Post by Great Dark Hero on Sept 25, 2016 3:49:55 GMT -5
Greetings,
The purpose of this thread discussion is to let the others know what I am working on in the long term. Due to different job-related obligations, I am
This project is known as Techno Panic:
Below is a spoiler containing most of everything you "want" to know about the game. It is 91% complete and I believe it is good enough to get the point across to everyone here. Warning, the section is extremely long so some of you are going to need some aspirin and a lot of time on your hands. Click the spoiler at your own risk. Feel free to discuss, criticize, ask questions, or make contributions.
Techno Panic Project – Proof-of-Concept
Section 1 - Summary
Primary Game Play Genre: 3D Fighting Game (Six-Button), Beat Em' Up
Console: PS4 and PC (Steam Edition)
Controller Compatibility: Arcade sticks and control pad will be compatible via USB for respective console or PC products.
Story and Background Setting: Modern, Urban-Fantasy, Sci-Fi, Martial Arts, Action-Thriller
Number of Playable Characters: 22 Total
Number of Playable Mid-Boss Characters: 6 out of 22 characters
Number of Secret Bosses: 1 out of 22 characters
Number of Final Bosses: 2 out of 22 characters
Game Engine: Unity and/or Unreal Engine
Number of Stages: Approximately 15 Stages
Netcode Recommendations: Ping-based
DLC Content: 3 additional playable characters (leading to 25 playable characters), 4 more stages (leading to a total of 18 possible stages), characters of multiple iterations of themselves from initial patches to current patches, extra difficulties for arcade mode (along with the other modes), extra difficulties that are exclusive to the story, new daily tasks, extra online features and new content that can be unlocked through game play.
Basic Synopsis: The Earth’s technologically advanced society is in danger of falling under control of a group of cyber-terrorists and dangerous fighters simple known as the Diesel Syndicate. Humans and machines conduct an investigation against the Diesel Syndicate, making use of the unique ability to turn themselves into cybernetic variations of themselves through Techno Panic to solve worldly problems, enhance cognitive ability, unlock potentially limitless power, and aim for ultimate progression.
Section 2
Flow of Game Play / Purpose:
The game will introduce a 3D fighting game that will also support the common elements of the 2D fighting game, creating a fast-paced series of matches and representing the concepts that relate to the term "Kaizen" (a Japanese business term for "Improvement"). Constant progression is a recurring element for the series.
- Allowing the character gain substantial buffs in the middle of a match, with or without meter. Produce a series of progressive characters and match sequences between two players.
- All characters in the game would be permitted to perform some form of rush down and while making use of the universal fighting game mechanic system (in terms of defensive options). Calculated offensive rush down, solid defense, footsies/neutral game
- The character should gradually access brand new moves as the match progresses as well. These are not just moves that require the use of meter but also brand new move strings, command moves, change of normals, and special moves themselves.
- Support the notions of fast-paced strategy, calculated offense, and short-term footsies in the 3D plane of the fighting game.
- Alongside all traditional fighting game materials (such as arcade, survival mode, and time attacks), Techno Panic intends to elevate the fighting game genre by introducing a strong story mode that consists of individuals navigating the story mode through an isosysmetric stage while participating in matches, solving small puzzles, and moving around through different cybernetic labyrinths to progress through the game. The story mode should also allow for online features to compete against other individuals or to enable people to play together in order to beat the game. The player will progress through the game as if it were a generic platformer, but if they encounter an enemy on a stage (and if the player receives a challenge request from another player locally or online), they will participate in 3D fighting game match. There is no “level up” or “RPG” system. The story mode of the game masquerades itself as a MMORPG but is in fact fighting game. That is the say, Techno Panic is treated more as a “MMOFG” type of game. The term MMOFG can stand for Massive Multiplayer Online Fighting game.
- Introduce the Elevation Record System (ERS = Elevation is a term that stands for the amount of progress the player is making. The second definition of the term is to showcase the measurements of a height in a geographic location or altitude). This highlights what the player achieved in their offline and online experiences. It is also used in Story Mode as a way for achieving 100% completion rating much like some older video games in general. This is to provide a degree of replay value, besides multiplayer features.
- Techno Panic is also going to encourage and gradually instill fighting game fundamentals into the player while still producing fun environment on behalf of both casual players and the hardcore players.
- Producing an online experience similar to how offline arcades work from within the Japanese region, along with robust options and bonuses for the multiplier experience.
Section 3
The Unique Features of the Game (Seven Main Features of the Game):
Key Terms:
* Momentum Gauge = The "meter system."
* Breakthrough = The "Special Move."
* Mega Breakthrough = The "EX Move" or "Enhanced Move." These moves require Momentum Gauge to be utilized.
* Tera Move = Any move categorized as Target Combos, Command Move, String sequence, or secondary mobility options.
* Excel = The "Super Move" (note, most of the "super moves" are not really cinematic). Utilizing requires a different process that does not involve the use of Momentum Gauge. However, the Momentum Gauge can influence the utility and damage output of the Excel move, however.
1). Techno Panic
The series name sake is also the name of a game play mechanic known as "Techno Panic."
The player can put themselves in a position where they can emulate TAS players! In terms of background, the characters become a cybernetic version of themselves in order to unlock latent potential. All characters will be given counter hit properties on all of their moves. The cost of using extremely powerful moves is effectively lowered by half. The character will be given may move set and mobility buffs in the duration of Techno Panic. They can also gain access to brand new moves that they did not have before and keep them for the rest of the entire match! Last, the player can nullify chip damage and recover health in the duration of Techno Panic, allowing them to plan for a comeback. Last but not least, when a player delivers a strike to a standing/crouching opponent, it will be possible to take advantage of the "hit freeze" feature basically allows players to ensure that combo links will land by buffering the inputs, especially the more difficult ones. It will even be possible for the player to perform more elaborate combos in the process! The player essentially is able to perform combos that were not possible or were theoretically impractical before, thanks to the hit stun caused from the move you land. The downside to Techno Panic is that the user takes twice as much damage and they cannot accumulate meter. The will have to effectively plan their offense in order to obtain victory!
* Convert yourself into a cybernetic entity to gain new moves and increase offensive capabilities!
* Performs combos that were not possible before!
* Recover health slowly and take initiative to crush your enemies with your enhanced abilities!
2). The Universal Mega Dash
Every character is able to perform a forward crouching dash for the sake of instigating a offensive maneuver or for mobility. Mega Dash are performed with the use of a "dragon punch" notion (Forward *neutral* Down, Down+Forward) , depending on the character. It is possible to execute Breakthrough moves or certain command moves. Any move that cancels into a Breakthrough will also cancel into a Mega Dash as it is technically categorized as a special move though many moves from Mega Dash may be difficult to combo into from light normals.
* Perform a unique forward dash to augment the characters offense and perform additional Breakthrough Moves or strings to defeat the opponent!
* Evade high-hitting moves and regular projectiles while traveling forward!
* You can cancel your Mega Dash by pressing back or by using the Side Step feature to help stagger your movement in order to confuse the opponent and bait out whiffs!
3). Techno Panic Extend
Transform into Techno Panic while implementing one of the characters moves to smoothly extend a combo! There are some tricky ways to combo into Techno Panic in order to extend combos. The normal way is to launch the opponent with an attack and then juggle into it. Unfortunately, there are no "super freeze" frames to take advantage of and the combo window is often very short. The second way to do this is to take advantage of certain moves in the characters move set. It is not a "cancel." The character transforms into their Techno Panic state during the attack to implement a potentially high damage combo. The way that the Techno Panic Extend is set up is to make the player commit to an extremely high damaging combo at the expense of a moderate amount of resources among every character. It will not be possible to perform this on whiff or on block, however. Techno Panic Extend will normally be possible through Mega Breakthrough moves.
* While performing a Mega Breakthrough (enhanced move or EX move), the player can convert into their Techno Panic state during the move while the opponent is hurt by the attack.
4). Timed Guard
Tap back or down+back on the control stick or pad in order to implement a solid defense state against the opponents attacks. The player can use Timed Guard to nullify chip damage, recover a small percentage of health and build meter. How powerful this tool is will depend on the player’s precision and how much meter they have to use it for other resources. Using a Timed Guard will not grant frame advantage but it will still provide a lot of advantages from utilizing such a technique.
* Use Timed Guard to defend against any striking attack or projectile attack!
* The player can even use Timed Guard against unblockable striking moves!
* Nullify chip damage, recover a very small percent of health, and build a huge amount of meter!
5). Momentum and Excel
Momentum will influence the characters ability to fight throughout the match. While this does function like a “meter” system of sorts, providing the player with resources, its growth is rather passive and the player does not have to over-emphasize on its use. Momentum is located within the characters' Life Bar so that it is easy for the player to glance at as they fight. The Momentum is measured in percentages. It increases slowly overtime after the round starts. The player can accelerate its growth by walking forward, successfully landing hits (whether the opponent is getting hit or blocking), and blocking or using Timed Guard against the opponents moves. Unfortunately, it is possible to lose Momentum as well by receiving a counter hit and by
(By itself, it takes roughly 10 seconds for it to fill up to 50%). The Momentum is designed for the use of Techno Panic and Mega Breakthrough.
50% Momentum = The player can use 1 Mega Breakthrough and less potent version of Techno Panic. It is impossible to utilize Techno Panic Extend.
100% Momentum = The player can use 2 Mega Breakthrough Moves and a much more potent variation of Techno Panic. It is important to keep in mind that there are benefits to retaining this Momentum. When the Momentum stays are 100%, some preexisting moves belonging to the character will have strong properties (i.e. invincibility, extended combo state, stronger CH properties, or possibly even new move animations for the preexisting move, and more). This also occurs in Techno Panic as well but after the Momentum is expended or when the duration of Techno Panic is complete, the property enhancements will also disappear.
Excel is generally the “super” move but it has nothing to do with the Momentum system. Every character starts off with one chance to perform an Excel Move.
However, if the user has less than a Full Momentum Gauge, the Excel typically does not do that much damage and also does not have a lot of beneficial properties.
Clarification: If the player’s character has NO Momentum Gauge at all, they essentially use a less powerful version of the Excel Move. Successfully landing the move will still trigger the same animation sequences as well. It is important to note that most Excel Moves are not cinematic and will almost always last for 3 to 5 seconds upon performing them.
Using Excel with a Full 100% Momentum Gauge will effectively increase the reliability and damage output of the said move, changing its properties for a much beneficial effect on behalf of the player.
After losing 55% health from the life bar, it will be possible to perform another Excel Move. What this means is that it is possible to perform up to two Excel Moves per round. Most characters will have at least 2 to 4 kinds of Excel Moves. Some many have a bit more while others may less and the uses of them will vary between the characters, depending on their game play and move set design.
6). Techno Panic Demolition
A pseudo-guard cancel mechanic that also requires the use of Timed Guard and the expense of a Full Momentum Gauge. Techno Panic Demolition will allow characters to gain frame advantage after blocking an attack. In addition to this, they will also transform into Techno Panic to further take advantage of Techno Panic depending on how much meter they have. This can only be done with full 100% Momentum.
Section 4
General Content, Background Element, and Recommended Ratings (Based on ESRB standards):
The game will start off with a T rating. The game will consist of violence that is centered on martial arts. There is also various use of weapons such as guns and knives as well as the involvement of robots fighting each other and occasional mayhem. There will also be some brief (but sometimes pervasive) language which can consist of any cursing words. Sexual content is somewhat gratuitous along with the occasional sexual joke or possible innuendos (even a handful of special moves can be seen as somewhat sexualized). There may also be some gambling simulations with the in-game currency as well. If certain elements of the game become too extreme, the game will receive a M rating. Granted, Techno Panic is not necessarily like Mortal Kombat where the violence is completely over-the-top yet it is still imperative to keep in mind that this series is moderately violent. Blood is a recurring element with the human/meta human characters in the more serious fight sequence. In some cases, gory discretion camera shots are taken (some outright shown for dramatic elements or because there is some plot related objective or exposition to showcase).
- The Techno Panic series in general does not take itself too seriously. It is rather dark but the undertones of the game series are generally goofy (sometimes bordering on campy). The game elaborates on many complicated issues in relation to normative ethics, the benefits of computer services, the negative aspects of computer services (social media, technological integrity, and networking applications), real-life fighting game allusions, the strengths and weaknesses of AI/automation, and concepts dealing with progression (as a person, a business structure, martial arts, physical fitness, personality, and in other aspects).
- To provide insight on what this whole concept stands for: "Techno Panic" in this series is defined as temporary state in which the individual changes into a cybernetic palette of themselves. The scientific term for Techno Panic is the "Ephemeral Cyber-Metamorphosis" or sometimes the "Ephemeral Bio-Electronic Metamorphosis." This temporarily increases the cognitive ability of the individual, causing to them to register information from memory, knowledge, and senses at an accelerated rate, almost like that of an electronic processor. The human's cellular compounds from is strengthened by a potentially unlimited amount, depending on the level of mastery of the said ability. Techno Panic is often seen as the bridge between man and machine that leads to evolution.
While Techno Panic itself is a spectacle in of itself, the people within the game’s universe manage to figure out how it works. What is known about the phenomena is that it has existed ever since the creation of the Computer Realm on behalf of a bio-genetics and electronic processor manufacturing business known as the Shayo Industries in the mid-1940's. Humans who visit this Computer Realm may come in contact with a biological virus known as the Viro-Electrotoxin. The symptoms include headaches, the individual coughing blood from their mouths, varying forms of heat sickness, and a skin condition that cause the individuals tissue to look as if it is digitizing. Recurring treatment of this virus involves the use of hydration and therapy from within a cool environment. Virotherapy and electro-cleansing is also recommended for treatment.
Upon surviving this condition, the human’s body will adapt in such a way where the individual will be able to consciously (or sometimes subconsciously) utilize Techno Panic. When used on the battle field, Techno Panic can easily function as a equalizer of a sort. A human utilizing Techno Panic is the equivalent of a video game player utilizing a Tool Assist application for playing video games (TAS game play) for the sake of playing the game in the most proficient way possible while also pushing themselves and the game itself to the very limits. The downside to Techno Panic is that when it is abused, the individual will begin to suffer the exact same conditions as they did when they got the Viro-Electrotoxin. They will also experience blackouts on varying occasions. Over-abuse can kill the individual. Techno Panic can also be seen as an allusion to how a computer system or a robot overclocks itself. It increases its performance at the risk of possibly damaging its own hardware system. Techno Panic is a momentum-based application for gifted humans in the Techno Panic fictional universe.
Once again, the series is set in a modern time where cybernetics and computer technology plays an extremely pivotal. There is a somewhat modified variation of the real but with enough differences to warrant superhuman acts and scientific aspects that are theoretically impossible in the real world. In this world, there is a Computer Realm, a cyberspace that people periodically explore and integrate with the surface worlds technology and ways of living. The many older Computer Realms that had been made sense the 1950's were considered dangerous because of the old devices that were used to maintain the cyberspace being riddled with bugs. There were also old industrialized war machines at the time that were used as sentinels for guarding certain areas in the Computer Realm known as the Wraiths. Both the older Computer Realm itself and the Wraiths were heavily bugged and they began to manifest a predator-like instinct to attack other life forms and reproduce themselves through the cyberspace. There three kinds of robots in the world: The Megaloids, the MR-Units (Maintenance Robot Units), and the RCM-Units (Remote Controlled Mech Units). The Megaloids are advanced machines designed to relate better with humans through sentience on various levels while helping them with labor and Computer Realm operations. The MR-Units are semi-sentient machines while the RMC-Units are robots that can be controlled by humans as suits or as navigation systems. The Megaloids and other robots are created by various robotics manufacturing businesses around the world.
A big-time bio-genetics and computer manufacturing company known as the Shayo Network regulates the standards of Computer Realm applications, exploration, and other military operations. The Shayo Network develops an alliance with multiple established governments around the world, military agencies, and even intelligence firms to ensure that there are proper security and regulations passed for both the robots and the Computer Realms. Last, in order to advocate Computer Realm exploration and defeat the Wraiths from within building foundations there, education and fighting tournament systems were made, testing the strengths of both man and machines. At the same, additional applications are utilized for suiting the Computer Realm exploration process for military service members, robots, archaeologists, and many other people who take interest in making their contributions. What came with the creation of the Computer Realm was a evolutionary state among gifted humans. If humans were to survive the Computer Realms environment and biological virus, they would be able to make use of a phenomena known as Techno Panic, a powerful yet tricky temporary transformation that causes individuals to maintain a cybernetic appearance while increasing their cognitive ability and offering the ability to unlock latent potential.
Nothing follows in this section.
Section 5
Primary Influences:
(Disclaimer) NO COPYRIGHT INFRINGEMENTS ARE INTENDED. THIS ALSO APPLIES TO THE REST OF THE ENTIRE DOCUMENT! REPEAT: NO COPYRIGHT INFRINGEMENTS ARE INTENDED. THE PURPOSE OF THIS STATEMENT IS TO PROVE THAT I DO NOT OWN ANY PROPERTIES BELONGING TO THE COMPANY THAT MADE THEM. ALL RIGHTS ARE RESERVED! NO COPYRIGHT INFRINGEMENTS ARE INTENDED.
- As a fighting game, the game series consists of heavy influences from the King of Fighters series. Even though, Techno Panic is primarily a 3D fighting game, a lot of game play features will be influenced by the King of Fighter series which is actually a 2D fighting game series made by SNK. The influences from the King of Fighters series in particular lies in its combo system, mobility options (back dash, running, the 4 jumps, and moderately fast-paced game speed).
- As far as offense and parts of the combo systems go, Techno Panic also proceeds to take influences and lessons from both the Tekken series and the Dead or Alive series, both of which are noteworthy 3D fighting game series.
- This game will function on a six button game layout, much like that of a 2D fighting game. Techno Panic is still considered a 3D fighting game, however.
- For the story mode progression, map navigation, the approach to finishing the story is more is a mix between Megaman/Megaman X games. Methods of unlocking content or progressing through some stages in the story mode will remind the player of older video games such as Super Mario Bros. or Donkey Kong Country (specifically the 2nd and 3rd games), Crash Bandicoot (Naughty Dog), and others. Some parts of the presentations may also be inspired by the non-canonical Street Fighter EX series that came around 1996. The main reasons for these influences is to produce stronger replay value and to give the player additional activities to take care of as they play the game. Many of the said options will allow for cooperation between players locally and in an online setting.
- Some darker elements, collection/utilization of equipment, several background influences, and defeating story-mode specific bosses are influenced by the Megaman series, the Tekken series, Dark Souls series, Deus Ex (and the sequel, Deus Ex: Mankind Divided), Bloodborne, Legacy of Kain and the Metal Gear Solid series.
- A lot of the game aesthetics, humor, and consensus is done with the Megaman (primarily the Megaman series), original Devil May Cry series, older cartoons from the 80's/90's, and even Aaron McGruder's Boondocks series in mind. There is also many other anime series taken into consideration as far as the series humor, aesthetics and background “feel” goes (i.e. Cowboy Bebop, Death Note, etc. Note: There are far more examples that will be revealed in a later entry below in this section).
- Some background elements, involving the tournament systems are based on real life fighting game events (i.e EVO, CEO, Final Round, ComicCon FGC events, Winter Brawl, Lion’s Den, etc). There will also be a few notable influences from the Techno Panic series’ tournament system in its plot from the Pokemon series. The main reason is to ensure that there is a coherent and easy-to-understand system. A lot of fighting game story lines, such as Street Fighter, Tekken, or even the King of Fighters series either do not showcase how the brackets work (although, to be fair, the KOF97 and the KOF98UM games showcase the fighting tournament brackets and they are heavily implied to be Single-Elimination tournaments).
- Techno Panic also would gain a lot of influence from how older 2D games were played. Many aspects of the game are still primarily influenced by the King of Fighters series (specifically, KOF98).
- The Side Stepping system operates almost exactly like how it does in Tekken (specifically Vanilla Tekken 7 which was recently updated to Tekken 7 Fated Retribution). This implies that Side Stepping has to be well-timed as players will not be able to do this arbitrarily. This also applies to side walking.
- Korean Back Dashing (or Back Dash Cancelling) and Fuzzy Guarding is made into an actual mechanic. In most other games, it is a very useful and beneficial exploit that most intermediate players will utilize to accelerate in the fighting game tournament setting.
- Button inputs will be used to constitute jumping. Like in the King of Fighters series, all characters will have more than one jump. To be more specific, the game will have a regular jump that functions exactly like they would in most 2D fighting games. There is also short jumps which provide every character with an additional mobility option which can be utilized defensively or offensively. Jumping in Techno Panic is like performing a Demon Flip, but the player can move back, forward or neutral jump with this in mind. The reason behind this design is to prevent inputs from overlapping each other.
- The key in this series is to treat every character as if they were real people to a large extent. It is also wise to promote self-awareness and a positive message behind the series while still keeping it very entertaining for the target audience. The target audience in question are teenagers to full-grown adults who may also be fascinated by the fighting game tournament events. In a series like this, there are risks of it wearing “too many hats”. What this implies is that there may be a little too much going on at once in terms of what genre it stands for or the type of story that it is going for. To clarify on a number of things written above, the game play of the series is based on the KOF series, the Tekken series, the Street Fighter EX series (the first and second games specifically) and the DOA series. Story elements, aesthetics, and other inspirations stem from the Metal Gear Solid series, the original Devil May Cry series, the Megaman series (Original and the X series in particular), most older SNES and Playstation One titles, the Dues Ex series, the Dark Souls series, Bloodborne, Legacy of Kain, Pokemon, the Boondocks television series by Aaron McGruder, 80's/90's cartoons, 80's/90's anime, Death Note manga/anime, Code Geass manga/anime, Cowboy Bebop mange/anime, Ghost in the Shell manga/anime and the Afro Samurai series. There is also some heavy inspiration from the the Raid film series, other great action movies. If one were to take a little inspiration from each of those elements, Techno Panic would be able to gradually develop its own unique foundation and then accelerate from there with the original content and game play concepts that it has to offer.
- The clear application of Techno Panic is that it is designed to be a fast-paced 3D fighting game, with numerous elements that are meant to suit the tournament players and anybody who likes fighting games that reward them for seeking progress or exploring different aspects of the game while still participating in offline/online multiplayer matches.
Section 6
Historical Background Summary of the Techno Panic series:
(Note: The game is not going to outright reveal the entire plot of the first game first hand. Everything will slowly be shown through character conversations, win quotes, story-mode exploration, and content that players unlock from within the game).
During the Ice Age, there existed a unique mineral known as the Neo Star, which projects a flow of power known as Neo Energy and is also capable of conducting electricity. Extreme heat or radiation in the close vicinity of the Neo Star lead to some dangerous mutations. For humans, they die from the said mutation or they end up becoming a meta-human. Meta-humans live among society and history takes place as it normally would. During the 1600's, humans and meta-humans create the Metopian Empire along with the enlistment of warriors known as the Vindicators. They would also develop their own bureaucracy known as the Metopian Order for legislating and enforcing regulations. The main idea of the Metopian society was to advocate the pursuit of knowledge (science), intelligence, the prevention of unethical discrimination, prevention of war, and the elevation of technology. At first, the Metopian society would make use of natural resources, as well as steam-based technology to maintain themselves.
In the mid-1940's, a biotech and computer manufacturing organization known as the Shayo Industries would create the world’s first physical cyberspace known as the Computer Realm. Through this Computer Realm, martial artists, military service members, and scientists who were conducting research in the established dimension end up having encounters with a biological virus known as the Viro-Electrotoxin, with symptoms including possible heat sickness, headaches, dizziness, coughing blood, and the individuals skin periodically emitting small spark sensation, as if they are being digitized. The Computer Realm itself was maintained electronic processors (computers), projectors, and Neo Stars as a power source. The Shayo Industry would construct the Computer Realms within underground facilities, labyrinths, corridors, caverns, and closed areas. Periodically, some of the Computer Realms were tested in upon spaces. Upon utilizing electronic energy for this particular project, a rift is made which would lead to a parallel yet finite dimension that replicates its surroundings. People would enter such a realm through the worm holes made at the very location of the Neo Star for as long as it was manifested through electrical power. Within six years after the discovering the Computer Realm and Techno Panic, the Shayo Industries executives produce multiple Computer Realms in different countries. Over these six years, research was done on the Computer Realms and the Viro-Electrotoxin. Those who were able to survive such a condition would be able to utilize a powerful new skill known as Techno Panic, the act of transforming into a cyber-robotic entity to enhance general performance, mirroring how a CPU of a computer system overclocks to make improvements. At the same time during the 1950's, industrialized robots were being developed with the premise of helping individuals with labor-related activities.
This was also a period where the world was recovering from the events of World War II. When the Shayo Industries made the Computer Realms and the Techno Panic, they would develop a partnership with the elusive Metopian Empire. The purpose of the partnership were to utilize the Computer Realms, industrialized robots, and Techno Panic itself to benefit the world and prevent anymore world wars from happening. Another aspect that the Shayo Industries proposed was the idea of Kaizen (a Japanese term for improvement). With this mission statement, a division of the Metopian Empire funds and supports the Shayo Industries. However, after several years’ worth of research and development of the Computer Realm and the Techno Panic phenomena, the Metopian Computer Crisis would take place. Several rogue high officials of the Metopian Empire, along with several established government agencies hear about the production of the Computer Realm and the concept of Techno Panic.
Larger multinational businesses begin targeting the Shayo Industries in order to seek profits, rather than pursuit of any particular breakthrough or stop potential conflicts. After approximately six years of research, it became clear that the Vietnam War was inevitable. Robotics, electronic communications, and computer services were slowly but surely causing a huge change in society, both positive and negative. The Shayo Industries became a target for multiple outside businesses and government led agencies. There were several groups within these factions that only wished to take full economic advantage of the upcoming war. There were also small divisions lead by the Metopian Empire would sabotage the Shayo Industries in their development and research of Techno Panic and the Computer Realms. Funds and support were being shut down. Soon, the Shayo Industries were bought out by the opposing competition due to business regulations. The co-creators and the supports of the Shayo Industries were ostracized as a result. This would lead to much bigger problems in the long run.
As it turns out, the original co-creators of the Shayo Industries, the Vindicators and employees were in the process of fixing long term problems with the Computer Realm. A few of the devices and computer were riddled with errors and bugs, thus leading to the physical existence of the said bugs. It also caused a lot of environmental instability, causing the underground corridors and structures to become far more difficult to navigate. Before the co-creators could fix the problem with their equipment and the few Computer Realms that were malfunctioning from the bugs and programming oversights, they were bought out by outside businesses and were ostracized due to a business regulation and the fact the the Metopian division that were funding the Shayo Industries being shut down. The new leaders of the Shayo Industries utilize its resources to construct more Computer Realms around the world under their own systems. However, most of the Computer Realms that were designed with same flawed and buggy systems that initially needed to be checked. As such, many of the Computer Realms were a lot more dangerous to navigate.
The Shayo Industries would also be used for manufacturing new war machines known as the Wraiths. Many of the Wraiths were designed for wartime operations, surveillance, and Computer Realm navigation. Unfortunately, many of them slowly became erratic as their systems malfunction from the very Computer Realm that they patrolled. The Wraiths were mass produced by the Shayo Network in its leadership and they were designed after the Techno Panic phenomena. Many military forces and federal agencies would purchase these robots under specific contracts to have them participate in the Vietnam War.
Soon, rumors began to cycle from the newly established leadership. Many military service members, martial artists, Vindicators, and even civilians were subjected to unethical experiments in relation to Techno Panic. The original Shayo Industries co-workers assemble a crusade against their own company while receiving additional support from the world’s intelligence agencies, including the Metopian Empire to create a black-ops program known as the Net Fighters, which would consist of professional combatants, occupational technicians, and individuals who knew how to take advantage of Techno Panic correctly. Within a 2 month period of time, all operations in relation to the now corrupt Shayo Industries come to a halt and the production of additional Computer Realms and the Wraiths were shut down. Unfortunately, the damage had already been done by the corrupted Shayo Industries upon its bankruptcy and shut down process.
Soon, a violent fight over the Computer Realms and the powers that came from it would break out. At the same time, there would be a mass change in leadership between the Vindicators, the Metopian Empire, and other multinational businesses that were invested or involved in the Metopian Computer Crisis. Many people end up paying for the crimes. The Vietnam War would take place inevitably along with many other events, both monumental and tragic. The Metopian Computer Crisis is disclosed as a short term conflict between businesses who wanted to utilize the Computer Realms, without showcasing the details behind it at the risk of putting the public on edge and to help the Metopian Empire and the Vindicator retain their elusive status, along with the other intelligence agencies.
Decades pass by and people manage to arrange for new technology and new regulations. New Computer Realms were established along with a series of advanced robots known as the Megaloids, in addition to other kinds of robots that would help humans endure in their lives on Earth. Many of the older Computer Realms from the Metopian Computer Crisis were found on Earth either hidden away from society or utilized to build new Computer Realms without the use of Neo Stars. The scientific communities and technological agencies end up finding Neo Stars for the sake of creating new technology around it or conducting new ethical experiments from them for scientific breakthroughs.
The problems that came from this newly established society was the occasional unethical discrimination between robots, the humans, and even the meta-humans themselves. Another big problem were the older Computer Realms that had treasures and hidden legends from within. The remaining Wraiths manage to somehow reproduce with the minerals in the older Computer Realm dimensions, making it extremely dangerous for a lot of people to explore. The new Shayo Network establishes the Net Rangers as an official military branch for helping with Computer Realm related investigations, missions, and explorations. Civilians would also be permitted to contract with Net Rangers and operate as Net Fighters through different fighting tournament events, occupational systems licensing and education programs. The said programs would be funded and supported by different multinational organizations and many government agencies that would also invest in the research and the applications of the Computer Realms.
Fast forward to present time, year 20XX: Society has managed to make progress with the use of advanced technology, cybernetics, and the robots that were made. Techno Panic in itself is spoken about as a very powerful yet controversial phenomena. A cyber-terroist organization known as the Diesel Syndicate arises with extremely powerful and elite individuals who are also capable of using Techno Panic. However, there are many people who also oppose these forces or choose to remain neutral whom also use Techno Panic for the sake of progression or solving problems for themselves. A new threat as has emerged and now it is up to society to demonstrate the potential powers they gained over the years.
Section 7
Series Terminology:
-Viro-Electrotoxin | Techno Panic
Techno Panic is the act of an individual’s altering their appearance to resemble a cybernetic entity or a digitized life form. The scientific term for Techno Panic is "Ephemeral Cyber-Metamorphosis." The street term Techno Panic is actually an incorrect phase that describes this phenomena, because the actual "dictionary" term of Techno Panic describes a phobia or a surprise reaction to anything that relates to technology. Eventually, the term stuck among many other individuals as it was easier to remember at the time. What this does is unlock the individual’s latent potential based on what they are physically capable of and the extent of their intelligence.
One can easily say that the individual turns into a robotic or a cybernetic version of themselves to accelerate in their performance. What causes this condition is the Viro-Electrotoxin, a noncontagious biological virus that people will encounter in the cyberspace known as the Computer Realm. When the person contacts the virus, they will gradually suffer from symptoms such as coughing blood, headaches, and dizziness. They also become more prone to heat sickness. Last, they start to have periodic skin problems that cause small parts of their body to look as if it were digitized. The common methods of treating this illness requires hydration (drinking clean water), recuperating in a cooler environment, use of electro-cleansing, and making short-term use of the Cryo-Formation System. It is important to keep in mind that it is definitely possible to die from the Viro-Electrotoxin.
Upon successfully treating the Viro-Electrotoxin, the person will be able to naturally use Techno Panic subconsciously or consciously. Upon triggering Techno Panic, the individual will temporarily turn themselves into a cybernetic palette of themselves to accelerate their reactions, their latent potential, and their cognitive ability. They register information almost as practically as an electronic processor, making the individual almost similar to a robot of some sort. An individual temporarily using Techno Panic is the equivalent of operating a video game while doing a Tool Assisted play through (TAS). What this implies is that the individual can push their limits and increase overall functionality of their capability, much like how a Tool Assisted game player will push the game to its very limits while being able to increase the proficiency of their game play. Using Techno Panic also allows individuals to heal wounds or injuries. On the battle field, Techno Panic can be seen as an "equalizer" that allows individuals to theoretically face off against any malevolent entity, regardless of how potent they are.
The downside to Techno Panic is that it is momentum-based and requires the individual to be in a focused state of mind. While Techno Panic may have accelerated heal factor, the sensation of pain is increased in the process. If Techno Panic is abused, it can lead to the individual suffering the same the symptoms as they would after being infected by the Viro-Electrotoxin. In addition to these symptoms, the person may experience temporary blackouts and they will have trouble accounting for the events that occur between these blackouts. Another aspect of Techno Panic is that only humans are able to actually utilize Techno Panic. However, it is possible to emulate Techno Panic to some degree with the use of computer technology. Last, but not least, Techno Panic is a phenomena that is exclusive associated with human genetics and the use of cyberspace as only humans seem to contact the Viro-Electrotoxin. It is possible to emulate Techno Panic through robotics and computer systems. Techno Panic to humans is practically the equivalent of them "overclocking" themselves to increase their performance in some way. Techno Panic is looked at as the bridge between man and machine that leads to progression.
-Techno Panic Adapter / Takuya Anomaly (or Mech-Organism Factor):
Many people try to emulate Techno Panic through several methods, one of which includes creating electronic devices. In this case, the Viro-Electrotoxin strand was taken off of different individuals who had it to create a electronic device that temporarily changes the cellular structure of an individual capable of using Techno Panic. The first Techno Panic Adapter was made by the established governments around the world in order to emulate those who knew how to use the actual form of Techno Panic. This was meant to be distributed to soldiers or military service members that were participating in the Vietnam War but its production and usage came to a halt and was kept after news began to slip out about it the risks in utilizing it. The Techno Panic Adapter is useful but is also very risky to use. The person uses the device by having it in their possession and activating it accordingly (usually through a passcode, keywords, PIN number, or a simple button press). Upon doing so, the individual temporarily transforms into a standardized version of Techno Panic. While it grants people the ability to utilize Techno Panic, they only use a less authentic version of it. It allows people to register thoughts and react to their subjects, similar to how a computer system would but it does not completely accelerate their strength or potential. It is more of a temporary and short-sighted boost in power and intellect. The weakness of the Techno Panic Adapter is that it causes the Takuya Anomaly. The Techno Panic Adapter also does not last long as the power output is usually in five minutes. Most modern Techno Panic Adapter require an electrical outlet to charge itself. In the past, people made use of a battery systems.
The Takuya Anomaly (also known as the Mech-Organism Factor) is the act of a living creature (mainly a human or a meta-human) changing into a machine from the Techno Panic Adapter. When a person over-abuses the Techno Panic Adapter, the negative effects of Techno Panic cause the individual headaches and increase fatigue, more so than the traditional, authentic version of Techno Panic would. After a long while, the individual’s cellular structure will change as the minerals that project from the Techno Panic Adapter, causing their body to maintain a robot-like state. The individual may also end up losing their conscious or completely blacking out from its gradual transformation process. If the processes goes unopposed, the individual transforms into a disturbing mechanical life-form with varying degrees of horrific mutations. There are cases where the individual can stay coherent or slowly regain conscious even while in this state though this has a tendency of only specifically applying to individuals who already knew how to take advantage of Techno Panic from the Viro-Electrotoxin. It is also possible to reverse this state through medical procedures and by using the same approach as you would through electro-cleansing though the process takes a lot of time and the use of concentrated radiation (or Neo Energy from a Neo Star) are also recommended. Sometimes, it is required to make use of a large series of Neo Star to even produce a positive change. It is also possible to control individuals remotely while they are in this state as well but it is also possible for them to fight against the control system depending on their mental capacity and self-awareness.
-Neo Star:
The Neo Star is a mineral that originates from the Ice Age. The Neo Star is made up of various forms of minerals and the remnants of the meteors that crashed on Earth leading to the Ice Age. It can conduct unique form of electricity and can also generate Neo Energy. Extreme heat or radiation in the vicinity of the Neo Star will cause living beings to mutate, leading to the creation of meta-humans, a subcategory for the humans that exist on Earth. The Neo Star can be used for constructing different structures and it can be used for powering up machines as it does conduct electricity. However, when used with electronic processors or computer systems in some cases, the Neo Star generates an unusual electrical current that will cause dimensional rifts to appear, leading to a primitive of a cyberspace. In the current timeline, the Neo Star holds a lot of value because of its utility and people often seek them out for making technological advances, powering up specific electronic equipment, science projects, or for simply monetary benefits. What needs to be understood is that Techno Panic does not have any direct relationship with the Neo Star. Techno Panic itself is something that occurs between humans, advanced robots, and the cyberspace of the world.
-Meta Mutation / Meta Human:
Meta Mutation arises from a human specifically being exposed to Neo Energy for long periods of time, usually with some illumination and extreme heat (sunlight, radiation, or how hot climates. Illumination can either come from the sun, moonlight, which is simply the reflected light from the sun, and especially technology). Some individuals may end up mutating poorly, leading to body disfigurement or other unwanted change of the human body. Individuals who manage to live with the long term influence of the Neo Star would end up becoming meta-humans. The meta-humans that are born this way would have parents (both or at least one of them) that manage own their traits to them in their birth. The meta-human is a subcategory of the humans that exist on Earth and are identical to human. Because, of the fact that they are identical, most meta-humans don't really have to deal with any particular discrimination from human groups. They have four defining traits that allow them to differentiate from traditional humans to a varying degree:
* Their pupils and irises in the individual’s eyes are often poly-chromatic or greenish-blue/emerald in color. This may or may not always be the case but this is a recurring element.
* Many meta-humans tend to have enhanced anatomy to make them more impervious to external or internal injuries.
* In addition to enhanced anatomy, they are usually capable of lifting approximately 40 to 500 tons at their full strength, depending on the individual’s size. This ability normally applies to meta-humans that have lived for until the approximate age of 22 where their bodies are developed, depending on their physical conditioning. It will also depend on whether they have cybernetic augmentations or other genetic enhancements. This is often very difficult for most meta-humans to perform on a consistent basis as lifting that much weight is often considered preposterous and it exerts a lot of their physical strength and can cause a massive amount of fatigue. These are feats that humans cannot perform at all without any augmentations or specific power ups.
* Typically are capable of projecting natural kinetic energy a lot more proficiently than a traditional human but the nature of these abilities will vary. They can also occasionally create pocket spaces to help them maneuver through time-and-space rifts and even warp reality on a very local scale and to even cancel out other people's ability to warp reality. This ability often requires the use of Neo Stars but there are also rare circumstances where a person might be strong enough to do this without the use of a Neo Star.
* The problem of meta-humans in comparison to humans is that meta-humans typically evolve their kinetic projections and abilities at a slower rate, even if they use devices, cybernetic augmentations, or Techno Panic. Another problem is that a lot of the said devices may not work at all as they do for humans.It is important to note that meta-humans are not necessarily “stronger” or “powerful” than humans. In terms of raw strength and short-term capabilities, the meta-humans can be seen as superior. But, as far as utilities and long-term use mastery over different elements or specific strengths, humans can edge out the meta-humans easily and even outlast them in a combative situation. This also depends on a number of factors such as intelligence, environmental circumstances, tools, and the physical capabilities of the human and the meta-human. (Disclaimer: These limitations are also specifically shown to prevent potential imbalances in a lot of the fight scenes. There will not be any “purposefully weak” characters in this series. This also applies to the advanced robots as well).
* The most noteworthy attribute is their ability to manipulate energy resources from other Neo Stars or power themselves up on a temporary basis, which helps them balance out the fact that they may not be able to use some common equipment or devices for augmenting their bodies.
-Cyborg:
Cybernetic organism. Simply defined as an actual human being augmented with cybernetic equipment and bionics in their bodies. This is not to be confused with individuals who have suffered an injury and were given limb replacements or artificial organs. A cyborg is identified by having actual computer systems and cybernetic devices laced within their bodies. A lot of cyborgs are also identified by having black eyes with their pupils and irises having their exact same color. It is also possible for meta-humans to become cyborgs as well. In some cases, it is also possible for a cyborg to revert into their human or meta-human state as well for as long as the appropriate procedures can be taken and it does not cause any major injury or issue in the person’s body. This is another subcategory of the human race.
(Disclaimer: The cyborgs can also be looked at as a way of also balancing out the match ups between advanced robots, meta-humans, and the regular humans themselves).
-Kinesis / Kinetic Projection
Kinesis is just a way of describing the ability to manipulate matter with momentum-based body movements and a focused mindset. The nature of these abilities vary wildly among many humans and meta humans and they become increasingly common when people get involved in the military services, federal services, sports or in martial arts. The abilities that come with Kinesis, tend to be associated with bursts with of energy, elemental control, varying degrees of super strength, and other types of abilities. The reason why a lot humans would have such capabilities would be based on extreme physical conditioning, use of devices, machine usage, genetic enhancements, or weapon systems. Sometimes, Kinesis is mistakenly described as magic or superpowers, but neither of the terms accurately describe it. Everything that happens between the characters in this series is going to somehow be related to the conditions mentioned above.
-Computer Realm / Net Ruins:
The Computer Realm is a physical cyberspace that people can actually enter and navigate.
The very first cyberspace was built in the 1950's from electronic processors, communication systems, environmental scanning machines, monitors, projectors, and the Neo Stars as a power source. Some people in the current time line state that the "Computer Realm" of the 1950's was not even a “true” cyberspace but was a predecessor of the said cyberspace. This argument is supported by the fact that technology was rather crude at the time, even in the 1950's and this was also the same time where industrialized robots were slowly being conceptualized and mass-produced. People enter these older Computer Realms by similar to walking into the rift forged from the Neo Star. Upon doing so, the environment will simply have a very similar outlook but everything would look digitized with a darkened hue. People who are not present in the cyberspace cannot be seen from inside unless the others also enter the space. It is also possible to expand the old Computer Realm to a degree.
Most of the older Computer Realms of the 1950's were made on behalf of the Shayo Industries and the several divisions of the Metopian Empire across the globe. They were each built within underground corridors in larger cities, warehouses, rural cave areas, and in old Metopian ruins. However, the some of the old Computer Realms were riddled with small problems that would soon evolved into something far more nefarious after negligence. After the Metopian Computer Crisis took place, many of the older Computer Realms were sealed off, destroyed, or hidden away. Some of the said old Computer Realms were used as a foundation for building the current Computer Realm. In the current time line, the old Computer Realms are now referred to as Net Ruins, a dark space hidden in underground caverns or labyrinths consisting of many legends, treasures, and dangerous elements.
Many of the older Net Ruins are inhabited by entities known as the Wraiths. People have to learn how to fight them in order to explore such a space. Even though, the Net Ruins were supposedly shut down, many of them still function and were actually expanded upon over the years somehow. The Net Ruins in these cases were also used as a foundation for building the current Computer Realm without Neo Stars. This is also implies that the Net Ruins are technically part of the surface world on Earth. The Computer Realms of today are simply cyberspaces and digitally simulated structures that people can navigate by digitizing themselves as data. The methods that people use to enter such realms are through the Cyber Gates, Digital Grounds or through CPES (Cyber Pulse Emulation System).
-Cyber Gate:
The Cyber Gate is a term that describes a rift that leads into the Computer Realm. This can describe either the Net Ruins or the Computer Realms themselves. This is also the most common method of entering Computer Realm.
-Digital Grounds:
The Digital Grounds is a relatively common method of entering the Computer Realm of the current time. People will stand on a surfacing in a large room and they will be allowed to digitize themselves into the corresponding Computer Realm. If the Computer Realm is shut down or deleted, the subjects that went into the Computer Realm will return into this very same room as. If the room was destroyed, then the individual or object will vanish along with the Computer Realm that was shut down or deleted. In some cases, it is possible to recover data that was lost in the Computer Realm when the Digital Grounds were destroyed.
-Cyber Pulse Emulation System (CPES):
This is a primitive method of entering the Computer Realm. The individual is put in a sleep-state within a capsule. Their pulses and mind-waves are registered into the system, allowing it to digitize the person’s body into the virtual reality simulation that is the Computer Realm. The reason why this method is not often utilized in the current time line because of the person suffers any sort of the pain in the cyberspace, the body inside of the capsule also suffers pain.
-Megaloid:
Advanced androids that live among humans in suburban or city areas. Many Megaloids typically operate within a Computer Realm or large corporate buildings, acting as maintenance robots, security robots, or for conducting many different kinds of services, depending on their programming. Megaloids were not built until shortly before the Shayo Industries was revived as the Shayo Network in the 1980's. The Megaloids in general were built as a way of counteracting the forces of the Computer Realms and the Net Ruins. There are several classes of Megaloids that allow people to distinguish their purposes and their programming:
* 3rd Class Megaloid = The most common type of Megaloid. These type of Megaloids are barely capable of sentience but generally function as traditional maintenance robots or fighting machines.
* 2nd Class Megaloid = A fairly common Megaloid. The second class Megaloid is semi-sentient but only up to a certain point. They are also a bit more advanced and durable compared to the third class Megaloids. The second class typically act as security robots, military sentries, or groups that actively help humans fight against powerful force.
* 1st Class Megaloid = A less common form of Megaloid. These Megaloids are sentient, almost to the point of being able to emulate human behavior perfectly. These types of Megaloids are also equipped with a much more durable titanium alloy and also have much more advanced combative equipment. The Megaloid can operate in many different job positions, much like humans. This has caused quite a bit of controversy among some individuals in human society.
(Regular Robots)
* MR Unit = Maintenance Robot Unit.
* RCM Unit = Remote Controlled Mech Unit. These type of machines are actually controlled by humans in tournaments. They are traditionally used by humans for remote Computer Realm explorations, participating in Net Fighting tournaments, and for accomplishing many other tasks. However, the individual is required to have a license and they also must abide all lawful standards set by the Shayo Network to utilize them without committing any crimes or abuse.
* DM Unit = Defense Mechaniloid Unit. These are relatively large mechaniloids that generally act as defensive units, security units, or fighting forces for big-time organizations or military agencies. These are not capable of any sort of sentience whatsoever. They are often found at large corporations and military installations. They are also typically associated (accompanied) with 1st Class Megaloids that patrol or work within the area of operation.
The Megaloids are controlled by a central core panel within a secured area belonging to the Shayo Network or the federal government of a specific country. The Megaloids (mainly the 1st Class Megaloids) also operate on behalf of the Robot Laws and the RLBI (Robot Legislation Bureau and Investigations), the latter which is designed for regulating and enforcing specific laws and regulations on behalf of the Shayo Network and the federal government. To further prevent Megaloids from committing crimes or to stop malfunctioning/erratic machines, the Net Rangers were made to further enforce the standards.
- Robot Legislation Bureau and Investigation (RLBI):
This is a law making, law enforcement, bureaucracy, judicial, and legislative organization for Megaloids and robots that is maintained by the Shayo Network (followed by additional law enforcement agencies or government-owned programs).
-Cyber Space Colony:
In the 1980's, space colonies were shown as a proof-of-concept a long time after Sputnik I launched into the air in 1957. Over the years, new satellites were built and sent to space for further exploration. Along with this technology, there were also the Computer Realms taken into consideration for space exploration. Over the decades, scientists create new Computer Realms along with the satellites that were made in order to allow for the expansion of human life beyond the Earth through the cyberspace. People digitize themselves into the new Computer Realms and are able to operate in space. The Megaloids that were produced in the 1980's made it possible to help individuals create new cyberspaces, taking forms of a cybernetic installation. There are currently three Cyber Space colonies, one of which is under heavy construction.
- Bugs:
Chronologically, bugs are programming oversights that may cause inconsistencies or potential danger to a computer program or a system. That is the actual term. In this series, a bug can either be described as it is above or as extremely dangerous entity that exist within the original Computer Realm (now the Cyber Ruins) because of the buggy systems that were left unchecked during the escalating conflict. Many executives (mainly the co-creator themselves) were worried about this. The bugs are also manifestations of the first Computer Realms becoming unstable and developing a "predator"-like instinct, harming other living creatures that visit the Computer Realm. They also a physical spawns of the temporary instabilities of the current Computer Realm though they are not quite as common.
Not all Computer Realms were infected but there were quite a few Computer Realms that were unstable, which also indirectly lead to the Metopian Computer Crisis. The Bugs even went as far as to "infect" other machines (specifically the Wraiths and the maintenance robots that were made later on) to increase the danger levels of some of the Computer Realm areas. These particular bugs still exist to this day, but many people learn how to fight against them and they are not likely to show up, unless there is a very severe problem. NS Bugs are far more common within some of the older Computer Realms (the Cyber Ruins that was sealed or destroyed as it was used as a primary foundation for making the new Computer Realm).It is possible for some of the bugs to be manipulated through different electronic devices or equipment.
-Shayo Industries / Shayo Network:
The Shayo Industries was a company that was created in the 1940's. It was headquartered in the Canadian region in Quebec and it's main purpose was to operate as another computer manufacturing company as well as a bio-technology research facility. The co-creators of the company was Tobian McAuto, an African-American computer scientist and Maximillion Hyun-Jin, a half-Canadian and half-Korean biologist and health care administrator. Soon they made contact with a Vindicator base to request for the use of Neo Stars in their development of new computer systems. They end up creating the first Computer Realms ever in history. They also end up discovering the concept of Techno Panic, along with the employees and the Vindicators that they hired. Unfortunately, after approximately 6 years worth of research and development of the Computer Realm and in Techno Panic, their organization would be comprised by outside forces that had nefarious intentions.
Soon, the co-creators and their supports were ostracized in favor of a new leadership that would end up creating more Computer Realms with flawed design outlets and the dangerous war machines known as the Wraiths eventually leading to the Metopian Computer Crisis. The Metopian Computer Crisis was prevented after the co-creators found a way to implement a black-ops program on behalf of several government agencies and the more ethical Metopian Empire leaders known as the Net Rangers. With the use of their resource and Techno Panic, the Shayo Industries operations were shut down, leaving behind some of the damage done from this new corrupted leadership that kept abusing its power. Decades later, a new Shayo Network was created with a different business structure and was created with the advancements of society in mind. It turns out that the co-creators both had children at some point with their respective wives to help carry on the legacy.
The Shayo Network now makes use of a board of executives; a corporate structure consist of multiple top leaders that would help keep track of the organization and to effectively increase the communication and integrity of the company. They would also be responsible for creating the first group of Megaloids, with many other companies to follow suit. Last, they would operate as a company that legislate and enforces different laws and regulations in relation to the use of Company Realms, specific robots, the RBLI program, and other types of legislation's. They also make Net Rangers into an official group of warriors that would help carry out military operations in relation to the Computer Realms, both the newly established Computer Realms and the older ones.
-Schlange Kante Inc.:
This is the weapons manufacturing company that bought out the Shayo Industries through nefarious business practices and corporate espionage when the co-creators declined numerous of their business offers. They would be responsible for creating the division that would manufacture the Wraiths within the additional Computer Realms made from the Shayo Industries they took control of. The Schlange Kante were exposed for their shady business practices and were also guilty of multiple of losses of lives from the Wraiths they made to initially support the Vietnam War and profit from it. The Wraiths malfunctioned and ended up acting erractically towards humans, due to the bugs that were in the Computer Realms, as well as the primitive approach in their design. The Schlange Kante went bankruptcy right when the Shayo Industry operations were stopped by the black ops programs. Parts of their track record remain hidden or a mystery from the public yet there were still enough grounds for them to still be put to bankruptcy. There had been rumors of the Schlange Kante conducting extremely disturbing experiments on human beings and the people who were still trapped in concentration camps in Germany, most of the said experiments somehow being related to the Wraiths themselves and Techno Panic... As a bonus, “Schlange Kante” appears to translate to Snake Edge in the German language.
-Wraith:
War machines that were made during the Metopian Computer Crisis by the Shayo Industries when it was under control of the Schlange Kante. The Wraiths were built from hard iron material, simplistic computer systems within their bodies, and they are often human-shaped (proper term would be humanoid). Many of the Wraiths were built within factories in warehouses and in the additional Computer Realms that were made after the Schlange Kante took over the Shayo Industries business. Unfortunately, due to the programming errors for the Wraiths and the instability of several Computer Realms that were made (as evidenced by the physical existence of the computer bug organisms in the Computer Realms and the malfunctioning devices), the Wraiths became extremely dangerous, thus developing a predator-like instinct to attack other life forms. As such, even after the Metopian Computer Crisis came to a halt, millions of them still maintain their existence in the older Computer Realms hidden throughout the Earth by the Shayo Industries under the Schlange Kante's control. People learn how to combat these forces as a result through fighting tournament systems, the Net Rangers, military operations in other branches around the world from established governments, and regulations made from the newly established Computer Realms. The Megaloids and the new robots that were made over these last few decades after the Metopian Computer Crisis were also designed as a foil and counteraction to the Wraiths.
-Net Fighter / Net Ranger:
The Net Rangers are a military organization that work on behalf of the Shayo Network within a region. Once upon a time, they were initially a black-ops programs made on behalf of the ostracized co-creators of the Shayo Industries, the Metopian Empire, and other intelligence agencies in order to shut down the Shayo Industries that fell into corruption from the Schlange Kante. A few decades later, the Shayo Network reemerge from its bankruptcy and creates the Net Rangers as an official military organization. The rank structure works almost exactly as they do in the regular Army. There is enlisted, the warrant officers, and the commissioned officers. There are also two categories: Regional Net Rangers and International Net Rangers. Regional Net Rangers operate within specific countries of their unit while International Net Rangers operate globally and can deploy into other countries for operations.
* Enlisted: Private, Private 2, Private First Class, Specialist, Sergeant, Staff Sergeant, Sergeant First Class, Master Sergeant, Sergeant Major
* Warrant Officer: Warrant Officer 1, Warrant Officer 2, Warrant Officer 3, Warrant Officer 4, and Warrant Officer 5
* Officer: 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, General
The Net Fighters are civilian individuals that generally participate in events that relate to the Net Rangers themselves or the Computer Realms. They actively compete in big-time fighting tournaments and conduct various contracts with Net Rangers under specific supervision or job systems. Many Net Fighters also tend to direct commission from these groups after gaining so much experience (it is better if they actually won tournaments and gained sponsorship from different organizations, including the Shayo Network). Net Fighters also are given exams, special training, education school programs, and licensing programs for participating in tournament, exploring the Computer Realms in groups or by themselves and using specific kinds of equipment or technology. The individual has to be 13 years or older to participate in many of these activities and they have to pass a preliminary exam process in order to considered a Net Fighter. Additional regulations are put on showcase on behalf of the Shayo Network administration.
-Metopian Society / Metopian Empire / Metopian Order:
The Metopian Soceity is one of the more noteworthy groups of society made with meta-humans in mind. It is also one of the few groups that also integrates humans in its group as well (eventually robots in the late 20th century). While there were many groups that were built by meta-humans, the Metopian Society was the famous and noteworthy group, often heard about from different legends and some historical backgrounds. The Metopian Society operates on somewhat otherworldly terms while still managing to succeed in modern society and are generally very elusive. The general background of the Metopian Society consists of a Asian and European feudalism inspirations, presenting a unique and somewhat unorthodox culture of meta-humans. For the most part, these individual stay hidden from society but they also blend into outside parts of the world as well. They are governed by a bureaucracy known as the Metopian Order (which became a more celestial bureaucracy when cyber-space colonies were being created decades after the Metopian Computer Crisis). They generally operate as a Republic, having specific leaders and small groups help lead the society into the right direction while still maintaining good terms with the rest of human society. They also frequently enlist the help of Net Rangers in secret missions and they have a military force known as the Vindicators.
-Vindicator:
The Vindicator are a group of warriors that used to operate primarily as a peace-keeping organization on behalf of the Metopian Society. After the Metopian Computer Crisis took place in the mid-1900s, the Vindicators would start functioning as a global intelligence and anti-terrorism task force, conducting its operations from the shadows. They also no longer work directly under the Metopian Order but as a single entity that collects intelligence, participate in anti-terrorists activities to prevent disasters from taking place, and to secure the safety of the Metopian Society. Much like Metopian itself however, its existence is shrouded in a mystery by most common organizations or individuals. Most large-scale corporations (like the Shayo Network, CIA or British Intelligence for example) are somewhat aware of how they operate, thus they may enlist Vindicators to conduct special operations or secret missions. While the Vindicators are in fact a military, they also have a different culture to them that separate them from the other common military groups, along with a relatively unique set of values. While Vindicators primarily consist of meta-humans, the cyborgs, humans, and Megaloids can also work from within the organization.
The rank structure is has quite a few differences as well as some similarities between how they work in comparison to other military branches or intelligence agencies:
* Vindicator Agent:
- Trainee = The lowest rank. Most individuals start off with this rank.
- Initiate = Second lowest rank. Individuals who direct commissioning from academies or had already received a 6 week Basic Training will always get this rank.
- 3rd Class = Junior Vindicator Agents. Very common.
- 3rd Class Prime = Junior Vindicator Agents with promotion status for 2nd Class, after approximately 4 months to about 2 years’ worth of experience and time-in-rank, depending on feats, skill settings, education, work ethic, task completion, and examination rankings.
- 2nd Class = Promoted from 3rd Class Prime. This is basically the “Sergeant” category if this were to be visualized from a United States Army perspective. Getting rank at this point will depend on vacancies, as well as other factors from above. It will also depend on training assessments as well.
- 2nd Class Prime = This is a promotion status that will allow the individual to progress to 1st Class. This is also essentially the “Staff Sergeant”. Both the 2nd Class and the 2nd Class Primes are the most common ranks in the Vindicator Agents category and they are also the backbone.
- 1st Class = Top of the line, promoted from 2nd Class Prime. If an Army service member sees a 1st Class Vindicator Agent, they can be seen as a revered “Platoon Sergeant.”
- 1st Class Prime = A higher rank of the 1st Class. The 1st Class Prime typically operates alongside Commander. Generally seen as “Master Sergeant” from a regular Army perspective.
- Senior 1st Class Prime = An experienced and one of the most advanced forms of the 1st Class. These are generally regarded as “Sergeant Major” from a Army perspective.
- Major 1st Class Prime = The highest rank of the Agent category. Very few individuals are in this category, however.
Vindicator Officers and Vindicator VTX (Vindicator Technician Officers)
Vindicator Officers have the same rank structure as Commissioned Officers from most Army organizations. However, there is the VTX group. The VTX group are generally special ops and warrant officers molded into one category. These are individuals with extreme talent in a specific occupation, normally involving secret services, logistics, administrative occupations, information technology, medical, or judicial job categories. They also enforce the standards of the laws within the Vindicator onto other Officers in order to prevent insider crimes. They are also subject to many dangerous hidden operations and are also gifted in the ways of combat. Vindicator Technician Officers are identified as “Class X” or simply “X”. The term X is based on a mathematical variable that is meant to benefit the overall force of the Vindicator category. X is also a term for ambiguity and a way to highlight the danger level of the officer as anyone who makes it into that category generally has greater fighting abilities and intelligence than even the highest ranking Agent or Officer.
The rank structure for both Vindicator Officers and Vindicator Chief Technician Officers are arranged like this:
Officer Vindicator Technical Officer
- 2nd Lieutenant - Class X <------> Class X Moderator
- 1st Lieutenant - Senior Class X <------> Senior Class X Moderator
- Captain - Class X Prime <------> Class X Prime Moderator
- Major
- Lieutenant Colonel
- Colonel
- General
- Senior General
- Prime General
The Class X is a rank that is gained after going through 5 weeks of officer training, an addition to a Class X Leaders Course for 2 weeks at a later date. The individual has to be at least 20 years old and they must have a Bachelor’s Degree. The individual has also already be an Initiate Vindicator Agent before they are they are considered for the Class X position (it is often recommended to become a 2nd Class Agent before creating a promotion packet and then going to a board for selection). When a person receives a Moderator category that means they have gained expertise and promotional status but this type of status is based on the amount of time-in-rank and their progression in their job. The nature of these promotions do outright depend on the job and the individual status. If they switch their jobs, they are reset to Class X. This also applies to Senior Class X. Prime Class and Prime General Class X are automatically in executive status, typically operating among Generals or other top officials. Also a Class X Moderator outranks a regular Class X. Same rules apply to Senior Class X rank series and so on. Class X's automatically outrank all Agents as they are officers. However, the Junior Officers and the Class X Moderators do not address each other, nor do they outrank each other. Non-Moderator Class X and Non-Moderator Seniors must answer to Moderators and the Lieutenant Colonel or any Commander of the unit, battalion, or brigade, or a division of the Vindicator. Senior Class X and Senior Class Moderators also must answer to the Lieutenant Colonel (this means all Class X's, EXCEPT the Prime Class X answer to the Lieutenant Colonel). Prime Class X usually answer to Generals and they also operate with them. Its Moderator counterpart is equivalent to the General, however, they both must answer to the Senior General and the Prime General.
-NFT/NFPT (Net Fighters Tournament / Net Fighters Pro Tour):
This is the tournament system that many multinational corporations utilize for allowing Net Fighters to legally compete against each other in martial arts events. These tournaments are often set at large arenas or a digital background simulator. All types of humans and robots are capable of competing in these tournaments as long as they have a valid license or a form of identification that states that they are official Net Fighters. These tournaments are designed to augment Net Fighters who wish to demonstrate their fighting ability, their intellect, and their ability to survive in the Computer Realm. It also allows individuals to receive grades and different licenses for accessing different subjects such as new equipment, multiple types of benefits, and for gaining access to old and new Computer Realms that were initially unavailable to under-leveled, disabled, inexperienced, or civilian individuals. Most tournament brackets can either be single elimination, double elimination, or kumite.
Net Fighting Tournaments can take place locally or on an international basis. The Net Fighters Pro Tour is held every 6 months, once during the Spring time and once more during the Winter. All Net Fighters Pro Tour tournaments consist of Tournaments Pools. After the pools are completed, there will be Double Elimination brackets. Depending on the number of contestants, the top 16 or the top 8 Net Fighters all get runner up prizes, medals, certifications, and additional awards from tournament sponsors. The individual in 1st place wins a large sum of money as well as many other beneficial awards, along with a guaranteed sponsorship (or occupational job position) from a powerful company. There are a number of ways to compete:
* Single entry, Team entry (no more than 2 individuals).
* Competitors can be humans or robots.
* Humans and robots can make use of RCM Units if they wish to do so in order to compete against others remotely.
* Weapons such as guns, blades, katanas, or other types of weapons are allowed, depending on the sponsors and the range of the weapon.
* All individuals must be equipped with Nanotech-Suits, Nanotech-Spray, or full armored equipment in order to compete (Techno Panic users, robots, meta-humans, and cyborgs are exempt from this but it is still strongly recommended).
* All individuals must either be staff members of the sponsoring organization, military service members, professional athletes, or registered Net Fighters to compete in the tournaments.
* All individuals must be 13 years or older to compete.
* All standards, guidelines regulations, and legislations are written and enforced by the Shayo Network, available through their online webpages, articles, and in printed books.
-Net Fighters Education Program:
This is a school system designed by the education department of the Shayo Network. This where people can register and take license exams or participate in long term school programs or training outlets.
-Net Fighters Association (NFA):
A local, international, or online community of Net Fighters. (NOTE: Part of the design of the Net Fighters themselves are meant to allude to the real life Fighting Game Community).
- Cryo-Formation Program / Dark Prominence Factor:
The Cryo-Formation Program is a cryogenics program that tests the ability to utilize liquid nitrogen and machine capsules for holding living creatures and allowing them to extend their lives without aging. In some cases, it may cause the individual to age backwards as their bodies heal over gradually (this often occurs if a Techno Panic Adapter or a Neo Star was utilized in association with the Cryo-Formation Program capsule). The Vindicators were actually the first individuals to make use of the Cryo-Formation Program for the sake of applying medical applications when they were partnering up with the Shayo Network in the mid-1900’s. However, the technology would also be used for long-term experimentation processes and even as prison cells for individuals who commit horrible crimes. The Schlange Kante were also implied to have been using the Cryo-Formation Program in the past for Techno Panic-related experiments.
The Dark Prominence Factor is a unique case where a meta-human is artificially made when a Techno Panic Adapter is utilized as an electronic power source while an individual is encapsulated. The projections that are emitted from the Techno Panic Adapter is absorbed into the individual through tube systems that were meant to contain the concentrated liquid-nitrogen. The individual as a result is given kinetic control over ice. They also gain the ability to change their appearance into a cold titanium metal-like state for a long period of time.
- Nanotech-Suit/ Nanotech-Spray:
Medical applications for humans. The Nanotech-Armor is a body suit that prevents a lot of lethal scenarios, such as gun-shot wounds, cuts from blades, and the like. Every government branch, military agency, and any Net Fighter who competes in a tournament must wear the equipment and/or have the Nanotech spray equipped in order to prevent the loss of limbs, lethal internal injuries, and deaths that would normally occur in the otherwise violent fighting tournament. The individual will still experience a large degree of pain from the attacks they suffer from during a match or an in combative situation but they end up having a much lower risk of dying prematurely. This type of medical equipment is generally very expensive yet it can be very useful in a lot of situations.
-Diesel Syndicate:
A massive crime organization that is owned by a person known as the Diesel, whose real name is Matteo Angelo, the adoptive brother of the protagonists father. The Diesel Syndicate practically rules over almost every other crime organization and is very notorious. The modes-oprendi of the Diesel Syndicate is conduct cyber terrorism, take over federal organization computer systems and steal electronic components from big time corporations. The Diesel Syndicate is also known to operate within legitimate and underground fighting tournament scenes within many different country, extorting money from sponsors or treating some of them as hideouts while taking advantage of tournament guidelines and rule settings for individuals who spectate or competing. The goal of the Diesel Syndicate is to build an autocracy by forcing every other nation around the world to rely on its technological resources. It also seeks to rewrite the laws in favor of those who are in power to answer only to the Diesel himself.
-Federal Government / Law Enforcement / Constitutional Subjects:
There are other forms of recurring agencies that work more less the same as how they would in real life. These agencies include police departments, Federal Bureau Investigation (FBI), Central Intelligence Agency (CIA), Interpol, military branches, and many other real life agencies working as law enforcement or as government entities. A handful of the playable characters work for one or more of these agencies.
Section 8
Playable Characters / Roles / Brief Description:
Eiji Seijitsu:
-Age: 22
-Height: 5'10" ft
-Weight: 138 pounds
-Eye Color: Brown
-Hair Color: White
-Race: Human
-Nationality: Japan
-Ethnicity: Japanese
-Occupation: Net Ranger Reservist (Warrant Officer (WO1) / MOS: IT Officer), Virtual Assistant
-Likes: Apple Cider Tea, women, libraries, laughing, analyzing things, collecting eye-glasses
-Dislikes: Arbitrariness, political mind games, accidental injuries, anyone who gets in his way
-Fighting Style: Krav Maga with the combination of basic martial arts techniques and use of electro-kinesis
-Game Play: Poke and frame-trap heavy, relies on strong ground game and offense to win
-Difficulty: Medium/Advanced, Not Beginner-Friendly
Role: Main Protagonist / Type II ----> Type III/VI Anti-Hero / Pseudo-Comic Relief
Brief Description: Eiji is an intelligent yet mentally frustrated man who seeks to finish what his late father started in the investigation against a cyber terrorist organization known as the Diesel Syndicate. Eiji theorizes that the Diesel Syndicate is looking to conduct a mass hijacking of all computer networks while making use of the same research data that his father had in his possession in relation to Techno Panic. At the same time, there would also be a potential insurrection from within the Shayo Network and multiple government organizations. After gaining more experience in utilizing Techno Panic and discovering the said insurrection, Eiji proceeds to use what leverage he can to bring down the Diesel Syndicate his own way. He gradually learns how to master the use of Techno Panic as he progresses through the game while going through the most intense of trials.
Nitro the Equalizer:
-Age: N/A
-Height: 6'1" ft
-Weight: 214 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid
-Nationality: America
-Ethnicity: N/A
-Occupation: High Official Security, CIA Senior Field Agent
-Likes: Choreographing martial arts techniques, collecting weapons, high places, electronic stores, pretenders
-Dislikes: Willfully weak individuals, the Wraiths, flawed machinery, pointless conversations
-Fighting Style: Combination of the most lethal martial arts techniques. Can resort to short distance flash steps, weapons systems, and the ability to temporarily copy other individual’s skill from simple observation
-Game Play: Frame trap-heavy, has a lot of ground cross-ups (left-to-right mix-ups), strong anti-air reversal game
-Difficulty: Medium~Advanced, Not recommended for beginners
-Role: Villain Protagonist ----> Type III Anti-Hero / Mid Boss Character
-Brief Description: Nitro is one of the most advanced robots that was recently created on behalf of the Shayo Network in order to serve the American government, becoming a war hero in the process of the short years leading to the current time period. Nitro has been tasked to conduct an investigation against the Diesel Syndicate. Throughout the game, Nitro slowly grows impatient with humans as he eventually becomes a target in his own investigation. He will soon realize that he was built for a nefarious cause and that he may have actually been a human being in the past, even though he has no memory of it, even with his advanced intelligence. Upon doing so, he would seek retribution against the Diesel Syndicate, the people who built him, and anyone who gets in his way.
Dark Prominence:
-Age: Physically 22. Chronologically 80+ years old.
-Height: 5'8" ft
-Weight: 109 pounds
-Eye Color: ?
-Hair Color: ?
-Race: Unknown (appears Human)
Nationality: China
-Ethnicity: Chinese-Metopian Descent
-Occupation: Vigilante, (Spoiler) = Class X Vindicator
-Likes: ? (Spoiler) = Alcoholic beverages, practical jokes, casinos, sightseeing, observing things
-Dislikes: ? (Spoiler) = Messy things, extremists, sunlight, modern-day
-Fighting Style: Chinese Wu Shu and Jeet Kun Do variations. Resorts to dark energy weapons, playing cards, and cryokinesis
-Game Play: Punisher, possesses several Just Frame type moves, causes Freeze effects for combo starters/extensions
-Difficulty: Medium/Advanced, manageable for beginners but requires execution for best damage and punishes
-Role: False Villain, protagonist, hero antagonist, type III anti-hero, secret mid boss
-Brief Description: The Dark Prominence is a mysterious woman who claims to be the same Dark Prominence from the Metopian Computer Crisis that took place roughly a decade after WWII. Somehow resurfacing in the 21st century, she conducts a series of operations through her personalized force, periodically saving lives while also making attempts to quietly kill individuals in power who she deems as "unproductive" or "beyond any forgiveness." She functions as a leader of her own syndicate within the Vindicator firm in New York. Several of her Vindicator leaders were recently kidnapped by the Diesel Syndicate. The Dark Prominence proceeds to rescue them at all costs and then crush the Diesel Syndicate under her icy heel. As the Dark Prominence’s name suggests, she is shrouded in a mystery and is an extremely dangerous individual who makes careful use of her talents in covert operations, tricks, and assassinations. To contradict this however, the Dark Prominence has a tendency of acting very laid back, even in some of the direst situations, even going as far as to joke about the matter or make tough-in-cheek remarks at her subjects. She often tends to allude to
K99 the Cerberus:
-Age: N/A
-Height: 6'3" ft (when he is not hunched over)
-Weight: 195 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (A robot built after a Cerberus)
-Nationality: Built in Australia
-Ethnicity: N/A
-Occupation: FBI Agent, Net Ranger (Rank: Captain / MOS: Cyber Security)
-Likes: Scouting, biting things, fireworks, science laboratories, festivities, analyzing competitive sports/E-sports footage
-Dislikes: High velocity winds, whiny behavior, abuse of authority, injuries, terrorism (especially insider threats)
-Fighting Style: Programmed to utilize Goju-Ryu and Shorin-Ryu. Can also utilize tendons, claws, flames, bombs, and mines.
-Game Play: Bipolar game plan between projectile/trap zoning game and heavy rush down. He can self-destruct himself to hurt opponents even after KO animation.
-Difficulty: Easy/Medium, Not recommended for beginners
-Role: Supporting character <---> audience surrogate
Brief Description: A Megaloid who is based on a mythical dog-like creature. K99 obligates himself to participate in an investigation against the Diesel Syndicate with the motivation of avenging the people he knew who died in trying to solve the case. He also intends on finding a frog-like robot he knew whom betrayed him and his cause. K99 sides with Eiji and his coworkers to lead a crusade against the Diesel Syndicate as they are slowly taking over the world on both political basis, the battlefields, and the cyberspace.
Shaw the Thunder Hawk
-Age: N/A
-Height: 6'2" ft
-Weight: 171 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (A robot built after a hawk)
-Nationality: Built in Korea
-Ethnicity: N/A
-Occupation: Net Ranger (WO1 / Signal)
-Likes: Power plants, personal computers, guitar collection, metallic surfaces, radios
-Dislikes: Rural environment, being under someone else control through mechanisms, Eiji Seijitsu, boredom, collateral/people getting his way
-Fighting Style: Programmed to use Taekyeon. Generates electrical energy and currents while manipulating the weather on a localized basis.
-Game Play: Air control, relies heavily on whiff punishment, okizeme, and air-to-ground mix-ups, has elaborate ground and air "rekkas"
-Difficulty: Medium/Advanced, Manageable by beginners
-Role: Villain / Well-Intentioned Extremist
-Brief Description: Shaw is a Megaloid built after a hawk, a bird of prey. He operates as a bodyguard for a man known as Matteo Angelo who works in the German Shayo Network HQ as a board member. Another Network Ranger Warrant Officer known as Eiji Seijitsu tries to interrogate his boss but they end up in a violent scuffle, earning Eiji’s mutual hatred. Shaw is generally sarcastic, insensitive, and a roughneck who is only loyal to those who are close to him. Shaw motivation is to sabotage Eiji’s investigation by arresting the Diesel before he does.
Andre O'Day
-Age: 25
-Height: 6'5" ft
-Weight: 166 pounds
-Eye Color: Brown
-Hair Color: Black
-Race: Human
-Nationality: Italy
-Ethnicity: Black
-Occupation: Diesel Elite Operative (Undercover), FBI Agent, US Army Reserve Officer (Rank: 1st Lieutenant, MOS: Army Detective), Movie Critic
-Likes: Popcorn, research on various subjects, online education programs, well-crafted movies (regardless of genre), collecting fish
-Dislikes: Mango (Allergic), unexplained variables, badly produced/directed movies, heights, and noisy people (especially in movie screenings)
-Fighting Style: Teakwondo accompanied with professional wrestling
-Game Play: Grappler, uses stance transitions for implementing grab mix-ups or highly damaging combo extensions from the ground or in juggles
-Difficulty: Advanced, manageable by beginners but requires execution to be played "correctly"
-Role: Protagonist / Audience Surrogate, Villain <---> False Villain, Supporting Character
-Brief Description: Andre works on behalf of the Diesel Syndicate who claims that he wishes to destroy the "easily broken" justice systems within many different countries. Beneath this claim, lies a more complicated goal. He is an undercover FBI agent who intends to bring the Diesel down on his knees by building a case file against him. Unfortunately, he has not yet seen the Diesel's face. He obligates himself to work undercover through his connections from both the military and the Federal Bureau Investigation. Andre quickly made his way up in the ranks through smaller operations and by participating in several of the Diesel's Net Fighting tournament systems where the crime syndicates gets about half of its budgeting process from. Andre's goal is to expose the Diesel and bring him to justice while posing as a high official gangster from inside of the very organization he opposes. Andre also seems to know a lot of individuals from inside of the said crime syndicate and based on how the Diesel operates, he may have some history with the leader as well yet he needs confirmation. Andre proceeds to pose as a threat to society while quietly preventing unnecessary deaths and damages from the Diesel Syndicate to slowly bring the Diesel down to his knees.
Kagekiyo Fortesque:
-Age: Physically 20 (Spoiler = Chronologically 85+ years old)
-Height: 5'10" ft
-Weight: 120 pounds
-Eye Color: Polychromatic
-Hair Color: Dark Purple
-Race: Human (Type Meta Human)
-Nationality: Portugal
-Ethnicity: Caucasian
-Occupation: Net Ranger Reservist (Rank: WO1, MOS: Mechanical Analyst), College Student
-Likes: Heavy Metal music, silence, basketball, historic/scientific research, and collecting artifacts
-Dislikes: Pointless conversations, evil, mistakes, inaccurate information, people spreading said inaccurate information, and noisy people
-Fighting Style: Shotokan-ryu, use of mechanical dragons/transformations, darkness and flame elementals
-Game Play: Emphasizes heavily on block punishment, versatility (balance), and damage modifiers from dragon transformations
-Difficulty: Medium, Not recommended for beginners
-Role: Protagonist / Anti-Hero Type III/VI
-Background: The mayor of New York known as Kay Renolds targets Kagekiyo for an alleged act of violence against his personal task force. Kagekiyo is taken under custody by his familiars within the Shayo Network. Kagekiyo claims that the mayor of New York is guilty of the multiple kidnappings and killings of different figure heads, political entities, and other groups of people. The said murders had something to do with a long term experiment involving the use of a weapon known as the Takuya Anomaly, along with individuals like himself whom were found in a cryogenic capsule for the said experiments. Rumor has it that he was somehow related to many of the Cryo-Formation program experiments that took place during the Metopian Computer Crisis, yet none of this was disclosed and Kagekiyo is completely unaware of his own origins. Kagekiyo also found out that the mayor is somehow connected to the he has no proof yet he was in a position to support his claims. Kagekiyo operates while in custody of the Shayo Network's personal military, the Net Rangers while communicating with the FBI agent known as Akira Lane Takeshi. He is often accompanied by Lynch the Absolede, Nuno, and Gunthi.
Lisa Campbell
-Age: 22
-Height: 5'7" ft
-Weight: 112 pounds
-Eye Color: Brown
-Hair Color: Blond
-Race: Human
-Nationality: (Seemingly) American
-Ethnicity: Caucasian
-Occupation: Net Ranger (Rank: 2nd Lieutenant - MOS: ACA Field Agent), College Student, Coffee Shop Employee
-Likes: Sweetened coffee, tea, walking through cities or forests, collecting cell phones, cinema
-Dislikes: Internal conflict in her organization, fighting without a cause, liars, bitter coffee, feeling useless
-Role: Hero Antagonist <---> Supporting character
-Fighting Style: Advanced martial arts and military tactics, uses projectile-based weaponry
-Game Play: Poke-heavy, projectile-zoner, emphasizes on ground game and ground-based combos
-Difficulty: Easy-Medium, somewhat manageable to beginners
-Background: Lisa is a young woman who was left as a baby in the Middle East and was raised by a group of American mercenaries. She was specifically raised by a machine known as Lynch the Absolede. Until the age of 10, she was forced to learn how to fight with many advanced weaponry and the use of assassination. Lisa arrives to the states on behalf of the mercenaries, graduates high school, and becomes a Net Ranger where Lynch the Absolede commands a unit in New York. Lisa participates in a investigation against the Diesel Syndicate with the ACA Division in the Shayo Network, hearing about the Takuya Anomalies and their baffling appearance as they appear to be under some sort of control from the Diesel himself. After finding out some vital information in relation to the Takuya Anomalies, she is suddenly tasked to operate as a body guard for the mayor on a special detail.
Jack Mack:
-Age: 25
-Height: 6'4" ft
-Weight: 167 pounds
-Eye Color: Brown (one is cybernetic)
-Hair Color: Black
-Race: Human
-Nationality: North America
-Ethnicity: Caucasian
-Occupation: Former U.S. Army officer, Diesel Syndicate Muscle
-Likes: Detective documentaries, healthy food, his wife, motorcycles, military
-Dislikes: Seeing his wife hurt in anyway, people who drink alcoholic irresponsibly, the negative aspects of the past
-Fighting Style: Professional boxing, accompanied with wrestling techniques, a metallic baseball bat, and eye lasers
-Game Play: Grappling character, reset-heavy, relies on a lot of ground-based combos and okizeme
-Difficulty: Medium, recommended for beginners
-Role: Villain <---> Anti-Hero Type III, pseudo-comic relief
-Background: Jack Mack is an antagonistic individual who serves the Diesel Syndicate in hopes of his wife improving her physical condition. He works on behalf of the Diesel in hopes of earning enough money to pay for medical expenses. Personality-wise, Jack acts comically masculine and overconfident in his strength. However, he is also a troubled individual whom was dishonorably discharged over a tragic incident related him hospitalizing an individual for drinking too much alcohol, hurting his wife in the process. With very little options, Jack proceeds to work under the Diesel in hopes of paying for his wife's medical expenses. He frequently associates himself with Andre O’Day as he seems to relate to him quite well.
Miles the Matrix:
-Age: N/A
-Height: 7'5" ft
-Weight: 255 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid
-Nationality: Built in Germany
-Ethnicity: N/A
-Occupation: Dark Prominence's Body Guard, Tournament Referee
-Likes: Crushing things, action movie flicks, large vehicles, jazz music
-Dislikes: Miscalculations, being scolded by the Dark Prominence, crooks, system update taking too long
-Fighting Style: Russian Sambo, accompanied with geo-kinesis, missiles, and short distance teleportation/mobility
-Role: False Villain, Pseudo-comic relief, supporting character, audience surrogate, mid boss
-Game Play: Grappler, uses a lot of long range zoning to set the opponent up for juggles or grapples
-Difficulty: Medium, relatively manageable by beginners
-Background: Miles is a giant, burly, and an overly masculine-acting machine who protects the Dark Prominence and helps her with matters pertaining to long term investigations and hidden operations. He is also an active Net Fighter who participates in tournaments within New York. Miles was initially a war machine built for augmenting Nitro the Equalizer's creation, but he is captured by the Dark Prominence. The Dark Prominence finds out that Miles was connected to Nitro whom was associated with the mayor of New York. The mayor is under suspicion of being a benefactor to the criminal organization known as the Diesel Syndicate. Miles holding a grudge against the individuals who made him as well as Nitro himself forges a partnership with the Dark Prominence in order solve the investigation against the Diesel... outside of the law. Miles has a perpetually hysterical personality, often praising his strength and using vocabulary words that end with “tion” in their suffix.
Nam Ae-ri
-Age: Physically 20 (Chronologically 70+ years old)
-Height: 5'7" ft
-Weight: 105 pounds
-Eye Color: Red
-Hair Color: Black
-Race: Human
-Nationality: South Korea
-Ethnicity: Korean
-Occupation: Former Shayo Network Intern, Musician
-Likes: Hard rock, heavy metal, nature, biology, sweets, touring, offices, forests
-Dislikes: Rap music, American country music, polluted areas, accidentally burning her surroundings, internet humor, modern society oddities
-Fighting Style: Composite fighting style with Piguaquan and Teakwondo, accompanied with flames, lava fumes, and poisons
-Role: Villain/Anti-Villain ---> Supporting Character
-Game Play: Utilize stance transitions for offensive maneuvers, ground, and juggle combos / Inflict poison to shut down the opponent’s defense
-Difficulty: Medium, Somewhat manageable by beginners
-Background: Nam Ae-ri is a woman who was found as a child crystalized in a capsule, much like the Dark Prominence. She retains most of her memories from the past and tries to start a new life with the foster parents that adopted her, living most of her life in South Korea. Overtime, she learns English and moves to New York under a college internship to invest her efforts into forestation projects and biological research. She also makes a living on the side as a singer for many rock and heavy metal bands. Unfortunately, one of her employers known as Neji Seijitsu was murdered. Even worse is that all of the research she had done was stolen by the high officials of the New York law enforcement on behalf of the mayor of New York. Last but not least, individuals who work for the government in secret covert operations attempt to take her life in the process. She then realizes that the these transgressions have something to do with her past life and the research she had invested in while she was working at the Shayo Network in New York. Instinctively choosing not to trust anyone around her, she proceeds to track down the people responsible for taking her research away and trying to kill her.
Akira "Lane" Takeshi:
-Age: 51
-Height: 6'1" ft
-Weight: 187 pounds
-Eye Color: Black
-Hair Color: Brown (grayed)
-Race: Human
-Nationality: American
-Ethnicity: Japanese~Caucasion
-Occupation: Senior FBI Detective
-Likes: Research in robotics, bitter coffee, running, laughing at Andre's movie rants, chess, his family
-Dislikes: Bad news, Matteo Angelo, criminals who manage to hide behind the law, losing friends, explosions
-Role: Supporting character, deutragonist, mid boss
-Fighting Style: Muay Thai. Makes use of shockwaves, Balisong knives and M9 weapons
-Game Play: Fundamental-based, versatility, has several moves with super armor properties
-Difficulty: Medium, recommended for beginners
-Background: Akira "Lane" Takeshi works for the FBI and is currently tracking down the Diesel, enlisting many other noteworthy individuals such as Andre O'Day and Neji Seijitsu to participate in the investigation. He arrested a man known as Matteo Angelo on behalf of Neji Seijisu, a Shayo Network board member whom was also an informant. Matteo was arrested under the suspicion of actually being the Diesel but he was let free due to the loss of evidence and his connections backing him. Without any proof, Akira had to start all over. Akira was initially going to carefully go over what Neji and the other authorities have uncovered from the Diesel Syndicate but coincidentally, Neji dies in a car accident. Along with this sudden death, there is also a potential insurrection going on between FBI agents, other government organizations, and even the Shayo Network as there are people in those organization who could easily be working for the Diesel. After losing a friend and being contacted by increasingly shady individuals in his own organization, Lane gradually proceeds to take more drastic measures in confronting the Diesel.
Lynch the Absolede:
-Age: N/A
-Height: 6'6" ft
-Weight: 224 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (built after a Centipede)
-Nationality: Built in China
-Ethnicity: N/A
-Occupation: Net Ranger Unit ACA Commander (Rank: Captain, ACA Unit Commander)
-Likes: His foster daughter (Lisa), calculating things, top-of-the-line automobiles, wall/ceiling climbing, intimidating criminals
-Dislikes: Independent variables, losing accountability of his coworkers, betrayal, collateral damage
-Fighting Style: Programmed with Chinese Kung Fu with the use of underground translocation and move set scrambling
-Role: False Villain / Supporting character / Mid Boss
-Game Play: Relies on hard-hitting pokes and juggle combos through stances. Can scramble or even nullify the abilities of other characters.
-Difficulty: Advanced, not recommended for beginners
-Background: Lynch the Absolede is a Megaloid who acts as a commander of the Net Rangers within the Shayo Network HQ of New York. He is also responsible for raising Lisa with the mercenaries that he was associated with many years before during an operation in the Middle East. As of now, Lynch grows suspicious of the individuals around him and he also worries for Lisa's safety has she could be in danger. There is a insurrection from within the Shayo Network that which is strongely related to the Diesel Syndicate. Lynch has also a friend known as Neji Seijitsu, along with several other individuals he was familiar with and he was bound to become target for Diesel Order to which they commit their assassinations of all potential threats. Absolede tries to maintain contact with Lisa while focusing his investigation on the Shayo Network employees and the Net Rangers who could be working for the Diesel.
Nuno Ashworth:
-Age: Physically 20 (Chronologically = 60+ years old)
-Height: 5'8" ft
-Weight: 122 pounds
-Eye Color: Polychromatic
-Hair Color: Blond
-Race: Human (Type: Meta)
-Nationality: France
-Ethnicity: Caucasian
-Occupation: Vindicator Reservist Class X (Intelligence), T.E.A.S.E. Game Company VP
-Likes: Wine, women, lounging at high-end hotels, public speaking, charity, collecting knives/cutting weapons
-Dislikes: Rude people, shallow people, unwarranted violence, toxic entertainment fanbases
-Fighting Style: Advanced Martial Arts alligned with the use of cutting weapons, evasion, light/dark energy projection
-Role: Deutragonist, Supporting character
-Difficulty: Medium~Advanced, can be managed by beginners
-Background: Nuno is one of the individuals who emerged from a crystallized state many years ago. Nuno grew up with vague knowledge about his past life and he proceeds to live his life as a regular individual opting to work as a Vindicator Unit Class 1 while also seeking to elevate his skill through a well-known game company known as T.E.A.S.E. Nuno recieved a call from a mysterious group organization known as the Metopian Order, claiming that his parents were alive. There is also a claim that the only way to rescue his relatives are to help out with an investigation against the Diesel Syndicate. Baffled by this news as his parents would be dead by now, he listens regardless. He would be hired to act as a mercancy for the Metopian Empire in order to maintain contact with this source. His obligation now is to seek his old friend Kagekiyo and help him out of his bad situation and then proceed to help the Net Rangers and the mysterious Metopian Order in order to find his parents and discover the truth about the Diesel Syndicate and their scheme.
Zenatto the U.F.Onslaught:
-Age: N/A
-Height: 6'3" ft
-Weight: 199 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid, build from a Wraith
-Nationality: Built in Mexico
-Ethnicity: N/A
-Occupation: Vindicator (First Lieutenant) / Position: Assistant Officer / Investigator)
-Likes: Flying in outer space, Turbo's , sketching art, astronomy, vehicular racing, extreme sports
-Dislikes: Turbo's overly forgiving nature towards potential criminals, ignorance of humans, breaching of protocol, accidental injuries
-Role: Deutragonist, supporting character
-Fighting Style: Programmed to use Kick-Boxing style, while administrating the use of lasers and localized reality-warping
-Game Play: Long-range zoning, emphasizes on whiff punishment
-Difficulty: Medium, somewhat manageable by beginners
-Background: Zenatto is a Commissioned Officer for the Vindicator working directly under the supervision of his commander known as Yamatomomi Turbo Amagawa. He was once a power Wraith whom was captured and modified for a much more benevolent purpose on behalf of Neji Seijitsu, the father of Eiji Seijitsu. His general approach in life is very by-the-books and high-strung but when things do not go his way, he is prone to having hilarious reactions and sometimes vicious temper tantrums. He also seems to have a slight grudge against humans in general besides Turbo, Neji, and his own coworkers. Zenatto receives his orders from Turbo to go to New York in order to observe the Diesel Investigation while quietly stopping potential crimes in the said location. He was also obligated to arrest a frog-like Megaloid known as Wolfgang Kerokusa for treason. Zenatto however ends up getting involved in a particularly nasty competition with Eiji Seijitsu to solve the Diesel Investigation. Overtime, Zenatto grows increasingly frustrated with his subjects and even his own commander, becoming suspicious of every other individual around him as the Diesel Syndicate seems to have been penetrating multiple organizations for his own gain. A disillusioned Zenatto proceeds to solve the investigation his own way upon his realization that even his own organization has been compromised.
Wolfgang Kerokusa:
-Age: N/A
-Height: 5'6"
-Weight: 170 pounds
-Hair Color: N/A
-Eye Color: N/A
-Race: Megaloid (Built after a frog)
-Nationality: Built in Germany
-Ethnicity: None
-Occupation: Assassin, Mercenary, former-Vindicator Class X
-Likes: Practical jokes, working on other planets, scheming, prolonging the pain of his subjects when he assassinates them, nighttime
-Dislikes: Hypocrites, people who intercept his assassinations, "fake" ninjas, the portrayal of ninjas in media, daytime, broken political systems
-Fighting Style: Programmed to utilize Ninjutsu, with the use of illusions, clone attacks, poison, and gravitational manipulation
-Game Play: Unorthodox, trickster, and reliance on high-mobility. Seriously not recommended for beginners
-Role: Villain
-Background: Wolfgang Kerokusa is a merciless assassinate with a very cruel sense of humor who utilizes ninjutsu and control over gravity. Kerokusa is an ex-Vindicator Class X who betrays the Metopian Empire by compromising and leaking information to the Diesel Syndicate in order to prove how vulnerable the Metopian Empire is. He also despises how government organizations works because of how easy it becomes to subvert and break their systems. They also keep him from accelerating in his own skill, therefore he allies himself with the Diesel Syndicate and his associations to destroy them. Wanted by the Metopian Order bureaucracy and many other law enforcement agencies, Kerokusa quickly became notorious for conducting mass killings and relishing in the suffering of his subjects. He was spotted in New York City where the Diesel investigation appears to be taking place.
Gunthi Mohren:
-Age: 21
-Height: 5'10" ft
-Weight: 160 pounds
-Hair Color: Brown (Dyed Light Blue)
-Eye Color: Brown
-Race: Human
-Nationality: Portugal
-Ethnicity: Caucasian
-Occupation: Net Ranger (Sergeant - MOS: Combat Medic), Safety Officer
-Likes: Harry Potter, Shawn Michaels, pop/rock Music, animals, Italian food, games
-Dislikes: Religious banter, violence, spiders, pretense, being distracted while administrating medical treatment, being left out
-Fighting Style: Composite fighting style based on advanced martial arts techniques and brute force
-Game Play: Very strong grounded game, relies purely on normals and juggle combos with no regular Breakthrough Moves.
-Difficulty: Medium. Suited appropriately for beginners.
-Role: False protagonist, audience surrogate, supporting character
-Background: Gunthi is an old friend of Kagekiyo with a kind demeanor but with a rugged exterior. Originally, he was an avid martial artists in the Net Fighting Tournament scene working as a Net Ranger. Shortly before the Diesel investigation, Gunthi was ordered by his Net Ranger commander to provide protection for the Mayor of New York with another small unit. Unfortunately, he quickly notices some shady activities going on with the said mayor. His friend Kagekiyo tried to confront the mayor over the matter but instead, he became a wanted felon. Gunthi goes AWOL from his post and joins Kagekiyo in protective custody on behalf of Akira Takeshi, whom is leading the FBI on the investigation against the Diesel Syndicate.
Mephilance the Demobula
-Age: N/A
-Height: 6'4" ft
-Weight: 200 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Cyborg ~ Megaloid (Built after a Devil Ray/Mobula) (Spoiler: Formerly human)
-Nationality: Built in North America
-Ethnicity: N/A
-Occupation: Assassin, Body Guard
-Likes: Nothing
-Dislikes: Eiji, Kagekiyo, Andre, Dark Prominence, human life
-Fighting Style: Programmed to utilize Shotokan, along with control over Wraiths, projections of evil thoughts via Techno Panic and the manipulation of different metals
-Game Plan: Heavy on fundamentals and multi-hit moves. Can summon subjects to attack for him.
-Role: Villain, secret midboss
-Difficulty: Easy~Medium, Recommended for beginners
-Background: Mephilance was once a man who worked actively for the Metopian Empire until the Metopian Computer Crisis took place many decades ago. Mephilance was first subjected to the same experimentation as the Dark Prominence, became corrupted by his robotic appearance to willingly accept the power that comes with his transformation into his robot-like state. He was then subjected to a cryogenics project to preserve himself and then become a modified Megaloid to augment his seemingly immeasurable power. This was allegedly done on behalf of the Diesel Syndicate. Having absolutely no value of human life and proceed into pursue his goals towards evolution, he would work for the Diesel Syndicate in order to assassinate all those who were against him during the Metopian Computer Crisis such as the Dark Prominence. There is a rumor that he may have caused the Metopian Computer Crisis in the first place due to his anger towards society in general and his obsession with becoming a full blown leader of the Metopian Empire. There is also a rumor that he can migrate between his robotic and human form somehow.
Bruno "Patacas" Costa:
-Age: 23
-Height: 6'3" ft
-Weight: 171 pounds
-Hair Color: Dark Brown
-Eye Color: Brown
-Race: Black
-Nationality: Portugal
-Ethnicity: Black-Portugese
-Occupation: Net Ranger (1st Lieutenant. MOS: ACA Division Junior Admin)
-Likes: Comic books, handball, chocolate milk, large projectile guns, working out, parties, studies in robotics
-Dislikes: Blood, misunderstandings, people who own him money, mathematics, malfunctional equipment
-Fighting Style: Advanced martial arts and military tactics while having a little control over time on a localized level
-Game Plan: Anti-zoning zoner, powerhouse, control stop, slow or speed up time
-Difficulty: Medium~Hard, somewhat recommended for beginners
-Role: Anti-hero Type III, false protagonist, audience surrogate, supporting character
-Background: Patacas is a old friend of Kagekiyo who has fell under a lot of pressure from multiple anomaly cases showing up because of the Diesel incidents. After analyzing data that Eiji Seijitsu uncovered, he notices that there were a few things disturbing about the Diesel Syndicates plans: The Takuya Anomaly, which is a term that implies turning individuals into machines. Many odd looking robots have been appearing during many Net Ranger operations and they all tend to show up wherever the Diesel is operating. He fears that they may also have something to do with the assassinations of high officials and political figures taking place recently as well as Kagekiyo's situation. Taking all the information to heart, he proceeds to participate in the investigation in hopes of clearing his friends name and to uncover the mystery behind the Takuya Anomalies.
Yamatomomi "Turbo" Amagawa:
-Age: Early 20's
-Height: 5'11” ft
-Weight: 108 pounds
-Hair Color: Dark Brown
-Eye Color: Polychromatic
-Race: Human (Type: Meta)
-Nationality: Japan
-Ethnicity: Japan
-Occupation: Vindicator Reservist Class X (Intelligence), Gravure Idol, T.E.A.S.E. Game Company Employee
-Likes: Tea, Japanese sienen manga, American comics, entertainment conventions, massages
-Dislikes: Apathy, needless controversy, overzealous otaku's, her step-mother's perceptions
-Fighting Style: Iaijutsu, accompanied with Shootboxing and momentum-based kinetics and grapples
-Game Plan: Emphasis on footsies with high-damage grapples and juggle combos from left-to-right movement
-Role: Designated Villain / Supporting Character
-Difficulty: Medium~Advanced, not recommended for beginners
-Background: Yamatomomi Amagawa, also known as Turbo, is a quiet, attractive yet quirky woman who operates as a Japanese celebrity and a rare Class X Vindicator, a warrior who works directly for the Metopian Empire Intelligence Division. During an ongoing investigation against the Diesel Syndicate, Turbo receives a distress signal from New York City. Her old friend Lisa Campbell, whom works as a Net Ranger in is in trouble and needs help with the investigation. Turbo is also told that her knowledge of the original Computer Realm and its historic relationship with the Metopian Empire and the Shayo Network will play a key role in solving the case against the Diesel Syndicate based on their intent to control all government computer systems in their cyber-terrorism activities. With this, they would also gain control over the worlds computer systems with the use of old Metopian foundations and old research from the Computer Realm. Turbo seeks to rescue her friend and help solve the investigation against the Diesel Syndicate.
Takuya
-Age: N/A
-Height: 7'1" ft
-Weight: 250 pounds
-Hair Color: N/A
-Eye Color: N/A
-Race: Formerly human / Wraith
-Nationality: Unknown
-Ethnicity: Unknown
-Occupation: N/A
-Likes: Nothing
-Dislikes: Nothing
-Fighting Style: Violence, localized dimensional shifts and projection of evil thoughts
-Game Plan: Powerhouse, energy/meter drainage, auto-block on certain moves
-Role: Main villain, tragic villain, final boss
-Difficulty: Medium~hard, not recommended for beginners
-Background: Takuya is an extremely malicious, powerful, and gruesome fighting machine whose origins are unknown.
Matteo Angelo / Diesel
-Age: 40-something
-Height: 6'5" ft
-Weight: 171 pounds
-Hair Color: Black
-Eye Color: Green
-Race: Human
-Nationality: Italy (abandoned his nationality)
-Ethnicity: Caucasian
-Occupation: Kingpin, Diesel Syndicate Leader, Shayo Network Board (German Region)
-Likes: Power, mind games, cigars, coffee cups, keepsake from adoptive father
-Dislikes: Crime with no meaning or justification, socialites, obstacles, wannaba gangsters
-Fighting Style: Shotokan Karate, assassination, MMA influences, and kinetic energy projections
-Game Plan: Footsies based, unblockable set-ups
-Difficulty: Medium-Hard, not recommended for beginners
-Role: Main villain, trickster villain, false supporting character, pseudo-comic relief, final boss
-Background: Matteo Angelo, the "Diesel" is a self-made man who once grew up in a very poor environment with his adoptive brother known as Neji Seijitsu but they eventually seperate. Over time, the Diesel became increasingly bitter towards society. In spite of his bitterness, he tries to make a name for himself in a traditional fashion but he loses his wife and child from his past associations with crime organizations. He exacts vengeance against his assailants but becomes consumed by his desire to gain more power so he learns more lethal martial arts techniques and begins gradually taking over multiple criminal organizations, underground fighting rings, and even legitimate establishments, becoming the entity known as the "Diesel." Many years pass and the world is practically in his hands. He poses as a board member of the Shayo Network to keep track of all activities from his investigators and to lead them astray while secretly maintaining his position as a kingpin of insane power. He is planning on taking over the computer systems of every government and society itself with the use of the mysterious Takuya Anomalies and the applications of Techno Panic in order to get revenge against society for his unfair treatment and to build his own autocracy to rule the world with the use of the same fear inflicted upon him as he was growing up. There is a rumor that the current mayor of New York is acting as a benefactor. There is also some implication that the Diesel may have been responsible for the death of his adoptive brother, Neji Seijitsu.
Section 9
Game Play Mechanics and Rule Settings:
-Life Bar = 2000 Points in Health Gauge, calculated per character. All characters will have the exact same amount of health.
-6 Button Fighting Game = Kilo Punch (KP), Kilo Kick (KK), Mega Punch (MP), Mega Kick (MK), Giga Punch (GP), Giga Kick (GK).
-Normal Moves = What is shown above.
-Tera Moves = These are command moves, secondary mobility options, target combos, or close range move strings. The majority of Tera Move Strings become very unsafe on block after the first (sometimes times the second) input, unless they end with high hit-detection moves (and even then, the highs themselves will still be unsafe on block). Many Tera Moves in general will have juggle properties instead of causing of a knockdown.
Clarifications:
1). The first hit of most Tera Strings will cancel into Breakthrough Moves (the special moves).
2). Tera Strings will typically become unsafe on block after the FIRST or (sometimes) the second hit. The only exceptions are moves that have big delay frames with extra properties or if they have high-hit detection which is not an overly common occurrence, yet they are both useful abilities.
3). Tera Moves and Tera Strings will almost always juggle midair opponents.
4). Some Tera Moves or Tera Strings can be designated for block or whiff punishment on many of the characters.
5). It is best not to over-rely on Tera Strings as they may not produce natural block stun while the opponent guards the attack and it becomes relatively easy to counter hit individuals who whiff these moves. A lot of Tera Moves and Tera Strings have (usually) bad whiff animations with a few exceptions.
-Breakthrough Moves = These are games equivalent of "special moves". It will never be possible to use Breakthrough Moves out of Tera Move Strings. Singular Tera Moves may or may not cancel into Breakthrough Moves, but that will depend on what properties the move has.
-Press and hold Forward on the control stick/pad to Walk Forward.
-Press forward x2 to run. The character will run towards the opponent but they still stop as soon as they get in the opponents proximity.
-Press back x2 to back dash. The character will quickly move backward a short distance. There is no hit invincibility on back dashes.
-Press and hold Back to on the control stick/pad to Walk Backward.
-Press and hold Down to on the control stick/pad to Crouch.
-Press up x2 or down x2 to Side Step. Hold up or down after the directional Side Step to Side Walk. The start up of Side Steps are at 3 frames. It will be possible to cancel the Side Step by pressing down quickly but the timing is very tight.
WARNING: If the character suffers from a midriff hit stun or a Frontal Crouch Stun (Trip Stun is not included), they can no longer buffer any regular Breakthrough Moves. They can still buffer for Mega Breakthrough or Excel Moves.
-How to Block / Understanding Hit-Detection = Press back or down+back to block incoming attacks. All attacks have certain hit properties.
There are highs, mids, lows, and overheads. High hit-detection moves can be blocked while standing. They will whiff against crouching opponents. Mids can be blocked while standing or while crouching. Lows can only be blocked while crouching.
-Block Gauge / Guard Break = Every character has a hidden block gauge. The character can suffer a guard break state when it lowered to zero. The characters Life Bar will flash a dark red color as the character gets near to their guard break state as they block incoming attacks. The Block Gauge will quickly recover after approximately one second passes.
WARNING: During certain guard stun animations or guard breaks, it is impossible to buffer for regular Breakthrough Moves.
-Timed Block = The player must press back or down+back just as an attack is about to land on them (in correspondence to hit-detection).
Timed Block will allow the player to avoid chip damage, generate resources (meter), prevent guard break, and even gain a very small percentage of health.
-How to Jump = Press MP+MK to jump. The character can jump in three directions(neutral, forward, or backward). It will possible to perform jump-in moves from normals while jumping in midair. It will never be possible to block while in midair.
It should be known that there are pre-jump frames, which are at 3 frames worth of startup. The character is invulnerable to all ground throwing-type during the startup but they will still get hit by lows during the startup frames. There is trip guard as well. When the character lands on the ground from a jump after performing any normal in midair, there will be 4 frames worth of delay.
NOTE: Another unique element to the Techno Panic series is the ability to “side jump”. If the player presses up or down while jumping to leap to the side. The weakness of this ability, however is that the “side jump” is always treated as a short jump.
-Mega Dash = Every character in the game has a universal forward crouching dash. This is done by pressing forward (neutral), down, down+forward on the control stick/pad. The alternative is just pressing forward (neutral) down+forward control stick/pad.
The character will perform a special dash forward. The character will be able to avoid high hit-detection moves and regular projectiles. The character will also be able to perform new Breakthrough Moves and new Tera Moves. There are also normal moves that will allow players to cancel into the Mega Dash. It will also be possible to cancel the Mega Dash by pressing back twice. There is 3 frames of start up for the Mega Dash.
Warning: It is impossible to perform a Mega Dash from a Frontal Crouch Stun or a Trip Stun. It is also impossible to Mega Dash unless you cancel a crouching normal into a Mega Dash.
-Peta Throw = Press GP+GK or Back+GP+GK to initiate a throw. Every character will have up to four unique throw animations. Two from the front, one that can be done on the opponent’s side, and the other which can be done from behind. To tech throws normally, the player must press KP+KK in correspondence to the opposing enemies throw attempt. It will never be possible to escape throws while crouching, while recovering from any Tera Move (on block), Breakthrough Move (on whiff or block), and recovering from a jump (trip guard). The majority of characters have throws that will start up at 5 frames (Grappler-type characters have 4 frames). What needs to be understood is that the back dashes and jumps will evade throws on their first frame.
-Environmental Hazards = A few of the stages may have environmental elements that will influence the progression of the match. Most of them will take forms of either solid walls, breakable walls, breakable floors, small objects, and stage interaction.
Wall Snap = This is a hit property. Any move that will slam the opponent into the wall causing a wall splat. The character will slide down off of the wall slowly into a knockdown state, still vulnerable to combos. Any move that causes a Wall Snap will cause a breakable wall to crumble, while the character is still stuck in a state where they can be juggled.
-Momentum Gauge = The meter system. Unlike most fighting games, the meter system in Techno Panic is located in the health gauge, right underneath the characters Life Bar so that it is easier for the player visualize during the match. The Momentum Gauge is designed for multiple applications.
There is one threshold in the center of the Momentum Gauge, which means there are two bars worth of Momentum Gauge.
The Momentum Gauge is made for Mega Breakthroughs
The Mega Breakthrough works somewhat like a "EX Move" of a sort. They cost one Momentum Gauge slot.
The Momentum Gauge increases by conducting the following actions:
Walking Forward (the Momentum Gauge fills steadily for as long as the character walks forward).
Mega Dash (the Momentum Gauge fills by a small margin).
Blocking Breakthrough Moves (the buildup is not significant).
Receiving damage from Breakthrough Moves (the buildup is not significant).
Landing attacks on opponents (on block or on hit).
Using Timed Block.
How Excel Works:
Excel is the “super” move. Every character in the game has at least 1 to 3 Excel moves in their move set (some with more and some with less). At the beginning of every round, the character is given the ability to use at one Excel Move. If their health falls below 55%, the character is given an additional opportunity to use another Excel Move. This means that it will only be possible to use two Excel Moves per round. Excel Moves appear to do a significant amount of damage but it is possible to increase the power and the properties of the Excel Moves by operating with a full, 100% Momentum Meter or while using Techno Panic. This also encourages players to be very careful about the decisions that make when they use Excels.
Noteworthy aspects of the Momentum Gauge:
Not only does it function as just a meter system, it is also used as a method of buffing (aka, increasing or benefiting) the properties of the characters preexisting moves. A full Momentum Gauge will be able to modify the usefulness of Techno Panic as well. Retaining the Momentum Gauge is just as rewarding as utilizing it, giving the player incentive to retain the meter and use it wisely to dish out massive damage. These effects will also last over the duration of Techno Panic. Last but not least, it also increases the effectiveness of Excel Moves, particularly the damage output and the properties that
-Techno Panic=
Techno Panic is the series namesake. In the series canon, the term Techno Panic is a incorrect slang term that describes an individual turning into a cybernetic palette of themselves to increase the effectiveness of their skill settings and to unlock their latent potential. The dictionary term for Techno Panic implies having a phobia or a panic attack over a subject that relates to Techno Panic. The scientific term for Techno Panic is the "Ephemeral Cyber-Metamorphosis." The term Techno Panic simply stuck among the public during the 1950's when it was discovered in the series' fictional universe. As far as game play goes, Techno Panic plays a significant role in the player’s ability to "buff" their character in the middle of the match and dish out a ton of damage.
When the character has at least one Momentum Gauge slot filled, press GP+GK. The character will initiate a "charging" animation for approximately 15 frames. The effects that follow in the transformation will depend on the amount of life the character has left and how much Momentum they had in the first place. Upon activating Techno Panic, a timer will appear below the characters life bar.
* 100% Life = x2 damage increase. No health recovery.
* 60% Life = x1.6 damage increase. The character slowly recovers health.
* 40% Life = x1.4 damage increase. The character recovers health a bit faster.
* Activation at 1 Momentum Gauge Slot = Sacrificing 1 slot with equals 5 seconds allotted time for Techno Panic duration.
* Activation at full, 100% Momentum Gauge Slot = The player still sacrifices ONE slot. But with full meter, there is now 10 seconds allotted time for Techno Panic. Going into Techno Panic with a full Momentum Gauge will also provide the character with brand new moves.
Below are the following effects that come with Techno Panic in its duration time:
+ Health recovery depending on how much health the character already has.
+ Added move properties and buffs from Full Momentum Gauge which can last until the duration of Techno Panic is over.
+ With a Full Momentum Gauge upon transformation, the characters can gain access to brand new moves that they did not have before, along with some hidden moves that might not even be shown in the characters move set (Note: It is possible to discover this moves through the games story mode or hint systems).
+ The character will no longer take chip damage when they block.
+ Gain access to brand new moves (Full Momentum Gauge ONLY).
+ Some normal moves may change in animation and property in the duration of Techno Panic.
+ Mega Breakthrough moves can be done for free and cancel be cancelled into from any Tera Move or non-projectile Breakthrough. However, it will cost 3 seconds off from the Techno Panic time duration.
+ All moves gain their counter hit properties when landing their initial hits.
+ Transforming into Techno Panic with a full meter will nullify all of the opponent’s projectiles during the transformation sequence. Note: The transformation sequence lasts between 15 to 20 frames.
+ Offers throw and projectile invincibility on transformation start up.
+ Damage output and properties of Excel Move increase or are given additional buffs.
Below are the negative effects of Techno Panic:
- The character takes x2 as much damage as normal.
- Getting hit by a Breakthrough, Mega Breakthrough, or a Excel on COUNTER HIT, will cause the user to revert back to normal.
- Timed Defense is no longer applicable sense the character is perpetually utilizing it already in the duration of Techno Panic.
- After the player uses up all the time in Techno Panic and reverts back to normal, they will lose ALL Momentum Gauge. They have to regain the meter again. This applies even if the character has one Momentum Gauge slot left.
- Using a Excel will automatically revert the character back to normal.
- All the move property buffs will still disappear after the duration of Techno Panic is over. The player has to rebuild the meter in order to gain those buffs back. Note: The good news is that the character gets to keep the the “learned” moves for the rest of the match. It is also important to note that some moves may only show up in certain rounds (usually if the opponent is on their final round or if the player's character is on their final round. Remember this).
- Techno Panic transformations will never have full invincibility. They are only invincible against projectiles and throws
-How to Combo into Techno Panic=
There are two traditional possible methods of allowing the player to combo into Techno Panic in order to do a lot of damage.
1). Producing a launch state and then pressing GP+GK
2). Using a Techno Extend to activate the transformation.
-Techno Extend=
Techno Extend is the act of entering Techno Panic while performing a Mega Breakthrough move. This is not a "cancel" system per say. The Techno Extend involves simply transforming into Techno Panic while performing the move. When this happens, the player will only still spend one Momentum Gauge slot. Unfortunately, this will only work on hit. It will never work on whiff or on block. Note: Techno Extend will expend one Momentum Gauge slot because the player is still using a Mega Breakthrough. Another thing to understand is that this is still only possible with a full Momentum Gauge.
-Techno Panic Demolition=
During Timed Block, the play can input MP+MK to activate Techno Panic during the special block stun state. This will help produce frame advantage after blocking any kind of attack as it will stop the opponents offense.
All mechanics showcased and summarized. Nothing follows in this section.
Section 10
Hit Stun, Block Stun, Knockdown Position, and Move Properties:
=Hit Stun, Block Stun, and Knockdown State=
**Hit Stun**
After getting hit by a move, the character suffers hit stun. Most hit stun states will happen after getting hit by a Kilo Normal, some Tera Moves, or even some Breakthrough. Consecutive hits while in hit stun will lead into a combo.
1). High Hit Stun = The character is hurt by a move that hits the facial area. There are three high hit animations, one where the character reels their head back a little, the second and third is where the character turn their head in either direction depending on which side of their head they were in when the attack collides with them.
2). Mid Hit Stun = The character is hurt by a move that hits them in their mid-section or stomach.
There are three mid hit stun animations, one of which involves the character reeling backwards. The other two animations are just characters reeling to their side, depending on where they were hit from.
3). Low Hit Stun = The character is hurt by a move that hits them in their leg area. There are three low hit stun animations, all of which consist of the character simply flinching from where they were hit from.
**Reel Hit Stun**
This is an extended hit stun after getting hurt by a hard hitting move (often Mega Normals, most Giga Normals, Tera Moves, and most Breakthrough Moves for example). There are high, mid, and low variations of the hit stun, each with three animations of the same nature. The character usually staggers back a very short distance after getting hit. There are some rare cases where the character will remain stationary in their hit stun state but they often manifest from certain Breakthrough moves or counter hits.
**Up Stun**
This is a type of Hit Stun that forces characters to stand up to make them vulnerable to highs if they should combo. There are only three animations that lead into this position in hit stun. The normal animation is for the character to reel into their upright position. This will typically take place from uppercut moves or rising attacks.
1). Up Stun = Character reels into their upright position after getting hit in the facial area.
2). Turn Up Stun = The character spins backward a short distance. The player usually cannot combo after this under normal circumstances.
3). Midriff Up Stun = The character is hit in their stomach area. They only reel back a very short distance and it will never be possible combo after this under normal circumstances.
**Crouch Stun**
This is a Reel Hit Stun that forces the character into their crouching state. In some cases, this can be treated as a pseudo combo starter. This will always take place from overhead moves and most jumping moves.
1). Frontal Crouch Stun = The character reels downward into a crouch state. Occurs from overhead moves and jump-ins. NOTE: When suffering from this stun state, it is no longer possible to buffer any Breakthrough Moves (excluding Command Grabs and Excel Moves).
2). Trip Crouch Stun = After getting hit by certain lows, the character ends up on one knee before recovering. It is not possible to combo after this but frame advantage belongs to the individual who
instigated the stun state. NOTE: When suffering from this stun state, it is no longer possible to buffer any Breakthrough Moves (excluding Command Grabs and Excel Moves).
**Block Stun**
When a character blocks moves regularly, they will enter a form of block stun. They can block while standing or crouching. It is impossible to block while in midair, suffering from any form of an attack, while performing a move, or floored. There are three blocking animations for highs, one for mids, and one for lows. The three block stun animations for highs will happen depending on which direction the opponent was hit from. If a cross-up happens, they will just suffer a form of block stun that is straight. The player cannot use Timed Block during or after blocking an attack.
**Reel Block Stun**
When a character is blocking a very hard-hitting move while standing or crouching, they will reel back a bit further while blocking the incoming move. This kind of block stun always translates to the defender being extremely disadvantageous.
**Guard Break**
This happens when the invisible guard meter is full. When that happens, the character is temporarily vulnerable for a few frames before they can block again. They are vulnerable for 7 frames.
**Knockdown Position**
There are several moves in this game that will cause a knockdown state. There are four knockdown positions:
1). Face Up + Feet Towards Opponent
2). Face Down + Feet Towards Opponent
3). Face Up + Feet Away from Opponent
4). Face Down + Feet Away Opponent
In order to "quick rise", the player must press any button upon landing on the ground. The player can toggle their direction so that the character can quick rise to the right, to the left, or backwards.
**Reel Knockdown**
The character is sent reeling a very short distance before landing on the ground. In some cases, it is possible to juggle from a Reel Knockdown but this is situational.
(There are several animations of the Reeling Knockdown).
1). Reel Knockdown = Exactly as described above. The character reels back a long distance.
2). Spin Reel = The same as above, except the character twirls violently as they reel backwards.
**Untechable Knockdown**
It is impossible to quick rise from the knockdown position and the character would usually fall hard on the ground.
**Drop**
The character falls straight down from an attack. They may fall while leaning forward or while lying backwards. This often translates to an untechable knockdown state (which means, there will be no way to quick rise. OTG attacks may end up being guaranteed as a result). An "untechable knockdown" is not an overly common element (some characters may rely on it, however).
**Blowback**
The character is sent flying backwards a long distance. Conducting combos from Blowbacks are rare and extremely situation. Skid Blowback = After reeling from a knockdown state, they skid backgrounds on the ground and it is automatically considered a Untechable Knockdown.
=Combo Starter and Launch State=
**Launch **
The opponent is launched into the air from an attack, vulnerable to juggle combos. There two animation variations. One animation just involves the character reeling upward, as if they were suffering from a regular knockdown state. The secondary animation is where the character turns a little at a time during their reeling knockdown animation as they are launched upwards.
**Juggle**
This form of a Reel Knockdown in which the character flows upward a little after getting hit from an attack with juggle properties.
**Juggle Limitation**
After every hit during a juggle, the character falls further and faster. The 5th
hit is where the player should be ending their combo because the character would be traveling too
far back for any extended combo. It is possible for long juggles to take place from external
factors, however.
**Twist Fall**
A launch state. After getting hit by a certain move, the character is launched into the air in a state where they twirl and spin around violently before landing on the ground. Upon landing on the ground, they will bounce upward a short distance still vulnerable to a combo. It is also possible for this effect to take place against launched opponents. A Twist Fall of any kind can only happen once per combo.
**High Twist Fall**
The character can juggle the opponent during the Twist Fall and they will still bounce off of the ground even after the juggle. No other combo extension will take place during the Twist Fall animation. Ending the combo would be wise after the ground bounce sequence however. Once again, a Twist Fall of any kind can only take place once per combo.
**Floor Slam**
This is a “ground bounce”. This can be used as both a combo starter and as a combo extender. Floor Slam “during” juggle are not overly common among many of the characters and are often provided to very specific moves. A Floor Slam can take place twice in one combo if the Floor Slam was used as a combo starter and as a combo extender. Otherwise, if the character was already launched or in midair then the player can only perform one Floor Slam.
**Crumple**
Probably the most lethal combo starter. After a character is hit by a certain move, they will keel over, gradually falling forward. They are vulnerable to Launches, Twist Falls, Floor Slam, and even Command Grabs.
**Wall Slam**
This is a wall splat position. When the character hit near a while getting hit by a move that has Wall Slam properties, they will be slammed into the said wall and they stick to the wall for a few frames before sliding downward. Walls in this game are stage-specific.
**Wall Stage Crash**
In certain stages, the character can burst through a wall and possibly change the stage by crashing into it.
- Performing a Wall Slam move against a grounded opponent will automatically cause a
Wall Stage Crash.
- Performing a Wall Slam against a midair opponent will just cause a normal wall splat.
Any move with Blowback properties will cause the Wall Stage Crash.
**Floor Stage Crash**
A Floor Stage Crash will happen when the player initiates a move with Drop Down properties or with Floor Slam properties. The stage floor area will break. The opponent will be vulnerable to any move, except for regular ground throws for a approx. 1.5 seconds after crashing through the ground.
**Stage Crash Interaction**
Some stages have one or more tiers. Wall Stage Crash or a Floor Stage Crash can cause additional effects outside of objects breaking. The when a Stage Crash Interaction happens, a action sequence will occur between the two characters. Depending on the stage, the disadvantageous character will simply take extra damage and suffer an untechable knockdown or they will be in stuck in a juggle state upon landing on the ground.
**Electrocution**
A very few number of the characters have electrocution-type moves. When a character is electrocuted, they hover in midair for a moment while staggering from electrical damage. This leaves them in a midair state, allowing them to be juggled. This can only be done once per combos (otherwise, attempting a electrocution-type move will result in another hit stun state or a knockdown state.
**Freeze**
A very few number of characters will also have moves that will freeze the opponent. When this happens, the opponent’s palette changes into an icy state. They are frozen in place for 1 second and they cannot move at all. If the opponent was frozen while they were in midair, they will automatically fall into the ground. When the ice is broken or melted, they are automatically put into a juggle state. The ice will break on the very next attack.
=Other Anagrams and Properties=
**Invincibility**
Moves with invincibility properties provide the user with temporary immunity to certain attacks from the opponent.
1). Projectile Invincibility: The characters move is completely immune to any move with projectile properties (or anything used as a projectile).
2). Throw Invincibility: The opponents Peta Throws and command grabs will not work while the user executes a certain move.
3). Upperbody Invincibility: The character is completely invulernable on startup or active frames of a certain move. However, projectiles, throws, and lows will still beat the opponent out.
4). Full Invincibility: All of the opponents moves will completely whiff the player as they perform a move. These are very rare.
**Guard Point**
These moves have autoblock properties on their startup. Move that offer Guard Point are usually beat out by lows as they only offer upperbody invincibility. Throws will also work as well but the user can still tech.
**Evasive Point**
These moves will avoid certain moves altogether. Throws will never works against evasive moves.
1). Built-In Side Step: The move will automatically cause the user to side step a certain direction. Tracking moves will win over this move.
2). Built-In Back Dash: The move makes the user back dash a short distance. The user is often left at a horrifying frame advantage.
3). Built-In Jump: The move causes the character to leap into the air. Throws and lows will never work.
4). Sway: The character uses a certain move that causes them to sway backwards and perform a thrusting attacking. Unfortunately, these moves are always unsafe on block and are usually beat out by low hit-detection moves and command grabs (but not regular throws).
**MD**
Short for Mega Dash.
**JS**
Short for Just Frame. The player has to input a directional and button notation at a very specific point in the move they are trying to execute. Just Frame moves are often extremely powerful and safe/plus frames on block but they are also difficult to use on a consistent basis. The only characters who have "Just Frame" inputs are Eiji, Nitro, Dark Prominence, Andre, Shaw, Kagekiyo, Lynch, Turbo, Wolfgang, and Diesel.
**TSH**
Short for Techno Stream Hook. This is a signature fighting game move designed for this series. The only characters who are able to use this move are Eiji, Nitro, K99, Lynch, and the Diesel. The notation is HCB,F+Punch or F,HCF+Punch. Techno Stream Hook always offer Guard Point on start up. It always causes a Twist Fall on counter hit. There is often a Just Frame version of this move.
**Ammo**
Designed for Lisa. There are several moves that allow Lisa to modify her preexisting moves with ammunition for extra damage and better properties. It also allows her to utilize certain attacks in her move set.
**Grenade**
K99's Burst Grenade which is a stage control and trapping tool.
**BBB**
Short for Big Black Bomb. This is a move that belongs K99.
**OTG Strike**
Any attack that will hurt opponents, even while they are lying on the ground.
**OTG Throw**
Any throwing move that will work on opponents that are lying on the ground.
**OTG Launch**
Any attack or move that relaunches the opponent into the air.
**Air Grapple**
A throw that works against opponents, even if they are in midair. The majority of Air Grapple moves scale in damage by only 70%, making them relatively good combo finishers.
**Bokuho**
Stance belonging to Nam Ae-ri, as she practices Chinese martial arts.
**BT**
Short for Back Turn
**KS**
Short for Kick Starter. This is exclusive to Andre O'Day. This is a Teakwondo stance that belongs to him.
**CHT**
Short for Centipede Hunter. Belongs to Lynch the Absolede.
**CC**
Short for Centipede Crane. A low stance belonging to Lynch.
**CS**
Short for Centipede Streak. A forward dashing stance systems.
**Solar Stock**
Nam Ae-ri's creates a false sun to stock charge some of her attacks.
**Light Guard**
Akira's special auto-guard moves.
**Vampire**
Move that belongs to Takuya.
**Unblockable Strike**
Any attack that cannot blocked. These moves often have a lot of startup and many of them are somewhat impractical to utilize.
The only characters who are able to perform this are Nitro, (technically) Dark Prominence, K99, Andre, Jack, Miles, Turbo, Zenatto, Gunthi, Wolfgang, Takuya, and Diesel
Section 11
The General Consensus of Techno Panic:
* Round time is set to 60 seconds (1 minute).
* All matches are set to FT3. This would also apply to ranked matches and player matches online.
* Any normal move that cancels into a Breakthrough also translates to being cancelable into a Mega Dash.
* Almost every character in the game will have one or two designated normal moves that will juggle the opponent while they are in midair. Some of the said moves may lead to them being Tera Moves (or “target combos” rather).
* When a Breakthrough is used as a "reversal", it will not kill the opponent unless it is a command grab, a Mega Breakthrough, or a Excel Move.
* The reversal window in this game on wake-up is 2 frames.
* Crouching in this game is a bit more riskier than people will want to believe. The reason why it can be a bad idea to crouch too much is because almost every character has a designated overhead move or string outside of their jumping moves.
* If a character does not have a specific notation when they have their back turned towards the opponent, they default to using their normal moves (standing or crouching normals). To turn around automatically, the character can Side Step normally or they can press down+back away from the opponent to turn around while crouching, providing distance.
* Likewise, if a character does not have a designated move during a Side Step, they use standing normal by default.
* Last, if a character does not have a designated move during a Mega Dash, they use standing normals by default.
* Whiff punishment and movement plays a very significant role in this game, partially because it is a 3D fighting game. As such a lot moves, other than Kilo normals have a tendency of being really disadvantage on whiff..
* All characters start off with the exact same amount of health in every round. No exceptions.
* Some normal moves may change in their animation and properties if the character uses Techno Panic.
* Some characters will gain hidden moves that are not shown in their move set. They either already contain the move in the first place or it requires Techno Panic. To learn how to perform these built-in hidden moves, the game will occasionally give you hints on what a character is capable of. A lot of the said hidden moves are also Just Frame moves.
* It is not possible to kill opponents with chip damage unless it is a Excel or a Mega Breakthrough move. Character also do not take any chip damage if their health is full or if they are blocking while in their Techno Panic state.
* There is no air blocking in this game.
* Damage Scaling (vs Standing Opponents)
= 1st hit: 100%
2nd hit: 100% (Again)
3rd hit: 90%
4th hit: 80%
5th hit: 70%
6th hit: 60%
7th hit: 50%
8th hit: 40%
9th hit: 30%
10th hit: 20%
11th hit: 10%
12th hit: 10%
etc...
The first and second hit of a combo always does 100% damage.
Launching the opponent will will change the damage scaling equations in a such a way where they will look like this instead.
Damage Scaling (vs Midair Opponents)
1st hit: 100%
2nd hit: 100%
3rd hit: 90%
4th hit: 75%
5th hit: 50%
6th hit: 50%
7th hit: 25%
8th hit: 25%
9th hit: 10%
etc...
By the way that the juggle scaling is set up, it would be wise to keep the juggles short or to ensure that the character a 100% Momentum Gauge or at least one Excel available.
* Backdashes are completely invincible to throws and lows but this WILL NOT apply if the characters back is towards the wall.
System Menu, UI, Game Modes, Content, and Options:
-Arcade Mode:
(Sub-Menu)
(Mid Bosses: Akira and Nitro)
(Emergency Boss: Mephilance, Lynch, andAndre)
(Secret Mid Bosses: Dark Prominence)
(Final Bosses: Diesel and Takuya)
>Easy Mode = 5 Matches. No mid bosses. No final bosses. No secret bosses. Bonus rounds after 3rd and 4th matches. False Ending.
>Hard Mode = 8 Matches. Nitro and Akira will appear. The Final Bosses will also show up (both Takuya and Diesel).
>Crazy Mode = 11 Matches. Mephilance, Lynch, and Andre will appear as Emergency Bosses.
>Panic Mode = 11 Matches. Dark Prominence will show herself alongside the other bosses as a Secret Boss character.
-How to encounter Akira:
Appears on Hard, Crazy, and Panic Mode. Player must have 40,000 points before reaching the 4th Match. No continues allowed.
-How to encounter Nitro:
Appears on Hard, Crazy, and Panic Mode. Player must have 120,000 points before reaching the 8th Match. No continues allowed.
-How to encounter Andre:
Appears on Crazy and Panic Mode only. Win 4 matches within a 5 minute and 10 second period of time (going by match timers). Do not lose a round. Do not use continues. Andre will encounter the player at the 5th match, triggering an "Emergency" sequence.
-How to encounter Lynch:
Appears on Crazy and Panic Mode only. Defeat ANY MID BOSS with a combo involving the use of Techno Extend. You cannot lose any rounds and use continues. Win the 6th match within a seven minute and 25 second period of time (going by match timers). Lynch will appear directly in front of the player on the same stage.
-How to encounter Mephilance:
Appears on Crazy or Panic Mode only. Win seven matches with a 11 minutes and 45 second period of time (going by match timers). Do not lose a round. Do not use continues. Mephilance will show up in the 8th match immediately before the player has to fight Nitro.
-How to encounter Takuya:
Can only show up on Hard, Crazy, or Panic Mode. Defeat Akira and Nitro. No rounds lost. No continues. Get at least ONE perfect round. Win THREE matches with a Mega Breakthrough.
-How to encounter Diesel:
Can only show up on Hard, Crazy, or Panic Mode. Defeat Akira and Nitro. No rounds lost. No continues. Get at least ONE perfect round. Win THREE matches with a Excel.
-How to encounter Dark Prominence:
Mainly shows up on Panic Mode only. The player must defeat the first three characters in under (exactly) seven minutes. They cannot lose a round and they must get one perfect. The player also has to win one round in order 10 seconds and they must win with a Excel Move in all three of the matches. When this is successful, the Dark Prominence laughs creepily as she shows up in the same stage as the player. Losing against the Dark Prominence does not penalize the player but it is extremely reward if the player manages to beat the Dark Prominence.
It is important to note that all bosses listed above will not fight exactly the same as their regular CPU or playable counterparts do as they will typically end up having a unfair advantage over the player and their AI is generally a lot smarter. They may even have moves or gimmicks that are only accessible by their CPU Boss counterparts.
Mini-Games:
-Casino Crush Capital
Available Games = Poker, Blackjack, Roulette, Slot Machines, Uno, Card Matching
^ 6 Casino Games Total.
Purpose: Gamble for Techno Tokens, the in-game tokens. The player can gamble at this place on the map of the story modes overworld (the actual location is in Quebec, Canada. It is actually one of the first couple of stages the players gains access to, but it is modified throughout the game). These are common games with the same rule settings as in the real world, except the cards themselves are customized with "Techno Panic" characters rather than generic images of the actual cards. Canonically, the player accesses this level towards the first few segments of the game to track down the Dark Prominence at a tournament event that is taking place in Quebec, Canada. The player may get sidetracked by some of the content that are available there though. The player will gamble with Techno Tokens. The player can also bet as much as they wish but in this case, the payouts of most of the game will always be three to five times as much, plus the amount they take from the other players after winning a game. These games are rather risky but the rewards are very high.
- Vehicular Vandalism
Crush incoming vehicles! The player will simply maneuver around on the fighting game 3D plane as they normally do. A series of vehicles that have no operates in them will approach the player. The player will attack the vehicles until they are destroyed. Some vehicle may require more hits than others. The amount of points gained depends on the type of vehicle destroyed. Some vehicles will travel very slowly while others may travel at a medium speed. If the player encounters this mini game in the arcade mode, the points will be added into their own score. The amount of points gained during this mini game will also influence the amount of Techno Token rewards.
NOTE: The player builds meter as they normally do. It is possible to get hurt by the vehicles but it is impossible to get KO'd by them.
Time Limit = 1 Minute (60 Seconds)
Car = 500 points (Can be destroyed in roughly 4 to 8 hits).
Motorbike = 300 points (Can be destroyed in roughly 2 to 6 hits).
Van = 1200 points (Can be destroyed in roughly 7 hits).
Truck = 4000 points (Can be destroyed in roughly 5 to 10 hits).
Rig = 9000 points (Can be destroyed in roughly 10 to 15 hits).
Boat = 11,000 points (Can be destroyed in roughly 11 to 17 hits).
Helicopter = 30,000 points (Can be destroyed in roughly 15 hits or a very well-laced Max Breakthrough move for 2 MOD gauges).
Airplane = 50,000 points (Can be destroyed in roughly 20 hits or a very well-placed Max Breakthrough move for 2 MOD gauges).
-Torque Targets
Break the targets on the field! In a lab-like stage, the NPC Torque will stand in the background to watch the player’s progress. She triggers a group of targets in the stage. The player participates in this mini-game in the 3D fighting game plane as usual. They will move around and crush targets while also avoiding some others. This is somewhat similar to the Barrel Crush games from the old Street Fighter fighting games except the targets fly around, making things a bit tricky.
The amount of points accumulated will go into the arcade points system (if that is where they are accessing the mini-game from). Otherwise, they will also earn Techno Tokens depending on how many points they have. This mini-game can be found in the T.E.A.S.E. Amusement Park Stage which is found in Cannes, France stage after completing about 30% of the game.
-Orange / Red Target = 100 / 5000 points
-Blue Target = -500
-Green Target = 5,000 points
-Purple = -6000 points (Purple Targets will explode right when you hit them or they will cause objects to fall on the player where they destroyed the target. It is a lot easier to avoid the latter but it is still annoying).
-Yellow Target = 10,000 points (Requires multiple hits).
-Heart = Between 5000 to 20,000 points. (Torque will blow a kiss to create a heart. Get these are early as possible to earn the most points because the amount of points you get depends on how early you get it. The most you get is 20,000, which means you have to get it in roughly 3 seconds after she blows the kiss).
-Dark Orb = Torque, Nuno, or Zenatto will periodically toss projectiles to annoy the player. You will not lose points if you are hit by them but they will slow you down if you are hurt by them (they always cause a Knockdown).
-Depth Defender
Defend yourself against incoming obstacles!! This where the player makes extensive use of Timed Blocks and Turn Over.
The player cannot use any Breakthrough or Max Breakthrough moves. They also cannot jump. They can only use Timed Blocks, Turn Over, or normal moves. The character stands on a narrow platform. They only move right or left but there is not that much room.
Small enemies will try to invade your space and attack you. If you suffer a Knockdown 4 times, it is game over.
Timed Block vs a Sports Ball = 100 points (1 Timed Block)
Timed Block vs a Rock = 500 points (1 Timed Block)
Timed Block vs a Bullet = 3000 points (1 Timed Block)
Timed Block vs a Quake Wave Effect = 3000 points (1 Timed Block - low block)
Timed Block vs a Energy-based Projectile = 7000 points (2 Timed Blocks)
Timed Block vs a Asteroid = 7500 points (2 Timed Blocks)
Timed Block vs a Ball of Dark Energy = 10,000 points (5 Timed Blocks)
Timed Block vs a Laser Beam = 50,000 points (10 Timed Blocks)
(Using a Timed Block against a cross-up will add an additional x1.3 points).
Note: There are a total of 9 mini games available within the game itself. This is not including Survival Mode or Time Attack Mode. A handful of the said mini games are also associated with some of the bonus rounds delivered by the games story mode stages when the player finds the Dark Prominence Hats.
- We have the games from the Casino Crush Capital (which adds up to 6 games total already), the Vehicular Vandalism, the Torque Targets, and the Depth Defender. As far as content are concerned, there are plenty of activities that the players can perform, some of which are rather simple... but effective.
Additional Game Features:
* Job System:
If the player highlights the Free Play Mode on main menu after beating the game at least once (on any percentage), there will be a set of jobs available. There are 50 missions available. The missions showcase the difficulty ratio (1 to 5 stars, one being the lowest difficulty while five stars is rated the highest), the NPC who asks for help, the location of the mission, and what the mission actually is. To trigger these missions, the player must highlight that mission. They can participate in the mission by reporting to that specific location in the stage and the following the directions of the NPC to complete the mission. The player can cancel the mission at anytime and try again later. The can also try as many times as they wish in case they fail the said mission. The player can only take one mission at a time, however. Completing the mission will have a icon that says “COMPLETE” on the right side of that highlighted mission from the Free Play menu. It is also possible to replay the job again if the player wishes to do so in order to gain better results from it.
* Daily Activities:
On a daily basis, there will be small mini-tasks for the player to complete. Some of the said tasks are locked within the game. The player must beat arcade mode, participate in certain online mode events, or beat certain stages in the Plot Operation or Free Play mode to unlock additional tasks. Upon completing these tasks, the player can unlock content, extra Techno Tokens, hidden features, or useful hints in the game. The tasks will often deal with performing certain feats in actual game play or beating certain stage under very specific conditions. It is possible to save a number of the daily activities to try them later and still get the rewards from it. Special Holidays and Special Events may also occur as well, where players will gain access to content and features hidden within the game or simply gain extra Techno Tokens from winning matches online.
* Techno Tokens
This is a currency system introduced in-game. Techno Tokens are gained from winning matches in Story Mode, Arcade Mode, participating in Bonus Rounds, and winning in ranked matches or player matches. The player will use these to buy character costumes (that is after unlocking them), buying a few of the characters themselves, for buying objects in the Story Mode, for buying in-game content and a new online feature called Techno Token Wager.
* Techno Token Wager
This is essentially an online "gambling" feature but the player is not gambling "their" money (because, we would get in trouble REAL quick if that were the case).
They are simply using Techno Tokens. What happens is that when they participate in a ranked match, they can also wager Techno Tokens. Up to a certain capacity, the player can wager Techno Tokens before a match. Normally, the player will earn Techno Tokens based on the rank of the player and whatever they done in the match to achieve their victory. If a player wins a match, they will earn double the amount of Techno Token's that they wagered PLUS the amount of Techno Tokens they would get for winning the match in the first place, based on what they done in the match itself and the rank of the opposing player. The Techno Tokens may also be used to get promoted quicker. It would be wise to be careful how Techno Tokens are spent however, because they are still a singular currency and they are used for buying... pretty much everything in-game. This is to reward players for taking advantage of the games features, not just online but for playing the game at its fullest.
* How to gain Techno Tokens:
Story Mode (mainly from winning matches against NPC’s, Wraiths, or simply defeating other characters (bosses included). For obvious reasons, it is worth a lot more if you do beat the sub-bosses that do appear in the story mode exclusively.
Arcade Mode (Winning matches, time factors, amount of health left after a match, perfect rounds, mid bosses and final bosses beaten, etc).
Generally doing well within the other modes (all calculations and values will be provided during game production).
Winning matches online (Ranked. Note, as stated above, it is possible to wager Techno Token’s before participating in an online match).
Completing daily tasks. Bonuses may vary.
* Techno Tokens can be spent on:
- Some character accessories
- Online match wagers
- Playing with An Zhu (the Dark Prominence) in one of the bonus rounds/mini games (this will be explained later).
- Some Costume Parts
- Some Costume Colors
- Character Taunts
- Unlocking new bonus rounds
- Images
- Unlocking movies
- Soundtracks
- Extra Gaming Modes / Dipswitches
- Project Guggenheim Story Mode Historical
- Extra Character Profiles
- Unlocking titles
- New Stages
- New Character Hair Styles
- Unlocking 2 (or 3) new characters
- Viewing in-universe technology = The player can visualize the technology and objects that the character use over the course of the game (for example, U.F.Onslaught’s Laser Equipment, Kagekiyo’s Dragon form, Lisa’s P90, etc)
* In Ranked Match, there will be an rematch option that will allow players to face each other again. There will also be a system where the player can see who they are fighting before they accept a match. Their Elevation Card will be shown along with their online connection status. To clarify, it is possible for matches to go for FT2.
* It will be possible to review past matches from within the training mode or options menu. The game itself will save up to the last 50 matches you had.
Main Menu:
-Arcade Mode
[Easy, Hard, Crazy, Panic Difficulty Ladders]
(Unlock character-specific endings by beating Hard, Crazy, or Panic difficulty)
(Time Attack Mode, Survival Mode, and Team Attack/Play up to 8 characters)
-Story
[Plot Operation Mode](Progress through the story in a chronological manner)
[Free Play Mode](Progress through the story mode while playing any character the player wishes.
[Time Trial Mode](Progress through the story mode stages and sub-missions within a time limit per stage)
The player can still toggle the difficulties between Easy, Hard, Crazy, and Panic Difficulty.
-Versus Mode
[Local match series between two players]
-Training Mode
[Play Against CPU on any difficulty, See Frame Data, Operate the Dummy's Guard functions, Movement functions, Record, Play, Save State, Load, View Inputs, View Move Properties/Frame Data, Damage Values, Toggle Momentum Gauge, Toggle Techno Panic Timer, Toggle Health, KO Opponents (ON/OFF), View if a move was punished or not, toggle for Counter Hit functions,
-Tutorial Mode
[(Beginner)>Life Bar, Movement, Block, Jump/High Jump/Low Jump, Normal Move, Peta Throw, Tera Move, Breakthrough, Learn the Momentum Gauge, Mega Breakthrough, Excel, Techno Panic, Defeat beginner CPU opponent under certain conditions.
(Intermediate )>Normal Move Combo, Chain Combo, Link Combo, 2-1 Breakthrough Combo, Juggle Combo, Counter Hit Combos, Elaborate Combos, Block Punishment, Whiff Punishment, Timed Block, How to Get Up, Okizeme, OTG, Environment Hazard (Wall Slam, Floor Slam, Stage Crashes), defeat intermediate CPU opponent under certain conditions.
(Advanced)>Back Dash Canceling, Trip Guard, Techno Panic Demolition, Techno Panic Extend, Timed Block while in Techno Panic, Hit Confirming, Option Selects, Invincibility Moves, Juggle Limits/Combo Longevity, Spacing~Positioning (Footsies~Neutral Game), Defending vs frame traps and heavy pressure, defeat advanced CPU opponent under certain conditions.
-Online Mode
[Ranked Match](Can be available on Plot/Free Play Operation or Training Mode)
[Player Match](Can be available on Plot/Free Play Operation or Training Mode)
[Lobby Match](Winner Stays, Loser Stays, Online Tournament Mode, Kumite, Toggle round
time from 60 seconds to 99 seconds, Toggle Control Configuration, )
[Arena](Navigate through a play zone and chat with each other)
[Training Mode] (Training with multiple individuals online)
[Record Review]Review online match progression
[Leader Boards]Review playerbase information on Character Usage, Time Attack, Arcade Mode Scores, Ranked Matches Won, Player Matches Won, Player Ranks in general, Plot Operation Development, and more)
[Story Mode Cooperation](Play with other players on Plot Operation or Free Play Operation)
-Option Menu
(Adjust control configuration, adjust sound, adjust screen, adjust CPU difficulty, toggle round time, adjust to HUD,
-Content
(See BGM, articles, credits, character models, character profiles, illustrations, concept art, official artwork, stage designs, unlockable features, costumes, stores for the Plot Operation/Free Play Mode, trophies, bonus rounds, character accessories, series background reports, story-based reports, and key items)
Online Features:
Rank Match (Playable and changeable
Player Match
-16 Player Lobbies (Free Match, Tournament, Winner Stays, Loser Stays, Kumite)
Online / Offline Arcade Cabinet Ranks:
How to earn rank (ranked match)
Winning Matches
Factors / Rank Structure
* Winning the Match
* Win Streak
* Rank Differences
* It is generally a good idea to fight players who are closer to your own rank or on another
tier.
* All ranked matches are First To 2.
Low Tier
- Null
- Gabe
- Grunt
Mid Tier
- Purple
- Brown
- Red
- Orange
- Yellow
- Green
- Blue
-White
-Black
-Grey
High Tier
-Manager
-Director
-Administrator
-Executive
-Techno Panic Manager
-Techno Panic Director
-Techno Panic Administrator
-Techno Panic Executive
Top Tier
-Lord
-Warlord
-Overlord
-Ruler
-Emperor
-God
-Titan
-Cyberkinetic
-Reality Warper
-Metopian Emperor
-Righteous Vindicator
-Robot Overlord
-Cyber Corporate Executive
-Master Computer Spectrum
-Neo Star Spectrum
-Metopian Spectrum
-Techno Panic Spectrum
-League Champion of the World
-League Champion of the Universe
-League Champion of Techno Panic
Enemy List (Story Mode Only: Plot Operation/Free Play Operation)
NOTE: Human/meta-human enemies may have variable sizes, skin tone, slightly different attire, and genders)
-Diesel Mobster/Diesel Special Ops
-Thug
-Net Fighter
-Net Ranger Enlisted
-Net Ranger Officer
-Vindicator Enlisted
-Vindicator Officer
-Police/Military Police/Special Ops
-Agent
-Relinquished
-Megaloid Beserker/Megaloid Pugilist/Megaloid Savior
-Swat Bot
-Guard Mech
-Takuya Unit Type A
-Takuya Unit Type B
-Takuya Unit Type C
-Takuya Unit Type D
-Rezz/Razz/Rizz
-Varii/Virii/Vurii
-Enigma/Super Enigma/Ultra Enigma
-Box Baby/Box Boy/Box Brotha
-Demon/Arch-Demon/Devil
-Scorp
-Samurai Trollizard
-Gridhog
-Shark Face
-Cubix/Clutter Cubix
-Cthulhu
-Elegy of the Dark
-Evil Sign
The purpose of this thread discussion is to let the others know what I am working on in the long term. Due to different job-related obligations, I am
This project is known as Techno Panic:
Below is a spoiler containing most of everything you "want" to know about the game. It is 91% complete and I believe it is good enough to get the point across to everyone here. Warning, the section is extremely long so some of you are going to need some aspirin and a lot of time on your hands. Click the spoiler at your own risk. Feel free to discuss, criticize, ask questions, or make contributions.
Techno Panic Project – Proof-of-Concept
Section 1 - Summary
Primary Game Play Genre: 3D Fighting Game (Six-Button), Beat Em' Up
Console: PS4 and PC (Steam Edition)
Controller Compatibility: Arcade sticks and control pad will be compatible via USB for respective console or PC products.
Story and Background Setting: Modern, Urban-Fantasy, Sci-Fi, Martial Arts, Action-Thriller
Number of Playable Characters: 22 Total
Number of Playable Mid-Boss Characters: 6 out of 22 characters
Number of Secret Bosses: 1 out of 22 characters
Number of Final Bosses: 2 out of 22 characters
Game Engine: Unity and/or Unreal Engine
Number of Stages: Approximately 15 Stages
Netcode Recommendations: Ping-based
DLC Content: 3 additional playable characters (leading to 25 playable characters), 4 more stages (leading to a total of 18 possible stages), characters of multiple iterations of themselves from initial patches to current patches, extra difficulties for arcade mode (along with the other modes), extra difficulties that are exclusive to the story, new daily tasks, extra online features and new content that can be unlocked through game play.
Basic Synopsis: The Earth’s technologically advanced society is in danger of falling under control of a group of cyber-terrorists and dangerous fighters simple known as the Diesel Syndicate. Humans and machines conduct an investigation against the Diesel Syndicate, making use of the unique ability to turn themselves into cybernetic variations of themselves through Techno Panic to solve worldly problems, enhance cognitive ability, unlock potentially limitless power, and aim for ultimate progression.
Section 2
Flow of Game Play / Purpose:
The game will introduce a 3D fighting game that will also support the common elements of the 2D fighting game, creating a fast-paced series of matches and representing the concepts that relate to the term "Kaizen" (a Japanese business term for "Improvement"). Constant progression is a recurring element for the series.
- Allowing the character gain substantial buffs in the middle of a match, with or without meter. Produce a series of progressive characters and match sequences between two players.
- All characters in the game would be permitted to perform some form of rush down and while making use of the universal fighting game mechanic system (in terms of defensive options). Calculated offensive rush down, solid defense, footsies/neutral game
- The character should gradually access brand new moves as the match progresses as well. These are not just moves that require the use of meter but also brand new move strings, command moves, change of normals, and special moves themselves.
- Support the notions of fast-paced strategy, calculated offense, and short-term footsies in the 3D plane of the fighting game.
- Alongside all traditional fighting game materials (such as arcade, survival mode, and time attacks), Techno Panic intends to elevate the fighting game genre by introducing a strong story mode that consists of individuals navigating the story mode through an isosysmetric stage while participating in matches, solving small puzzles, and moving around through different cybernetic labyrinths to progress through the game. The story mode should also allow for online features to compete against other individuals or to enable people to play together in order to beat the game. The player will progress through the game as if it were a generic platformer, but if they encounter an enemy on a stage (and if the player receives a challenge request from another player locally or online), they will participate in 3D fighting game match. There is no “level up” or “RPG” system. The story mode of the game masquerades itself as a MMORPG but is in fact fighting game. That is the say, Techno Panic is treated more as a “MMOFG” type of game. The term MMOFG can stand for Massive Multiplayer Online Fighting game.
- Introduce the Elevation Record System (ERS = Elevation is a term that stands for the amount of progress the player is making. The second definition of the term is to showcase the measurements of a height in a geographic location or altitude). This highlights what the player achieved in their offline and online experiences. It is also used in Story Mode as a way for achieving 100% completion rating much like some older video games in general. This is to provide a degree of replay value, besides multiplayer features.
- Techno Panic is also going to encourage and gradually instill fighting game fundamentals into the player while still producing fun environment on behalf of both casual players and the hardcore players.
- Producing an online experience similar to how offline arcades work from within the Japanese region, along with robust options and bonuses for the multiplier experience.
Section 3
The Unique Features of the Game (Seven Main Features of the Game):
Key Terms:
* Momentum Gauge = The "meter system."
* Breakthrough = The "Special Move."
* Mega Breakthrough = The "EX Move" or "Enhanced Move." These moves require Momentum Gauge to be utilized.
* Tera Move = Any move categorized as Target Combos, Command Move, String sequence, or secondary mobility options.
* Excel = The "Super Move" (note, most of the "super moves" are not really cinematic). Utilizing requires a different process that does not involve the use of Momentum Gauge. However, the Momentum Gauge can influence the utility and damage output of the Excel move, however.
1). Techno Panic
The series name sake is also the name of a game play mechanic known as "Techno Panic."
The player can put themselves in a position where they can emulate TAS players! In terms of background, the characters become a cybernetic version of themselves in order to unlock latent potential. All characters will be given counter hit properties on all of their moves. The cost of using extremely powerful moves is effectively lowered by half. The character will be given may move set and mobility buffs in the duration of Techno Panic. They can also gain access to brand new moves that they did not have before and keep them for the rest of the entire match! Last, the player can nullify chip damage and recover health in the duration of Techno Panic, allowing them to plan for a comeback. Last but not least, when a player delivers a strike to a standing/crouching opponent, it will be possible to take advantage of the "hit freeze" feature basically allows players to ensure that combo links will land by buffering the inputs, especially the more difficult ones. It will even be possible for the player to perform more elaborate combos in the process! The player essentially is able to perform combos that were not possible or were theoretically impractical before, thanks to the hit stun caused from the move you land. The downside to Techno Panic is that the user takes twice as much damage and they cannot accumulate meter. The will have to effectively plan their offense in order to obtain victory!
* Convert yourself into a cybernetic entity to gain new moves and increase offensive capabilities!
* Performs combos that were not possible before!
* Recover health slowly and take initiative to crush your enemies with your enhanced abilities!
2). The Universal Mega Dash
Every character is able to perform a forward crouching dash for the sake of instigating a offensive maneuver or for mobility. Mega Dash are performed with the use of a "dragon punch" notion (Forward *neutral* Down, Down+Forward) , depending on the character. It is possible to execute Breakthrough moves or certain command moves. Any move that cancels into a Breakthrough will also cancel into a Mega Dash as it is technically categorized as a special move though many moves from Mega Dash may be difficult to combo into from light normals.
* Perform a unique forward dash to augment the characters offense and perform additional Breakthrough Moves or strings to defeat the opponent!
* Evade high-hitting moves and regular projectiles while traveling forward!
* You can cancel your Mega Dash by pressing back or by using the Side Step feature to help stagger your movement in order to confuse the opponent and bait out whiffs!
3). Techno Panic Extend
Transform into Techno Panic while implementing one of the characters moves to smoothly extend a combo! There are some tricky ways to combo into Techno Panic in order to extend combos. The normal way is to launch the opponent with an attack and then juggle into it. Unfortunately, there are no "super freeze" frames to take advantage of and the combo window is often very short. The second way to do this is to take advantage of certain moves in the characters move set. It is not a "cancel." The character transforms into their Techno Panic state during the attack to implement a potentially high damage combo. The way that the Techno Panic Extend is set up is to make the player commit to an extremely high damaging combo at the expense of a moderate amount of resources among every character. It will not be possible to perform this on whiff or on block, however. Techno Panic Extend will normally be possible through Mega Breakthrough moves.
* While performing a Mega Breakthrough (enhanced move or EX move), the player can convert into their Techno Panic state during the move while the opponent is hurt by the attack.
4). Timed Guard
Tap back or down+back on the control stick or pad in order to implement a solid defense state against the opponents attacks. The player can use Timed Guard to nullify chip damage, recover a small percentage of health and build meter. How powerful this tool is will depend on the player’s precision and how much meter they have to use it for other resources. Using a Timed Guard will not grant frame advantage but it will still provide a lot of advantages from utilizing such a technique.
* Use Timed Guard to defend against any striking attack or projectile attack!
* The player can even use Timed Guard against unblockable striking moves!
* Nullify chip damage, recover a very small percent of health, and build a huge amount of meter!
5). Momentum and Excel
Momentum will influence the characters ability to fight throughout the match. While this does function like a “meter” system of sorts, providing the player with resources, its growth is rather passive and the player does not have to over-emphasize on its use. Momentum is located within the characters' Life Bar so that it is easy for the player to glance at as they fight. The Momentum is measured in percentages. It increases slowly overtime after the round starts. The player can accelerate its growth by walking forward, successfully landing hits (whether the opponent is getting hit or blocking), and blocking or using Timed Guard against the opponents moves. Unfortunately, it is possible to lose Momentum as well by receiving a counter hit and by
(By itself, it takes roughly 10 seconds for it to fill up to 50%). The Momentum is designed for the use of Techno Panic and Mega Breakthrough.
50% Momentum = The player can use 1 Mega Breakthrough and less potent version of Techno Panic. It is impossible to utilize Techno Panic Extend.
100% Momentum = The player can use 2 Mega Breakthrough Moves and a much more potent variation of Techno Panic. It is important to keep in mind that there are benefits to retaining this Momentum. When the Momentum stays are 100%, some preexisting moves belonging to the character will have strong properties (i.e. invincibility, extended combo state, stronger CH properties, or possibly even new move animations for the preexisting move, and more). This also occurs in Techno Panic as well but after the Momentum is expended or when the duration of Techno Panic is complete, the property enhancements will also disappear.
Excel is generally the “super” move but it has nothing to do with the Momentum system. Every character starts off with one chance to perform an Excel Move.
However, if the user has less than a Full Momentum Gauge, the Excel typically does not do that much damage and also does not have a lot of beneficial properties.
Clarification: If the player’s character has NO Momentum Gauge at all, they essentially use a less powerful version of the Excel Move. Successfully landing the move will still trigger the same animation sequences as well. It is important to note that most Excel Moves are not cinematic and will almost always last for 3 to 5 seconds upon performing them.
Using Excel with a Full 100% Momentum Gauge will effectively increase the reliability and damage output of the said move, changing its properties for a much beneficial effect on behalf of the player.
After losing 55% health from the life bar, it will be possible to perform another Excel Move. What this means is that it is possible to perform up to two Excel Moves per round. Most characters will have at least 2 to 4 kinds of Excel Moves. Some many have a bit more while others may less and the uses of them will vary between the characters, depending on their game play and move set design.
6). Techno Panic Demolition
A pseudo-guard cancel mechanic that also requires the use of Timed Guard and the expense of a Full Momentum Gauge. Techno Panic Demolition will allow characters to gain frame advantage after blocking an attack. In addition to this, they will also transform into Techno Panic to further take advantage of Techno Panic depending on how much meter they have. This can only be done with full 100% Momentum.
Section 4
General Content, Background Element, and Recommended Ratings (Based on ESRB standards):
The game will start off with a T rating. The game will consist of violence that is centered on martial arts. There is also various use of weapons such as guns and knives as well as the involvement of robots fighting each other and occasional mayhem. There will also be some brief (but sometimes pervasive) language which can consist of any cursing words. Sexual content is somewhat gratuitous along with the occasional sexual joke or possible innuendos (even a handful of special moves can be seen as somewhat sexualized). There may also be some gambling simulations with the in-game currency as well. If certain elements of the game become too extreme, the game will receive a M rating. Granted, Techno Panic is not necessarily like Mortal Kombat where the violence is completely over-the-top yet it is still imperative to keep in mind that this series is moderately violent. Blood is a recurring element with the human/meta human characters in the more serious fight sequence. In some cases, gory discretion camera shots are taken (some outright shown for dramatic elements or because there is some plot related objective or exposition to showcase).
- The Techno Panic series in general does not take itself too seriously. It is rather dark but the undertones of the game series are generally goofy (sometimes bordering on campy). The game elaborates on many complicated issues in relation to normative ethics, the benefits of computer services, the negative aspects of computer services (social media, technological integrity, and networking applications), real-life fighting game allusions, the strengths and weaknesses of AI/automation, and concepts dealing with progression (as a person, a business structure, martial arts, physical fitness, personality, and in other aspects).
- To provide insight on what this whole concept stands for: "Techno Panic" in this series is defined as temporary state in which the individual changes into a cybernetic palette of themselves. The scientific term for Techno Panic is the "Ephemeral Cyber-Metamorphosis" or sometimes the "Ephemeral Bio-Electronic Metamorphosis." This temporarily increases the cognitive ability of the individual, causing to them to register information from memory, knowledge, and senses at an accelerated rate, almost like that of an electronic processor. The human's cellular compounds from is strengthened by a potentially unlimited amount, depending on the level of mastery of the said ability. Techno Panic is often seen as the bridge between man and machine that leads to evolution.
While Techno Panic itself is a spectacle in of itself, the people within the game’s universe manage to figure out how it works. What is known about the phenomena is that it has existed ever since the creation of the Computer Realm on behalf of a bio-genetics and electronic processor manufacturing business known as the Shayo Industries in the mid-1940's. Humans who visit this Computer Realm may come in contact with a biological virus known as the Viro-Electrotoxin. The symptoms include headaches, the individual coughing blood from their mouths, varying forms of heat sickness, and a skin condition that cause the individuals tissue to look as if it is digitizing. Recurring treatment of this virus involves the use of hydration and therapy from within a cool environment. Virotherapy and electro-cleansing is also recommended for treatment.
Upon surviving this condition, the human’s body will adapt in such a way where the individual will be able to consciously (or sometimes subconsciously) utilize Techno Panic. When used on the battle field, Techno Panic can easily function as a equalizer of a sort. A human utilizing Techno Panic is the equivalent of a video game player utilizing a Tool Assist application for playing video games (TAS game play) for the sake of playing the game in the most proficient way possible while also pushing themselves and the game itself to the very limits. The downside to Techno Panic is that when it is abused, the individual will begin to suffer the exact same conditions as they did when they got the Viro-Electrotoxin. They will also experience blackouts on varying occasions. Over-abuse can kill the individual. Techno Panic can also be seen as an allusion to how a computer system or a robot overclocks itself. It increases its performance at the risk of possibly damaging its own hardware system. Techno Panic is a momentum-based application for gifted humans in the Techno Panic fictional universe.
Once again, the series is set in a modern time where cybernetics and computer technology plays an extremely pivotal. There is a somewhat modified variation of the real but with enough differences to warrant superhuman acts and scientific aspects that are theoretically impossible in the real world. In this world, there is a Computer Realm, a cyberspace that people periodically explore and integrate with the surface worlds technology and ways of living. The many older Computer Realms that had been made sense the 1950's were considered dangerous because of the old devices that were used to maintain the cyberspace being riddled with bugs. There were also old industrialized war machines at the time that were used as sentinels for guarding certain areas in the Computer Realm known as the Wraiths. Both the older Computer Realm itself and the Wraiths were heavily bugged and they began to manifest a predator-like instinct to attack other life forms and reproduce themselves through the cyberspace. There three kinds of robots in the world: The Megaloids, the MR-Units (Maintenance Robot Units), and the RCM-Units (Remote Controlled Mech Units). The Megaloids are advanced machines designed to relate better with humans through sentience on various levels while helping them with labor and Computer Realm operations. The MR-Units are semi-sentient machines while the RMC-Units are robots that can be controlled by humans as suits or as navigation systems. The Megaloids and other robots are created by various robotics manufacturing businesses around the world.
A big-time bio-genetics and computer manufacturing company known as the Shayo Network regulates the standards of Computer Realm applications, exploration, and other military operations. The Shayo Network develops an alliance with multiple established governments around the world, military agencies, and even intelligence firms to ensure that there are proper security and regulations passed for both the robots and the Computer Realms. Last, in order to advocate Computer Realm exploration and defeat the Wraiths from within building foundations there, education and fighting tournament systems were made, testing the strengths of both man and machines. At the same, additional applications are utilized for suiting the Computer Realm exploration process for military service members, robots, archaeologists, and many other people who take interest in making their contributions. What came with the creation of the Computer Realm was a evolutionary state among gifted humans. If humans were to survive the Computer Realms environment and biological virus, they would be able to make use of a phenomena known as Techno Panic, a powerful yet tricky temporary transformation that causes individuals to maintain a cybernetic appearance while increasing their cognitive ability and offering the ability to unlock latent potential.
Nothing follows in this section.
Section 5
Primary Influences:
(Disclaimer) NO COPYRIGHT INFRINGEMENTS ARE INTENDED. THIS ALSO APPLIES TO THE REST OF THE ENTIRE DOCUMENT! REPEAT: NO COPYRIGHT INFRINGEMENTS ARE INTENDED. THE PURPOSE OF THIS STATEMENT IS TO PROVE THAT I DO NOT OWN ANY PROPERTIES BELONGING TO THE COMPANY THAT MADE THEM. ALL RIGHTS ARE RESERVED! NO COPYRIGHT INFRINGEMENTS ARE INTENDED.
- As a fighting game, the game series consists of heavy influences from the King of Fighters series. Even though, Techno Panic is primarily a 3D fighting game, a lot of game play features will be influenced by the King of Fighter series which is actually a 2D fighting game series made by SNK. The influences from the King of Fighters series in particular lies in its combo system, mobility options (back dash, running, the 4 jumps, and moderately fast-paced game speed).
- As far as offense and parts of the combo systems go, Techno Panic also proceeds to take influences and lessons from both the Tekken series and the Dead or Alive series, both of which are noteworthy 3D fighting game series.
- This game will function on a six button game layout, much like that of a 2D fighting game. Techno Panic is still considered a 3D fighting game, however.
- For the story mode progression, map navigation, the approach to finishing the story is more is a mix between Megaman/Megaman X games. Methods of unlocking content or progressing through some stages in the story mode will remind the player of older video games such as Super Mario Bros. or Donkey Kong Country (specifically the 2nd and 3rd games), Crash Bandicoot (Naughty Dog), and others. Some parts of the presentations may also be inspired by the non-canonical Street Fighter EX series that came around 1996. The main reasons for these influences is to produce stronger replay value and to give the player additional activities to take care of as they play the game. Many of the said options will allow for cooperation between players locally and in an online setting.
- Some darker elements, collection/utilization of equipment, several background influences, and defeating story-mode specific bosses are influenced by the Megaman series, the Tekken series, Dark Souls series, Deus Ex (and the sequel, Deus Ex: Mankind Divided), Bloodborne, Legacy of Kain and the Metal Gear Solid series.
- A lot of the game aesthetics, humor, and consensus is done with the Megaman (primarily the Megaman series), original Devil May Cry series, older cartoons from the 80's/90's, and even Aaron McGruder's Boondocks series in mind. There is also many other anime series taken into consideration as far as the series humor, aesthetics and background “feel” goes (i.e. Cowboy Bebop, Death Note, etc. Note: There are far more examples that will be revealed in a later entry below in this section).
- Some background elements, involving the tournament systems are based on real life fighting game events (i.e EVO, CEO, Final Round, ComicCon FGC events, Winter Brawl, Lion’s Den, etc). There will also be a few notable influences from the Techno Panic series’ tournament system in its plot from the Pokemon series. The main reason is to ensure that there is a coherent and easy-to-understand system. A lot of fighting game story lines, such as Street Fighter, Tekken, or even the King of Fighters series either do not showcase how the brackets work (although, to be fair, the KOF97 and the KOF98UM games showcase the fighting tournament brackets and they are heavily implied to be Single-Elimination tournaments).
- Techno Panic also would gain a lot of influence from how older 2D games were played. Many aspects of the game are still primarily influenced by the King of Fighters series (specifically, KOF98).
- The Side Stepping system operates almost exactly like how it does in Tekken (specifically Vanilla Tekken 7 which was recently updated to Tekken 7 Fated Retribution). This implies that Side Stepping has to be well-timed as players will not be able to do this arbitrarily. This also applies to side walking.
- Korean Back Dashing (or Back Dash Cancelling) and Fuzzy Guarding is made into an actual mechanic. In most other games, it is a very useful and beneficial exploit that most intermediate players will utilize to accelerate in the fighting game tournament setting.
- Button inputs will be used to constitute jumping. Like in the King of Fighters series, all characters will have more than one jump. To be more specific, the game will have a regular jump that functions exactly like they would in most 2D fighting games. There is also short jumps which provide every character with an additional mobility option which can be utilized defensively or offensively. Jumping in Techno Panic is like performing a Demon Flip, but the player can move back, forward or neutral jump with this in mind. The reason behind this design is to prevent inputs from overlapping each other.
- The key in this series is to treat every character as if they were real people to a large extent. It is also wise to promote self-awareness and a positive message behind the series while still keeping it very entertaining for the target audience. The target audience in question are teenagers to full-grown adults who may also be fascinated by the fighting game tournament events. In a series like this, there are risks of it wearing “too many hats”. What this implies is that there may be a little too much going on at once in terms of what genre it stands for or the type of story that it is going for. To clarify on a number of things written above, the game play of the series is based on the KOF series, the Tekken series, the Street Fighter EX series (the first and second games specifically) and the DOA series. Story elements, aesthetics, and other inspirations stem from the Metal Gear Solid series, the original Devil May Cry series, the Megaman series (Original and the X series in particular), most older SNES and Playstation One titles, the Dues Ex series, the Dark Souls series, Bloodborne, Legacy of Kain, Pokemon, the Boondocks television series by Aaron McGruder, 80's/90's cartoons, 80's/90's anime, Death Note manga/anime, Code Geass manga/anime, Cowboy Bebop mange/anime, Ghost in the Shell manga/anime and the Afro Samurai series. There is also some heavy inspiration from the the Raid film series, other great action movies. If one were to take a little inspiration from each of those elements, Techno Panic would be able to gradually develop its own unique foundation and then accelerate from there with the original content and game play concepts that it has to offer.
- The clear application of Techno Panic is that it is designed to be a fast-paced 3D fighting game, with numerous elements that are meant to suit the tournament players and anybody who likes fighting games that reward them for seeking progress or exploring different aspects of the game while still participating in offline/online multiplayer matches.
Section 6
Historical Background Summary of the Techno Panic series:
(Note: The game is not going to outright reveal the entire plot of the first game first hand. Everything will slowly be shown through character conversations, win quotes, story-mode exploration, and content that players unlock from within the game).
During the Ice Age, there existed a unique mineral known as the Neo Star, which projects a flow of power known as Neo Energy and is also capable of conducting electricity. Extreme heat or radiation in the close vicinity of the Neo Star lead to some dangerous mutations. For humans, they die from the said mutation or they end up becoming a meta-human. Meta-humans live among society and history takes place as it normally would. During the 1600's, humans and meta-humans create the Metopian Empire along with the enlistment of warriors known as the Vindicators. They would also develop their own bureaucracy known as the Metopian Order for legislating and enforcing regulations. The main idea of the Metopian society was to advocate the pursuit of knowledge (science), intelligence, the prevention of unethical discrimination, prevention of war, and the elevation of technology. At first, the Metopian society would make use of natural resources, as well as steam-based technology to maintain themselves.
In the mid-1940's, a biotech and computer manufacturing organization known as the Shayo Industries would create the world’s first physical cyberspace known as the Computer Realm. Through this Computer Realm, martial artists, military service members, and scientists who were conducting research in the established dimension end up having encounters with a biological virus known as the Viro-Electrotoxin, with symptoms including possible heat sickness, headaches, dizziness, coughing blood, and the individuals skin periodically emitting small spark sensation, as if they are being digitized. The Computer Realm itself was maintained electronic processors (computers), projectors, and Neo Stars as a power source. The Shayo Industry would construct the Computer Realms within underground facilities, labyrinths, corridors, caverns, and closed areas. Periodically, some of the Computer Realms were tested in upon spaces. Upon utilizing electronic energy for this particular project, a rift is made which would lead to a parallel yet finite dimension that replicates its surroundings. People would enter such a realm through the worm holes made at the very location of the Neo Star for as long as it was manifested through electrical power. Within six years after the discovering the Computer Realm and Techno Panic, the Shayo Industries executives produce multiple Computer Realms in different countries. Over these six years, research was done on the Computer Realms and the Viro-Electrotoxin. Those who were able to survive such a condition would be able to utilize a powerful new skill known as Techno Panic, the act of transforming into a cyber-robotic entity to enhance general performance, mirroring how a CPU of a computer system overclocks to make improvements. At the same time during the 1950's, industrialized robots were being developed with the premise of helping individuals with labor-related activities.
This was also a period where the world was recovering from the events of World War II. When the Shayo Industries made the Computer Realms and the Techno Panic, they would develop a partnership with the elusive Metopian Empire. The purpose of the partnership were to utilize the Computer Realms, industrialized robots, and Techno Panic itself to benefit the world and prevent anymore world wars from happening. Another aspect that the Shayo Industries proposed was the idea of Kaizen (a Japanese term for improvement). With this mission statement, a division of the Metopian Empire funds and supports the Shayo Industries. However, after several years’ worth of research and development of the Computer Realm and the Techno Panic phenomena, the Metopian Computer Crisis would take place. Several rogue high officials of the Metopian Empire, along with several established government agencies hear about the production of the Computer Realm and the concept of Techno Panic.
Larger multinational businesses begin targeting the Shayo Industries in order to seek profits, rather than pursuit of any particular breakthrough or stop potential conflicts. After approximately six years of research, it became clear that the Vietnam War was inevitable. Robotics, electronic communications, and computer services were slowly but surely causing a huge change in society, both positive and negative. The Shayo Industries became a target for multiple outside businesses and government led agencies. There were several groups within these factions that only wished to take full economic advantage of the upcoming war. There were also small divisions lead by the Metopian Empire would sabotage the Shayo Industries in their development and research of Techno Panic and the Computer Realms. Funds and support were being shut down. Soon, the Shayo Industries were bought out by the opposing competition due to business regulations. The co-creators and the supports of the Shayo Industries were ostracized as a result. This would lead to much bigger problems in the long run.
As it turns out, the original co-creators of the Shayo Industries, the Vindicators and employees were in the process of fixing long term problems with the Computer Realm. A few of the devices and computer were riddled with errors and bugs, thus leading to the physical existence of the said bugs. It also caused a lot of environmental instability, causing the underground corridors and structures to become far more difficult to navigate. Before the co-creators could fix the problem with their equipment and the few Computer Realms that were malfunctioning from the bugs and programming oversights, they were bought out by outside businesses and were ostracized due to a business regulation and the fact the the Metopian division that were funding the Shayo Industries being shut down. The new leaders of the Shayo Industries utilize its resources to construct more Computer Realms around the world under their own systems. However, most of the Computer Realms that were designed with same flawed and buggy systems that initially needed to be checked. As such, many of the Computer Realms were a lot more dangerous to navigate.
The Shayo Industries would also be used for manufacturing new war machines known as the Wraiths. Many of the Wraiths were designed for wartime operations, surveillance, and Computer Realm navigation. Unfortunately, many of them slowly became erratic as their systems malfunction from the very Computer Realm that they patrolled. The Wraiths were mass produced by the Shayo Network in its leadership and they were designed after the Techno Panic phenomena. Many military forces and federal agencies would purchase these robots under specific contracts to have them participate in the Vietnam War.
Soon, rumors began to cycle from the newly established leadership. Many military service members, martial artists, Vindicators, and even civilians were subjected to unethical experiments in relation to Techno Panic. The original Shayo Industries co-workers assemble a crusade against their own company while receiving additional support from the world’s intelligence agencies, including the Metopian Empire to create a black-ops program known as the Net Fighters, which would consist of professional combatants, occupational technicians, and individuals who knew how to take advantage of Techno Panic correctly. Within a 2 month period of time, all operations in relation to the now corrupt Shayo Industries come to a halt and the production of additional Computer Realms and the Wraiths were shut down. Unfortunately, the damage had already been done by the corrupted Shayo Industries upon its bankruptcy and shut down process.
Soon, a violent fight over the Computer Realms and the powers that came from it would break out. At the same time, there would be a mass change in leadership between the Vindicators, the Metopian Empire, and other multinational businesses that were invested or involved in the Metopian Computer Crisis. Many people end up paying for the crimes. The Vietnam War would take place inevitably along with many other events, both monumental and tragic. The Metopian Computer Crisis is disclosed as a short term conflict between businesses who wanted to utilize the Computer Realms, without showcasing the details behind it at the risk of putting the public on edge and to help the Metopian Empire and the Vindicator retain their elusive status, along with the other intelligence agencies.
Decades pass by and people manage to arrange for new technology and new regulations. New Computer Realms were established along with a series of advanced robots known as the Megaloids, in addition to other kinds of robots that would help humans endure in their lives on Earth. Many of the older Computer Realms from the Metopian Computer Crisis were found on Earth either hidden away from society or utilized to build new Computer Realms without the use of Neo Stars. The scientific communities and technological agencies end up finding Neo Stars for the sake of creating new technology around it or conducting new ethical experiments from them for scientific breakthroughs.
The problems that came from this newly established society was the occasional unethical discrimination between robots, the humans, and even the meta-humans themselves. Another big problem were the older Computer Realms that had treasures and hidden legends from within. The remaining Wraiths manage to somehow reproduce with the minerals in the older Computer Realm dimensions, making it extremely dangerous for a lot of people to explore. The new Shayo Network establishes the Net Rangers as an official military branch for helping with Computer Realm related investigations, missions, and explorations. Civilians would also be permitted to contract with Net Rangers and operate as Net Fighters through different fighting tournament events, occupational systems licensing and education programs. The said programs would be funded and supported by different multinational organizations and many government agencies that would also invest in the research and the applications of the Computer Realms.
Fast forward to present time, year 20XX: Society has managed to make progress with the use of advanced technology, cybernetics, and the robots that were made. Techno Panic in itself is spoken about as a very powerful yet controversial phenomena. A cyber-terroist organization known as the Diesel Syndicate arises with extremely powerful and elite individuals who are also capable of using Techno Panic. However, there are many people who also oppose these forces or choose to remain neutral whom also use Techno Panic for the sake of progression or solving problems for themselves. A new threat as has emerged and now it is up to society to demonstrate the potential powers they gained over the years.
Section 7
Series Terminology:
-Viro-Electrotoxin | Techno Panic
Techno Panic is the act of an individual’s altering their appearance to resemble a cybernetic entity or a digitized life form. The scientific term for Techno Panic is "Ephemeral Cyber-Metamorphosis." The street term Techno Panic is actually an incorrect phase that describes this phenomena, because the actual "dictionary" term of Techno Panic describes a phobia or a surprise reaction to anything that relates to technology. Eventually, the term stuck among many other individuals as it was easier to remember at the time. What this does is unlock the individual’s latent potential based on what they are physically capable of and the extent of their intelligence.
One can easily say that the individual turns into a robotic or a cybernetic version of themselves to accelerate in their performance. What causes this condition is the Viro-Electrotoxin, a noncontagious biological virus that people will encounter in the cyberspace known as the Computer Realm. When the person contacts the virus, they will gradually suffer from symptoms such as coughing blood, headaches, and dizziness. They also become more prone to heat sickness. Last, they start to have periodic skin problems that cause small parts of their body to look as if it were digitized. The common methods of treating this illness requires hydration (drinking clean water), recuperating in a cooler environment, use of electro-cleansing, and making short-term use of the Cryo-Formation System. It is important to keep in mind that it is definitely possible to die from the Viro-Electrotoxin.
Upon successfully treating the Viro-Electrotoxin, the person will be able to naturally use Techno Panic subconsciously or consciously. Upon triggering Techno Panic, the individual will temporarily turn themselves into a cybernetic palette of themselves to accelerate their reactions, their latent potential, and their cognitive ability. They register information almost as practically as an electronic processor, making the individual almost similar to a robot of some sort. An individual temporarily using Techno Panic is the equivalent of operating a video game while doing a Tool Assisted play through (TAS). What this implies is that the individual can push their limits and increase overall functionality of their capability, much like how a Tool Assisted game player will push the game to its very limits while being able to increase the proficiency of their game play. Using Techno Panic also allows individuals to heal wounds or injuries. On the battle field, Techno Panic can be seen as an "equalizer" that allows individuals to theoretically face off against any malevolent entity, regardless of how potent they are.
The downside to Techno Panic is that it is momentum-based and requires the individual to be in a focused state of mind. While Techno Panic may have accelerated heal factor, the sensation of pain is increased in the process. If Techno Panic is abused, it can lead to the individual suffering the same the symptoms as they would after being infected by the Viro-Electrotoxin. In addition to these symptoms, the person may experience temporary blackouts and they will have trouble accounting for the events that occur between these blackouts. Another aspect of Techno Panic is that only humans are able to actually utilize Techno Panic. However, it is possible to emulate Techno Panic to some degree with the use of computer technology. Last, but not least, Techno Panic is a phenomena that is exclusive associated with human genetics and the use of cyberspace as only humans seem to contact the Viro-Electrotoxin. It is possible to emulate Techno Panic through robotics and computer systems. Techno Panic to humans is practically the equivalent of them "overclocking" themselves to increase their performance in some way. Techno Panic is looked at as the bridge between man and machine that leads to progression.
-Techno Panic Adapter / Takuya Anomaly (or Mech-Organism Factor):
Many people try to emulate Techno Panic through several methods, one of which includes creating electronic devices. In this case, the Viro-Electrotoxin strand was taken off of different individuals who had it to create a electronic device that temporarily changes the cellular structure of an individual capable of using Techno Panic. The first Techno Panic Adapter was made by the established governments around the world in order to emulate those who knew how to use the actual form of Techno Panic. This was meant to be distributed to soldiers or military service members that were participating in the Vietnam War but its production and usage came to a halt and was kept after news began to slip out about it the risks in utilizing it. The Techno Panic Adapter is useful but is also very risky to use. The person uses the device by having it in their possession and activating it accordingly (usually through a passcode, keywords, PIN number, or a simple button press). Upon doing so, the individual temporarily transforms into a standardized version of Techno Panic. While it grants people the ability to utilize Techno Panic, they only use a less authentic version of it. It allows people to register thoughts and react to their subjects, similar to how a computer system would but it does not completely accelerate their strength or potential. It is more of a temporary and short-sighted boost in power and intellect. The weakness of the Techno Panic Adapter is that it causes the Takuya Anomaly. The Techno Panic Adapter also does not last long as the power output is usually in five minutes. Most modern Techno Panic Adapter require an electrical outlet to charge itself. In the past, people made use of a battery systems.
The Takuya Anomaly (also known as the Mech-Organism Factor) is the act of a living creature (mainly a human or a meta-human) changing into a machine from the Techno Panic Adapter. When a person over-abuses the Techno Panic Adapter, the negative effects of Techno Panic cause the individual headaches and increase fatigue, more so than the traditional, authentic version of Techno Panic would. After a long while, the individual’s cellular structure will change as the minerals that project from the Techno Panic Adapter, causing their body to maintain a robot-like state. The individual may also end up losing their conscious or completely blacking out from its gradual transformation process. If the processes goes unopposed, the individual transforms into a disturbing mechanical life-form with varying degrees of horrific mutations. There are cases where the individual can stay coherent or slowly regain conscious even while in this state though this has a tendency of only specifically applying to individuals who already knew how to take advantage of Techno Panic from the Viro-Electrotoxin. It is also possible to reverse this state through medical procedures and by using the same approach as you would through electro-cleansing though the process takes a lot of time and the use of concentrated radiation (or Neo Energy from a Neo Star) are also recommended. Sometimes, it is required to make use of a large series of Neo Star to even produce a positive change. It is also possible to control individuals remotely while they are in this state as well but it is also possible for them to fight against the control system depending on their mental capacity and self-awareness.
-Neo Star:
The Neo Star is a mineral that originates from the Ice Age. The Neo Star is made up of various forms of minerals and the remnants of the meteors that crashed on Earth leading to the Ice Age. It can conduct unique form of electricity and can also generate Neo Energy. Extreme heat or radiation in the vicinity of the Neo Star will cause living beings to mutate, leading to the creation of meta-humans, a subcategory for the humans that exist on Earth. The Neo Star can be used for constructing different structures and it can be used for powering up machines as it does conduct electricity. However, when used with electronic processors or computer systems in some cases, the Neo Star generates an unusual electrical current that will cause dimensional rifts to appear, leading to a primitive of a cyberspace. In the current timeline, the Neo Star holds a lot of value because of its utility and people often seek them out for making technological advances, powering up specific electronic equipment, science projects, or for simply monetary benefits. What needs to be understood is that Techno Panic does not have any direct relationship with the Neo Star. Techno Panic itself is something that occurs between humans, advanced robots, and the cyberspace of the world.
-Meta Mutation / Meta Human:
Meta Mutation arises from a human specifically being exposed to Neo Energy for long periods of time, usually with some illumination and extreme heat (sunlight, radiation, or how hot climates. Illumination can either come from the sun, moonlight, which is simply the reflected light from the sun, and especially technology). Some individuals may end up mutating poorly, leading to body disfigurement or other unwanted change of the human body. Individuals who manage to live with the long term influence of the Neo Star would end up becoming meta-humans. The meta-humans that are born this way would have parents (both or at least one of them) that manage own their traits to them in their birth. The meta-human is a subcategory of the humans that exist on Earth and are identical to human. Because, of the fact that they are identical, most meta-humans don't really have to deal with any particular discrimination from human groups. They have four defining traits that allow them to differentiate from traditional humans to a varying degree:
* Their pupils and irises in the individual’s eyes are often poly-chromatic or greenish-blue/emerald in color. This may or may not always be the case but this is a recurring element.
* Many meta-humans tend to have enhanced anatomy to make them more impervious to external or internal injuries.
* In addition to enhanced anatomy, they are usually capable of lifting approximately 40 to 500 tons at their full strength, depending on the individual’s size. This ability normally applies to meta-humans that have lived for until the approximate age of 22 where their bodies are developed, depending on their physical conditioning. It will also depend on whether they have cybernetic augmentations or other genetic enhancements. This is often very difficult for most meta-humans to perform on a consistent basis as lifting that much weight is often considered preposterous and it exerts a lot of their physical strength and can cause a massive amount of fatigue. These are feats that humans cannot perform at all without any augmentations or specific power ups.
* Typically are capable of projecting natural kinetic energy a lot more proficiently than a traditional human but the nature of these abilities will vary. They can also occasionally create pocket spaces to help them maneuver through time-and-space rifts and even warp reality on a very local scale and to even cancel out other people's ability to warp reality. This ability often requires the use of Neo Stars but there are also rare circumstances where a person might be strong enough to do this without the use of a Neo Star.
* The problem of meta-humans in comparison to humans is that meta-humans typically evolve their kinetic projections and abilities at a slower rate, even if they use devices, cybernetic augmentations, or Techno Panic. Another problem is that a lot of the said devices may not work at all as they do for humans.It is important to note that meta-humans are not necessarily “stronger” or “powerful” than humans. In terms of raw strength and short-term capabilities, the meta-humans can be seen as superior. But, as far as utilities and long-term use mastery over different elements or specific strengths, humans can edge out the meta-humans easily and even outlast them in a combative situation. This also depends on a number of factors such as intelligence, environmental circumstances, tools, and the physical capabilities of the human and the meta-human. (Disclaimer: These limitations are also specifically shown to prevent potential imbalances in a lot of the fight scenes. There will not be any “purposefully weak” characters in this series. This also applies to the advanced robots as well).
* The most noteworthy attribute is their ability to manipulate energy resources from other Neo Stars or power themselves up on a temporary basis, which helps them balance out the fact that they may not be able to use some common equipment or devices for augmenting their bodies.
-Cyborg:
Cybernetic organism. Simply defined as an actual human being augmented with cybernetic equipment and bionics in their bodies. This is not to be confused with individuals who have suffered an injury and were given limb replacements or artificial organs. A cyborg is identified by having actual computer systems and cybernetic devices laced within their bodies. A lot of cyborgs are also identified by having black eyes with their pupils and irises having their exact same color. It is also possible for meta-humans to become cyborgs as well. In some cases, it is also possible for a cyborg to revert into their human or meta-human state as well for as long as the appropriate procedures can be taken and it does not cause any major injury or issue in the person’s body. This is another subcategory of the human race.
(Disclaimer: The cyborgs can also be looked at as a way of also balancing out the match ups between advanced robots, meta-humans, and the regular humans themselves).
-Kinesis / Kinetic Projection
Kinesis is just a way of describing the ability to manipulate matter with momentum-based body movements and a focused mindset. The nature of these abilities vary wildly among many humans and meta humans and they become increasingly common when people get involved in the military services, federal services, sports or in martial arts. The abilities that come with Kinesis, tend to be associated with bursts with of energy, elemental control, varying degrees of super strength, and other types of abilities. The reason why a lot humans would have such capabilities would be based on extreme physical conditioning, use of devices, machine usage, genetic enhancements, or weapon systems. Sometimes, Kinesis is mistakenly described as magic or superpowers, but neither of the terms accurately describe it. Everything that happens between the characters in this series is going to somehow be related to the conditions mentioned above.
-Computer Realm / Net Ruins:
The Computer Realm is a physical cyberspace that people can actually enter and navigate.
The very first cyberspace was built in the 1950's from electronic processors, communication systems, environmental scanning machines, monitors, projectors, and the Neo Stars as a power source. Some people in the current time line state that the "Computer Realm" of the 1950's was not even a “true” cyberspace but was a predecessor of the said cyberspace. This argument is supported by the fact that technology was rather crude at the time, even in the 1950's and this was also the same time where industrialized robots were slowly being conceptualized and mass-produced. People enter these older Computer Realms by similar to walking into the rift forged from the Neo Star. Upon doing so, the environment will simply have a very similar outlook but everything would look digitized with a darkened hue. People who are not present in the cyberspace cannot be seen from inside unless the others also enter the space. It is also possible to expand the old Computer Realm to a degree.
Most of the older Computer Realms of the 1950's were made on behalf of the Shayo Industries and the several divisions of the Metopian Empire across the globe. They were each built within underground corridors in larger cities, warehouses, rural cave areas, and in old Metopian ruins. However, the some of the old Computer Realms were riddled with small problems that would soon evolved into something far more nefarious after negligence. After the Metopian Computer Crisis took place, many of the older Computer Realms were sealed off, destroyed, or hidden away. Some of the said old Computer Realms were used as a foundation for building the current Computer Realm. In the current time line, the old Computer Realms are now referred to as Net Ruins, a dark space hidden in underground caverns or labyrinths consisting of many legends, treasures, and dangerous elements.
Many of the older Net Ruins are inhabited by entities known as the Wraiths. People have to learn how to fight them in order to explore such a space. Even though, the Net Ruins were supposedly shut down, many of them still function and were actually expanded upon over the years somehow. The Net Ruins in these cases were also used as a foundation for building the current Computer Realm without Neo Stars. This is also implies that the Net Ruins are technically part of the surface world on Earth. The Computer Realms of today are simply cyberspaces and digitally simulated structures that people can navigate by digitizing themselves as data. The methods that people use to enter such realms are through the Cyber Gates, Digital Grounds or through CPES (Cyber Pulse Emulation System).
-Cyber Gate:
The Cyber Gate is a term that describes a rift that leads into the Computer Realm. This can describe either the Net Ruins or the Computer Realms themselves. This is also the most common method of entering Computer Realm.
-Digital Grounds:
The Digital Grounds is a relatively common method of entering the Computer Realm of the current time. People will stand on a surfacing in a large room and they will be allowed to digitize themselves into the corresponding Computer Realm. If the Computer Realm is shut down or deleted, the subjects that went into the Computer Realm will return into this very same room as. If the room was destroyed, then the individual or object will vanish along with the Computer Realm that was shut down or deleted. In some cases, it is possible to recover data that was lost in the Computer Realm when the Digital Grounds were destroyed.
-Cyber Pulse Emulation System (CPES):
This is a primitive method of entering the Computer Realm. The individual is put in a sleep-state within a capsule. Their pulses and mind-waves are registered into the system, allowing it to digitize the person’s body into the virtual reality simulation that is the Computer Realm. The reason why this method is not often utilized in the current time line because of the person suffers any sort of the pain in the cyberspace, the body inside of the capsule also suffers pain.
-Megaloid:
Advanced androids that live among humans in suburban or city areas. Many Megaloids typically operate within a Computer Realm or large corporate buildings, acting as maintenance robots, security robots, or for conducting many different kinds of services, depending on their programming. Megaloids were not built until shortly before the Shayo Industries was revived as the Shayo Network in the 1980's. The Megaloids in general were built as a way of counteracting the forces of the Computer Realms and the Net Ruins. There are several classes of Megaloids that allow people to distinguish their purposes and their programming:
* 3rd Class Megaloid = The most common type of Megaloid. These type of Megaloids are barely capable of sentience but generally function as traditional maintenance robots or fighting machines.
* 2nd Class Megaloid = A fairly common Megaloid. The second class Megaloid is semi-sentient but only up to a certain point. They are also a bit more advanced and durable compared to the third class Megaloids. The second class typically act as security robots, military sentries, or groups that actively help humans fight against powerful force.
* 1st Class Megaloid = A less common form of Megaloid. These Megaloids are sentient, almost to the point of being able to emulate human behavior perfectly. These types of Megaloids are also equipped with a much more durable titanium alloy and also have much more advanced combative equipment. The Megaloid can operate in many different job positions, much like humans. This has caused quite a bit of controversy among some individuals in human society.
(Regular Robots)
* MR Unit = Maintenance Robot Unit.
* RCM Unit = Remote Controlled Mech Unit. These type of machines are actually controlled by humans in tournaments. They are traditionally used by humans for remote Computer Realm explorations, participating in Net Fighting tournaments, and for accomplishing many other tasks. However, the individual is required to have a license and they also must abide all lawful standards set by the Shayo Network to utilize them without committing any crimes or abuse.
* DM Unit = Defense Mechaniloid Unit. These are relatively large mechaniloids that generally act as defensive units, security units, or fighting forces for big-time organizations or military agencies. These are not capable of any sort of sentience whatsoever. They are often found at large corporations and military installations. They are also typically associated (accompanied) with 1st Class Megaloids that patrol or work within the area of operation.
The Megaloids are controlled by a central core panel within a secured area belonging to the Shayo Network or the federal government of a specific country. The Megaloids (mainly the 1st Class Megaloids) also operate on behalf of the Robot Laws and the RLBI (Robot Legislation Bureau and Investigations), the latter which is designed for regulating and enforcing specific laws and regulations on behalf of the Shayo Network and the federal government. To further prevent Megaloids from committing crimes or to stop malfunctioning/erratic machines, the Net Rangers were made to further enforce the standards.
- Robot Legislation Bureau and Investigation (RLBI):
This is a law making, law enforcement, bureaucracy, judicial, and legislative organization for Megaloids and robots that is maintained by the Shayo Network (followed by additional law enforcement agencies or government-owned programs).
-Cyber Space Colony:
In the 1980's, space colonies were shown as a proof-of-concept a long time after Sputnik I launched into the air in 1957. Over the years, new satellites were built and sent to space for further exploration. Along with this technology, there were also the Computer Realms taken into consideration for space exploration. Over the decades, scientists create new Computer Realms along with the satellites that were made in order to allow for the expansion of human life beyond the Earth through the cyberspace. People digitize themselves into the new Computer Realms and are able to operate in space. The Megaloids that were produced in the 1980's made it possible to help individuals create new cyberspaces, taking forms of a cybernetic installation. There are currently three Cyber Space colonies, one of which is under heavy construction.
- Bugs:
Chronologically, bugs are programming oversights that may cause inconsistencies or potential danger to a computer program or a system. That is the actual term. In this series, a bug can either be described as it is above or as extremely dangerous entity that exist within the original Computer Realm (now the Cyber Ruins) because of the buggy systems that were left unchecked during the escalating conflict. Many executives (mainly the co-creator themselves) were worried about this. The bugs are also manifestations of the first Computer Realms becoming unstable and developing a "predator"-like instinct, harming other living creatures that visit the Computer Realm. They also a physical spawns of the temporary instabilities of the current Computer Realm though they are not quite as common.
Not all Computer Realms were infected but there were quite a few Computer Realms that were unstable, which also indirectly lead to the Metopian Computer Crisis. The Bugs even went as far as to "infect" other machines (specifically the Wraiths and the maintenance robots that were made later on) to increase the danger levels of some of the Computer Realm areas. These particular bugs still exist to this day, but many people learn how to fight against them and they are not likely to show up, unless there is a very severe problem. NS Bugs are far more common within some of the older Computer Realms (the Cyber Ruins that was sealed or destroyed as it was used as a primary foundation for making the new Computer Realm).It is possible for some of the bugs to be manipulated through different electronic devices or equipment.
-Shayo Industries / Shayo Network:
The Shayo Industries was a company that was created in the 1940's. It was headquartered in the Canadian region in Quebec and it's main purpose was to operate as another computer manufacturing company as well as a bio-technology research facility. The co-creators of the company was Tobian McAuto, an African-American computer scientist and Maximillion Hyun-Jin, a half-Canadian and half-Korean biologist and health care administrator. Soon they made contact with a Vindicator base to request for the use of Neo Stars in their development of new computer systems. They end up creating the first Computer Realms ever in history. They also end up discovering the concept of Techno Panic, along with the employees and the Vindicators that they hired. Unfortunately, after approximately 6 years worth of research and development of the Computer Realm and in Techno Panic, their organization would be comprised by outside forces that had nefarious intentions.
Soon, the co-creators and their supports were ostracized in favor of a new leadership that would end up creating more Computer Realms with flawed design outlets and the dangerous war machines known as the Wraiths eventually leading to the Metopian Computer Crisis. The Metopian Computer Crisis was prevented after the co-creators found a way to implement a black-ops program on behalf of several government agencies and the more ethical Metopian Empire leaders known as the Net Rangers. With the use of their resource and Techno Panic, the Shayo Industries operations were shut down, leaving behind some of the damage done from this new corrupted leadership that kept abusing its power. Decades later, a new Shayo Network was created with a different business structure and was created with the advancements of society in mind. It turns out that the co-creators both had children at some point with their respective wives to help carry on the legacy.
The Shayo Network now makes use of a board of executives; a corporate structure consist of multiple top leaders that would help keep track of the organization and to effectively increase the communication and integrity of the company. They would also be responsible for creating the first group of Megaloids, with many other companies to follow suit. Last, they would operate as a company that legislate and enforces different laws and regulations in relation to the use of Company Realms, specific robots, the RBLI program, and other types of legislation's. They also make Net Rangers into an official group of warriors that would help carry out military operations in relation to the Computer Realms, both the newly established Computer Realms and the older ones.
-Schlange Kante Inc.:
This is the weapons manufacturing company that bought out the Shayo Industries through nefarious business practices and corporate espionage when the co-creators declined numerous of their business offers. They would be responsible for creating the division that would manufacture the Wraiths within the additional Computer Realms made from the Shayo Industries they took control of. The Schlange Kante were exposed for their shady business practices and were also guilty of multiple of losses of lives from the Wraiths they made to initially support the Vietnam War and profit from it. The Wraiths malfunctioned and ended up acting erractically towards humans, due to the bugs that were in the Computer Realms, as well as the primitive approach in their design. The Schlange Kante went bankruptcy right when the Shayo Industry operations were stopped by the black ops programs. Parts of their track record remain hidden or a mystery from the public yet there were still enough grounds for them to still be put to bankruptcy. There had been rumors of the Schlange Kante conducting extremely disturbing experiments on human beings and the people who were still trapped in concentration camps in Germany, most of the said experiments somehow being related to the Wraiths themselves and Techno Panic... As a bonus, “Schlange Kante” appears to translate to Snake Edge in the German language.
-Wraith:
War machines that were made during the Metopian Computer Crisis by the Shayo Industries when it was under control of the Schlange Kante. The Wraiths were built from hard iron material, simplistic computer systems within their bodies, and they are often human-shaped (proper term would be humanoid). Many of the Wraiths were built within factories in warehouses and in the additional Computer Realms that were made after the Schlange Kante took over the Shayo Industries business. Unfortunately, due to the programming errors for the Wraiths and the instability of several Computer Realms that were made (as evidenced by the physical existence of the computer bug organisms in the Computer Realms and the malfunctioning devices), the Wraiths became extremely dangerous, thus developing a predator-like instinct to attack other life forms. As such, even after the Metopian Computer Crisis came to a halt, millions of them still maintain their existence in the older Computer Realms hidden throughout the Earth by the Shayo Industries under the Schlange Kante's control. People learn how to combat these forces as a result through fighting tournament systems, the Net Rangers, military operations in other branches around the world from established governments, and regulations made from the newly established Computer Realms. The Megaloids and the new robots that were made over these last few decades after the Metopian Computer Crisis were also designed as a foil and counteraction to the Wraiths.
-Net Fighter / Net Ranger:
The Net Rangers are a military organization that work on behalf of the Shayo Network within a region. Once upon a time, they were initially a black-ops programs made on behalf of the ostracized co-creators of the Shayo Industries, the Metopian Empire, and other intelligence agencies in order to shut down the Shayo Industries that fell into corruption from the Schlange Kante. A few decades later, the Shayo Network reemerge from its bankruptcy and creates the Net Rangers as an official military organization. The rank structure works almost exactly as they do in the regular Army. There is enlisted, the warrant officers, and the commissioned officers. There are also two categories: Regional Net Rangers and International Net Rangers. Regional Net Rangers operate within specific countries of their unit while International Net Rangers operate globally and can deploy into other countries for operations.
* Enlisted: Private, Private 2, Private First Class, Specialist, Sergeant, Staff Sergeant, Sergeant First Class, Master Sergeant, Sergeant Major
* Warrant Officer: Warrant Officer 1, Warrant Officer 2, Warrant Officer 3, Warrant Officer 4, and Warrant Officer 5
* Officer: 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, General
The Net Fighters are civilian individuals that generally participate in events that relate to the Net Rangers themselves or the Computer Realms. They actively compete in big-time fighting tournaments and conduct various contracts with Net Rangers under specific supervision or job systems. Many Net Fighters also tend to direct commission from these groups after gaining so much experience (it is better if they actually won tournaments and gained sponsorship from different organizations, including the Shayo Network). Net Fighters also are given exams, special training, education school programs, and licensing programs for participating in tournament, exploring the Computer Realms in groups or by themselves and using specific kinds of equipment or technology. The individual has to be 13 years or older to participate in many of these activities and they have to pass a preliminary exam process in order to considered a Net Fighter. Additional regulations are put on showcase on behalf of the Shayo Network administration.
-Metopian Society / Metopian Empire / Metopian Order:
The Metopian Soceity is one of the more noteworthy groups of society made with meta-humans in mind. It is also one of the few groups that also integrates humans in its group as well (eventually robots in the late 20th century). While there were many groups that were built by meta-humans, the Metopian Society was the famous and noteworthy group, often heard about from different legends and some historical backgrounds. The Metopian Society operates on somewhat otherworldly terms while still managing to succeed in modern society and are generally very elusive. The general background of the Metopian Society consists of a Asian and European feudalism inspirations, presenting a unique and somewhat unorthodox culture of meta-humans. For the most part, these individual stay hidden from society but they also blend into outside parts of the world as well. They are governed by a bureaucracy known as the Metopian Order (which became a more celestial bureaucracy when cyber-space colonies were being created decades after the Metopian Computer Crisis). They generally operate as a Republic, having specific leaders and small groups help lead the society into the right direction while still maintaining good terms with the rest of human society. They also frequently enlist the help of Net Rangers in secret missions and they have a military force known as the Vindicators.
-Vindicator:
The Vindicator are a group of warriors that used to operate primarily as a peace-keeping organization on behalf of the Metopian Society. After the Metopian Computer Crisis took place in the mid-1900s, the Vindicators would start functioning as a global intelligence and anti-terrorism task force, conducting its operations from the shadows. They also no longer work directly under the Metopian Order but as a single entity that collects intelligence, participate in anti-terrorists activities to prevent disasters from taking place, and to secure the safety of the Metopian Society. Much like Metopian itself however, its existence is shrouded in a mystery by most common organizations or individuals. Most large-scale corporations (like the Shayo Network, CIA or British Intelligence for example) are somewhat aware of how they operate, thus they may enlist Vindicators to conduct special operations or secret missions. While the Vindicators are in fact a military, they also have a different culture to them that separate them from the other common military groups, along with a relatively unique set of values. While Vindicators primarily consist of meta-humans, the cyborgs, humans, and Megaloids can also work from within the organization.
The rank structure is has quite a few differences as well as some similarities between how they work in comparison to other military branches or intelligence agencies:
* Vindicator Agent:
- Trainee = The lowest rank. Most individuals start off with this rank.
- Initiate = Second lowest rank. Individuals who direct commissioning from academies or had already received a 6 week Basic Training will always get this rank.
- 3rd Class = Junior Vindicator Agents. Very common.
- 3rd Class Prime = Junior Vindicator Agents with promotion status for 2nd Class, after approximately 4 months to about 2 years’ worth of experience and time-in-rank, depending on feats, skill settings, education, work ethic, task completion, and examination rankings.
- 2nd Class = Promoted from 3rd Class Prime. This is basically the “Sergeant” category if this were to be visualized from a United States Army perspective. Getting rank at this point will depend on vacancies, as well as other factors from above. It will also depend on training assessments as well.
- 2nd Class Prime = This is a promotion status that will allow the individual to progress to 1st Class. This is also essentially the “Staff Sergeant”. Both the 2nd Class and the 2nd Class Primes are the most common ranks in the Vindicator Agents category and they are also the backbone.
- 1st Class = Top of the line, promoted from 2nd Class Prime. If an Army service member sees a 1st Class Vindicator Agent, they can be seen as a revered “Platoon Sergeant.”
- 1st Class Prime = A higher rank of the 1st Class. The 1st Class Prime typically operates alongside Commander. Generally seen as “Master Sergeant” from a regular Army perspective.
- Senior 1st Class Prime = An experienced and one of the most advanced forms of the 1st Class. These are generally regarded as “Sergeant Major” from a Army perspective.
- Major 1st Class Prime = The highest rank of the Agent category. Very few individuals are in this category, however.
Vindicator Officers and Vindicator VTX (Vindicator Technician Officers)
Vindicator Officers have the same rank structure as Commissioned Officers from most Army organizations. However, there is the VTX group. The VTX group are generally special ops and warrant officers molded into one category. These are individuals with extreme talent in a specific occupation, normally involving secret services, logistics, administrative occupations, information technology, medical, or judicial job categories. They also enforce the standards of the laws within the Vindicator onto other Officers in order to prevent insider crimes. They are also subject to many dangerous hidden operations and are also gifted in the ways of combat. Vindicator Technician Officers are identified as “Class X” or simply “X”. The term X is based on a mathematical variable that is meant to benefit the overall force of the Vindicator category. X is also a term for ambiguity and a way to highlight the danger level of the officer as anyone who makes it into that category generally has greater fighting abilities and intelligence than even the highest ranking Agent or Officer.
The rank structure for both Vindicator Officers and Vindicator Chief Technician Officers are arranged like this:
Officer Vindicator Technical Officer
- 2nd Lieutenant - Class X <------> Class X Moderator
- 1st Lieutenant - Senior Class X <------> Senior Class X Moderator
- Captain - Class X Prime <------> Class X Prime Moderator
- Major
- Lieutenant Colonel
- Colonel
- General
- Senior General
- Prime General
The Class X is a rank that is gained after going through 5 weeks of officer training, an addition to a Class X Leaders Course for 2 weeks at a later date. The individual has to be at least 20 years old and they must have a Bachelor’s Degree. The individual has also already be an Initiate Vindicator Agent before they are they are considered for the Class X position (it is often recommended to become a 2nd Class Agent before creating a promotion packet and then going to a board for selection). When a person receives a Moderator category that means they have gained expertise and promotional status but this type of status is based on the amount of time-in-rank and their progression in their job. The nature of these promotions do outright depend on the job and the individual status. If they switch their jobs, they are reset to Class X. This also applies to Senior Class X. Prime Class and Prime General Class X are automatically in executive status, typically operating among Generals or other top officials. Also a Class X Moderator outranks a regular Class X. Same rules apply to Senior Class X rank series and so on. Class X's automatically outrank all Agents as they are officers. However, the Junior Officers and the Class X Moderators do not address each other, nor do they outrank each other. Non-Moderator Class X and Non-Moderator Seniors must answer to Moderators and the Lieutenant Colonel or any Commander of the unit, battalion, or brigade, or a division of the Vindicator. Senior Class X and Senior Class Moderators also must answer to the Lieutenant Colonel (this means all Class X's, EXCEPT the Prime Class X answer to the Lieutenant Colonel). Prime Class X usually answer to Generals and they also operate with them. Its Moderator counterpart is equivalent to the General, however, they both must answer to the Senior General and the Prime General.
-NFT/NFPT (Net Fighters Tournament / Net Fighters Pro Tour):
This is the tournament system that many multinational corporations utilize for allowing Net Fighters to legally compete against each other in martial arts events. These tournaments are often set at large arenas or a digital background simulator. All types of humans and robots are capable of competing in these tournaments as long as they have a valid license or a form of identification that states that they are official Net Fighters. These tournaments are designed to augment Net Fighters who wish to demonstrate their fighting ability, their intellect, and their ability to survive in the Computer Realm. It also allows individuals to receive grades and different licenses for accessing different subjects such as new equipment, multiple types of benefits, and for gaining access to old and new Computer Realms that were initially unavailable to under-leveled, disabled, inexperienced, or civilian individuals. Most tournament brackets can either be single elimination, double elimination, or kumite.
Net Fighting Tournaments can take place locally or on an international basis. The Net Fighters Pro Tour is held every 6 months, once during the Spring time and once more during the Winter. All Net Fighters Pro Tour tournaments consist of Tournaments Pools. After the pools are completed, there will be Double Elimination brackets. Depending on the number of contestants, the top 16 or the top 8 Net Fighters all get runner up prizes, medals, certifications, and additional awards from tournament sponsors. The individual in 1st place wins a large sum of money as well as many other beneficial awards, along with a guaranteed sponsorship (or occupational job position) from a powerful company. There are a number of ways to compete:
* Single entry, Team entry (no more than 2 individuals).
* Competitors can be humans or robots.
* Humans and robots can make use of RCM Units if they wish to do so in order to compete against others remotely.
* Weapons such as guns, blades, katanas, or other types of weapons are allowed, depending on the sponsors and the range of the weapon.
* All individuals must be equipped with Nanotech-Suits, Nanotech-Spray, or full armored equipment in order to compete (Techno Panic users, robots, meta-humans, and cyborgs are exempt from this but it is still strongly recommended).
* All individuals must either be staff members of the sponsoring organization, military service members, professional athletes, or registered Net Fighters to compete in the tournaments.
* All individuals must be 13 years or older to compete.
* All standards, guidelines regulations, and legislations are written and enforced by the Shayo Network, available through their online webpages, articles, and in printed books.
-Net Fighters Education Program:
This is a school system designed by the education department of the Shayo Network. This where people can register and take license exams or participate in long term school programs or training outlets.
-Net Fighters Association (NFA):
A local, international, or online community of Net Fighters. (NOTE: Part of the design of the Net Fighters themselves are meant to allude to the real life Fighting Game Community).
- Cryo-Formation Program / Dark Prominence Factor:
The Cryo-Formation Program is a cryogenics program that tests the ability to utilize liquid nitrogen and machine capsules for holding living creatures and allowing them to extend their lives without aging. In some cases, it may cause the individual to age backwards as their bodies heal over gradually (this often occurs if a Techno Panic Adapter or a Neo Star was utilized in association with the Cryo-Formation Program capsule). The Vindicators were actually the first individuals to make use of the Cryo-Formation Program for the sake of applying medical applications when they were partnering up with the Shayo Network in the mid-1900’s. However, the technology would also be used for long-term experimentation processes and even as prison cells for individuals who commit horrible crimes. The Schlange Kante were also implied to have been using the Cryo-Formation Program in the past for Techno Panic-related experiments.
The Dark Prominence Factor is a unique case where a meta-human is artificially made when a Techno Panic Adapter is utilized as an electronic power source while an individual is encapsulated. The projections that are emitted from the Techno Panic Adapter is absorbed into the individual through tube systems that were meant to contain the concentrated liquid-nitrogen. The individual as a result is given kinetic control over ice. They also gain the ability to change their appearance into a cold titanium metal-like state for a long period of time.
- Nanotech-Suit/ Nanotech-Spray:
Medical applications for humans. The Nanotech-Armor is a body suit that prevents a lot of lethal scenarios, such as gun-shot wounds, cuts from blades, and the like. Every government branch, military agency, and any Net Fighter who competes in a tournament must wear the equipment and/or have the Nanotech spray equipped in order to prevent the loss of limbs, lethal internal injuries, and deaths that would normally occur in the otherwise violent fighting tournament. The individual will still experience a large degree of pain from the attacks they suffer from during a match or an in combative situation but they end up having a much lower risk of dying prematurely. This type of medical equipment is generally very expensive yet it can be very useful in a lot of situations.
-Diesel Syndicate:
A massive crime organization that is owned by a person known as the Diesel, whose real name is Matteo Angelo, the adoptive brother of the protagonists father. The Diesel Syndicate practically rules over almost every other crime organization and is very notorious. The modes-oprendi of the Diesel Syndicate is conduct cyber terrorism, take over federal organization computer systems and steal electronic components from big time corporations. The Diesel Syndicate is also known to operate within legitimate and underground fighting tournament scenes within many different country, extorting money from sponsors or treating some of them as hideouts while taking advantage of tournament guidelines and rule settings for individuals who spectate or competing. The goal of the Diesel Syndicate is to build an autocracy by forcing every other nation around the world to rely on its technological resources. It also seeks to rewrite the laws in favor of those who are in power to answer only to the Diesel himself.
-Federal Government / Law Enforcement / Constitutional Subjects:
There are other forms of recurring agencies that work more less the same as how they would in real life. These agencies include police departments, Federal Bureau Investigation (FBI), Central Intelligence Agency (CIA), Interpol, military branches, and many other real life agencies working as law enforcement or as government entities. A handful of the playable characters work for one or more of these agencies.
Section 8
Playable Characters / Roles / Brief Description:
Eiji Seijitsu:
-Age: 22
-Height: 5'10" ft
-Weight: 138 pounds
-Eye Color: Brown
-Hair Color: White
-Race: Human
-Nationality: Japan
-Ethnicity: Japanese
-Occupation: Net Ranger Reservist (Warrant Officer (WO1) / MOS: IT Officer), Virtual Assistant
-Likes: Apple Cider Tea, women, libraries, laughing, analyzing things, collecting eye-glasses
-Dislikes: Arbitrariness, political mind games, accidental injuries, anyone who gets in his way
-Fighting Style: Krav Maga with the combination of basic martial arts techniques and use of electro-kinesis
-Game Play: Poke and frame-trap heavy, relies on strong ground game and offense to win
-Difficulty: Medium/Advanced, Not Beginner-Friendly
Role: Main Protagonist / Type II ----> Type III/VI Anti-Hero / Pseudo-Comic Relief
Brief Description: Eiji is an intelligent yet mentally frustrated man who seeks to finish what his late father started in the investigation against a cyber terrorist organization known as the Diesel Syndicate. Eiji theorizes that the Diesel Syndicate is looking to conduct a mass hijacking of all computer networks while making use of the same research data that his father had in his possession in relation to Techno Panic. At the same time, there would also be a potential insurrection from within the Shayo Network and multiple government organizations. After gaining more experience in utilizing Techno Panic and discovering the said insurrection, Eiji proceeds to use what leverage he can to bring down the Diesel Syndicate his own way. He gradually learns how to master the use of Techno Panic as he progresses through the game while going through the most intense of trials.
Nitro the Equalizer:
-Age: N/A
-Height: 6'1" ft
-Weight: 214 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid
-Nationality: America
-Ethnicity: N/A
-Occupation: High Official Security, CIA Senior Field Agent
-Likes: Choreographing martial arts techniques, collecting weapons, high places, electronic stores, pretenders
-Dislikes: Willfully weak individuals, the Wraiths, flawed machinery, pointless conversations
-Fighting Style: Combination of the most lethal martial arts techniques. Can resort to short distance flash steps, weapons systems, and the ability to temporarily copy other individual’s skill from simple observation
-Game Play: Frame trap-heavy, has a lot of ground cross-ups (left-to-right mix-ups), strong anti-air reversal game
-Difficulty: Medium~Advanced, Not recommended for beginners
-Role: Villain Protagonist ----> Type III Anti-Hero / Mid Boss Character
-Brief Description: Nitro is one of the most advanced robots that was recently created on behalf of the Shayo Network in order to serve the American government, becoming a war hero in the process of the short years leading to the current time period. Nitro has been tasked to conduct an investigation against the Diesel Syndicate. Throughout the game, Nitro slowly grows impatient with humans as he eventually becomes a target in his own investigation. He will soon realize that he was built for a nefarious cause and that he may have actually been a human being in the past, even though he has no memory of it, even with his advanced intelligence. Upon doing so, he would seek retribution against the Diesel Syndicate, the people who built him, and anyone who gets in his way.
Dark Prominence:
-Age: Physically 22. Chronologically 80+ years old.
-Height: 5'8" ft
-Weight: 109 pounds
-Eye Color: ?
-Hair Color: ?
-Race: Unknown (appears Human)
Nationality: China
-Ethnicity: Chinese-Metopian Descent
-Occupation: Vigilante, (Spoiler) = Class X Vindicator
-Likes: ? (Spoiler) = Alcoholic beverages, practical jokes, casinos, sightseeing, observing things
-Dislikes: ? (Spoiler) = Messy things, extremists, sunlight, modern-day
-Fighting Style: Chinese Wu Shu and Jeet Kun Do variations. Resorts to dark energy weapons, playing cards, and cryokinesis
-Game Play: Punisher, possesses several Just Frame type moves, causes Freeze effects for combo starters/extensions
-Difficulty: Medium/Advanced, manageable for beginners but requires execution for best damage and punishes
-Role: False Villain, protagonist, hero antagonist, type III anti-hero, secret mid boss
-Brief Description: The Dark Prominence is a mysterious woman who claims to be the same Dark Prominence from the Metopian Computer Crisis that took place roughly a decade after WWII. Somehow resurfacing in the 21st century, she conducts a series of operations through her personalized force, periodically saving lives while also making attempts to quietly kill individuals in power who she deems as "unproductive" or "beyond any forgiveness." She functions as a leader of her own syndicate within the Vindicator firm in New York. Several of her Vindicator leaders were recently kidnapped by the Diesel Syndicate. The Dark Prominence proceeds to rescue them at all costs and then crush the Diesel Syndicate under her icy heel. As the Dark Prominence’s name suggests, she is shrouded in a mystery and is an extremely dangerous individual who makes careful use of her talents in covert operations, tricks, and assassinations. To contradict this however, the Dark Prominence has a tendency of acting very laid back, even in some of the direst situations, even going as far as to joke about the matter or make tough-in-cheek remarks at her subjects. She often tends to allude to
K99 the Cerberus:
-Age: N/A
-Height: 6'3" ft (when he is not hunched over)
-Weight: 195 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (A robot built after a Cerberus)
-Nationality: Built in Australia
-Ethnicity: N/A
-Occupation: FBI Agent, Net Ranger (Rank: Captain / MOS: Cyber Security)
-Likes: Scouting, biting things, fireworks, science laboratories, festivities, analyzing competitive sports/E-sports footage
-Dislikes: High velocity winds, whiny behavior, abuse of authority, injuries, terrorism (especially insider threats)
-Fighting Style: Programmed to utilize Goju-Ryu and Shorin-Ryu. Can also utilize tendons, claws, flames, bombs, and mines.
-Game Play: Bipolar game plan between projectile/trap zoning game and heavy rush down. He can self-destruct himself to hurt opponents even after KO animation.
-Difficulty: Easy/Medium, Not recommended for beginners
-Role: Supporting character <---> audience surrogate
Brief Description: A Megaloid who is based on a mythical dog-like creature. K99 obligates himself to participate in an investigation against the Diesel Syndicate with the motivation of avenging the people he knew who died in trying to solve the case. He also intends on finding a frog-like robot he knew whom betrayed him and his cause. K99 sides with Eiji and his coworkers to lead a crusade against the Diesel Syndicate as they are slowly taking over the world on both political basis, the battlefields, and the cyberspace.
Shaw the Thunder Hawk
-Age: N/A
-Height: 6'2" ft
-Weight: 171 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (A robot built after a hawk)
-Nationality: Built in Korea
-Ethnicity: N/A
-Occupation: Net Ranger (WO1 / Signal)
-Likes: Power plants, personal computers, guitar collection, metallic surfaces, radios
-Dislikes: Rural environment, being under someone else control through mechanisms, Eiji Seijitsu, boredom, collateral/people getting his way
-Fighting Style: Programmed to use Taekyeon. Generates electrical energy and currents while manipulating the weather on a localized basis.
-Game Play: Air control, relies heavily on whiff punishment, okizeme, and air-to-ground mix-ups, has elaborate ground and air "rekkas"
-Difficulty: Medium/Advanced, Manageable by beginners
-Role: Villain / Well-Intentioned Extremist
-Brief Description: Shaw is a Megaloid built after a hawk, a bird of prey. He operates as a bodyguard for a man known as Matteo Angelo who works in the German Shayo Network HQ as a board member. Another Network Ranger Warrant Officer known as Eiji Seijitsu tries to interrogate his boss but they end up in a violent scuffle, earning Eiji’s mutual hatred. Shaw is generally sarcastic, insensitive, and a roughneck who is only loyal to those who are close to him. Shaw motivation is to sabotage Eiji’s investigation by arresting the Diesel before he does.
Andre O'Day
-Age: 25
-Height: 6'5" ft
-Weight: 166 pounds
-Eye Color: Brown
-Hair Color: Black
-Race: Human
-Nationality: Italy
-Ethnicity: Black
-Occupation: Diesel Elite Operative (Undercover), FBI Agent, US Army Reserve Officer (Rank: 1st Lieutenant, MOS: Army Detective), Movie Critic
-Likes: Popcorn, research on various subjects, online education programs, well-crafted movies (regardless of genre), collecting fish
-Dislikes: Mango (Allergic), unexplained variables, badly produced/directed movies, heights, and noisy people (especially in movie screenings)
-Fighting Style: Teakwondo accompanied with professional wrestling
-Game Play: Grappler, uses stance transitions for implementing grab mix-ups or highly damaging combo extensions from the ground or in juggles
-Difficulty: Advanced, manageable by beginners but requires execution to be played "correctly"
-Role: Protagonist / Audience Surrogate, Villain <---> False Villain, Supporting Character
-Brief Description: Andre works on behalf of the Diesel Syndicate who claims that he wishes to destroy the "easily broken" justice systems within many different countries. Beneath this claim, lies a more complicated goal. He is an undercover FBI agent who intends to bring the Diesel down on his knees by building a case file against him. Unfortunately, he has not yet seen the Diesel's face. He obligates himself to work undercover through his connections from both the military and the Federal Bureau Investigation. Andre quickly made his way up in the ranks through smaller operations and by participating in several of the Diesel's Net Fighting tournament systems where the crime syndicates gets about half of its budgeting process from. Andre's goal is to expose the Diesel and bring him to justice while posing as a high official gangster from inside of the very organization he opposes. Andre also seems to know a lot of individuals from inside of the said crime syndicate and based on how the Diesel operates, he may have some history with the leader as well yet he needs confirmation. Andre proceeds to pose as a threat to society while quietly preventing unnecessary deaths and damages from the Diesel Syndicate to slowly bring the Diesel down to his knees.
Kagekiyo Fortesque:
-Age: Physically 20 (Spoiler = Chronologically 85+ years old)
-Height: 5'10" ft
-Weight: 120 pounds
-Eye Color: Polychromatic
-Hair Color: Dark Purple
-Race: Human (Type Meta Human)
-Nationality: Portugal
-Ethnicity: Caucasian
-Occupation: Net Ranger Reservist (Rank: WO1, MOS: Mechanical Analyst), College Student
-Likes: Heavy Metal music, silence, basketball, historic/scientific research, and collecting artifacts
-Dislikes: Pointless conversations, evil, mistakes, inaccurate information, people spreading said inaccurate information, and noisy people
-Fighting Style: Shotokan-ryu, use of mechanical dragons/transformations, darkness and flame elementals
-Game Play: Emphasizes heavily on block punishment, versatility (balance), and damage modifiers from dragon transformations
-Difficulty: Medium, Not recommended for beginners
-Role: Protagonist / Anti-Hero Type III/VI
-Background: The mayor of New York known as Kay Renolds targets Kagekiyo for an alleged act of violence against his personal task force. Kagekiyo is taken under custody by his familiars within the Shayo Network. Kagekiyo claims that the mayor of New York is guilty of the multiple kidnappings and killings of different figure heads, political entities, and other groups of people. The said murders had something to do with a long term experiment involving the use of a weapon known as the Takuya Anomaly, along with individuals like himself whom were found in a cryogenic capsule for the said experiments. Rumor has it that he was somehow related to many of the Cryo-Formation program experiments that took place during the Metopian Computer Crisis, yet none of this was disclosed and Kagekiyo is completely unaware of his own origins. Kagekiyo also found out that the mayor is somehow connected to the he has no proof yet he was in a position to support his claims. Kagekiyo operates while in custody of the Shayo Network's personal military, the Net Rangers while communicating with the FBI agent known as Akira Lane Takeshi. He is often accompanied by Lynch the Absolede, Nuno, and Gunthi.
Lisa Campbell
-Age: 22
-Height: 5'7" ft
-Weight: 112 pounds
-Eye Color: Brown
-Hair Color: Blond
-Race: Human
-Nationality: (Seemingly) American
-Ethnicity: Caucasian
-Occupation: Net Ranger (Rank: 2nd Lieutenant - MOS: ACA Field Agent), College Student, Coffee Shop Employee
-Likes: Sweetened coffee, tea, walking through cities or forests, collecting cell phones, cinema
-Dislikes: Internal conflict in her organization, fighting without a cause, liars, bitter coffee, feeling useless
-Role: Hero Antagonist <---> Supporting character
-Fighting Style: Advanced martial arts and military tactics, uses projectile-based weaponry
-Game Play: Poke-heavy, projectile-zoner, emphasizes on ground game and ground-based combos
-Difficulty: Easy-Medium, somewhat manageable to beginners
-Background: Lisa is a young woman who was left as a baby in the Middle East and was raised by a group of American mercenaries. She was specifically raised by a machine known as Lynch the Absolede. Until the age of 10, she was forced to learn how to fight with many advanced weaponry and the use of assassination. Lisa arrives to the states on behalf of the mercenaries, graduates high school, and becomes a Net Ranger where Lynch the Absolede commands a unit in New York. Lisa participates in a investigation against the Diesel Syndicate with the ACA Division in the Shayo Network, hearing about the Takuya Anomalies and their baffling appearance as they appear to be under some sort of control from the Diesel himself. After finding out some vital information in relation to the Takuya Anomalies, she is suddenly tasked to operate as a body guard for the mayor on a special detail.
Jack Mack:
-Age: 25
-Height: 6'4" ft
-Weight: 167 pounds
-Eye Color: Brown (one is cybernetic)
-Hair Color: Black
-Race: Human
-Nationality: North America
-Ethnicity: Caucasian
-Occupation: Former U.S. Army officer, Diesel Syndicate Muscle
-Likes: Detective documentaries, healthy food, his wife, motorcycles, military
-Dislikes: Seeing his wife hurt in anyway, people who drink alcoholic irresponsibly, the negative aspects of the past
-Fighting Style: Professional boxing, accompanied with wrestling techniques, a metallic baseball bat, and eye lasers
-Game Play: Grappling character, reset-heavy, relies on a lot of ground-based combos and okizeme
-Difficulty: Medium, recommended for beginners
-Role: Villain <---> Anti-Hero Type III, pseudo-comic relief
-Background: Jack Mack is an antagonistic individual who serves the Diesel Syndicate in hopes of his wife improving her physical condition. He works on behalf of the Diesel in hopes of earning enough money to pay for medical expenses. Personality-wise, Jack acts comically masculine and overconfident in his strength. However, he is also a troubled individual whom was dishonorably discharged over a tragic incident related him hospitalizing an individual for drinking too much alcohol, hurting his wife in the process. With very little options, Jack proceeds to work under the Diesel in hopes of paying for his wife's medical expenses. He frequently associates himself with Andre O’Day as he seems to relate to him quite well.
Miles the Matrix:
-Age: N/A
-Height: 7'5" ft
-Weight: 255 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid
-Nationality: Built in Germany
-Ethnicity: N/A
-Occupation: Dark Prominence's Body Guard, Tournament Referee
-Likes: Crushing things, action movie flicks, large vehicles, jazz music
-Dislikes: Miscalculations, being scolded by the Dark Prominence, crooks, system update taking too long
-Fighting Style: Russian Sambo, accompanied with geo-kinesis, missiles, and short distance teleportation/mobility
-Role: False Villain, Pseudo-comic relief, supporting character, audience surrogate, mid boss
-Game Play: Grappler, uses a lot of long range zoning to set the opponent up for juggles or grapples
-Difficulty: Medium, relatively manageable by beginners
-Background: Miles is a giant, burly, and an overly masculine-acting machine who protects the Dark Prominence and helps her with matters pertaining to long term investigations and hidden operations. He is also an active Net Fighter who participates in tournaments within New York. Miles was initially a war machine built for augmenting Nitro the Equalizer's creation, but he is captured by the Dark Prominence. The Dark Prominence finds out that Miles was connected to Nitro whom was associated with the mayor of New York. The mayor is under suspicion of being a benefactor to the criminal organization known as the Diesel Syndicate. Miles holding a grudge against the individuals who made him as well as Nitro himself forges a partnership with the Dark Prominence in order solve the investigation against the Diesel... outside of the law. Miles has a perpetually hysterical personality, often praising his strength and using vocabulary words that end with “tion” in their suffix.
Nam Ae-ri
-Age: Physically 20 (Chronologically 70+ years old)
-Height: 5'7" ft
-Weight: 105 pounds
-Eye Color: Red
-Hair Color: Black
-Race: Human
-Nationality: South Korea
-Ethnicity: Korean
-Occupation: Former Shayo Network Intern, Musician
-Likes: Hard rock, heavy metal, nature, biology, sweets, touring, offices, forests
-Dislikes: Rap music, American country music, polluted areas, accidentally burning her surroundings, internet humor, modern society oddities
-Fighting Style: Composite fighting style with Piguaquan and Teakwondo, accompanied with flames, lava fumes, and poisons
-Role: Villain/Anti-Villain ---> Supporting Character
-Game Play: Utilize stance transitions for offensive maneuvers, ground, and juggle combos / Inflict poison to shut down the opponent’s defense
-Difficulty: Medium, Somewhat manageable by beginners
-Background: Nam Ae-ri is a woman who was found as a child crystalized in a capsule, much like the Dark Prominence. She retains most of her memories from the past and tries to start a new life with the foster parents that adopted her, living most of her life in South Korea. Overtime, she learns English and moves to New York under a college internship to invest her efforts into forestation projects and biological research. She also makes a living on the side as a singer for many rock and heavy metal bands. Unfortunately, one of her employers known as Neji Seijitsu was murdered. Even worse is that all of the research she had done was stolen by the high officials of the New York law enforcement on behalf of the mayor of New York. Last but not least, individuals who work for the government in secret covert operations attempt to take her life in the process. She then realizes that the these transgressions have something to do with her past life and the research she had invested in while she was working at the Shayo Network in New York. Instinctively choosing not to trust anyone around her, she proceeds to track down the people responsible for taking her research away and trying to kill her.
Akira "Lane" Takeshi:
-Age: 51
-Height: 6'1" ft
-Weight: 187 pounds
-Eye Color: Black
-Hair Color: Brown (grayed)
-Race: Human
-Nationality: American
-Ethnicity: Japanese~Caucasion
-Occupation: Senior FBI Detective
-Likes: Research in robotics, bitter coffee, running, laughing at Andre's movie rants, chess, his family
-Dislikes: Bad news, Matteo Angelo, criminals who manage to hide behind the law, losing friends, explosions
-Role: Supporting character, deutragonist, mid boss
-Fighting Style: Muay Thai. Makes use of shockwaves, Balisong knives and M9 weapons
-Game Play: Fundamental-based, versatility, has several moves with super armor properties
-Difficulty: Medium, recommended for beginners
-Background: Akira "Lane" Takeshi works for the FBI and is currently tracking down the Diesel, enlisting many other noteworthy individuals such as Andre O'Day and Neji Seijitsu to participate in the investigation. He arrested a man known as Matteo Angelo on behalf of Neji Seijisu, a Shayo Network board member whom was also an informant. Matteo was arrested under the suspicion of actually being the Diesel but he was let free due to the loss of evidence and his connections backing him. Without any proof, Akira had to start all over. Akira was initially going to carefully go over what Neji and the other authorities have uncovered from the Diesel Syndicate but coincidentally, Neji dies in a car accident. Along with this sudden death, there is also a potential insurrection going on between FBI agents, other government organizations, and even the Shayo Network as there are people in those organization who could easily be working for the Diesel. After losing a friend and being contacted by increasingly shady individuals in his own organization, Lane gradually proceeds to take more drastic measures in confronting the Diesel.
Lynch the Absolede:
-Age: N/A
-Height: 6'6" ft
-Weight: 224 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid (built after a Centipede)
-Nationality: Built in China
-Ethnicity: N/A
-Occupation: Net Ranger Unit ACA Commander (Rank: Captain, ACA Unit Commander)
-Likes: His foster daughter (Lisa), calculating things, top-of-the-line automobiles, wall/ceiling climbing, intimidating criminals
-Dislikes: Independent variables, losing accountability of his coworkers, betrayal, collateral damage
-Fighting Style: Programmed with Chinese Kung Fu with the use of underground translocation and move set scrambling
-Role: False Villain / Supporting character / Mid Boss
-Game Play: Relies on hard-hitting pokes and juggle combos through stances. Can scramble or even nullify the abilities of other characters.
-Difficulty: Advanced, not recommended for beginners
-Background: Lynch the Absolede is a Megaloid who acts as a commander of the Net Rangers within the Shayo Network HQ of New York. He is also responsible for raising Lisa with the mercenaries that he was associated with many years before during an operation in the Middle East. As of now, Lynch grows suspicious of the individuals around him and he also worries for Lisa's safety has she could be in danger. There is a insurrection from within the Shayo Network that which is strongely related to the Diesel Syndicate. Lynch has also a friend known as Neji Seijitsu, along with several other individuals he was familiar with and he was bound to become target for Diesel Order to which they commit their assassinations of all potential threats. Absolede tries to maintain contact with Lisa while focusing his investigation on the Shayo Network employees and the Net Rangers who could be working for the Diesel.
Nuno Ashworth:
-Age: Physically 20 (Chronologically = 60+ years old)
-Height: 5'8" ft
-Weight: 122 pounds
-Eye Color: Polychromatic
-Hair Color: Blond
-Race: Human (Type: Meta)
-Nationality: France
-Ethnicity: Caucasian
-Occupation: Vindicator Reservist Class X (Intelligence), T.E.A.S.E. Game Company VP
-Likes: Wine, women, lounging at high-end hotels, public speaking, charity, collecting knives/cutting weapons
-Dislikes: Rude people, shallow people, unwarranted violence, toxic entertainment fanbases
-Fighting Style: Advanced Martial Arts alligned with the use of cutting weapons, evasion, light/dark energy projection
-Role: Deutragonist, Supporting character
-Difficulty: Medium~Advanced, can be managed by beginners
-Background: Nuno is one of the individuals who emerged from a crystallized state many years ago. Nuno grew up with vague knowledge about his past life and he proceeds to live his life as a regular individual opting to work as a Vindicator Unit Class 1 while also seeking to elevate his skill through a well-known game company known as T.E.A.S.E. Nuno recieved a call from a mysterious group organization known as the Metopian Order, claiming that his parents were alive. There is also a claim that the only way to rescue his relatives are to help out with an investigation against the Diesel Syndicate. Baffled by this news as his parents would be dead by now, he listens regardless. He would be hired to act as a mercancy for the Metopian Empire in order to maintain contact with this source. His obligation now is to seek his old friend Kagekiyo and help him out of his bad situation and then proceed to help the Net Rangers and the mysterious Metopian Order in order to find his parents and discover the truth about the Diesel Syndicate and their scheme.
Zenatto the U.F.Onslaught:
-Age: N/A
-Height: 6'3" ft
-Weight: 199 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Megaloid, build from a Wraith
-Nationality: Built in Mexico
-Ethnicity: N/A
-Occupation: Vindicator (First Lieutenant) / Position: Assistant Officer / Investigator)
-Likes: Flying in outer space, Turbo's , sketching art, astronomy, vehicular racing, extreme sports
-Dislikes: Turbo's overly forgiving nature towards potential criminals, ignorance of humans, breaching of protocol, accidental injuries
-Role: Deutragonist, supporting character
-Fighting Style: Programmed to use Kick-Boxing style, while administrating the use of lasers and localized reality-warping
-Game Play: Long-range zoning, emphasizes on whiff punishment
-Difficulty: Medium, somewhat manageable by beginners
-Background: Zenatto is a Commissioned Officer for the Vindicator working directly under the supervision of his commander known as Yamatomomi Turbo Amagawa. He was once a power Wraith whom was captured and modified for a much more benevolent purpose on behalf of Neji Seijitsu, the father of Eiji Seijitsu. His general approach in life is very by-the-books and high-strung but when things do not go his way, he is prone to having hilarious reactions and sometimes vicious temper tantrums. He also seems to have a slight grudge against humans in general besides Turbo, Neji, and his own coworkers. Zenatto receives his orders from Turbo to go to New York in order to observe the Diesel Investigation while quietly stopping potential crimes in the said location. He was also obligated to arrest a frog-like Megaloid known as Wolfgang Kerokusa for treason. Zenatto however ends up getting involved in a particularly nasty competition with Eiji Seijitsu to solve the Diesel Investigation. Overtime, Zenatto grows increasingly frustrated with his subjects and even his own commander, becoming suspicious of every other individual around him as the Diesel Syndicate seems to have been penetrating multiple organizations for his own gain. A disillusioned Zenatto proceeds to solve the investigation his own way upon his realization that even his own organization has been compromised.
Wolfgang Kerokusa:
-Age: N/A
-Height: 5'6"
-Weight: 170 pounds
-Hair Color: N/A
-Eye Color: N/A
-Race: Megaloid (Built after a frog)
-Nationality: Built in Germany
-Ethnicity: None
-Occupation: Assassin, Mercenary, former-Vindicator Class X
-Likes: Practical jokes, working on other planets, scheming, prolonging the pain of his subjects when he assassinates them, nighttime
-Dislikes: Hypocrites, people who intercept his assassinations, "fake" ninjas, the portrayal of ninjas in media, daytime, broken political systems
-Fighting Style: Programmed to utilize Ninjutsu, with the use of illusions, clone attacks, poison, and gravitational manipulation
-Game Play: Unorthodox, trickster, and reliance on high-mobility. Seriously not recommended for beginners
-Role: Villain
-Background: Wolfgang Kerokusa is a merciless assassinate with a very cruel sense of humor who utilizes ninjutsu and control over gravity. Kerokusa is an ex-Vindicator Class X who betrays the Metopian Empire by compromising and leaking information to the Diesel Syndicate in order to prove how vulnerable the Metopian Empire is. He also despises how government organizations works because of how easy it becomes to subvert and break their systems. They also keep him from accelerating in his own skill, therefore he allies himself with the Diesel Syndicate and his associations to destroy them. Wanted by the Metopian Order bureaucracy and many other law enforcement agencies, Kerokusa quickly became notorious for conducting mass killings and relishing in the suffering of his subjects. He was spotted in New York City where the Diesel investigation appears to be taking place.
Gunthi Mohren:
-Age: 21
-Height: 5'10" ft
-Weight: 160 pounds
-Hair Color: Brown (Dyed Light Blue)
-Eye Color: Brown
-Race: Human
-Nationality: Portugal
-Ethnicity: Caucasian
-Occupation: Net Ranger (Sergeant - MOS: Combat Medic), Safety Officer
-Likes: Harry Potter, Shawn Michaels, pop/rock Music, animals, Italian food, games
-Dislikes: Religious banter, violence, spiders, pretense, being distracted while administrating medical treatment, being left out
-Fighting Style: Composite fighting style based on advanced martial arts techniques and brute force
-Game Play: Very strong grounded game, relies purely on normals and juggle combos with no regular Breakthrough Moves.
-Difficulty: Medium. Suited appropriately for beginners.
-Role: False protagonist, audience surrogate, supporting character
-Background: Gunthi is an old friend of Kagekiyo with a kind demeanor but with a rugged exterior. Originally, he was an avid martial artists in the Net Fighting Tournament scene working as a Net Ranger. Shortly before the Diesel investigation, Gunthi was ordered by his Net Ranger commander to provide protection for the Mayor of New York with another small unit. Unfortunately, he quickly notices some shady activities going on with the said mayor. His friend Kagekiyo tried to confront the mayor over the matter but instead, he became a wanted felon. Gunthi goes AWOL from his post and joins Kagekiyo in protective custody on behalf of Akira Takeshi, whom is leading the FBI on the investigation against the Diesel Syndicate.
Mephilance the Demobula
-Age: N/A
-Height: 6'4" ft
-Weight: 200 pounds
-Eye Color: N/A
-Hair Color: N/A
-Race: Cyborg ~ Megaloid (Built after a Devil Ray/Mobula) (Spoiler: Formerly human)
-Nationality: Built in North America
-Ethnicity: N/A
-Occupation: Assassin, Body Guard
-Likes: Nothing
-Dislikes: Eiji, Kagekiyo, Andre, Dark Prominence, human life
-Fighting Style: Programmed to utilize Shotokan, along with control over Wraiths, projections of evil thoughts via Techno Panic and the manipulation of different metals
-Game Plan: Heavy on fundamentals and multi-hit moves. Can summon subjects to attack for him.
-Role: Villain, secret midboss
-Difficulty: Easy~Medium, Recommended for beginners
-Background: Mephilance was once a man who worked actively for the Metopian Empire until the Metopian Computer Crisis took place many decades ago. Mephilance was first subjected to the same experimentation as the Dark Prominence, became corrupted by his robotic appearance to willingly accept the power that comes with his transformation into his robot-like state. He was then subjected to a cryogenics project to preserve himself and then become a modified Megaloid to augment his seemingly immeasurable power. This was allegedly done on behalf of the Diesel Syndicate. Having absolutely no value of human life and proceed into pursue his goals towards evolution, he would work for the Diesel Syndicate in order to assassinate all those who were against him during the Metopian Computer Crisis such as the Dark Prominence. There is a rumor that he may have caused the Metopian Computer Crisis in the first place due to his anger towards society in general and his obsession with becoming a full blown leader of the Metopian Empire. There is also a rumor that he can migrate between his robotic and human form somehow.
Bruno "Patacas" Costa:
-Age: 23
-Height: 6'3" ft
-Weight: 171 pounds
-Hair Color: Dark Brown
-Eye Color: Brown
-Race: Black
-Nationality: Portugal
-Ethnicity: Black-Portugese
-Occupation: Net Ranger (1st Lieutenant. MOS: ACA Division Junior Admin)
-Likes: Comic books, handball, chocolate milk, large projectile guns, working out, parties, studies in robotics
-Dislikes: Blood, misunderstandings, people who own him money, mathematics, malfunctional equipment
-Fighting Style: Advanced martial arts and military tactics while having a little control over time on a localized level
-Game Plan: Anti-zoning zoner, powerhouse, control stop, slow or speed up time
-Difficulty: Medium~Hard, somewhat recommended for beginners
-Role: Anti-hero Type III, false protagonist, audience surrogate, supporting character
-Background: Patacas is a old friend of Kagekiyo who has fell under a lot of pressure from multiple anomaly cases showing up because of the Diesel incidents. After analyzing data that Eiji Seijitsu uncovered, he notices that there were a few things disturbing about the Diesel Syndicates plans: The Takuya Anomaly, which is a term that implies turning individuals into machines. Many odd looking robots have been appearing during many Net Ranger operations and they all tend to show up wherever the Diesel is operating. He fears that they may also have something to do with the assassinations of high officials and political figures taking place recently as well as Kagekiyo's situation. Taking all the information to heart, he proceeds to participate in the investigation in hopes of clearing his friends name and to uncover the mystery behind the Takuya Anomalies.
Yamatomomi "Turbo" Amagawa:
-Age: Early 20's
-Height: 5'11” ft
-Weight: 108 pounds
-Hair Color: Dark Brown
-Eye Color: Polychromatic
-Race: Human (Type: Meta)
-Nationality: Japan
-Ethnicity: Japan
-Occupation: Vindicator Reservist Class X (Intelligence), Gravure Idol, T.E.A.S.E. Game Company Employee
-Likes: Tea, Japanese sienen manga, American comics, entertainment conventions, massages
-Dislikes: Apathy, needless controversy, overzealous otaku's, her step-mother's perceptions
-Fighting Style: Iaijutsu, accompanied with Shootboxing and momentum-based kinetics and grapples
-Game Plan: Emphasis on footsies with high-damage grapples and juggle combos from left-to-right movement
-Role: Designated Villain / Supporting Character
-Difficulty: Medium~Advanced, not recommended for beginners
-Background: Yamatomomi Amagawa, also known as Turbo, is a quiet, attractive yet quirky woman who operates as a Japanese celebrity and a rare Class X Vindicator, a warrior who works directly for the Metopian Empire Intelligence Division. During an ongoing investigation against the Diesel Syndicate, Turbo receives a distress signal from New York City. Her old friend Lisa Campbell, whom works as a Net Ranger in is in trouble and needs help with the investigation. Turbo is also told that her knowledge of the original Computer Realm and its historic relationship with the Metopian Empire and the Shayo Network will play a key role in solving the case against the Diesel Syndicate based on their intent to control all government computer systems in their cyber-terrorism activities. With this, they would also gain control over the worlds computer systems with the use of old Metopian foundations and old research from the Computer Realm. Turbo seeks to rescue her friend and help solve the investigation against the Diesel Syndicate.
Takuya
-Age: N/A
-Height: 7'1" ft
-Weight: 250 pounds
-Hair Color: N/A
-Eye Color: N/A
-Race: Formerly human / Wraith
-Nationality: Unknown
-Ethnicity: Unknown
-Occupation: N/A
-Likes: Nothing
-Dislikes: Nothing
-Fighting Style: Violence, localized dimensional shifts and projection of evil thoughts
-Game Plan: Powerhouse, energy/meter drainage, auto-block on certain moves
-Role: Main villain, tragic villain, final boss
-Difficulty: Medium~hard, not recommended for beginners
-Background: Takuya is an extremely malicious, powerful, and gruesome fighting machine whose origins are unknown.
Matteo Angelo / Diesel
-Age: 40-something
-Height: 6'5" ft
-Weight: 171 pounds
-Hair Color: Black
-Eye Color: Green
-Race: Human
-Nationality: Italy (abandoned his nationality)
-Ethnicity: Caucasian
-Occupation: Kingpin, Diesel Syndicate Leader, Shayo Network Board (German Region)
-Likes: Power, mind games, cigars, coffee cups, keepsake from adoptive father
-Dislikes: Crime with no meaning or justification, socialites, obstacles, wannaba gangsters
-Fighting Style: Shotokan Karate, assassination, MMA influences, and kinetic energy projections
-Game Plan: Footsies based, unblockable set-ups
-Difficulty: Medium-Hard, not recommended for beginners
-Role: Main villain, trickster villain, false supporting character, pseudo-comic relief, final boss
-Background: Matteo Angelo, the "Diesel" is a self-made man who once grew up in a very poor environment with his adoptive brother known as Neji Seijitsu but they eventually seperate. Over time, the Diesel became increasingly bitter towards society. In spite of his bitterness, he tries to make a name for himself in a traditional fashion but he loses his wife and child from his past associations with crime organizations. He exacts vengeance against his assailants but becomes consumed by his desire to gain more power so he learns more lethal martial arts techniques and begins gradually taking over multiple criminal organizations, underground fighting rings, and even legitimate establishments, becoming the entity known as the "Diesel." Many years pass and the world is practically in his hands. He poses as a board member of the Shayo Network to keep track of all activities from his investigators and to lead them astray while secretly maintaining his position as a kingpin of insane power. He is planning on taking over the computer systems of every government and society itself with the use of the mysterious Takuya Anomalies and the applications of Techno Panic in order to get revenge against society for his unfair treatment and to build his own autocracy to rule the world with the use of the same fear inflicted upon him as he was growing up. There is a rumor that the current mayor of New York is acting as a benefactor. There is also some implication that the Diesel may have been responsible for the death of his adoptive brother, Neji Seijitsu.
Section 9
Game Play Mechanics and Rule Settings:
-Life Bar = 2000 Points in Health Gauge, calculated per character. All characters will have the exact same amount of health.
-6 Button Fighting Game = Kilo Punch (KP), Kilo Kick (KK), Mega Punch (MP), Mega Kick (MK), Giga Punch (GP), Giga Kick (GK).
-Normal Moves = What is shown above.
-Tera Moves = These are command moves, secondary mobility options, target combos, or close range move strings. The majority of Tera Move Strings become very unsafe on block after the first (sometimes times the second) input, unless they end with high hit-detection moves (and even then, the highs themselves will still be unsafe on block). Many Tera Moves in general will have juggle properties instead of causing of a knockdown.
Clarifications:
1). The first hit of most Tera Strings will cancel into Breakthrough Moves (the special moves).
2). Tera Strings will typically become unsafe on block after the FIRST or (sometimes) the second hit. The only exceptions are moves that have big delay frames with extra properties or if they have high-hit detection which is not an overly common occurrence, yet they are both useful abilities.
3). Tera Moves and Tera Strings will almost always juggle midair opponents.
4). Some Tera Moves or Tera Strings can be designated for block or whiff punishment on many of the characters.
5). It is best not to over-rely on Tera Strings as they may not produce natural block stun while the opponent guards the attack and it becomes relatively easy to counter hit individuals who whiff these moves. A lot of Tera Moves and Tera Strings have (usually) bad whiff animations with a few exceptions.
-Breakthrough Moves = These are games equivalent of "special moves". It will never be possible to use Breakthrough Moves out of Tera Move Strings. Singular Tera Moves may or may not cancel into Breakthrough Moves, but that will depend on what properties the move has.
-Press and hold Forward on the control stick/pad to Walk Forward.
-Press forward x2 to run. The character will run towards the opponent but they still stop as soon as they get in the opponents proximity.
-Press back x2 to back dash. The character will quickly move backward a short distance. There is no hit invincibility on back dashes.
-Press and hold Back to on the control stick/pad to Walk Backward.
-Press and hold Down to on the control stick/pad to Crouch.
-Press up x2 or down x2 to Side Step. Hold up or down after the directional Side Step to Side Walk. The start up of Side Steps are at 3 frames. It will be possible to cancel the Side Step by pressing down quickly but the timing is very tight.
WARNING: If the character suffers from a midriff hit stun or a Frontal Crouch Stun (Trip Stun is not included), they can no longer buffer any regular Breakthrough Moves. They can still buffer for Mega Breakthrough or Excel Moves.
-How to Block / Understanding Hit-Detection = Press back or down+back to block incoming attacks. All attacks have certain hit properties.
There are highs, mids, lows, and overheads. High hit-detection moves can be blocked while standing. They will whiff against crouching opponents. Mids can be blocked while standing or while crouching. Lows can only be blocked while crouching.
-Block Gauge / Guard Break = Every character has a hidden block gauge. The character can suffer a guard break state when it lowered to zero. The characters Life Bar will flash a dark red color as the character gets near to their guard break state as they block incoming attacks. The Block Gauge will quickly recover after approximately one second passes.
WARNING: During certain guard stun animations or guard breaks, it is impossible to buffer for regular Breakthrough Moves.
-Timed Block = The player must press back or down+back just as an attack is about to land on them (in correspondence to hit-detection).
Timed Block will allow the player to avoid chip damage, generate resources (meter), prevent guard break, and even gain a very small percentage of health.
-How to Jump = Press MP+MK to jump. The character can jump in three directions(neutral, forward, or backward). It will possible to perform jump-in moves from normals while jumping in midair. It will never be possible to block while in midair.
It should be known that there are pre-jump frames, which are at 3 frames worth of startup. The character is invulnerable to all ground throwing-type during the startup but they will still get hit by lows during the startup frames. There is trip guard as well. When the character lands on the ground from a jump after performing any normal in midair, there will be 4 frames worth of delay.
NOTE: Another unique element to the Techno Panic series is the ability to “side jump”. If the player presses up or down while jumping to leap to the side. The weakness of this ability, however is that the “side jump” is always treated as a short jump.
-Mega Dash = Every character in the game has a universal forward crouching dash. This is done by pressing forward (neutral), down, down+forward on the control stick/pad. The alternative is just pressing forward (neutral) down+forward control stick/pad.
The character will perform a special dash forward. The character will be able to avoid high hit-detection moves and regular projectiles. The character will also be able to perform new Breakthrough Moves and new Tera Moves. There are also normal moves that will allow players to cancel into the Mega Dash. It will also be possible to cancel the Mega Dash by pressing back twice. There is 3 frames of start up for the Mega Dash.
Warning: It is impossible to perform a Mega Dash from a Frontal Crouch Stun or a Trip Stun. It is also impossible to Mega Dash unless you cancel a crouching normal into a Mega Dash.
-Peta Throw = Press GP+GK or Back+GP+GK to initiate a throw. Every character will have up to four unique throw animations. Two from the front, one that can be done on the opponent’s side, and the other which can be done from behind. To tech throws normally, the player must press KP+KK in correspondence to the opposing enemies throw attempt. It will never be possible to escape throws while crouching, while recovering from any Tera Move (on block), Breakthrough Move (on whiff or block), and recovering from a jump (trip guard). The majority of characters have throws that will start up at 5 frames (Grappler-type characters have 4 frames). What needs to be understood is that the back dashes and jumps will evade throws on their first frame.
-Environmental Hazards = A few of the stages may have environmental elements that will influence the progression of the match. Most of them will take forms of either solid walls, breakable walls, breakable floors, small objects, and stage interaction.
Wall Snap = This is a hit property. Any move that will slam the opponent into the wall causing a wall splat. The character will slide down off of the wall slowly into a knockdown state, still vulnerable to combos. Any move that causes a Wall Snap will cause a breakable wall to crumble, while the character is still stuck in a state where they can be juggled.
-Momentum Gauge = The meter system. Unlike most fighting games, the meter system in Techno Panic is located in the health gauge, right underneath the characters Life Bar so that it is easier for the player visualize during the match. The Momentum Gauge is designed for multiple applications.
There is one threshold in the center of the Momentum Gauge, which means there are two bars worth of Momentum Gauge.
The Momentum Gauge is made for Mega Breakthroughs
The Mega Breakthrough works somewhat like a "EX Move" of a sort. They cost one Momentum Gauge slot.
The Momentum Gauge increases by conducting the following actions:
Walking Forward (the Momentum Gauge fills steadily for as long as the character walks forward).
Mega Dash (the Momentum Gauge fills by a small margin).
Blocking Breakthrough Moves (the buildup is not significant).
Receiving damage from Breakthrough Moves (the buildup is not significant).
Landing attacks on opponents (on block or on hit).
Using Timed Block.
How Excel Works:
Excel is the “super” move. Every character in the game has at least 1 to 3 Excel moves in their move set (some with more and some with less). At the beginning of every round, the character is given the ability to use at one Excel Move. If their health falls below 55%, the character is given an additional opportunity to use another Excel Move. This means that it will only be possible to use two Excel Moves per round. Excel Moves appear to do a significant amount of damage but it is possible to increase the power and the properties of the Excel Moves by operating with a full, 100% Momentum Meter or while using Techno Panic. This also encourages players to be very careful about the decisions that make when they use Excels.
Noteworthy aspects of the Momentum Gauge:
Not only does it function as just a meter system, it is also used as a method of buffing (aka, increasing or benefiting) the properties of the characters preexisting moves. A full Momentum Gauge will be able to modify the usefulness of Techno Panic as well. Retaining the Momentum Gauge is just as rewarding as utilizing it, giving the player incentive to retain the meter and use it wisely to dish out massive damage. These effects will also last over the duration of Techno Panic. Last but not least, it also increases the effectiveness of Excel Moves, particularly the damage output and the properties that
-Techno Panic=
Techno Panic is the series namesake. In the series canon, the term Techno Panic is a incorrect slang term that describes an individual turning into a cybernetic palette of themselves to increase the effectiveness of their skill settings and to unlock their latent potential. The dictionary term for Techno Panic implies having a phobia or a panic attack over a subject that relates to Techno Panic. The scientific term for Techno Panic is the "Ephemeral Cyber-Metamorphosis." The term Techno Panic simply stuck among the public during the 1950's when it was discovered in the series' fictional universe. As far as game play goes, Techno Panic plays a significant role in the player’s ability to "buff" their character in the middle of the match and dish out a ton of damage.
When the character has at least one Momentum Gauge slot filled, press GP+GK. The character will initiate a "charging" animation for approximately 15 frames. The effects that follow in the transformation will depend on the amount of life the character has left and how much Momentum they had in the first place. Upon activating Techno Panic, a timer will appear below the characters life bar.
* 100% Life = x2 damage increase. No health recovery.
* 60% Life = x1.6 damage increase. The character slowly recovers health.
* 40% Life = x1.4 damage increase. The character recovers health a bit faster.
* Activation at 1 Momentum Gauge Slot = Sacrificing 1 slot with equals 5 seconds allotted time for Techno Panic duration.
* Activation at full, 100% Momentum Gauge Slot = The player still sacrifices ONE slot. But with full meter, there is now 10 seconds allotted time for Techno Panic. Going into Techno Panic with a full Momentum Gauge will also provide the character with brand new moves.
Below are the following effects that come with Techno Panic in its duration time:
+ Health recovery depending on how much health the character already has.
+ Added move properties and buffs from Full Momentum Gauge which can last until the duration of Techno Panic is over.
+ With a Full Momentum Gauge upon transformation, the characters can gain access to brand new moves that they did not have before, along with some hidden moves that might not even be shown in the characters move set (Note: It is possible to discover this moves through the games story mode or hint systems).
+ The character will no longer take chip damage when they block.
+ Gain access to brand new moves (Full Momentum Gauge ONLY).
+ Some normal moves may change in animation and property in the duration of Techno Panic.
+ Mega Breakthrough moves can be done for free and cancel be cancelled into from any Tera Move or non-projectile Breakthrough. However, it will cost 3 seconds off from the Techno Panic time duration.
+ All moves gain their counter hit properties when landing their initial hits.
+ Transforming into Techno Panic with a full meter will nullify all of the opponent’s projectiles during the transformation sequence. Note: The transformation sequence lasts between 15 to 20 frames.
+ Offers throw and projectile invincibility on transformation start up.
+ Damage output and properties of Excel Move increase or are given additional buffs.
Below are the negative effects of Techno Panic:
- The character takes x2 as much damage as normal.
- Getting hit by a Breakthrough, Mega Breakthrough, or a Excel on COUNTER HIT, will cause the user to revert back to normal.
- Timed Defense is no longer applicable sense the character is perpetually utilizing it already in the duration of Techno Panic.
- After the player uses up all the time in Techno Panic and reverts back to normal, they will lose ALL Momentum Gauge. They have to regain the meter again. This applies even if the character has one Momentum Gauge slot left.
- Using a Excel will automatically revert the character back to normal.
- All the move property buffs will still disappear after the duration of Techno Panic is over. The player has to rebuild the meter in order to gain those buffs back. Note: The good news is that the character gets to keep the the “learned” moves for the rest of the match. It is also important to note that some moves may only show up in certain rounds (usually if the opponent is on their final round or if the player's character is on their final round. Remember this).
- Techno Panic transformations will never have full invincibility. They are only invincible against projectiles and throws
-How to Combo into Techno Panic=
There are two traditional possible methods of allowing the player to combo into Techno Panic in order to do a lot of damage.
1). Producing a launch state and then pressing GP+GK
2). Using a Techno Extend to activate the transformation.
-Techno Extend=
Techno Extend is the act of entering Techno Panic while performing a Mega Breakthrough move. This is not a "cancel" system per say. The Techno Extend involves simply transforming into Techno Panic while performing the move. When this happens, the player will only still spend one Momentum Gauge slot. Unfortunately, this will only work on hit. It will never work on whiff or on block. Note: Techno Extend will expend one Momentum Gauge slot because the player is still using a Mega Breakthrough. Another thing to understand is that this is still only possible with a full Momentum Gauge.
-Techno Panic Demolition=
During Timed Block, the play can input MP+MK to activate Techno Panic during the special block stun state. This will help produce frame advantage after blocking any kind of attack as it will stop the opponents offense.
All mechanics showcased and summarized. Nothing follows in this section.
Section 10
Hit Stun, Block Stun, Knockdown Position, and Move Properties:
=Hit Stun, Block Stun, and Knockdown State=
**Hit Stun**
After getting hit by a move, the character suffers hit stun. Most hit stun states will happen after getting hit by a Kilo Normal, some Tera Moves, or even some Breakthrough. Consecutive hits while in hit stun will lead into a combo.
1). High Hit Stun = The character is hurt by a move that hits the facial area. There are three high hit animations, one where the character reels their head back a little, the second and third is where the character turn their head in either direction depending on which side of their head they were in when the attack collides with them.
2). Mid Hit Stun = The character is hurt by a move that hits them in their mid-section or stomach.
There are three mid hit stun animations, one of which involves the character reeling backwards. The other two animations are just characters reeling to their side, depending on where they were hit from.
3). Low Hit Stun = The character is hurt by a move that hits them in their leg area. There are three low hit stun animations, all of which consist of the character simply flinching from where they were hit from.
**Reel Hit Stun**
This is an extended hit stun after getting hurt by a hard hitting move (often Mega Normals, most Giga Normals, Tera Moves, and most Breakthrough Moves for example). There are high, mid, and low variations of the hit stun, each with three animations of the same nature. The character usually staggers back a very short distance after getting hit. There are some rare cases where the character will remain stationary in their hit stun state but they often manifest from certain Breakthrough moves or counter hits.
**Up Stun**
This is a type of Hit Stun that forces characters to stand up to make them vulnerable to highs if they should combo. There are only three animations that lead into this position in hit stun. The normal animation is for the character to reel into their upright position. This will typically take place from uppercut moves or rising attacks.
1). Up Stun = Character reels into their upright position after getting hit in the facial area.
2). Turn Up Stun = The character spins backward a short distance. The player usually cannot combo after this under normal circumstances.
3). Midriff Up Stun = The character is hit in their stomach area. They only reel back a very short distance and it will never be possible combo after this under normal circumstances.
**Crouch Stun**
This is a Reel Hit Stun that forces the character into their crouching state. In some cases, this can be treated as a pseudo combo starter. This will always take place from overhead moves and most jumping moves.
1). Frontal Crouch Stun = The character reels downward into a crouch state. Occurs from overhead moves and jump-ins. NOTE: When suffering from this stun state, it is no longer possible to buffer any Breakthrough Moves (excluding Command Grabs and Excel Moves).
2). Trip Crouch Stun = After getting hit by certain lows, the character ends up on one knee before recovering. It is not possible to combo after this but frame advantage belongs to the individual who
instigated the stun state. NOTE: When suffering from this stun state, it is no longer possible to buffer any Breakthrough Moves (excluding Command Grabs and Excel Moves).
**Block Stun**
When a character blocks moves regularly, they will enter a form of block stun. They can block while standing or crouching. It is impossible to block while in midair, suffering from any form of an attack, while performing a move, or floored. There are three blocking animations for highs, one for mids, and one for lows. The three block stun animations for highs will happen depending on which direction the opponent was hit from. If a cross-up happens, they will just suffer a form of block stun that is straight. The player cannot use Timed Block during or after blocking an attack.
**Reel Block Stun**
When a character is blocking a very hard-hitting move while standing or crouching, they will reel back a bit further while blocking the incoming move. This kind of block stun always translates to the defender being extremely disadvantageous.
**Guard Break**
This happens when the invisible guard meter is full. When that happens, the character is temporarily vulnerable for a few frames before they can block again. They are vulnerable for 7 frames.
**Knockdown Position**
There are several moves in this game that will cause a knockdown state. There are four knockdown positions:
1). Face Up + Feet Towards Opponent
2). Face Down + Feet Towards Opponent
3). Face Up + Feet Away from Opponent
4). Face Down + Feet Away Opponent
In order to "quick rise", the player must press any button upon landing on the ground. The player can toggle their direction so that the character can quick rise to the right, to the left, or backwards.
**Reel Knockdown**
The character is sent reeling a very short distance before landing on the ground. In some cases, it is possible to juggle from a Reel Knockdown but this is situational.
(There are several animations of the Reeling Knockdown).
1). Reel Knockdown = Exactly as described above. The character reels back a long distance.
2). Spin Reel = The same as above, except the character twirls violently as they reel backwards.
**Untechable Knockdown**
It is impossible to quick rise from the knockdown position and the character would usually fall hard on the ground.
**Drop**
The character falls straight down from an attack. They may fall while leaning forward or while lying backwards. This often translates to an untechable knockdown state (which means, there will be no way to quick rise. OTG attacks may end up being guaranteed as a result). An "untechable knockdown" is not an overly common element (some characters may rely on it, however).
**Blowback**
The character is sent flying backwards a long distance. Conducting combos from Blowbacks are rare and extremely situation. Skid Blowback = After reeling from a knockdown state, they skid backgrounds on the ground and it is automatically considered a Untechable Knockdown.
=Combo Starter and Launch State=
**Launch **
The opponent is launched into the air from an attack, vulnerable to juggle combos. There two animation variations. One animation just involves the character reeling upward, as if they were suffering from a regular knockdown state. The secondary animation is where the character turns a little at a time during their reeling knockdown animation as they are launched upwards.
**Juggle**
This form of a Reel Knockdown in which the character flows upward a little after getting hit from an attack with juggle properties.
**Juggle Limitation**
After every hit during a juggle, the character falls further and faster. The 5th
hit is where the player should be ending their combo because the character would be traveling too
far back for any extended combo. It is possible for long juggles to take place from external
factors, however.
**Twist Fall**
A launch state. After getting hit by a certain move, the character is launched into the air in a state where they twirl and spin around violently before landing on the ground. Upon landing on the ground, they will bounce upward a short distance still vulnerable to a combo. It is also possible for this effect to take place against launched opponents. A Twist Fall of any kind can only happen once per combo.
**High Twist Fall**
The character can juggle the opponent during the Twist Fall and they will still bounce off of the ground even after the juggle. No other combo extension will take place during the Twist Fall animation. Ending the combo would be wise after the ground bounce sequence however. Once again, a Twist Fall of any kind can only take place once per combo.
**Floor Slam**
This is a “ground bounce”. This can be used as both a combo starter and as a combo extender. Floor Slam “during” juggle are not overly common among many of the characters and are often provided to very specific moves. A Floor Slam can take place twice in one combo if the Floor Slam was used as a combo starter and as a combo extender. Otherwise, if the character was already launched or in midair then the player can only perform one Floor Slam.
**Crumple**
Probably the most lethal combo starter. After a character is hit by a certain move, they will keel over, gradually falling forward. They are vulnerable to Launches, Twist Falls, Floor Slam, and even Command Grabs.
**Wall Slam**
This is a wall splat position. When the character hit near a while getting hit by a move that has Wall Slam properties, they will be slammed into the said wall and they stick to the wall for a few frames before sliding downward. Walls in this game are stage-specific.
**Wall Stage Crash**
In certain stages, the character can burst through a wall and possibly change the stage by crashing into it.
- Performing a Wall Slam move against a grounded opponent will automatically cause a
Wall Stage Crash.
- Performing a Wall Slam against a midair opponent will just cause a normal wall splat.
Any move with Blowback properties will cause the Wall Stage Crash.
**Floor Stage Crash**
A Floor Stage Crash will happen when the player initiates a move with Drop Down properties or with Floor Slam properties. The stage floor area will break. The opponent will be vulnerable to any move, except for regular ground throws for a approx. 1.5 seconds after crashing through the ground.
**Stage Crash Interaction**
Some stages have one or more tiers. Wall Stage Crash or a Floor Stage Crash can cause additional effects outside of objects breaking. The when a Stage Crash Interaction happens, a action sequence will occur between the two characters. Depending on the stage, the disadvantageous character will simply take extra damage and suffer an untechable knockdown or they will be in stuck in a juggle state upon landing on the ground.
**Electrocution**
A very few number of the characters have electrocution-type moves. When a character is electrocuted, they hover in midair for a moment while staggering from electrical damage. This leaves them in a midair state, allowing them to be juggled. This can only be done once per combos (otherwise, attempting a electrocution-type move will result in another hit stun state or a knockdown state.
**Freeze**
A very few number of characters will also have moves that will freeze the opponent. When this happens, the opponent’s palette changes into an icy state. They are frozen in place for 1 second and they cannot move at all. If the opponent was frozen while they were in midair, they will automatically fall into the ground. When the ice is broken or melted, they are automatically put into a juggle state. The ice will break on the very next attack.
=Other Anagrams and Properties=
**Invincibility**
Moves with invincibility properties provide the user with temporary immunity to certain attacks from the opponent.
1). Projectile Invincibility: The characters move is completely immune to any move with projectile properties (or anything used as a projectile).
2). Throw Invincibility: The opponents Peta Throws and command grabs will not work while the user executes a certain move.
3). Upperbody Invincibility: The character is completely invulernable on startup or active frames of a certain move. However, projectiles, throws, and lows will still beat the opponent out.
4). Full Invincibility: All of the opponents moves will completely whiff the player as they perform a move. These are very rare.
**Guard Point**
These moves have autoblock properties on their startup. Move that offer Guard Point are usually beat out by lows as they only offer upperbody invincibility. Throws will also work as well but the user can still tech.
**Evasive Point**
These moves will avoid certain moves altogether. Throws will never works against evasive moves.
1). Built-In Side Step: The move will automatically cause the user to side step a certain direction. Tracking moves will win over this move.
2). Built-In Back Dash: The move makes the user back dash a short distance. The user is often left at a horrifying frame advantage.
3). Built-In Jump: The move causes the character to leap into the air. Throws and lows will never work.
4). Sway: The character uses a certain move that causes them to sway backwards and perform a thrusting attacking. Unfortunately, these moves are always unsafe on block and are usually beat out by low hit-detection moves and command grabs (but not regular throws).
**MD**
Short for Mega Dash.
**JS**
Short for Just Frame. The player has to input a directional and button notation at a very specific point in the move they are trying to execute. Just Frame moves are often extremely powerful and safe/plus frames on block but they are also difficult to use on a consistent basis. The only characters who have "Just Frame" inputs are Eiji, Nitro, Dark Prominence, Andre, Shaw, Kagekiyo, Lynch, Turbo, Wolfgang, and Diesel.
**TSH**
Short for Techno Stream Hook. This is a signature fighting game move designed for this series. The only characters who are able to use this move are Eiji, Nitro, K99, Lynch, and the Diesel. The notation is HCB,F+Punch or F,HCF+Punch. Techno Stream Hook always offer Guard Point on start up. It always causes a Twist Fall on counter hit. There is often a Just Frame version of this move.
**Ammo**
Designed for Lisa. There are several moves that allow Lisa to modify her preexisting moves with ammunition for extra damage and better properties. It also allows her to utilize certain attacks in her move set.
**Grenade**
K99's Burst Grenade which is a stage control and trapping tool.
**BBB**
Short for Big Black Bomb. This is a move that belongs K99.
**OTG Strike**
Any attack that will hurt opponents, even while they are lying on the ground.
**OTG Throw**
Any throwing move that will work on opponents that are lying on the ground.
**OTG Launch**
Any attack or move that relaunches the opponent into the air.
**Air Grapple**
A throw that works against opponents, even if they are in midair. The majority of Air Grapple moves scale in damage by only 70%, making them relatively good combo finishers.
**Bokuho**
Stance belonging to Nam Ae-ri, as she practices Chinese martial arts.
**BT**
Short for Back Turn
**KS**
Short for Kick Starter. This is exclusive to Andre O'Day. This is a Teakwondo stance that belongs to him.
**CHT**
Short for Centipede Hunter. Belongs to Lynch the Absolede.
**CC**
Short for Centipede Crane. A low stance belonging to Lynch.
**CS**
Short for Centipede Streak. A forward dashing stance systems.
**Solar Stock**
Nam Ae-ri's creates a false sun to stock charge some of her attacks.
**Light Guard**
Akira's special auto-guard moves.
**Vampire**
Move that belongs to Takuya.
**Unblockable Strike**
Any attack that cannot blocked. These moves often have a lot of startup and many of them are somewhat impractical to utilize.
The only characters who are able to perform this are Nitro, (technically) Dark Prominence, K99, Andre, Jack, Miles, Turbo, Zenatto, Gunthi, Wolfgang, Takuya, and Diesel
Section 11
The General Consensus of Techno Panic:
* Round time is set to 60 seconds (1 minute).
* All matches are set to FT3. This would also apply to ranked matches and player matches online.
* Any normal move that cancels into a Breakthrough also translates to being cancelable into a Mega Dash.
* Almost every character in the game will have one or two designated normal moves that will juggle the opponent while they are in midair. Some of the said moves may lead to them being Tera Moves (or “target combos” rather).
* When a Breakthrough is used as a "reversal", it will not kill the opponent unless it is a command grab, a Mega Breakthrough, or a Excel Move.
* The reversal window in this game on wake-up is 2 frames.
* Crouching in this game is a bit more riskier than people will want to believe. The reason why it can be a bad idea to crouch too much is because almost every character has a designated overhead move or string outside of their jumping moves.
* If a character does not have a specific notation when they have their back turned towards the opponent, they default to using their normal moves (standing or crouching normals). To turn around automatically, the character can Side Step normally or they can press down+back away from the opponent to turn around while crouching, providing distance.
* Likewise, if a character does not have a designated move during a Side Step, they use standing normal by default.
* Last, if a character does not have a designated move during a Mega Dash, they use standing normals by default.
* Whiff punishment and movement plays a very significant role in this game, partially because it is a 3D fighting game. As such a lot moves, other than Kilo normals have a tendency of being really disadvantage on whiff..
* All characters start off with the exact same amount of health in every round. No exceptions.
* Some normal moves may change in their animation and properties if the character uses Techno Panic.
* Some characters will gain hidden moves that are not shown in their move set. They either already contain the move in the first place or it requires Techno Panic. To learn how to perform these built-in hidden moves, the game will occasionally give you hints on what a character is capable of. A lot of the said hidden moves are also Just Frame moves.
* It is not possible to kill opponents with chip damage unless it is a Excel or a Mega Breakthrough move. Character also do not take any chip damage if their health is full or if they are blocking while in their Techno Panic state.
* There is no air blocking in this game.
* Damage Scaling (vs Standing Opponents)
= 1st hit: 100%
2nd hit: 100% (Again)
3rd hit: 90%
4th hit: 80%
5th hit: 70%
6th hit: 60%
7th hit: 50%
8th hit: 40%
9th hit: 30%
10th hit: 20%
11th hit: 10%
12th hit: 10%
etc...
The first and second hit of a combo always does 100% damage.
Launching the opponent will will change the damage scaling equations in a such a way where they will look like this instead.
Damage Scaling (vs Midair Opponents)
1st hit: 100%
2nd hit: 100%
3rd hit: 90%
4th hit: 75%
5th hit: 50%
6th hit: 50%
7th hit: 25%
8th hit: 25%
9th hit: 10%
etc...
By the way that the juggle scaling is set up, it would be wise to keep the juggles short or to ensure that the character a 100% Momentum Gauge or at least one Excel available.
* Backdashes are completely invincible to throws and lows but this WILL NOT apply if the characters back is towards the wall.
System Menu, UI, Game Modes, Content, and Options:
-Arcade Mode:
(Sub-Menu)
(Mid Bosses: Akira and Nitro)
(Emergency Boss: Mephilance, Lynch, andAndre)
(Secret Mid Bosses: Dark Prominence)
(Final Bosses: Diesel and Takuya)
>Easy Mode = 5 Matches. No mid bosses. No final bosses. No secret bosses. Bonus rounds after 3rd and 4th matches. False Ending.
>Hard Mode = 8 Matches. Nitro and Akira will appear. The Final Bosses will also show up (both Takuya and Diesel).
>Crazy Mode = 11 Matches. Mephilance, Lynch, and Andre will appear as Emergency Bosses.
>Panic Mode = 11 Matches. Dark Prominence will show herself alongside the other bosses as a Secret Boss character.
-How to encounter Akira:
Appears on Hard, Crazy, and Panic Mode. Player must have 40,000 points before reaching the 4th Match. No continues allowed.
-How to encounter Nitro:
Appears on Hard, Crazy, and Panic Mode. Player must have 120,000 points before reaching the 8th Match. No continues allowed.
-How to encounter Andre:
Appears on Crazy and Panic Mode only. Win 4 matches within a 5 minute and 10 second period of time (going by match timers). Do not lose a round. Do not use continues. Andre will encounter the player at the 5th match, triggering an "Emergency" sequence.
-How to encounter Lynch:
Appears on Crazy and Panic Mode only. Defeat ANY MID BOSS with a combo involving the use of Techno Extend. You cannot lose any rounds and use continues. Win the 6th match within a seven minute and 25 second period of time (going by match timers). Lynch will appear directly in front of the player on the same stage.
-How to encounter Mephilance:
Appears on Crazy or Panic Mode only. Win seven matches with a 11 minutes and 45 second period of time (going by match timers). Do not lose a round. Do not use continues. Mephilance will show up in the 8th match immediately before the player has to fight Nitro.
-How to encounter Takuya:
Can only show up on Hard, Crazy, or Panic Mode. Defeat Akira and Nitro. No rounds lost. No continues. Get at least ONE perfect round. Win THREE matches with a Mega Breakthrough.
-How to encounter Diesel:
Can only show up on Hard, Crazy, or Panic Mode. Defeat Akira and Nitro. No rounds lost. No continues. Get at least ONE perfect round. Win THREE matches with a Excel.
-How to encounter Dark Prominence:
Mainly shows up on Panic Mode only. The player must defeat the first three characters in under (exactly) seven minutes. They cannot lose a round and they must get one perfect. The player also has to win one round in order 10 seconds and they must win with a Excel Move in all three of the matches. When this is successful, the Dark Prominence laughs creepily as she shows up in the same stage as the player. Losing against the Dark Prominence does not penalize the player but it is extremely reward if the player manages to beat the Dark Prominence.
It is important to note that all bosses listed above will not fight exactly the same as their regular CPU or playable counterparts do as they will typically end up having a unfair advantage over the player and their AI is generally a lot smarter. They may even have moves or gimmicks that are only accessible by their CPU Boss counterparts.
Mini-Games:
-Casino Crush Capital
Available Games = Poker, Blackjack, Roulette, Slot Machines, Uno, Card Matching
^ 6 Casino Games Total.
Purpose: Gamble for Techno Tokens, the in-game tokens. The player can gamble at this place on the map of the story modes overworld (the actual location is in Quebec, Canada. It is actually one of the first couple of stages the players gains access to, but it is modified throughout the game). These are common games with the same rule settings as in the real world, except the cards themselves are customized with "Techno Panic" characters rather than generic images of the actual cards. Canonically, the player accesses this level towards the first few segments of the game to track down the Dark Prominence at a tournament event that is taking place in Quebec, Canada. The player may get sidetracked by some of the content that are available there though. The player will gamble with Techno Tokens. The player can also bet as much as they wish but in this case, the payouts of most of the game will always be three to five times as much, plus the amount they take from the other players after winning a game. These games are rather risky but the rewards are very high.
- Vehicular Vandalism
Crush incoming vehicles! The player will simply maneuver around on the fighting game 3D plane as they normally do. A series of vehicles that have no operates in them will approach the player. The player will attack the vehicles until they are destroyed. Some vehicle may require more hits than others. The amount of points gained depends on the type of vehicle destroyed. Some vehicles will travel very slowly while others may travel at a medium speed. If the player encounters this mini game in the arcade mode, the points will be added into their own score. The amount of points gained during this mini game will also influence the amount of Techno Token rewards.
NOTE: The player builds meter as they normally do. It is possible to get hurt by the vehicles but it is impossible to get KO'd by them.
Time Limit = 1 Minute (60 Seconds)
Car = 500 points (Can be destroyed in roughly 4 to 8 hits).
Motorbike = 300 points (Can be destroyed in roughly 2 to 6 hits).
Van = 1200 points (Can be destroyed in roughly 7 hits).
Truck = 4000 points (Can be destroyed in roughly 5 to 10 hits).
Rig = 9000 points (Can be destroyed in roughly 10 to 15 hits).
Boat = 11,000 points (Can be destroyed in roughly 11 to 17 hits).
Helicopter = 30,000 points (Can be destroyed in roughly 15 hits or a very well-laced Max Breakthrough move for 2 MOD gauges).
Airplane = 50,000 points (Can be destroyed in roughly 20 hits or a very well-placed Max Breakthrough move for 2 MOD gauges).
-Torque Targets
Break the targets on the field! In a lab-like stage, the NPC Torque will stand in the background to watch the player’s progress. She triggers a group of targets in the stage. The player participates in this mini-game in the 3D fighting game plane as usual. They will move around and crush targets while also avoiding some others. This is somewhat similar to the Barrel Crush games from the old Street Fighter fighting games except the targets fly around, making things a bit tricky.
The amount of points accumulated will go into the arcade points system (if that is where they are accessing the mini-game from). Otherwise, they will also earn Techno Tokens depending on how many points they have. This mini-game can be found in the T.E.A.S.E. Amusement Park Stage which is found in Cannes, France stage after completing about 30% of the game.
-Orange / Red Target = 100 / 5000 points
-Blue Target = -500
-Green Target = 5,000 points
-Purple = -6000 points (Purple Targets will explode right when you hit them or they will cause objects to fall on the player where they destroyed the target. It is a lot easier to avoid the latter but it is still annoying).
-Yellow Target = 10,000 points (Requires multiple hits).
-Heart = Between 5000 to 20,000 points. (Torque will blow a kiss to create a heart. Get these are early as possible to earn the most points because the amount of points you get depends on how early you get it. The most you get is 20,000, which means you have to get it in roughly 3 seconds after she blows the kiss).
-Dark Orb = Torque, Nuno, or Zenatto will periodically toss projectiles to annoy the player. You will not lose points if you are hit by them but they will slow you down if you are hurt by them (they always cause a Knockdown).
-Depth Defender
Defend yourself against incoming obstacles!! This where the player makes extensive use of Timed Blocks and Turn Over.
The player cannot use any Breakthrough or Max Breakthrough moves. They also cannot jump. They can only use Timed Blocks, Turn Over, or normal moves. The character stands on a narrow platform. They only move right or left but there is not that much room.
Small enemies will try to invade your space and attack you. If you suffer a Knockdown 4 times, it is game over.
Timed Block vs a Sports Ball = 100 points (1 Timed Block)
Timed Block vs a Rock = 500 points (1 Timed Block)
Timed Block vs a Bullet = 3000 points (1 Timed Block)
Timed Block vs a Quake Wave Effect = 3000 points (1 Timed Block - low block)
Timed Block vs a Energy-based Projectile = 7000 points (2 Timed Blocks)
Timed Block vs a Asteroid = 7500 points (2 Timed Blocks)
Timed Block vs a Ball of Dark Energy = 10,000 points (5 Timed Blocks)
Timed Block vs a Laser Beam = 50,000 points (10 Timed Blocks)
(Using a Timed Block against a cross-up will add an additional x1.3 points).
Note: There are a total of 9 mini games available within the game itself. This is not including Survival Mode or Time Attack Mode. A handful of the said mini games are also associated with some of the bonus rounds delivered by the games story mode stages when the player finds the Dark Prominence Hats.
- We have the games from the Casino Crush Capital (which adds up to 6 games total already), the Vehicular Vandalism, the Torque Targets, and the Depth Defender. As far as content are concerned, there are plenty of activities that the players can perform, some of which are rather simple... but effective.
Additional Game Features:
* Job System:
If the player highlights the Free Play Mode on main menu after beating the game at least once (on any percentage), there will be a set of jobs available. There are 50 missions available. The missions showcase the difficulty ratio (1 to 5 stars, one being the lowest difficulty while five stars is rated the highest), the NPC who asks for help, the location of the mission, and what the mission actually is. To trigger these missions, the player must highlight that mission. They can participate in the mission by reporting to that specific location in the stage and the following the directions of the NPC to complete the mission. The player can cancel the mission at anytime and try again later. The can also try as many times as they wish in case they fail the said mission. The player can only take one mission at a time, however. Completing the mission will have a icon that says “COMPLETE” on the right side of that highlighted mission from the Free Play menu. It is also possible to replay the job again if the player wishes to do so in order to gain better results from it.
* Daily Activities:
On a daily basis, there will be small mini-tasks for the player to complete. Some of the said tasks are locked within the game. The player must beat arcade mode, participate in certain online mode events, or beat certain stages in the Plot Operation or Free Play mode to unlock additional tasks. Upon completing these tasks, the player can unlock content, extra Techno Tokens, hidden features, or useful hints in the game. The tasks will often deal with performing certain feats in actual game play or beating certain stage under very specific conditions. It is possible to save a number of the daily activities to try them later and still get the rewards from it. Special Holidays and Special Events may also occur as well, where players will gain access to content and features hidden within the game or simply gain extra Techno Tokens from winning matches online.
* Techno Tokens
This is a currency system introduced in-game. Techno Tokens are gained from winning matches in Story Mode, Arcade Mode, participating in Bonus Rounds, and winning in ranked matches or player matches. The player will use these to buy character costumes (that is after unlocking them), buying a few of the characters themselves, for buying objects in the Story Mode, for buying in-game content and a new online feature called Techno Token Wager.
* Techno Token Wager
This is essentially an online "gambling" feature but the player is not gambling "their" money (because, we would get in trouble REAL quick if that were the case).
They are simply using Techno Tokens. What happens is that when they participate in a ranked match, they can also wager Techno Tokens. Up to a certain capacity, the player can wager Techno Tokens before a match. Normally, the player will earn Techno Tokens based on the rank of the player and whatever they done in the match to achieve their victory. If a player wins a match, they will earn double the amount of Techno Token's that they wagered PLUS the amount of Techno Tokens they would get for winning the match in the first place, based on what they done in the match itself and the rank of the opposing player. The Techno Tokens may also be used to get promoted quicker. It would be wise to be careful how Techno Tokens are spent however, because they are still a singular currency and they are used for buying... pretty much everything in-game. This is to reward players for taking advantage of the games features, not just online but for playing the game at its fullest.
* How to gain Techno Tokens:
Story Mode (mainly from winning matches against NPC’s, Wraiths, or simply defeating other characters (bosses included). For obvious reasons, it is worth a lot more if you do beat the sub-bosses that do appear in the story mode exclusively.
Arcade Mode (Winning matches, time factors, amount of health left after a match, perfect rounds, mid bosses and final bosses beaten, etc).
Generally doing well within the other modes (all calculations and values will be provided during game production).
Winning matches online (Ranked. Note, as stated above, it is possible to wager Techno Token’s before participating in an online match).
Completing daily tasks. Bonuses may vary.
* Techno Tokens can be spent on:
- Some character accessories
- Online match wagers
- Playing with An Zhu (the Dark Prominence) in one of the bonus rounds/mini games (this will be explained later).
- Some Costume Parts
- Some Costume Colors
- Character Taunts
- Unlocking new bonus rounds
- Images
- Unlocking movies
- Soundtracks
- Extra Gaming Modes / Dipswitches
- Project Guggenheim Story Mode Historical
- Extra Character Profiles
- Unlocking titles
- New Stages
- New Character Hair Styles
- Unlocking 2 (or 3) new characters
- Viewing in-universe technology = The player can visualize the technology and objects that the character use over the course of the game (for example, U.F.Onslaught’s Laser Equipment, Kagekiyo’s Dragon form, Lisa’s P90, etc)
* In Ranked Match, there will be an rematch option that will allow players to face each other again. There will also be a system where the player can see who they are fighting before they accept a match. Their Elevation Card will be shown along with their online connection status. To clarify, it is possible for matches to go for FT2.
* It will be possible to review past matches from within the training mode or options menu. The game itself will save up to the last 50 matches you had.
Main Menu:
-Arcade Mode
[Easy, Hard, Crazy, Panic Difficulty Ladders]
(Unlock character-specific endings by beating Hard, Crazy, or Panic difficulty)
(Time Attack Mode, Survival Mode, and Team Attack/Play up to 8 characters)
-Story
[Plot Operation Mode](Progress through the story in a chronological manner)
[Free Play Mode](Progress through the story mode while playing any character the player wishes.
[Time Trial Mode](Progress through the story mode stages and sub-missions within a time limit per stage)
The player can still toggle the difficulties between Easy, Hard, Crazy, and Panic Difficulty.
-Versus Mode
[Local match series between two players]
-Training Mode
[Play Against CPU on any difficulty, See Frame Data, Operate the Dummy's Guard functions, Movement functions, Record, Play, Save State, Load, View Inputs, View Move Properties/Frame Data, Damage Values, Toggle Momentum Gauge, Toggle Techno Panic Timer, Toggle Health, KO Opponents (ON/OFF), View if a move was punished or not, toggle for Counter Hit functions,
-Tutorial Mode
[(Beginner)>Life Bar, Movement, Block, Jump/High Jump/Low Jump, Normal Move, Peta Throw, Tera Move, Breakthrough, Learn the Momentum Gauge, Mega Breakthrough, Excel, Techno Panic, Defeat beginner CPU opponent under certain conditions.
(Intermediate )>Normal Move Combo, Chain Combo, Link Combo, 2-1 Breakthrough Combo, Juggle Combo, Counter Hit Combos, Elaborate Combos, Block Punishment, Whiff Punishment, Timed Block, How to Get Up, Okizeme, OTG, Environment Hazard (Wall Slam, Floor Slam, Stage Crashes), defeat intermediate CPU opponent under certain conditions.
(Advanced)>Back Dash Canceling, Trip Guard, Techno Panic Demolition, Techno Panic Extend, Timed Block while in Techno Panic, Hit Confirming, Option Selects, Invincibility Moves, Juggle Limits/Combo Longevity, Spacing~Positioning (Footsies~Neutral Game), Defending vs frame traps and heavy pressure, defeat advanced CPU opponent under certain conditions.
-Online Mode
[Ranked Match](Can be available on Plot/Free Play Operation or Training Mode)
[Player Match](Can be available on Plot/Free Play Operation or Training Mode)
[Lobby Match](Winner Stays, Loser Stays, Online Tournament Mode, Kumite, Toggle round
time from 60 seconds to 99 seconds, Toggle Control Configuration, )
[Arena](Navigate through a play zone and chat with each other)
[Training Mode] (Training with multiple individuals online)
[Record Review]Review online match progression
[Leader Boards]Review playerbase information on Character Usage, Time Attack, Arcade Mode Scores, Ranked Matches Won, Player Matches Won, Player Ranks in general, Plot Operation Development, and more)
[Story Mode Cooperation](Play with other players on Plot Operation or Free Play Operation)
-Option Menu
(Adjust control configuration, adjust sound, adjust screen, adjust CPU difficulty, toggle round time, adjust to HUD,
-Content
(See BGM, articles, credits, character models, character profiles, illustrations, concept art, official artwork, stage designs, unlockable features, costumes, stores for the Plot Operation/Free Play Mode, trophies, bonus rounds, character accessories, series background reports, story-based reports, and key items)
Online Features:
Rank Match (Playable and changeable
Player Match
-16 Player Lobbies (Free Match, Tournament, Winner Stays, Loser Stays, Kumite)
Online / Offline Arcade Cabinet Ranks:
How to earn rank (ranked match)
Winning Matches
Factors / Rank Structure
* Winning the Match
* Win Streak
* Rank Differences
* It is generally a good idea to fight players who are closer to your own rank or on another
tier.
* All ranked matches are First To 2.
Low Tier
- Null
- Gabe
- Grunt
Mid Tier
- Purple
- Brown
- Red
- Orange
- Yellow
- Green
- Blue
-White
-Black
-Grey
High Tier
-Manager
-Director
-Administrator
-Executive
-Techno Panic Manager
-Techno Panic Director
-Techno Panic Administrator
-Techno Panic Executive
Top Tier
-Lord
-Warlord
-Overlord
-Ruler
-Emperor
-God
-Titan
-Cyberkinetic
-Reality Warper
-Metopian Emperor
-Righteous Vindicator
-Robot Overlord
-Cyber Corporate Executive
-Master Computer Spectrum
-Neo Star Spectrum
-Metopian Spectrum
-Techno Panic Spectrum
-League Champion of the World
-League Champion of the Universe
-League Champion of Techno Panic
Enemy List (Story Mode Only: Plot Operation/Free Play Operation)
NOTE: Human/meta-human enemies may have variable sizes, skin tone, slightly different attire, and genders)
-Diesel Mobster/Diesel Special Ops
-Thug
-Net Fighter
-Net Ranger Enlisted
-Net Ranger Officer
-Vindicator Enlisted
-Vindicator Officer
-Police/Military Police/Special Ops
-Agent
-Relinquished
-Megaloid Beserker/Megaloid Pugilist/Megaloid Savior
-Swat Bot
-Guard Mech
-Takuya Unit Type A
-Takuya Unit Type B
-Takuya Unit Type C
-Takuya Unit Type D
-Rezz/Razz/Rizz
-Varii/Virii/Vurii
-Enigma/Super Enigma/Ultra Enigma
-Box Baby/Box Boy/Box Brotha
-Demon/Arch-Demon/Devil
-Scorp
-Samurai Trollizard
-Gridhog
-Shark Face
-Cubix/Clutter Cubix
-Cthulhu
-Elegy of the Dark
-Evil Sign