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		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6681</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6681"/>
		<updated>2022-05-11T19:13:42Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Roadmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions, typically involving holding down a button, while performing a motion. It is not often required that you &amp;quot;negative edge&amp;quot; an input while performing hold-down motions, or rather, perform the motion then release the input; however, you will have to hold a button while performing some instant motion special moves that require inputting upward directions so that you do not register a jump, and there are a few tricky moves requiring a combination of a charge motion and a hold-down input, in some instances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
{{Progession|30}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; width:50%;&amp;quot;&lt;br /&gt;
! Finishing / Completed !! To-Do / Future Updates&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;text-align:left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:20%;&amp;quot;|&lt;br /&gt;
*Major update to landing / introduction page.&lt;br /&gt;
*All basic character page stubs up w/art from manual and basic information.&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
*improvements &amp;amp; streamlining to controls section and inputs across all pages w/icons to make easier to follow&lt;br /&gt;
*better variety of combos and strats w/ use case scenarios, expand on death combos / fatalities &lt;br /&gt;
*matchup specifics&lt;br /&gt;
*NEW - section needed about unblockable wakeups ( finding by rockettorussia, thank you ) &lt;br /&gt;
*general description of the &amp;quot;flow&amp;quot; of gameplay, links ( as opposed to chaining )&lt;br /&gt;
*landing page sprite portraits leading to each character section&lt;br /&gt;
*bring individual characters basic introduction &amp;amp; info to parity with rest of wiki&lt;br /&gt;
*attack and movelist sprites&lt;br /&gt;
*link to relevant videos wherever applicable&lt;br /&gt;
*stages&lt;br /&gt;
*frame data &amp;amp; data arsenal ( damage, chip, jump speeds etc ) &lt;br /&gt;
*hitboxes / hurtboxes?&lt;br /&gt;
*trivia / errata section, maybe concept art &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6646</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6646"/>
		<updated>2022-05-04T16:53:44Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions, typically involving holding down a button, while performing a motion. It is not often required that you &amp;quot;negative edge&amp;quot; an input while performing hold-down motions, or rather, perform the motion then release the input; however, you will have to hold a button while performing some instant motion special moves that require inputting upward directions so that you do not register a jump, and there are a few tricky moves requiring a combination of a charge motion and a hold-down input, in some instances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
{{Progession|30}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; width:50%;&amp;quot;&lt;br /&gt;
! Finishing / Completed !! To-Do / Future Updates&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;text-align:left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:20%;&amp;quot;|&lt;br /&gt;
*Major update to landing / introduction page.&lt;br /&gt;
*All basic character page stubs up w/art from manual and basic information.&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
*improvements &amp;amp; streamlining to controls section and inputs across all pages w/icons to make easier to follow&lt;br /&gt;
*better variety of combos and strats w/ use case scenarios, expand on death combos / fatalities &lt;br /&gt;
*matchup specifics&lt;br /&gt;
*general description of the &amp;quot;flow&amp;quot; of gameplay, links ( as opposed to chaining )&lt;br /&gt;
*landing page sprite portraits leading to each character section&lt;br /&gt;
*bring individual characters basic introduction &amp;amp; info to parity with rest of wiki&lt;br /&gt;
*attack and movelist sprites&lt;br /&gt;
*link to relevant videos wherever applicable&lt;br /&gt;
*stages&lt;br /&gt;
*frame data &amp;amp; data arsenal ( damage, chip, jump speeds etc ) &lt;br /&gt;
*hitboxes / hurtboxes?&lt;br /&gt;
*trivia / errata section, maybe concept art &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6638</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6638"/>
		<updated>2022-05-03T18:46:21Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Roadmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
{{Progession|30}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; width:50%;&amp;quot;&lt;br /&gt;
! Finishing / Completed !! To-Do / Future Updates&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;text-align:left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:20%;&amp;quot;|&lt;br /&gt;
*Major update to landing / introduction page.&lt;br /&gt;
*All basic character page stubs up w/art from manual and basic information.&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
*improvements &amp;amp; streamlining to controls section and inputs across all pages w/icons to make easier to follow&lt;br /&gt;
*better variety of combos and strats w/ use case scenarios, expand on death combos / fatalities &lt;br /&gt;
*matchup specifics&lt;br /&gt;
*general description of the &amp;quot;flow&amp;quot; of gameplay, links ( as opposed to chaining )&lt;br /&gt;
*landing page sprite portraits leading to each character section&lt;br /&gt;
*bring individual characters basic introduction &amp;amp; info to parity with rest of wiki&lt;br /&gt;
*attack and movelist sprites&lt;br /&gt;
*link to relevant videos wherever applicable&lt;br /&gt;
*stages&lt;br /&gt;
*frame data &amp;amp; data arsenal ( damage, chip, jump speeds etc ) &lt;br /&gt;
*hitboxes / hurtboxes?&lt;br /&gt;
*trivia / errata section, maybe concept art &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6637</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6637"/>
		<updated>2022-05-03T18:45:34Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
{{Progession|30}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; width:50%;&amp;quot;&lt;br /&gt;
! Finishing / Completed !! To-Do / Future Updates&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;text-align:left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:20%;&amp;quot;|&lt;br /&gt;
*Major update to landing / introduction page.&lt;br /&gt;
*All basic character page stubs up w/art from manual and basic information.&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot;|&lt;br /&gt;
*improvements &amp;amp; streamlining to controls section and inputs across all pages w/icons to make easier to follow&lt;br /&gt;
*better variety of combos and strats w/ use case scenarios, expand on death combos / fatalities &lt;br /&gt;
*matchup specifics&lt;br /&gt;
*general description of the &amp;quot;flow&amp;quot; of gameplay, links&lt;br /&gt;
*landing page sprite portraits leading to each character section&lt;br /&gt;
*bring individual characters basic introduction &amp;amp; info to parity with rest of wiki&lt;br /&gt;
*attack and movelist sprites&lt;br /&gt;
*link to relevant videos wherever applicable&lt;br /&gt;
*stages&lt;br /&gt;
*frame data &amp;amp; data arsenal ( damage, chip, jump speeds etc ) &lt;br /&gt;
*hitboxes / hurtboxes?&lt;br /&gt;
*trivia / errata section, maybe concept art &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6636</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6636"/>
		<updated>2022-05-03T16:58:52Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
*in conjunction with the above, Axe Trip ( b,f,d,db + F2 ) lets you cancel into a low - this can be tricky to buffer, but landing it gets you a free OTG cr. F3 xx Hell Grinder. &lt;br /&gt;
*Screaming Shield ( hold B2 or B3, f,u,f )&#039;s medium strength version can function much like a shorthop jump-in from the KOF series, allowing you to get in and start combos at the right range. It also serves as Zorn&#039;s power Deflect and cannot be clashed with, as trying to do so will stun the opponent, opening them up to free damage. &lt;br /&gt;
*Zorn&#039;s Shield Crack ( hold B2 or B3, u,b,d ) causes guard drop.&lt;br /&gt;
*A well timed baited clash with ranged F1 cancelled into Hellfire ( hold F2 or F3, d,df,u ) will result in Weapon Break for the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Talazia&amp;diff=6635</id>
		<title>Talazia</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Talazia&amp;diff=6635"/>
		<updated>2022-05-03T05:44:08Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Talazia&lt;br /&gt;
|image=[[Image:Talazia-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*Using Talazia&#039;s B1 jab to clash, into a well timed Phoenix Strike ( hold B3, b,db,d,f ) will result in a Weapon Break on the opponent. &lt;br /&gt;
*Shadow Deflect ( d,df,db F2 or F3 ) serves as Talazia&#039;s power deflect and cannot be clashed, as doing so will stun the opponent, leaving them open for a free hit.&lt;br /&gt;
*Falcon Strike ( hold f2 or f3, u,ub,b ) has the guard drop property and will break through normal blockstun.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6634</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6634"/>
		<updated>2022-05-03T04:18:24Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
*in conjunction with the above, Axe Trip ( b,f,d,db + F2 ) lets you cancel into a low - this can be tricky to buffer, but landing it gets you a free OTG cr. F3 xx Hell Grinder. &lt;br /&gt;
*Screaming Shield ( hold B2 or B3, f,u,f )&#039;s medium strength version can function much like a shorthop jump-in from the KOF series, allowing you to get in and start combos at the right range. It also serves as Zorn&#039;s power Deflect and cannot be clashed with. &lt;br /&gt;
*Zorn&#039;s Shield Crack ( hold B2 or B3, u,b,d ) causes guard drop.&lt;br /&gt;
*A well timed baited clash with ranged F1 cancelled into Hellfire ( hold F2 or F3, d,df,u ) will result in Weapon Break for the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Korr&amp;diff=6633</id>
		<title>Korr</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Korr&amp;diff=6633"/>
		<updated>2022-05-03T04:17:08Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Korr&lt;br /&gt;
|image=[[Image:Korr-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As the game&#039;s protagonist, Korr falls onto the easier to use side of the cast, despite having a toolkit that subverts &amp;lt;br /&amp;gt;&lt;br /&gt;
the expectations one might have of such a character. Korr thrives on intense high pressure games, throwing out an onslaught &amp;lt;br /&amp;gt;&lt;br /&gt;
of dominant mid-range and up-close sword attacks, daring opponents to match the pace of his aggression; you can see a lot of &amp;lt;br /&amp;gt;&lt;br /&gt;
the early Killer Instinct-adjacent ideas in what he does. However, a lot of what Korr performs is very committal; despite getting &amp;lt;br /&amp;gt;&lt;br /&gt;
access to an excellent Deflect with a built in crouch state ( and falling faster than normal &amp;amp; being difficult to juggle and OTG, in the Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
port ), Korr is extremely vulnerable to being weapon-broken himself and can suffer for it, so without truly overwhelming mixups he &amp;lt;br /&amp;gt;&lt;br /&gt;
has to make good reads, or go for unsafe risks.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A well timed F2 clash, into Tarok Strike ( hold f2 or f3, db,d,df,f ) will result in Weapon Break for the opponent. This has to be precise as to not get input overlap with Gut Smash ( hcf + F2 or F3 ).&lt;br /&gt;
*Firestorm ( hold f2 or f3 u uf d ) is a fantastic attack to throw out at midrange with little recovery and a massive hitbox. Great combo ender. &lt;br /&gt;
*360 Flame Strike ( hold b2 or b3, f,u,uf ), when clashed, will usually cause Korr to bounce / recoil and propel Korr to a safe range. This move can be ducked, however.&lt;br /&gt;
*Power Kick ( b,f + B2 or B3 ) has the guard drop property.&lt;br /&gt;
*Korr&#039;s aptly named Power Deflect ( hold f2 or f3, f,df,d,db ) is his deflect, great in strings as he crouches down in a low profile and has little recovery.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
jump in deep F3, B3 xx hcf+F3, ( Stun ), B3 B2 xx f,f+F2 or F3, B3 xx hold (F3) u,uf,d ( Firestorm hits OTG ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
jdown+F2, cr.F2 ( Stumble ), F3 cr.B3 hcf F3 ( Stun ), F3 crB3 f,f+F3, microwalk B3 hcf+F3, cr.F3 cr.F2 - 100% / TOD ( vs Zorn - example - https://twitter.com/eagle_epsilon/status/1422785166909624320 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6632</id>
		<title>Jen-Tai</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6632"/>
		<updated>2022-05-03T04:16:32Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Jen-Tai&lt;br /&gt;
|image=[[Image:Jentai-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Jen-Tai falls into the camp of being one of the easier characters to pick up and play in the game, relying on somewhat more traditional inputs than some of the esoterics &amp;lt;br /&amp;gt;&lt;br /&gt;
other characters require you to learn. Her toolkit is very strong as a result; the only major drawback of that is her being somewhat linear, and lacking a fireball or &amp;lt;br /&amp;gt;&lt;br /&gt;
methods of circumventing some of the game&#039;s zoning means that her options become based around playing aggressively with her big buttons and trying to force decisions in her favor, &amp;lt;br /&amp;gt;&lt;br /&gt;
which can lead to her eating a lot of thrust blocks and deflects. Cautious scouting and counterplay will be the thing that leads her to victory.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*You will want to become accustomed to buffering for Weapon Break opportunities with her Backhand Blast ( thrust block, crouching F2 xx hold B2 motion B, UB, F ).&lt;br /&gt;
*Face Breaker / Reverse Kick ( b,f+B2 or B3 ) causes guard drop / is your opener if they are comfortable blocking&lt;br /&gt;
*Shield Toss / Shield Ram ( hold B2 or B3, QCF ) is a power deflect; if an opponent attempts to clash this they will be stunned and vulnerable to a combo.&lt;br /&gt;
*the knockdown from Leg Breaker ( QCF+F2 or F3 ) can be followed up with either a Ram Toss OTG ( hold F2 or F3, f,uf,u,b ) or her Takedown, Down Strike ( hold B2, u,u,d )&lt;br /&gt;
*It is somewhat tricky to buffer, but Death Blade Frenzy ( hold F2 or F3, df,d,f ) can serve as an alternative to end combos, as it will leave them standing. ( It will knock down if used after Shield Spike or a double over Stun, or while comboing a backturned opponent, however. ) You can also OTG with it after Leg Breaker.&lt;br /&gt;
*Unlike a few other Takedowns in the game, Down Strike ( hold B2, u,u,d ) can be comboed into from either F3 or B3, or in a pinch used like a shorthop, albeit risky.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
close meaty B3, B2 cr.F2 b,f+B2, B2 cr.F2 b,f+F2 F3 xx qcf+F2, hold B2 u,u,d ( vs Bane, around 49% dmg )&lt;br /&gt;
*Genesis&lt;br /&gt;
j.down+B2, cr.B1 ( inflicts Stumble ), stand B3, B2 cr.F2 xx b,f+F3 ( double over Stun ), microwalk, B3, B2, cr.F2 xx QCF+F3, walk, tap F3 - hold F3, f,b,db,d  ( vs Bane, 100% / TOD, example here: https://twitter.com/eagle_epsilon/status/1423494700426792963 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Divada&amp;diff=6631</id>
		<title>Divada</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Divada&amp;diff=6631"/>
		<updated>2022-05-03T04:16:00Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Divada&lt;br /&gt;
|image=[[Image:Divada-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The undisputed best character in the game on paper, the sorceress Divada is the queen of Weaponlord, possessing a dizzying array of &amp;lt;br /&amp;gt;&lt;br /&gt;
tech designed to overwhelm and frustrate opponents. Divada can do things in this game that no other character is designed or equipped &amp;lt;br /&amp;gt;&lt;br /&gt;
to handle; that said, this comes with maybe one of the steepest learning curves in all of the fighting games on the SNES console. &amp;lt;br /&amp;gt;&lt;br /&gt;
Several of the moves in her kit were simply not designed with the most ease of use, maybe created for an audience of hypothetical &amp;lt;br /&amp;gt;&lt;br /&gt;
execution monsters who did not yet exist; some time in the lab will be a necessity to really draw out her strengths, but those who &amp;lt;br /&amp;gt;&lt;br /&gt;
really sit with her will discover a true beast of a character that defies archetype.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
*At certain ranges, Divada&#039;s Ground Blast ( hold B2 or B3, u, ub, d ), by itself or cancelled into, is virtually unpunishable; as it is a true low, grants you a short juggle opportunity and free OTG, OTGs itself, and generally forces her advantage in neutral, learn to abuse this. You can almost rapidfire ground blasts one after the other; if you&#039;re not sure what you should be doing with Divada at one character length away, nine times out of ten it&#039;s cancelling a button into this.&lt;br /&gt;
*her Soul Drill divekick ( b,db,f B2 or B3 ) can be made to hit in very ambiguous looking ways or hit very meaty after some setups; it usually must be blocked as a same-side, though it can be angled to look very much like it crosses up&lt;br /&gt;
*her jumping B3, used jumping straight up, will hit twice on standing Zarak as an instant overhead&lt;br /&gt;
*Soul Displacer ( hold F3, d,d,f ) has a unique Deflect property where if clashed with it will deflect the attack, hit &amp;amp; pass through the opponent and leave Divada free to start comboing the opponent with them backturned, combos from said situation being utterly lethal. Soul Displacer can be comboed into from the first hit of F3; it becomes easier to land after conditioning the opponent with low ground blasts.&lt;br /&gt;
*Post knockdown from landing a ground blast or Psycho Blades ( hold F2 or F3, u, uf, b ), Divada gets very ambiguous setups using the Orb Of Souls cancel ( hold MP or HP, u u uf to initiate, then f,df,d + B3 to exit the orb ); she gets to either set up a same side, crossup, or empty orb cancel into a low, depending - in accordance with how jump-ins work in this engine, you can use this for corner crossups / to steal corners when the opponent is cornered, as well&lt;br /&gt;
*Heel Kick ( f,f + F2 or F3 ) has the guard drop property and will break guard if opponent is content guarding.&lt;br /&gt;
*Hell Deflect ( hold F2 or F3, hcf ) has the standard deflect property and will knock aside normals in a clash scenario leaving them vulnerable to a free hit; cancel into this instead of ground blast sometimes to dissuade them from swinging at you.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral jump B3 ( 2 hits ), B3 1hit xx soul displacer ( hold F3, d,d,f ), close F3, F2 xx psycho blades ( hold F2 or F3, u, uf, b ), link F2 xx ground blast ( hold B2 or B3, u, ub, d ), OTG death whirl ( f,db,d F2 or F3 ) &lt;br /&gt;
( extremely difficult, may only work vs Bane, Zarak ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, F3 1hit xx hold B3 u,ub,d, walk, F3, F3, f,db,d F3 ( 100% / TOD vs Jen-Tai, example - https://twitter.com/eagle_epsilon/status/1422937788543082497 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6630</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6630"/>
		<updated>2022-05-03T04:15:34Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
( opponent cornered ) j.F3, B3, F2, cr.B2, hcf+F3 ( stun ), F3 xx b,d,b+F3 ( small launch ), B1 1hit xx ( hold F2 or F3 b,f,uf )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
j.F3, B2 ( stumble ), B3, F2, B1 xx hcf+F3, B3, F2, ( hold F2 or F3, u,b,d ), microwalk B2 cr.B2 xx ( hold B2 or B3 f, uf, u, d ) &lt;br /&gt;
( 100% / TOD, example: https://twitter.com/eagle_epsilon/status/1422038811421429761 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Talazia&amp;diff=6629</id>
		<title>Talazia</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Talazia&amp;diff=6629"/>
		<updated>2022-05-03T04:14:26Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: Created page with &amp;quot;  {{Infobox |title=Talazia |image=300px }}     =Introduction=  ( WIP )  =Gameplay=   =Movelist= =Strategy=   =Matchups= =Combos= *SNES: &amp;lt;br /&amp;gt;  *Genesis &amp;lt;br /&amp;gt;   =Colors=   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot; |+Image:WL_cart_US.png !colspan=&amp;quot;3&amp;quot;|Weaponlord |- |Bane |Divada |Jen-Tai  |- |Korr |Talazia |Zarak |- |colspan=&amp;quot;3&amp;quot;|Zorn |- |:Category:List...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Talazia&lt;br /&gt;
|image=[[Image:Talazia-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Talazia-weaponlord-snes-manual-art.jpg&amp;diff=6628</id>
		<title>File:Talazia-weaponlord-snes-manual-art.jpg</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Talazia-weaponlord-snes-manual-art.jpg&amp;diff=6628"/>
		<updated>2022-05-03T04:12:56Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6627</id>
		<title>Zarak</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6627"/>
		<updated>2022-05-03T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zarak&lt;br /&gt;
|image=[[Image:Zarak-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*Due to its catch property a clash with standing B2 into properly timed Inferno ( f,df,db xx B2 or B3, such that the uppermost portion of the fire hits their weapon ) will cause Weapon Break on the opponent.&lt;br /&gt;
*Power Vault ( b,db,f + F2 or F3 ) has the guard drop property / will break the opponent&#039;s block.&lt;br /&gt;
*Web Slap ( charge b 1 sec, tap f while holding F2 or F3 ) is Zarak&#039;s power deflect and trying to clash with it will stun the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
close standing F3 B3 cr.B2 stand.B2 xx Inferno ( f,df,db B2 or B3 ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DeepjHK&amp;gt;2MK(tumble)&amp;gt;HK&amp;gt;Microwalk&amp;gt;HK&amp;gt;Microwalk&amp;gt;HK&amp;gt;2HP&amp;gt;MK&amp;gt;MP&amp;gt;63214HK&amp;gt;2MK&amp;gt;2HK&amp;gt;[4]236[HP]&lt;br /&gt;
( 100% / TOD vs Korr - example: https://twitter.com/eagle_epsilon/status/1422410323638820866 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6626</id>
		<title>Zarak</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6626"/>
		<updated>2022-05-03T01:02:17Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zarak&lt;br /&gt;
|image=[[Image:Zarak-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*Due to its catch property a clash with standing B2 into properly timed Inferno ( f,df,db xx B2 or B3, such that the uppermost portion of the fire hits their weapon ) will cause Weapon Break on the opponent.&lt;br /&gt;
*Power Vault ( b,db,f + F2 or F3 ) has the guard drop property / will break the opponent&#039;s block.&lt;br /&gt;
*Web Slap ( charge b 1 sec, tap f while holding F2 or F3 ) is Zarak&#039;s power deflect and trying to clash with it will stun the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6625</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6625"/>
		<updated>2022-05-03T00:29:15Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6624</id>
		<title>Zarak</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6624"/>
		<updated>2022-05-03T00:28:22Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zarak&lt;br /&gt;
|image=[[Image:Zarak-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talazia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6623</id>
		<title>Zarak</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zarak&amp;diff=6623"/>
		<updated>2022-05-03T00:26:37Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: Created page with &amp;quot;  {{Infobox |title=Zarak |image=300px }}     =Introduction=  ( WIP )  =Gameplay=   =Movelist= =Strategy=   =Matchups= =Combos= *SNES: &amp;lt;br /&amp;gt;  *Genesis &amp;lt;br /&amp;gt;  =Colors=   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot; |+Image:WL_cart_US.png !colspan=&amp;quot;3&amp;quot;|Weaponlord |- |Bane |Divada |Jen-Tai  |- |Korr |Talzia |Zarak |- |colspan=&amp;quot;3&amp;quot;|Zorn |- |:Category:List of Fig...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zarak&lt;br /&gt;
|image=[[Image:Zarak-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Zarak-weaponlord-snes-manual-art.jpg&amp;diff=6622</id>
		<title>File:Zarak-weaponlord-snes-manual-art.jpg</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Zarak-weaponlord-snes-manual-art.jpg&amp;diff=6622"/>
		<updated>2022-05-03T00:25:07Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6621</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6621"/>
		<updated>2022-05-03T00:18:31Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
( opponent cornered ) j.F3, B3, F2, cr.B2, hcf+F3 ( stun ), F3 xx b,d,b+F3 ( small launch ), B1 1hit xx ( hold F2 or F3 b,f,uf )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
j.F3, B2 ( stumble ), B3, F2, B1 xx hcf+F3, B3, F2, ( hold F2 or F3, u,b,d ), microwalk B2 cr.B2 xx ( hold B2 or B3 f, uf, u, d ) &lt;br /&gt;
( 100% / TOD, example: https://twitter.com/eagle_epsilon/status/1422038811421429761 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6620</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6620"/>
		<updated>2022-05-03T00:17:36Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
( opponent cornered ) j.F3, B3, F2, cr.B2, hcf+F3 ( stun ), F3 xx b,d,b+F3, B1 1hit xx ( hold F2 or F3 b,f,uf )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
j.F3, B2 ( stumble ), B3, F2, B1 xx hcf+F3, B3, F2, ( hold F2 or F3, u,b,d ), microwalk B2 cr.B2 xx ( hold B2 or B3 f, uf, u, d ) &lt;br /&gt;
( 100% / TOD, example: https://twitter.com/eagle_epsilon/status/1422038811421429761 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6619</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6619"/>
		<updated>2022-05-02T23:38:01Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
j.F3, B2 ( stumble ), B3, F2, B1 xx hcf+F3, B3, F2, ( hold F2 or F3, u,b,d ), microwalk B2 cr.B2 xx ( hold B2 or B3 f, uf, u, d ) &lt;br /&gt;
( 100% / TOD, example: https://twitter.com/eagle_epsilon/status/1422038811421429761 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6618</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6618"/>
		<updated>2022-05-02T23:37:33Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
j.F3, B2 ( stumble ), B3, F2, B1 xx hcf+F3, B3, F2, ( hold F2 or F3, u,b,d ), microwalk B2 cr.B2 xx ( hold B2 or B3 F, UF, U, D ) &lt;br /&gt;
( 100% / TOD, example: https://twitter.com/eagle_epsilon/status/1422038811421429761 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6617</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6617"/>
		<updated>2022-05-02T22:48:22Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
*Iron Fist ( b,db,d,f B2 or B3 ) will inflict guard drop / break a normal guard.&lt;br /&gt;
*Head Rocker ( f,d,f B2 or B3 ) is Bane&#039;s power deflect and will stun an opponent attempting to clash it.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6616</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6616"/>
		<updated>2022-05-02T22:33:11Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A critical normal for Bane players, Bane&#039;s 2 hit jab / B1 is an essential button in many ways; a well placed clash with either hit due to its catch property, cancelled into the medium strength version of Skull Crusher ( hold B2, b,ub,u,uf ) with proper timing will inflict a Weapon Break. The 2 hits also very easily allow you to hit confirm into Bane&#039;s hit-grab Curse Slam ( hold B2 or B3, f, uf, u, d ), netting you a knockdown and potential setup.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6615</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6615"/>
		<updated>2022-05-02T22:27:19Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority as he cannot be Weapon Broken, &amp;lt;br /&amp;gt;&lt;br /&gt;
but with a caveat of two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6614</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6614"/>
		<updated>2022-05-02T22:25:38Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority, at the cost of &amp;lt;br /&amp;gt;&lt;br /&gt;
two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as he is the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, &amp;lt;br /&amp;gt;&lt;br /&gt;
and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6613</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6613"/>
		<updated>2022-05-02T21:17:15Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As one of the game&#039;s two largest characters, Bane comes equipped with an assortment of threatening tools &amp;lt;br /&amp;gt;&lt;br /&gt;
capable of almost nuclear damage output, incredible chipping ability and excellent priority, at the cost of &amp;lt;br /&amp;gt;&lt;br /&gt;
two glaring, blatant flaws: his attacks are probably the slowest in the game comparatively, and as he is the &amp;lt;br /&amp;gt;&lt;br /&gt;
largest character in the game the size of his hurtboxes mean that he takes the most punishment out of the &amp;lt;br /&amp;gt;&lt;br /&gt;
entire cast when he gets read, when he crouches or especially if he gets hit backturned, some combos only &amp;lt;br /&amp;gt;&lt;br /&gt;
becoming possible on him. Within that framework, Bane&#039;s goalpost is to shut the opponent down with his &amp;lt;br /&amp;gt;&lt;br /&gt;
terrifying close range pressure, cornering his prey and running away with their lifebar before they can &amp;lt;br /&amp;gt;&lt;br /&gt;
contend with it. As a lot of the cast can be elusive, this will require a few hard reads on Bane&#039;s part, &amp;lt;br /&amp;gt;&lt;br /&gt;
and a bit of patience. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Bane&amp;diff=6612</id>
		<title>Bane</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Bane&amp;diff=6612"/>
		<updated>2022-05-02T21:03:25Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: Created page with &amp;quot;  {{Infobox |title=Bane |image=300px }}     =Introduction=  ( WIP ) =Gameplay= ( WIP )   =Movelist= =Strategy=   =Matchups= =Combos= *SNES: &amp;lt;br /&amp;gt;   *Genesis &amp;lt;br /&amp;gt;  =Colors=   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot; |+Image:WL_cart_US.png !colspan=&amp;quot;3&amp;quot;|Weaponlord |- |Bane |Divada |Jen-Tai  |- |Korr |Talzia |Zarak |- |colspan=&amp;quot;3&amp;quot;|Zorn |- |:Category:List of F...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Bane&lt;br /&gt;
|image=[[Image:Bane-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Bane-weaponlord-snes-manual.jpg&amp;diff=6611</id>
		<title>File:Bane-weaponlord-snes-manual.jpg</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Bane-weaponlord-snes-manual.jpg&amp;diff=6611"/>
		<updated>2022-05-02T21:01:24Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: bane weaponlord snes manual pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
bane weaponlord snes manual pic&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Korr&amp;diff=6606</id>
		<title>Korr</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Korr&amp;diff=6606"/>
		<updated>2022-05-02T08:37:22Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Korr&lt;br /&gt;
|image=[[Image:Korr-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As the game&#039;s protagonist, Korr falls onto the easier to use side of the cast, despite having a toolkit that subverts &amp;lt;br /&amp;gt;&lt;br /&gt;
the expectations one might have of such a character. Korr thrives on intense high pressure games, throwing out an onslaught &amp;lt;br /&amp;gt;&lt;br /&gt;
of dominant mid-range and up-close sword attacks, daring opponents to match the pace of his aggression; you can see a lot of &amp;lt;br /&amp;gt;&lt;br /&gt;
the early Killer Instinct-adjacent ideas in what he does. However, a lot of what Korr performs is very committal; despite getting &amp;lt;br /&amp;gt;&lt;br /&gt;
access to an excellent Deflect with a built in crouch state ( and falling faster than normal &amp;amp; being difficult to juggle and OTG, in the Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
port ), Korr is extremely vulnerable to being weapon-broken himself and can suffer for it, so without truly overwhelming mixups he &amp;lt;br /&amp;gt;&lt;br /&gt;
has to make good reads, or go for unsafe risks.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A well timed F2 clash, into Tarok Strike ( hold f2 or f3, db,d,df,f ) will result in Weapon Break for the opponent. This has to be precise as to not get input overlap with Gut Smash ( hcf + F2 or F3 ).&lt;br /&gt;
*Firestorm ( hold f2 or f3 u uf d ) is a fantastic attack to throw out at midrange with little recovery and a massive hitbox. Great combo ender. &lt;br /&gt;
*360 Flame Strike ( hold b2 or b3, f,u,uf ), when clashed, will usually cause Korr to bounce / recoil and propel Korr to a safe range. This move can be ducked, however.&lt;br /&gt;
*Power Kick ( b,f + B2 or B3 ) has the guard drop property.&lt;br /&gt;
*Korr&#039;s aptly named Power Deflect ( hold f2 or f3, f,df,d,db ) is his deflect, great in strings as he crouches down in a low profile and has little recovery.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
jump in deep F3, B3 xx hcf+F3, ( Stun ), B3 B2 xx f,f+F2 or F3, B3 xx hold (F3) u,uf,d ( Firestorm hits OTG ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
jdown+F2, cr.F2 ( Stumble ), F3 cr.B3 hcf F3 ( Stun ), F3 crB3 f,f+F3, microwalk B3 hcf+F3, cr.F3 cr.F2 - 100% / TOD ( vs Zorn - example - https://twitter.com/eagle_epsilon/status/1422785166909624320 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Korr&amp;diff=6605</id>
		<title>Korr</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Korr&amp;diff=6605"/>
		<updated>2022-05-02T08:35:51Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Korr&lt;br /&gt;
|image=[[Image:Korr-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As the game&#039;s protagonist, Korr falls onto the easier to use side of the cast, despite having a toolkit that subverts &amp;lt;br /&amp;gt;&lt;br /&gt;
the expectations one might have of such a character. Korr thrives on intense high pressure games, throwing out an onslaught &amp;lt;br /&amp;gt;&lt;br /&gt;
of dominant mid-range and up-close sword attacks, daring opponents to match the pace of his aggression; you can see a lot of &amp;lt;br /&amp;gt;&lt;br /&gt;
the early Killer Instinct-adjacent ideas in what he does. However, a lot of what Korr performs is very committal; despite getting &amp;lt;br /&amp;gt;&lt;br /&gt;
access to catch + weapon break from crouched state ( and falling faster than normal &amp;amp; being difficult to juggle and OTG, in the Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
port ), Korr is extremely vulnerable to being weapon-broken himself and can suffer for it, so without truly overwhelming mixups he &amp;lt;br /&amp;gt;&lt;br /&gt;
has to make good reads, or go for unsafe risks.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*A well timed F2 clash, into Tarok Strike ( hold f2 or f3, db,d,df,f ) will result in Weapon Break for the opponent. This has to be precise as to not get input overlap with Gut Smash ( hcf + F2 or F3 ).&lt;br /&gt;
*Firestorm ( hold f2 or f3 u uf d ) is a fantastic attack to throw out at midrange with little recovery and a massive hitbox. Great combo ender. &lt;br /&gt;
*360 Flame Strike ( hold b2 or b3, f,u,uf ), when clashed, will usually cause Korr to bounce / recoil and propel Korr to a safe range. This move can be ducked, however.&lt;br /&gt;
*Power Kick ( b,f + B2 or B3 ) has the guard drop property.&lt;br /&gt;
*Korr&#039;s aptly named Power Deflect ( hold f2 or f3, f,df,d,db ) is his deflect, great in strings as he crouches down in a low profile and has little recovery.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
jump in deep F3, B3 xx hcf+F3, ( Stun ), B3 B2 xx f,f+F2 or F3, B3 xx hold (F3) u,uf,d ( Firestorm hits OTG ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
jdown+F2, cr.F2 ( Stumble ), F3 cr.B3 hcf F3 ( Stun ), F3 crB3 f,f+F3, microwalk B3 hcf+F3, cr.F3 cr.F2 - 100% / TOD ( vs Zorn - example - https://twitter.com/eagle_epsilon/status/1422785166909624320 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Korr&amp;diff=6604</id>
		<title>Korr</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Korr&amp;diff=6604"/>
		<updated>2022-05-02T07:42:07Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Korr&lt;br /&gt;
|image=[[Image:Korr-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As the game&#039;s protagonist, Korr falls onto the easier to use side of the cast, despite having a toolkit that subverts &amp;lt;br /&amp;gt;&lt;br /&gt;
the expectations one might have of such a character. Korr thrives on intense high pressure games, throwing out an onslaught &amp;lt;br /&amp;gt;&lt;br /&gt;
of dominant mid-range and up-close sword attacks, daring opponents to match the pace of his aggression; you can see a lot of &amp;lt;br /&amp;gt;&lt;br /&gt;
the early Killer Instinct-adjacent ideas in what he does. However, a lot of what Korr performs is very committal; despite getting &amp;lt;br /&amp;gt;&lt;br /&gt;
access to catch + weapon break from crouched state ( and falling faster than normal &amp;amp; being difficult to juggle and OTG, in the Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
port ), Korr is extremely vulnerable to being weapon-broken himself and can suffer for it, so without truly overwhelming mixups he &amp;lt;br /&amp;gt;&lt;br /&gt;
has to make good reads, or go for unsafe risks.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
jump in deep F3, B3 xx hcf+F3, ( Stun ), B3 B2 xx f,f+F2 or F3, B3 xx hold (F3) u,uf,d ( Firestorm hits OTG ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
jdown+F2, cr.F2 ( Stumble ), F3 cr.B3 hcf F3 ( Stun ), F3 crB3 f,f+F3, microwalk B3 hcf+F3, cr.F3 cr.F2 - 100% / TOD ( vs Zorn - example - https://twitter.com/eagle_epsilon/status/1422785166909624320 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Korr&amp;diff=6603</id>
		<title>Korr</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Korr&amp;diff=6603"/>
		<updated>2022-05-02T07:41:31Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Korr&lt;br /&gt;
|image=[[Image:Korr-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
=Gameplay=&lt;br /&gt;
As the game&#039;s protagonist, Korr falls onto the easier to use side of the cast, despite having a toolkit that subverts &amp;lt;br /&amp;gt;&lt;br /&gt;
the expectations one might have of such a character. Korr thrives on intense high pressure games, throwing out an onslaught &amp;lt;br /&amp;gt;&lt;br /&gt;
of dominant mid-range and up-close sword attacks, daring opponents to match the pace of his aggression; you can see a lot of &amp;lt;br /&amp;gt;&lt;br /&gt;
the early Killer Instinct-adjacent ideas in what he does. However, a lot of what Korr performs is very committal; despite getting &amp;lt;br /&amp;gt;&lt;br /&gt;
access to catch + weapon break from crouched state ( and falling faster than normal &amp;amp; being difficult to juggle and OTG, in the Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
port ), Korr is extremely vulnerable to being weapon-broken himself and can suffer for it, so without truly overwhelming mixups he &amp;lt;br /&amp;gt;&lt;br /&gt;
has to make good reads, or go for unsafe risks.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
jump in deep F3, B3 xx hcf+F3, ( Stun ), B3 B2 xx f,f+F2 or F3, B3 xx hold (F3) u,uf,d ( Firestorm hits OTG ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
jdown+F2, cr.F2 ( Stumble ), F3 cr.B3 hcf F3 ( Stun ), F3 crB3 f,f+F3, microwalk B3 hcf+F3, cr.F3 cr.F2 - 100% / TOD ( vs Zorn - example - https://twitter.com/eagle_epsilon/status/1422785166909624320 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6578</id>
		<title>Jen-Tai</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6578"/>
		<updated>2022-05-01T22:47:13Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Jen-Tai&lt;br /&gt;
|image=[[Image:Jentai-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Jen-Tai falls into the camp of being one of the easier characters to pick up and play in the game, relying on somewhat more traditional inputs than some of the esoterics &amp;lt;br /&amp;gt;&lt;br /&gt;
other characters require you to learn. Her toolkit is very strong as a result; the only major drawback of that is her being somewhat linear, and lacking a fireball or &amp;lt;br /&amp;gt;&lt;br /&gt;
methods of circumventing some of the game&#039;s zoning means that her options become based around playing aggressively with her big buttons and trying to force decisions in her favor, &amp;lt;br /&amp;gt;&lt;br /&gt;
which can lead to her eating a lot of thrust blocks and deflects. Cautious scouting and counterplay will be the thing that leads her to victory.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*You will want to become accustomed to buffering for Weapon Break opportunities with her Backhand Blast ( thrust block, crouching F2 xx hold B2 motion B, UB, F ).&lt;br /&gt;
*Face Breaker / Reverse Kick ( b,f+B2 or B3 ) causes guard drop / is your opener if they are comfortable blocking&lt;br /&gt;
*Shield Toss / Shield Ram ( hold B2 or B3, QCF ) is a power deflect; if an opponent attempts to clash this they will be stunned and vulnerable to a combo.&lt;br /&gt;
*the knockdown from Leg Breaker ( QCF+F2 or F3 ) can be followed up with either a Ram Toss OTG ( hold F2 or F3, f,uf,u,b ) or her Takedown, Down Strike ( hold B2, u,u,d )&lt;br /&gt;
*It is somewhat tricky to buffer, but Death Blade Frenzy ( hold F2 or F3, df,d,f ) can serve as an alternative to end combos, as it will leave them standing. ( It will knock down if used after Shield Spike or a double over Stun, or while comboing a backturned opponent, however. ) You can also OTG with it after Leg Breaker.&lt;br /&gt;
*Unlike a few other Takedowns in the game, Down Strike ( hold B2, u,u,d ) can be comboed into from either F3 or B3, or in a pinch used like a shorthop, albeit risky.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
close meaty B3, B2 cr.F2 b,f+B2, B2 cr.F2 b,f+F2 F3 xx qcf+F2, hold B2 u,u,d ( vs Bane, around 49% dmg )&lt;br /&gt;
*Genesis&lt;br /&gt;
j.down+B2, cr.B1 ( inflicts Stumble ), stand B3, B2 cr.F2 xx b,f+F3 ( double over Stun ), microwalk, B3, B2, cr.F2 xx QCF+F3, walk, tap F3 - hold F3, f,b,db,d  ( vs Bane, 100% / TOD, example here: https://twitter.com/eagle_epsilon/status/1423494700426792963 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6577</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6577"/>
		<updated>2022-05-01T22:09:46Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
*in conjunction with the above, Axe Trip ( b,f,d,db + F2 ) lets you cancel into a low - this can be tricky to buffer, but landing it gets you a free OTG cr. F3 xx Hell Grinder. &lt;br /&gt;
*Screaming Shield ( hold B2 or B3, f,u,f )&#039;s medium strength version can function much like a shorthop jump-in from the KOF series, allowing you to get in and start combos at the right range. It also serves as Zorn&#039;s power Deflect and cannot be clashed with. &lt;br /&gt;
*Zorn&#039;s Shield Crack ( hold B2 or B3, u,b,d ) causes guard drop.&lt;br /&gt;
*A well timed baited clash with ranged F1 cancelled into Hellfire ( hold F2 or F3, d,df,u ) will result in Weapon Break for the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6576</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6576"/>
		<updated>2022-05-01T21:10:54Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
*in conjunction with the above, Axe Trip ( b,f,d,db + F2 ) lets you cancel into a low - this can be tricky to buffer, but landing it gets you a free OTG cr. F3 xx Hell Grinder. &lt;br /&gt;
*Screaming Shield ( hold B2 or B3, f,u,f )&#039;s medium strength version can function much like a shorthop jump-in from the KOF series, allowing you to get in and start combos at the right range. It also serves as Zorn&#039;s power Deflect and cannot be clashed with. &lt;br /&gt;
*Zorn&#039;s Shield Crack ( hold B2 or B3, u,b,d ) causes guard drop.&lt;br /&gt;
*A well timed clash with ranged F1 cancelled into Hellfire ( hold F2 or F3, d,df,u ) will result in Weapon Break for the opponent.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6575</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6575"/>
		<updated>2022-05-01T21:03:15Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
*in conjunction with the above, Axe Trip ( b,f,d,db + F2 ) lets you cancel into a low - this can be tricky to buffer, but landing it gets you a free OTG cr. F3 xx Hell Grinder. &lt;br /&gt;
*Screaming Shield ( hold B2 or B3, f,u,f )&#039;s medium strength version can function much like a shorthop jump-in from the KOF series, allowing you to get in and start combos at the right range. It also serves as Zorn&#039;s power Deflect and cannot be clashed with. &lt;br /&gt;
*Zorn&#039;s Shield Crack ( hold B2 or B3, u,b,d ) causes guard drop.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6574</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6574"/>
		<updated>2022-05-01T20:42:27Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3, the first hit of cr. B2, or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6573</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6573"/>
		<updated>2022-05-01T20:40:01Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
*from around range 2 / 2 character lengths away, cancelling F3 or the first hit of B3 into Ancient Axe ( b,db,f+ B2 or B3 ) can start your ranged offense. You can also cancel first hit of B3, cr.B3 or F3 into Demon Axe ( hold F2 or F3, charge b 2sec, df,f ) to mix up timing and establish space control, as it can be troublesome to deal with due to how it has to be TB&#039;ed.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6572</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6572"/>
		<updated>2022-05-01T20:25:16Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
* cr.F1, cr.F2 xx Hell Grinder ( charge B,F + B2 or B3 ) is a go-to quick punish, if you can&#039;t get anything else.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6571</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6571"/>
		<updated>2022-05-01T20:11:30Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property. &amp;lt;br /&amp;gt;&lt;br /&gt;
Holding any attack button will prevent you from jumping while inputting techniques that require you to hit an upward direction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6570</id>
		<title>Weaponlord</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Weaponlord&amp;diff=6570"/>
		<updated>2022-05-01T19:04:35Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIParticle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=WeaponLord&lt;br /&gt;
|image=[[Image:WL_boxart_US.png|300px]]&lt;br /&gt;
|developer=Visual Concepts&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|producer=James Goddard, David Winstead&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: October 13, 1995&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, &lt;br /&gt;
Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles. &lt;br /&gt;
&lt;br /&gt;
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord&#039;s hotly anticipated&lt;br /&gt;
launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular&lt;br /&gt;
arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great&lt;br /&gt;
defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs &lt;br /&gt;
and traditional Street Fighter style motions, Weaponlord&#039;s gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those &lt;br /&gt;
willing to dedicate some time and patience to it will discover an intricate, visceral fighter with rewarding nuances and mechanics far ahead of its time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrust Blocking&#039;&#039;&#039;&lt;br /&gt;
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent&#039;s attack. Thrust blocks are instantly active on the first frame / have zero startup.&lt;br /&gt;
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard Drop&#039;&#039;&#039;&lt;br /&gt;
*Special moves in this game with the &amp;quot;guard drop&amp;quot; ( or &amp;quot;opener&amp;quot; ) property will break an opponent&#039;s guard or blockstun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Clash / Catch / Deflect&#039;&#039;&#039;&lt;br /&gt;
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the &amp;quot;Deflect&amp;quot; property will swat a normal aside, stunning the opponent and leaving them open to a combo opportunity. Certain normals with the &amp;quot;Catch&amp;quot; property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent&#039;s weapon breaking, leaving it in a diminished state for the rest of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Breaks&#039;&#039;&#039;&lt;br /&gt;
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. &lt;br /&gt;
**The only character whose weapon cannot be broken is Bane.&lt;br /&gt;
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Move Input Types&#039;&#039;&#039;&lt;br /&gt;
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Over Stun, Stumble, Backturn Stun States&#039;&#039;&#039;&lt;br /&gt;
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai&#039;s Shield Spike or Korr&#039;s Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -&amp;gt; move that inflicts Stun -&amp;gt; normal attack -&amp;gt; your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo ( it is worth noting here that Divada&#039;s Soul Displacer grants her this naturally ); as this can be potentially fatal it is a state best avoided. ( Also, you can steal corners / be crossed up in the corner via jump-ins in this game, on both sides, so be wary. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throws&#039;&#039;&#039;&lt;br /&gt;
*There are no standardized or universal throws in Weaponlord; characters with throws all possess them in the form of a hit-grab or command grab that can be done after a guard drop or while the opponent is in a combo, each command grab having its own character specific property like switching sides or serving as a hard knockdown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTG state / Takedowns&#039;&#039;&#039;&lt;br /&gt;
*Multiple moves in Weaponlord will either OTG naturally ( like Korr&#039;s Fire Storm ) or are classified as a Takedown: these serve as a &amp;quot;pursuit&amp;quot; style pounce attack on a downed opponent ( like Bane&#039;s Mutilator ). The game engine will usually only recognize a hit limit of 3 OTG attacks performed on a grounded opponent facing you on their back; there may be exceptions that will bypass this.&lt;br /&gt;
**Bane&#039;s Mutilator Takedown is unique among Takedowns in the game in that you can hit multiple inputs afterward for more grounded hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hair Trimming&#039;&#039;&#039;&lt;br /&gt;
*Some moves will cut off hair, i.e. Divada&#039;s ponytail, if performed while the opponent is swinging or in a recovery state with their hair exposed; Jen-Tai will lose a fragment of the horns on her helmet, so on and so forth ( This is purely cosmetic and does not affect play. )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Combo System / Frenzy&#039;&#039;&#039;&lt;br /&gt;
*The thing that Weaponlord is somewhat notorious for - if your opponent is in hitstun at a near depleted or fully depleted lifebar and you perform a specific sequence, the screen will darken and the game grants you an opportunity to put together a customized fatality sequence of your choosing depending on the type of stun and screen positioning available. When in this state, almost all of the properties of your special moves will change; in no particular order, before the death combo ends, your sequence can inflict a Disembowel, a Decapitation, a move that exposes the Brain, and a move that reduces them to Body Pulp; these are all character specific, and certain characters have special death states they are uniquely able to inflict ( Zarak, Talazia ), but most of the Takedown moves in the game will cause Decapitation to grounded opponents ( post Decapitation your normals will juggle the head for quite some time depending on how mean you wish to be, but only certain special moves will destroy the head, exposing the brain ).&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Forward&lt;br /&gt;
&lt;br /&gt;
Holding Retreat will guard against all high and mid attacks, and holding directional down+away will guard against lows, preventing you from sustaining damage unless you are guarding special moves ( which inflict chip damage ) or are attacked with a move that has the &amp;quot;guard drop&amp;quot; property.&lt;br /&gt;
&lt;br /&gt;
The ingame menu&#039;s button setup, on a six button layout, is:&lt;br /&gt;
&lt;br /&gt;
BackSlash BackThrust BackStrike &amp;lt;br /&amp;gt;&lt;br /&gt;
ForeSlash ForeThrust ForeStrike&lt;br /&gt;
&lt;br /&gt;
On a Sega Genesis 6 button controller layout, this would correspond or map to: &amp;lt;br /&amp;gt;&lt;br /&gt;
(X)(Y)(Z) &amp;lt;br /&amp;gt;&lt;br /&gt;
(A)(B)(C) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SNES is where it gets tricky, as by default the layout is ( left ), but when played with most joysticks we recommend it be changed to ( right ) for a more intuitive experience ( on a case by case basis, naturally ):&amp;lt;br /&amp;gt;&lt;br /&gt;
(L)(X)(R)   (Y)(X)(L) &amp;lt;br /&amp;gt;&lt;br /&gt;
(Y)(B)(A)   (B)(A)(R) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For reference, many older guides ( such as the Gamepro Fighters&#039; Edge guide from 1995 ) converts the above notation into: &amp;lt;br /&amp;gt;&lt;br /&gt;
B1 B2 B3 &amp;lt;br /&amp;gt;&lt;br /&gt;
F1 F2 F3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, at least initially, what we will be using in order to be as easy to read and accommodating as possible.&lt;br /&gt;
&lt;br /&gt;
== Game Footage ==&lt;br /&gt;
*[https://https://www.youtube.com/watch?v=Y6ZnPzLjRLY SNES Version - Combo Exhibition by Plexo Solarasolas]&lt;br /&gt;
*[https://youtu.be/Et3tPK3T-CU SNES Version - 100% Combos by VVV18 ]&lt;br /&gt;
*[https://youtu.be/TG9LVem4DcY Genesis Version - All Character Combo Exhibition by ErrorMakro ] &lt;br /&gt;
*[https://youtu.be/Sq7hnTnpLjI Weaponlord 20th Anniversary Overview w/ Drumz and the game&#039;s creator, DJAMES]&lt;br /&gt;
&lt;br /&gt;
== Tier List ==&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&#039;&#039;&#039;Divada&#039;&#039;&#039; &lt;br /&gt;
|B-name=Mid&lt;br /&gt;
|B-tier=&#039;&#039;&#039;&#039;&#039;Surprisingly, everybody else&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|D-name=Bottom&lt;br /&gt;
|D-tier=&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*The SNES version is the original development version of Weaponlord, with the Genesis port being programmed later in the production cycle; this led to a focus on the SNES version prominently focusing on colors and backgrounds while the Genesis version prominently featured high resolution and character animation: at the end of the day, the preferred release to play just comes down to the player&#039;s personal preference. As the Genesis version is compressed to run at a similar clip to its SNES brethren, its engine is noticeably a little less strict; comboability is far more &amp;quot;open ended&amp;quot; to put it mildly, as things like Talazia&#039;s very easy infinite combo are simply not present in the SNES edition it is definitively the more &amp;quot;balanced&amp;quot; of the two releases, for what that is worth. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cheat Codes ==&lt;br /&gt;
The following Game Genie codes for the SNES version can be utilized with emulators such as Mednafen in order to create a pseudo training mode to practice with.&lt;br /&gt;
*Both Fighters Are Invincible - C21A-7BCB&lt;br /&gt;
*Infinite Time - C204-56C5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Divada&amp;diff=6569</id>
		<title>Divada</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Divada&amp;diff=6569"/>
		<updated>2022-05-01T18:53:19Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Divada&lt;br /&gt;
|image=[[Image:Divada-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The undisputed best character in the game on paper, the sorceress Divada is the queen of Weaponlord, possessing a dizzying array of &amp;lt;br /&amp;gt;&lt;br /&gt;
tech designed to overwhelm and frustrate opponents. Divada can do things in this game that no other character is designed or equipped &amp;lt;br /&amp;gt;&lt;br /&gt;
to handle; that said, this comes with maybe one of the steepest learning curves in all of the fighting games on the SNES console. &amp;lt;br /&amp;gt;&lt;br /&gt;
Several of the moves in her kit were simply not designed with the most ease of use, maybe created for an audience of hypothetical &amp;lt;br /&amp;gt;&lt;br /&gt;
execution monsters who did not yet exist; some time in the lab will be a necessity to really draw out her strengths, but those who &amp;lt;br /&amp;gt;&lt;br /&gt;
really sit with her will discover a true beast of a character that defies archetype.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
*At certain ranges, Divada&#039;s Ground Blast ( hold B2 or B3, u, ub, d ), by itself or cancelled into, is virtually unpunishable; as it is a true low, grants you a short juggle opportunity and free OTG, OTGs itself, and generally forces her advantage in neutral, learn to abuse this. You can almost rapidfire ground blasts one after the other; if you&#039;re not sure what you should be doing with Divada at one character length away, nine times out of ten it&#039;s cancelling a button into this.&lt;br /&gt;
*her Soul Drill divekick ( b,db,f B2 or B3 ) can be made to hit in very ambiguous looking ways or hit very meaty after some setups; it usually must be blocked as a same-side, though it can be angled to look very much like it crosses up&lt;br /&gt;
*her jumping B3, used jumping straight up, will hit twice on standing Zarak as an instant overhead&lt;br /&gt;
*Soul Displacer ( hold F3, d,d,f ) has a unique Deflect property where if clashed with it will deflect the attack, hit &amp;amp; pass through the opponent and leave Divada free to start comboing the opponent with them backturned, combos from said situation being utterly lethal. Soul Displacer can be comboed into from the first hit of F3; it becomes easier to land after conditioning the opponent with low ground blasts.&lt;br /&gt;
*Post knockdown from landing a ground blast or Psycho Blades ( hold F2 or F3, u, uf, b ), Divada gets very ambiguous setups using the Orb Of Souls cancel ( hold MP or HP, u u uf to initiate, then f,df,d + B3 to exit the orb ); she gets to either set up a same side, crossup, or empty orb cancel into a low, depending - in accordance with how jump-ins work in this engine, you can use this for corner crossups / to steal corners when the opponent is cornered, as well&lt;br /&gt;
*Heel Kick ( f,f + F2 or F3 ) has the guard drop property and will break guard if opponent is content guarding.&lt;br /&gt;
*Hell Deflect ( hold F2 or F3, hcf ) has the standard deflect property and will knock aside normals in a clash scenario leaving them vulnerable to a free hit; cancel into this instead of ground blast sometimes to dissuade them from swinging at you.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral jump B3 ( 2 hits ), B3 1hit xx soul displacer ( hold F3, d,d,f ), close F3, F2 xx psycho blades ( hold F2 or F3, u, uf, b ), link F2 xx ground blast ( hold B2 or B3, u, ub, d ), OTG death whirl ( f,db,d F2 or F3 ) &lt;br /&gt;
( extremely difficult, may only work vs Bane, Zarak ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, F3 1hit xx hold B3 u,ub,d, walk, F3, F3, f,db,d F3 ( 100% / TOD vs Jen-Tai, example - https://twitter.com/eagle_epsilon/status/1422937788543082497 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Divada&amp;diff=6568</id>
		<title>Divada</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Divada&amp;diff=6568"/>
		<updated>2022-05-01T18:52:44Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Divada&lt;br /&gt;
|image=[[Image:Divada-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The undisputed best character in the game on paper, the sorceress Divada is the queen of Weaponlord, possessing a dizzying array of &amp;lt;br /&amp;gt;&lt;br /&gt;
tech designed to overwhelm and frustrate opponents. Divada can do things in this game that no other character is designed or equipped &amp;lt;br /&amp;gt;&lt;br /&gt;
to handle; that said, this comes with maybe one of the steepest learning curves in all of the fighting games on the SNES console. &amp;lt;br /&amp;gt;&lt;br /&gt;
Several of the moves in her kit were simply not designed with the most ease of use, maybe created for an audience of hypothetical &amp;lt;br /&amp;gt;&lt;br /&gt;
execution monsters who did not yet exist; some time in the lab will be a necessity to really draw out her strengths, but those who &amp;lt;br /&amp;gt;&lt;br /&gt;
really sit with her will discover a true beast of a character that defies archetype.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
*At certain ranges, Divada&#039;s Ground Blast ( hold B2 or B3, u, ub, d ), by itself or cancelled into, is virtually unpunishable; as it is a true low, grants you a short juggle opportunity and free OTG, OTGs itself, and generally forces her advantage in neutral, learn to abuse this. You can almost rapidfire ground blasts one after the other; if you&#039;re not sure what you should be doing with Divada at one character length away, nine times out of ten it&#039;s cancelling a button into this.&lt;br /&gt;
*her Soul Drill ( b,db,f B2 or B3 ) can be made to hit in very ambiguous looking ways or hit very meaty after some setups; it usually must be blocked as a same-side, though it can be angled to look very much like it crosses up&lt;br /&gt;
*her jumping B3, used jumping straight up, will hit twice on standing Zarak as an instant overhead&lt;br /&gt;
*Soul Displacer ( hold F3, d,d,f ) has a unique Deflect property where if clashed with it will deflect the attack, hit &amp;amp; pass through the opponent and leave Divada free to start comboing the opponent with them backturned, combos from said situation being utterly lethal. Soul Displacer can be comboed into from the first hit of F3; it becomes easier to land after conditioning the opponent with low ground blasts.&lt;br /&gt;
*Post knockdown from landing a ground blast or Psycho Blades ( hold F2 or F3, u, uf, b ), Divada gets very ambiguous setups using the Orb Of Souls cancel ( hold MP or HP, u u uf to initiate, then f,df,d + B3 to exit the orb ); she gets to either set up a same side, crossup, or empty orb cancel into a low, depending - in accordance with how jump-ins work in this engine, you can use this for corner crossups / to steal corners when the opponent is cornered, as well&lt;br /&gt;
*Heel Kick ( f,f + F2 or F3 ) has the guard drop property and will break guard if opponent is content guarding.&lt;br /&gt;
*Hell Deflect ( hold F2 or F3, hcf ) has the standard deflect property and will knock aside normals in a clash scenario leaving them vulnerable to a free hit; cancel into this instead of ground blast sometimes to dissuade them from swinging at you.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral jump B3 ( 2 hits ), B3 1hit xx soul displacer ( hold F3, d,d,f ), close F3, F2 xx psycho blades ( hold F2 or F3, u, uf, b ), link F2 xx ground blast ( hold B2 or B3, u, ub, d ), OTG death whirl ( f,db,d F2 or F3 ) &lt;br /&gt;
( extremely difficult, may only work vs Bane, Zarak ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, F3 1hit xx hold B3 u,ub,d, walk, F3, F3, f,db,d F3 ( 100% / TOD vs Jen-Tai, example - https://twitter.com/eagle_epsilon/status/1422937788543082497 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6567</id>
		<title>Zorn</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Zorn&amp;diff=6567"/>
		<updated>2022-05-01T18:38:52Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: Created page with &amp;quot;  {{Infobox |title=Zorn |image=300px }}     =Introduction=  ( WIP ) =Gameplay= ( WIP )   =Movelist= =Strategy= ( WIP )   =Matchups= =Combos= *SNES: &amp;lt;br /&amp;gt;   *Genesis &amp;lt;br /&amp;gt;  =Colors=   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot; |+Image:WL_cart_US.png !colspan=&amp;quot;3&amp;quot;|Weaponlord |- |Bane |Divada |Jen-Tai  |- |Korr |Talzia |Zarak |- |colspan=&amp;quot;3&amp;quot;|Zorn |- |:Catego...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Zorn&lt;br /&gt;
|image=[[Image:Zorn-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
( WIP ) &lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Zorn-weaponlord-snes-manual-art.jpg&amp;diff=6566</id>
		<title>File:Zorn-weaponlord-snes-manual-art.jpg</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Zorn-weaponlord-snes-manual-art.jpg&amp;diff=6566"/>
		<updated>2022-05-01T18:37:50Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: zorn weaponlord snes manual pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
zorn weaponlord snes manual pic&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Divada&amp;diff=6565</id>
		<title>Divada</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Divada&amp;diff=6565"/>
		<updated>2022-05-01T18:29:42Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Divada&lt;br /&gt;
|image=[[Image:Divada-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The undisputed best character in the game on paper, the sorceress Divada is the queen of Weaponlord, possessing a dizzying array of &amp;lt;br /&amp;gt;&lt;br /&gt;
tech designed to overwhelm and frustrate opponents. Divada can do things in this game that no other character is designed or equipped &amp;lt;br /&amp;gt;&lt;br /&gt;
to handle; that said, this comes with maybe one of the steepest learning curves in all of the fighting games on the SNES console. &amp;lt;br /&amp;gt;&lt;br /&gt;
Several of the moves in her kit were simply not designed with the most ease of use, maybe created for an audience of hypothetical &amp;lt;br /&amp;gt;&lt;br /&gt;
execution monsters who did not yet exist; some time in the lab will be a necessity to really draw out her strengths, but those who &amp;lt;br /&amp;gt;&lt;br /&gt;
really sit with her will discover a true beast of a character that defies archetype.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
*At certain ranges, Divada&#039;s Ground Blast ( hold B2 or B3, u, ub, d ), by itself or cancelled into, is virtually unpunishable; as it is a true low, OTGs, and generally forces her advantage in neutral, learn to abuse this. You can almost rapidfire ground blasts one after the other; if you&#039;re not sure what you should be doing with Divada at one character length away, nine times out of ten it&#039;s cancelling a button into this.&lt;br /&gt;
*her Soul Drill ( b,db,f B2 or B3 ) can be made to hit in very ambiguous looking ways or hit very meaty after some setups; it usually must be blocked as a same-side, though it can be angled to look very much like it crosses up&lt;br /&gt;
*her jumping B3, used jumping straight up, will hit twice on standing Zarak as an instant overhead&lt;br /&gt;
*Soul Displacer ( hold F3, d,d,f ) has a unique Deflect property where if clashed with it will deflect the attack, hit &amp;amp; pass through the opponent and leave Divada free to start comboing the opponent with them backturned, combos from said situation being utterly lethal. Soul Displacer can be comboed into from the first hit of F3; it becomes easier to land after conditioning the opponent with low ground blasts.&lt;br /&gt;
*Post knockdown from landing a ground blast or Psycho Blades ( hold F2 or F3, u, uf, b ), Divada gets very ambiguous setups using the Orb Of Souls cancel ( hold MP or HP, u u uf to initiate, then f,df,d + B3 to exit the orb ); she gets to either set up a same side, crossup, or empty orb cancel into a low, depending - in accordance with how jump-ins work in this engine, you can use this for corner crossups / to steal corners when the opponent is cornered, as well&lt;br /&gt;
*Heel Kick ( f,f + F2 or F3 ) has the guard drop property and will break guard if opponent is content guarding.&lt;br /&gt;
*Hell Deflect ( hold F2 or F3, hcf ) has the standard deflect property and will knock aside normals in a clash scenario leaving them vulnerable to a free hit; cancel into this instead of ground blast sometimes to dissuade them from swinging at you.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral jump B3 ( 2 hits ), B3 1hit xx soul displacer ( hold F3, d,d,f ), close F3, F2 xx psycho blades ( hold F2 or F3, u, uf, b ), link F2 xx ground blast ( hold B2 or B3, u, ub, d ), OTG death whirl ( f,db,d F2 or F3 ) &lt;br /&gt;
( extremely difficult, may only work vs Bane, Zarak ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, F3 1hit xx hold B3 u,ub,d, walk, F3, F3, f,db,d F3 ( 100% / TOD vs Jen-Tai, example - https://twitter.com/eagle_epsilon/status/1422937788543082497 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6564</id>
		<title>Jen-Tai</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Jen-Tai&amp;diff=6564"/>
		<updated>2022-05-01T18:21:22Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Jen-Tai&lt;br /&gt;
|image=[[Image:Jentai-weaponlord-snes-manual.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Jen-Tai falls into the camp of being one of the easier characters to pick up and play in the game, relying on somewhat more traditional inputs than some of the esoterics &amp;lt;br /&amp;gt;&lt;br /&gt;
other characters require you to learn. Her toolkit is very strong as a result; the only major drawback of that is her being somewhat linear, and lacking a fireball or &amp;lt;br /&amp;gt;&lt;br /&gt;
methods of circumventing some of the game&#039;s zoning means that her options become based around playing aggressively with her big buttons and trying to force decisions in her favor, &amp;lt;br /&amp;gt;&lt;br /&gt;
which can lead to her eating a lot of thrust blocks and deflects. Cautious scouting and counterplay will be the thing that leads her to victory.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
*You will want to become accustomed to buffering for Weapon Break opportunities with her Backhand Blast ( thrust block, crouching F2 xx hold B2 motion B, UB, F ).&lt;br /&gt;
*Face Breaker / Reverse Kick ( b,f+B2 or B3 ) causes guard drop / is your opener if they are comfortable blocking&lt;br /&gt;
*Shield Toss / Shield Ram ( hold B2 or B3, QCF ) is a power deflect; if an opponent attempts to clash this they will be stunned and vulnerable to a combo.&lt;br /&gt;
*the knockdown from Leg Breaker ( QCF+F2 or F3 ) can be followed up with either a Ram Toss OTG ( hold F2 or F3, f,uf,u,b ) or her Takedown, Down Strike ( hold B2, u,u,d )&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
close meaty B3, B2 cr.F2 b,f+B2, B2 cr.F2 b,f+F2 F3 xx qcf+F2, hold B2 u,u,d ( vs Bane, around 49% dmg )&lt;br /&gt;
*Genesis&lt;br /&gt;
j.down+B2, cr.B1 ( inflicts Stumble ), stand B3, B2 cr.F2 xx b,f+F3 ( double over Stun ), microwalk, B3, B2, cr.F2 xx QCF+F3, walk, tap F3 - hold F3, f,b,db,d  ( vs Bane, 100% / TOD, example here: https://twitter.com/eagle_epsilon/status/1423494700426792963 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Divada&amp;diff=6563</id>
		<title>Divada</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Divada&amp;diff=6563"/>
		<updated>2022-05-01T18:16:05Z</updated>

		<summary type="html">&lt;p&gt;Plasmasword: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title=Divada&lt;br /&gt;
|image=[[Image:Divada-weaponlord-snes-manual-art.jpg|300px]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction= &lt;br /&gt;
( WIP )&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The undisputed best character in the game on paper, the sorceress Divada is the queen of Weaponlord, possessing a dizzying array of &amp;lt;br /&amp;gt;&lt;br /&gt;
tech designed to overwhelm and frustrate opponents. Divada can do things in this game that no other character is designed or equipped &amp;lt;br /&amp;gt;&lt;br /&gt;
to handle; that said, this comes with maybe one of the steepest learning curves in all of the fighting games on the SNES console. &amp;lt;br /&amp;gt;&lt;br /&gt;
Several of the moves in her kit were simply not designed with the most ease of use, maybe created for an audience of hypothetical &amp;lt;br /&amp;gt;&lt;br /&gt;
execution monsters who did not yet exist; some time in the lab will be a necessity to really draw out her strengths, but those who &amp;lt;br /&amp;gt;&lt;br /&gt;
really sit with her will discover a true beast of a character that defies archetype.&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
=Strategy=&lt;br /&gt;
&lt;br /&gt;
*At certain ranges, Divada&#039;s Ground Blast ( hold B2 or B3, u, ub, d ), by itself or cancelled into, is virtually unpunishable; as it is a true low, OTGs, and generally forces her advantage in neutral, learn to abuse this&lt;br /&gt;
*her Soul Drill ( b,db,f B2 or B3 ) can be made to hit in very ambiguous looking ways or hit very meaty after some setups; it usually must be blocked as a same-side, though it can be angled to look very much like it crosses up&lt;br /&gt;
*her jumping B3, used jumping straight up, will hit twice on standing Zarak as an instant overhead&lt;br /&gt;
*Soul Displacer ( hold F3, d,d,f ) has a unique Deflect property where if clashed with it will deflect the attack, hit &amp;amp; pass through the opponent and leave Divada free to start comboing the opponent with them backturned, combos from said situation being utterly lethal. Soul Displacer can be comboed into from the first hit of F3; it becomes easier to land after conditioning the opponent with low ground blasts.&lt;br /&gt;
*Post knockdown from landing a ground blast or Psycho Blades ( hold F2 or F3, u, uf, b ), Divada gets very ambiguous setups using the Orb Of Souls cancel ( hold MP or HP, u u uf to initiate, then f,df,d + B3 to exit the orb ); she gets to either set up a same side, crossup, or empty orb cancel into a low, depending - in accordance with how jump-ins work in this engine, you can use this for corner crossups / to steal corners when the opponent is cornered, as well&lt;br /&gt;
*Heel Kick ( f,f + F2 or F3 ) has the guard drop property and will break guard if opponent is content guarding.&lt;br /&gt;
*Hell Deflect ( hold F2 or F3, hcf ) has the standard deflect property and will knock aside normals in a clash scenario leaving them vulnerable to a free hit; cancel into this instead of ground blast sometimes to dissuade them from swinging at you.&lt;br /&gt;
&lt;br /&gt;
=Matchups=&lt;br /&gt;
=Combos=&lt;br /&gt;
*SNES: &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral jump B3 ( 2 hits ), B3 1hit xx soul displacer ( hold F3, d,d,f ), close F3, F2 xx psycho blades ( hold F2 or F3, u, uf, b ), link F2 xx ground blast ( hold B2 or B3, u, ub, d ), OTG death whirl ( f,db,d F2 or F3 ) &lt;br /&gt;
( extremely difficult, may only work vs Bane, Zarak ) &lt;br /&gt;
&lt;br /&gt;
*Genesis &amp;lt;br /&amp;gt;&lt;br /&gt;
neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, microwalk, neutral j.B3 2hit, F3 1hit xx hold B3 u,ub,d, walk, F3, F3, f,db,d F3 ( 100% / TOD vs Jen-Tai, example - https://twitter.com/eagle_epsilon/status/1422937788543082497 )&lt;br /&gt;
&lt;br /&gt;
=Colors=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; margin: auto; width:600px;&amp;quot;&lt;br /&gt;
|+[[Image:WL_cart_US.png]]&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[Weaponlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|[[Divada]]&lt;br /&gt;
|[[Jen-Tai]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Korr]]&lt;br /&gt;
|[[Talzia]]&lt;br /&gt;
|[[Zarak]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[Zorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:List of Fighting Games|List of Fighting Games]]&lt;br /&gt;
|[[Main_Page|Back to Mainpage]]&lt;br /&gt;
|[[:Category:Weaponlord|Weaponlord Pages]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:Weaponlord]]&lt;/div&gt;</summary>
		<author><name>Plasmasword</name></author>
	</entry>
</feed>