|Platform(s)||Nintendo Switch, PlayStation 4, PlayStation 5, Steam.|
|Release Date(s)|| June 20th, 2020 - Digital Release (Nintendo Switch, PlayStation 4, Steam)|
November 20th - Digital Release (PlayStation 5)
November 20th - Physical Release (Nintendo Switch, PlayStation 4, PlayStation 5)
|Age Rating(s)|| CERO: B|
ESRB: T for Teen
|Cost|| CAD 28.61|
Clash X (pronounced Clash Cross) is a crossover one-on-one close quarter combat fighting game developed by GrapePixelArt. The game was released digitally on June 20th, 2020 for the Nintendo Switch, PlayStation 4, and Steam, with a PlayStation 5 release and physical releases planned for an unconfirmed release date.
The game features characters and locations from across gaming history. A big selling point is the game's massive catalog of franchises represented. The game features originally created pixel art for it's visuals. As many can tell, the game takes heavy inspiration from Super Smash Bros and Card Saga Wars.
Like many fighting games, the goal is to defeat your opponent by reducing their health bar to zero with a plethora of attacks and abilities. Gameplay has attempted to be simplified to welcome casual players, but to still be comfortable for competitive audiences. Fighter's movesets have been aligned to be similar to the actions and controls of the Super Smash Bros. series of games.
- C-Stick: Movement.
- A: Attack.
- B: Special.
- L/R: Jump.
- X: Shield.
- Y: Grab.
- ZL: Rathe Combo.
- ZR: Assist Call.
- C-Stick: Movement.
- A: Attack.
- B: Special.
- Z: Jump.
- X: Shield.
- Y: Grab.
- L: Rathe Combo.
- R: Assist Call.
- C-Stick: Movement.
- X: Attack.
- O: Special.
- L1/R1: Jump.
- △: Shield.
- ▢: Grab.
- L2: Rathe Combo.
- R2: Assist Call.
- Jab / Jab Combo: A standard method of attack. Jabs are fast, short-ranged, and weak. Pressing the attack button again after the first is thrown jab leads up to an instant follow-up attack. Characters usually have a three-hit jab combo.
- Dash Attack: An attack performed by pressing the attack button while moving forward. If missed, it can be punishable due to ending lag.
- Tilts: Attack performed by pressing the attack button while tilting the control stick. Has good range, but weak knockback. Can be performed in three different directions (forward, up, down).
- Aerials: Attack performed in midair with the attack button. Can be performed in four different types (neutral, forward, up, down).
- Grabs and Throws: If an opponent is grabbed, they are temporarily held in place by the player until they break free or are thrown. Grabs are unblockable and cannot be shielded. While an opponent is in the player's grasp, the player can pummel them by pressing the attack button for small damage. Players also have the option to throw their opponent in whichever direction they tilt their joystick (forward, behind, up, or down). If a player throws the enemy behind them, they will swap sides of the screen, but their health bar and gauge locations will not be swapped and will still correlate to who is Player 1 and 2.
- Shield: An energy bubble that encircles the user and can block all attacks (besides grabs). Shields cannot be held up forever as they will shrink as attacks are blocked and time passes. If held for too long they will break and stun the user for a few seconds. They will recharge when not in use.
- Spot Dodge: A dodge where the player becomes intangible for a few frames upon input.
- Roll: The player can roll forwards or backwards while under intangibility for a few frames.
- Aerial Dodge: Similar to the spot dodge, the player will be granted short intangibility but in midair.
- Directional Aerial Dodge: An aerial dodge that propels the player in the desired direction.
- Counter: Counters are used to block and redirect knockback and damage to the attacker when the user is hit. If missed, it can be punishable due to ending lag. They are performed by quickly double tapping the shield button.
- Specials: Special Attacks are unique moves that are homages to a character's abilities swithin their source material and are unique to them. There are five different types of Special Moves (Neutral, Forward, Back, Up, Down).
- Assist Call: Players will charge up an Assist Gauge as they deal and receive damage, but will charge faster if they are losing. The Assist Gauge charges up relatively faster than the Rathe Gauge. When an Assist Gauge is charged up to Level 1, a randomized character applying to said level will be available to use. A portrait will appear in the bottom corner (bottom left for player 1, bottom right for player 2) displaying who the player got for an assist. When activating an Assist Call, the assist will appear to help the user. Actions can range from attacking the opponent, to healing the user, and so on. Levels signify how strong an assist with three being the highest.
- Rathe Combos: Players will charge up a Rathe Gauge as they deal and receive damage, but will charge faster if they are losing. The gauge will initially charge up to a Level 1 Rathe Combo, but if the player waits and has it charge longer, it can go up to Levels 2 and 3. These attacks are quick and deal large amounts of damage, with them being stronger as the level raises. Level 3s will always be a cinematic attack.
Versus is the standard mode of Clash X. Versus is a multiplayer mode that allows players and/or CPUs to fight in a variety of settings. There are nine different gameplay combinations to choose from. Players can create and save Rulesets as well so they won’t have to put in their preferences every time.
- Traditional: A basic 1v1 setting.
- Team: A 2v2 setting with four player and/or CPU controlled fighters.
- Marvelous: A 1v1 setting where players can select teams of three characters and can switch between them during the match as long as that character is still alive. Players can switch by tapping the right control stick to the side. This is inspired by Marvel Vs. Capcom 3.
- Traditional: The basic mode selection. Players must use their various attacks to decrease their enemy’s life gauge in a best out of three or five setting. Whoever is the last standing in a round or has the most cumulative health when time runs out will receive a point. Whoever reaches two points (or three in best out of five) first wins. Players can affect how long rounds are or remove the timer as a whole.
- Stock: Players must KO the opponent to cause them to lose their stocks. When a player’s health bar reaches zero, they will implode and move onto their next stock. If a player is KOed and doesn’t have another stock, they are eliminated. The last player standing wins. Players can also control how many stocks everyone will have. This is inspired by the Super Smash Bros. series.
- All-Star: Players can only KO each other by landing Rathe Combos. If you KO an opponent, you gain a point, and if you get KOed, you lose a point. Players must gain AP in order to fill up their Rathe Gauge. AP is dropped when an opponent is hit, and can be collected by either player upon contact. Whoever has the most points before time runs out wins. Players can also control how long a match will go. This is inspired by PlayStation All-Stars Battle Royale.
Tourney is a multiplayer mode where up to 64 players can be placed into a bracket. All of the gameplay combinations and rulesets saved to the game are available to use. Two players can use the same characters by using different palette swaps. Players also have the option to choose from a single or double elimination bracket.
Arcade Mode is a single-player campaign game mode. In this mode, the player must choose a character from a roster and select a difficulty indicated by the position on a scale. The highest allowed starting intensity is 5.0, and it will increase slightly, depending on how well the player performs after each victory to a maximum of 9.9. Players will only have one life (rules apply to whichever style selection the player is in). If the player loses, they have the option to continue via either spending Gold, which lowers the difficulty by 0.7 points or use a Arcade Mode ticket (which is won randomly in Versus matches or bought from the Shop) to keep the current difficulty. Using a Arcade Mode ticket at any point during the run will stop the difficulty from rising to 9.9, making the maximum possible difficulty 9.8 for the rest of the run. If the player loses again after using a ticket, they will receive an automatic game over.
The layout of Arcade Mode consists of 10 stages, with Level 4 being a round of Endless Targets, Level 9 being a 1v1 mini-boss match-up, and Level 10 being a boss. The rest of the rounds are various Versus matches with a variety of different settings. If a player loses Level 4, they will not receive a lose or game over, but it will effect their end score. Level 9 will feature a random skin of a character (ranging from Doppelganger Arle - Arle, Shadow Lady - Chun-Li, Robo Heavy - Heavy, The Other - Kat, or Dark Link - Link) with increased stats and more health, and the final boss of Level 10 will predetermined boss fight at the end of their route that applies to whichever character the player has chosen. The player must deplete the boss's HP in order to defeat them.
When the player completes Arcade Mode with a given character, there will the possibility that the player will be confronted by Challenger Approaching duel. All of the eight starter characters have their own character unlock trees. They are updated as the game receives updates, but the player will never lose their current roster of characters if a starter's unlock tree is changed. The challenger is determined by the 1st Player character's assigned tree, and will be the next character from the top of their tree down who has not already been unlocked by a Challenger Approaching duel. When all the characters in a tree are successfully unlocked, completing another Arcade Mode run with any of those characters will unlock the next available character from Arle's tree, then Chun-Li's tree, and going forth.
The Shop is a feature where the player can buy a variety of in-game collectables using Gold. Gold is an in-game currency gained from completing Arcade runs, Versus matches, Online matches, and numerous other ways.
When selecting the shop, the player will be brought to a side-scrolling hub. The player will control a Servbot from Mega Man Legends, with a Toad from Super Mario as the cashier. In front of the entrance is the counter where Toad will greet the Servbot. To the right of the counter are various aisles with different categories of collectables. When the attack button is pressed while the Servbot stands in front of an aisle, a menu will pop up featuring all of said aisle’s available collectables relating to their category. The player pays for all the items via the menu, so they don’t actually have to go up to Toad and pay him. However, Arcade Mode tickets are available for 1,000 gold each at the front counter. The player can buy up to three a day. Once the player walks out of the entrance, the player will return to the main menu.
- Alternate Costumes
- Entrance and Victory Animations
News is a menu item that allows players to access a list of articles detailing about newly added or upcoming content including new characters, patch notes, game updates, and more.
Vault and Options
- Rulesets: Allows players to modify rulesets created in Versus.
- Controls: Allows players to alter the control configurations to assigned names.
- Sound: Allows players to modify the volume of sound effects, music, and speech.
- Display: Allows players to control the deflicker and screen brightness.
- Language: Allows players to decide upon one of several languages the game will display.
- Move List: Allows players to see a description of every playable fighter’s movesets, as well as a description of assist actions.
- Replays: Allows players to view previously saved matches. Players can also toggle if replays will automatically be saved or not.
- CSS Customization: Allows the players to set the character CSS how they prefer. Characters will be sorted alphabetically by default, but it’ll have the option to organize the fighters by debut in the game, or customly organized in any order the player chooses. Added in 1.1.0.
- Assist Toggle: Allows the player to toggle on and off what assists will appear and which won’t or if they’ll appear at all. If assists are turned on there must be at least two toggled on for each level category.
- Victory and Entrance Animations: Allows the player to customize preferred victory and entrance animations to assigned names. Players have the option to select one specific animation to play everytime, or have it be randomized which one will play every time.
- Erase Data: Allows the player to delete certain save data.
At launch, there were twelve playable characters within Clash X. Characters are sorted alphabetically by default, but players can customize the organization within Vault and Options. Characters range from franchises from big video game publishers such as Nintendo, Sony, Capcom, Sega, Bandai Namco, and Square Enix, alongside popular indie creators like Team Cherry.
After the game's release, the game plans to add multiple free DLC fighters to expand the roster. Characters are added alongside game patches.
|Click on a character to view their character page. If their portrait background is blue then their moveset isn't finished yet.|
At launch, there are 18 stages in Clash X. Like most close quarter fighting game stages, every stage has a flat surface, but players have the option to toggle on Battlefield forms, inserting three floating platforms (with the middle being the highest) into the stages. Most stages are available within the shop and are payed through in-game currency.
Assists are a big part of the game. Players will charge up an Assist Gauge as they deal and receive damage, but will charge faster if they are losing. The Assist Gauge charges up relatively faster than the Rathe Gauge. When an Assist Gauge is charged up to Level 1, a randomized character applying to said level will be available to use. A portrait will appear in the bottom corner (bottom left for player 1, bottom right for player 2) displaying who the player got for an assist. When activating an Assist Call, the assist will appear to help the user. Actions can range from attacking the opponent, to healing the user, and so on. Levels signify how strong an assist with three being the highest.
Trivia and Credits
- Clash X's name and logo was insipred by the Namco x Capcom and Project X Zone series.
- The Pixel Art aethestic was chosen due to the creator's interest in both writing and pixel art.
- As stated before, the game takes heavy inspiration from Super Smash Bros. and Card Saga Wars.
- The game can also be taken as a spiritual successor to Card Saga Wars.
- The game features multiple scrapped content.
- Xiaomu from Namco X Capcom was initially suppose to appear in the game at launch but was cut due to the creator struggling to create a unique moveset. She was replaced by Pac-Man.
- Assists were initially suppose to have their own pixel art as well but due to the amount of work the idea was scrapped. Art of Cactaur, Captain Falcon, Firebrand, Jack Frost, Ken, Met, Olimar, Papyrus, and Quote was made however before their cut.
- Credit to WaterPixelArt for creating Neku's moveset. (Their Twitter and DeviantArt )
- Credit to ValkyriePyra for helping with the headers.
The base game released worldwide June 20th, 2020. Digital version released for Nintendo Switch, PS4, and Steam. Physical releases and PS5 release planned for later dates.
This update was released on June TBA, 2020.
- Menu and CSS changes.
- Character Selection Screen organization customization added.
- Edit name tag control configuration on the CSS.
- Redesigned Stage Selection.
- Kat resprite.
- All characters given five extra costumes (15 total for everyone).
TBA / Coming soon.