," he said.
You giggled obnoxiously and twisted a lock of your hair around your finger. Over Solomon's shoulder, you could see Simeon's shoulders shake soundlessly with laughter.
"I'm certain there's something I can do for you," Solomon offered with a leer.
"Oh, honey, I'm sure there is," you agreed with a condescending nod of the head.
Solomon's lips pressed together again.
"This is infuriating, isn't it?" you whispered to him in an out-of-character aside.
"I am going to have to remember that technique," Solomon said.
"Does that mean I win?"
"I assume you ask for a demonstration before you commit, and then drop me like hot garbage after you get your free sample?"
"Yep."
"You'll do great on your exam."
Simeon finally burst into a loud huff of laughter as he doubled over and slapped his knee.
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hi guys!!! thank you so much for 800 followers!!! this feels unreal!!! i’m surprised i still have any followers after not posting for a few months!!! so thanks for not unfollowing me!!! this is still so crazy that 800 people are following me!!! i love each and every single one of you and thank you so so much for supporting me!!! 💜💜💜
tagging some of my amazing mutuals:
@thatspookyagent @tatestripedsweater @mrs-march-ahs @kitwalker02 @allisie @mystic-writings @omni-idiot-fanfics @spidergirlmcu @midrunner3202 @whiiiiplaaaaash @tatesimper @mossybank @maria-akira @free-pool-trash @americxn @sapphimoff @divinerulerluvr @tatesweaterweather @ahsxual @darthwheezely @show-choir-gal @acedoestuff @victoriascult @txngledbxnds @kitsommers
events below the cut:
💜: ships! send a fandom (optional, but has to be one that i write for), what gender you want the character to be (optional), wether you want a platonic or romantic ship, and some info about you!! then i’ll ship you with a character and write a small blurb about your relationship!!
🔮: wallpapers! send me a character (full name, and if i don’t write for that character please send what show, movie, etc. they’re from), a color, and an aesthetic and i’ll make you a phone wallpaper!!
🦋: letters! send me a character (full name, must be a character i write for) and a topic (ex. birthday, long distance, confessing feelings, etc.) and i’ll write you a letter from that character!!
this event will be open from 11/07/21 - 11/21/21!!
Wilbur’s Writing Challenge!!!
I haven’t done one of these yet and they look really fun, so i wanted to try and host a writing challenge!!!
Rules:
1. Everyone participating has to write for a different character (available character will be listed below)!!
2. The entry has to be over 1000 words!!
3. The entry can be smut, fluff, or angst!!
4. The entry can be about anything you want as long as it is an xreader fic!!
5. Any entries featuring r!pe, incest, mistreatment of animals, or smut involving minors will be disqualified!!
So now that the boring rules are out of the way, onto the characters!!!
I have selected a handful of characters from fandoms that i write for, and have listed them down below!! If you would like to claim a character please send me an ask telling me which character you would like to write for (no anon submissions, since i have to know who’s writing what)!! Characters are first come first served, so if you would like to participate please send me your character soon!! There will be a limited amount of available spots, so act fast if you want to participate (though I doubt a lot of people will actually want to participate so you’ll probably get the character you want anyways)!!
Tate Langdon (American Horror Story) - open
Violet Harmon (American Horror Story) -open
Kit Walker (American Horror Story) - taken by @kitsommers
James Patrick March (American Horror Story) - open
Spencer Reid (Criminal Minds) - open
Nini Salazar-Roberts (HSMTMTS) - open
Jason Dean (Heathers) - open
Stanley Barber (IANOWT) - open
Beverly Marsh (It) - open
Bill Denbrough (It) - open
Luke Patterson (Julie And The Phantoms) - open
Billy Loomis (Scream) - open
Stu Macher (Scream) - open
Robin Buckley (Stranger Things) - open
Mike Wheeler (Stranger Things)
Clarke Griffin (The 100)
Bellamy Blake (The 100)
Peter Maximoff (X-Men) - taken by @raincoffeeandfandoms
Jean Grey (X-Men) - open
Scott Summers (X-Men) - open
Submissions will close December 7, 2021!! to submit your fic, post it with the hashtag wilburswritingchallenge and tag me!! any submissions entered after December 7 will be disqualified!!
A few days after submissions close, I will announce a winner!!! The winner will receive one full length fic about any character (that i write for) and any topic (as long as it follows my blog rules), two wallpapers of any character (can be two different characters), and their fic will be featured in my masterlist so more people can find it!!! And i will also follow the winner if i am not doing so already!!!
i hope you enjoy my writing challenge!!! have fun!!! 💜💜💜
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I ABSOLUTELY LOVE YOUR BLOG AND NOW IT TURNS OUT THAT YOU ALSO LIKE DINLUKE????? My happiness is immeasurable and my day is saved, and the answer is yes!! Even though they just interacted for like less than a minute the dinluke tag in AO3 hit the 1000 works milestone just a couple months ago (i think) and the numbers are still rising! There's a lot of amazing works wether you like fluff, comedy, angst or even darker undertones, 10/10 would recommend checking out
IS THAT THE SHIP NAME?? 'CAUSE I L O V E IT. DINLUKE Oh dang I'm so glad to hear others like the ship too!! Honestly when I first saw the episode I think I was too in shock & amazed that the jedi was LUKE SKYWALKER to be thinking about anything else. It wasn't until a bit later that the while Luke x Din ship started getting me. AND I REALLY LOVE IT ???? ITS TAKEN ME BY SURPRISE ??? Now I just want the next season to be those two co-parenting Grogu like is that too much to ask-
I don't think we'll get much more interaction of the two (I could be wrong, but they'd have to CGI Luke the whole time and that seems like a lot of work. Also not sure how Mark Hamill would feel with his character/face being in a series without him ACTUALLY in it?) but I enjoy the idea of it.
Thanks for letting me know Anon!!! I hope you're having a wonderful day!
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phanhowell · 3 years
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unheard Sunset Curve songs and what I think they were about ✨
@latinposeidon​ posting about the demo album reminded me that this has been sitting half written in my drafts for a few months so uhh here it is
Please note these are just my ideas and if you have any of your own please share them in the reblogs or comments!!! :)
Late Last Night
In my mind, I see this song as being written about those deep conversations you have in the middle of the night with someone where you just share every single thing about yourself. The boys 1000% bonded the most when they were all sleeping in the studio one night after family issues at home, and all of them spilled their guts to each other at the same time. Tyler brought up the possibility that Alex wrote this song and like, yes. YES. He did. He wrote it the next day when all the boys were still asleep and eventually went to Luke for help with the music side of it. They decided together that it was pretty much perfect as it was and left it with just an acoustic guitar to back up the lyrics. 
I’m putting a read more cos this post is about to get pretty long and I’m not about to clog the tag
Lakeside Reflection
I’m gonna be honest this one is a little harder to work out. I think for sure it was written on a camping trip or something like that but I’m not sure who would have written it. It could maybe be about a quiet moment of contemplation down at the lake whilst everyone else is having fun elsewhere. Thinking about the past and future type vibe. Ok now that I’m thinking about it more I think Luke wrote this one. At this point in his life he still wasn’t sure about leaving home and was conflicted between pleasing his parents and creating a successful future for the band. It’s definitely another slower, soft song with acoustic guitars. Troy Bolton looking into the lake during Bet On It vibess
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In Your Starlight
ngl I think this was a love song 👀but due to Alex telling Julie that Luke isn’t a romantic, we know that Luke isn’t the type to write a love song. For this reason with absolutely no other evidence to back it up, I’m gonna say this song was written by Bobby about a girl (coughcoughreggie) he was crushing on. It’s about someone who is so bright and has such a good presence when you’re around them that nothing else in the world matters. Every problem disappears because this one person lights up a room and makes all the bad things seem insignificant. In their starlight, everything’s ok. We know Reggie plays the piano, so I think this was a slower, piano based ballad. 
My Name Is Luke
Maaaaaajor angry at the world and getting out all his emotions vibes from this song. Personally I’m in love with the idea that Luke wrote this song after being called something else for a long time, whether that’s because he was bullied at school or just called a nickname that he never really liked. This song was his way of saying “fuck you guys, this is who I am, this is my name and I’m proud of it.” 
Another option is that at the point Luke wrote this song he was tired of being overlooked in the music industry and just being described as a teenage singer and guitarist. He’s saying “look at me I’m over here doing all these amazing things and this is my name, put some respect on it.” This boy knows his own worth. 
Crooked Teeth
Ahh the song about Reggie :) I’m headcanoning that both reg and alex had braces at some point, which is why Reggie didn’t know it was about him. This song is about all his insecurities and how he’s the only one who sees them. I’m thinking a Little Things kinda vibe where Luke is just listing off how all of these quirks Reggie has make him who he is, a wonderful person. In a totally platonic way of course. Ha
Also in case y’all haven’t heard it someone actually wrote and recorded Crooked Teeth as a rock song, so here that is. The talent in this fandom remains unmatched. 
Get Lost
And here we have another angry at the world song written by Luke. Mans was really going through it. Get Lost is a classic pop punk song about wanting to run away and get out of his hometown, and move somewhere more exciting where he can do whatever he wants. He just wants to travel to the city and get lost in the crowds of people, remaining completely anonymous and having nothing reflect back on his parents. I think we can all relate to the feeling of wanting to leave and never have any responsibility again. It’s moments like this that we’re reminded of the fact that Luke was just a 17 year old kid with an immense amount of pressure being put on him (both by others and himself) to succeed. 
Long Weekend
Another one I’m really not too sure about. Potential upbeat party song after a weekend where one of the boys’ parents went away and they threw a rager? Bonus points if it was Alex’s house. On the other hand it could have been a long weekend where all the boys went away with their families and Luke was left alone in the studio with nothing to do but write. Idk. Lemme know what you think
Home Is Where My Horse Is
So this one isn’t exactly a full Sunset Curve song but I’ve put it in here just in case people haven’t heard Jeremy’s version (which is amazing btw). It’s a sweet little song about how the idea of home isn’t a physical place or a house, but rather who you’re with. Sunset Curve is Reggie’s home, no matter where they may end up together. I think maybe because Reggie doesn’t like talking about his feelings he’s switched out the boys for a horse to make it a country bop that’s not too personal to share with the world. 
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You're not the op but you're the one I follow so you get the anon sorry: that post having over 1000 notes is bananas, do people seriously think Kripke wanted us to dislike Dean? There's no hidden reason behind why Dean is likable, Dean is likable because he is suppose to be likable.
Now I don’t really know what the etiquette for discussing the intentions of another person’s post is, I can’t tag OP so I guess I couldn’t tag them even if I wanted. I hope I’m not rude by discussing what I believe they meant.
I believe OP meant that the expected audience - straight young men - was supposed to identify with Sam, and not really “dislike” Dean as a character (nobody wants their character to be disliked by the audience, obviously) but see him as a sort of... specific kind of fantasy. I think the Luke Skywalker-Han Solo thing is quite illuminating, because the idea that Sam was supposed to be the “Luke” and Dean the “Han” works, as long as you assume that we’re not talking about the real characters of Luke and Han but the way they’re perceived by a certain kind of male audience (Luke as the nerdy Nice Guy, Han as the suave womanizer, which they’re not but you get what I mean) - Luke is the one you, young nerdy man, are like in real life, Han is the cool guy you kind of wish to be but only as a fantasy, not really in real life, but as long as you’re watching fiction it’s cool to fantasize.
I think OP has a point in saying the Cool Guy fantasy is supposed to be both, well, cool, but also something to feel superior to, so something “bad” in a sense. Because you are a Sam in real life, not a Dean, and you’re simultaneously envious of the Dean kind of man and feel superior to him. Thus why Sam is initially written as sort of pretentiously smug towards Dean, looking down on his lifestyle. You want to be him but you can’t be him so you look down on him and feel superior to him because you’re a Nice Guy and NerdSmart while he’s a womanizer and [insert classist bullshit here].
And definitely Dean wasn’t intended to be liked by a female, queer audience - he was supposed to be the kind of Fantasy Cool Guy of a straight male audience, but because of a combination of factor (the inherent queerness of the source material he was inspired from, Jensen Ackles, accidental stuff, Sera Gamble, John Shiban...) he ended up being something entirely different.
Basically I think that what OP meant is that Dean was supposed to be “likeable” in a certain specific way that fits within the identification dynamics of a specific kind of audience. Remember that he was supposed to be the side character to Sam’s main character, they were not really supposed to be equals, Sam was supposed to be the one the audience experienced the story through. You identify with Sam, the Nice Guy, and feel superior to Dean while simultaneously secondarily-identifying with a Cool Guy.
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nyxvrse · 3 years
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in which i rate grishaverse characters without actually reading the books.
DISCLAIMER: I HAVE NOT READ THE BOOKS YET, THESE ARE PURELY BASED OFF OF WHAT I HAVE HEARD MY FRIENDS AND SOME OTHERS SAY!!! THESE WILL CHANGE WHEN I DO READ THE BOOKS! PLEASE DON’T ATTACK ME! THANK YOU! 
That being said there is a minor spoiler I’ll tag it dw :)
Kazzleton (idc i ain’t part of the fandom): 7/10. Seems like a grumpy old man but has nice hair. Also can flirt for the love of money so I’ll let him off the hook.
Inej: 12/10. Knife wife and has pretty hair
Wylan: 10/10. Wife kins him, so has to be awesome. Also heard he’s a chemistry nerd and I like those.
Jesper: 8/10. Goat man pretty boi bisexual babe.
Mathias: 6/10. no one talks abt him enough for me to form an opinion AND *SPOILER ALERT* he’s dead so...- (thanks for that babe)
Nina: 7/10. Literally no one talks about her and even tho all i know is her name I think she is supreme 
Genya: 8/10. Absolute icon she’s gorgeous.
Nikolai: 7/10. I’ve seen some fanarts he looks pretty but kinda emotionally repressed- but my wife loves him so 
Zoya: 9/10. Pretty queen, want to look like her. (also is zoya her complete name???)
Alina: 4/10. I don’t like her she sounds like a privileged brat BUT genyalina exists so she gets a pass.
The Darkling: -1000/10. Detest him the most horrifying creep after Luke to exist. And he doesn’t even get pretty privileges coz I’m not attracted to Ben Barnes 😌😌
AND THERE U HAVE IT! once again i know bat shit abt these character do not come at me 
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