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#double a battery kyle
creamdream98 · 1 year
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"You just need a little spark of magic." (´ ▽`).。o♡
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1moreoffkeyanthem · 4 months
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*ahem* *crackles knuckles* dearly beloved, 'if we were in a video game and i defeated your character, what five items would they drop & why?' ojv or any rile-pile-style will do <3
Gorllllll u know I gotta do OrangeJuiceVerse Style!!! (Coincidentally guess what I happen to be drinking right now?)
Starting with Stanathan!!!
He’s dropping the guitar pick that hangs from his keys! It was a one year anniversary gift from Kyle and it helps his easily distracted ass remember his keys bc he remembers the pick :)
If you defeat him while he’s been in the rarely expressed Edgy Boy mood, you get the sword earring! He only wears it when he’s feelin Sad Sack Mode trying to snag him because it’s a miniature Anduril from lotr and it makes him feel stronger! Very powerful item!
He’s dropping the bottle of oj he stays strapped with at ALL TIMES (this covers the whole OJV timeline) bc he ALWAYS has juice in his backpack just in case Kyle needs it!!!
You defeat later timeline OJV Stan? DINGDINGDING you get an AA chip! He keeps his one month coin behind his ID in his wallet!!!
(More of a power boost than an item but) YOU GET A CHARISMA BOOST! Any vicious wild creature can be tamed, you can charm the wildest of animals, and are a calming FORCE!
Kyles turn!!!
Good luck defeating Kyle Speak No Evil Take No Shit Broflovski, bc he can either diffuse most situations or out argue GOD, but the first thing you’re getting is a FULL WATER BOTTLE! By god he WILL make sure everyone stays hydrated.
He’s also dropping a fully stocked, organized emergency kit! That shit comes in handy!!! First aid supplies, batteries, multi tool, extra charger, you name it. He is PREPARED!
(Not sure if this counts as an item but) congratulations you just got a Rage Volcano Powerup!!! If you’re in a situation that really, truly warrants it, your attack power doubles! Only in the most DIRE of times, so use it wisely!
He’s dropping the bag with an INSANE Amount of pockets! Store all your items and trinkets easily! And in an organized manner where your inventory is easily navigated!
AND!!! You get MOOSE!!! You get a tiny brown cat companion for all your adventures! The sweetest cat you ever did see who will ONLY attack the most awful adversaries!
This was so fun oh my god help OJV style the loves of my life Nina you’re a genius
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therosiestofrubys · 2 years
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Patchnotes for v1.05, since that’s been officially out for a couple days. Under a read me because LONG.
10/23/2022
GENERAL
- Character select and options now have music, just testing it out.
- Default MUGEN menu noises swapped out.
- Finished reworks on Sinestro, Sandman, Donovan, Ice, Iron Man, Vulture, Zangief, Batman, Jubilee, Bane, and Nrvnqsr Chaos.
- Donovan now has in-game movelist set up.
- Zangief now has character select anims and an in-game movelist set up.
- Much like the couple of last patches, addition of new palettes for some characters. In this case, shoutouts to Phi-01 -- for also helping me by outright creating some of them as well as the ones I have added either from pre-existing sources -- or straight up have made from scratch myself.
- Universal health has been doubled from 1000 to 2000. This was gonna come eventually in some form, being in my head even -- since the initial rough draft, but as several players have shown, I think the time has more than come for this, and -- especially with tag matches now being best-of-1 instead best-of-3. I'll dial it back if it ends being /too/ beefy, -- but for now I'll just let it hang and see how that goes.
- Tweaked jump physics properties of the "MvC2-styled" characters to be more in line with the rest of the cast.
- Tweaked superjump heights/properties to be more consistent with the taller super-jumps of the "MvC2-styled" -- characters and also to just generally be less wildly different across the board.
- Fixed issue with most characters not auto-facing the opponent if immediately acting after landing.
- Univesal base hitstun amount for grounded lights on grounded opponents is now slightly higher.
- Standing heavies, while still affecting the hitstun decay rate for most grounded normals (Besides sweep and launcher) -- on hit, will no longer have their own hitstun affected by the decay rate on hit on grounded opponents.
- Super Pause effect for many supers has been tweaked to no longer make them near impossible to confirm into or -- otherwise suffer from being borderline useless in general.
- Addition of victory themes for Arcueid and Nrvnqsr Chaos.
- Much like other ScruffyDragon stages before it, track for the "Trans-Siberian Express" stage has been -- been changed for the time being to prevent any potential issues with streaming this game.
- Track for "Spooky London" (Stage for Gentleman Ghost) swapped out, now uses a similar "Round 1/Post Round 1" track swap -- to what "Gold Mine Assault" currently uses.
- Luke Cage now has a new stage in "Brooklyn Backstreets", his former stage, "Avengers Tower", has been removed for being -- a pile of garbage (Or in more professional terms, I thought it just looked overall bad, had a boring track, and overall -- just did not seem worth keeping in this, especially now that Luke has a replacement stage for it).
- Track for "Atlantian Waters" (Stage for Aquaman) yet again changed.
- Superman now has a new stage in "Metropolis Streets", his former stage, "Metropolis Rooftop" has been removed.
- Fixed the dim lighting on "Wayne Manor Ruins" (Stage for Bane) so it should no longer be an issue.
- Track for "Gotham's Clocktower" (Stage for Batman) has been changed.
- Sunlight effect on "City Beach stage (Stage for Sandman) has been significantly dimmed down to avoid making UI -- elements too difficult to parse mid-match.
- Kyle Rayner now has his own separate stage in Oa Central Battery.
- Solomon Grundy now has a new stage in "Grundy's Grave", his former stage, "Near Belle Reve" will remain in-game, -- albeit unassigned for the time being.
- Donovan now has a new stage in "Brazilian Forest", his former stage, "Under Moonlight" will remain for the -- time being, albeit as a non-character-specific stage (Will probably go to Psylocke if/when she's added).
- Added stage for Zangief (UWCF Arena).
- Boss character Parasite now has his own stage (S.T.A.R. Labs).
- Addition of "Gotham Church Roof" stage (Stage for Scarecrow).
- Addition of "Gold Mine Assault" stage (Currently assigned to no one).
- Addition of "Golden Gate Bridge" stage (Currently assigned to no one).
- Addition of "White House Incident" stage (Stage for Taskmaster).
- Addition of "Gerdenheim Laboratory" stage (Stage for Victor).
- Victory themes added for Victor and Zangief.
- Win quotes completed for Zangief
CHARACTER SPECIFIC
CHARS FROM PREVIOUS PATCHES ;--------------------------------------------------------------------------------- GREEN ARROW
- Set up intros against Supergirl and Superman.
- st. HK now has 1 more frame of startup.
- All single arrows from Normal Arrow (QCF+P) and Air Normal Arrow (QCF+P, midair) now do somewhat -- more damage and slightly more chip.
- LP version of Bow Attack (DP+P) now does somewhat more damage and slightly more meter gain.
- MP version of Bow Attack (DP+P) now does slightly more meter gain.
- Tactical Shot (QCB+P) now does somewhat more damage, slightly more chip, and somewhat more -- meter gain.
- Fast Arrows (QCF+PP) now does somewhat more damage.
- Super pause timing for Fast Arrows (QCF+PP) has been retweaked.
- Super pause timing for Hyper Trick Arrow (QCF+KK) has been retweaked.
- Super pause timing for Bomb Arrow (QCB+KK) has been retweaked. ;--------------------------------------------------------------------------------- AQUAMAN
- Set up intros with Lobo and Zangief.
- Forward ground dash modified into an outright run.
- st. HP no longer does hard knockdown on hit on airborone opponents.
- The LP version of Trident of Atlantis (QCF+P) now does somewhat more damage and slightly more chip.
- The MP version of Trident of Atlantis (QCF+P) now does slightly more damage.
- Shark Attack (QCB+P) can now be cancelled into out of all grounded normals on contact.
- Harpoon (QCF+K) now does slightly more damage, slightly more chip (And chip at all now), and slightly -- more meter gain.
- Flash Flood (QCF+PP) now does somewhat more damage.
- Orca from Orca Smash (QCB+PP) now surfaces closer to where Aquaman originally started to make it -- less infuriating to actually confirm into, as well as just hitting it in general.
- Orca Smash (QCB+PP) now does noticeably more damage.
- Deep Sea Assault (QCF+KK) now does somewhat more damage.
- Removed Dolphin Ride (QCB+KK) for being far too bizarrely functioning. ;--------------------------------------------------------------------------------- THE THING
- Set up intro against Dr. Doom and Hulk.
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean -- up pretty much all of his voice clips.
- Power Back Hand (QCF+LP) now does slightly more damage.
- Power Punch (QCF+MP) now does slightly more damage and slightly more meter gain.
- Ground Smash (QCB+LP) now does slightly more damage.
- It's Clobberin' Time (QCF+PP) now does noticeably less damage.
- Super pause timing for It's Clobberin' Time (QCF+PP) has been retweaked.
- Rock Melee (QCB+PP) has been renamed to Stone Cold Upper.
- Stone Cold Upper (QCB+PP) now has 2 more frames of startup and does somewhat more damage.
- Truck Dump (QCF+KK) now has 17 less frames of startup and does noticeably less damage. ;--------------------------------------------------------------------------------- WOLVERINE
- All version of Berserker Barrage (QCF+P) now do noticeably more damage.
- All versions of Lethal Lunge (QCB+P) and Air Lethal Lunge (QCB+P, midair) now do somewhat more damage and are now -- non-super projectile invuln.
- All versions of Dive Kick (QCF+K) now do slightly more damage.
- Berserker Barrage X (QCF+PP) now does slightly more damage and somewhat more chip.
- Super pause timing for Berserker Barrage (QCF+PP) has been retweaked.
- Weapon X (DP+PP) now does noticeably more damage.
- Super pause timing for Weapon X (DP+PP) has been retweaked.
- Claw Frenzy (QCB+PP) now does somewhat more damage.
- Super pause timing for Claw Frenzy (QCB+PP) has been retweaked. ;--------------------------------------------------------------------------------- SABRETOOTH
- Berserker Claw (QCF+P) now does somewhat more damage and slightly more meter gain.
- Talon Fury (DP+P) now does slightly more damage.
- Deadly Run (QCB+P) now does somewhat more damage.
- Wild Fang (QCF+K, Air OK) can now also be performed midair, as well as now being confirmable into from all normals -- on contact.
- Wild Fang (QCF+K, Air OK) now does slightly more damage and slightly more meter gain.
- Both of Sabretooth's attacking supers now properly freeze airborne opponents on hit long enough to properly confirm -- on them.
- Berserker Claw X (QCF+PP) now does significantly more damage.
- Super pause timing for Berserker Claw X (QCF+PP) has been retweaked.
- Feral Rampage (QCB+PP) now does significantly more damage.
- Super pause timing for Feral Rampage (QCB+PP) has been retweaked. ;--------------------------------------------------------------------------------- HULK
- Set up intro against Superman.
- Set up win pose against The Thing.
- Couple oddities regarding Hulk's frame data (Some crouching kick normals hitting HIGH instead of low, cr. HK not -- doing similar damage to Hulk's other heavy normals).
- Raw st. HP now does slightly more damage and hits overhead.
- j. HP now has 3 more frames of recovery and has less vertical pushback for Hulk.
- Grab part of Boulder Toss (QCF+P) now does noticeably more damage.
- Dive Kick (QCF+P, midair) now has 12 less frames of recovery.
- Gamma Quake (QCB+P) now does somewhat more meter gain.
- Gamma Tornado (HCB+P) now does slightly more damage.
- Gamma Tornado (HCB+P) now has damage applied when leaving Hulk's hands instead of when they touch the floor.
- Fixed Hulk being counted as standing for the first few frames of Gamma Spear (QCF+K, Air OK), even if performed -- while airborne.
- ALL versions of Gamma Charge now do somewhat more damage and slightly more meter gain.
- Super pause timing for Hyper Gamma Quake (QCF+PP) has been retweaked.
- Hulk SMASH (QCF+KK) can no longer be cancelled into out of whiffed normals.
- Hulk SMASH (QCF+KK) now does somewhat more damage.
- Super pause timing for Hulk SMASH (QCF+KK) has been retweaked.
- Super pause timing for Gamma Crush (QCB+KK) has been retweaked.
- World Tearing Gamma Crush (QCF+PK) now does severely more damage.
- Super pause timing for World Tearing Gamma Crush (QCF+PK) has been retweaked. ;--------------------------------------------------------------------------------- HUITZIL
- Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain, -- beam itself also starts spawning 6 frames sooner.
- Air Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain.
- Anti-Air Frozen Beam (DP+P) now does somewhat more damage and slightly more meter gain.
- Aztec Missile (QCB+P) now does somewhat more damage and slightly less chip.
- Frozen Laser Crouch (QCF+K) now does somewhat more damage and slightly more meter gain, -- beam itself also starts spawning 4 frames sooner.
- Hyper Frozen Laser (QCF+PP) now does noticeably more damage.
- Super pause timing for Hyper Frozen Laser (QCF+PP) has been retweaked.
- Air Hyper Frozen Laser (QCF+PP, midair) now does noticeably more damage.
- Super pause timing for Air Hyper Frozen Laser (QCF+PP, midair) has been retweaked.
- Air Annihilation (QCB+PP) now does noticeably more damage. ;--------------------------------------------------------------------------------- LILITH AENSLAND
- All of Lilith's standard aerial normals now properly follow the standard frame data for this project -- instead of still being Capcom Marvel styled (Beating myself over the head for letting this stay this -- way for so long now).
- j. LP is now less active by 16 frames, subsequently also having 16 less frames of recovery.
- j. MP now has 1 more frame of startup, is more active by 2 frames, and now has 7 less frames of recovery.
- j. HP now has 2 more frames of startup and 5 less frames of recovery.
- j. LK is now less active by 16 frames and has 3 more frames of recovery (And recovery at all now).
- j. MK now has 1 more frame of startup and 11 less frames of recovery.
- j. HK now has 2 more frames of startup, is more active by 4 frames, and has 6 less frames of recovery.
- Lilith no longer left helpless until grounded again after landing a Gleeful Dive (D+HK, midair).
- Soul Flash (QCF+P, Air OK) now does somewhat more damage.
- Mystic Arrow (QCB+P, Air OK) can now also be initiated midair, and now also has invuln to normal and -- special level projectiles for the same duration as its pre-existing invuln to normal throws and non-super -- command grabs.
- Mystic Arrow (QCB+P, Air OK) now does noticeably more damage.
- Mirage Blade (QCF+PP) now does significantly reduced damage, slightly less chip, and can now also be -- confirmed into from Soul Flash (QCF+P, Air OK) on hit.
- Luminous Illusion (Air OK) now does noticeably more damage.
- Splendor Love (DP+KK) now does somewhat more damage.
- Replenishing Sprinle (QCB+KK, Air OK) now does somewhat more damage.
- Super pause timing for Replenishing Sprinkle (QCB+KK, Air OK) has been retweaked.
- Input for Gloomy Puppet Show! has been changed from (HCB+PP) to (QCF+PK)
- Gloomy Puppet Show! (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- SPIDER-MAN
- st. MP now has 1 more frame of startup and is now less active by 3 frames, subsequently also having 3 less -- frames of recovery as well.
- st. HP now has 2 more frames of startup and 2 less frames of recovery.
- st. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MP now has 1 more frame of startup, is now less active by 4 frames, and has 1 less frame of recovery.
- cr. HP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MK is now less active by 3 frames, subsequently also having 3 less frames of recovery as well.
- cr. HK now has 4 less frames of recovery.
- j. MP now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery, -- totalling to 5 less frames of recovery overall.
- j. MK now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery, -- totalling to 5 less frames of recovery overall.
- j. HK now has 1 more frame of startup and is less active by 2 frames.
- Spider Sting (DP+P) now has proper pre-active DP invuln.
- Web Throw (HCB+P) now does noticeably less damage.
- Horizontal speed when jumping back towards backwall for Maximum Spider (QCF+PP) has been significantly -- increased. Among other things, this finally fixes the long standing issue of Spider-Man failing to reach -- the back wall because the camera moved over in the same direction he was going towards.
- Super pause timing for Maximum Spider (QCF+PP, Air OK) has been retweaked.
- Ultimate Web Throw (QCB+PP, Air OK) now does noticeably less damage.
- Super pause timing for Ultimate Web Throw (QCB+PP, Air OK) has been retweaked.
- Crawler Assault (QCF+KK) now does noticeably less damage and no longer hits OTG.
- Super pause timing for Crawler Assault (QCF+KK) has been retweaked.
- Web Punchbag (QCB+KK) now has 6 less frames of startup and does somewhat more damage.
- Super pause timing for Web Punchbag (QCB+KK) has been retweaked.
- One for J.J. (QCB+PK) removed for being somewhat redundant alongside Spider-Man's other supers. ;--------------------------------------------------------------------------------- DESPERO
- Some more additional cleanup on boxes, primarily related to normals and supers.
- st. MP now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- st. HP now has 1 more frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 2 less frames of recovery.
- st. HK now has 1 more frame of startup and is less active by 2 frames, subsequently also having 2 less -- frames of recovery as well.
- cr. LP is now more active by 1 frame and has 1 less frame of recovery.
- cr. MP now has 1 less frame of startup.
- cr. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well.
- cr. LK now has 1 less frame of startup and is more active by 1 frame.
- cr. MK now has 1 less frame of startup and is less active by 1 frame, subsequently also having 1 less frame -- of recovery as well.
- j. HP now has 1 more frame of recovery.
- j. LK now has 1 more frame of startup and is less active by 1 frame and has 1 less frame of recovery, totalling -- to 2 less frames of recovery overall.
- j. MK now has 1 less frame of startup, is active by 1 less frame, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup and is now less active by 3 frames, subsequently also having 3 less frames -- of recovery as well.
- All grounded versions of Despero Beam (QCF+P, Air OK) now have 1 more frame of recovery.
- Confirming out of Despero Beam (QCF+P, Air OK) in general has been retweaked, and should hopefully now be significantly -- less awkward to do than prior.
- Air Body Rush (QCB+P, midair) now does similar damage and chip to the grounded versions.
- Leaping Backbreaker (QCF+K) now has invuln to non-super projectiles.
- Fixed hard knockdown from all versions of Might of Py'tar (QCB+K) being techable, all versions also now do -- slightly more meter gain.
- Guys from Staff Guy Summon (P+K) now properly go away on hit.
- Despero Ranbu (QCF+PP) now has 8 less frames of startup.
- Despero Ranbu (QCF+PP) now does noticeably more damage.
- Super pause timing for Despero Ranbu (QCF+PP) has been reworked.
- Energy Blaster (QCB+PP) now does hard knockdown on hit on airborne opponents.
- Energy Blaster (QCB+PP) now does somewhat more damage.
- Super pause timing for Energy Blaster (QCB+PP) has been reworked.
- Air Energy Blaster (QCB+PP, midair) now does somewhat more damage.
- Super pause timing for Air Energy Blaster (QCB+PP, midair) has been reworked.
- Hyper Might of Py'tar (QCF+KK) can now also be confirmed into out of the grounded versions of Despero Beam (QCF+P, Air OK) -- and Body Rush (QCB+P) on contact.
- Super pause timing for Hyper Might of Py'tar (QCF+KK) has been reworked. ;--------------------------------------------------------------------------------- COLOSSUS
- Confirmed-into version of st. HP now does slightly more damage.
- st. HK now has 2 more frames of startup and 2 less frames of recovery.
- j. LP now has 1 less frame of startup and 1 less frame of recovery.
- j. MP now has 1 less frame of startup and 2 more frames of recovery.
- j. LK now has 1 less frame of startup and 5 less frames of recovery.
- j. MK now has 1 more frame of startup and 2 less frames of recovery.
- j. HK is now less active by 5 frames, subsequently also having 5 less frames of recovery.
- All versions of Power Tackle (QCF+P) and Air Power Tackle (QCF/QCB + P, midair) now do slightly more damage -- and slightly more chip.
- All verisons of Ground Lift (QCB+P) now do somewhat more damage.
- Giant Swing (QCF+K) now does slightly more damage and is now armored again.
- Siberian Express (QCF+PP) now does somewhat more damage.
- Super pause timing for Siberian Express (QCF+PP) has been reworked.
- Power Dive (QCB+PP) now does somewhat more damage.
- Super pause timing for Power Dive (QCB+PP) has been reworked. ;--------------------------------------------------------------------------------- LUKE CAGE
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean -- up pretty much all of his voice clips.
- Chain Gang (QCB+P) now does somewhat more damage.
- Spin Cycle (QCF+K) now does somewhat more damage.
- All versions of Roadhouse Blues (QCB+K) now do somewhat more damage.
- Power Fist (QCF+PP) now does noticeably more damage.
- Super pause timing for Power Fist (QCF+PP) has been reworked.
- Sweet X-Mas (QCB+PP) now has 20 less frames of recovery.
- Super pause timing for Sweet X-Mas (QCB+PP) has been reworked.
- Super Spin Cycle (QCF+KK) now does slightly more damage.
- Super pause timing for Super Spin Cycle (QCF+KK) has been reworked. ;--------------------------------------------------------------------------------- DR. DOOM
- Special intros for Fantastic Four members, Magneto, and Wolverine are now character specific instead of a shared pool.
- Set up intros against Arcueid, Captain America, and Luke Cage.
- Fixed issue with Doom's specials not properly doing meter gain.
- The LP version of Plasma Beam (QCF+P) now does somewhat more damage.
- The MP version of Plasma Beam (QCF+P) now does slightly more damage.
- The HP version of Plasma Beam (QCF+P) now does slightly less damage.
- All versions of Air Plasma Beam (QCF+P, midair) now do the same damage and meter gain as their corresponding strength -- Plasma Beam (QCF+P) version.
- The MP and HP versions of Air Plasma Beam (QCF+P, midair) now have more fitting recovery instead of recovering /faster/ -- than the LP version.
- Photon Shot (QCB+P) now does somewhat more damage.
- Air Photon Shot (QCB+P, midair) now does somewhat more damage.
- Shield Charge (QCF+K) now does somewhat more damage.
- Shield (QCB+K) now does somewhat more damage.
- Laser Gun (QCB+K, midair) now does somewhat more damage.
- Mega Plasma Beam (QCF+PP) now has 13 less frames of startup and does slightly more damage.
- Photon Array (QCB+PP) now does somewhat more damage.
- Air Photon Array (QCB+PP) now does somewhat more damage.
- Doom Time (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- SUPERGIRL
- j. MP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. HP now does slightly more meter gain (Putting it more in line with standard heavy normal meter gain).
- j. MK now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup, is more active by 3 frames, and has 2 less frames of recovery.
- LP and MP versions of Dash Punch (QCF+P) now do slightly more damage and slightly more chip.
- HP version of Dash Punch (QCF+P) now does slightly more damage.
- Flying Punch (QCF+P, midair) now does slightly more damage.
- All versions of Heat Vision (QCB+P) now do slightly more damage and now do knockdown on hit -- on airborne opponents (HP version also no longer does knockdown on grounded opponents).
- Downward Heat Vision (QCB+P, midair) now does slightly more damage and knockdown on hit on -- airborne opponents.
- Dive Kick (QCF+K, midair) now does slightly more damage.
- Rising Supergirl (DP+K) now does somewhat more damage.
- Argoan Rush (QCF+PP) now does noticeably more damage.
- Air Argoan Rush (QCF+PP, midair) now does noticeably more damage.
- OTG limiter for infinite prevention now in place for Mighty Ground Pound (QCB+PP).
- Super pause timing for Mighty Ground Pound (QCB+PP) has been reworked.
- Uncharged Mighty Ground Pound (QCB+PP) now does somewhat more damage.
- Charged Mighty Ground Pound (QCB+PP) now does somewhat more damage. ;--------------------------------------------------------------------------------- ALEX
- st. LP is now more active by 2 frames and has 2 less frames of recovery.
- st. MP now has 1 more frame of startup.
- st. HP now has 1 less frame of startup, is more active by 4 frames, and has 2 less frames of recovery.
- st. LK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. HK now has 2 less frames of startup, is more active by 3 frames, and has 1 less frame of recovery.
- cr. LP now has 2 less frames of recovery.
- cr. MP is now more active by 1 frame and has 2 less frames of recovery.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, and has 4 less frames of recovery.
- cr. MK now has 1 less frame of startup, is more active by 2 frames, and has 1 less frame of recovery.
- cr. HK is now more active by 3 frames and has 4 less frames of recovery.
- j. LP now has 1 more frame of startup.
- j. MP now has 1 more frame of startup and is active by 1 more frame.
- j. HP now has 3 more frames of startup and 3 less frames of recovery.
- j. LK is now less active by 2 frames and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and 1 more frame of recovery.
- j. HK now has 2 less frames of recovery.
- All versions of Flash Chop (QCF+P) now do slightly more damage, slightly less chip, and slightly more meter gain.
- Power Bomb (QCB+P) now does somewhat noticeably more damage and slightly more meter gain.
- Air Power Bomb (QCF+P, midair) now does noticeably more damage and slightly more meter gain.
- Spiral DDT (QCF+K) now does somewhat more damage.
- All versions of Stomp (QCB+K, Air OK) now does slightly more damage and slightly more meter gain.
- Boomerang Raid (QCF+PP) now does noticeably more damage.
- Hyper Bomb (QCB+PP) now does noticeably more damage.
- Stun Gun Headbutt (QCF+KK) now does noticeably more damage.
- Superplex (QCB+KK) now does noticeably more damage. ;--------------------------------------------------------------------------------- HAL JORDAN
- Set up intro against Batman.
- Set up win poses against Green Arrow and Sinestro.
- st. HK no longer does vertical knockback on hit on grounded opponents.
- j. LK is now less active by 1 frame and has 1 less frame of recovery, totalling to 2 less frames of -- recovery overall.
- j. MK now has 1 less frame of startup and 2 less frames of recovery.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- All versions of Ring Strike (QCF+P) now do somewhat more damage and slightly more meter gain.
- Fixed issue causing MP and HP versions of Ring Strike (QCF+P) not properly allowing Hal to cancel -- into supers from them on contact.
- Emerald Swordsman (QCF+P, midair) now does somewhat more damage.
- Buzzcut (QCB+P) now has invuln to aerial normals and aerial normal-level projectiles.
- Charging Ram (QCF+K) now does knockdown on hit.
- Air Charging Ram (QCF+K, midair) now does knockdown on hit.
- Plasma Sphere (QCB+K) now does noticeably more damage.
- Knockout (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Knockout (QCF+PP, Air OK) has been reworked.
- Ion Force (QCB+PP) now does severely less damage.
- Super pause timing for Ion Force (QCB+PP, Air OK) has been reworked.
- Super pause timing for Emerald Knight (QCF+KK) has been reworked.
- Ring Slinging (Formerly QCB+KK) has been outright removed, mostly for being either completely useless or doing FAR -- too much damage for its own good.
- Soldier of Oa has had its input changed from (QCB+PK) to (QCB+KK), and also starts up significantly faster now.
- Smackdown (QCF+PK) now does somewhat more damage and slightly less chip.
- Super pause timing for Smackdown (QCF+PK) has been reworked.
- Card Destruction (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- ARCUEID BRUNESTUD
- j. LP is now more active by 1 frame and has 1 less frame of recovery.
- j. MP is now less active by 1 frame, has 3 less frames of recovery, and now only strikes once.
- j. HP now has 2 more frames of startup and is more active by 2 frames.
- j. LK is now more active by 1 frame and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- Dissection (QCF+P) now does slightly more damage and slightly more meter gain, all followups now do somewhat -- more damage and somewhat more meter gain.
- Quiet! (DP+P) now does slightly more meter gain.
- Joint Knocker (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Force Faiya (QCF+K) now do somewhat more damage.
- LK version of Force Faiya (QCF+K) now does slightly more meter gain.
- MK version of Force Faiya (QCF+K) now does somewhat more meter gain.
- LK and MK versions of What are you doing...! (DP+K) now do slightly more meter gain.
- HK version of What are you doing...! (DP+K) now does somewhat more meter gain.
- Grab from HK version of Over here, over here! (RDP+K) now does somewhat more damage.
- Force Ring (HCB+K) now does slightly more damage and slightly more chip.
- Super Claw Blitz (QCF+PP) now has 7 less frames of startup and does noticeably more damage.
- Super pause timing for Super Claw Blitz (QCF+PP) has been reworked.
- Super Joint Knocker (QCB+PP) now has 4 less frames of startup and does noticeably more damage.
- Super pause timing for Super Joint Knocker (QCB+PP) has been reworked.
- Super Force Faiya (QCF+KK) now has 4 less frames of startup, does noticeably more damage, and slightly more chip.
- Super pause timing for Super Force Faiya (QCF+KK) has been reworked.
- Marble Phantasm (QCF+PK) now does severely more damage.
- Super pause timing for Marble Phantasm (QCF+PK) has been reworked.
- True Ancestor's Power (QCB+PK, Air OK) now does severely more damage. ;--------------------------------------------------------------------------------- GAMBIT
- Both versions of LP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of MP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of HP Kinetic Card (QCF+P) now do somewhat more damage.
- All the aforementioned damage and chip changes to Kinetic Card (QCF+P) above also apply to the corresponding -- versions of Air Kinetic Card (QCF+P, midair) and Trick Card (QCB+P).
- LK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- MK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- Royal Flush (QCF+PP) now does noticeably more damage.
- Cajun Strike X (QCB+PP) now has 13 less frames of startup and does noticeably more damage.
- Cajun Slash X (DP+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- CAPTAIN AMERICA
- Set up intros against Batman, Beast, Iron Man, Luke Cage, Metallo, Quicksilver, Sandman, Scarlet Witch, -- and Steel.
- All versions of Shield Slash (QCF+P, Air OK) now do slightly more damage.
- Aerial versions of Shield Slash (QCF+P, Air OK) are now correctly registered as aerial projectiles -- instead of standing projectiles.
- All versions of Stars N' Stripes (DP+P) now do slightly more damage.
- Final Justice (QCF+PP) now does somewhat less damage.
- Super pause timing for Final Justice (QCF+PP) has been reworked.
- Hyper Stars N' Stripes (QCB+PP) now does somewhat less damage.
- Super pause timing for Hyper Stars N' Stripes (QCB+PP) has been reworked.
- Hyper Charging Star (QCB+KK) now does noticeably less damage. ;--------------------------------------------------------------------------------- HAWKMAN
- Shield Bash (QCF+P, Air OK) now does slightly more damage.
- Crossbow (QCF+K, Air OK) now does slightly more damage.
- Ancient Spear (QCB+K) now does slightly more damage.
- Claw of Horus (QCF+PP, Air OK) now does severely more damage.
- Super pause timing for Claw of Horus (QCF+PP, Air OK) has been retweaked.
- Hawkgirl (QCB+PP) now does somewhat more damage.
- Super pause timing for Hawkgirl (QCB+PP) has been retweaked.
- Hawkgod (QCF+PK) now does severely more damage.
- Super pause timing for Hawkgod (QCF+PK) has been retweaked. ;--------------------------------------------------------------------------------- GENTLEMAN GHOST
- Undead Upper (QCF+K) now does slightly more damage.
- Fixed issue with being able to do either Teleport special out of a throw, causing the "thrown" opponent to be stuck in place, -- effectively soft locking the match unless reset.
- Dire Desperado (QCB+PP) now does somewhat more damage.
- Super pause timing for Dire Desperado (QCB+PP) has been retweaked.
- Rising Revenants (QCB+KK) now does noticeably more damage.
- Super pause timing for Rising Revenants (QCB+KK) has been retweaked.
- Morbid Mount (QCF+PP) now does severely more damage.
- Super pause timing for Morbid Mount (QCF+PP) has been retweaked.
- Hell's Gates (QCF+KK) now does severely more damage.
- Super pause timing for Hell's Gates (QCF+KK) has been retweaked. ;--------------------------------------------------------------------------------- STORM
- Typhoon (QCF+P, Air OK) now does slightly more damage.
- Thunder (QCF+K, Air OK) is now correctly registered as a projectile special instead of a physical special.
- Thunder (QCF+K, Air OK) now does slightly more damage and slightly more chip.
- Lightning Storm (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Lightning Storm (QCF+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCB+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCF+KK, Air OK) has been retweaked.
- X-Men Gold Team (QCB+KK) now does severely more damage. ;--------------------------------------------------------------------------------- LEX LUTHOR
- Set up intro against Sinestro.
- Fixed issue with Mercy suddenly disappearing in "I could use a drink" winpose before it's over.
- Both Kryptonite Ray (QCF+P) and Air Kryptonite Ray (QCF+P, midair) now do slightly more damage and slightly -- more chip. Beam fired from them now starts being active 4 frames sooner.
- Electrified Armor (DP+P) now does somewhat more damage.
- Hitboxes on the fire from Flamethrower (QCF+K) have been adjusted to make them more visually accurate.
- Flamethrower (QCF+K), both standing and crouching versions, now do somewhat more damage.
- Super pause timing for Kryptonic Blast (QCF+PP) has been retweaked.
- Failsafe Emission (QCB+PP, Air OK) now has 28 less frames of recovery,
- Super pause timing for Failsafe Emission (QCB+PP, Air OK) has been retweaked.
- Tyrant Finisher (QCF+KK) now does severely more damage. ;--------------------------------------------------------------------------------- TOYMAN
- j. HP now has 5 more frames of recovery. ;--------------------------------------------------------------------------------- THOR
- Set up intro against Etrigan.
- Aesir Missile (QCF+P, midair) now does slightly more damage and slightly less meter gain.
- LP version of Aesir Rising Hero (DP+P) now does slightly more damage and slightly less meter gain.
- MP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- HP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- Bifrost Break (QCF+K) now does slightly more damage.
- MK and HK versions of Bifrost Break (QCF+K) now do slightly less meter gain.
- HK version of Bifrost Break (QCF+K) is now correctly registered as a projectile special instead of a physical -- special.
- Nordic Rage (QCF+PP) now does somewhat more damage.
- Mystic Rainfall (QCB+KK) has been reworked, with the summoned thunderbolts no longer being random and now -- being summoned on a set timer, they can now also be halted whenever Thor has been hit or is in blockstun. ;--------------------------------------------------------------------------------- SUPERMAN
- Set up intros against Captain America, Cyborg, Deathstroke, Despero, Green Arrow, Hsien-Ko, Hulk, Iron Man, Juggernaut, -- Mongul, Nightwing, Poison Ivy, and Taskmaster.
- Set up team intros with Alex, Aquaman, Arcueid, The Atom, Barry Allen, Batman, Captain Atom, Donovan, Green Arrow, Hal Jordan, -- Hawkman, Ibuki, Ice, John Stewart, Kyle Rayner, Lilith, Lobo, Steel, Wonder Woman, and Zatanna.
- Set up win poses against Green Arrow, Hal Jordan, Iron Man, Lex Luthor, and Supergirl.
- Set up team win poses with Batman, Beast Boy, Cyborg, Nightwing, and Wonder Woman.
- LP and MP versions of grounded Heat Vision (QCF+P, Air OK) now do slightly more damage and slightly more meter gain.
- Super Tackle (QCF+K) now does slightly more damage and slightly more meter gain.
- Air Super Tackle (QCF+K, midair) now does slightly more damage and slightly more meter gain.
- Hyper Heat Vision (QCF+PP, midair) no longer hits OTG.
- Tsunami (QCB+KK) now does noticeably more damage.
- Super pause timing for Tsunami (QCB+KK) has been retweaked.
- Punch To The Heavens (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- WONDER WOMAN
- Set up intro againsts Lobo.
- Set up win pose against Aquaman.
- Magic Lasso (QCF+P) now does slightly more damage.
- The LP and MP versions of Warrior's Heart (DP+P) now do slightly more damage.
- Amazon Aegis (QCB+P) now does noticeably more damage on countering physical normals.
- Wonder Woman can now act out of/recovers faster out of Fierce Amazon (QCF+K, Air OK) than she did prior, -- allowing her to actually followup out of it now.
- Gaea's Bound (QCF+PP) now does noticeably more damage.
- Rising Paladin Eagle (DP+PP) now does noticeably more damage.
- Royal Thrust (QCB+PP, Air OK) now does noticeably more damage.
- Themyscira Great Fall/Rising (QCF+KK, Air OK) now does severely more damage.
- Input for Warriors of Themyscira changed from (QCB+PK) to (QCF+PK).
- Warriors of Themyscira (QCF+PK) now does severely more damage.
- Fixed issue preventing Warriors of Themyscira (QCF+PK) from being used in tag matches. ;--------------------------------------------------------------------------------- LOBO
- Set up intros against Aquaman, Wonder Woman, and Zangief.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- j. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- All versions of Frag! (QCF+P) now does slightly more damage and slightly more meter gain.
- Air Frag! (QCF+P, midair) now does slightly more damage.
- Bastitch Snatch (QCB+P) now does somewhat more damage.
- Mr. Hook (QCB+K) now does slightly more damage.
- Main Man Airlines (QCF+KK) now does somewhat more damage.
- Super pause timing for “Lights Out, Clyde!” (QCB+PP) has been retweaked.
- Super pause timing for Main Man Airlines (QCF+KK) has been retweaked. It also now hits OTG again. ;--------------------------------------------------------------------------------- IBUKI
- Mirror match intros set up.
- Fixed/removed being able to tech after being thrown by Ibuki.
- All versions of Neck Breaker (QCF+P) now do slightly more meter gain.
- LP version of Neck Breaker (QCF+P) now do slightly more damage.
- Kunai (QCF+P, midair) now does slightly more damage.
- Raida (QCB+P) now does noticeably more damage.
- Fixed issue where getting hit by Raida (QCB+P) would not correctly send the hit opponent back -- to their own "hurt" state afterwards.
- All versions of Kazegiri (DP+K, Air OK) now do slightly more damage and slightly more meter gain.
- All versions of Tsumuji (QCB+K) now do slightly more damage.
- Hien (RDP+K, Air OK) now does slightly more damage.
- Yami Shigure (QCF+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- JAY GARRICK
- Mirror match intros set up.
- Helmet Toss (QCF+P) no longer does hard knockdown on hit on airborne opponents.
- Air Helmet Toss (QCF+P, midair) no longer does hard knockdown on hit on airborne opponents.
- Fast Knuckle Brawl (QCB+P) now does somewhat more damage.
- Mercury's Swift Kicks (QCB+K) now does slightly more damage.
- Tweaked physics of Air Mercury's Swift Kicks (QCB+K, midair) to prevent any shenanigans caused by Jay landing -- before the opponent does on contact.
- Air Mercury's Swift Kicks (QCB+K, midair) now does slightly more damage.
- Fixed a hit opponent being able to be hit out of Human Whirlwind (QCF+PP) in the middle of it, effectively -- causing a softlock as Jay would be forever trapped in that animation.
- Human Whirlwind (QCF+PP) now does noticeably more damage.
- Hyper Fast Knuckle Brawl (QCB+PP) now does noticebly more damage.
- Hyper Mercury's Swift Kicks (QCB+KK) now does noticebly more damage.
- Abrupt Stop (QCF+KK) now does severely more damage.
- Speedforce Assault (QCF+PK) now does severely more damage. ;--------------------------------------------------------------------------------- GHOST RIDER
- Mirror match intros set up.
- Flamebreath (QCF+P) now does slightly more damage.
- Spectre Sweep (QCF+P, midair) now has 5 mote frames of startup and 3 more frames of recovery.
- Fixed issue where getting hit by Flaming Fist followup Flaming Skull would not correctly send the hit opponent back -- to their own OTG state afterwards.
- Demonic Stallion (QCF+PP) now does noticeably more damage, slightly more chip, and has once again had its damage reworked. -- While still having a heavier impact on the final hit, the damage overall is now spread out significantly more evenly -- throughout the super again.
- Removed recovery roll. ;--------------------------------------------------------------------------------- LADY DEATHSTRIKE
- Mirror match intros set up.
- Removed being able to move around pre-match after her intro finished.
- Berserker Barrage (QCF+P) now does slightly more damage.
- LP and MP versions of Retractable Arm (QCB+P) now does somewhat more damage and slightly more meter gain.
- HP version of Retractable Arm (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Retractable Arm (QCB+P) can now be also be confirmed into from Berserker Barrage (QCF+P) on hit.
- All grounded versions of Striking Spin (QCF+K, Air OK) can now be also be confirmed into from -- Berserker Barrage (QCF+P) on hit.
- Striking Spin (QCF+K, Air OK) now does slightly more damage.
- Fixed issue with Berserker Claws Counter (QCB+K) triggering proximity guard.
- Berserker Barrage X (QCF+PP) now does noticeably more damage.
- Hyper Retractable Arms (QCB+PP) now does somewhat more damage.
- Hyper Striking Spin (QCF+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- ETRIGAN
- Set up intro against Thor.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- Fireball (QCF+P) now does slightly more damage and slightly more chip.
- High Flame (DP+P) now does somewhat more damage.
- Low Flame (DP+K) now does somewhat more damage.
- Hellfire (QCF+PP) now does noticeably more damage.
- Super pause timing for Hellfire (QCF+PP) has been retweaked.
- Go To Hell (QCF+KK) now does noticeably more damage.
- Winds of Hell (QCB+PP) now does noticeably more damage.
- Super pause timing for Winds of Hell (QCB+PP) has been retweaked.
- Sinners Pain is now (QCB+KK), and is now a regular super. Also now has 20 more frames of recovery and is -- now correctly registered as a super projectile instead of a physical normal.
- Super pause timing for Sinners Pain (QCB+KK) has been retweaked.
- Dancing Blazes has been removed.
- Thunder Serpent has been removed.
- Properly removed pushback/alpha counters this time. ;--------------------------------------------------------------------------------- ICEMAN
- Mirror match intros set up.
- Set up intros against Supergirl and Superman.
- Set up team intro with Spider-Man.
- Ice Beam (QCF+P) now does slightly more damage.
- Air Ice Beam (QCF+P, midair) now does slightly more damage.
- There is now a hard limit of up to 3 Ice Walls from Ice Wall (QCB+P) up at a time.
- Ice walls from Ice Wall (QCB+P) no longer trigger proximity guard after they finish popping up.
- Ice Wall (QCB+P) now does slightly more damage.
- Artic Attack (QCF+PP, Air OK) has had the hitboxes on its projectiles adjusted to make it more consistent -- cast-wide.
- Arctic Attack (QCF+PP, Air OK) has been made significantly quieter on contact.
- Frozen X-Venger (QCF+KK) now does somewhat more damage.
- Icicle Crash (QCB+KK) now does somewhat more damage. ;--------------------------------------------------------------------------------- POISON IVY
- Mirror match intros set up.
- Fixed issue with Ivy where it wouldn't load in a chosen non-default palette until after the first round.
- All of Ivy's crouching punch normals have been redesigned to outright be regular normals, much like was done -- for Sinestro's helper based normals.
- cr. LP is now a regular normal.
- cr. MP is now a regular normal, also now has 12 less frames of recovery.
- LP version of Poison Kiss (QCF+P) now does somewhat more damage.
- HP version of Poison Kiss (QCF+P) now does somewhat more damage and slightly less chip.
- LP version of Floor Plant Trap (QCB+P) now does somewhat more damage.
- Poison effect from MP version of Floor Plant Trap (QCB+P) now does noticeably less damage.
- Tracking Thorns (QCB+K) now does slightly more damage.
- Plant Monster Summon (QCF+PK) now has a hard limit of up to 3 plant monsters at once.
- Spore Frenzy (QCF+PP) will now temporarily stop being active if Ivy is in hitstun or blockstun. Also now does slightly -- more damage.
- Super pause timing for Spore Frenzy (QCF+PP) has been retweaked.
- Super pause timing for Ensnaring Frenzy (QCB+PP) has been retweaked.
- Super pause timing for Plant Frenzy (QCF+KK) has been retweaked.
- Tracking Rafflesia Stab (QCB+KK) now does somewhat more damage. ;---------------------------------------------------------------------------------- CHARS FOR THIS PATCH ;------------------------------------------------------------------------------------ SINESTRO
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Dr. Doom, Green Arrow, Huitzil, Iron Man, and Lex Luthor.
- Set up win poses against Green Arrow and Hal Jordan.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Cut out lingering static that was in some of his audio files.
- Cut out as many height discrepancies as I could that were being caused by his constant height shifting -- during his floating up and down standing idle.
- Fixed issue with how it was detecting super jumping raw resulted in it refusing to read it.
- Taunt no longer completely lacking hurtboxes.
- st. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery, does slightly -- more damage, and slightly more meter gain.
- st. MP now has 5 less frames of startup, is less active by 2 frames and has 2 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and somewhat more meter gain.
- st. HP no longer completely invuln/lacking hurtboxes.
- st. HP now has 3 less frames of startup, is less active by 3 frames, subsequently also having 3 less frames -- of recovery, does slightly more damage, and somewhat more meter gain.
- st. LK now has 4 less frames of startup, is less active by 2 frames and has 2 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of startup, is less active by 1 frame, subsequently also having 1 less frame of -- recovery, does slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, and does somewhat more damage.
- cr. LP now has 1 more frame of startup, is more active by 1 frame, has 1 less frame of recovery, does -- slightly more damage, slightly more meter gain, no longer hits low, and is no longer air unblockable.
- cr. MP now has 1 more frame of startup, does slightly more damage, somewhat more meter game, no longer hits -- low, and is no longer air unblockable.
- cr. HP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 3 less frames of startup, is active for 4 less frames, has 1 more frame of recovery, does -- slightly more damage, slightly less meter gain, and is no longer air unblockable.
- cr. MK now has 1 more frame of startup, is less active by 1 frame, subsequently also having 1 less frame of -- recovery, does slightly more damage, and somewhat more meter gain, and is no longer air unblockable.
- cr. HK now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2 less frames of -- recovery, does somewhat more damage, somewhat more meter gain, and is no longer air unblockable.
- j. LP now has 2 less frames of recovery, does slightly more damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 4 frames, has 2 more frames of recovery, does slightly -- more damage, and somewhat more meter gain.
- j. HP now has 5 less frames of startup, is active for 8 less frames, has 4 more frames of recovery (And recovery -- at all now), does somewhat more damage, somewhat more meter gain, no longer does hard knockdown on hit, and no -- longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of startup, is active for 4 less frames and has 1 less frames of recovery, totalling -- to 5 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MK now has 5 less frames of startup, is active for 2 more frames, has 1 more frame of recovery, does slightly -- more damage, and slightly less meter gain.
- j. HK now has 1 less frame of startup, 1 more frame of recovery, does slightly more damage, somewhat more meter -- gain, and no longer does hard knockdown on hit on grounded opponents.
- Actually has a throw now!
- Can no longer cancel into any special or super from a whiffed normal.
- Ring Blast (QCF+P) now has 7 more frames of recovery, does slightly more damage, noticeably more meter gain -- (And meter gain at all now), can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and -- Ravenous Beam (QCF+LK) on hit, and now has a separate aerial version in Aerial Ring Beam (QCF+P, midair), which -- can also be confirmed into via all aerial normals on contact.
- Aerial Ring Blast (QCF+P, midair), now has 7 more frames of recovery.
- Cursed Axe (DP+P) now does slightly more damage, slightly more meter gain, can now also be confirmed into from -- Sinister Sword (QCF+HK) on contact, and now has a separate aerial version in Aerial Cursed Axe (DP+P, midair), -- which can also be confirmed into via all aerial normals on contact.
- Aerial Cursed Axe (DP+P, midair) now has 2 more frames of recovery.
- Shock Treatment (QCB+P) now does somewhat more damage, noticeably more meter gain (And meter gain at all now), -- and the summon itself will now disappear if Sinestro is either hit or (somehow) manages to block during it.
- Ravenous Beam (QCF+LK) now has 7 less frames of recovery, does somewhat more damage, noticeably more meter gain -- (And meter gain at all now), and now pulls opponents further in on hit. Also now has its' own self-contained -- hitstun decay tracker to prevent using it as a self looping infinite.
- Executioner's Blade (QCF+MK) now does slightly more chip, noticeably more meter gain (And meter gain at all now), -- can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and from Ravenous Beam (QCF+LK) on hit, -- and is now correctly registered as a standing special instead of a standing normal.
- Sinister Sword (QCF+HK) now does slightly less damage, slightly less chip, noticeably more meter gain (and meter -- gain at all now), and can now also be cancelled into from Ravenous Beam (QCF+LK) on hit. The sword itself will -- also now disappear if Sinestro is hit or (somehow) manages to blocks anything while it is out.
- Howling Cannon (QCB+LK) now has 4 less frames of startup, does slightly more damage, noticeably more meter gain -- (And meter gain at all now).
- Cruel Crossfire (QCB+MK) now has 6 less frames of startup, 4 less frames of recovery, does noticeably more meter -- gain (And meter gain at all now), and no longer hits OTG.  Ring constructs will now also disappear if Sinestro is -- hit or (somehow) manages to block anything while it is out.
- Dragon's Fire (QCB+HK) now does slightly less chip and noticeably more meter gain (and meter gain at all now). -- Also now has a separate "confirmed into" version with 8 less frames of startup. Can now also be confirmed into -- from Ravenous Beam (QCF+LK) on hit.
- Needle Storm (QCF+PP, Air OK) now does noticeably more damage, noticeably less chip, no longer hits OTG, and is -- overall around 36 frames faster than it was prior. It can now also be cancelled into from Ring Blast (QCF+P), -- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK), -- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on -- contact.
- Super pause timing for Needle Storm (QCF+PP, Air OK) has been retweaked.
- Raining Blades (QCB+PP, Air OK) now does severely more damage, no longer hits OTG and can now also be cancelled into -- from Ring Blast (QCF+P), Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), -- Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and -- Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Raining Blades (QCB+PP, Air OK) has been retweaked.
- Scorpion Stinger (QCF+KK, Air OK) now does noticeably more damage, can now also be cancelled into from Ring Blast (QCF+P), -- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK), -- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Scorpion Stinger (QCF+KK, Air OK) has been retweaked.
- Sinestro's Might (QCB+KK) now does severely more damage, can now be confirmed into from all grounded normals, Ring Blast (QCF+P), -- Cursed Axe (DP+P), Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and -- Dragon's Fire (QCB+HK) on contact. Also overall starts up much faster than prior.
- Super pause timing for Sinestro's Might (QCB+KK) has been retweaked.
OTHER NOTES (CHAR ORDER COMPLETE : 36/??) Second lantern ring char to be reworked (And almost certainly not the last if the other currently 3 end up making it too), out of the list of characters I picked to work on for this next patch, Sinestro kinda ended up being first almost entirely because I liked that he conveniently filled out the gap in the bottom left corner of the as of this writing (7/6/2022) current character select screen. Overall pretty satisfying char to work on, albeit I kinda wish I had him done a couple days sooner, albeit there's still a couple of elements related to not being able to cut down on the damage varying of some supers that consist of multiple different that I wish I could have tweaked more than I did. ;--------------------------------------------------------------------------------- SANDMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intro with Spider-Man.
- Set up win pose against Spider-Man.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" his grounded normals.
- st. LP is now more active by 1 frame, has 5 less frames of recovery, now does slightly less damage, -- and slightly more meter gain.
- st. MP now has 4 less frames of startup, is now less active by 1 frame and has 5 less frames of -- recovery, totalling to 6 less frames of recovery overall, does slightly less damage, slightly -- more meter gain, and no longer does vertical knockback on hit on grounded opponents.
- st. HP now has a separate, faster confirmed into verison.
- Raw st. HP now has 5 less frames of startup, is less active by 4 frames and has 12 less frames of -- recovery, totalling to 16 less frames of recovery overall, does somewhat less damage, and hits -- overhead.
- The confirmed-into version of st. HP now has 7 less frames of startup and does slightly less damage.
- st. LK now has 1 less frame of startup, is more active by 1 frame, 8 less frames of recovery, does -- slightly less damage, slightly more meter gain, no longer hits low, no longer hits OTG, and is no -- longer air unblockable.
- st. MK now has 4 less frames of startup, is less active by 3 frames and has 5 less frames of recovery, -- totalling to 8 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- st. HK now has 4 more frames of startup, is less active by 3 frames and has 19 less frames of recovery, -- totalling to 22 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- and no longer does vertical knockback on hit on grounded opponents.
- cr. LP now has 2 less frames of startup, is less active by 2 frames and has 3 less frames of recovery, -- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- no longer hits low, and is no longer air unblockable.
- cr. MP now has 4 less frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and is no longer air unblockable.
- cr. HP now has 2 more frames of startup, iss less active by 5 frames and has 21 less frames of recovery, -- totalling to 26 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- is no longer air unblockable, and is now correctly registered as a crouching normal instead of a -- standing normal.
- cr. LK now has 1 less frame of startup, is less active by 2 frames and has 4 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- no longer hits OTG, and is no longer air unblockable.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 1 less frame of recovery, does -- slightly less damage, slightly more meter gain, now hits low, and no longer hits OTG.
- cr. HK now has 4 less frames of startup, 15 less frames of recovery, does somewhat less damage, somewhat -- more meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well, does -- slightly less damage, slightly more meter gain, and no longer hits OTG.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 2 less frames of recovery, -- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and no longer hits OTG.
- j. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well, does -- somewhat less damage, somewhat more meter gain, no longer hits OTG, no longer does hard knockdown on -- hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 2 frames and has 1 less frame of recovery, totalling to 3 less frames of -- recovery, does slightly less damage, does slightly more meter gain, and no longer hits OTG.
- j. MK now has 4 less frames of startup, is less active by 3 frames, has 5 more frames of recovery (and -- actual recovery at all now), does slightly less damage, slightly more meter gain, and no longer does -- vertical knockback on grounded opponents.
- j. HK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames of recovery, -- totalling to 6 less frames of recovery overall, does somewhat less damage, somewhat more meter gain, -- and no longer hits OTG.
- Both throws are now directional.
- Can no longer cancel into any special or super from a whiffed normal.
- LP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 2 less frames of recovery, does -- somewhat less damage, slightly less chip, and slightly less meter gain.
- MP version of Stoner Rock (QCF+P) now has 3 less frames of startup, 4 less frames of recovery, does -- somewhat less damage, slightly less chip, slightly less meter gain, is no longer air unblockable, -- and can now also be confirmed into from the LP version of Stoner Rock (QCF+P) on hit.
- HP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 16 less frames of recovery, does -- somewhat less damage, slightly less chip, slightly less meter gain, and can now also be confirmed -- into from the LP and MP versions of Stoner Rock (QCF+P) on hit.
- Inputs for Quick Sand Warp (Forward) (DP+P/K) and Quick Sand Warp (Backward) (RDP+P/K) have been -- changed to (HCF+P/K) and (HCB+P/K) respectively, mostly due to the nasty amount of input overlap -- they were causing with just about every other special Sandman has.
- Sand Blast (QCB+P) now does somewhat less damage, slightly more meter gain, no longer hits OTG, and -- is now correctly registered as a standing projectile instead of an aerial projectile.
- All versions of Assault Step (QCF+K) are now correctly registered as crouching physical specials -- instead of standing projectile specials.
- LK version of Assault Step (QCF+K) now does slightly less damage, slightly less chip, and somewhat -- less meter gain.
- MK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat -- less meter gain.
- HK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat -- less meter gain.
- Binding Sand (QCB+K) no longer hits airborne or falling opponents, and is now correctly registered as -- a crouching projectile instead of a standing projectile.
- Destroyer Strike (QCF+PP) now does somewhat less damage and can now also be confirmed into from -- Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Hands of Oblivion (QCB+PP) now does severely less damage, no longer hits OTG, is no longer invuln during -- the super's recovery, and can now also be confirmed into from Sand Blast (QCB+P) and Assault Step (QCF+K) -- on contact.
- Hands of Oblivion has now been outright removed, mostly due to being too gimmicky, as well as potentially -- letting the opponent loop normals on Sandman to death due to resetting his recovery every time he is hit -- during it.
- Spiral Slash (QCF+KK) now does noticeably less damage, somewhat less chip, and can now also be confirmed -- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Deadly Headache (QCB+KK) now does slightly less damage, slightly less chip, and can now also be confirmed -- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Super pause timing for Deadly Headache (QCB+KK) has been retweaked.
- Input for Sinister Six changed from (QCB+PK) to (QCF+PK).
- Sinister Six (QCF+PK) now does significantly more damage and can now also be confirmed into from Sand Blast (QCB+P), -- Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Removed recovery roll.
OTHER NOTES (CHAR ORDER COMPLETE : 37/??) Third Loganir character I've done a rework on now, leaving Cyclops and Electro to go after this. Much like Sinestro immediately before him, he got picked mostly because either he or Vulture would've fit the other currently empty corner spot perfectly, and I just happened to feel like working on him at that moment than I did Vulture. Much like the other Loganir characters, while not entirely painless, was overall a pretty pleasant experience doing his rework, although I have a feeling I'll have to come back to nerf him some after field testing. Also pretty happy with getting back on the "around a week or so" pace for chars with him, especially considering the day or 2 taken to futz with Anita and then adjusting the camera on every currently present stage. ;------------------------------------------------------------------------------------ DONOVAN BAINE
WHAT'S NEW
- Fixed Anita behavior, is now properly spawned behind Donovan at round start and now follows Donovan instead -- of the opponent.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Now has aerial forward and back dashes.
- Now has a super jump.
- As Donovan is now always in sword mode, all swordless versions of normals are no longer relevant, as Donovan -- will now always use the Sword Version.
- st. LP now has 1 less frame of startup, is more active by 2 frames, has 10 less frames of -- recovery, slightly more damage, and slightly more meter gain (And meter gain at all now).
- st. MP now has 4 less frames of startup, 4 less frames of recovery, does slightly more -- damage, and somewhat more meter gain.
- st. HP now has 1 less frames of startup, 10 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- st. LK now has 1 less frame of startup, is more active by 2 frames, has 1 less frame of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- st. MK now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of -- recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 2 more frames of startup, is more active by 3 frames, has 5 less frames of -- recovery, does slightly more damage, and slightly more meter gain.
-- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- cr. MP now has 1 more frame of startup, is more active by 3 frames, does slightly more -- damage, and somewhat more meter gain.
- cr. HP now has 4 more frames of startup, 8 less frames of recovery, does slightly more damage, -- and slightly more meter gain.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of -- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all -- now).
- cr. MK is now more active by 3 frames, has 4 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- cr. HK now has 3 more frames of startup, is less active by 4 frames and has 4 less frames of -- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, and -- slightly more meter gain.
- Can now "zigzag" his aerial normals.
- All aerial normals can now be cancelled into from Hop Kick (F+HK) on hit.
- j. LP now uses the animation formerly used by j. LK/j. MK, and now has 3 frames of startup -- and recovery, and is active for 4 frames. Now does slightly more damage and slightly more -- meter gain (And meter gain at all now).
- j. MP now uses the animation formerly used by j. LP, which now has 8 less frames of recovery. -- Also now does slighty more damage and slightly more meter gain.
- j. HP now uses the animation formerly used by j. MP, which now has 3 less frames of recovery. -- Also now does somewhat more damage and slightly more meter gain.
- j. LK now uses the same animation related frame data as st. LK. Now also does slightly more -- damage and slightly more meter gain (And meter gain at all now).
- j. MK now uses the same animation related frame data as st. MK. Now also does slightly more -- damage and slightly more meter gain.
- j. HK now uses the same animation related frame data as st. HK. Now also does slightly more -- damage, slightly more meter gain, and hard knockdown and a "meteor" effect on hit on -- aerial opponents when confirmed into.
- Hop Kick (F+HK) now does slightly less meter gain.
- Former j. HP animation now used for new aerial command normal Upper Beads (j. HP), which now -- has 3 less frames of recovery, and the same damage/meter gain as j. HP.
- Throw is now directional and can also be done with HK, can no longer be done with MP.
- All the "divekick" esque moves (Killshread Surf 1, 2, and Dive) now let Donovan regain -- control on hit.
- Killshread Surf 1 (D+LK) can now be confirmed into from all aerial normals on contact.
- Killshread Surf 2 (D+MK) can now be confirmed into from all aerial normals on contact.
- Killshread Dive (D+HK) now does slightly less damage (Same damage as the other 2 now) and -- can now be confirmed into from all aerial normals on contact.
- Ifrit Sword (QCF+P) and Lightning Sword (RDP+P) both require the second sword to not be -- planted to use. This does not apply to the latter's super version, -- Hyper Lightning Sword (QCF+PP), however.
- Input for Ifrit Sword changed from (DP+P) to (QCF+P).
- Ifrit Sword (QCF+P) now has 4 less frames of recovery, does slightly less chip, significantly -- less meter gain, can now be confirmed into from all grounded normals on contact, and is now -- correctly registered as a standing special instead of an aerial special.
- Input for Sword Grapple changed from (HCB+MP/HP) to (DP+P).
- Sword Grapple (DP+P) now does slightly more damage and noticeably less meter gain.
- Lightning Fall (QCB+P, while sword is planted) now does severely less meter gain.
- LP version of Lightning Fall (QCB+P, while sword is planted) now does somewhat more damage -- and slightly more chip (And chip at all now).
- MP version of Lightning Fall (QCB+P, while sword is planted) now does slightly less damage -- and slightly more chip (And chip at all now).
- HP version of Lightning Fall (QCB+P, while sword is planted) now does slightly more damage -- and slightly more chip (And chip at all now).
- All versions of Lightning Sword (RDP+P) now do slightly less damage, slightly less chip, - somewhat less meter gain, and can now be confirmed into out of all grounded normals on -- contact.
- Pounce (D, D + P/K) removed due too functionally too bizarrely.
- Input for Blizzard Sword changed from (HCF+P) to (QCF+K).
- Blizzard Sword (QCF+K) now does slightly more damage, slightly less chip, significantly -- less meter gain, and can now be confirmed into from all grounded normals on contact and -- from Ifrit Sword (QCF+P) on hit.
- All versions of Killshread Plant (QCB+K, while sword isn't planted) now do somewhat more -- meter gain (And meter gain at all now) and can now be confirmed into from all grounded -- normals (Except cr. HK) on contact.
- Killshread Return (QCB+K, while sword is planted) now has 2 less frames of recovery and can -- now be confirmed into from all grounded normals (Except cr. HK) on contact. Also now has an aerial -- version in Air Killshread Return (QCB+K, midair, while sword is planted).
- Now has a new super in the former EX Lightning Sword, now promoted to Hyper Lightning Sword (QCF+PP).
- Hyper Lightning Sword (QCF+PP) can now be confirmed into from all grounded normals, Ifrit Sword (QCF+P), -- and Lightning Sword (RDP+P) on contact.
- Now has a new super in the former EX Lightning Fall, now promoted to Hyper Lightning Fall (QCB+PP, while sword is planted).
- Hyper Lightning Fall (QCB+PP, while sword is planted) now does severely more damage and slightly more -- chip (And chip at all now).
- Now has a new super in the former EX Blizzard Sword, now promoted to Hyper Blizzard Sword (QCF+KK).
- Hyper Blizzard Sword (QCF+KK) now does noticeably more damage, slightly more chip, and can now -- be confirmed into from all grounded normals, Ifrit Sword (QCF+P) Lightning Sword (RDP+P), and -- Hyper Lightning Sword (QCF+PP) on contact.
- Change of Immortal removed for being mostly superfluous now that Donovan has several new supers.
- All versions of Press of Death (QCF+LPLK/QCF+MPMK/QCF+HPHK) now do somewhat more damage, slightly less -- chip, and can now be confirmed into out of all grounded normals, Ifrit Sword (QCF+P), and -- Lightning Sword (RDP+P) on contact, and from Hyper Lightning Sword (QCF+PP) and -- Hyper Blizzard Sword (QCF+KK) on hit.
OTHER NOTES (CHAR ORDER COMPLETE : 38/??) (Originally completed on 7/29/2022) Donovan's an interesting case, as I really didn't know too much about him prior to selecting him during the initial rough draft, having never really played Night Warriors or any of the Vampire Savior variations he's actually in, kind of just picking him both because he kinda got dropped out of VSav, and because I figured he looked cool. So I got to learn the hard way, first hand, just how sorta unfinished he really was. Would I have still picked him in that rough draft if I had known this? Possibly not, but I feel that in the end, toughing it out for his rework was worth it. Humorously enough the Darkstalkers character spot in this patch wave (V1.05) was originally planned in advance to be Morrigan, before sorta being changed to Donovan at the last second after I felt like working on him more after futzing with Anita's code for a bit. Oh well, Morr, you'll get added eventually anyway. ;------------------------------------------------------------------------------------ ICE
WHAT'S NEW
- Mirror match intros set up.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" her grounded normals.
- Swapped out st. LP and st. MP as their anims and pre-existing frame data just made this make -- a lot more sense than their original placement.
- st. LP is now less active by 2 frames, subsequently also having 2 less frames of recovery as -- well, does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is now less active by 1 frame and has 1 less frame of -- recovery, totalling to 2 less frames of recovery overall, does slightly more damage, and -- slightly more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery, does -- slightly more damage, and is now correctly registered as a standing normal instead of a -- crouching normal.
- st. MK now has 1 less frame of startup, does slightly more damage, iess less active by 1 frame -- and has 1 less frame of recovery, totalling to 2 less frames of recovery overall, does slightly -- more damage, and slightly less meter gain.
- st. HP now has 2 more frames of startup, is more active by 2 frames, does somewhat more damage,
- Former close st. HK is now just st. HK period.
- st. HK now has 1 less frame of startup, is less active by 7 frames, has 5 less frames of recovery, -- does slightly more damage, slightly less meter gain, and no longer does hard knockdown on hit. -- It also now gains some forward horizontal movement when confirmed into on hit.
- Former far st. HK is now command normal Ice Slash (F+HK).
- Command normal Ice Slash (F+HK) now has 2 more frames of startup, is more active by 4 frames, does -- slightly more damage, and slightly less meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 5 less frames of startup, 5 less frames of recovery, does slightly more damage, -- and slightly more meter gain.
- cr. MP  now has 1  less frame of startup, is more active by 1 frame, has 3 frames of recovery, -- and slightly more meter gain.
- cr. HP now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2 -- less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 less frame of startup, 1 less frame of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is less active by 2 frames and has 2 less frames of -- recovery, totalling to 4 less frames of recovery overall, does slightly more damage, and -- somewhat more meter gain.
- cr. HK now has 1 more frame of startup, is less active by 5 frames and has 1 less frame of recovery, -- totalling to 6 less frames of recovery overall, does slightly more damage, and somewhat more meter -- gain.
- j. LP is now less active by 5 frames, subsequently also having 5 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame, has 1 more frame of recovery, -- and does slightly more meter gain.
- j. HP now has 1 less frame of startup, is less active by 5 frames and has 5 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- j. LK now has 5 less frames of startup, is less active by 12 frames and has 1 less frame of recovery, -- totalling to 13 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- j. MK now has 1 less frame of startup, is more active by 1 frame, has 5 less frames of recovery, does -- slightly more damage, and somewhat more meter gain.
- j. HK now has 4 more frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly more damage, somewhat more meter gain, -- and now does hard knockdown and has a "meteor" effect on hit on airborne opponents when confirmed -- into on hit.
- Head Stomp (D+HK) now does slightly more damage, somewhat more meter gain, descends faster after a -- certain point, and no longer whiffs on airborne opponents.
- Throw is now directional and can also be performed with HK.
- "Frozen" state caused by certain moves (Ice balls from Ice Ball (QCF+P) and Air Ice Ball (QCF+P, midair), -- or contact with an Ice Maiden statue from Ice Maiden (QCB+K)) now ends 10 frames earlier than it did -- prior.
- Ice Ball (QCF+P) now does somewhat more damage, slightly more chip (And chip at all now), and -- noticeably more meter gain (And meter gain at all now).
- Air Ice Ball (QCF+P, midair) has had the same property changes as Ice Ball (QCF+P).
- Air Ice Ball (QCF+P, midair) now has 4 less frames of recovery and Ice is no longer left helpless -- until touching the ground after the move.
- Ice Shield (DP+P) now does somewhat more meter gain (And meter gain at all now) and no longer leaves Ice -- perpetually stuck it in due to continually absorbing normals from an opponent.
- Ice Slick (QCB+P), on-top of now doing noticeably more meter gain, has been significantly reworked: --- Is now blockable low, so as to prevent letting Ice lay an unblockable box ontop of an OTG opponent. --- Can now cancel into it on contact from any grounded normal, as part of her mix. --- The projectile itself will now disappear if Ice is hit before it can touch the ground.
- Air Ice Slick (QCB+P, midair) has had the same property changes as Ice Slick (QCB+P), except for instead -- being cancellable into from any aerial normal on contact instead.
- Air Ice Slick (QCF+B, midair) now has 4 less frames of recovery, can be cancelled into from any aerial -- normal on contact, and Ice is no longer left helpless until touching the ground after the move.
- Now has a new command grab special in Cold Shoulder (HCB+P). Like most command grabs in this, it is confirmable -- into on hit.
- Input for Icicle Edge changed from (D,D+K) to (QCF+K).
- Icicle Edge (QCF+K) now does noticeably more damage, slightly more chip, noticeably more meter gain (And meter -- gain at all now), and can now be confirmed into from all grounded normals on contact. Spikes now become active -- 4 frames sooner after appearing and now hit OTG.
- All versions of Icicle Edge (QCF+K) now summon the same number of spikes (6), instead of the previous 4 for -- the LK and MK versions.
- Ice Damsel (QCB+K) now has 13 more frames of startup, 2 less frames of recovery, does slightly more damage, -- noticeably more meter gain (And meter gain at all now), can now be confirmed into from any grounded normal -- on contact, is no longer unblockable, no longer whiffs on airborne opponents, and no longer has a minimum -- distance from opponent requirement to be performed.
- Fixed issue with Ice Damsel (QCB+K) acting bizarrely and spawning a "clone Ice" if hit by a super.
- Input for Ice Missiles changed from (QCF+KK) back to (QCF+PP).
- Ice Missiles (QCF+PP) now has 15 more frames of recovery, does somewhat less chip, no longer hits OTG, now does -- hard knockdown on hit on airborne opponents, and can now be confirmed into from all grounded normals and -- Icicle Edge (QCF+K) on contact.
- Super pause timing for Ice Missiles (QCF+PP) has been reworked.
- Crystal Strike (QCB+PP) now does noticeably less damage, can now be confirmed into on contact from all grounded -- normals and Icicle Edge (QCF+K) on contact.
- Input for Absolute Zero has been changed from (QCF+PP) to (QCF+KK).
- Absolute Zero (QCF+KK) is now always a Level 3 super instead of being variant depending on meter, now also -- being a set, shortened length every time now. Frozen state on hit from projectiles spawned by this no -- longer drain the opponent's meter.
- Removed Amalgam super.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 39/??) (Originally completed on 8/05/2022) Much like fellow Buyog char Lobo, her original base kit had a pretty heavy basis in zoning while having little to deal with up close, although unlike Lobo her existing normals worked better for that purpose, at the least. Don't really have too much else to say (I'm gonna blame being VERY tired as I originally wrote this), other than hoping I did well by her. ;------------------------------------------------------------------------------------ IRON MAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Captain America, Hulk, Magneto, Sentinel, Storm, and War Machine.
- Set up win poses against Captain America, Hulk, Magneto, Sentinel, and Storm.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All grounded normals no longer do hard knockdown on airborne opponents on hit.
- st. LP is now more active by 1 frame, has 3 less frames of fecovery, does slightly less -- damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is more active by 2 frames, has 1 less frame of -- recovery, does slightly less damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is less active by 4 frames and has 9 less frames -- of recovery, does slightly less damage, slightly more meter gain, and no longer does -- hard knockdown on hit.
- st. LK is now more active by 1 frame, has 3 less frames of recovery, and does slightly -- more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 7 less frames of -- recovery, totalling to 8 less frames of recovery overall, and does slightly less damage.
- st. HK now has 5 more frames of startup, is less active by 1 frame and has 12 less frames -- of recovery, totalling to 13 less frames of recovery overall, does slightly more meter -- gain, and is now correctly registered as a standing normal instead of a crouching normal.
- cr. LP is now more active by 1 frame, has 3 less frames of recovery, does slightly less -- damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 2 frames, has 7 less frames -- of recovery, does slightly more damage, and no longer launches.
- cr. HP now has 6 less frames of startup, 5 less frames of recovery, does slightly more -- damage, and is now correctly registered as a crouching normal-level projectile instead of -- a standing special projectile.
- cr. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of -- recovery, does slightly less damage, slightly more meter gain, and no longer hits OTG.
- cr. MK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames -- of recovery, totalling to 6 less frames of recovery overall, and does slightly more damage.
- cr. HK now has 1 less frame of startup, is less active by 2 frames and has 11 less frames of -- recovery, totalling to 13 less frames overall, does slightly more damage, slightly more -- meter gain, and is now correctly registered as a crouching normal instead of a standing -- normal.
- j. LP now has 2 less frames of startup, 13 less frames of recovery, does slightly more -- damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 3 frames and has 7 less frames of -- recovery, totalling to 10 less frames of recovery overall, and does slightly more damage.
- j. HP, Upward Double (U+HP, midair), and Downward Double (D+HP, midair) now all have 4 more -- frames of startup, now all being at 21 frames total overall, doing slightly less damage, -- somewhat more meter gain, and no longer doing hard knockdown or having a "meteor" effect -- on hit on airborne opponents.
- Former j. HP has been replaced with former command normal Downward Double.
- j. LK is now more active by 1, has 3 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- j. MK now has 1 more frame of startup, is more active by 2 frames, and does slightly more -- damage.
- j. HK now has 4 less frames of startup, 5 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- Knee Dive (D+HK, midair) now does slightly more meter gain.
- Throw can now also be performed with HK.
- Some specials and supers can now be cancelled into immediately after the opponent leaves Iron Man's -- grasp during a throw. These include Uni Beam (QCF+P), Homing Missiles (QCB+P), Plasma Sword (QCF+K), -- Repulsor Blast (QCB+K), Smart Mine (P+K), Proton Cannon (QCF+PP), Missile Barrage (QCB+PP), -- Iron Avenger (QCF+KK, Air OK), Arc Reactor (QCB+KK), and Iron Legion (QCF+PK).
- Can no longer cancel into any special or super out of a whiffed normal.
- Uni Beam (QCF+P) now does slightly more damage (And that damage is now consistent too unlike -- prior), slightly more chip, and can now also be confirmed into from cr. HP's missile on hit.
- Airborne velocity adjustments for both Air Uni Beam (QCF+P, midair) and Smart Bomb (P+K, midair) -- have been adjusted to prevent using them to indefinitely air stall.
- Air Uni Beam (QCF+P, midair) now does slightly more damage (And that damage is now consistent -- too unlike prior), slightly more chip, can now also be confirmed into from j. HP, j. HK, -- Upward Double (U+HP, midair), and Downward Double (D+HP, midair) on contact, and is now -- correctly registered as an aerial projectile instead of a standing projectile.
- Homing Missiles (QCB+P) now does slightly more meter gain, can now also be cancelled into from -- cr. HP's missile and Uni Beam (QCF+P) on hit, no longer hit OTG, and are now correctly registered -- as projectiles instead of physical specials. Can also no longer have more than 2 missiles out -- at once.
- Plasma Sword (QCF+K) now does slightly more chip, has had any damage variance removed, and can now -- also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Repulsor Blast (QCB+K) now does slightly more chip, slightly more meter gain, now has non-super -- invuln until its first active frame (In effect, like most other dragon-punch style/effect moves -- like this), and can now also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Smart Mine (P+K) now does the same damage whether it hits the opponent while still airborne or -- after touching the ground, does slightly more meter gain, no longer hits low or is air unblockable -- after landing on the ground, and can now also be confirmed into from cr. HP's missile and -- Uni Beam (QCF+P) on hit.
- Smart Bomb (P+K, midair) now has 12 more frames of recovery, does slightly more chip (And chip at -- all now), slightly more meter gain, can now also be confirmed into from Air Uni Beam (QCF+P, midair) -- on hit, and are now correctly registered as aerial projectiles instead of standing projectiles.
- Proton Cannon (QCF+PP) now does noticeably less damage, slightly less chip, and can now also be -- confirmed into from cr. HP's missile and Arc Reactor (QCB+KK) on contact.
- Missile Barrage (QCB+PP) now does significantly less damage, slightly less chip, and can now also be -- confirmed into from cr. HP's missile, Proton Cannon (QCF+PP), and Arc Reactor (QCB+KK) on contact.
- Iron Avenger (QCF+KK, Air OK) now does significantly less damage, and can now also be be confirmed -- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP) and Arc Reactor (QCB+KK) --  on contact.
- Arc Reactor (QCB+KK) now does somewhat more damage, somewhat less chip, is overall around 40 frames -- shorter, and can now also be confirmed into from cr. HP's missile on contact.
- Iron Legion (QCB+PK) now does somewhat less damage, slightly more chip, and can now also be confirmed -- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP), and Arc Reactor (QCB+KK) -- on contact.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 40/??) (Originally completed on 8/11/2022) Not too much to add to this one, other than much like future add Batman, he's in this patch mostly because his absence was starting to feel a bit weird now that we're hitting the 40s. Like Wolverine, I'm not sure he's really too radically different, but I do feel that the extra additions to his kit are for the better. ;------------------------------------------------------------------------------------ VULTURE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Hawkman, Spider-Man, and The Thing.
- Set up win poses against Hawkman and Spider-Man.
- Much of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting. Among -- other things, is no longer missing several hurtboxes for no reason during variations jumping --related animations.
- Now has a taunt.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- st. LP now has 1 more frame of startup, is less active by 1 frame, has 1 more frame of recovery, -- does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is more active by 1 frame, has 18 less frames of recovery, -- does slightly more damage, and slightly less meter gain.
- st. HP now has 4 less frames of startup, is less active by 3 frames and has 6 less frames of -- recovery, totalling to 9 less frames of recovery overall, does slightly more damage, slightly more -- meter gain, and the second hit is both no longer air unblockable and now correctly registered as a -- standing normal instead of a crouching normal.
- st. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly more damage, and slightly more meter gain.
- st. MK now has 5 less frames of startup, is more active by 1 frame, has 5 less frames of recovery, -- does slightly more damage, and somewhat more meter gain.
- st. HK now has 2 more frames of startup, is less active by 2 frames and has 6 less frames of -- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, somewhat more -- meter gain, no longer hits low, is no longer air unblockable, and no longer does hard knockdown -- on hit.
- cr. LP now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 1 less frame of recovery, -- does slightly more damage, and slightly more meter gain.
- cr. HP now has 1 less frame of startup, 8 less frames of recovery, does somewhat more damage, -- slightly less meter gain, no longer does vertical knockback on grounded opponents, and no longer -- does hard knockdown on hit.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and -- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly more damage, and slightly more meter gain.
- cr. HK is now more active by 1 frame, has 10 less frames of recovery, does slightly more damage, -- noticeably more meter gain, and no longer hits OTG.
- j. LP has 3 less frames of startup, is less active by 1 frame and has 3 less frames of recovery, -- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- j. MP is no longer active at /frame 1/, now having 5 frames of startup, Also now less active -- by 5 frames and has 15 less frames of recovery, totalling to 20 less frames of recovery overall, -- does slightly more damage, and slightly more meter gain.
- j. HP now has 1 less frame of startup, does slightly more damage, slightly more meter gain, no -- longer does hard knockdown on hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 1 frame, does slightly more damage, and slightly more meter gain.
- j. MK now has 1 less frame of startup, is now less active by 3 frames and has 1 less frame of -- recovery, totalling to 4 less frames of recovery overall, does slightly less damage, and somewhat -- more meter gain.
- j. HK now has 4 less frames of startup, is less active by 3 frames and has 8 less frames of recovery, -- totalling to 11 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- Actually has a throw now!
- Can no longer cancel into any special or super out of a whiffed normal.
- Grenade Toss (QCF+LP/MP, Air OK) now has 4 more frames of recovery, does slightly less meter gain, -- can now also be confirmed into from Claw Strike (QCB+P) on hit, and the aerial version is now correctly -- registered as an aerial projectile instead of a standing projectile.
- Chill Mine (QCF+HP, Air OK) now has 12 more frames of recovery, somewhat more damage (And does direct -- damage at all now), slightly more chip (And chip at all now), slightly less meter gain, and now has a -- hard limiter of one on-screen at a time.
- Claw Strike (QCB+P) now has 10 less frames of startup, does slightly less damage, slightly less chip, can -- now also be confirmed into from Charge (QCB+K, Air OK), and now has an aerial version in -- Air Claw Strike (QCB+P, midair).
- Hawk Force Rifle (QCF+K) now has 4 less frames of recovery, does slightly less chip, slightly less meter -- gain, can now also be confirmed into from Claw Strike (QCB+P) and Hawk Force Rifle (QCF+K) on hit, and -- is now correctly registered as a special projectile instead of a normal-level projectile. The physical -- hit part now does somewhat less damage and slightly less chip.
- Charge (QCB+K, Air OK) has been redesigned to now function similarly to Superman's Super Tackle, no longer -- taking Vulture off-screen during the movie. Now has 2 less frames of startup, does slightly more damage, -- slightly less chip, somewhat less meter gain, no longer hits high,and can now also be confirmed into from -- Hawk Force Rifle (QCF+K) on hit.
- Hyper Fly (QCF+PP) is now more active by 30 frames, does slightly less damage, slightly less chip, can now -- also be confirmed into from Charge (QCB+K, Air OK) and Buzzard Barrage (QCB+PP, Air OK) on contact, and is -- now correctly registered as a super instead of a normal.
- Now has a new super in Buzzard Barrage (QCB+PP, Air OK).
- Featherblades Scattershot (QCF+KK, midair) now has a much more consistent damage spread between its different -- projectiles, can now also be confirmed into from Air Claw Strike (QCB+P, midair) Charge (QCB+K, Air OK), and -- Buzzard Barrage (QCB+PP, Air OK) on contact, and is now correctly registered as an aerial super intead of a -- standing special.
OTHER NOTES (CHAR ORDER COMPLETE : 41/??) (Originally completed on 8/22/2022) Vulture, much like Zvitor's most recent "Arrow", was technically never finished, although in Vulture's case, this is significantly more obvious on first inspection, with some animations outright missing hurtboxes for seemingly no reason other than they just hadn't been added yet. And to be honest, this character definitely needed some hard work put into him. While I feel like I've done most of the work needed, I still can't help but feel like maybe he's still missing something, but for now, the work that's already been done on him will do. ;------------------------------------------------------------------------------------ ZANGIEF
WHAT'S NEW
- Mirror match intros set up.
- Set up intros with Lobo and Zangief.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Removed Mech Mode, lord knows he's already over-kitted as is.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- Both pre-existing close proximity normals have been removed.
- st. LP now has 1 less frame of startup, is less active by 2 frames and 3 less frames of recovery, totalling -- to 5 less frames of recovery overall, and does slightly more damage.
- st. MP now has 3 less frames of startup, is more active by 2 frames, has 9 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is more active by 3 frames, has 14 less frames of recovery, does -- slightly more damage, somewhat more meter gain, and no longer does hard knockdown on airborne opponents -- on hit.
- st. LK now has 3 less frames of startup and is less active by 4 frames and has 3 less frames of recovery, -- totalling to 7 less frames of recovery overall.
- st. MK now has 1 less frame of startup, is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- st. HK is now less active by 1 frame and has 6 less frames of recovery, totalling to 7 less frames of -- recovery overall, does somewhat more damage, and somewhat more meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall.
- cr. MP now has 4 less frames of startup, is less active by 3 frames and has 1 less frame of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter -- gain.
- cr. HP now has 3 less frames of startup, is more active by 2 frames, has 15 less frames of recovery, -- does slightly more damage, and somewhat more meter gain.
- cr. LK now has 1 less frame of startup, 8 less frames of recovery, and does slightly more damage.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 3 less frames of recovery, -- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- cr. HK now has 1 less frame of recovery, does slightly less damage, and somewhat more meter gain.
- No longer left helpless until grounded after whiffing any aerial normal.
- j. LP now has 1 less frame of startup, is less active by 4 frames and has 2 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MP is now more active by 1 frame, has 6 less frames of recovery, does slightly more damage, and slightly -- more meter gain.
- j. HP now has 1 less frame of startup, is more active by 3 frames, has 3 more frames of recovery, does -- slightly more damage, somewhat more meter gain, and no longer does hard knockdown or have a "meteor" effect -- on hit on airborne opponents.
- Flying Press (D+HP, midair) now has 2 more frames of startup, 5 more frames of recovery (And actual recovery -- at all now), does slightly more damage, and slightly more meter gain.
- j. LK now has 2 less frames of startupm is less active by 6 frames, subsequently also having 6 less frames of -- recovery as well, and does slightly more meter gain.
- j. MK now has 2 less frames of startup, is now less active by 3 frames, now has 5 more frames of recovery (And -- recovery at all now), does slightly more damage, and slightly more meter gain.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 9 less frames of recovery, does slightly -- more damage, and somewhat more meter gain.
- Flying Knees (D+HK, midair) now has 1 more frame of startup, 5 more frames of recovery (And actual recovery at -- all now), and does slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- Pretty much all command grab specials and supers now have their "confirm on contact/hit" version separated -- from the raw version to prevent unavoidably jailing people into command grabs off of say blocked lights. -- Me mentioning this for specific moves after this point is because I put those their prior to realizing -- it'd save a lot of time if I just did this instead of listing it separately for every single instance.
- Input for Slammasters Clinch changed from (QCB+P) to (QCF+P).
- Several followups to Slammasters Clinch (QCF+P) have been removed for either being redundant or just feeling outright -- unnecessary, including : --- Piledriver --- Launcher, and its own associated followups --- Bite --- Gut Squeeze --- Irish Whip, and its own associated followups
- Slammasters Clinch (QCF+P) now does slightly more meter gain.
- Slammasters Clinch (QCF+P) followup German Suplex (P) now does noticeably more damage.
- Slammasters Clinch (QCF+P) followup Suplex (F+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup DDT (D+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup Atomic Drop (U+P) now does somewhat more damage and somewhat more meter gain.
- Atomic Elbow (QCF+P, midair) now does slightly less chip, now does slightly more meter gain, and can now also be -- confirmed into from Dropkick (QCB+K) on contact.
- Banishing Flat (DP+P) now does slightly less damage, slightly less chip, now has outright invuln to non-super -- projectiles for the majority of its duration, and now forces stand on hit.
- Input for Spinning Piledriver changed from (HCB+P) to (QCB+P).
- Spinning Piledriver (QCB+P, Air OK), much like most other confirmable command grabs, now has a separate -- "confirmed into" version which is blockable. It has also been standardized to always use what was originally -- the frame data of the LP version across all versions, for both grounded and aerial version.
- Spinning Piledriver (QCB+P, Air OK) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (2P, Air OK) now does slightly less chip, somewhat more meter gain, the grounded version can now -- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from -- all aerial normals on contact.
- Soviet Spear has been removed, mostly for a combination of being incredibly awkward and having other -- functions of it better acheived by other specials 'Gief has.
- Input for Running Lariat changed from (QCF+P) to (QCF+K).
- Running Lariat (QCF+K) now has 3 more frames of recovery, does slightly more meter gain, and can now also be -- confirmed into from Banishing Flat (DP+P) on hit.
- Air Catch Powerbomb (DP+K, Air OK) now does slightly more damage, slightly more meter gain, and can now also be -- confirmed into from Banishing Flat (DP+P), Running Lariat (QCF+K), and Dropkick (QCB+K) on hit.
- All versions of Dropkick (QCB+K) can now also be confirmed into from Banishing Flat (DP+P), -- Spinning Lariat (2P, Air OK), Running Lariat (QCF+K), and Spinning Lariat (Quick) (2K, Air OK) on hit.
- The LP version of Dropkick (QCB+K) now has 6 less frames of startup and does slightly more meter gain.
- The MP version of Dropkick (QCB+K) now has 4 less frames of startup and does somewhat more meter gain.
- The HP version of Dropkick (QCB+K) now has 3 less frames of startup and does somewhat more meter gain.
- Powerbomb (HCB+K, Close) now uses the same animation frame data as Spinning Piledriver (QCB+P, Air OK). Now also -- has a similar separate confirmable version that's blockable.
- Powerbomb (HCB+K, Close) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (Quick) (2K, Air OK) now does slightly less chip, slightly more meter gain, the grounded version can now -- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from -- all aerial normals on contact.
- Aerial version of Spinning Lariat (Quick) (2K, Air OK) now maintains Zangief's previous air momentum for the duration of -- its use.
- Siberian Blizzard (QCF+PP, Air OK) can now also be confirmed into from Super Missile Dropkick (QCB+KK) on contact.
- Final Atomic Buster (QCB+PP) now does somewhat more damage.
- Soviet Press has been removed.
- Super Missile Dropkick (QCB+KK) now does slightly less damage and somewhat less chip.
- Input for Red Cyclone has been changed from (DP+PP) to (QCF+KK).
- Red Cyclone (QCF+KK) now does significantly more damage and somewhat less chip.
- Moscow Mugging has  been removed.
- Super Suplex Buster has been removed.
- Super Atomic Bomb (QCB+PK) now does severely more damage.
OTHER NOTES (CHAR ORDER COMPLETE : 42/??) (Originally completed on 9/20/2022) Zangief's been an interesting one, for sure, and one I've plenty of time to think about given he ended taking almost a month to be done, even if at least a couple of weeks in there we having to yet again tweak stuff on the entire rest of the cast mid-development on him. 'Gief himself has had a rather iffy relationship with being in actual Mahvel, having a less than stellar track record, with perhaps his biggest actual highlights being a mode that grants him infinite armor in exchange for even further limited movement, beyond that not even having much and outright being replaced with Haggar in MvC3, almost assuredly at least partially because Capcom just saw no hope for him. As far as this project is concerned, the absurdly beefed up kit this version had, to the point of probably the largest amount of cuts to a character's kit during a character rework yet, saw him already starting off pretty well, and I feel he's only going to shine brighter after the further polishing. Probably the other biggest point I can think of is very much keeping Alex in mind during this rework, although I think ultimately the two play differently enough that this shouldn't be an issue. ;------------------------------------------------------------------------------------ BATMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Apocalypse, Aquaman, Bane, Captain America, Dr. Doom, Etrigan, Green Arrow, Hal Jordan, Huitzil, -- Iron Man, John Stewart, Kilowog, Kyle Rayner, Lex Luthor, Lobo, Metallo, Morrigan, Poison Ivy, Sentinel, Sinestro, and -- War Machine.
- Specific "Yellow ring" intro with Sinestro removed. Might possibly re-implement later, but currently in far too much -- need of some foley work.
- Set up win poses against Superman.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All normals no longer do hard knockdown on airborne opponents.
- No longer has proximity normals.
- st. LP and st. MP have been swapped around, as their frame data is more approrpriate for each other instead of -- their original placements.
- st. LP now has 2 less frames of startup, 5 less frames of recovery, and does slightly less meter gain.
- st. MP now has 3 more frames of startup, is more active by 2 frames, has 1 more frame of recovery, now does somewhat -- more damage, and somewhat more meter gain.
- st. HP now has 2 more frames of startup, is more active by 3 frames, has 2 more frames of recovery, does somewhat more -- damage, and slightly more meter gain.
- Former proximity normal close st. MP is now new command normal Overhead Punch (F+HP). It now has 5 more frames of startup, -- does somewhat more damage, somewhat more meter gain, and now hits high.
- st. LK now has 1 less frame of startup, 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, does somewhat more damage, and does slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, does slightly more damage, slightly more meter gain, -- no longer hits low, and is no longer air unblockable.
- cr. MP now 3 less frames of startup, 3 more frames of recovery, does slightly more damage, slightly more meter gain, no -- longer hits low, and is no longer air unblockable.
- cr. HP now has 1 less frame of startup, 4 less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 more frame of startup, is more active by 1 frame, has 3 less frames of recovery, does slightly more -- damage, slightly more meter gain, and is no longer air unblockable.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery, totalling to 3 less -- frames of recovery overall, does slightly more damage, does slightly more meter gain, and is no longer air unblockable.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, does slightly more -- meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP now has 1 more frame of startup, is more active by 1 frame, has 2 less frames of recovery, does slightly more damage, -- slightly more meter gain, and no longer hits high.
- j. MP now has 2 less frames of startup, is less active by 3 frames, subsequently having 3 less frames of recovery as well, -- does slightly more damage, slightly more meter gain, and no longer hits high.
- j. HP is more active by 1 frame, does somewhat more damage, does slightly more meter gain, and no longer does hard -- knockdown or have a "meteor" effect on hit on airborne opponents.
- j. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, slightly meter gain, and no -- longer hits OTG.
- j. MK now has 3 less frames of startup, is more active by 1 frame, has 1 more frame of recovery, does slightly more damage, -- slightly more meter gain, and no longer hits OTG.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 1 less frames of recovery, does somewhat more -- damage, and slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- "Glowing outline" effect added to all batarang projectiles to make them easier to notice on stages with darker backgrounds and/or -- stage elements.
- Single Batarang (QCF+LP) has been renamed to Batarang.
- Can now have up to only 2 Batarangs (QCF+LP/QCF+P, midair) or Exploding Batarangs (QCF+HP) on screen at once.
- Batarang (QCF+LP) now has 6 less frames of startup, does notcieably more damage, slightly less chip, slightly less meter gain, -- no longer does knockdown on hit on airborne opponents, and can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Input for Double Small Batarang has been changed from (QCB+MP) to (QCF+MP).
- Double Small Batarang (QCF+MP) now does somewhat more damage, slightly less chip, slightly less meter gain, and can now also be -- confirmed into from Bat Kicks (QCF+K) on hit.
- Stun Electric Batarang (Formerly (QCF+MP) removed for being redundant/overlapping with the similarly functioning Bat Bolas (RDP+P).
- Exploding Batarang (QCF+HP) now has 5 more frames of startup, does slightly more damage, slightly less meter gain, and can now also -- be confirmed into from Bat Kicks (QCF+K) on hit.
- Air Batarang (QCF+P, midair) now does notcieably more damage, slightly less chip, slightly less meter gain, no longer does -- knockdown on airborne opponents, can now also be confirmed into from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and -- Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly registered as an aerial projectile instead of a standing -- projectile.
- Input for Bat Upper changed from (B,F+P) to (DP+P).
- Bat Upper (DP+P) now does slightly more damage, slightly less chip, slightly more meter gain, and can now also be confirmed -- into from Bat Kicks (QCF+K) on hit.
- Dark Knight Strike special is being removed, mostly for being redundant in regards to the Bat Kicks (QCF+K) special. Most aspects -- of it however have been reworked into a new super, similarly named Dark Knight Strikes.
- Single Small Batarang (Formerly QCB+LP) has been removed, mostly for being redundant with the other large array of batarang -- specials.
- Triple Small Batarang (Formerly QCB+HP) has been removed, again for mostly being redundant with the other large array of batarang -- specials.
- Input for Bat Bolas has been changed from (RDP+P) to (QCB+P).
- Bat Bolas (QCB+P) now have a built-in "Once per combo" limiter, and can also now be cancelled out of by pressing (K) during the -- stance.
- Bat Bolas (QCB+P) now has 10 less frames of startup, do somewhat more damage, slightly less chip, noticeably less meter gain, and -- can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Fixed issue with the Bat Bolas (QCB+P) immediately disappearing on a hit target if they were hit while airborne.
- Downward Exploding Batarang (QCB+P, midair) now does slightly more damage, slightly more meter gain, can now also be confirmed into -- from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly -- registered as an aerial special instead of a standing special.
- Now a hard limit of one (1) Downward Exploding Batarang (QCB+P, midair) allowed out at a time.
- Bat Kick has had its named changed to Bat Kicks, and its input changed from (B,F+K) to (QCF+K).
- The LK version of Bat Kicks (QCF+K) now has 2 less frames of recovery, does somewhat less damage, slightly less chip, somewhat more -- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The MK version of Bat Kicks (QCF+K) is now overall 3 frames faster, does somewhat less damage, slightly less chip, somewhat more -- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The HK version of Bat Kicks (QCF+K) is now overall 2 frames faster, does somewhat less damage, slightly less chip, noticeably more -- meter gain, and is now correctly registered as a special instead of a normal. The final hit no longer hits OTG or is air unblockable.
- Input for Bat Grapple Forward changed from (QCF+K) to (QCB+LK).
- Bat Grapple Forward (QCB+LK) now does somewhat less damage, slightly less meter gain, now also does knockdown on hit on grounded -- opponents as well, and can now also be confirmed into from Bat Kicks (QCF+K) on contact.
- Input for Bat Grapple Swing changed from (QCB+K) to (QCB+MK).
- Bat Grapple Swing (QCB+MK) now does slightly more damage, somewhat more meter gain, can now also be confirmed into from Bat Kicks (QCF+K) -- on contact, is now correctly registered as an aerial special instead of a standing normal.
- Input for Bat Grapple Airbound changed from (DP+K) to (QCB+HK).
- Bat Grapple Airbound (QCB+HK) now has 5 less frames of startup, on top of additionally being 5 frames faster overall, does slightly more -- damage, noticeably more meter gain, now hits high, no longer hits low, can now also be confirmed into from Bat Kicks (QCF+K) on contact, -- and is now correctly registered as an aerial special instead of a crouching normal.
- Bat Grapple Aerial Swing (QCB+K, midair) now does slightly more damage, somewhat more meter gain, now recovers before landing, can now -- also be cancelled into from Bat Upper (DP+P) on hit, and is now correctly registered as an aerial special instead of a standing normal.
- Now has a new super in Dark Knight Strikes (QCF+PP).
- Input for Bat Swarm has been changed from (QCF+PP) to (QCB+PP).
- Bat Swarm (QCB+PP) now does noticeably less damage (Having also had any damage variance removed), can now also be confirmed into from -- Dark Knight Strikes (QCF+PP) on contact, and is now correctly registered as a super instead of a special.
- Super pause timing for Bat Swarm (QCB+PP) has been reworked.
- Input for Dark Knight Ride has been changed from (QCB+PP) to (QCF+KK).
- Dark Knight Ride (QCF+KK) now does noticeably less damage and can now also be confirmed into from Dark Knight Strikes (QCF+PP) on contact.
- Super pause timing for Dark Knight Ride (QCF+KK) has been reworked.
- Call of Vengeance (Formerly QCF+KK) has been removed, mostly for being not particularly useful.
- Urban Vengeance (QCB+KK) now does somewhat less damage, slightly less chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP) -- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Urban Vengeance (QCB+KK) has been reworked.
- Bat Mech super (Formerly QCF+PK) has been removed.
- Input for Legend of The Batmen has been changed from (QCB+PK) to (QCF+PK).
- Legend of The Batmen (QCF+PK) now does severely more damage, slightly more chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP) -- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Legend of The Batmen (QCF+PK) has been reworked.
- Recovery roll removed.
- Replaced most/all of the Ron Perlman voiced clips from Justice League Heroes with Kevin Conroy clips from the Injustice games and -- Multiversus.
OTHER NOTES (CHAR ORDER COMPLETE : 43/??) (Originally completed on 10/3/2022) Was probably highest up on the list of "when is [X] getting in/why isn't [X] in the game yet]", which was mostly why he was planned for this wave. Overall just glad this character didn't end up taking more than 2 weeks, especially after how bloated work on the previous rework (Zangief) got via having to then retweak stuff on every other already reworked character. You'd think I'd have more to say on him, and I could certainly spend a good amount of time remarking on the absolute dilapidated most/all of his hurtboxes were in, but honestly, at the moment I'm just glad he's done. ;------------------------------------------------------------------------------------ JUBILEE
WHAT'S NEW
- Mirror match intros set up.
- Set up intro against Sabretooth.
- Set up team intros with Beast, Bishop, Cable, Colossus, Cyclops, Dazzler, Gambit, Iceman, Jean Grey, -- Nightcrawler, Psylocke, Storm, and Wolverine.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- st. LP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames -- of recovery as well, does slightly more damage, and slightly more meter gain.
- st. MP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames -- of recovery as well, does slightly more damage, and slightly less meter gain.
- st. HP now has 1 less frame of startup, 1 more frame of startup, does somewhat more damage, and slightly -- more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery as well, does -- slightly more damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 4 frames, has 2 more frames of recovery, does -- slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames and has 1 less frame of recovery, -- totalling to 3 less frames of recovery overall, does somewhat more damage, and slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 3 less frames of recovery, and does -- slightly more damage.
- cr. HP now has 2 more frames of startup, is more active by 3 frames, has 13 less frames of recovery, does -- somewhat more damage, and slightly more meter gain.
- All crouching kick normals no longer whiff on airborne opponents and no longer hit OTG.
- cr. LK now has 4 less frames of recovery, does slightly more damage, and slightly more meter gain.
- cr. MK is now more active by 1 frame, 6 less frames of recovery, does slightly more damage, and slightly -- less meter gain.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, and slightly -- more meter gain.
- j. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does -- slightly more damage, and slightly more meter gain.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 1 less frame of recovery, totalling -- to 4 less frames of recovery overall, does slightly more damage, and slightly less meter gain.
- j. HP now has 1 more frame of startup, 1 more frame of recovery, does somewhat more damage, slightly more meter -- gain, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of recovery, is more active by 1 frame, has 1 less frame of recovery, does slightly -- more damage, and slightly more meter gain.
- j. MK is now more active by 1 frame, has 1 less frame of recovery, does slightly more damage, and slightly less -- meter gain.
- j. HK is now less active by 3 frames, has 2 more frames of recovery, does somewhat more damage, and slightly -- more meter gain.
- Can now also throw with HK, can no longer throw with MP.
- Firework (QCF+P, Air OK) now has a hard limit of up to 2 projectiles allowed on screen at a time. All versions -- now also do the same damage/chip/meter gain.
- Firework (QCF+P, Air OK) now does somewhat more damage and slightly less chip.
- LP and MP versions of Rising Shine (DP+P) now do slightly less meter gain.
- Rising Shine (DP+P) "mash" followups have been removed.
- Rising Shine (DP+P) now does slightly less chip, has proper pre-active DP invuln, does knockdown on hit, and can -- now also be confirmed into from Mini July (RDP+P) on hit.
- Multiple Fireworks (HCF+P) has been removed for the time being.
- Jolt Flare (QCB+P) now does slightly more damage and significantly more meter gain (And meter gain at all now).
- Input for Mini July has been changed from (D,D+P) to (RDP+P).
- Mini July (RDP+P) now does slightly less chip, significantly more meter gain (And meter gain at all now), and now -- hits OTG.
- All versions of Freestyle Kick (QCF+K) now do the same damage (Using the original MK version's as a base) and chip.
- Freestyle Kick (QCF+K) now does slightly less chip and somewhat more meter gain.
- Spark Trail (QCF+K, midair) can now also be confirmed into from Freestyle Kick (QCF+K) on hit.
- The LK and MK versions of Reverse Flash (QCB+K) now do slightly less meter gain.
- Single firework projectile from MK version of reflected Reverse Flash (QCB+K) now does the same damage and chip as -- firework projectiles from Firework (QCF+P, Air OK).
- Hit from Reverse Flash (QCB+K) directly itself now does slightly more damage and slightly less meter gain.
- Super effect redone, previous one was far too eye straining.
- Starmine (QCF+PP) now does noticeably more damage.
- Super pause timing for Starmine (QCF+PP) has been reworked.
- Air Starmine (QCF+PP, midair) now does severely less damage, somewhat less chip, and can now also be confirmed into -- out of Rising Shine (DP+P), Freestyle Kick (QCF+K), and Spark Trail (QCF+K, midair) on contact.
- Super pause timing for Air Starmine (QCF+PP, midair) has been reworked.
- Big Bang Burst (QCB+PP) now does noticeably more damage, slightly less chip, and can now also be confirmed into from -- Starmine (QCF+PP) on contact.
- Super pause timing for Big Bang Burst (QCB+PP) has been reworked.
- Go Time (QCF+KK) now does somewhat less damage, slightly less chip, and can now also be confirmed into from -- Starmine (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 44/??) (Originally completed on 10/11/2022) I can't remember if I started working on her the day OF or AFTER I finished Batman's rework, but I'm just gonna count that as "I got her rework done in a week" anyway because that makes me feel good. That aside, besides her supers being slightly wonky to make chain together, her rework was overall significantly smoother compared to the immediate prior chars (Batman and to a lesser extent due to other circumstances as well Zangief), something I immensely appreciate. ;------------------------------------------------------------------------------------ BANE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Batman, Green Arrow, Steel, and Superman.
- Set up win poses against Captain America and Captain Atom.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All normals no longer do any chip damage.
- Filled in the few remaining gaps in his grounded zigzags.
- st. LP now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is less active by 7 frames, has 8 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. HP now has 7 less frames of startup, is more active by 3 frames, has 4 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. LK now has 3 less frames of startup, is more active by 1 frame, has 6 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 1 less frame of recovery, -- totalling to 2 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- st. HK now has 10 less frames of startup, is more active by 4 frames, has 10 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- cr. LP and cr. MP have been swapped around, as their frame data was more fitting for their respective -- counterparts.
- cr. LP is now less active by 3 frames and has 6 less frames of recovery, totalling to 9 less frames of -- recovery overall, does somewhat less damage, and slightly less meter gain.
- cr. MP now has 2 more frames of startup, is now less active by 2 frames and has 1 less frame of recovery, -- totalling to 3 less frames of recovery overall, does slightly more damage, somewhat more meter gain, no -- longer hits low, and is no longer air unblockable.
- cr. HP now has 3 less frames of startup, is less active by 1 frame and has 6 less frames of recovery, -- totalling to 7 less frames of recovery overall, does slightly more damage, slightly more meter gain, no -- longer hits low, and is no longer air unblockable.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 4 less frames of startup, 6 less frames of recovery, does slightly less damage, and -- slightly more meter gain.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 7 less frames of recovery, does -- slightly less damage, and slightly more meter gain.
- cr. HK now has 7 less frames of startup, is more active by 5 frames, has 2 less frames of recovery, does -- slightly less damage, and slightly more meter gain.
- j. LP now has 3 less frames of startup, is less active by 5 frames, has 3 more frames of recovery (And -- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery, -- totalling to 3 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HP now has 6 less frames of startup, 3 more frames of recovery, does slightly less damage, and slightly -- more meter gain.
- j. LK now has 1 less frame of startup, is less active by 9 frames, has 3 more frames of recovery (And -- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MK now has 7 less frames of startup, is less active by 5 frames and has 6 less frames of recovery, -- totalling to 11 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HK now has 3 less frames of startup, is less active by 3 frames and has 3 less frames of recovery, -- totalling to 6 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- Can no longer (regular) throw opponents who are airborne.
- Throws are now directionally based instead of button based.
- Can now throw with HP; can no longer throw with MK.
- Leaping Stomp (Formerly QCF+P) has been removed, almost entirely for being not particularly useful -- outside of being incredibly obnoxious.
- Input for Manhole Chuck has been changed from (QCB+P) to (QCF+P).
- Manhole Chuck (QCF+P) now has 12 less frames of startup, 6 less frames of recovery, does slightly -- less chip, and can now also be confirmed into from cr. HK on contact and out of Rock Stomp (QCB+K) -- on hit.
- Divebomb (Formerly QCF+P, midair) removed, primarily for not being particularly functional to begin -- with.
- Now has a new command grab special in Popup Powerbomb (QCB+P), also confirmable like almost every -- other command grab in this.
- Running Wall Slam (QCF+K) now does slightly more damage (And the same damage across all versions now), -- and can now also be confirmed into out of cr. HK on contact and out of Rock Stomp (QCB+K) on hit.
- Rock Stomp (QCB+K) now has 8 less frames of startup, noticeably longer recovery, does slightly less -- damage, slightly less meter gain, somewhat more meter gain, can now be confirmed into from all -- grounded normals on contact, and is now correctly registered as a special instead of a normal.
- Rock Stomp (QCB+K) no longer launches or allows Bane to superjump during it on hit like a launcher.
- Super pause effect has been severly overhauled to now more closely resemble the formatting used by Lobo's.
- Input for Car Smash has been changed from (QCB+PP) to (QCF+PP).
- Car Smash (QCF+PP) now does slightly more damage, can now be confirmed into from all grounded normals and -- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit, and is now correctly registered -- as a physical super instead of a normal throw.
- Input for Combo Backbreaker has been changed from (QCF+PP) to (QCB+PP).
- Combo Backbreaker (QCB+PP) now does noticeably more damage, is now confirmable into from all grounded -- normals on contact, and is now correctly registered as a command grab super instead of a physical super.
- Jumping Backbreaker (QCF+KK) now does noticeably more damage and can now also be confirmed into from -- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former Level 3 super Overdose (Formerly QCB+KK) has been removed, primarily for being both unfun to use -- and fight against with its incredibly limitied movepool while in its "install".
- Input for Venom Geyser has been changed from (QCF+PK) to (QCB+KK).
- Venom Geyser (QCB+KK) now does noticeably more damage, no longer hits low, is no longer air unblockable, and -- can now also be confirmed into from Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former "pseudo" super Deadshot has been reworked into a Level 3 super.
- Deadshot (QCF+PK) now does severely more damage, bullets no longer whiff on airborne opponents, and can now -- be confirmed into from all grounded normals and Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) -- on hit. Now also locks off all other supers besides Venom Geyser (QCB+KK) until Deadshot leaves.
- Recovery roll removed.
- Replaced most/all of the original voiced clips with Fred Tatasciore clips from the Injustice games.
OTHER NOTES (CHAR ORDER COMPLETE : 45/??) (Originally completed on 10/15/2022) Back to mostly rough after the relative comfort of Jubilee's rework, although to be entirely honest this was pretty smooth smailing in spite of it, if the being completed in 4 days wasn't sign enough of that. This WOULD have marked the completion of v1.05 in the originals plans, but as is there's still one more character to go. ;------------------------------------------------------------------------------------ NRVNQSR CHAOS
WHAT'S NEW
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All grounded normals are no longer air unblockable.
- st. LP now has 1 less frame of startup, 7 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- The original st. MP and st. HP have been replaced with the 2nd and 3rd parts of his Half Moon -- auto combo.
- st. MP is now more active by 1 frame, has 10 less frames of recovery, does slightly less damage, -- and slightly more meter gain.
- st. HP now has 6 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. LK is now less active by 1 frame and has 3 less frames of recovery, totalling to 4 less frames -- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. MK is now less active by 1 frame and has 14 less frames of recovery, totalling to 15 less frames -- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, is less active by 2 frames and has 8 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- Now has a new cr. LP made from parts of his former cr. LP, which is now his current cr. MP. His former -- cr. MP in turn has been into a replacement for his former cr. HK, becoming his current cr. HK.
- cr. LP now has 2 less frames of startup, is less active by 3 frames and has 7 less frames of recovery, -- totalling to 10 less frames of recovery overall, does slightly more damage, slightly more meter gain, -- and now only hits once.
- cr. MP now has 3 less frames of startup, is less active by 7 frames and has 9 less frames of recovery, -- totalling to 16 less frames of recovery overall, does slightly more damage, slightly more meter gain, -- now only hits once, and no longer hits low.
- cr. HP now has 1 less frame of startup, is now less active by 1 frame and has 12 less frames of -- recovery, totalling to 13 less frames of recovery overall, does slightly less damage, and is now a -- launcher.
- cr. LK now has 2 less frames of startup, 3 less frames of recovery, does slightly less damage, and -- slightly more meter gain.
- cr. MK now has 3 less frames of startup, 3 less frames of recovery, does slightly more damage, -- slightly more meter gain, and now only hits once.
- cr. HK now has 5 less frames of recovery, is more active by 4 frames, has 10 less frames of recovery, -- does slightly more damage, does slightly more meter gain, and now hits low instead of high.
- No longer needs to wait until being grounded again to recover from whiffed air normals.
- j. LP now has 1 less frame of startup, is less active by 11 frames and has 9 less frames of recovery, -- totalling to 20 less frames of recovery overall, does slightly less damage, and slightly more meter -- gain.
- j. MP now has 4 less frames of startup, is more active by 1 frame, has 3 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- j. HP now has 2 less frames of startup, is more active by 5 frames, has 12 less frames of recovery, -- does slightly less damage, and slightly more meter gain.
- j. LK now has 1 less frame of startup, is less active by 11 frames and has 11 less frames of recovery, -- totalling to 22 less frames of recovery overall, does slightly less damage, slightly more meter gain, -- and now only hits once.
- j. MK now has 2 less frames of startup, is more active by 2 frames, has 13 less frames of recovery, -- does slightly less damage, slightly more meter gain, and now only hits once.
- j. HK now has has 8 less frames of startup, does somewhat less damage, and slightly more meter gain.
- Regular throw has been changed from 2P/2K + direction to HP/HK + direction. Air throw has been -- kept as 2P + direction, however so as to not mess with it now also being confirmable.
- Being listed separately for the sheer amount of specials it can potentially cover, almost all of Nero's -- animal summons can now be directly attacked.
- Likewise, most animal summons will also fade if Nero is hit, with there being a few exceptions to this -- with their own reasons for being excluded.
- Chaos Release - Black Wings - Straight (QCF+LP) now does slightly more damage, slightly less chip, -- slightly more meter gain, can now be confirmed into from all grounded normals on contact, and is now -- correctly registered as a standing projectile instead of an aerial projectile.
- Chaos Release - Black Wings - Hunting (QCF+MP) now has 6 less frames of startup, does slightly more damage, -- slightly less chip, slightly more meter gain, can now be confirmed into from all grounded normals on -- contact, and no longer does knockdown on airborne opponents on hit.
- Chaos Release - Black Wings - Nesting (QCF+HP) now has 2 less frames of startup, does slightly more damage, -- slightly less chip, and slightly more meter gain.
- Chaos Release - Black Wings - Shallow Dive (DP+LP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Swan Dive (DP+MP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Stalking (DP+HP) now does slightly more damage, slightly less chip, -- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Input for Chaos Release - Horned Beasts has been changed from (RDP+P) to (QCB+P).
- All versions of Chaos Release - Horned Beasts (QCB+P) now does slightly more meter gain and can now be -- confirmed into from all grounded normals on contact. The deers from all versions now do slightly more -- damage and slightly less chip.
- LP version of Chaos Release - Horned Beasts (QCB+P) now has 2 less frames of recovery.
- MP version of Chaos Release - Horned Beasts (QCB+P) now has 6 less frames of recovery.
- HP version of Chaos Release - Horned Beasts (QCB+P) now has 10 less frames of recovery.
- Input for Chaos Discharge - Scaled Insect Form has been changed from (D,D+K) to (QCF+K).
- Chaos Discharge - Scaled Insect Form (QCF+K) now has 3 less frames of startup. The puddle trap now does -- slightly more damage, slightly more chip, no longer does knockdown on hit on airborne opponents, is no -- longer air unblockable, and is now correctly registered as a crouching physical special instead of a -- crouching projectile special.
- Input for what is now Chaos Release - Buffalo Headbutt has been changed from (DF+HP) to (DP+K).
- Chaos Release - Buffalo Headbutt (DP+K), formerly a command normal, now a new psuedo-DP special, now has -- less frames of recovery, does somewhat less damage, slightly more meter gain, and can now be confirmed -- into out of all grounded normals on contact.
- All versions of Chaos Discharge - Reptilian (QCB+K) now do slightly more meter gain.
- LK version of Chaos Discharge - Reptilian (QCB+K) now does somewhat less damage, slightly less chip, and -- is now correctly registered as a crouching grab special instead of a standing special projectile.
- MK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, is no -- longer air unblockable, and is now correctly registered as a crouching physical special instead of a -- standing special projectile.
- HK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, and is -- now correctly registered as a crouching physical special instead of a standing special projectile.
- All versions of Chaos Exposure - Premature Egg (RDP+K) now do slightly more meter gain, no longer does -- knockdown on hit on airborne opponents, and can now be confirmed into all grounded normals on contact. -- Clouds from all versions now do the same damage and chip per hit and are now correctly registered as -- crouching physical specials instead of crouching projectile specials. (I originally wanted to also allow -- Nero to have up to 2 clouds out at a time, but spawning another one while one was already out caused some -- behavior jankery, so I unfortunately had to nix that.)
- LK version of Chaos Exposure - Premature Egg (RDP+K) has had the hitbox on it while still emerging from -- Nero removed to better match its MK and HK counterparts.
- MK version of Chaos Exposure - Premature Egg (RDP+K) now has 3 less frames of startup.
- HK version of Chaos Exposure - Premature Egg (RDP+K) now has 6 less frames of startup.
- Chaos Discharge - Flying Poisonous Insect has been removed, Hornet takes far to long to go away -- and can't be hit or stopped at all.
- Input for Chaos Release - Phantasmic has been changed from (QCFQCF+P) to (QCF+PP).
- Chaos Release - Phantasmic (QCF+PP) now does noticeably more damage, slightly less chip, and can now -- be confirmed into from all grounded normals and Chaos Release - Buffalo Headbutt (DP+K) on contact.
- Super pause timing for Chaos Release - Phantasmic (QCF+PP) has been reworked.
- Inputs for (Chaos Release - Black Wings Flock) and (Chaos Release - Black Wings Assault), originally both -- separate levels of the same super, have been changed from (QCFQCF+K) to (QCB+PP) and (QCF+KK) respectively.
- Chaos Release - Black Wings Flock (QCB+PP) now does noticeably less damage, somewhat less chip, can now -- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and -- Chaos Release - Phantasmic (QCF+PP) on contact, and is overall significantly faster.
- Super pause timing for Chaos Release - Black Wings Flock (QCB+PP) has been reworked.
- Chaos Release - Black Wings Assault (QCF+KK) now does noticeably less damage, somewhat less chip,
- Super pause timing for Chaos Release - Black Wings Assault (QCF+KK) has been reworked.
- Input for Chaos Exposure - Reptile Form has been changed from (QCBQCB+K) to (QCB+2K).
- Chaos Exposure - Reptile Form (QCB+KK) now does noticeably more damage, slightly less chip, and can now -- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and -- Chaos Release - Phantasmic (QCF+PP) on contact.
- Super pause timing for Chaos Exposure - Reptile Form (QCB+KK) has been reworked.
- Input for Number of the Beast has been changed from (F,HCF+P) to (QCF+PK).
- Number of the Beast (QCF+PK) now has 30 less frames of startup, does significantly more damage, noticeably -- less chip, and can now be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), -- and Chaos Release - Phantasmic (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 46/??) (Originally completed on 10/23/2022) Brain VERY tired as I write this, so I'll keep it brief. 2nd Melty char, let alone the first, was originally gonna be a WAYS off, but Arc ended up getting added way earlier than I had originally anticipated, and not liking her sticking out awkwardly at the bottom of the character select, Nero here ended up tacked on at the end of the original roster lineup for v1.05. Overall, as far as his rework is concerned, VERY glad I had my experience from having already done Arcueid's rework so I wasn't going into Rajaa's... unique coding quirks completely blind again. Also having him down now means I still had v1.05 done in time for Halloween after all, which I'm pretty happy with. ;------------------------------------------------------------------------------------ KNOWN ISSUES
- Found another instance of Gamma Spear (QCF+K, Air OK) causing the opponent to be left stuck in place, -- albeit now unhittable, although the setup needed for this seems to be far more complex, and to be entirely -- honest I've had some difficulty replicating it after the first instance of it. If anyone happens to find -- whatever seems to be cause this with any replicatable consistency so I can attempt to fix this (again), -- I would greatly appreciate it.
- Figured out the web-gauge thing disappearing for a bit thing on Spider-Man, it seems to be whenever he's -- forced into an opponent-side custom state, not much can be done there for the time being.
- Performing Emerald Swordsman (QCF+P, midair) as Hal while rubbing up against a wall seems to result -- in unintended/strange behavior, currently unsure why.
- Sometimes after quickly charging up after performing a pre-charged Kinetic Card (QCF+P), it does not -- correctly register the variable to the "charged" value, even if it will not let you charge again -- before using it, resulting in a regular version of Kinetic Card coming out instead. Not entirely -- sure why THIS happens either but working on it.  Possibly MUGEN/IKEMEN variable counters not being -- able to keep up? ;EDIT - Have managed to further narrow this down to happening with notably more consistency if done ------- while the opponent is still being hit by a previous Kinetic Card. I'm still not entirely sure ------- WHY it's like this still but hey.
- Possibly some slowdown on the Kent Family Farm (Stage for Supergirl) stage, normally only seems to happen while -- "dev stuff" is open, but also seems to happen if set to full screen during tag? Not entirely sure on this one -- to be honest, still not entirely sure WHY this stage in particular seems to cause slowdown to begin with (Although -- I suspect it might be almost every element on this stage all having separate anims to themselves due to reflecting -- the transition over time on the stage itself, including for lighting up during thunder strikes).
- On the very rare occasion where Jay Garrick's Human Whirlwind (QCF+PP) super does not properly set them up into -- "funnel" on hit, Jay will be stuck in a loop until the opponent walks back into the super. Not entirely sure -- what causes this particular situation yet.
- Despite the fact that each version of Poison Ivy's Poison Kiss (QCF+P) is supposed to be usable once per combo, -- using the HP version will also lock her out of the LP version as well until the combo ends. I'm not sure what -- is causing this exactly, but working on figuring that out.
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healthstyle101 · 8 months
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Illinois woman pleads guilty but mentally ill to killing boyfriend’s parents
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Illinois Woman Pleads Guilty but Mentally Ill in 2020 Double Homicide An Illinois woman has admitted her guilt but with the acknowledgment of her mental illness in the tragic 2020 double homicide of her then-boyfriend's parents. Arin M. Fox, aged 42, recently pled guilty in McHenry County to one murder charge. In exchange for this plea, prosecutors dropped three additional murder charges and other allegations that included possession of a stolen vehicle, aggravated battery, and domestic battery, according to The Daily Herald in Arlington Heights. The incident revolves around the unfortunate deaths of Noreen S. Gilard, aged 69, and Leonard J. Gilard, aged 73, that occurred in November 2020 at their Algonquin residence. The victims were the parents of Arin Fox's boyfriend at that time. Following the crime, she then took their car and drove to Douglas County, Colorado, where authorities apprehended her. Fox's plea deal comes with a stipulation that acknowledges her mental health condition. All parties involved, including Fox herself, concur that she had been previously diagnosed with bipolar disorder, schizoaffective disorder, and schizophrenia by three different doctors. A clinical psychologist's evaluation stated that Fox "meets the criteria for a plea of guilty but mentally ill." In the legal context, "guilty but mentally ill" signifies that a defendant has a mental illness but still comprehends the distinction between right and wrong. Arin M. Fox is currently in custody at the McHenry County jail. She now faces a potential sentence of 40 to 60 years in prison, with her sentencing scheduled for December 6. For her part, Fox's attorney, assistant McHenry County public defender Kyle Kunz, declined to comment on his client's plea. Read the full article
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Yankees Win Game 1
Sink Mariners with Homers
The New York Yankees welcomed to town the Seattle Mariners for the beginning of a three game set. On the mound for the Mariners was lefty Marco Gonzalez. He came in with a 6-10 record and a sub 4 ERA. New York would counter with righty Domingo German pitching in his third game of the season.
New York pounced on Gonzalez early. In the bottom of the first DJ LeMahieu singled and Aaron Judge followed with a double, his 17 of the year, putting runners on second and third. Next man up Anthony Rizzo tattooed a 0-1 pitch to right center field to give the Yankees a 3-0 lead. It was Rizzo’s 26th homer of the season and his second three run shot in back to back games.
Seattle got on the board in the very next inning. When Kyle Lewis demolished the 0-1 pitch by German for his 3rd of the year.
However, Aaron Judge in the bottom half of the inning clobbered a 2-run shot to the back of the Yankee bullpen in left center field for his league leading 43rd homer of the season. “Judge is doing something that’s beyond special in this day and age of baseball, everything he’s is doing for this franchise. It’s fun to be a part of” said fellow slugger Anthony Rizzo.
“It’s fun watching what he’s doing” said manager Aaron Boone.
Judge has won back to back player of the weeks honor.
In the fourth the Mariners cut the lead to 5-2 when Adam Frazier singled to right field scoring Abraham Toro.
Fan-favorite Jose Trevino joined the home run barrage in the bottom of the fourth. Trevino launched the first pitch he saw in the at-bat from Gonzalez for his 8th of the season but he would not be done.
Trevino came up in the eighth and had a moment of Deja Vu. Jose hits a deep fly ball to center off reliever Ryan Boruki for his 9th of the year.
It is the first multi homer game of Jose Trevino’s career who continues his magical season in the Bronx.
“I just put the ball on the bat and see where it goes” said Trevino who is more excited about the new pitchers coming into the Yankee fold than his first multi homer game.
Early in the day the New York Yankees acquired righty starting pitcher Frankie Montas and righty reliever Lou Trivino from Oakland. Personally I can’t wait for the Trivino and Trevino battery. New York also acquired righty reliever Scott Effross from the Chicago Cubs.
The Yankees bullpen shut down the Mariners offense once German was finished for the day. German went 5 innings pitched giving up 6 hits and allowing 2 earned runs. German evened his record for the year at 1-1
Marco Gonzalez would suffer the lose going 5 1/3rd innings pitched giving up 9 hits and surrendering 6 earned runs, all on the home run, dropping his record to 6-11.
The Yankees scored all their runs on the long ball which has been their formula all year long. Rizzo, Judge and Trevino used their homer run power to sink the Mariners in the first game of a three game set down in the Boogie Down Bronx’s and gain their 70th win of the season.
The New York Yankees are the first team to 70 wins on the year.
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dc-earth53 · 4 years
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#0003: Green Lantern (Hal Jordan)
Age: 48
Occupation: Intergalactic law enforcement, former fighter pilot
Marital status: Single
Known relatives: Martin Jordan (father, deceased), Jessica Jordan (mother, deceased), Larry Jordan (uncle, deceased), Helen Jordan (aunt), Harold “Hal” Jordan (cousin), Jim Jordan (brother), Jack Jordan (brother, deceased), Janice Jordan (sister-in-law, deceased), Jason Jordan (nephew), Helen Jordan (niece), Sue Williams Jordan (sister-in-law), Howie Jordan (nephew), Jane Jordan (niece), Arthur Jordan (nephew).
Group affiliation: Green Lantern Corps, formerly Justice League of America
Base of operations: Oa, Sector 0000
Height: 6’2”
Weight: 186 lbs.
 History:
48 years ago: Hal Jordan is born in Coast City to Jessica and Martin Jordan.
33 years ago: Hal meets Carol Ferris, daughter of Ferris Aircraft CEO Carl Ferris. The two have an on-and-off relationship through the years.
30 years ago: 18-year-old Hal enlists in the US Air Force, following in his deceased father’s footsteps and becoming a fighter pilot.
25 years ago: Hal leaves the Air Force and becomes a test pilot for Ferris Aircraft.
20 years ago: 
28-year-old Hal comes across the dying Abin Sur, Green Lantern of sector 2814. Jordan is chosen as Sur’s replacement and reports to Oa for training. 
Jordan exposes his mentor Thaal Sinestro’s dictatorial subjugation of his home planet. Sinestro is expelled from the Corps and banished to the anti-matter universe.
19 years ago: Jordan becomes a founding member of the Justice League of America after helping to repel an alien invasion.
17 years ago: Jordan first comes into conflict with Carol Ferris, possessed by a violet gem and calling herself Star Sapphire. Afterwards, Jordan and Ferris end their relationship for good.
16 years ago: Jordan travels the United States alongside Green Arrow and Black Canary, helping to tackle social issues.
14 years ago: 
Jordan falls in love with Arisia Rrab, Green Lantern of sector 2815. The two of them develop a relationship over the years, but are forced to break up by the Guardians. 
Sinestro returns to the positive matter universe, armed with a yellow power ring, and attacks the Green Lantern Corps, only to be fended off by Jordan.
12 years ago: Jordan is exiled to sector 3599 as punishment for failing to protect the rest of his sector outside of Earth. Once he returns to Earth, he resigns from the Corps, leaving his ring to John Stewart.
10 years ago: Hal returns to active duty after an attack from Sinestro. Sinestro is imprisoned in the Central Power Battery on Oa. While this is happening, the yellow fear entity Parallax begins to influence Jordan’s thoughts and actions.
9 years ago: Coast City is destroyed by Mongul while Jordan is off-planet settling a dispute with the Darkstars. Driven mad by grief, Jordan re-creates Coast City with his ring and is brought to trial by the Guardians for selfish use of his powers.  Jordan kills the Guardians, Green Lantern Corps, and Sinestro in search of more power, succumbing to the influence of Parallax.
8 years ago: Parallax allies himself with Monarch, conspiring to restart the universe in their image, and is stopped by Earth’s heroes.
7 years ago: In a moment of lucidity, Jordan brings the deceased Oliver Queen back to life and sacrifices his own life to kill a Sun-Eater and re-ignite Earth’s sun.
3 years ago: Jordan is restored to life by the Life Entity following the Blackest Night. He returns to the reformed Green Lantern Corps, but is distrusted by many.
2 years ago: Hal and Sinestro find themselves unlikely allies in fending off an invasion from the anti-matter universe, led by the imprisoned First Lantern, Volthoom. 
1 year ago: Jordan finds himself embroiled in a war between the various Lantern Corps and the New Gods of New Genesis, who seek the Life Equation held by the Life Entity to combat the reborn Darkseid.
Present Day: Jordan goes undercover, infiltrating the black ops organization known as the Blackstars to root out a double agent in the Green Lantern Corps.
Commentary:
In weaseling out Hal’s timeline in this universe, there weren’t a ton of roadblocks - New 52 blessed us with a general continuation of Geoff Johns’ Green Lantern story, and that is preserved in part here, although with significant changes. Green Lantern: Rebirth is a fine story, but in sticking to my self-imposed rule of “minimal resurrections”, Hal’s return got pushed back until this universe’s version of Brightest Day, leaving the Sinestro Corps War and other stories around that time period primarily to Kyle Rayner and John Stewart. Hal’s time as the Spectre is also omitted - here his penance for his actions while under the influence of Parallax comes during Final Night and afterwards, when he’s revived by the Life Entity.
Jordan is defined by being kind of a maverick - he’s got willpower to spare, which makes him a great Green Lantern, but that same willpower gives him an independent streak that annoys the Guardians to no end and ultimately leads to his downfall and corruption by Parallax. After he’s brought back to life, this same fierce independence leads him to be distrusted by the Guardians and used only on their most dangerous black-ops missions.
I also decided to keep his relationship with Arisia intact, although it’s less questionable in this timeline, as Arisia is a legal adult from the outset - although there’s still an age gap between them, as Hal is the oldest of the founding Justice League members aside from J’onn. Ultimately, Hal doesn’t have any long-term romantic relationships here, as they tend to end in disaster - a trait he shares with his successor, Kyle Rayner.
As for Hal’s costume, there’s really only one option, and as it’s survived the test of time, it remains here with no notable changes.
Have any questions about Hal or anyone else? Asks are open!
Coming up:
#0004: Aquaman
#0005: Barry Allen
#0006: ????
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nny11writes · 4 years
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She-Ra Characters as Things My Student Employee Said
Sea Hawk: If I know rain, and I do, that is rain. That is hurricane Sa-lin-eas and it's comin' and gonna mess everything up! Hurricane Sa-lin-eas!!! *rain drastically decreases* … My bad, false alarm.
Mermista: You guys are all the support I need. Not like, more than enough support, but just enough.
Perfuma: It wasn’t a small spill, it was a pour. It wasn’t intentional, but it was. I...I am trying to grow watermelons. Inside the carpet.
Swift Wind, pointing at a box of batteries: See this? Looks like an ordinary box. But on the inside? Check it out, batteries. Slick, I know!
Frosta: Hey, I’m a big girl now and I’m definitely *sees the spreadsheet* I am not ready for this. I am a child. How dare you?
Bow, on why he left a note that said CANDY in the empty candy jar: I couldn't leave it empty. It was some metaphorical thing that I just didn't want to tempt the candy with!
Adora: She had a cart that was STACKED, it had everything. I fell down. It had croissants and food.
Glimmer: *Holding up a popcorn kernel with way too much chile* Look how deathly this looks! *catches it in her mouth, immediately her eyes close and face goes blank as she wheezes* Wow. *starts coughing*
Angella, waving at a box of Firero Roche: Pass me a forever croquet? 
Castaspella: I will be damned if I let this cubicle destroy my beautiful clothes!
Micah, referring to being trapped on Beast Island: So I was gone for, like, a hot second. But guess who’s back!
Double Trouble: You know, just some basic first date questions. Where were you born? What's your best friend's name? What's the name of your first pet? Your mother's maiden name? Then you work up to big questions like what's your social security, routing number, etcetera. Basic. First. Date. Questions.
Entrapta:  *Drinks a diet Dr. Thunder* I mean, where do you go once you've tasted the best thing ever? What's left to try?
Catra, after Kyle says Octavia is busy as a beaver: YO OCTAVIA, Kyle said you look like a beaver!
Also Catra: What do you mean you don’t understand?? Look, I’ll break it down for you.  Weaver, comma, I got a promotion, comma, you're fired. ...I just want your fancy chair man…
Scorpia: I could live inside an apple pie, it's so warm and nice.
Lonnie, about Kyle: I'm just gonna stand in the corner, drinking lukewarm coffee, and tell him what to do.
Kyle: I don't want your pity pens! ...Hey do you have something I can write with real quick?
Rogelio, describing his free coffee: It has a pale, oakey color. It smells like…coffee and sounds like…a liquid. It is hot and tastes dry.
Shadow Weaver: I was not rude, but apparently pushing the boundary of annoying.
Hordak, to Prime: How dare you? the only thing I have is Etheria, and it's the only thing that I feel the meaning of life with, and you want to take it away from me!?!?!?
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amityso-blog · 4 years
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the-silentium · 5 years
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Wait for me to come home Pt. 7
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Masterlist  Part 6
Pairing: Eddie Brock x Reader, Venom x Reader
Warning: Angst, fluff
Words: 5160 Words
It can be really cruel how the unconscious plays with someone's mind. It takes your worst fear and turns it against you in a horrible nightmare or takes the thing you want the most in the world and gives it to you in an illusory dream. You enjoy that so realistic dream so much and lose yourself in it. But then the unavoidable moment to wake up finally strikes. All the fantasies crumble down and reality hits you with a harsh slap across your face. You were imagining what never happened. Your reality is so full of shit. 
That's what happened to you. Your brother did almost die by your boyfriend's hand. You did call Sebastian for assistance after expelling Venom out of your apartment. You did sleep next to your brother and wake up next to him. But your brother accepting the fact that your boyfriend is the host of an alien definitely didn't happen. In fact, he doesn't even know. Your call to Eddie that day to try to find a solution didn't happen, so is your intimate moment with the symbiote. All the good moments and all the progress were in the end just a bunch of bullshit your mind made up to make you last another day. 
The accident occurred 7 days ago. Aiden returned home the day after the event still unable to talk. He asked you to go with him but you refused. You had to argue with him for almost an hour before he finally gave up. He wrapped a scarf around his neck to hide the blue yellowish skin and drove home safely. No need to tell that you got a frantic call this same evening. Aiden's wife, Sarah, was so scared that Venom would come back for you and finish the job that she begged you to come to their house for some time. It took a lot of talking but you got to stay in your home with the promise to call them every evening. Now all you have to do is think about what to do next. And change your door. 
Because Venom exploded your door handle. Again. Plus, the door frame has a hole where the latch bolt should go, so the door didn't stay closed. Not feeling like fixing it at the moment, you bought 3 door locks and put them on. It wasn't the best option but you couldn't care less. Your dad would definitely laugh at your crappy work and take the matter in his hands but he wasn't here, so crappy work it is. 
You tried to call Eddie, but you always end on voicemail. You knew that you didn't do anything wrong, but you couldn't help yourself but feel guilty. You didn't know why you just know that the feeling kept weighing on your mind. You didn't get much sleep because your brain wouldn't let you a second off. It was weird. You had so many thoughts at the same time, but you felt so empty. 
————————————————————
The air conditioning hit you square in the face at the second the automatic door opens. You make your way in, waving at the security guard before getting in the elevator. You press the 15th-floor button without hesitation and close your eyes to muster up your strength to survive the day. Your only hope is that you will not see him at all. It hurts, even more, when you both glance at each other and he clearly goes out of his way to avoid you. You tried to corner him but you are no match with aliens supersense. He hears you coming from the other end of the building and disappears in a rush. 
Signing when the doors open, you put a smile on your face and starts the day with force. You wave at Kayla and goes for your office. You quickly send your last pictures to Sam and take in your new list. Easy ones. Yay. You fill some paperwork before grabbing your jacket and your camera. You double-check that your spare batteries are in the case before returning to the streets and hunt down your subjects. 
Few hours pass and your head is far away from your daily problems. You met some amazing people through your photoshoots and you return to the journal with new numbers in your contact list. On your way back, you meet Kayla and you both start to make plans for the week. You were both really excited for the new Lion King movie so you planned a movie night tomorrow night. What better than a Disney movie to return in your childhood and forget all about your adult worries?
Back at your office, a note is neatly written and lies on top of your keyboard. You immediately know who is the author because of the origami swan that keeps company to the little square of paper. Are you in for a little gala in my company? I would love to hear from you darling. We didn't see each other as much lately. I'll wait for your answer in my office.          -Kyle
You smile at the offer and immediately you want to say yes. Galas with Kyle are always interesting and enjoyable. What makes you hesitate though is that you have to pass Eddie's office to reach Kyle's. You breathe deeply, grab the little swan and reach the elevator. You smile to the people already in and press the 19th-floor button before trying to make yourself as little as possible. Your finger jump on your hips. Wow, the 4 floors that separate your two departments feel like an eternity today. 
Someone gets out at the 17th floor. Another one at the 18th. When the door on the 19th finally opens, you are tempted to stay in and enjoy the ride to the differents floors but people eye you like they know that this is your destination. You slowly step out and take in the calm atmosphere of the journalists area. People are typing at their computer, some are silently chatting in the break room while some others exchange opinions on an article. 
Your eyes are attracted towards a certain investigative reporter cubicle. Your heart skips a beat when you take in his tilted head. He looks too concentrated to notice your presence. Before tears drown your eyes you reach Kyle's office. You don't have time to knock that the door opens and his smiley face greets you. 
"Y/N! You are radiant as always dear!" He takes a step on the side to let you in.  
"Hi, Kyle. Thank you. You are pretty handsome yourself." You get in and take a seat in one of the two chairs in front of his desk. He sits in the other and faces you, letting the door open. "So, we are going to a gala?" 
His hands join together in a satisfied motion. "So will you be my other half for tonight?" 
Short notice. Again. Journalism sucks sometimes but hey, you got to pass your time with the most gentleman being that ever existed. "You know I love this kind of event." You put your elbows on your knees and smile mockingly at him. "So, details?" 
Kyle reaches for a file on his desk. A very primitive part of you feels eyes on your neck. You get a bit uncomfortable and shift in your seat. You have a good idea of who's watching you but you can't help but scratch your neck in discomfort. The feeling passes soon after that and you release a breath you didn't know you were holding. 
"The gala is organized by…" 
————————————————————
Eddie tuned out his friend. His right finger is taping uncontrollably on the desk while his eyes glare at the screen without seeing it. To hell his article. He already had a hard time concentrating when you weren't there, now that you are, his guilt resurfaced. With it is now mixed jealousy. 
You are once again paired with Kyle for a dressed-up event. You will dress for him and not them. You will dance with him, not them. He will be able to see you smile, but not them. Oh, how they miss it. How much they want to hold you in their arms again. How much they want to feel your lips on theirs. Your absence really weights on the symbiote and his host. 
Sure, Eddie refused your calls at first. His guilt was eating him alive and he was so scared that all you wanted to do was scream at them and ultimately end your relationship. It was understandable. He hurt you by hurting your brother and the fear in your eyes when Venom reached for you... it still haunted the symbiote. 
They didn't get much sleep the first day. They were too worried to rest or eat. It was a first. Venom didn't bug his host for food for a whole day. The second day has been really hard though. They were both lacking sleep and food. The cocktail resulted in a dozen of missing robbers, muggers and assholes. At the end of the night, when they felt like they drained all their frustration, they stealthily went to your window and watched you sleep for some time. Your brother must have returned home because he was nowhere to be seen and his sent was faint. You whimpered in your sleep causing Venom to unlock and open your window slightly. He wanted to comfort you like he always did but Eddie stopped him. You were better without them he said. They would only bring problems to you. Reluctantly, the alien took a step back and returned amongst the shadows. It broke him to let you behind but his host was most experienced than him in these situations.
Venom knew he did something bad to you and all he wanted was to apologize. Every time Eddie calls him a parasite, things go back to normal when he apologizes, so this situation is no different, right? Error, apology, back to normal. Easy really. But Eddie's stubbornness to stay away from you is complicating Venom's plan and is seriously starting to weight on his nerves. He misses you and his host won't do anything to repair the situation. 
Right now, the journalist can't help himself. He stares at your form and feels the symbiote move beneath his skin. It reassures him to know that the symbiote was still watching and not lurking in the pit of his body. They both fell in a quiet routine since Eddie burst Venom's bubble about their probably ended relationship with you. 
"I'll pick you up at 7." Kyle's voice forces Eddie back to reality. He doesn't have to turn his head to know that the male has an arm on the small of your back. The low hiss resonating in him tells him all he has to know. 
Ours. Venom low growl makes Eddie clench his jaw. 
Not anymore. 
You don't know for sure. You avoided her like a pussy. 
Shut up. Us falling apart… It's the natural way of things after what we've done. 
That's stupid. 
That's the truth. 
"Perfect." Your melodic voice gives goosebump to the brunette. "I'll be ready. See you tonight Kyle." The smile in your voice makes Venom's jealousy reach a peak. 
Eddie has to grab his desk with both hands to keep the symbiote in check. His knuckles had turned white by the time you reached the elevator and your smell disappeared with you. He lets out a breath he didn't know he was keeping and Venom settles a bit. 
We have a bad feeling about this gala, Eddie.
You are just jealous because she's not going with us. 
Eddie fells a low rumble shake his body. It is not jealousy. It is something more. 
Humming, Eddie tried to concentrate on his article again. Not to avail. The Venom's feeling was perturbing him too. He really wished that it was jealousy and nothing else. 
————————————————————
19:08. Venom couldn't stay in place and has been chanting hungry hungry hungry for the past 20 minutes. Finally giving up, Eddie let his other take control but he had to promise to not approach the neighborhood of the gala. Grunting, Venom still engulfs his host and gets out of the apartment by the window. The fresh air of the evening invigorates the black alien. He swings through the air from building to building and stops only when your apartment building come to view. He stops on a nearby rooftop and pays attention to what's happening. Your lights are off, windows closed and your camera isn't on its usual spot. 
Disappointed, Venom returns to a more troublesome neighborhood with a goal in mind. Fill his stomach while keeping an eye out for you. The feeling in his gut keeps him on edge and every little sound catches his attention. 
It doesn't take long for him to find his first meal. A scream brings him to an alley where two men cornered a woman and forced themselves on her. Protectiveness flood through Venom making him barge in the scene like fire was surrounding him. He makes a quick job of biting the head off the first guy and proceeds to pass his anger on the second. He starts to beat the shit out of him, throwing him on the brick walls, crushing his leg under his own foot and terrorizing him with his toothy maw. When an unpleasant smell of urine reaches Venom's nostrils, he decides that the game is over. He finishes quickly in two bites and takes a moment to calm himself down when a hand touches his forearm. His head shot toward the source, baring his fangs, ready to attack.
The woman flinches, fear all over her face. The feeling of déjà-vu freezes the symbiote. At her place, he sees you standing there, scared of him. He immediately hides his fangs and retrieves his taloned hands from near you. He even takes a step backward before the woman speaks up. 
"Th-thank you for saving me." She shakes a little but stands her ground. Her hands move to grab the opposite upper arm in a self hug manner. 
Venom relax a little and crouch a bit, wanting to be a little less intimidating. The woman takes it as an invitation perhaps, because she moves forward and delicately touches his right cheek. It triggers a feeling the symbiote has been experiencing in the past days. He didn't like it one bit. The silent ache in his heart whenever something reminds him of you. The missing warmth on his skin every time you would merely brush at him. 
For days Venom wondered what caused the emptiness in him. He knew for sure that there was no physical hole, he searched for one 3 times. He tried to ask Eddie about it but only got silence as an answer. He tried searching on his host's computer. The thing always seemed to have all the answers to Eddie's questions. Only, the symbiote was met with a vocabulary he didn't understand one bit. Human emotions. 
Tonight, though, he finally understood what was wrong. The little spark in his chest was gone. Your spark. He always thought that you were the one who put it there and it made him feel special. Eddie had one too, of course, but now that Venom thinks about it, both of them are missing. 
His heartbeat skyrockets when panic takes him over. You took your sparks back?  Was it too late to apologize and make things better? The delicate touch on his cheek was now burning him causing him to take a few steps back. No one can touch him like that. Only you. He only wants your spark, no one else's. 
He turns on his heels and climbs the building next to him. You. He needs to see you and make things better. He ran from building to building at first and change to web-slinging when he decided that it wasn't fast enough. Now. He needs you now. 
Eddie is confused in the black armor that is the symbiote. One moment, he felt guilty and then hell break loose. A tornado of emotions consumed him and his heartbeat is uncontrollable. He tried to talk to the symbiote, tried to calm him down, asked what was wrong, but never get an answer. He could only stay in the backseat and watch. 
Again, the bad feeling they both felt when Kyle invited you to the gala plague their minds. Something was wrong. It wasn't jealousy. It was instinct. A 600 million years advanced instinct that told them to hurry their asses. 
Venom pushes himself harder when his destination appears in his line of vision. He lands heavily on a rooftop adjacent and jumps to the edge. His eyes widen when he takes in the scene taking place in front of them. Multiple police cars block the entry of the building, agents rushing to evacuate the street, 4 ambulances on standby waiting for injured and the SWAT team preparing themselves for an assault. 
This couldn't be happening. They promised to protect their little one. They failed. Twice. They need to get you out of there because they need you. And they need you now. 
Just wait a second budy. We need info. 
No we don’t.
Yes we do. You can’t just barge in like that. There may be a bomb or somethin’ and a lot of people can die if we don’t do it correctly. The black alien lets out a huff and gets down of his hiding place. He stays in the shadows and concentrates on hearing the briefing of the SWAT.
"-round 200 hostages on the 37th floor. We know for sure that there are 5 kidnappers, but there may be more. The first contact allowed us to know that there are wounded, but no deaths so far." A weight lifted from Eddie. No death. They still have a chance to get you out of there. "They are organized and have no desire to surrender. As soon as they find what they are looking for, they’ll go out in a bloodbath, so we have to neutralize them before-" 
A guttural roar escapes the symbiote and he lounges forward, scaring the shit out of the tactical team. He gets a hold of the thin brick portion of the building and starts climbing at a fast rhythm. Counting as fast as he could, Eddie prevents his other went he needs to slow his pace. Surprisingly, the SWAT didn’t open fire on them like Eddie had thought they are merely shouting orders to accelerate the assault. It’s the next floor. Stay hidden. 
Following his host’s instructions, Venom slowly gets near the edge of the window and analyze the situation. 1,2,3..7 kidnappers. All equipped with automatic rifle, kevlar vest, and tactical masks. No explosives insight. The hostages are all scattered around the room on their knees, head low and most of them are shaking. The wounded are crowded in the far corner of the room, near the entrance. Venom passes all their face in check and is relieved to see that you are not one of them. 
Deciding that now is the best moment to eat heads, Venom shoots a web over the top edge of the window, jump backward and use gravity to enter the room in an explosion of glass shards. Many people scream and rush away from him. Cautious to not hurt any civilian, Venom force his passage by pushing the slower out of his way and get to the nearer bad guy. He only has time to scream and shoot one bullet at him that his head is already missing and his body falls limp on the floor. More screams reach the alien’s ears joined with multiple impacts of bullets. Venom quickly jumps toward another attacker and throw him across the room on another bad guy. They both fly together for a few feets before hitting the ground et meeting a horrible toothy jaw seconds later. 3 down, 4 to go. 
Unfortunately, the 4 others prepared themselves. Each one of them got a civilian in front of them with their rifle aimed for the head. You are one of them. Eddie’s blood runs cold and Venom freezes. Your peachy dress is covered in blood on almost all its entirety, tears run down your face and your right ankle is swollen. 
"Don’t move or their brains will redo the deco." 
A low growl erupted from his chest when his eyes shrink to thin lines. The man is too far for him to neutralize. If he makes a move, you’ll be dead before he reaches you. They can’t think of a way to get you out of here alive and it rises their distress. Your eyes met his and you try to smile at them. It brokes them even further. You look like you accepted your fate already and you are saying your goodbyes. God bless Venom’s sharp sight, the subtle movement behind the man threatening your life catches his attention. A dark-haired man slowly gets on his feet in a crouched position and nod to someone on his right. In his peripheral vision, Venom sees 3 other men doing the same and approaching slowly the kidnappers. 
Idiots. Braves. They both think at the same time. The black-haired man silently lifts his hand and show his palm to the others in a waiting motion. Then, he points the alien and Eddie is quick to catch his intentions. They need a distraction. And one they will get. He waits for the good samaritans to watch for his move and then he breathes deeply and makes the biggest roar he ever made. Just when they jump in surprise do the 4 civilians jump for the rifles and fight for it. In a millisecond, your captor loses his head and the other 3 receives the same treatment. 
Panting from the mix of fear and action, Venom takes a second to compose himself and turns to where you should be. The room is completely silent, no one sob, no one scream, no one cry. Everyone is watching him closely, waiting for his next move. You are on the floor, the dark-haired man checking you over. Now that Venom concentrates on him, he realizes that your good samaritan is Kyle. 
When the journalist sees your sight fixed on something behind his back, he turns around and puts himself between you and the symbiote. Eddie is relieved that you have a friend who would fight for you as much as he would do. Without being your boyfriend. That's his job. 
All Venom can think of at the moment is push Kyle aside, scoop you in his arms and return home to cuddle your body all night. That's when he remembers the blood covering you. Refraining his urge to just follow his plan, he tilts his head to meet your gaze. 
"Are you alright?" 
You nod and tighten your grip on what Eddie thinks is Kyle's jacket. 
"I'm fine. Thank you for saving us." Your voice is shaking a bit, but the sincerity on your face tell them that you really are okay. Kyle's strong arms wrap around your shoulders while he moves to be at your side and his eyes meet Venom's. 
"Thank you for saving us." His strong tone travels around the room and soon enough, a choral of "thank you" flood the symbiote and his host's ears. Never before did they receive such a big positive reaction to what they do. 
The moment abruptly comes to an end when the SWAT team barges in the room. Giving a glance at your form one last time, Venom turns on his heels and quickly make his exit by the broken window he came from. Policemen were still running the street and shouts could be heard when some of them spotted the symbiote. 
They didn't even try to follow him, concentrating their forces on the task at hand. Venom find a dark alley and returns back into his host. Still feeling the adrenaline in his vein, the brunette starts a sprint toward the scene and stops at the police barrier. They didn't evacuate the hostages yet. 
The journalist analyzes the barrier for a weak spot he could use to break in and meet you when you get out. Not too far from him is an abstracted policeman who is more interested in his phone than his job. Perfect. He approaches stealthily and waits for your appearance. 
1 minute later, the first hostages start to get out of the building. 5 more minutes and Eddie can see you being carried bridal style by the dark-haired journalist. Quickly, Eddie passes under the yellow tape, jumps the wooden barrier and avoid the policeman who finally got off his phone. He runs as fast as he could, helped by his symbiote. 
Your gaze found theirs and you talk to your friend. He puts you down a second before Eddie reaches you and hugs you tightly. His head finds the crook of your neck when yours meet his chest. Venom is undulating under Eddie's skin, restraining himself to wrap you in his black tendrils. You start sobbing, making their heart clench. He releases his grip on you and analyzes your body for some injury. 
"I-I'm f-fine Ed. Just my ankle." You manage to say between your sobs. 
Sure enough, your ankle is swollen and a shade of deep blue started forming. 
"The blood is from someone else." Came the voice of your friend. "Darling here saved someone's life." He pats your shoulder and smile at them. He looks terribly tired. 
Eddie looks down and sees the same tiredness in your eyes. He takes you bridal style, your arms wrap themselves around his neck and your head find the side of his neck. 
"I'll get you checked on by a paramedic and we can go home, okay?" 
"I'm fine, really." The event really took its toll on you, because your voice becomes heavy with sleep. 
"I'll feel better if you get checked on." He can feel your nod on his skin and carry you near an ambulance. 40 minutes later, you are now on your way home after dropping Kyle at his first. The cab comes to a stop in front of Eddie's apartment building. 
"C-Can I stay at your place?" You ask him with a little shaky voice. "My door isn't the best description of safe at the moment."
Eddie pays the driver, gets out and take you out of the car in his arms without effort.
"Your place wasn't even an option. You stay with us." Now that nobody was around, thin black lines start to form around your form and keep you steady against your boyfriend. 
"I'm sorry." They almost didn't hear you whisper in their neck. 
"Sorry for what?" He frowns, trying to fit the key in the keyhole, but give up and let the symbiote do the job. 
"For what happened in my apartment." If it wasn't for Venom's head snuggling yours, they wouldn't have heard you. 
"Nothing is your fault little one." His head stops moving against yours and holds your gaze. "We should have analyzed the situation before jumping to conclusion." He licks your left cheek. 
You smile at him and the symbiote starts purring. Eddie finally enters the apartment and takes all of you in the bathroom. He puts you down on the closed lid of the toilet and starts running a hot bath. 
"Wait here." He quickly moves to the kitchen, takes a bag of ice from the freezer and get back to you. Your eyes are closed and your breathing is even. You look asleep, but your eyes open when you hear them. Eddie crouches and cautiously takes your bad foot in his hands. You wince but keep silent. He applies the ice on your ankle and you sigh. 
When the bath is almost full, he stops the water and helps you undress before you get in. They stay at your side and both symbiote and host start to wash your body. They are sure that you fell asleep, but your voice breaks the silence. 
"Venom, I'm sorry for burning you." Opening your eyes seems difficult, but you manage. The symbiote licks your cheek while tendrils start massaging your back. 
"We forgive you little one. We understand why you did it." 
Tears start to run down your cheeks. Your hands slowly lift to cradle Venom's right cheek and Eddie's left cheek. 
"I love you both."
Eddie's lips meet yours and moves in sync. You stay there for as long as you could before your need for oxygen make you pull back. 
"We love you too," Eddie whispers against your lips. 
When you started to feel too tired for the bath, they both take you out, dry you with towels and carry you to bed. There, you snuggle to Eddie's chest, black goo wrapping your form almost completely. 
"Are we your boyfriends again?" He sounded nervous. 
"Did we stopped being in a relationship?" You genuinely ask. 
"Eddie said that us falling apart was the natural way of things after what we did." 
You snort. "That's just stupid." 
"That's what I said!" Now, he sounds so satisfied with himself. He puts his head on the crook of your neck. 
"Hey, I felt guilty for what happened." 
He heard that your brother was okay. No permanent damage. He felt better, but still, shame and guilt plagued his heart. 
"My brother is fine, I'm fine, so there is nothing to worry about. You know, we could have talked about this instead of ignoring each other." 
More shame. Damn, he was such an idiot. At the thought, Venom starts purring. 
"Yes you are." 
Not helping dude. You laugh at their silent exchange and pet the symbiote. 
"Oh, Venom." You start. Said symbiote lift his head to meet your gaze. "You really improved your roar. I'm sure the other end of San Francisco heard it." You chuckle. 
Pride fills the alien and a huge smile forms on his face. 
"Thanks for being my hero." You say before taking his head in both hands and kiss his mouth. 
Venom is stunned at first, his eyes widening. Then he regains control of himself and starts to move what would be his lips with yours. If possible, his purr loudens and his black mass starts to wriggle. 
You laugh and pull away. His head, without support, fell on your chest and seems to melt a little. Eddie chuckles and pulls you in for a kiss. 
Venom didn't sleep that night. He was too occupied enjoying the feeling of your body against his and replay your kiss in his head. He loved how you called him your hero. But most of all, he enjoyed the feeling of the little spark in his and his host's chest. 
Tag list: @slither-in-a-half @a-frozen-bag-of-corn  @noshi-chan
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edgarbright · 5 years
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Red Army Baseball AU Headcanons
Shout out to @lofi-bear​​ for sharing some great baseball AU fanart! I wrote the majority of this after seeing the Black Army, but now there’s a Red Army too so go take a look! They really got my headcanons running!
These kind of walk the line between canon and AU. We could either have an official Red Army baseball team or this could be the set-up for a school/league AU. But either way: play ball!
Lancelot - pitcher
No one instills more confidence in the team than this man here
Nicknamed the Beautiful Beast for both his pitching and batting styles
He is the central defense on the mound but also a pinnacle point in the offense at the plate
Fastballs have serious heat and he is best known for his speed, most of his outs are actually gained through breaking balls
If you’re looking for that meat ball to slam over the fence you’re going to end up swinging over a slider
Has occasional problems with being a slow-starter, but his team does not
Can appear a lonely figure, often relying on himself despite his team surrounding him
While the team calls to just let the batter hit it and let them field it (they want to field it!), Lancelot sometimes ignores them and makes the decision himself
He often times just wants to fight the tough batters one-one-one. He'll run himself raged with pitch count is he must. He isn’t one to back down even when maybe he should
In a more modern AU, he has had either problems with his knee or elbow, maybe both. He's surely had surgery at least once--Kyle is the only one who knows for sure while Edgar suspects, Zero shows some concern, and Jonah respects and admires Lancelot too much to think him capable of injury.
When the catcher comes to visit him on the mound, Lancelot usually lets them lead the conversation if he doesn’t tell them to get back to home plate
Lancelot knows a lot more about candy now than he did before he started playing baseball
In addition to his strong pitching, he’s a heavy hitter
Bats fourth in the clean-up position
This is still an odd choice because he plays a strong small game and his on-base percentage isn’t that good
Skilled at using bunts and sacrifices to move other players along
But when he sees the right pitch, he swings for the fences and it’s gone
Edgar - catcher
Can make a regular pitcher look outstanding. With an already outstanding pitcher like Lancelot on the mound, the opposing team will have their work cut out for them.
Could honestly and competently play any position
Although the team now knows not to put him in the outfield after the time he was found sitting about on the lawn. He still jumped up to catch the flyball, so no one can really complain or accuse him of sitting there with his eyes closed (they have no proof his eyes were closed), but they remember...
As a catcher, he has the full view of the team and can strategize best on where to place them. It's hard to get bored when he's in the center of things.
He smiles off those foul tips but damn do they hurt
Laughs off his bruises
Forget stealing bases when this guy is behind the plate
When Lancelot lets him, Edgar is a decisive component to how they take down each batter. He can lead the pitches like no one's business
He will have researched which pitches the batter likes and which they don't
If the batter is new, he'll have fun figuring them out
Says things like, "Oh, a little higher next time!" and "Nice swing" to the batters. Very encouraging. The batters are sweating.
As a batter, he can either come across as very dangerous or as if he’s fooling around
No matter where you put him, he's the Gentle Demon
It's worse when he's the relief pitcher. Very gentle but oh dear, those pitches.
His pitching form is absolutely beautiful. Just positively smooth and stunning.
But as a relief pitcher, he lacks the rallying ability of Lancelot
His pitching dilemma is that no one can catch for his best pitches (knuckball for sure). For having such wonderful control, his pitches drop or lunge too quick for the batter or the catcher. He's been tagged with more than his share of wild pitches.
He's not afraid to shave the hairs off the batter's chins if they crowd the plate. He’ll call for a close inside pitch on purpose. If you get hit, that's awful, are you OK? But he won't be phased.
Edgar is rarely used for relief pitching
Since he has to tone down his playing style to accommodate the rest of the team, he gets bored on the mound, which is why he doesn't want to pitch. Being too good is the same as being the worst.
Thus he always votes for Zero to take the mound instead. Always.
Grew up playing catch with his uncle, Claudius.
Claudius comes to the games on occasion. Lancelot does not appreciate his presence. Edgar looks unbothered but he always acts a little different
Edgar has had a past using dangerous plate blocking styles, cleat-first slides, and spitballs encouraged by his uncle. It’s another reason he doesn’t volunteer to do relief pitching. Once a cheater always a cheater...
He bats second after Zero, although he’s strong enough with keen enough senses he could pull off clean-up, but the more chances he gets to bat, the better, so he’s higher in the line-up
Switch hitter (can bat left- or right-handed), either using this skill to great effect or simply to mess with the opposing pitcher (also to great effect)
Jonah - third base
Wanted to be be a catcher when he first found out Lancelot was a pitcher, but he's not good at reading batters and his strategies aren't very in depth
Also struggled as a catcher because he complained too much about the protective gear and the squatting and having to scramble about in the dirt. It's not very dignified.
So he'll be Lancelot's right-hand man--guarding the hot seat at third base.
He’s quick on his feet with a discerning eye. He’s quick to tell what’s coming off the bat
He still ends up scrambling in the dirt to catch those bunts, but he'd rather get a little dirty than let some batter make a fool of one of Lancelot's glorious pitches by tapping it
Thinks bunts are a personal offense towards Lancelot's person
His appearance belies the absolute monster throw he can unleash to get that ball to first plate for the out
Absolutely HATES that Edgar uses the 1-on-1 time with Lancelot on the mound to talk about weird candy
Jonah SWEARS Edgar has given Lancelot candy during games before but he doesn't have any PROOF and it drives him crazy
Has a lot of pride in his position and in the team. Expects them to be more dignified (but isn't actually angry when they aren't)
He’s the one declaring that he will NOT let any balls past him (not that he always has say in the matter)
He’s all sweat, blood, and tears for this goddamn team
Used to be on a team with Luka and really misses it. Doesn’t miss a chance to remind Luka that there is always a place for him on Jonah’s current team
Left outfielder is a confirmed Heart Defender
Jonah bats third, after Edgar and before Lancelot, because while he’s a strong batter, the psychological aspect that Lancelot is coming to the plate behind him actually increases Jonah’s hit percentage. Jonah is determined to get on base for Lancelot.
Zero - shortstop
Zero started playing baseball because Edgar pulled him into it
He loves it and practices daily
Quick on his feet -- he’s the fastest runner on the team.
Analytical with strong hand-eye coordination. His calm demeanor results in some great judgement calls
Whether or not he makes a good play, he can be a little too hard on himself. The throw to first could have been lower, or he should have expected the batter to pull the pitch after seeing the last swing.
Works incredibly well with Edgar in getting those double-plays. A single glance from Edgar and he knows what’s coming and prepares.
Is a relief pitcher as well
Whenever they are in a bind, Edgar’s recommending Zero to play relief. Edgar loves catching for Zero! Zero is not sure whether he should be happy about this or not, but they make an even more coherent battery than Edgar does with Lancelot, if only because Zero is more about teamwork than Lancelot is
As a pitcher, he takes some of the best of Lancelot and Edgar’s play styles: heated pitches with fierce control. Although he’s still not as fast as Lancelot and lacks the movement on Edgar’s pitches.
Plays a rather straight, honest game.
The team is quick to rally behind him when he’s on the mound
Gets angry with Edgar for not sharing the burden of the plays--Edgar making pitch calls to lessen the demand on the fielders or to cut down Zero’s pitch count by making the fielders work without asking Zero about it
A strong batter but his best skill lies in his feet. He gets those hits and gets on base.
The ideal lead-off man, batting first
But has to deal with any nonsense or spectacular batting choices Edgar follows up with
Kyle - first base
The player who doesn’t like physical exertion but wound up playing baseball anyway
First base involves least amount of running involved but still a seriously hot corner
His weaker throw arm isn't as much a hindrance at first base
Handles a lot of catching though, second only to the Catcher
His flexibility is what makes him shine on first base, allowing him to stretch out when needed while keeping that foot on the plate
Gives close support and a close eye on Lancelot, who he knows overworks himself
Kyle is the main one on the team who can get Lancelot to stop. He’s the one who suggests that maybe Lancelot switch out a while when Lancelot is starting to get exhausted
Bats ninth and last in the line-up because he’s just not very good at batting either (lol)
Despite his poor athleticism, he doesn’t phone it in. When he’s at bat, he swings for it. When he’s on base, he’s going to run
Is surprisingly good at stealing bases (He can sprint but just don’t expect him to keep going!)
And here’s a bonus to complete the infield! Absolutely no one is surprised by who it is!
Harr - second base
He's on the Red Army team because I said so that's why!
Loki is on the Black Army team so it’s fair
Left handed batter and pitcher
2nd baseman and theoretical relief pitcher
Good enough to be a starting pitcher
Rivals Lancelot in skill/strength
But when he's not concentrated on the batter, he can get overwhelmed by the spectators
If the spectators start hollering at him, he cripples, he gets embarrassed
It doesn’t actually impede his pitching too much because he’s very good/professional, but you can see him squirming
This is also a problem for when he's fielding but not as bad
Very fluid on those double plays and very considerate towards Kyle's reach
Supportive and even a little protective of Zero for reasons no one but Lancelot seems to know. Works well with Zero at covering second base.
Often at odds with Jonah during huddles on the mound, especially where Lancelot is concerned, but ends up backing down quickly due to shy embarrassment at being verbally attacked rather than because his assessment was wrong
It's for the best that Zero is between them in the field
Has a past of being a a bit of a selfish batter but has since reformed. He knows he can’t pitch and bat all by himself. He can’t win a game if he tires out his arm because he won’t depend on the team to field it. He can’t win a game if he’s batting like no one else is on base, waiting for him to bring them home.
Harr will wait for the pitch he likes before he swings. If he swings before, it’s because he’s testing his timing. He’s very careful batter so it’s difficult to get him out. Opposing pitchers rack up their pitch count against him.
Harr bats after Lancelot because, should Lancelot’s attempt to sacrifice himself wind up with him getting on base instead, Harr will always brings Lancelot home (♡´艸`)
Batting Order:
(1) shortstop: Zero
(2) Catcher: Edgar
(3) 3rd base: Jonah
(4) Pitcher: Lancelot
(5) 2nd base: Harr
(9) 1st base: Kyle
Pitch Choices (which I’m still debating over):
Lancelot: Four-seam fastball, slider, screwball, changeup
Edgar: Two-seam fastball, knuckleball, cutter
Zero: Four-seam fastball, two-seam fastball, slider
Harr: Four-seam fastball, sinker, curveball
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s3mag · 5 years
Text
SEMA is a hard show at which to properly appreciate cars. On one hand – it’s a show overflowing with some of the best builds you will see all year. On the other hand – it’s that same overflow that makes it almost impossible to keep your wits about you. It’s almost too much of a good thing. In a sea of thousands of cars, I feel like some inevitably get lost. The great thing is: The cars that are truly memorable, the cars you are talking about weeks and months after the show… are cars which rise above the temporary flash-in-the-pan Instagram fame. Some cars deserve to be immortalized. More than digital noise or passing fancy, they draw their inspiration from the timeless. The classic. 
  This 240Z certainly qualifies as one of these cars. While it has some innovations and forward thinking design elements, it also honors the tradition and legacy of Datsun’s Z car heritage. Car owner Dennis wanted a Z that could be as menacing on the street as it was on the track. In looking to manifest his dreams into reality, he was fortunate enough to meet aspiring builder Kyle Kuhnhausen. Kyle is a fresh out of business school automotive entrepreneur with a penchant for metal work. Ok, more than a penchant… he has a gift.  From the paint scheme to the heavily gusseted cage, this car is well thought out & beautifully executed. How well executed? Well, when we talked he made sure I knew that the LS swap was a place holder engine until they built something truly epic for under the hood. WOW. Some place holder. 
Let’s take a moment and revel in my three favorite aspects of this car. 
  First) 
There is the paint scheme. Nimbus Grey (or battle ship grey in some parlance) has to be my personal favorite hue on show cars. It’s rich, it allows shadows to adopt a deep dark over tone, and light reflections to be silvery & pronounced. Every truly beautiful design looks amazing in this color. So… win number one? CHECK! The Peter Brock homage striping is as evocative and respectful of the Z’s motorsport heritage as it is a tasteful modern touch of racer bravado. I dig it. Those famous side stripes actually start on the hood at the vents and then cascade over the fender and down the side forming the Brock stripes we are all familiar with. A killer design cue that is at once forward thinking and period correct. Nicely done. 
Second) 
Let’s talk about that metal work. The Aero is mean, functional, and gives the car a seriously provocative stance. What’s more – it’s designed to just rip/break away cleanly in the case of a momentary lapse in driver skill (for example paying a visit to say, China Beach at the end of the straight at Mid Ohio). Well played Kyle, well played. However, as fantastic as that aero is, it is nothing compared to the beautifully executed roll cage. Meant to be a street car that can participate is serious track time… it had to be a car from which Dennis could easily get in and out. Kyle kept the safety high by fabricating one seriously artful, yet stout, fully gusseted integrated cage. Take a few moments and look at the cage in this car. I have severe race car envy. My race car has race car envy. Seriously. It is so good that it easily merits adjectives like superlative, excellent, exemplary. Bravo. 
Third) 
And this is one where so many cars sort of take a pass… the gauge cluster. When a car has track day toy duties, it’s easy to just pick up a digital display, mount it up, and just call it done. Not in this car. The cluster in this car is 13 individual pieces of aluminum lovingly hand shaped into what you see before you. It honestly called to mind some of the extreme and bespoke modern interpretations currently en vogue built around the Porsche 911. The Singer cars being the most notable, they take an air cooled 911 and massage every aspect of the car… and polish, preen, & refine it until it is absolutely jewel-like. The perfect 911. Well, that’s where this Z took me. It’s like a really nice 240Z… only polished to the highest possible degree. Everywhere you look there are tasteful touches. This instrument cluster exemplifies that. The angle at which it is canted toward the driver, the alignment of it inside the MOMO wheel. It’s absolutely glorious. 
So yeah, this car is one of the highlights of last year’s SEMA show. It truly was. Bespoke modern takes on past classics are hot right now. Cars like the Singer 911s are fetching 500k and more per unit, so it makes builds like this kind of a serious proposition. Get it right and the value and classic status is legitimate. In the end, Dennis can drive this car on the road or the track, confident in the fact that he found the perfect enthusiast to execute his vision. And he can rest well in the fact that he’s now driving the Singer of Datsun 240Zs.
InZanity 240Z
CHASSIS
1972 Datsun 240z shell
10-point fully tig welded roll cage featuring flared hole body tie-in gussets 
Lower jacking & towing points welded to bottom of main cage shelfs 
Every unibody seam is fully stitch-welded inside & out, and seam sealed
All top strut mounts replaced with camber adjustable heavy duty plates
Pre-load adjustable tie-rod strut braces featured in engine bay
Tig welded fuel cell cradle with integrated rear center mount tow hook
Rear sub-mounted battery with remote charging points and kill switch
Custom tig welded engine & transmission mounts. Optimized center of gravity
50/50 weight distribution
Bolt-in aluminum transmission tunnel stiffeners / driveshaft hoops
Integrated scraping points for oil pan protection
BODY MODS
Trackspec Motorsports heat extracting louvers on hood & front fenders
Front fender-exit side exhaust with custom alloy diffusing louvers
Rear rockers clearanced for functional rear brake vents, and lowered 1.25”
Fender & rear emblems shaved
Antenna & side marker lamps shaved
CNC billet aluminum laser engraved KMC tail lamp insets
CNC billet aluminum quarter panel vent emblems featuring modernized “Z”
Rear bumper & mounts shaved
Symmetrical rear body pan recess, opposed to unsymmetrical stock recess
Front bumper shaved & swissed with dimple die punched holes
Reinforced rear hatch for functional spoiler mounts
Rear quarter panel turbulent air extraction holes with alloy bezels added
Wide “ZG” style flares, adding 6” of width to the rear fender wells
All body gaps cut, welded, and staked. 
Shaved hood springs & streamlined hinges
Show grade bodywork 
One-piece front & rear windscreen gaskets
POWER 
GM 2004 LS1 engine with T56 6-speed manual transmission
Modified & ported 1.625” primary headers ceramic coated in gold
Bespoke 2.5” Fully pie-cut and tig welded exhaust with front X-pipe (167 weld joints)
Dual 8” sectioned Magnaflow Corvette style mufflers mounted in front wheel wells
Improved Racing 180 degree oil cooler thermostat with 400hp Setrab cooler
Holley Coil on Cover valve covers
Radium Engineering FCST fuel cell surge tank and full fuel system
Vibrant Performance –AN fuel lines 
Modified stock throttle body with Lokar stainless throttle cable
Custom 4” aluminum air intake with K&N filter outside engine bay 
Aluminum crossflow radiator with 16” Flex-A-Lite electric fan and custom shroud
Modified Hurst short shifter with KMC integrated transmission fluid top-fill
Centerforce single disc clutch
ACT Clutch Prolite lightweight flywheel
Custom one-piece driveshaft
Infinity Q45 R200 differential with VLSD limited slip unit and 3:54 final drive ratio
Nissan Armada CV axles
BRAKES
6-piston Wilwood front calipers & 4-piston Wilwood rear calipers
Fully functional ram-air 3” brake ducting to all 4 corners with custom caliper hats
ASD Motorsports hydraulic 16” e-brake system with braided -3an lines
Wilwood billet master cylinder with modified vacuum booster assembly
Optimized pedal box with reduced weight and improved pedal placement
3/16” Stainless hardlines and -3an braided flex lines
Wilwood proportioning valve with hidden custom mount
Remote Wilwood proportionating valve in-cabin adjustment knob custom retrofit
Custom aluminum master cylinder heat shield
SUSPENSION
Full Arizona Z-Car “Track Pack” billet aluminum adjustable suspension
Arizona Z-Car struts with coilover adjustable springs, modified for tire clearance
Apex Engineered bump steer adjustment kit and high steer knuckles.
Full polyurethane bushings
Modified front crossmember for improved roll center
ST Suspension front & rear sway bars with Energy Suspension polyurethane bushings
5 Lug converted hubs with front Wilwood spindles
ARP chromoly extended wheel studs
Stitch welded and reinforced front crossmember
  AERO
Custom HDPE adjustable front air splitter with alloy radiator and brake dams 
Custom HDPE adjustable rear diffuser with jacking point & air straighteners
Custom HDPE 6” side splitters with exhaust vent & rear brake vents integrated
Aluminum tunnel underbelly, mostly flat under entire car
Pitch adjustable 3-piece rear deck spoiler with Ringbrother’s micro hinges
ARP carbon fiber micro mirrors
Lexan headlamp aerodynamic fillers
4 Piece aluminum radiator ducting with cabin air ducts integrated
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ELECTRONICS
Street and Performance engine wiring harness with reflashed stock ECU
Braille lightweight I25X lithium battery
Bowler Performance phantom key with Honda s2000 push button starter
Fully custom KMC chassis wiring harness
Fully integrated Passport 9500ci radar detector system
Alpine double-din 6” monitor with frenched backup camera, navigation, and satellite radio
Dakota Digital VHX-1100 competition dash with 16 digital readouts
Dakota Digital BIM 1 OBDII gauge interface
EPAS electronic power steering integrated into Woodward steering column with input potentiometer knob on dash
Custom carbon aircraft-style switch panel with u-shaped toggle protectors
Quick Latch removable main electronics panel featuring Marine resettable circuit breakers
  WHEELS / TIRES
18” CCW 3-piece LM20 wheels with gloss black lips, satin black centers, and ARP bolts (18×10 front 18×11 rear)
BFGoodrich Rival S 200tw extreme performance tires (275/35zr18 front 315/30zr18 rear)
Gorilla extended race lug nuts
INTERIOR
MOMO Super Cup FIA homologated seats and alloy brackets
MOMO 350mm MOD. 07 suede steering wheel
MOMO 6pt. harnesses
MOMO quick release hub w/ bespoke manually machined adapter to race column 
Highly modified pedal box
Longacre 17” wide rear view mirror
Bowler performance billet shift knob and lever
Aluminum bead-rolled hexagonal pattern fuel cell fire wall
Custom alloy center console, and 3-piece alloy bespoke quick removable dash 
Smoothed transmission tunnel
Bespoke flared-hole heel plates
Flared-hole fabricated dead pedal and geometry optimized clutch and brake pedals
Custom heater with 4 vents hidden under removable dash
Hexagonally stitched suede door cards with carbon fiber aircraft riveted inserts
  PAINT (All Axalta Refinishes Products)
Chromax Mosaic SBBC B9*01 – Color: Ford Stealth Grey
Imron 3.5 HG+ Polyurethane RH-3714 – Color: Gray 057
LF Epoxy DTM Primer Gray 2540S
Chroma Base “4 to 1” 2K Urethane Primer Filler Gray 7704S
Chroma Priemier Premium Appearance Clearcoat 72500S
Epoxy DTM Activator Medium Temp 2505S
Basemaker Medium Temperature 7175S
Activator-Reducer 60-70 Degree 7765S
Plas-Stick Flexible Additive 2350S
Chroma Premier Pro Normal Activator 14305S
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OTHER
Rear sub-mounted SPA Technique fire suppression tank with 6 nozzles in cabin/engine
2-piece removable front chassis-mount tow hook
Proprietary differential snout oiling system with Tilton commercial pump and Setrab cooler
Functional side hood winglet to integrated tig welded alloy coolant expansion tank
Dual “II Much fabrication” differential and fuel system vents with custom bracketry and aluminum hard lines.
Extensive use of ARP 12 Pt. stainless fasteners
  Text by Tim Neely   Photos by Dominick Barbero
InZane in the Membrane: Datsun 240Z SEMA is a hard show at which to properly appreciate cars. On one hand - it’s a show overflowing with some of the best builds you will see all year.
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Gotham s5ep10 “I Am Bane” Personal Review
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“Future got you spooked” Warning spoilers below …
I´m not on board with this episode.  Well this week it´s HARVEY BULLOCK on the hope train, Jim voices some doubt and fears but Harvey lifts him up, then  pushes him into the GCPD spotlight and Jim delivers an insufferable speech. At least he ends it with a applause for everyone and their good work but what is this, other than annoying.  But oh well everything is about FUTURE this week. ~ The future of Gotham after the reunification with the mainland ~ Gotham citizens living in peace and safety ~ The future of the Child ~ Jim´s new role as a father, like next to being city saviour ~ Nygma and Oswald´s future outside of the city  ~ Bruce future home, that´s quite like the old but not the same ~ Alfred´s role on Bruce´s side in the future ~ The future that Nyssa / Bane want. Which kind of is the opposite of all above. Which also is partly Nyssas private revenge but also League of Shadows ““Humankind will be purged of weakness” stuff. Or whatever, I´m out.  On the side of personal revenge, Bane gets sent after Barbara Kean, because she lend Bruce a hand with Stabbing Ra´s al Guhul. Jim tires to appeal to Eduardo/Bane by telling him that she´s pregnant, but Bane doesn´t care “One soul's future weighed against the world's.”  (Oh, hi Spock! ) So here we have the motive of clashing futures tied into one life.   Besides future it´s also HUMANITY “Right, being strong does not mean you have to be a criminal.” “If the world is full of monsters, the only way to defeat them is to become one yourself.”  Eduardo/Bane says to survive he had to “stop being a human” and “had to become something else.” He became Bane, he just didn´t know it yet but Nyssa al Ghul/Theresa Walker knew it and showed him the way. To survive you have to do bad things. Then Lee tells Barbara, who says she has to be strong that being strong doesn´t mean being a criminal aka. doing bad things. There is also a BARBARA KEAN / BANE PARALLELL both had a run in with an AL GHUL´s ideas, the ideas of someone that saw who they “really” are and made them that, or tried to.  Also Lee, I´m not so sure about the “Jim will help you”. Jim had plenty moments to acknowledge the good stuff Barbara did but he just didn´t.  He just said she is awful and needs to change but he doesn´t really believe she can. That´s not helpful.  “Consent is hardly a prerequisite.”  Okay HUGO STRANGE is even a notch more unpleasant and scary this week. Horror. And actually, the tension between his atrocious actions and then have Jim to try to talk him into letting him go because that way he can do what he does best: survive aka paint him as human and actually  vulnerable is kind of well made. And his line about him actually believing Nyssa has better chances, is frightening and weighs heavy in this context.  Also there is a mouse looking down on Eduardo Dorrance / Bane. And this can´t possibly be sanitary. Doesn´t Hugo Strange have any standards? Ha, wait, I bet half of his experiments weren´t actually experiments but just wild life and pests walking into his “patients”.  So NYSSA AL GHUL is THERESA WALKER okay I had my mind rattling a while until it stopped at Ra´s, since Bruce “killed” him but, like Ra´s had all this going on where he wanted Bruce to kill him and pushed him to do it, so it can´t possibly be that right? Oh for fucks sake. Oh and she blames Bruce for everything aka. mostly the actions of others (again). Do they want to annoy me personally? Pet Peeve is an understatement at that point.  “THIS”  is, “about punishing Gotham. For the sins of Bruce Wayne.”  Well at least it´s not for the sins of Bruce Wayne´s long, long dead ancestors, like Theo Galavan wanted to. So yeah, understandable that Bruce got this idea that he´s bad for the city which he voiced last episode but there the hell is Selina when you need her? She´d call out that bullshit asap as well.   Oh no I like GENERAL WADE that´s not going to end well. “All due respect, Mr. Wayne, but I got to go with what my people tell me on this.” And he is right to do so, this is integrity. I mean I get their distrust with that story so far but they could at least have waited for the results until they side eye him that much. They should rather side eye him if hadn´t done that and just taken their word for it.  So turns out it didn´t end well. That they had him sitting there visibly through all the scene with Jim had me dream for a moment, what if he gets up and saves the day. I´d like that. But nope. They pumped Jim with strength juice so he could break his bonds and get the General out. Despite thorough neck and the back of his head checks, the general was chipped and gave the devastating Order 386. Great. So someone hook him to a battery and then give the General a chance to shine you cowards.   “Oh, nothing is just like it was.”  So ALFRED PENNYWORTH´s idea what the reunification future will bring is a new Wayne Manor. Just like the old one. Well as far as possible. His “last great service” but he´ll not retire he keep standing guard. Selina offers support, she´d like to blow up her past, if that helps him. Alfred says maybe she will, some day she might have built something new but the past will always be there. And he´s right but I don´t like that sentiment that SELINA KYLE resents her past like that I´d rather have her be proud of who she is, and was. (Also “some day” my ass, if this is not solely meant to be a commentary about how she feels but also refers to a “making up” for past “wrongdoings” that´s long been settled)  Later they drive right into Eduardo/Bane and despite Alfred´s repeated words Selina won´t stay in the car, they both try to fight Bane. Before that Selina says, it looks like Alfred is not done yet protecting Bruce. Well. Anyway them looking for the plans of the Manor was sweet. But I´m wondering if Bruce wants that “home?. I get that Alfred still feels guilty and would want to undo this.  But rebuilding the whole Manor and everything in it, maybe Bruce would know something better to invest that shitton of money into. I mean there´s a whole city to rebuild. Infrastructure and stuff. * OSWALD COBBLEPOT & EDWARD NYGMA have their submarine. How? Barbara wants to go on board (there is banter about the weight limits) but she got to go to a hospital. Oswald offers to drive her just to drive her away. “I knew she would never accept my help”,  So there´s worries about being crossed and double crossing and turns out Barbara took an important submarine part. They show up at the hospital trying to get it back. They basically are slapstick comedic duo in this one, and eh idk, yes but no. Ed get´s to McGyver a bomb because Os didn´t bring enough ammunition to deal with Bane. I guess it´s fun. * Edward told a riddle and Oswald tried to solve it, kind of. That was nice.  * So LESLIE THOMPKINS and EDWARD NYGMA ran into each other and they acknowledged their relationship with a line. A quite good line I´d say: “For the record, you stabbed me first” * I lied there´s a second line: “And you stuck around long enough to risk both of our lives to save Barbara's? Or was it to protect Lee?” “Do you want me to answer that or do you want sail away from here?” “Bon voyage.”  And I´m on board with that sentiment.  * Oswald Cobblepot has a tiny razor over his tie. Why? * Gotta get a look at Barbara´s handbag. * Does Bane sound a bit like Scarecrow? * “It doesn´t really work that way” Lee is right and her delivery (of the line) was on point * “I´m glad something about this is normal” Bab´s get´s a lol point too. * “ gives us the What's it called?” “Pressure regulator valve.” “Right. That.” * I don´t like that they killed off all the Sirens Ladies, like not that they did anything with them that was particularly good writing or anything like that but still, they could have and I don´t like it. * “They'd choose one of us and they buried us alive. They'd take bets on whether you could dig your way out. But then they'd bury you deeper. And play again. I was the champion.“ The guards only did do that, because if they had just buried them once, Jim might have had an option to say, ha buried alive, been there, done that.  ** There were so many GREAT SHOTS in this episode like OMG. I think my favourite frames are the ones where Eduardo is in the hospital and the nurses watch him form above and he looks up the staircase. This was gorgeous!!!!!!
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nerdposting-blog · 5 years
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RESEARCH PAPER TRICKS
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Hiii peopleee~ My name is Leslie and I’m about to share knowledge I’ve been having ride within this hell week of research papers in School. Activities to finish. Because I’m being devoured by Research Papers, I will be discussing about tricks on your research.
As you research the answers to the Topic questions, you can use the information two ways:
- If its from a non-computer source, you can use index cards to copy the information needed, or can type the information on a documents in Microsoft Word.
- Make sure you have a heading on the index card or word document so you know the topic or question you are answering with this information.
- Always SAVE any information you type into Microsoft Word! Make sure you save it to your number.. NOT to the computer you are working on. SAVE information frequently!
Plagiarism v. Paraphrasing Samples
Direct quote from research:
“Japan’s beautiful Mount Fuji last erupted in 1707 and is now classified as dormant. Dormant volcanoes show no signs of activity, but they may erupt in the future.”
Non-plagiarized paraphrase:
Mount Fuji, the highest mountain in Japan, is actually a dormant volcano. Dormant means that it is not active. The last time Mount Fuji erupted was in 1707, and there is always the possibility of a future eruption.
Direct quote from research:
“Three weeks after Katrina, warnings of the arrival of Hurricane Rita sent residents of cities such as Houston, Texas, rushing to evacuate, fearing for their lives. Fortunately, Hurricane Rita turned out to be much less severe than Katrina. However, mass evacuations like this bring hazards of their own, as panicking drivers may cause accidents on the jammed roads.”
Non-plagiarized paraphrase:
Short after Hurricane Katrina devastated the city of Houston, Texas, a warning for a new hurricane named Rita was broadcast, which caused many people to panic and flee the city. However, the mass departure of people leaving Houston at the same time could have caused many car accidents, even though the hurricane turned out to be not as dangerous as Katrina.
“How do I QUOTE an author?”
In other words, citation.
If you quote an author, insert “quotation marks” around the text you are using.
At the end of the quotation, parenthetical notations are needed.
Simply write the quote and then put the author’s name and page number:
          Example: (Williamson, 148)
You will cite the entire source when you get to the bibliography page of your paper.
Bibliography or Works Cited Page
At the end of your paper, you will include a bibliography or works cited page. This gives the authors of your sources credit for their work. In your packet, you will find the sample bibliography entries for various sources.
Sources should be in alphabetical order and double spaced.
You can also use the following website to input your source information for your bibliography or works cited page: www.noodletools.com/quickcite/
EXAMPLES:
“Battery.” Encyclopedia Britannica. 1990.
“Best Batteries.” Consumer Reports Magazine 32 Dec. 1994: 71-72
Dell, R. M., and D. A. J. Rand. Understanding Batteries. Cambridge, UK: The Royal Society of Chemistry, 2001.
PROOFREAD!!
Most importantly, before finishing your Research Papers, these are the questions that you might wanna ask for yourself in case you forgot something to input on that certain part.
Are all words spelled correctly?
Did I capitalize the beginning of each sentence and all proper nouns?
Did I punctuate correctly?
Do I use grammar correctly?
Did I answer all of the topic questions, and fulfill all of the requirements on my rubric?
Did I include an introduction and conclusion?
Did I type the paper using the correct font type, size, line spacing and margin requirements?
Did I paraphrase all content?
Did I use parenthetical notations for quotes?
Do my sentences make sense when read aloud?
Did I include a bibliography page?
“Good luck guys with your research!” -Kyle
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missolivialouise · 6 years
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For too long biking has been viewed skeptically as a white-people thing, a big city thing, an ultra-fit athlete thing, a twenty-something thing, a warm weather thing or an upper-middle class thing. And above all else, it's seen as a guy thing.
But guess what? The times they are a changing. More than 100 million Americans rode a bike in 2014, and bicycles have out-sold cars most years in the US since 2003. A couple other facts that may surprise you:
Latinos bike more than any other racial group, followed by Asians and Native Americans. African-Americans and Caucasians bike at about the same rate.
Most bicyclists are low-income according to census figures — as many as 49 percent of bike commuters make less than $25,000 a year.
As for other misperceptions, keep in mind that Minneapolis (in chilly Minnesota) and Arlington, VA (in suburban DC) rank among America’s top towns for biking. And the one place where bikes account for more than 20 percent of traffic on local streets is Davis, CA (pop: 65,000).
Slowly but surely, more U.S. communities are realizing that the future of mobility is bigger than cars. Biking is seen as an attractive, cost effective, healthy and convenient way to get around. Bike commuting tripled in New York, Chicago, San Francisco, Washington DC, Minneapolis, Portland and Denver from 1990 to 2012, and doubled in many other cities.
This success is changing what people see as possible for life on two wheels. There’s a new push to make bike-riding more mainstream by creating low-stress routes that conveniently take even inexperienced bicyclists to the places they want to go on networks of protected bike lanes (where riders are safely separated from speeding traffic) and neighborhood greenways (residential streets where bikers and walkers get priority).
But the culture shift in biking is about more than infrastructure. “It’s the transition from a small group of people who strongly identify as bicyclists to a bigger, broader grouping of people who simply ride bikes.” explains Randy Neufeld, a veteran bike activist from Chicago. The music star Beyonce has been known to pedal to some of her own concerts, for example, and the NBA’s Lebron James bikes to his games.
People who don’t ride are perplexed by this boom in biking.  But it comes as no surprise to those who do; they know how good it feels to whoosh on a bike, wind in your face, blood pumping to your legs, the landscape unfolding all around. You feel fully alive.
“If you look at the bike infrastructure we had 20 years ago and what we have today, it’s mind-boggling,” says John Burke, president of Trek Bicycles. “But we still have a long way to go to make a bike-friendly America.”
A quick glance at other nations shows what’s possible. Across the Netherlands, 27 percent of all trips are made on bike — double the rate of the 1980s. Even Canadians bike significantly more than Americans. Montreal and Vancouver are arguably the two top cities for bicycling in North America despite freezing temperatures in one and heavy rainfall in the other. Why? The prevalence of protected bike lanes and other 21st century bike facilities.
But the United States is poised to catch up. Here are 10 reasons why the future of biking in America looks bright and promising:
1.  Expanding Diversity Among Riders  
People of color and riders over 60 are two of the fastest-growing populations of bicyclists. This is a clear sign of bicycling’s shift from an insider club of Lycra-clad hobbyists to a diverse cross-section of Americans who ride for all sorts of reasons — from getting groceries to losing weight to just having fun.
Megan Ramey and her daughter Annika ride on a protected bike lane in Boston. (Credit: Kyle Ramey)
2.  Safer Streets for Kids
In 1969, 40 percent of all children walked or biked to school — by 2001, less than 13 percent did.  Over the same period, rates of childhood obesity soared. That prompted US Representative James Oberstar of Minnesota to add $1.1 billion to the 2005 Transportation Bill to promote Safe Routes to Schools, a variety of projects and programs in all 50 states to make biking and walking less dangerous and more convenient for students K-12. By 2012 (latest figures available), the number of kids biking and walking to school jumped to 16 percent.
3.  More Women Becoming Bike Advocates
Despite biking’s macho man image, almost a third of all bike trips were taken by women, according to 2009 Federal Highway Administration data. That number is very likely to rise in the upcoming count, thanks to streams of women becoming bike advocates — as grassroots activists, transportation professionals and bike industry leaders.  
One telling statistic confirms this trend. In 1990, about 10 percent of the crowd at the influential Pro Walk/Pro Bike/Pro Place conference were women, remembers Wisconsin bike advocate Kit Keller. At the most recent conference, women outnumbered men in both the audience and among the speakers.
4.  Comfortable, Convenient Bike Routes
Expanding access to biking means moving beyond stand-alone bike lanes to connected networks that give bicyclists the same ease of mobility that motorists enjoy on roads and pedestrians on sidewalks. That’s how many European nations have achieved big increases in bike ridership over recent decades. This vision — being jumpstarted in the US by the Big Jump Project — can already be glimpsed in certain neighborhoods of Brooklyn, Indianapolis, Austin, Calgary and Fort Collins, Colorado.
5.  Bikes Available When You Want Them
Bikeshare systems — where a rental bike is yours at the swipe of a credit card or click on a smartphone — have swept across America since 2010. 88 million rides were taken on 42,000 bikes in the 55 largest systems last year, evidence that bikeshare is changing how people — including many who do not own a bike — get around town. Meanwhile in some US cities, a new kind of dockless bikeshare, where bicycles are available everywhere on the streets not just at designated stations, is resurrecting biking on a dramatic scale.
A woman shows off her practical, easy to ride electric bike (Source: electricbikeblog.com)
6.  Riding Boosts Our Health
The federal Centers for Disease Control and Prevention (CDC) recommends 30 minutes of moderate physical activity like bicycling five days a week based on medical studies showing that it reduces your chance of dementia, depression, anxiety, diabetes, colon cancer, cardiovascular disease, osteoporosis and other health threats by at least 40 percent. Enough said.
7.  The Dawn of E-Bikes
This technological innovation — in which riders’ pedaling can be boosted by a rechargeable battery — answers many of the excuses people have for not biking: hills, long distances, sweaty clothes, strong winds, hot weather, cold weather, and not being able to carry things due to weight, says bike activist Randy Neufeld.
8.  Curbing Climate Change
Almost daily headlines remind us that climate disruption is a problem we must fix now. Transportation makes up the second biggest source of greenhouse gases. Seventy-two percent of all trips three mile or less are made by motor vehicles today, the vast majority of which could be biked in less than twenty minutes.
9.  The Emergence of Bike Planning and Advocacy as a Profession
Thousands of professionally-trained people are now employed by government, private business and nonprofit organizations to improve biking in America’s communities.
10.  Better Communities—Even for Those Who Don’t Bike
When National Geographic magazine and the Gallup organization recently rated the 25 happiest cities in the US, the article’s author Dan Buettner noted, “There’s a high correlation between bikeability and happiness.” Even people who never hop on a bike benefit from bike-friendly improvements — a safer environment for walkers and drivers, less traffic and more active neighborhoods and business districts.
When our cities build and support bike infrastructure, they are making some of the most high return investments in their community. The rise in popularity of biking for all sorts of people should signal to our towns that its time to take this mode of transportation seriously and recognize its enormous potential for creating more economically resilient places.
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shirlleycoyle · 3 years
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An Incredibly Toxic Lake Will Become One of the US’s First Lithium Mines
One of the United States' first major forays into lithium mining seems like it's going to be in the Salton Sea—one of the most polluted places in the country—after General Motors struck a deal with a mining company called Controlled Thermal Resources.
This is a big, and potentially very complicated, deal for anyone who cares about the planet. Many experts believe that in order to have any hope of staving off climate change, we have to electrify cars and essentially everything else as soon as possible (ideally, yesterday). 
Lithium-ion batteries are key to this process, and global demand is expected to increase between 5 and 18 times over the next several years. Put simply, we will need a lot of lithium, and the overwhelming majority of lithium in today's batteries comes from Australia, Chile, China, and Argentina. But the American southwest has huge stores of lithium as well. 
General Motors is hoping that a CTR mine in the Salton Sea can supply “a significant portion” of the lithium needed for its electric cars. It’s a step toward GM’s first-in-the-nation commitment to phasing gasoline-powered cars out of its production line by 2035—CTR is slated to start delivering lithium to the company by 2024, at which point the company will be well-poised to achieve this goal. 
This is, potentially, a very good thing. But it's also complicated: Mining, broadly speaking, is environmentally destructive. Lithium mining is usually—but not always—less destructive than, say, strip mining. And the Salton Sea, an accidental reservoir near California vacation mainstays like Joshua Tree and Palm Springs, is one of the most polluted places on the planet due to decades of agricultural runoff. Environmentalists there worry that if the lake continues to dry up, toxic dust on its floor could go airborne and pollute the air between Phoenix and Los Angeles. The lake is understood to hold one of the nation’s largest lithium brine stores, capable of supplying up to 40 percent of global demand for the mineral, according to the California Energy Commission (CEC). 
Legislators in California are aiming to position the region as a leader in the race for the mineral, which is widely viewed as essential to the transition away from fossil fuels. California has its own set electric vehicle targets to achieve: All new car sales must be zero-emissions by 2035. Being home to a store of minerals for batteries could make this easier, and this so-called soon-to-be “lithium valley” is leading the way.
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“Right here in Southern California, we have the enormous opportunity to be a competitive player in the world lithium market,” said California Assemblymember Eduardo Garcia, who represents Imperial County, where the Salton Sea is located, in a May committee hearing on the resource. 
CTR claims its production process is self-contained and environmentally sound. It plans to use renewable energy to extract the mineral, which can be found in rocks, clays and underground reservoirs of brine. The Salton Sea is already home to a complex of 10 geothermal power stations, which pump steam from underground into generators and create a saline brine byproduct that is rich in lithium and send it back into the earth. CTR’s proposal would instead send that brine into open pits, where it would evaporate, eliminating water and leaving minerals for processing behind. 
The proposal takes advantage of existing energy production processes without requiring much additional land. Proponents say this method would cut down on the industry’s environmental footprint. 
But to community members around the proposed mines, ramping up lithium extraction feels complicated. The Salton Sea was created accidentally in 1905 after a portion of the Colorado River spilled out of its irrigation system—at 200 feet below sea level, it’s what’s called a “terminal” or “endorheic” lake, one lacking an outlet, that water from the Colorado River and runoff from nearby agricultural irrigation drains into, but not out of. The only way water in the lake can depart it is through evaporation, a process that leaves behind a fair amount of salt. Multiplied by the salinity of runoff it receives, the Salton Sea has become very salty—50 percent moreso than the Pacific ocean. 
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Image: David McNew/Getty Images​
The Salton Sea was once a resort area, with a series of small towns and vacation spots on its coasts. It is now so toxic that few creatures can live in its waters, though it is still an ecologically important area for migratory birds. Some of the towns, such as Bombay Beach, have essentially become ghost towns over the past few decades.
Chemicals like arsenic, selenium, and pesticides are rampant in the lake’s waters, and their particles have been released into the atmosphere as it dries, which is happening at an increasing rate as drought grips the west coast. Communities around the sea have long felt the burden of pollutant exposure; asthma-related emergency room visits are more than double the state average and nearly a third of children experience respiratory symptoms like wheezing, allergies, and dry cough, medical surveys have found.
So, ramping up mining in one of the state’s most polluted counties—where 85 percent of residents are Hispanic or Latino and 22 percent live under the poverty line—feels risky to environmental justice organizers like Miguel Hernandez, communications coordinator at Comité Cívico del Valle. Hernandez hopes to see producers and local legislators make an effort to inform residents about the possible, yet-mostly-unknown health effects of lithium mining, which is water-intensive and produces a fair amount of mineral waste. The concerns pollution researchers like Katie Burnworth, who monitors the Salton Sea for the Imperial County Air Pollution Control District. 
“It’s a dangerous, dirty process, with a lot of unknown material,” Burnworth told the California Desert Sun in February.
So far, Hernandez says, this educational effort has yet to happen. 
“We actually go out there and knock on doors,” Hernandez said. “For those families that I've been able to talk to, it's either little to no information has been shared to them, or they just have what's out there by the media.”  
Beyond California, lithium mining across the country has garnered widespread controversy in recent months. A proposed mine in Nevada, called Thacker Pass, was the site of protest in the Spring from local Indigenous communities and environmentalists who feared mining could deplete the already-dry region’s water stores, generate waste and emit thousands of tons of carbon dioxide. 
All of that said, absent a massive degrowth movement that significantly reduces the amount of energy society uses, many experts believe we need lithium to decarbonize. Proponents of lithium mining say it is less environmentally destructive than mining for oil and coal, but it's also not good for the environment, and, broadly speaking, lithium mining uses a lot of water. The American southwest is already facing intense water shortages and drought, though the lithium in the Salton Sea is already in brine form. 
Kyle Wiens, CEO of iFixit, a technology repair company that seeks to extend the life of electronics, believes mining of any kind is inherently harmful, and “one of the worst things that we do as a species.” 
“There is incredible environmental destruction that comes from it,” Wiens said. 
But few extraction projects have Wiens—who says he devotes much of his time at iFixit to thinking about the depletion of nonrenewable resources—as optimistic as this one. The idea of using existing energy production to create something that would otherwise be shot back into the ground feels “pretty darn promising,” he says, noting that putting that effort toward a resource that would fuel the transition away from oil and gas is worthwhile. 
“This to me seems like a perfectly common sense win-win situation,” Wiens says. “We don't have to dredge the desert … it's already in this liquid that we're circulating [for geothermal energy] anyway.”
Indeed, this argument is at the center of what’s splintered environmentalists about the hunt for lithium, among other minerals required to create solar panels, wind turbines and batteries. Some believe mining is a necessary evil and a requisite in the transition to renewables; others fear this is a bandaid for the broader issue of overconsumption, and say maintaining an extraction-based economy will not do enough to curb climate change. (Wiens, for his part, takes solace in seeing a broadening cohort of startups recycling lithium in batteries, which only became lucrative at scale recently, as the number of electric vehicles on the roads has shot up). 
In a press release, CTR said that “The integration of direct lithium extraction with renewable geothermal energy offers the highest sustainability credentials available today. CTR’s closed-loop, direct lithium extraction process utilizes renewable power and steam – significantly reducing the time to produce battery-grade lithium products and eliminating the need for overseas processing. CTR’s operations will have a minimal physical footprint and a near-zero carbon footprint. The brine, after lithium extraction, is returned to the geothermal reservoir deep within the earth.” CTR provided the press release in response to a Motherboard request for comment.
Bringing job opportunities to a region with unemployment rates that have historically hovered around 20 percent could also flush cash into projects that need it badly, like pollution mitigation, education, infrastructure and healthcare, Wiens notes. Rodriguez echoes that belief, but isn't ready to get too excited. A recent solar buildout in Imperial County saw massive land use with little economic gains for the region because of tax exemptions and a slew of jobs handed to outsiders, he says. 
Rodriguez would like to see local jobs and training programs come out of the CTR contract—an ask that’s still up in the air as the producer undergoes permitting processes. Ryan Kelly, representative of the district that’s home to the Salton Sea on the Imperial County Board of Supervisors, says this is a concern, one that he’s yet to broach with GM. 
But as vice chair of the Lithium Valley Commission (a governing board Gov. Gavin Newsom created last September devoted to guiding the buildout of mining opportunities in the region), Kelly is currently fighting to pass an ordinance that would place a levy on the mineral, securing income from the mines for local projects like schooling and infrastructure. 
Made up of representatives from industry, government, environmental groups, and community advocacy organizations like Hernandez’s, the commission’s goal is to facilitate conversation around economic and environmental concerns, and to draft a set of recommendations for the sector as it emerges in southern California. 
“What community-based organizations want to know is how are these large companies going to play a part in our community?” Kelly said. “What are they going to give back for what they take?” 
Indeed, Hernandez says having a seat at the table is heartening for Comité Cívico del Valle. “I think this is the first, or one of the first opportunities that the community is able to be represented in these situations,” he notes. 
But the commission’s framework is non-binding, meaning, once they pass an environmental impact review, companies like CTR do not have to follow the recommendations. Kelly is hopeful that this won’t be an issue (“Maybe I'm being a little too optimistic, but so far we haven't had any arguments,” he said, of the commission, with a laugh.) 
Hernandez is hopeful, too—but he believes the next stages of approval in GM’s contract will be telling. 
“I'm not against the industry, or any industry, but I'm a huge advocate for doing things right,” Rodriguez says. “Let's assume it's gonna be part of our communities. Then, let's make lithium a good neighbor.” 
Motherboard reached out to representatives at General Motors but we did not hear back.
An Incredibly Toxic Lake Will Become One of the US’s First Lithium Mines syndicated from https://triviaqaweb.wordpress.com/feed/
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sportcast · 3 years
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New Zealand Are ICC World Test Cricket Champions
World Test Cricket Championship - India vs New Zealand - Day 6 (Edbaston)
New Zealand's pace battery produced a stunning display of fast bowling to turn what was destined to be a stalemate, into a historic occasion of triumph as they beat India by eight wickets to win the first ever ICC World Test Championship final at the Rose Bowl in Southampton on Wednesday.
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Resuming the sixth and final reserve day at 64 for 2, a lead of 32 runs after rain washed out the first day's play, India were subjected to an unexpected collapse as the big burly fast bowler Kyle Jamieson got rid of both overnight batsmen Virat Kohli (13) and Cheteswar Pujara (15) in the first hour of the day.
The two dismissals was all that New Zealand needed to make further inroads as India were never able to recover from the dual blows and were finally bowled out for 170 leaving the Kiwis to make 139 to win Test cricket's biggest prize.
Middle order batsman Rishab Pant was the only Indian to offer some resistance but when he fell for a well compiled 41, the seventh to be dismissed with the total at 156, the writing was on the wall.
New Zealand captain Kane Williamson and veteran Ross Taylor ensured the victory as the two dug in picking up the singles and then sensing victory opened out freely to post the winning runs in the final hour of play.
While Williamson made an unforgettable unbeaten half century (52), Taylor had the honour of stroking the winning runs, a flick to a ball from paceman Mohamed Shami to the square-leg boundary that triggered celebrations in the Kiwi camp.
Taylor remained unbeaten on 47 as the pair shared in a 96-run stand for the third wicket taking the score from 44 for 2.
But it was not before Williamson successfully reviewed a leg-before ruling as the television replay showed the ball from spinner Ravichandran Ashwin missing the leg-stump and the umpire having to change his decision.
Williamson had not even reached double figures at that stage.
Scores: India 217 ( Virat Kohli 44, Ajinkya Rahane 49, Kyle Jamieson 5 for 51) and 170 (Tim Soutee 4 for 48, Trent Boult 3 for 39, Kyle Jamieson 2 for 30) New Zealand 249 (Devon Conway 54, Kane Williamson 49, Mohamed Shami 4 for 76, Ishant Sharma 3 for 48) and 140 for 2 (Kane Williamson 52 not out, Ross Taylor 47 not out)
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