***Movelist and Character Notes***

-This is designed to be slightly more in-depth than the standard movelists in the manual. I will also include general note son each character that may explain certain balance decisions or other aspects of the character not immediately obvious.




***ADAMAS***

Gameplay:

Adamas is slow. However, he's a tank. He has higher defense than most characters (for good reason, diamond is supposed to be nigh-indestructable). He can hit you from far away with his projectiles or Dash Punches, or he can get you with some powerful attacks up close. Despite his lack of speed, I view Adamas as the Shotokan/Ansatsuken character of this game. Everyone should be able to pick right up and do well with him.

Command Moves:

--Diamond Slide - DF+K
   Adamas slides forward and sweeps the opponent up and over his head. Creates a number of combo possibilities.

Special Moves:

--The Fist of Adamas - D,DB,B,P
   Adamas dashes forward and delivers a mighty, diamond-encrusted punch. The LP version is a weaker, gut-level punch. The MP version is a standard right straight and has the best range. The HP version is an uppercut that hits twice and sends the opponent into the air.

--Diamond Spike - F,D,DF,P
   Adamas creates a spiked diamond structure with an uppercut.

--Diamond Shard - D,DF,F,P
   Adamas forms a diamond around his fist and tosses it forward, using his powers to manipulate it's speed. However, it dissipates after a set distance due to Adamas losing his control over it once it's been detached for a time.

--Diamond Dust - D,DF,F,P in mid-air
   Adamas performs an aerial move similar to the Diamond Shard, but he has less control over the projectile, so it dissipates almost immediately, creating dust. However, the dust can still hit. The HP version propels Adamas backwards regardless of his jumping direction. The MP version propels him upwards, and the LP version has no effect on his jump.

EX Moves:

--EX Diamond Shard - D,DF,F,2P
   Adamas throws a faster, multi-hitting Diamond Shard.

--EX Fist of Adamas - D,DB,B,2P
   Adamas performs a faster, stronger version of The Fist of Adamas.

--EX Diamond Dust - D,DF,F,2P in air
   Adamas throws a version of DIamond Dust that has a wider range of attack.

Throws:

--Two-Fisted Fling - HP+HK
   Adamas grabs his opponent with both hands and throws them over his head and clear across the screen.

--Diamond Cutter - F,DF,D,DB,B,K
       Adamas performs his own, devastating version of the popular pro-wrestling maneuver.

Level 1 Super Move:

--Ice Storm - D,DF,F,D,DF,F,P in mid-air
   Adamas uses all of his concentration to throw three large diamonds at his opponent while airborne.

--Diamond Rush - D,DB,B,D,DB,B,K
   Adamas delivers a quick fluury of strong attacks, and finishes the series with a Diamond Spike.

Level 2 Super Move

--Diamond Break - D,DF,F,D,DF,F,P
   Adamas throws 5 Diamond Shards in very quick succession.

Level 3 Super Move:

--Diamond Wave - D,DF,F,D,DF,F,K
   Adamas kicks up a veritable tidal wave of diamonds that are very hard to avoid.

Desperation Move:

--One Big Stone - D,DB,B,D,DB,B,P
   Adamas creates an incredible diamond and hoists it above his head before tossing it at his opponent. Does respectable damage if blocked and a massive amount of damage if not.

NOTES

-Adamas has 1100 health, giving him the most in the game.
-His L3 is not effective against a cornered opponent. It is most effective when hit on a close opponent who has plenty of room behind them.
-If Diamond Rush connects fully, Adamas will taunt automatically afterwards.
-EX Fist of Adamas will pass through projectiles.




***APOLLO***

Gameplay:

Apollo relies heavily on helpers and projectiles. He's also pretty fast and has tons of reach, which is why I gave him slightly lower stamina. He should be played as a zoning character who can reach out and poke someone if they get too close.

MOVELIST

Special Moves:

--Photon Blast - D,DF,F,P
  Apollo shoots a small blast of energy. The strength of P pressed effects the trajectory.

--Photon Beam - F,DF,D,DB,B,HP
  Apollo fires a quick beam of energy that reaches across the entire area horizontally.

--Number Crunch - F,D,DF,K
  Apollo leaps into the air, foot out, and catches airbourne opponents before stomping them face-first into the ground.

--Ion Call - D,DB,B,K
  Apollo calles his robotic buddy Ion in for an assist. LK brings in Ion in a small rocket car that hits low. MK makes Ion fly a little jet at head/chest level, and HK causes Ion to pilot a small electrified coptor bot that moves in a downward arch.

--Mover Discombobulator - D,DF,F,K
  Apollo activates a small trap that pushes the opponent away. LK causes the trap to appear at the far end of the screen, making a far-away opponent move towards Apollo. MK cause sit to appear on the floor, launching the opponent up and towards Apollo. HK appears right in front of Apollo, and will push an aggressive opponent away from him.

Level 1 SUper Move

--Ion Militia - D,DB,B,D,DB,B,K
  Calls in Ion in his designated vehicle along with several drones following close behind for multiple hits.

Level 2 Super Move 

--Mega Photon Beam - D,DF,F,D,DF,F,P
  Apollo creates a longer lasting, more powerful beam.

Level 3 Super Move

--Apollo's Chariot - D,DB,B,D,DB,B,P
  Apollo knocks his opponent into the sky before following them up with a massive, epic Numver Crunch that creates a huge explosion on impact.

Desperation Move:

--The Incredible Machine - D,DF,F,D,DF,F,K
  Apollo sets a devious technological trap that causes his opponent to bounce back and forth between two Mover Discombobulators, then he finishes them off with a massive vertical Photon Beam.

NOTES:

-Apollo has no EX Moves. This is a balance measure because he is already quite versatile.
-Ion's vehicle can be destroyed by attacks and other projectiles, along with his drones.
-Apollo only has one version of Photon Beam, using HP. This is intentional.
-He is a bit slower here than his public release version.




***BLOODTIDE***

Gameplay:

     A friend of mine often describes Bloodtide as my "most interesting" character. She is a character of varied play styles. She has a couple of charge moves, a low-hitiing ground crawling projectile, and a few unique moves. She is moderately good for combos, especially with her supers. She requires a bit of strategy due to the generally low damage her moves do. The best way to play her is what I call the "Shark" method: don't stop moving. She has enough moves to keep her moving, even her charges. Don't give an opponent the chance to hit you, basically.

Command Moves:

--High Heel - DB+K (Launcher)
   Bloodtide comes from a crouching position into a fast and vicious upward kick that launches her opponent into the air.

Special Moves:

--Bloodshot - D,DF,F,P
   Bloodtide propels the swirling wave of blood around her feet forward like a projectile, and it skims along the ground where it must be blocked low. The different strength of punch used affects the speed of the projectile.

--Crimson Arrow - Charge B,F,K
   Bloodtide springs forward with a sudden flying thrust kick, wrapping her foot in blood for increased effect. Different kick buttons make the kick travel different distrances, at different speeds.

--Scarlet Tornado - D,DB,B,K
   Bloodtide twirls into the air, passing through projectiles and over low attacks. Different kick buttons make her travel different distances, at different angles.

---Scarlet Barrage - K when landing after Scarlet Tornado
        Bloodtide delivers three quick kicks at different heights.

---Scarlet Needle - P when landing after Scarlet Tornado
        Bloodtide slides forward with her elbow pointed out and slightly upwards, delivering a piercing blow to the lower-body area.

--Vermillion Strikes - Charge D,U,K
   Bloodtide leaps into the air while delivering many lightning fast thrust kicks, which create sharp waves of blood that slash at the opponent. An anti-air attack, with very little forward movement.

Throws:

--Hurricanrana - F,DF,D,DB,B,P
   Bloodtide flips forward and, if close enough, catches her opponent's head with her legs and flips them high into the air. They are then open to a follow up attack by Bloodtide. The initial grab does little damage, but if she does not follow up and the opponent simply hits the ground, extra damage is dealt by the fall.

--Cherry Jawbreaker - HP+HK
       Bloodtide ducks and delivers a nasty vertical heel kick to her opponent's jaw.

EX Moves:

--EX Scarlet Barrage - 2K when landing after Scarlet Tornado
       Bloodtide does a faster version of the move with more hits.

--EX Bloodshot - D,DF,F,2P       
       A faster moving and more powerful version of the move.

--EX Vermillion Strikes - Charge D,U,2K
       A faster, multi-hitting version of Vermillion Strikes that has a greater hit radius and more forward motion.

Level 1 Super Move:

--Red Cyclone - D,DB,B,D,DB,B,K
   Bloodtide twirls into the air while also creating several rings of blood around her, which damage her opponent. The damage of the move varies depending on how many times she hits her opponent. It is up to the player to determine which is the best time to connect with the move to cause maximum damage.

Level 2 Super Move

--The Wall - D,DF,F,D,DF,F,P
   Using a vicious upwards thrust kick, Bloodtide creates a large wall of blood that stops the opponent in their tracks and deals great damage. Does not have much forward movement but great vertical range.

Level 3 Super Move:

--Crimson Tide - F,B,DB,D,DF,F,P
   Bloodtide summons a massive flood of blood that is very hard to avoid and does devastating damage.

Desperation Move:

--Born in Blood - D,DB,B,D,DB,B,P
   Bloodtide dashes a short distance and grabs her opponent. She then encapsulates them in a giant blood orb, before impaling the orb (and the opponent in it) with several huge blood spikes.

NOTES:

-Scarlet Tornado used to be invincible to everything but aerial attacks, but upon further testing, it seemed cheap. Now it's only invulnerable to projectiles.
-Born in Blood is a grab, so it's unblockable. If she misses, she snaps her finger in disappointment, leaving her open for attack. So the player can't just throw it out there without consequence.
-As noted above, Bloodshot must be blocked low. Using this in conjuction with jumping attacks can create unblockable situations. The verdict is still out on whether this is a legit strategy or cheapness that should be fixed.




***BYRNE***

Gameplay:

Byrne is a well balanced character designed to be the new "pick-up-and-play" guy of SHADEs 2. He does have some depth with his Firestarter attack that uses the Rekkaken-like follow ups and an unorthodox anti-air with the Flare Burst. He also can be quite dangerous in Ignition Mode, the mode activated by Phoenix Ignition. During this mode, all of his standard attacks become powered-up flaming attacks. He also walks faster and his Flare Shot projectiles are much faster than before. If he has at least 2000 power during Ignition Mode, he can unleash a nasty L3-strength Super Move called Hellfire Blitz (the name being an homage to Ifrit in Final Fantasy), however, this is the only super he has access to during Ignition Mode (other than his DM, which he has one chance to use when his health gets below 250 regardless of mode).

Special Moves:

--Firestarter - D,DB,B,P
    Byrne performs a mid-range swipe attack that ignites a crescent shaped flame.

--Second Degree/Third Degree - D,DB,B,P after Firestarter
    Byrne performs a firey backhand attack as a follow-up. This move can be performed twice after Firestarter with proper timing, hence "Third Degree."

--After Byrne - D,DB,B,K or D,DF,F,K
    Byrne dashes backwards (or forwards) leaving a flaming copy of himself behind that damages the opponent if touched. The backwards version is performable mid-air.

--Flare Shot - D,DF,F,P
    Byrne shoots a concentrated flaming projectile from his fist.

--Flare Burst - F,D,DF,P
    Byrne slams his fist into the ground, creating a vertical burst of super-heated energy.

--Brazen Slash - B,D,DB,K
    Byrne leaps forward and performs a backwards flipping kick, producing a crescent-shaped flame that scorches the opponent.

Throws:

--Eruption Kick - HP+HK
    Byrne grabs his opponent, pulls them close and delivers a nasty vertical kick to their jaw, sending them flying.

EX Moves:

--EX Flare Shot - D,DF,F,2P
    Byrne shoots a faster, multi-hit version of the Flare Shot.

--EX Flare Burst - F,D,DF,2P
    Byrne performs a faster version of the Flare Burst with a taller, more powerful pillar of flame.

--EX Firestarter - D,DB,B,2P
    Byrne performs a faster, more powerful version of Firestarter.

Level 1 Super Move:

--Phoenix Ignition - D,D,D,P
    Byrne releases a great burst of flames from his chest in the shape of a Phoenix, during which he is invincible. Following this, all of his standard attacks are powered up flaming attacks for a short period of time. He also walks faster and his Flare Shots are quicker.

--Nova Knuckle - D,DB,B,D,DB,B,P
    Byrne focuses his fire powers into his fist, then dashes forward suddenly and delivers a powerful blazing punch that sends his opponent flying.

Level 2 Super Move

--Flare Cannon - D,DF,F,D,DF,F,P
    Byrne fires a powerful beam of super-heated energy from his fists that is fast and damaging.

--Hellfire Blitz - D,DB,B,DB,D,DF,F,P during Ignition Mode (after Phoenix Ignition)
    Byrne unleashes a flurry of flaming attacks that deals high damage, and ends it with a powerful Flare Burst. Due to the move only being useable in Ignition Mode, it technically requires 3 Super Bar Stocks.

Level 3 Super Move:

--Heat Wave - D,DF,F,D,DF,F,K
    Byrne slams his fist into the ground and creates several powerful pillars of flame. Does the most damage if the opponent is hit with the first pillar, since it will knock them back into each subsequent pillar.

Desperation Move (Health must be at or below 250, will deplete all available super meter):

--Gabriel's Fury - D,DB,B,D,DB,B,K
    Byrne summons a sword formed out of super-heated energy and impales his opponent with it, then dashes behind them and impales them with another sword, holding them in place. He then dashes back in front of them and causes a cataclysmic pillar of flames to erupt beneath them, sending them high into the air. 

NOTES:

-Performing Hellfire Blitz during Ignition Mode will end Ignition Mode, whether it hits or not.
-Gabriel's Fury has a ton of reach and is unblockable, so he is a constant threat when low on health.
-LK Brazen Slash may be a better anti-air then Flare Burst.
-IF Byrne is close enough when he activates Phoenix Ignition, the flames can hurt the opponent.



***CHAD IN BLACK***

Gameplay:

     This one is a doozy. Chad is what I like to refer to as a "High Concept" character. All of her attacks revolve around the fact that she never touches her opponent herself. She summons her ghosts for all of her attacks, even her standard punches and kicks. This originally created a HUGE problem with her combos, but I've since resolved that issue. She is kind of slow for a character her size, but her entire strategy is that of a keep-away character. All of her specials are designed to create distance between herself and her opponent, as well as punish those who are overly aggressive or rely a bit too much on jumping in on her. However, many different strategies can be applied to her particular style, so you really just have to play as her yourself.

Special Moves:

--Revenant's Resonance - D,DB,B,P
    Klaus lashes out at super speed, appearing to have multiple limbs and hitting upwards of 9 times.

--Dead Rising - F,D,DF,P or K
    Klaus erupts from the ground, delivering a brutal uppercut. Different strengths of button, an ddifferent types pressed will effect where he appears.

--Lost Soul - D,DF,F,P or K
    Chad summons the soul of a dead warrior, which takes shape as a concussive orb. Different strengths of button, an ddifferent types pressed will effect where it appears.

---Soul Direct - F+P or B+P
    Chad sends the Lost Soul moving in a certain direction. This can get a bit complex.
    --F+LP - Diagonal Down and Forward Movement
    --B+LP - Diagonal Down and Backward Movement
    --F+MP - Forward Movement
    --B+MP - Backward Movement
    --F+HP - Diagonal Up and Forward Movement
    --B+HP - Diagonal UP and Backward Movement
     

EX Moves:

--EX Revenant's Resonance - D,DB,B,2P
   A faster, more powerful version.

--EX Dead Rising - F,D,DF,2P
   This version of the move makes Klaus appear wherever the opponent is, rather than having to press the right button to place him.

--EX Lost Soul - D,DF,F,2P or 2K
   She summons two Lost Souls at once. Different combinations of buttons effect the placement of the two Souls. SOuld Direct will cause both Souls to react.

Level 1 Super:

-- Die Die My Darling - D,DF,F,D,DF,F,P
     Being noncorporeal in nature, Klaus can be in many places at once. In this move, he creates a vertically moving wave of Dead Rising-like attacks. Different tsrengths of P result in different placement of the attack.

Level 2 Super:

-- Revenant's Regret - D,DB,B,D,DB,B,P
     Chad summons Klaus to protect her briefly. If she is attacked during, he counters with a powerful Revenant's Resonance. Only counter ground attacks.

--Soul Pressure - D,DB,B,D,DB,B,K
    Much like Die Die My Darling, Klaus creates a horizontally moving wave of attacks. More damage if hit close.

Level 3 Super:

--Collective Souls - D,DF,F,D,DF,F,K
     Chad summons a wall of souls before launching them towards her opponent.

Desperation Move:

--Army of Darkness - D,DB,B,DB,D,DF,F,K
     Each of Chad's most loyal ghosts take turn brutalizing her opponent, while she turns around and refuses to watch the carnage. 

NOTES:

-It has been pointed out to me that in the right hands, Chad is God Tier. She takes precision, skill, and good reflexes, so I think this is acceptable. However, on Level 8 difficulty, she will rape.
-You can not summon a Lost Soul so close to the opponent that it hits them immediately. SUmmoning one right on top of the opponent will cause it to dissipate immediately. This is a balance measure.
-She has low stamina, 800 life in fact, meaning that she is a keep away character all the way. If she gets laid into, she'll go down quick. But she can be a bitch to get in on.




***EXILE***

Gameplay:

Exile moves at a medium speed, leaning on the side of slow, but has good reach with most of his standards, and his attacks themselves are quick and do good damage. His movements and attacks are supposed to conform to his contortionist style, most evidenced by his odd HP and launcher. He is mostly a charge character due to his defensive style. His most unique aspect is his Spinal Distortion move, where he drops down into a creepy bridge stance, where he can walk back and forth like a spider or crab. He moves faster in this mode, and has several specials he can perform during it, as well as the ability to shift back to his normal stance on command.

Special Moves:

--Cursed Spiral - Charge B,F+P [i]EX Version Available[/i]
	Exile spins like a top torwards his opponent with his arms and claws outstretched. Hits multiple times and goes a great distance since it's a charge move.

--Cursed Scythe- F,D,DF,K [i]EX Version Available[/i]
	Exile leaps forward gracefully, spinning in mid-air, before landing and delivering a vicious crescent slash.

--Downward Spiral - Charge D,U+K [i]EX Version Available[/i]
	Exile ascends into the air at an angle, then suddenly descends with a downward spinning drill kick. 

--Mortal Coil - Charge D,U+P
                Exile performs an upward spinning drill kick. Not much horizontal movement, but still a good anti-air.

--Spinal Distortion - D,D,P
                Exile bends backwards into a low bridge stance. He can move forward or backward in this stance. Ducks below most standing attacks and projectiles.

--Distorted Strikes - Any Punch during Spinal Distortion
                Three different punch attacks, like his standing punches. Can be chained just like his standards. Basically three new standards, with the HP version being his proper sweep (since he has no crouching attack that acts like a sweep).

--Distorted Deceiver - U+HP during Spinal Distortion
                Exile hops upwards, avoiding most low kicks/sweeps and delivers a rotating slash as a counter attack. Holding forward or backward along with up will make him move iin the respective directions.

--Distorted Coil - D,DF,F,HP during Spinal Distortion 
                A version of Mortal Coil.

--Distorted Helix - D,DF,F,MP or LP during Spinal Distortion
                A spinning head attack. Button pressed affects distance and trajectory.

--Distorted Capture - F,DF,D,DB,B,P during Spinal Distortion
                Exile flips towards his opponent with arms extended, catches them around the head, then drops down and stabs them, draining some of their life and restoring some of his own.

--Distorted Advance/Retreat - F,F or B,B during Spinal Distortion
                Exile quickly scurries/dashes forward or backward.

--Return - LK,MK, or HK during Spinal Distortion
                Returns to normal stance.

Throws:

--Cursed Toss - HP+HK
	Exile performs a bridging belly-to-belly toss.

EX Moves:

--EX Cursed SPiral - Charge B,F,2P
     Faster, more hits, and more invincibility frames.

--EX Downward Spiral - Charge D,U,2K
     Homes in the opponent's location before attacking.

--EX Cursed Scythe - F,D,DF,2K
    Has an extra hit at the beginning, making it safer and more damaging. Passes through projectiles.

Level 1 Super Move:

--Cursed Vortex - D,DB,B,D,DB,B,P
	Exile performs a very strong version of Cursed Spiral. No forward motion, but creates a vacuum that pulls the opponent torwards him.

--Radial Distortion - D,DF,F,D,DF,F,P during Spinal Distortion
	Exile performs a very strong version of Distorted Coil. He extends his arms in the first hit, which knocks the opponent into the rest of the hits.

Level 2 Super Move

--Further Down the Spiral - D,DB,B,D,DB,B,K
	Exile connects with a Downward Spiral, but keeps on pressing onto the opponents head while spinning like a drill, before using his legs to toss them into the air and catch them with a strong Mortal Coil. 

Level 3 Super Move:

--Blade of Ruin - D,DF,F,D,DF,F,K
	Exile leaps forward and connects with a crescent slash, and follows it up with a powered-up Cursed Vortex.

Desperation Move (Health must be at or below 250, will deplete all available super meter):

--Thinner - D,DF,F,D,DF,F,P
	Exile extends his claws a great length, and of he connects, pulls his victim in and delivers a flurry of attacks, and finishes by driving his other claw into their chest and draining a concentrated amount of life force from his opponent, restoring a small amount of life to himself. 

--Slow Chemical - D,DB,B,D,DB,B,P during Spinal Distortion
                Exile flips toward his opponent, catches them around the head, then spins around several times, drilling into their heads with his claws, then drops down and performs a Life Draining stab. He then kicks them away before asking for forgiveness.

NOTES:

-Exile is good against projectile heavy characters because of his Cursed Spiral (which passes through projectiles) and his Spinal Distortion stance (which is low to the ground and will duck under most of them).
-Along with Vesper, the only character that can regain life during a match.
-DM is blockable, but very fast.




***FRAY***


Gameplay: Fray is a fairly defensive character whose best attribute is her ability to play keep-away. She has a projectile for nearly every area of the screen, and due to the nature of her powers, her explosive moves often create a lot of distance between her and her opponent when they connect. The biggest example of this is her command grapple, "Jukebox Breakdown," which sends her opponent flying all the way across the screen, forcing them to once again attempt to approach Fray. However, don't let this fool you, as once Fray is forced to be close, she has some very lengthy chain combos.


Command Moves:

--Rising Roundhouse (Launcher) - D+HP
	Fray rises from her crouch while performing a powerful, upward-swinging roundhouse that knocks the opponent into the air for aerial chain combos.

Special Moves:

--Energy Grenade - D,DF,F,P
	Fray throws a concentrated ball of energy that loses stability and "detonates" after a short period of time. Using different strengths of Punch causes the Granade to be thrown at different angles. Also, the explosion lingers for a second, and the opponent can be harmed if they come into contact with it.

--Ups and Downs - D,DB,B,K
	Fray does a back roundhouse kick and then, without her foot touching the ground, reverses rotation into a forward roundhouse. The HK version not only travels the farthest, but the last hit will knock the opponent down.

--Rocks Tonic Juice Magic (R.T.J.M.) - D,DF,F,K
	Fray delivers a series of elbow attacks and punctuates them with a stiff straight punch that cause a small explosion. Different buttons trengths determine the number of elbow attacks.

--Sound the Alarm - D,DB,B,P
	Fray utilizes counter attacks taught to her by Moses Maddigan. LP counters crouch, MP counters standing, HP counters aerial. 

Throws:

--Gut Check - HP+HK
	Fray grabs her opponent and delivers a vicious knee to the gut.

--Jukebox Breakdown - B,D,DB,K
	Fray reaches out and holds her opponent at the upper chest/throat. She then unleashes a powerful, close-range palm strike that creates a large explosion, which knocks her opponent clear across the screen.

EX Moves:

--EX Sound the Alarm - D,DB,B,2P
    A single counter that reverses attacks from all positions.

--EX Ups and Downs - D,DB,B,2K
    A faster, multi-hit version of Ups and Downs, ALso passes through projectiles.

--EX Energy Grenade - D,DF,F,2P
    Throws three grenades at once, in three different directions. High damage is all three hit. Very useful.

Level 1 Super Moves:

--Clash City Rockers - D,DF,F,D,DF,F,K
	Fray dashes forward and delivers a pair of nasty, explosive punches.

Level 2 Super Move

--My Sweet Fracture - D,DB,B,D,DB,B,P
	Fray counters any attack delivered with a powerful, explosive uppercut that send her opponent flying vertically. She then rocks them with a powerful strike during their descent which causes them to crash against the wall.

--The End - D,DF,F,D,DF,F,P
	Fray concentrates a massive amount of explosive energy into one grenade, which passes through opponents and does not detonate until it hits the ground, creating a huge blast when it does.

Level 3 Super Move:

--Sonic Reducer - F,B,DB,D,DF,F,P
	Fray concentrates a great amount of energy into a small orb, and then sends it slowly towards her opponent with a blown kiss. It detonates into a massive explosion when it connects or if it gets very close to the opponent.

Desperation Move:

--Certain Tragedy - D,DB,B,D,DB,B,K
	After delivering several quick and powerful elbow strikes, Fray grabs her opponent, charges them up with her own explosive energy, and uses an even more powerful explosive palm strike that deals incredible damage.


NOTES:

-Loves spamming the Energy Grenades.
-May need nerfing, because once you get past the grenades, she loves to do her Sound the Alarm counters, meaning if you're a character without projectiles or long range game, you're at a disadvantage.
-Limited juggles are possible following Jukebox Breakdown and Clash City Rockers.




***Garret Laurel***

Ganeplay

Det. Laurel will make use of his trusty gun, The Judge, as well as his knowledge of hand-to-hand combat. He has one arm slightly behind him, holding his jacket back to give faster access to The Judge and a baton. He's fairly slow, but hard-hitting. He's great with mix-ups using his Judge and his low hitting Baton attacks.

COMMAND MOVES:

Long Arm of the Law - F+MP
  -Det. Laurel strikes his opponent with a strong, far-reaching backhand.

SPECIAL MOVES:

--Sudden Impact - F,D,DF,K
  -Det. Laurel jumps into the air before descending on his opponent with a powerful stomp. Think more Alex's stomp, not Bison's.

--Die Hard - D,DF,F,P
  -Det. Laurel dashes forward, shoulder first, and when he stops he delivers a vicious swinging, double-fisted uppercut. The dash part will keep going even if he's hit, but only once, and he still takes damage.

--Striking Distance - D,DB,B,K
  -Det. Laurel counters a standing attack by spinning around his opponent while pulling them forward, and then striking them in the back of the head with his gun.

--Lethal Weapon - D,DB,B,P, then P to fire
  -Det. Laurel pulls out the Judge and aims. Pressing P again will make him discharge the weapon. Pressing P repeatedly with the correct timing will make him fire multiple times. After 5 shots, he must reload. LP aims downwards, MP aims straight, HP aims upwards.

--Hard Boiled - D,DF,F,K
  -Det. Laurel sweeps his opponent's leg with his baton, which must be blocked low. He then strikes them multiple times while they are prone on the ground.

--Reload - D,D,P or D,D,K
  -Det. Laurel reloads his Judge. The first command loads the gun with Magnum rounds. The second loads the gun with Shotgun rounds. The Magnum rounds fire faster and have more range, but do less damage, while the Shotgun rounds do not travel as far and have more recoil, but do more damage and have a wider radius of fire.

Throws:

--Crackdown - HP+HK
   Laurel hits his opponent in the head and then legs with his riot baton.

EX Moves:

--EX Die Hard - D,DF,F,2P
   Travels farther, faster, and with more invincibility.

--EX Sudden Impact - F,D,DF,2K
   Homes in on the opponent no matter how far away they are.

--EX Striking Distance - D,DB,B,2K
   More damaging and causes knockdown.

SUPER MOVES:

L1 Super Moves

-- Dark Blue - D,DF,F,D,DF,F,K
  Det. Laurel repeatedly strikes his opponent in the legs and torso with his retractable riot baton, before knocking them down and beating them senseless with it.

-- The Enforcer - D,DB,B,D,DB,B,P
  Det. Laurel reloads The Judge with Magnum rounds, and then unloads all five rounds in quick succession at his opponent.

L2 Super Move

-- Magnum Force - D,DB,B,D,DB,B,K
  Det. Laurel pulls out his "backup" weapon, a .44 Magnum Revolver, and fires one extremely powerful shot at his opponent.

L3 Super Move

-- Last Action Hero- D,DF,F,D,DF,F,P
  Garret charges forward, shoulder first,and upon connecting with a punch to the stomach, unleashes a barrage of physical attacks. He then knocks his opponent into the air, and unloads one shotgun round into them on the way down.

Desperation Move 

-- Cop Land - D,DF,F,DF,D,DB,B,P
  Det. Laurel grabs his opponent and strikes them several times with his riot baton. While they are stunned, he calls in his partner, Detective Jack Kaneda, and both of them fire their guns multiple times, doing devastating damage.

NOTES:

-Die Hard absorbs one hit, but he still takes damage.
-Sudden Impact does not hit downed opponents, but this may change in future updates.
-If you skip his intro, he will sometimes start off with no ammo. Don't know how to fix this, so don't skip his intro for now.
-Cop Land is an unblockable grab with good range and invulnerability at the beginning, making it one of the more effective DMs.





***KANE KELLY***

Gameplay:

Kane is fast (but still slower than Vesper and Zenith), and a bit unpredictable. He utilizes moves that cover great amounts of distance in short periods of time, such as his Dash and Elbow Strike moves. He also has moves that chain out of his Dash, which are good for combos. He does possess a pretty standard anti-air move, for balance, and a command grab. He is very well-rounded and can be used fairly in versus matches, but also makes for a challenging boss/villian character.

Command Moves:

--Short Uppercut - B+HP
     Kane delivers a low-range uppercut that is quick and can catch people out of the air.

Special Moves:

--Comet Pressure - B,D,DB,P
   Kane leaps up and forwards, spinning around and delivering a piercing elbow strike, followed by a downward punch. The HP version utilizes NE, and the LP version is just the elbow strike.

--Avenging Angel - F,D,DF,P
   Kane performs a fast, rising shoulder and elbow strike. An effective anti-air maneuver.

--Jet Black Stare (JBS) - D,DF,F,P
   Kane uses NE to propel him forward at such speed that he knocks his opponent into the air before he passes straight through to the other side.

--Jet Black Impact - P during JBS or after JBS connects
        Kane interrupts his forward momentum and delivers a strong uppercut.

--Jet Black Slash - K during JBS or after JBS connects
        Much like the Jet Black Upper, but he instead performs a jumping roundhouse.

--Jet Black Strike - U+P during JBS or after JBS connects
        Does a short jump into an elbow drop. Hits overhead.

--Jet Black Retreat - B+K during JBS or after JBS connects
        Kane can cancel his advance before connecting or strategically place himself in front of his opponent after connecting.

--Entity Strike - D,DF,F,K
        Kane summons The Entity to strike out at his opponent with enormous strength. The HK version is very low range but does great damage, as well as knocking opponents out of the air. The MK is a mid level attack and has middling range and damage. The LK version has the greatest range and speed, but the lowest damage.

Throws:

--Tossed Aside - HP+HK
   Kane grabs his opponent and flings them over his shoulder.

--Entity Grab - F,DF,D,DB,B,K
        The Entity reaches out and grabs the opponent, before tossing them back and into the side of the screen, dealing damage and setting them up for an additional juggle.

EX Moves:

--EX Jet Black Stare - D,DF,F,2P
     Faster, multiple hits, passe sthrough projectiles.

--EX Avenging Angel - F,D,DF,2P
    Faster, more hits, more invincibility.

--EX Comet Pressure - B,D,DB,2P
    Addes an extra hit at the beginning, making it a decent anti-air, and travels farther for more damage.

Level 1 Super Move:

--Sins & Punishment - D,DF,F,D,DF,F,K
   Kane performs several consecutive Avenging Angels.

Level 2 Super Move

--Jet Black Reign - D,DB,B,D,DB,B,K
   Kane dashes forward using NE, and if he connects, will follow the first strike with a viciou barrage of attacks.

Level 3 Super Move:

--Desolation Row - D,DF,F,D,DF,F,P
   Kane performs several Jet Black Stares in succession at insane speeds and great distances. Very hard to avoid.

Desperation Move:

--Symbiotic Harmony - D,DF,F,DF,D,DB,B,P
   The Entity reaches out and grabs the opponent. It then lifts them up by their head and throat before draining them of life energy while Kane simultaneously channels NE into them to deal enormous damage. To punctuate the attack, The Entity creates a pillar of energy that sends the opponent flying.

NOTES:

-Entity Grab can grab airbourne opponents. I like that, it's intentional, but if people deem it cheap I may change it.
-The HP version of Entity Strike, I'm told, is kind of useless. I like the animation though so I just upped the damage so it's at least worth it if you manage to hit it.
-Tried to make him balanced for competitive play, but also worthy of final bossness. I think I failed on the second part, but oh well.




***MOSES MADDIGAN***

Gameplay: Moses has a number of advantages over his opponents, though none that make him cheap or unbeatable. Moses is designed to be the final boss of the game and a has a wide array of special moves that cater to different play styles. Some have compared him to Geese, due to his blonde-hair, status as a business tycoon, and his utilization of counter moves. He also does not have much emphasis on combos, but what he lacks in comboability he makes up for in brutality and strength. He is versatile, having defense-priented grapples and counters, as well as a charging shoulder block and other offensive tools. One of his most unique and important moves is his vicious aerial Choke Slam, seen in the third screenshot. It can catch jumping, juggles, or falling opponents, so watch out fo it.

Special Moves:

--Bull Market - D,DF,F,P
   Moses utilizes his strength by jutting forward with a sliding shoulder tackle.

--Deal Breaker - D,DB,B,K
   Moses rears back before thrusting forward with a powerful Big Boot. The LK version knocks them back and away and creates distance between players. The MK version knocks the opponent down. The HK version not only knocks them down, but sends them flying into the wall, where they bounce off and are open for juggling.

--Tax Evasion - B,D,DB,P
   Moses pivots on his far foot and swings all the way around, hitting his opponent with a low hook punch. He is invulnerable for several frames of the beginning animation, making it useful for dodging attacks and projectiles and immediately going on the offensive. Different strengths of button cause Moses to advance at longer distances during the actual punching portion of the move.

--Ground Floor Shake Up - F,DF,D,K
   Moses stomps the ground with considerable force, causing a shockwave that damages the opponent.

--Insider Trading - D,DF,F,K
   Using his considerable intelligence and remarkable reflexes, Moses catches his opponent's attack and delivers one of his own. LK counters crouching attacks, MK counters standing attacks, and HK counters aerial attacks. Super Moves can't be countered.

--Glass Ceiling - F,D,DF,P
   Moses grabs his opponent out of mid air and slams them down, insulting them in the process.

EX Moves:

--EX Insider Trading - D,DF,F,2K
   An enhanced version of the original move that counters moves from any position and deals considerably more damage.

--EX Tax Evasion - B,D,DB,2P
   Moves faster, and deals several more hits.

--EX Bull Market - D,DF,F,2P
   Faster, more damaging and passe sthrough projectiles.

Throws:

--Hostile Takeover - F,DF,D,DB,B,P
   Moses grabs his opponent and delivers a vicious headbutt, before tossing them away like yesterday's trash.

--Chokeslam - HP+HK (standing or in air)
   Moses holds his opponent by the throat, swings them back and then down to the ground with brute force. Can also be performed in the air.


Level 1 Super Move:

--Market Crasher - D,DF,F,D,DF,F,P
   Moses performs an enhanced, multi-hitting shoulder tackle that travels very fast and knocks the opponent off their feet.

Level 2 Super Move

--Total Monopoly - F,DF,D,DB,B,2P
   Moses brutally headbutts his opponent 3 times, and knocks them away with a powerful Deal Breaker.

Level 3 Super Moves:

--Black Tuesday - D,DB,B,D,DB,B,P
   Moses uses his strong arm to deliver a mighty straight punch that utilizes nearly all of his strength.

--Black Monday - D,DB,B,D,DB,B,K
   The same move as above, but instead of just throwing the punch, Moses waits for his opponent to attack him, then counters and shouts "You never learn!" before delivering the bone-shattering blow.

Desperation Move:

--Ill-Gotten Gains - D,DF,F,DF,D,DB,B,P
   Moses dodges an attack, much in the same manor as his Tax Evasion, then dashes forward and grabs his opponent. If the grab connects, Moses unleashes a flurry of headbutts and merciless right-handed blows to the chest, followed by a screen-shaking straight punch. Just to top it off, Moses then leaps into the air and chokeslams his unlucky opponent to the ground, dealing massive amounts of total damage.

NOTES:

-Close to a grappler, but not quite. More like a hard-hitter with grabs.
-DM is one of the most powerful in the game, and has tons of invincibility.
-Can be hell in the right hands, with his situational counters and his anti-air grab. The former final boss of SHADEs.



***RUCKUS***

Gameplay:
Ruckus' fighting style is largely lucha-libre and American Indy pro-wrestling based. He has a lot of flashy moves and is pretty fast. His main deal is being all over the place, basically.

COMMAND MOVES:

--Spinning Chop - F+HP
    Ruckus performs a 360 degree spin followed by a knife-edge chop. Properly timed and the spin will dodge certain attacks and projectiles.

--Reverse Elbow - B+HP
    -Ruckus delivers a powerful back elbow strike.

--Harlem Hangover - D+HK
    Ruckus flips forward into a legdrop while in mid-air.

--Somersault Kick - DB+HK
    Ruckus performs a backflip kick while standing, launching his opponent into the air, setting them for air combos or juggles.

SPECIALS:

--To The Five Boroughs (2T5B) - D,DF,F,K
    -Ruckus makes a mad dash towards his opponent. 
  --Staten Island Shuffle - No button press during 2T5B
    -Ruckus flips up and over his opponent, repositioning himself behind them and giving him a small window to attack.
  --Manhattan Destroyer - HP during 2T5B
    -Ruckus performs a twirling headscissors that transitions into a flipping piledriver.
  --Uptown Queens - HK during 2T5B
    -Ruckus uses his running momentum to propel him into a flying missile dropkick.
  --Downtown Queens - MK during 2T5B
    -The same as Uptown Queens, only it's a dropkick to the legs of his opponent and thus must be blocked low.
  --Bronx Bomber - MP during 2T5B
    -Ruckus performs a vicious low lariat/chop block that sends his opponent flipping up and forward.
  --Brooklyn Bus Stop - LK or LP during 2T5B
    -Ruckus cancels his dash.

--Asai Moonsault/Asai DDT - F,DF,D,DB,B,K (press LP or LK to cancel)
    -Ruckus runs towards the edge of the screen and away from his opponent, then repels off the "wall" into a moonsault. If the first two frames with clsn1s connect, it turns into an Asai DDT. If not, it just strikes the opponent like a Moonsault.

--Blast Zone - D,DF,F,P
    -Ruckus claps his hands together and creates a low-range but powerful explosion that sends his opponent flying.

--New York Minute - B,D,DB,K
    -Ruckus performs a fast missile dropkick, and if it connects, adds extra damage with an explosive blast.

--Shooting Star Catch - F,D,DF,K
    -Ruckus leaps into the air in a Shooting Star Press motion, catching airborne opponents and slamming them to the ground head first.

--Around the World - F,DF,D,DB,B,P
    -Ruckus grabs his opponent and performs a different wrestling move depending on what button is pushed. LP = DDT, MP = Twirling Headscissors, HP = Around the World DDT.

Throws:

--Step-Up Kick - HP+HK
   Ruckus runs up his opponent's body before kicking off of them knocking them to the ground.

--Hurricanrana - B+HP+HK
   Ruckus performs a hurricanrana that tosses his opponent behind him.

EX Moves:

--EX Blast Zone - D,DF,F,2P
   Moves forward, making it sort of a short range projectile.

--EX New York Minute - B,D,DB,2K
   Faster, more damaging and passes through projectiles.

--EX Shooting Star Catch - F,D,DF,2K
   Will catch a standing opponent if close enough, does more damage and has more priority.

SUPERS:

Level 1 Super Moves

--Liberty Spike - F,DF,D,DB,B,2P OR F,DF,D,DB,B,P during 2T5B
    -Ruckus grabs his opponent and viciously DDTs them, following it up with a standing, explosive moonsault.

--Shooting Star Crasher - D,DF,F,D,DF,F,K
    -Ruckus performs an extremely high-flying version of Shooting Star Catch.

Level 2 Super Move

--Super Blast Zone - D,DF,F,D,DF,F,P
    -Ruckus creates a powerful explosive burst that travels forward before dissipating completely.

--Fighting Spirit! - D,DB,B,D,DB,B,P
    -Ruckus performs several lightning fast chops to the chest of his opponent, before finishing them off with an explosive, spinning chop.

Level 3 Super Move

--Kicky Fast - D,DF,F,DF,D,DB,B,K
    -Ruckus rushes his opponent, and if he connects, hits a standing enziguri, followed by a flurry of kicks, and ending with an SSP/Explosive Stomp combo.

Desperation Move

--Sweet & Sour - D,DB,B,D,DB,B,K
    -Ruckus calls in his tag-team partner, Donny Brooks. They then position their opponent in the center of the screen, before pointing and shouting "Sweet and Sour!" The duo then rushes the opponent from either side, and deliver simultaneous Low and High Lariats that do tremendous damage. This is their patented double-team finisher in the ring.

NOTES:

-Ruckus is my personal favorite of SHADEs 2.
-He is hittable when climbing the stage wall during Asai DDT. He will react as if he's in the air.
-His DM functions like a blockable attack, even though it looks like a projectile and uses custom states.
-Ruckus has a 1 in 10 chance of his partner, Donny Brooks, apearing in his intro. If he does, Ruckus gets to start the match with 1 super meter stock. If you skip the intro, he will not get it.




***SABOTAGE***

Gameplay:

     Sabotage is a "boxing-type" character, meaning he has no kicks and relies on the sheer power of his punches. He is not without speed however. He has a wide variety of punches and specials that hit at different heights and directions, making him slightly unpredictable. He is not confined to simple boxing-style punches, however. He can use his super strength to shake the ground his opponent is on, or throw his opponent around with German Suplexes. Sabotage is designed as the game's main protagonist.

Special Moves:

--Juke - D,DF,F,2P
   Sabotage ducks his head down and dashes forward, traveling past his opponent to the other side. He is unhittable during, and acts much like a "teleport" move.

--Jive - D,DB,B,2P
   Much the same as his Juke, only he travels away from his opponent.

--Rum Punch - D,DF,F,K or D,DB,B,K
   Sabotage ducks his head down and slides forward and under most projectiles, and delivers a punch when he rises. The punch is different depending on which strength of button you press. If the second listed command is used, Sabotage jukes backwards before delivering the blow.

--Ascension - F,D,DF,P
   A rising anti-air uppercut. I won't even try to pretend that this is any different than a Dragon Punch. The height and speed of exexution are determined by the strength of the button pressed.

--Hammer Time - D,DF,F,P
   Sabotage hops forward and delivers a powerful two-fisted sledge-hammer blow.

--Earthquake Test - B,D,DB,P
   Sabotage uses his sledge-hammer punch on the poor, defenseless ground, causing a multi-ranged shockwave that knocks the opponent over.

Throws:

--German Suplex - HP+HK
   Sabotage grabs his opponent from behind and bridges backwards, slamming them head-first onto the ground.

--Double German - F,DF,D,DB,B,P
   Sabotage performs two German Suplexes in a row.

EX Moves:

--EX Ascension - F,D,DF, 2P
   Sabotage does a faster and more powerful version of the move.

--EX Rum Punch - D,DF,F, 2K or D,DB,B,2K
   Sabotage dashes forward at incredible speed and delivers several strong punches in quick succession.

--EX Earthquake Test - B,D,DB, 2P
   Sabotage does a fast, powerful version of Earthquake Test that will effect the opponent no matter how far away they are, as long as they're on the ground.

Level 1 Super Move:

--Seismic Hammer - D,DB,B,D,DB,B,P
   Sabotage leaps high into the air, before crashing down to the ground with a powerful sledge-hammer blow that creates a screen length shockwave. The move can only be avoiding by jumping with proper timing, but does modest damage.

Level 2 Super Move

--Onslaught - D,DF,F,D,DF,F,P
   Sabotage does three of his powerful rising uppercuts in a row, the last one ascending high into the sky and delivering extra damage.

--Triple German - F,DF,D,DB,B,HP+HK
   Sabotage does three German Suplexes in quick succession.

Level 3 Super Move:

--Runaway Train - D,DB,B,D,DB,B,K
   Sabotage rushes forward with one incredibly strong, very fast, bone-shattering punch that breaks the sound barrier.

Desperation Move:

--All Apologies - D,DF,F,D,DF,F, K
   Sabotage jukes forward and delivers a gut-wrenching shot to his opponents stomach and utters apologetically, "You're just caught in the crossfire." What follows is a barrage of punches that deals insane damage, capped off with two german suplexes and a faster, multi-hitting version of Runaway Train.

NOTES:

-Ascention really does function just like a Shoryuken, invincibility frames and all.
-The protagonist of the first game, so he is meant to be easy to use and effective in battle.
-Runaway Train and EX Rum Punch travel through projectiles.
-All Apologies must be blocked low, which can be tricky.
-Juke and Jive are basically forward and backward teleports.




***SNOW***

Gameplay: 

     Snow is a very defensive character. I'll make no excuses about his special moves: He is a Guile/Charlie/Ash-type character. He has the Psych Shot and the Psych Slice, his equivalent of the Sonic Boom and Flash Kick. He doesn't have as much emphasis on combos as some of the other characters, but he makes up for it with balance in his move set. There's a reason Guile got away with having just two special moves for so long, and that's because they are perfect compliments to each other. Add in Snow's Flipping Senton for low-blocking, turtling characters, and his Psy-Kick for an offensive move that is good for juggles and closing gaps, and you have possibly the most balanced character in the game.

Command Moves:

--Psych Knee - F+MK
	Snow executes a stiff rising knee.

--Flying Sobat - HK during Forward Hop
        Snow performs an aerial sobat kick during his forward dash/hop. The only SHADEs character capable of an attack during forward hop.

--Receding Kick - B+HK
        Snow does a spinning sobat kick while moving backwards.

Special Moves:

--Psych Shot High - Charge B,F,P
	A psychically produced projectile. Travels the length of the screen, but at different speeds depending on the button pressed.

--Psych Shot Low - Charge B,F,K
	A psychically produced projectile that travels lower than the regular version. Travels the length of the screen, but at different speeds depending on the button pressed.

--Psy-Kick - D,DB,B,K
	Snow rolls sideways and delivers a delayed spinning kick. Different kick button strengths affect the distance traveled across the screen.

--Psych Slice - Charge D,U,K
	Snow backflips, while moving up and forward at great speed. Basically a Flash Kick ala Guile or Charlie. The HK version moves up and forward, the MK version moves backwards to both damage and evade, and the LK version is basically stationary.

--Senton Splash - D,DF,F,K in mid-air
	Snow flips forward in mid-air and drives both legs down onto the opponent.

Throws:

--Monkey Flip - HP+HK
	Snow uses his legs to toss his opponent up and over him.

EX Moves:

--EX Psych Shot High/Low - Charge B,F,2K or 2P
       A faster, multi-hit version of Psych Shot.

--EX Psych Slide - Charge D,U,2K
       Faster, more invincibility and more damage.

Level 1 Super Move:

--Psych Force - D,DB,B,D,DB,B,P
	Snow delivers a concentrated blast of telekinetic energy. This move is very close range and sends the opponent flying across the screen.

--Psych Sweeper - D,DF,F,D,DF,F,K
	Snow creates a crouching Psych Shot with more height, making the move difficult to dodge. It hits several times before dissipating.

Level 2 Super Move

--Psych Spike - D,DF,F,D,DF,F,P
	Snow creates a powerful Psych blast that reaches about 1/3rd of the way across the screen and is shaped like a spike in order to "stab" the opponent. Lower range but higher damage and faster than the Psych Sweeper. 

--Psych Slasher - D,DB,B,D,DB,B,K
	Snow does three powerful Psych Slices in a row, hitting multiple times and sending his opponent flying into the air. Medium range but great anti-air and combo possibilities.

Level 3 Super Move:

--Cerebral Destroyer - F,B,DB,D,DF,F,P
	Snow uses all of his energy to create a massive Psych Shot that deals incredible damage. However, he is left open for attack if the move does not connect fully or KO the opponent.

Desperation Move:

--Cerebral Illusion - D,DF,F,DF,D,DB,B,P
        Snow uses his psychic abilities to project an image of himself into the opponents mind, luring them into attacking it or being hit by it. If successful, Snow and the projection attack the opponent multiple times, before the real Snow finishes them off with a powrful version of Cerebral Destroyer.

NOTES:

-SO yeah, basically the Guile/Ash of the game. Solid projectile game, Flash Kick-style anti-air, plus some bonuses.
-The different movement directions during Senton Splash are intentional.
-Snow's DM does a lot of damage, pure and simple. Also, the mirage he projects can't be physically attacked or it will activate the move. Blocking or avoiding is the only way around it.
-You can chain a Senton Splash from a successful Psych Slice.
-He has below average stamina due to his projectile heavy moveset.




***SPECIALIST***

Gameplay:

     In case any of you are wondering, yes, this is the character that eventually became Solid Snake. Thus he will have some similarities, gameplay-wise. He utilizes a lot of firearms, but he has some key differences. Instead of a low-shot like Snake, he has a high shot, which is useful for anti-air and combos. In fact, the combo people will probably use most is the Crouching HP -> HP Upper Shot. It's pretty useful. he also has a slide that hits low and knocks the opponent up and over, sort of like Adamas' slide but faster, and without the inherent juggle issues. He uses a lot of charge commands, which I know some don't like, but I like charge characters and I think it's good to have at least 2 or 3 charge-based characters in a game.

Special Moves:

--Gun Manifestation - Charge B,F,P
     Specialist manifests a gun and fires at the opponent. LP is a silenced Baretta 9mm, MP is an unsilenced Baretta 9mm, and HP is a pump-action Shotgun. The Shotgun does less damage the farther away you are. Also, if done up close, not only does the shotgun do significant damage, but it's a knockdown as well.

--Anti-Air Gun Manifestation - Charge D,U,P
     Specialist manifests a silenced Baretta 9mm and fires it towards a jumping opponent. Different strengths of P cause him to fire at different angles.

--Undercurrent - Charge B,F,K
     Specialist does a baseball-like slide that is very low to the ground. It must be blocked low as well.

--Land Mine - F,DF,D,DB,B,K
     Specialist lays down a small, pressure-sensitive land mine that explodes when stepped on. Be careful, as Specialist can also be damaged by them. He can lay up to 3 at a time. Fun when used in conjunction with knockdowns.

--Invisibility - F,DF,D,DB,B,P
     The Specialist becomes invisible for a set period of time (around 5-7 seconds). During this time, he can be hit, but will not be knocked out of the invisibility.

Throws:

--Cleaned and Gutted - HP+HK
     Specialist first stabs his opponent in the stomach with a small blade in the toe of his boot, then uses his other leg to perform an enziguiri to the side of the head. Very brutal.

EX Moves:

--EX Undercurrent - Charge B,F,2K
     A much faster version of the Undercurrent.

--EX Gun Manifestation - Charge B,F,2P
     Specialist fires of his Baretta 9mm 3 times in quick succession.

--EX Land Mine - F,DF,D,DB,B,2K
     Specialist sets down a special mine that crawls quickly on the ground towards his opponent, like an explosive spider.

Level 1 Super:

--Sub Machine Gun - D,DB,B,D,DB,B,P
     Specialist fires a fully-automatic SMG for a 12 Hit combo.

Level 2 Super:

--Riot Gun Assault - D,DB,B,D,DB,B,K
     Specialist unloads on his opponent with a high-powered Shotgun.The same damage rules that apply to the regular version also apply here.

--Blitzkrieg - D,DF,F,D,DF,F,K
     Specialist brutalizes his opponent with a long combo of kicks and punches, and finishes it with his Cleaned and Gutted throw.

Level 3 Super:

--Gatling Gun - D,DF,F,D,DF,F,P
     Specialist destroys his opponent with a powerful Gatling Gun that fires at an amazing rate, dealing unbeliebavle damage.

--Close Quarters - D,DF,F,DF,D,DB,B,K
     Specialist grabs his opponent and pulls them close, before emptying the clip of a Baretta into thei body at point blank range.

Desperation Move:

--Stranger in the Dark - D,DB,B,DB,D,DF,F,P
     Specialist becomes invisible and launches a multi-hit assault on his confused opponent. He then knocks them away and manifests the most powerful firearm that he has come into contact with, a large RPG. Does a devastating amount of damage.

NOTES:

-The gun shots have the properties of projectiles to avoid countering issues, but they're really just very brief, screen-length hitboxes, to properly reflect how fast a bullet travels. Don't worry, the moves have a lot of start-up and recovery to balance this.
-He has a ton of supers. These may get divvied out to an EX version at some point because it feels like too many right now.
-His invisibility is really only useful against human opponents. Otherwise, don't bother with it. More of a novelty than anything.




***THIRTEEN***

Gameplay:

     Thirteen is an unpredictable character with a wild fighting style and no real reason to his rhyme. In addition to his standing punches and crouching punches, he also has the spiked versions if you press forward along with the punch button. These versions have longer reach and higher attack power, but are a little slower and don't have as many combo possibilities. While he has no projectiles, a few of his moves have very long range, such as his DF+HK, which is a low dropkick with a spike protruding from one heel. This move reaches slightly over halfway across the screen! He is very balanced if you ask me, and I think has a lot of personality.

Thirteen is the only SHADEs main character with no EX Moves.

Command Moves:

--Lovely Bones - F+LP, MP, or HP (also crouching and in air)
     Does his normal punch attacks, but with the added effect of his spikes. Usually slower and have more recovery.

--Lively Bones - F+MK,HK,or F+HK while crouching
     Does these specific kick attacks with the help of his spikes.

--Buzzsaw - B+HK
     Thirteen performs a back-spinning roundhouse kick.

--Wicked Spring - DB+HK
     Thirteen's launcher for air combos, a  roundhouse that sends the opponent flying upwards.

Special Moves:

--Blood Simple - D,DF,F,K
     Thirteen leans forward and utilizes the spike on his upper back/spine to attack. A fairly straightforward move.

--Bed of Roses - F,D,DF,P
     Thirteen cuts off a jumping opponent with three long spikes from his spine and shoulder blades, jutting directly upward and slightly out to the sides. Will rarely hit a standing opponent (depends on their size).

--Serial Killer - D,DF,F,P
     Thirteen slides forward while attacking with his wrist spike. Can be repeated similar to Fei Long's Rekka Ken, however only if the sequence of punches used is LP -> MP -> HP.

--Relentless - F,DF,D,DB,B,K
     Thirteen suddenly rushes towards his opponent and slashes them low with his wrist spikes. Must be guarded low.

--Slaughterhouse - B,D,DB,P
     Thirteen leans in forward and delivers quick elbow shots with his spikes protruding. The stronger the punch button used, the more times he strikes.

--Roaring Elbow - D,DB,B,P
     Thirteen spins around 360 degrees and punishes his opponent with a vicious spiked elbow smash.

Throws:

--No More Screaming - HP+HK
     Thirteen grabs his opponent by the neck and stabs them in the throat with his wrist spike.

EX Moves:

--EX Slaughterhouse - B,D,DB,2P
     Faster, multiple hits, invul frames and more damage.

--EX Serial Killer - D,DF,F,2P
     Automatically does all three hits at high speed.

--EX Blood Simple - D,DF,F,2K
     More hits and damage, as well as faster.

Level 1 Super:

--Bleeding Heart - D,DF,F,D,DF,F,K
     Thirteen attacks a jumping opponent with the largest of his spikes, the one in his chest.

--Blood Frenzy - D,DF,F,D,DF,F,P
     Thirteen performs a flurry of forward wrist-spike attacks, stabbing his opponent repeatedly.

Level 2 Super:

--Slaughterhouse Five - D,DB,B,D,DB,B,K
     Thirteen uses a scissor-like attack with his blades to launch his opponent into the air, and then punishes them with several elbow blade attacks, before finishing with a grab and spike to the throat.

Level 3 Supers:

--Things Fall Apart - D,DB,B,D,DB,B,P
     Thirteen grabs his opponent, stabs them multiple times, and tosses them into the air, and then impales their descending body with the spikes on his back.

Desperation Move:

--Friday the 13th - D,DF,F,DF,D,DB,B,K
     Thirteen rushes his opponent, grabs them, and holds them up above him, before driving the spike out of his own chest and through his opponents, impaling them completely.

NOTES:

-Relentless was formerly an Iori-style rushing grab. In order to differentiate him from his animation base, I changed the move to a rushing low scissors slash that must be blocked low.
-From Hell (the short range scissors attack) is gone because it was useless. I basically merged it with Relentless to make a new move.
-Bleeding Heart may be gone at some point too, due to it's general uselessness.
-Serial Killer is a pseudo Rekka Chain. You can string the LP version to the MP version, then the MP version to the HP version. I know this is odd, and I may change this to a more traditional Rekka Chain in future updates.





***VESPER***

Gameplay:

     Vesper is very, very fast. Even without Kamekaze's AI, she was pretty tough in the hands of the standard AI because she's so quick. She is the most combo-heavy of all SHADEs characters, and the possibilities for chains are numerous. She can perform some pretty spectacular juggles as well. Her only real weakness is that she takes slightly more damage than the other characters. I did this as a blancing measure. Trust me when I say you'll thank me for it.

Special Moves:

-Triangle Jump - F,DF,D,DB,B,K
     Vesper backflips all the way to the wall, then kicks off of it. She can then perform two different aerial attacks, a punch and a kick, as well as a flying version of her bulldog.

-Twilight Fang - Charge D,U,K
     Vesper performs a sideways rolling flip-kick that catches opponents out of the air.

-Dusk Kick - B,DB,D,DF,F,K
     Vesper flips forward, driving her leg down into a ferocious split-kick. Must be blocked high.

-Sudden Dawn - Charge B,F,P
     Vesper moves forward at incredible speed and punches her opponent several times. Limited projectile invulnerability.

-Sunset Bite - Charge D,U,P
     Vesper performs a triangle jump, propelling herself off the wall and grabs her opponent, biting them in the neck. She will then turn a color for a short period of time.
              Blue - Raises her super meter.
              Red - Raises her attack power.
              Green - Restores 100 points of her lifebar.

EX Moves:

-EX Twilight Fang - Charge D,U,2K
     A faster, farther reaching and multi-hitting Twilight Fang.

-EX Sudden Dawn - Charge B,F,2P
     A faster, farther reaching and multi-hitting Sudden Dawn. More invincibility to projectiles.

Throws:

-Twilight Bulldog - HP+HK
     Vesper swings all the way around her opponent, bringing them down on the back of their head with her arm wrapped around their throat.

Super Moves:

Level 1 Super Move

--From Dawn Till Dusk - D,DB,B,D,DB,B,K
     Vesper performs a powerful kick combo, consisting of one Till Dawn followed by a fierce From Dusk.

Level 2 Super Move

--30 Days of Night - D,DF,F,D,DF,F,P
     Vesper delivers a seemingly endless series of attacks, ending with her signature Till Dawn kick.

Level 3 Super Move

--Twilight Nightmare - D,DF,F,D,DF,F,K
     Vesper connects with three Twilight Fangs in a row, dealing massive damage.

Desperation Move 

--Permanent Mignight - D,DB,B,D,DB,B,P
     Vesper performs an enhanced version of the Sunset Bite that gives her strange new powers.

NOTES:

-Previously the most annoying character in the game (maybe still is). She has been nerfed greatly, including lower stamina, charge motions (which only really hinders a human player), more recovery on attacks, etc.
-Permanent Midnight makes all of her attacks temporarily unblockable, along with no juggle limitations.
-She can cancel the landing state of Dusk Kick into any of her normal Super moves.
-Her Sudden Dawn is easily her most useful attack, and is new in SHADEs 2.




***Wyldestar***

Gameplay:

Wyldestar is meant to be fairly unpredictable. She is fast, almost as fast as Vesper, and can cover distances quickly due to her very long jump distance (the farthest in the game). She has a few different offensive options that cover many different ranges. A key to using her effectively is utilizing the Star Shine's multiple directions. Her LP version has the longest range and requires a low guard to be blocked, making it the best option. The MP version has decent range and is a tad faster than the LP and HP versions, but has no knockdown (though it is vital in many combos involving Supers). Her HP version is an anti-air move, though you'll be tempted to use her Crescent Star Kick for aerial opponents. Both are effective, though the CSK will sometimes miss due to it being mainly designed for frontal assaults. Her supers are strong and have great range, making her a decently balanced character.


Special Moves:

--Star Shine - D,DF,F,P (also in air)
	Leigh creates a projectile of starry energy. MP is a forward version, LP is a crouching version which must be blocked low, and HP is a diagonal anti-air version.

--Crescent Star Kick - D,DF,F,K
	Leigh performs a fast, forward-moving flip kick, creating a crescent-shaped wave of starry energy with her feet.

--Shooting Star Bomber - F,D,DF,P
	Leigh ascends nearly vertically, and at the peak of her jump, she moves forward at super speed while rolling into a ball, with a trail of starry energy following her as she is propelled by it. 

--Sunny Side Up - F,DF,D,DB,B,K
        Leigh flips backwards, evading close attacks, and upon landing performs a fast rolling attack.

--Pout - D,D,P
        Leigh crosses her arms and pouts like a child, complete with gloomy storm cloud. During her Pout, she gains super meter quickly, at a faster rate the longer she pouts. Press P again to cancel.

Throws:

--Waistlock Leg Toss - HP+HK
	Leigh wraps her legs around her opponent's mid-section, then backflips, sending them over their heads and flying.

EX MovesL

--EX Shooting Star Bomber - F,D,DF,2P
      A homing version of the move that is also faster.

--EX Star Shine - D,DF,F,2P
      She throws out three at once, in all directions.

--EX Crescent Star Kick - D,DF,F,2K
      Faster and more damaging, along with more invincibility.

Level 1 Super Move:

--Star Shine Blade - D,DF,F,D,DF,F,P
	A longer range, super move version of Star Shine. The same qualities of that move apply here as well, with different button strengths equaling different striking directions.

Level 2 Super Move(s)

--Wylde Child - D,DF,F,D,DF,F,K
        Leigh jumps and flips forward into a pouncing position, and if she connects, she latches onto her opponent and viciously scratches them, before tossing them upward with a standing leg throw. She then hits them with the updward version of Star Shine Blade. 

--Starlight Spirit Gun - D,DB,B,D,DB,B,P
	Leigh shapes her hands into a playful gun formation, and then channels all of her starry energy into the tips of her index fingers. She then fires her "gun," resulting in three massive starlight explosions.

Level 3 Super Move:

--Shining Geyser - F,B,DB,D,DF,F,P
        Leigh dashes forwards and grabs her opponent, stunning them long enough for her to unleash a massive geyser of starry energy. She adds insult to injury by laughing at her fallen opponent.

Desperation Move 

--A Star Is Born - D,DB,B,D,DB,B,K
	Leigh rolls towards and under her opponent, sending them into the air. She then hits them many times with a powerful, flying, lightning fast roll move, creating a star pattern out of energy that holds her opponent in place. She then punctuates the move with a pose, simultaneously setting off a number of explosions of star energy that sends her opponent high into the air.

NOTES:

-Sunny Side Up has three versions, depending on button pressed. The LK one hits low and sweeps, the other two are kind of like Blanka's rolling attack.
-A Star is Born must be blocked low.
-Shining Geyser was designed and coded by Sky79, and then recoded by me.
-Pout is a power charge. She and Obsydian (EX Byrne) are the only characters in the game with such a move.



***ZENITH***

Gameplay:

     Zenith has insane reach and is very fast. He is great at poking and keeping distance between himself and his opponent. However, his speed can also allow him to close in on an unsuspecting opponent, making him a well-balanced character. His double-edged scythe is retracted most of the time, effectively rendering it a staff, which he uses for most attacks. For this incarnation, I lowered his life a bit to make up for his advantages in speed and reach.

Command Moves:

--Piercing Kick - F+MK
   Zenith performs his MK but with a forward hop first.

--Blade Kick - F+HK
   Zenith performs a cutting roundhouse kick.

--Sickle Kick - B+HK
   Zenith performs a low-range, standing crescent kick. Can be used for dodging (since he leans back and becomes a smaller target) or catching an opponent jumping over him.

Special Moves:

--Saku - D,DF,F,K
     Zenith suddenly rushes his opponent.

--Yame - LP or LK during Saku
     Makes Zenith stop running.

--Tobu - MK during Saku
     Makes Zenith hop into the air.

--Sasori Kame - HP during Saku
     Makes Zenith swing around into a piercing elbow strike.

--Gengetsu Zan - MK during Saku
     Zenith performs an upward-rising crescent kick.

--Shun Sasori - HK during Saku
     Zenith performs a low-hitting slide that sweeps his opponent.

--Shou Katsu Zan - F,D,DF,P
     Zenith performs a rising, swinging slash with his scythe. The LP version is very fast but does not use the blade of the scythe.

--Makibishi - D,DF,F,P
     Zenith throws out a handful of small, tri-pointed objects that both injure and slow down an opponent who steps on them.

--Sagi Naguri - D,DF,F,K in mid-air
     Zenith performs a lightning fast flying kick. Different strengths of kick button alter the angle of the kick.

--Kieri - B,D,DB,K or F,D,DF,K, or the same motion but with MK+HK
     Zenith hops into the air and disappears into a cloud of smoke, reappearing somewhere else on the screen. If using the MK+HK versions, he will appear in mid-air.

--Sasori Shippou - D,DB,B,P
     Zenith uses his scythe to perform an overhead slash with great reach, but slow start-up. Must be blocked high.

Throws:

--Zurashi - HP+HK
     Zenith reaches out and grabs his opponent, then uses his staff to lift his opponent up and over his head.

EX Moves:

--EX Shou Katsu Zan - F,D,DF,2P
     Faster, more damaging version with much more horizontal movement.

--EX Sagi Naguri - D,DF,F,2K in air
     Does two in a row, forward then backward, at very high speeds.

--EX Sasori Shippou - D,DB,B,2P
     Much faster version with more damage.

Level 1 Super:

--Doku Sasori Shippou - D,DB,B,D,DB,B,P
     Zenith performs a powerful Sasori Shippou, with an added wave of mysterious purple energy shooting from the ground when the blade lands.

Level 2 Super:

--Musou Shou Katsu Zan - D,DF,F,D,DF,F,P
     Zenith performs three Shou Katsu Zan's in a row.

Level 3 Super:

--Chuu Kiri Musha - D,DB,B,D,DB,B,K
     Zenith unleashes both blades of his double-bladed scythe, and then throws it forward, rotating it at high speeds. The buzzsaw-like flying weapon then returns to its master, like a boomerang.

Desperation Move:

--Hisshou - D,DF,F,D,DF,F,K
     Zenith rushes towards his opponent, before delivering a vicous flurry of attacks. He then launches them into the air, teleports beside their falling body and delivers a powerful Sagi Naguri, with the Japanese character for "Hisshou" (Certain Victory) appearing on screen.

NOTE:

-Below average stamina due to advantages in reach and speed.
-Shou Katsu Zan does not have the normal anti-air invul frames due to it's reach and priority.
-You can perform Sagi Naguri during Tobu, along with any other aerial attack.
-If you perform his double jump right on top of your opponents head, he will tap them with his foot, doing a small bit of damage and giving him a bigger jump distance.
-His taunt can hit a close enough opponent.