What types of / How many characters will be included in this game?
-- We have quite a lengthy list of fighters (the character roster will total 80 characters, plus alternate forms). There will be plenty of 3rd parties and new representatives from Nintendo games, along with a bonus -- 1 4th party (not originally from a video game series) representative that appears frequently in video games, and that is Goku.
What types of / How many stages are in this game?
-- We also have quite a long stage list (app. 60-65) that includes a great variety of past (64, Melee, and Brawl) and original stages. The roster is being changed slightly, but will still be around 65 stages.
Will this game include and Online Play feature?
-- It's actually very close to completion! It should be included with the next update.
What's this I hear about DLC? Is it like SSF2's expansions?
-- After the game reaches version 1.0, there will be a series of patches under the name CrusaDLC. Each patch will contain five additional characters and a number of extra stages, and there will be 5 patches. This totals to 25 additional characters. One is already confirmed, four slots are reserved so that there will be one additional rep for Mario, Pokemon, Legend of Zelda and Kirby, and the last 20 are going to be decided by a massive poll. You might ask why these characters and stages aren't just added into the main game instead of being released as DLC. And I might answer that these are characters that would fit well in Crusade but are missing one key factor, such as having been on a Nintendo console (one of the requirements for the roster). The stages are really just whatever we have available and left over that fits.
How many hours a day does the team work on the game?
-- There isn't a set amount of time. Personally, some days I may not touch the .gmk, others I might work on it as long as I'm awake. I plan to devote a lot of time to Project: Crusade, but I have a life too, you know! As for the rest of the team, it's still pretty choppy.
Which Smash Bros. game is SSBC going to resemble the most? -
- Probably Melee. But some features showcased in Brawl are a part of this game (this does not include tripping!). Overall, though, it tries to be its own game, and it feels very much like that.
What resolution does SSBC run in?
960 x 720. However, we do have plans for making HD versions of the game that will run in 1920 x 1080 and 1280 x 720.
Will there be NASL in SSBC?
Edges have a significant sweetspot area around them, mainly implemented to help out characters with shorter horizontal recovery. The sweetspot is approximately the size of Kirby's body. Also, note that you will auto-grab an edge if you walk off or roll off of it while DI'ing toward the stage.
Lol can I do SHDJCFFL in SSBC?
Uhhh, not exactly, but I'll tell you this. Double jumps can be short-hopped. There is fast-falling, but it doesn't cancel upwards momentum. L-Cancelling is in the game as of v0.8. Some moves will autocancel in their last few frames as well.
Will there be [LOLrandom mehanic from other game series]?
Mostly, the answer here is no. The game will have the mechanisms present in Melee, for the most part, but even these may only to be some extent.
How many moves do characters have?
Here is a full list:
Forward, Up, and Down Tilts
Nair, Fair, Bair, Uair, and Dair
Forward, Up, and Down Smashes
Forward, Back, Up, and Down Throws
Side B and Smash B (on some characters, such as Samus and Ryu)
Up B (and Smash Up B on few characters)
Edge Recovery Attack
Examples of Smash B vs Side B - Samus Super Missiles vs. Homing Missiles, Ryu's EX Hurricane Kick vs. normal Hurricane Kick
How much Hitstun will attacks cause?
The hitstun is somewhere between Melee and Brawl, leaning towards Melee, and it depends heavily on the attack being used. Also, throws have an intrinsic 3 extra stun frames which is just enough to allow some combos to occur. Many attacks have extra inherent hitstun, like Snake's Knee and Ryu's Down Tilt, but most normal attacks do not have much. So, for instance, Up Tilt juggling with Mario is mostly dependent on your opponent's failure to escape. This is not to say there are no true combos; in fact, every character in the game so far has at least two true attack strings that occur at specific damage percents. This game is not too combo-heavy, but it has a few. However, there is a combo-counter that lets you know when you successfully perform an attack string.
Are there Final Smashes / How do they work?
Well, you have a Smash Gauge below your character's percent monitor on the screen, and this gauge fills up as you pound the living tar out of your enemies. It also fills up a little bit when you take damage, as well. When it's full, it will turn white and say ("FINAL SMASH!") That's your chance to pull out all the stops and unleash your character's ultimate attack. You can even adjust the amount of power the gauge will take to fill up in the VS Settings. The default is 200, but you can go as low as 50 and as high as 1000. 50 is a little ridiculous, though, so use wisely.
Is this a Flash game?
Nope. We use Game Maker 7 Pro, for specific reasons, like ease of programming and knowledge of the GM language.
Will there be Mac Versions?
Hopefully, but it may be a while before that's possible. As Windows (and Lynux) users, we'll have to get our hands on a Mac somehow in order to do that.
How can I insert my own music into the game?
Simply insert an MP3 (.mp3) audio file into the SSBC/music/(stage name) folder. The audio file will play at the stage that corresponds to the folder you inserted it in (obviously). The game will display the name of the file - without the extension - at the beginning of a match. You can insert multiple files, and they will be selected randomly during gameplay.