Beauty of the Battle is a theoretical platform fighting game concept. It mixes together elements primarily from Super Smash Bros., Guilty Gear, and many other fighting game series.
The thesis of this concept is to create a varied cast of original characters, both in gameplay and in representation, to represent what I feel is the most beautiful aspect of fighting games, Diversity.
This theoretical game is purely a passion project. I have no capability to code or program, nor do I have any drawing skills. While I may occasionally pull from other sources, this is almost entirely from my own mind put into words.
Post Schedule:
Tuesdays (PST 8pm): I will post a character's introduction and their art (if they have one)
Thursdays (PST 8pm): I will post a character's simplified moveset and gameplay.
Sundays (PST 8pm): A character's full move set, stats, and Bio will be posted in the form of a Google Doc
Please feel free to ask questions, I'm always willing to answer!
Tag Menu Below
#BotB Character is the tag for all character related pieces, be it links to their detailed pages, simple move sets, mini-bios, or other ambiguous posts.
#BotB Stories is a tag for individual stories, such as the ones explaining a character's life, how they got to where they are now, or anecdotal pieces about characters.
#Mechanical is where anything game based will occur. If you are here predominantly to see the creative fighting game move sets, this is where it will be.
#World Building is a tag to read about the world BotB is set in and the history and major powers within it. Things like important corporations, the magic system, and historical pieces will be under this tag.
#Movesets are for posts discussing a character's individual move sets and unique mechanics.
#General Gameplay is where mechanical concepts will go that aren't tied to specific characters or that are a universal mechanic.
#Writer Talk is more casual posts where I directly talk about what I'm working on with the project.
#Answers is what I will tag for any questions I answer. Feel free to ask anything <3
A cybernetically enhanced woman with a knack for motorcycles and engines. Aisha is tough and often acts stoic and coolheaded. She's still happy to please the crowd and can get very excited in the heat of battle. Her prosthetic arm has been enhanced and heavily altered with motorcycle parts.
Original Art Commissioned by @jacklynjournal
Aisha is a fast-paced rush down fighter who uses her speed to create strong attacks and can quickly create high pressure situations.
Finished a bit late, but here is BeeZee's character page. This includes her backstory, design, all of her attacks, extra cosmetics, and all else I could think of. (Sorry it's a little late, whoops...)
BeeZee
If you are struggling with any terms, feel free to ask in the ask box, or consult the FGC Glossary. Let me know any questions you have! As always, reblogs, likes, and comments are all loved and appreciated <3
This Doc uses Numpad Notation. Further explanation below.
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. This notation uses umbers in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen. Pictured below is each of the directions in numpad notation, represented by arrows on a gamepad's directional buttons, next to a full-size keyboard's numpad.
This is a simplified moveset for BotB's 5th character, BeeZee. An in depth moveset will be out this Sunday! (Several things stated in this post are simplified for ease of access. Hence the in depth explanation later on.)
Fighter Ability Every fighter has a unique ability that alters their playstyle and moveset slightly.
BeeZee's ability is Magic Limit.
BeeZee's defensive stats are boosted by magic. However, when she uses more magic, the defenses will decrease. For each projectile and magical summon that BeeZee has active, BeeZee's defensive stats will decrease, making her take more damage, be able to block less attacks, and gets launched further by attacks.
Specials
- Neutral Special: Dizzy Tornado
BeeZee spins into a cartoonish blur, wildly spinning in place. Her whole body acts as a hitbox. It has fast startup but long endlag as she wobbles about dizzily.
- Side Special: Mana Ball
BeeZee releases a ball of scarlet colored flame in the shape of a swirling ball. It is a somewhat slow moving projectile that can be angled to move slightly upwards or downwards. Each Mana Ball that is active will add to BeeZee's Magic Limit.
- Up Special: Confetti Cannon
BeeZee loads herself into a brightly colored cannon that launches her upwards as a spinning ball. Once launched, BeeZee acts as a very powerful hitbox that does high damage. The attack has high startup, making it harder to use for landing.
- Down Special: Hurt Peelings / A Classic Slip Up
BeeZee casually tosses a banana peel out behind her in a comedic tone. Once the peel is grounded, if a fighter walks over it they will fall prone. Pressing Down Special again while the peel is out has BeeZee take a step forwards. If she steps onto the peel, she slips off of it, launching the peal as a fast moving projectile. Her foot acts as a hitbox as well. The Banana Peel adds to BeeZee's Magic Limit.
Motion Moves
Motion Inputs are a set of secondary specials not specifically tied to the Special button. They instead are activated by doing a certain motion+Normal or Special.
- Snap Back
BeeZee tosses an oversized mousetrap in front of her. If a fighter hits it, it snaps shut, popping them upwards in hitstun. If it lands on the ground it stays in place as an active trap.
When a Mousetrap is out, it a adds to BeeZee's Magic Limit.
- Spotlight!
BeeZee creates a spotlight a set distance in front of her. All projectiles that she has created, such as Mana Balls, Banana Peels, and Mousetraps, will all alter trajectory to move towards the spotlight.
Super Special Moves
These are unique moves that cost Super Meter. Each character will have a Level 1, 2, and 3 super. The Level 1 costs 25% of a full meter, Level 2 costs 50% meter, and the level 3 costs the entire meter.
- Level 1: Surprise Confetti
BeeZee pulls out a party popper npulls the string, creating an explosion of confetti. It is a decently strong and very fast attack that secures K.O.s for BeeZee if the opponent is at high damage.
- Level 2: Mana Beam
BeeZee pulls out a little toy star wand and places it in front of her, making it float in place.
It aims slightly downwards and begins to charge up with energy on its own while BeeZee is able to do what she wants. After 120 frames (2 seconds) it will fire off a beam of magic. This covers a large area of range and does high damage and knockback, however the beam is only active for a very short time. Using Spotlight! while the wand is charging up energy causes it to aim itself at the spotlight. If used more than once, it will not point itself in a new direction but instead floats a couple meters towards the spotlight.
- Level 3: Play-Toon Commander
BeeZee plops a cartoonish lieutenant’s hat on and points forward in a commanding pose. A magical golden line appears behind her and thousands of toy soldiers rush out, some with wooden guns, a few in toy tanks, a few army jeeps, some rushing in from above in toy helicopters and biplanes, and many with parade instruments like marching band drums, tubas, and trumpets. They rush out in a giant flurry and fan out in a cone-like shape. This acts as a large multi-hitting super that does high damage.
(That is all! I hoped you enjoyed it. If you are looking for more in-depth info, look for the post coming this Sunday at 8 pm)
This is a simplified moveset for BotB's fourth character, Sara. An in depth moveset will be out this Sunday! (Several things stated in this post are simplified for ease of access. Hence the in depth explanation later on.)
Fighter Ability
Every fighter has a unique ability that alters their playstyle and moveset slightly. Flow State is Sara's ability. After performing certain attacks Sara will enter Flow State in which she can perform automatic follow-up combos.
When Flow State becomes active, a beat tracker shows up next to Sara's super meter. Sara must time her attacks to hit as the grey dots slide over the blue line. If it is missed, the attacks do not land and Flow State ends prematurely.
Specials
- Neutral Special: Spirit Beam
Charges up energy for a moment before firing off a beam of spiritual energy. It is a long ranged, fast moving projectile that helps cover space. If used in the air, Sara aims it at a downwards angle.
- Side Special: Remix Round
Sara jumps straight forwards while performing a roundhouse kick as she travels. On hit it spins the fighter around and Sara goes into Flow State. The roundhouse has moderate startup and is incredibly unsafe on block.
- Up Special: Combo Kick
Sara leaps into the air with while kicking once with each leg, the first comboing into the second. Acts as a decent recovery tool but is not very high in damage or speed.
- Down Special: Reckless Aura
Reaches forwards and grips fighters with both arms around their waist. She then heaves them out behind her, a look of excitement on her face. She vanishes, reappearing behind the fighter and swiping with a downwards kick, spiking them. It is untechable against floors.
Motion Moves
Motion Inputs are a set of secondary specials not specifically tied to the Special button. They instead are activated by doing a certain motion+Normal or Special.
- Mach Kick
Sara shoots forwards with a sliding kick, empowered with spiritual energy. Can allow her to launch herself off the side of the stage to maintain fast air momentum.
If used in the air Sara will perform a dive kick, launching herself downwards with the kick to strike fighters beneath her.
- Accel Punch
Sara charges up energy for a moment, surrounding herself in yellow energy. She then charges forwards with a powerful punch, becoming a blur of speed for a split moment. Can avoid strike attacks momentarily and the punch overpowers projectiles.
Super Special Moves
These are unique moves that cost Super Meter. Each character will have a Level 1, 2, and 3 super. The Level 1 costs 25% of a full meter, Level 2 costs 50% meter, and the level 3 costs the entire meter.
- Level 1: Spirit Burst
Sara rushes forwards with her fist held back, the arm coated in yellow aura. Her eyes also glow with yellow energy. She throws an energy infused punch directly into the fighter. The energy then explodes out of her fist, launching them backwards.
While dashing forwards Sara will have one hit of armor. This armor can be broken by any super or an attack that does over 20 damage.
- Level 2: Rock On!
Sara crouches down, then does a bicycle kick in front of her. On hit it launches fighters upwards as she shouts “Oh yeah!” She jumps upwards after them, going into Flow State wit a long amount of hits. All moves do increased damage. If the original kick is blocked it is very disadvantageous.
- Level 3: Spirit-Powered Assault
Sara announces “ah-ha-alllright!!!” as screen freeze activates, Sara entering a dash-ready state. She then launches forwards, completely coated in yellow and blue energy. Fighters hit by her dash will launch into cinematic. Sara will grin excitedly, bobbing up and down to the rhythm of her music. She begins running around the fighter, a blurring speed of afterimages as she punches the fighter over and over again, too fast to see. She is smiling and jumping about as she does it, excitedly and energetically bounding in all sorts of directions.
She finishes with a blast of energy from her palms that explodes on impact. The cinematic ends and Sara tries to catch her breath, the aura of energy fading as the screen goes back to normal.
(That is all! I hoped you enjoyed it. If you are looking for more in-depth info, look for the post coming this Sunday at 8 pm)
Here to rock the world, Sara blazes through! With enthusiasm and energy, she is here to earn her place among the A.S3.O. and prove she is as skilled as she claims. While a bit nervous, when she hits her groove she can hit it hard.
Sara is a young Arab-American woman who comes from a Muslim background. Her older cousin introduced her to magical fighting, along with all sorts of exciting stuff like old anime and rock music.
Sara can always be seen carrying an old iPod with earbuds tucked into her Hijab.
We have no artwork of Sara yet, nor any good representation of what I envision her to look like. I am lacking in funds currently and will keep people updated on when art of characters is possible.
Sara is a balanced fighter, using a long ranged projectile to hit fighters from far away and close distance with good movement. Once up close, Sara can start performing a unique rhythm game-esque mechanic to create combo strings.
It is time for the in-depth Ms. Steele character page. This includes backstory, design, all of her attacks, extra cosmetics, and all else I could think of. (Sorry it's a little late, whoops...)
Ms. Steele Doc
If you are struggling with any terms, feel free to ask in the ask box, or consult the FGC Glossary.
This Doc uses Numpad Notation. Further explanation below.
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. This notation uses umbers in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen. Pictured below is each of the directions in numpad notation, represented by arrows on a gamepad's directional buttons, next to a full-size keyboard's numpad.
This is a simplified moveset for BotB's third character, Ms. Steele. An in depth moveset will be out this Sunday! (Several things stated in this post are simplified for ease of access. Hence the in depth explanation later on.)
Fighter Ability
Every fighter has a unique ability that alters their playstyle and moveset slightly.
Orbital Float Disk is Ms. Steele's ability. During fights, Steele rides around on a disc of advanced technology. She uses this to move around in the air and can use it to float in place for set amounts of time. This allows her to mixup her aerial movement.
Specials
- Neutral Special: Drone Strike
Ms. Steele opens her control pad and activates one of her hand drones, causing it to launch forwards as a long distance projectile. The special button can be held down to charge the drone up to make it travel faster and have higher damage, hitstun, and blockstun.
- Side Special: Hazardous Beam
Ms. Steele opens a welding laser she has mounted to her back. It charges for a split frame, then fires out a thin, powerful beam. The projectile is fast, allowing it to reach far off fighters very quickly. You can angle the side special slightly up or down to aim where the laser shoots.
- Up Special: Rocket Burst
The Orbital Float Disk charges up energy, then shoots a high power blast of power beneath her, launching her upwards. The downwards burst of energy is a powerful attack with high damage and downwards knockback.
- Down Special: Emergency Barrier
Her hand drones move out in front of her, pushing all of their fingers together, charging energy, and then creating a screen energy in front of Ms. Steele. It acts as a momentary barrier that can negate attacks for a very short time, but leaves her vulnerable afterwards.
Motion Moves
Motion Inputs are a set of secondary specials not specifically tied to the Special button. They instead are activated by doing a certain motion+Normal or Special.
- Upper Hand
Ms. Steele flicks her hand up. One of her drones will launch strait upwards. It acts as a projectile that hits multiple times, pushing fighters upwards as it moves. After traveling a certain height it will create a small burst of energy that launches fighters away. It then flies back to Steele.
- Rapid Deployment
All of her drones pull back behind her, revving up. She advances forwards on her float disk. While hovering forwards her drones all rapidly punch forwards as well in a large flurry of fists. This rapid series of punches act as an advancing multi-hitting attack.
Super Special Moves
These are unique moves that cost Super Meter. Each character will have a Level 1, 2, and 3 super. The Level 1 costs 25% of a full meter, Level 2 costs 50% meter, and the level 3 costs the entire meter.
- Level 1: Tricky Rocket Burst
Steele's float disk begins to charge up power for a moment as it starts to float in place. As it charges, Steele lifts her foot up. She stomps against the back of her hover disk, making it go off balance and flip sideways, with Ms. Steele keeping her foot pressed into it and her hand hanging onto it. As it goes sideways it fires off a huge blast of energy, launching fighters back and pushing Ms. Steele back.
- Level 2: Beta Pr. #76
Ms. Steele pulls out a strange contraption and throws it in front of her. It will expand and turn into a vertical circle of energy that floats forward as a multi-hitting projectile that moves relatively slowly.
- Level 3: Super Siphon
A cinematic plays of Ms. Steel typing a quickly calls down two large, chunky machines. A metal spike is stabbed into the ground. The stadium lights flicker as the two large machines shake and vibrate, sucking up energy and beginning to glow.
Ms. Steele then points forwards with a grin and a flash goes off as huge beams of energy fire out of the vent-like pieces, acting as a high damage full screen projectile.
(That is all! I hoped you enjoyed it. If you are looking for more in-depth info, look for the post coming this Sunday at 8 pm)