The titan of tunneling himself, Mole Knight, springs forth! A master of digging, this Knight places a heavy emphasis on quick, but limited movement. With his ability to burrow into the earth, Mole Knight can suddenly appear somewhere else on the board! Let’s dig into his kit!
The big boss of the Iron Whale, Treasure Knight, rises from the depths! Often described as “greedy, but resilient”, this tidal terror fights with a mix of heavy-hitting moves and high mobility. Attempting to capture all of these aspects of Treasure Knight was quite a challenge, but we are happy with the final result. Let’s dive into his kit!
Tinker Knight is well-remembered for being one of the most unique boss fights in Shovel Knight. Surprisingly weak, he is easily defeated by the player. However, little do they know that this Knight’s got a GIANT mech or two up his sleeve! This quickly turns Tinker Knight’s fight from a cakewalk to a hail of missiles and mech charges. Now, it’s your turn to pilot this marvel of machinery!
The Plague of Shadows’ protagonist is here! Plague Knight was an interesting character to design because he is one of the playable members of the Order. From creating customized explosives to huge bursts of movement, we’ve tried to capture the things that make playing as Plague Knight so much fun. We’re sure you’ll have a blast!
This season of Exceed has to have the title character in the set, but we already have Shovel Knight as a promo! How do we go about this, exactly? Well, this iteration of Shovel Knight has him working along-side his partner, Shield Knight. Taking inspiration from their gameplay together in the original game, this pair makes for a unique kind of tag fighter!
Sagat is a well-rounded powerhouse that has been a recurring villain since his first appearance in Street Fighter 2. The archetypical bully, Sagat attacks from a position of greater size, speed, power, and confidence than his opponents, pummeling them into submission with an oppressive suite of attacks.
Vega is one of the classic poking characters in Street Fighter, and makes heavy use of the arena's walls to attack. We've incorporated those themes into his Exceed incarnation, making him stronger and (eventually) faster when he's up against a wall. His attacks feature great range, which he needs to leverage to make up for his below-average speed.
Akuma is the epitome of a high-risk, high-reward fighter. When a player picks Akuma at the character select screen, they know that they're going to have to play carefully but aggressively to maximize his advantages and minimize his weaknesses. We've built Akuma in Street Fighter Exceed to embody this risk and reward.
Dan isn't the most mainstream Street Fighter character, but there's something innately charming about his frantic, almost accidental style of fighting. In Exceed, we've captured that feel by building around Wild Swings–when a player chooses to attack blindly with the top card of their deck. Or, as we like to call it, Exceed's version of "button mashing".
Guile is a powerful defensive character in Street Fighter. His charging attack style forces him to play predictively and set up moves in advance. Most of his attacks give him the opportunity to set up his next assault or to reposition himself advantageously for a follow-up, slowly breaking through enemy defenses while repelling their attacks.
Chun-Li has a wide toolbox of attack to maintain position and tempo in Street Fighter, and we wanted to capture that style of play in Exceed. Chun-Li will often work for just the right position or just the right moment to strike. That patience and payoff are the keys to her focused style of play in Exceed.
Crimson Viper was first introduced in Street Fighter 4. Using an assortment of integrated gadgets to enhance her fighting style is a key motif of her style, despite the usual rule of the World Warrior tournament not allowing weapons. Our take on C. Viper is sure to make you feel like you have an unfair advantage in combat!
Welcome to Indines In-Depth, where we give you insights on a specific character. Think of this as a primer for everything about a character from one of our games. From lore to game-play, you'll find most of what you need to know here! For this week, we’re featuring Gar, Guide to the Six Paths!
“Master Gorm said that a Guide can only show you the Paths. You must walk them yourself.”
Abandoned in the Jeffrean jungles at a young age, Gar was found and raised by a group of monks. These monks trained in the Six Paths style - an ancient form of martial arts scholars believe was the basis for every martial art in Indines. She lived with these monks for many years, learning the ways of the Six Paths.
One fateful day, a bandit stole what little the group had and ran off with them. Gar gave chase, despite the monk’s warnings against it. She was able to track down the bandit, beating them up and returning what they stole. Later that night, as she was collecting firewood as punishment, she heard a huge explosion coming from the cave where she and the monks lived. She returned to find out she was too late, the bandit she had struck down had returned to destroy the cave, burying themselves and all of the monks with it. Life had shown her a new path, one without the teachings of her masters to guide her.
10 Facts About Gar
1. Gar trained under three Guides: Saiz, Uren, and Gorm. Her heavy dependence on others and constant questions made Saiz and Uren eventually refuse to teach her further.
2. She was too young to remember anything about her parents and has no desire to find them.
3. Her name comes from the sound she made when the monks first found her. She guesses she was probably trying to scare them away.
4. The stone on Gar’s back is what remains of the Guidepost - a wall of cave paintings detailing the original paths followed by the founders of the style. She carries it with her not as a reminder of her training, but because Guide Gorm told her to always keep her back straight.
5. As she was unable to learn the correct form for the third path, she uses a sling to replicate its effects.
6. Gar has zero aptitude for magic, thus her inability to learn the third path. She believes that magic users must be using some form of deception or advanced technology that she hasn’t figured out yet.
7. She has an excellent memory, which she uses to remember all of her Guides’ teachings. She believed that everything her Guides told her was a form of lesson, so she has developed a few strange habits and routines.
8. A Guide is the term given to a master of the Six Paths. As Gar is the only practicing member of the Six Paths left, she is a Guide by default. She does not believe she deserves this title, and strives to master all six Paths to earn it.
9. The Six Paths are a set of 6 forms that are meant to be tempered by your experiences, resulting in a unique style suited to each person.
10. The first train she saw was an Afterworld Express model, so she believes all trains are soul-stealing monsters. She has managed to derail 3 trains so far.
Lore Section: Ithry (Joshua Van Laningham)
Gameplay section: Daniel Honig & Marco De Santos
BattleCON Online is coming to Steam next week! Get ready for the public release with previews of all 19 fighters in the launch cast! Tacticians use spatial positioning to fight at their strongest where opponents are weak. They have powerful mobility and movement denial options that can confound and disrupt foes.