Since you all are bored, I made a Zanathen fighting game-styled Command List for fun. Note that this does not actually reflect Zanathen's actual fighting prowess. [hider=Zanathen Command List] [color=6ecff6][h3][b][u]Common Fighting Game Language[/u][/b][/h3] (1 = down-back 2 = down 3 = down-forward 4 = back 5 = neutral 6 = forward 7 = up-back 8 = up 9 = up-forward) LP = Light Punch MP = Medium Punch HP = Strong Punch LK = Light Kick MK = Medium Kick HK = Strong Kick [h3][b][u]Gauge Rules[/u][/b][/h3] Successful Normal Attacks: 1% Gauge Unsuccessful Normal Attacks: 0.5% Gauge Successful Special Commands: 4% Gauge Unsuccessful Special Commands: 1% Gauge Max Limit of Gauge: 100% [h2]Zanathen[/h2] A fast, yet balanced character who can use very few footsies to combo with, but has a good blend of aerial attacks and ground-based sword attacks that reach a decent distance. Zanathen must remain alert and punish his opponents for positioning themselves incorrectly, as some of his own attacks can leave him very open should the opponent block them. He can put pressure on his opponent with Red Thunder, but the starting lag that occurs for it also forces him to remain cautious when playing defensively. He can grab like any character and has the ability to double jump and dash in the air.[/color] [b][u][h2]Special Commands[/h2][/u][/b] [b]Red Thunder (236 > LP, MP, HP):[/b] Zanathen strikes forward with his blade, sending out a projectile of red thunder in front of him. The projectile’s speed can be controlled based on the button pressed to initiate the attack, but in return, the starting lag increases based on the strength of the projectile. Zanathen can cancel Red Thunder if he hits any of his kick buttons right before he sends out a projectile. Alternatively, if he hits any of his punch buttons, he will propel towards a certain direction based on what punch button has been pressed. LP sends him forward on the ground and downward-diagonally in the air, MP sends him diagonally-upward on the ground and horizontally in the air, and HP sends him straight up on the ground and straight down in the air. Red Thunder has little to no ending lag, and the HP version of the projectile can absorb up to two of the opponent’s projectiles. . . . [b]Inhibitor Void (214 > LK, MK, HK):[/b] Zanathen creates a half-sphere of red thunder and sand, catching the next projectile. Upon succession, he will alter the projectile before tossing it back with halved, normal, or doubled speed based on the kick button he used. LK lets Zanathen initiate Inhibitor Void within four frames, MK lets Zanathen initiate the attack within ten frames, and HK initiates the attack within sixteen frames. The attack in general has low starting delay but has a glaring end lag to it, making it a less-than-ideal choice against fast-paced fighters who can see through the counter attack. Zanathen can also use Inhibitor Void to simply hit the target at a close-range, and upon hitting the target, allows him to immediately follow up the attack with either Sky Tide or HP/HK. Inhibitor Void does not catch unblockable projectiles, Overdrives, and upgraded versions of regular projectiles. . . . [b]Sky Tide (623 > LP, MP, HP):[/b] Zanathen swings his blade upward as he leaps into the air. The height he reaches scales based off of the punch button used to initiate the attack. The blade automatically nullifies destroyable projectiles as it is carried into the air. Upon succession of hitting the opponent, Zanathen will be able to connect Sky Tide with either Cloud Weaver, Stargazer, or Asteroid Finish. The first four frames of Sky Tide leaves Zanathen in an invincible state. Sky Tide can be connected into very easily from LP, LK, MP, MK, and Sky Tide. [b]Cloud Weaver (214 > LK) (AFTER Sky Tide):[/b] Zanathen spins vertically, slashing forward with the blade. Upon hit, the opponent will be propelled away from Zanathen across the battleground. If Zanathen somehow misses the target, he may input Cloud Weaver again to leap forward before spinning continuously until he lands on the ground. [b]Stargazer (236 > MK) (AFTER Sky Tide):[/b] Zanathen swings his blade upward while slightly sending himself upward, sending the opponent up in the air. This move is generally useful against ground fighters, and is usually not used against opponents who could recover quickly in the air. Stargazer can be used twice in the air before Zanathen lands. [b]Asteroid Finish (22 > HK or HK>HK) (AFTER Sky Tide):[/b] Zanathen leaps forward in the air before spiking his blade downward, propelling the opponent to the ground and rendering them unable to recover instantly. Asteroid Finish is useful against air fighters, as it gives him more time to approach the opponent once he lands. . . . [b]Null Thrash (64123 > HP, HK):[/b] Zanathen twirls his sword as he uses the momentum of the spin to freeze his opponent with the handle of his sword. Null Thrash can stop invincible targets for a brief second as long as Zanathen simply catches them with the handle of the sword. Its versatility comes with the price of having both start lag and end lag during the entire attack, making it mostly reliable if Zanathen can predict an incoming attack correctly or not. This attack cannot knock out opponents no matter what, and can be connected to LP/LK. . . . [b]Atlas Splitter (23621 > LK/MK/HK):[/b] Zanathen spins around furiously with his blade in hand as he moves in a certain direction based on the kick button used to initiate the attack. LK sends Zanathen horizontally on the ground and diagonally-upward in the air, MK sends Zanathen diagonally-upward on the ground and diagonally-downward in the air, and HK causes Zanathen to remain still in one position on the ground and sends upward in the air. LK lasts for one second, MK lasts for two seconds, and HK lasts for two and a half seconds. LK has the least amount of end lag to the attack, while the other two versions have increasingly noticeable end lag to them. All versions have up to three frames of invincibility on start-up of the attack. Atlas Splitter can be interrupted as long as an attack hits Zanathen himself rather than his sword. . . . [b]Star Road (50% Gauge) (6321 > LP > MK > HP > LK):[/b] Zanathen lifts and keeps his sword raised for one whole second before bringing it down on the ground, causing eruptions of unblockable red thunder to fill a large distance around him for three seconds. Star Road has a massive amount of start-up lag, as the entire process of initiating the attack takes about two seconds, and it also suffers from rendering Zanathen unable to move for two seconds after the attack ends. Star Road is an extremely good counter to Overdrives that require charging or far distance from him, as it punishes those who are too close to him to avoid the attack. Star Road can also be immediately used after Zanathen throws out a Red Thunder, allowing him to put more pressure on his opponent. . . . [b]Mind-Nullify (100% Gauge) (632 4123 > HP + HK):[/b] Zanathen prepares his sword by his chest before stabbing forward. Mind-Nullify’s entire attack takes up two frames, making it an extremely efficient damage-dealing attack that punishes fighters who stay too far away from Zanathen. He is not invincible, however, and can be hit out of the attack, meaning that he will need to be wary of when to strike without getting interrupted. Mind-Nullify can be used in the air as well, though the end lag will be greater when the attack ends. . . . [b]Nova (100% Gauge) (Opponent or himself has 50% Health) (236 > LP > LK > MP+MK+HP+HK):[/b] Zanathen slashes four times before spinning rapidly, ending the attack with an explosion of red thunder than propels the opponent away from him. Extremely punishable when unsuccessfully used, but can be combo’d into quite easily from LP, MK, and Inhibitor Void. The damage Nova deals is slightly dampened when Zanathen uses it to finish a combo. [/hider]