Project X Zone: Mutiny

Project X Zone: Mutiny is an upcoming crossover fighting game, serving as a spinoff in the Project X Zone series. It is developed by Topaz Central, using characters mainly from Bandai Namco, SEGA, and Capcom, with guest appearances by characters from Nintendo. It's planned to be released on TBA 20XX, exclusively on Nintendo Switch.
This is the first game to be part of the Mutiny series, a series of fighting games using the Mutiny Engine and gameplay.
==Gameplay==
Project X Zone: Mutiny is a fighting game in whichever two fighters battle against each other using various playable characters called "Fighting Units", with gameplay shifting between "Range Mode" where the fighters move freely around the arena similar to , and "Limit Mode" where they move relative to each other similar to the games. Unlike most arcade fighting games, which use a traditional joystick and buttons, the game is played using console-style controller, which are designed so that players who are not used to arcade sticks can get into the game more easily. In fact, the movesets the fighters follow are inspired by Pokkén Tournament.
The game focuses more on action, as opposed to the more technical gameplay of Tekken, allowing both hardcore and casual fans to enjoy it. As such, players can perform various techniques taken from both the Super Smash Bros. series and the mainline series, such as finishing moves (similar to the Final Smash Meter), and the Cross Active Battle System, to name a few. Players can also use "Support Units" to help rack up more damage to the opponent. Additionally, in some instances in different modes, players can play in a tag team-based gameplay, where they can tag between two different characters, similar to . Finally, exclusively to the Story Mode, players can summon "Backup Units" to also generate more damage towards the opponent.
Also exclusive to the Story Mode is a type of battle, called "Barrage Mode", which is basically a beat-'em-up segment, similar to games such as Hyrule Warriors. However, there is a set amount of enemies the player needs to beat, in order to progress through the main story. This happens once every one to two chapters. This also means that the mode follows the "Range Mode" controls, with it taking inspiration of Hyrule Warriors and the roots of the main series being an RPG.
===Game Modes===
*Battle:
**Standard: Up to two players can choose any character from the Fighting Units, to battle each other in a 1v1 matchup. Supprt Units are disabled in this mode.
**Tag-Team: Up to four players can choose a Fighting Unit and then a Support Unit to battle each other in a 2v2 matchup. One player controls one character each, and can activate their Support Unit at anytime.
**Roundup: Up to four players can choose a Fighting Unit and a Support Unit to battle each other in a free-for-all matchup. Each player controls their own unit(s) in both planes, which changes planes every minute or so.
**Tourney: Up to 16 players can join in a tournament and play against each other. Like the regular Battle mode, there are two different modes: Standard (simple 1v1 matchups), and Tag-Team (with a Fighting Unit and a Support Unit).
**Knockdown: Similar to Smashdown from Super Smash Bros. Ultimate and holds up to four players; the roster is split into two teams, each representing a stock. Once you lose with that character, players won't be able to play as them again. If one side runs out of characters, the other side wins.
*Games & More:
**Arcade: The game features a regular arcade, and features 8 stages constituted by regular battles, bonus stages, sub-bosses and the final boss. Players can unlock a special ending for the characters after the final battle. Due to past controversies with other fighting games, the arcade mode is available from the start.
**Gang Up: The equivalent to Mob Smash from Super Smash Bros. Ultimate, where players choose one fighter to take on 100 opponents, 96 of them being a random enemy from the game, while four of them are a playable character. There are three difficulty levels: Easy, Medium, and Hard.
**Training: Players can train with an exclusive training partner (a generic void person) and attempt different techniques and combos. Adjustments were made, such as phase-switching being relegated to a button.
**Power Play: Up to four players can partake in this, where they are randomly placed somewhere in an expansive map where they collect different buffs, while defeating enemies; before participating in a final challenge. It should be noted that the first half takes place in either Range or Limit mode, but not both of them can be used, until the final challenge.
*Story Mode:
**Worlds Collide: After an alternate ending in Sonic Adventure 2, the Eggman Empire starts to invade other worlds, and many heroes from many worlds must team up to stop the empire. However, they don't realise that one of the most trustworthy allies has betrayed them.
**Team Setup: During the story mode, players can customise different teams, and assign a fighting unit and a support unit together in a team.
*Online:
**Party Group: Players can set up an online arena that can hold up to 10 different players, and up to four players can be in the match at the same time, depending on the type of match. Players can also play this locally.
**Ranked Match: Players can play against other players online, and the better they do, the higher their rank on the global leaderboard is. There are a total of seven rank classes, which are: Beginner (equivalent to the F rank), Intermediate (Rank D), Veteran (C- to C+), Professional (B- to B+), Advanced (A- to A+), Expert (S Rank), and Greatest (exclusive to Rank X; given to the top 10 players of the world).
**Spectate: Players can watch other matches by others around the world. The matches they watch are randomised and they don't participate in the match, other than using in-game currency to bet on who wins.
**Leaderboard: Players can see the top 1000 players, and can be categorised on a global, continent, national, and local scale, as well as see which country is doing the best overall.
*Vault:
**Jukebox: Players can listen to music featured in the game, and even listen to sound bytes from playable characters, such as grunts. Additionally, players can change the frequency on certain music per stage.
**Chronicle: This bonus mode allows players to see a list of games developed, published and released by the represented companies.
**Theatre: This section allows players to view the game's trailers, intro, and cutscenes. Once unlocked, players can also view trailers and intros from past games in the Project X Zone series, including the original Namco x Capcom.
**Shop: Players can buy music tracks, alternate costumes, and other stuff, using in-game currency, called the "Cross Tokens"; which can be get through various modes.
**Challenges: Players complete specific criteria in many fights, modes, and with different characters, being based on the different modes.
*Settings:
**Controls: Players can adjust their controls on their controllers, whenever they play under their name tag.
**Online: Players can change the messages they send out, which they can send before and after the match.
===Command List===
Move 	Move 	Description 	Controls 	Controls
Move 	Move 	Description 	Range Mode 	Limit Mode
Movement 	Walking 	The basic type of movement. Additionally, players can move diagonally. 	(tilting in any direction) 	(tilting in any direction)
Movement 	Dashing 	Activated when the walking command is double-tapped, allowing the player to go faster. However, unlike walking, players can only dash in four directions. (Up, Down, Left and Right). 	(tapping in any direction) 	(tapping in any direction)
Movement 	Jumping 	 	 	/ (upwards)
Movement 	Crouching 	 	(clicking) 	(clicking)
Grab 	Grab 	An attack where players hold an opponent in place, and can pummel or throw the opponent. 	+ 	
Pummel 	Pummel 	A light attack players can do, only when a grab is active at the same time. 	(rapidly) + (holding) 	(rapidly)
Counter 	Counter 	An attack where players are put in a blocked-state, and any attack that connects to the blocked-state allows the player to retaliate. 	+ 	(let go after attack connects)
Blocking 	Blocking 	An attack where players can block all moves, aside from grabbing moves. 	(holding) 	(holding)
Throwing 	Forward 	An attack where, after the player grabs an opponent, they can propel them in any direction the player chooses to. There are a total of four directions where they can be thrown in; the Forward and Backward throws can be switched out with the Side throws. 	(holding) + (holding) + (upwards) 	+ (forwards)
Throwing 	Backward 	An attack where, after the player grabs an opponent, they can propel them in any direction the player chooses to. There are a total of four directions where they can be thrown in; the Forward and Backward throws can be switched out with the Side throws. 	(holding) + (holding) + (upwards) 	+ (backwards)
Throwing 	Side 	An attack where, after the player grabs an opponent, they can propel them in any direction the player chooses to. There are a total of four directions where they can be thrown in; the Forward and Backward throws can be switched out with the Side throws. 	(holding) + (holding) + (left/right)	+ (left/right)
Throwing 	Upward 	An attack where, after the player grabs an opponent, they can propel them in any direction the player chooses to. There are a total of four directions where they can be thrown in; the Forward and Backward throws can be switched out with the Side throws. 	(holding) + (holding) + 	+ (upwards)
Throwing 	Downward 	An attack where, after the player grabs an opponent, they can propel them in any direction the player chooses to. There are a total of four directions where they can be thrown in; the Forward and Backward throws can be switched out with the Side throws. 	(holding) + (holding) + (clicking) 	+ (downwards)
Ranged Attack 	Neutral 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	 	N/A
Ranged Attack 	Forward 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (upwards) 	N/A
Ranged Attack 	Backward 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (downwards) 	N/A
Ranged Attack 	Side 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (left/right) 	N/A
Ranged Attack 	Jumping 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	(midair) 	N/A
Ranged Attack 	Crouching 	Exclusive to Range Mode, these attacks widely vary in properties, either a projectile or wide-covering move, focusing on long or mid-range moves. Additionally, if the ranged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	(crouching) 	N/A
Charged Attack	 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	 	N/A
Charged Attack	Forward 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (upwards) 	N/A
Charged Attack	Backward 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (downwards) 	N/A
Charged Attack	Side 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	+ (left/right) 	N/A
Charged Attack	Jumping 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	(midair) 	N/A
Charged Attack	Crouching 	Exclusive to Range Mode, these attacks are stronger than the Ranged Attacks, and are the equivalent to Strong Attacks in Limit Mode. Additionally, if the charged button is pressed along with the stick being held in any direction, another attack will play, for that specific direction. 	(crouching) 	N/A
Weak Attack 	Neutral 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	
Weak Attack 	Forward 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	+ (forwards)
Weak Attack 	Backward 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	+ (backwards)
Weak Attack 	Side 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	+ (left/right)
Weak Attack 	High Stance 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	+ (upwards)
Weak Attack 	Low Stance 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	+ (downwards)
Weak Attack 	Midair 	Exclusive to Limit Mode, they are relatively quick and deal light to medium damage. They can be stringed together in a combo by repeatedly pressing the weak attack button, and can be cancelled with a special move at any step. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime.	N/A 	(midair)
Strong Attack 	Neutral 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	
Strong Attack 	Forward 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	+ (forwards)
Strong Attack 	Backward 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	+ (backwards)
Strong Attack 	Side 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	+ (left/right)
Strong Attack 	High Stance 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	+ (upwards)
Strong Attack 	Low Stance 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	+ (downwards)
Strong Attack 	Midair 	Exclusive to Limit Mode, these moves deal higher amounts of damage and relatively slower compared to Weak Attacks. While they cannot be stringed, a fair amount of Strong Attacks are capable of causing a hard knockdown. Like other types of attacks, the Foward and Backward moves can be swapped with the Side move at anytime. 	N/A 	(midair)
Special Moves 	Neutral 	 	 	
Special Moves 	Forward 	The Forward and Backward specials can be switched out with the Side special, but only in Limit Mode. 	+ (upwards) 	+ (upwards)
Special Moves 	Backward 	The Forward and Backward specials can be switched out with the Side special, but only in Limit Mode. 	+ (downwards) 	+ (downwards)
Special Moves 	Side 	The Forward and Backward specials can be switched out with the Side special, but only in Limit Mode. 	+ (left/right) 	+ (left/right)
Special Moves 	Up 	 	+ 	+ (upwards)
Special Moves 	Down 	 	(crouching) 	+ (downwards)
Special Moves 	Shield 	 	+ (holding) 	+ (holding)
Special Moves 	Final 	 	(when special meter is full) 	(when special meter is full)
Unit Moves 	Tag Out! 	 	 	
Unit Moves 	Support Unit	Each Support Unit has two different attacks, being their Standard Attack (taking place in either Range or Limit Mode) and Ultimate Attack (when their separate special meter is charged up). 	+ (downwards) 	+ (downwards)
Unit Moves 	Backup Unit 	 	+ (upwards) 	+ (upwards)
==Synopsis==
The game follows an alternate timeline where events occurred differently in Sonic Adventure 2, where Sonic the Hedgehog sacrificed his life, wiped his memories, and joined to the side of evil. 20 years after, Sonic has joined Dr. Eggman and his Eggman Empire, and must recruit others for world domination. The Shinra organisation returns to stop their assault, and gathers the multiverse's different heroes, before it's too late.
===Chapters===
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*Main Story:
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==Characters==
===Playable Characters===
:Detailed breakdown: List of characters
Currently, there is a total of 90 playable fighters in this game. In the base game, there's a total of 30 playable units (or pairs) that are selectable (making it 60 playable characters, if separated), with an additional 30 fighters used for support units (representing the solo units from the original series). Because of this, one half of the roster are returning characters, while the other half are newcomers, combining to make a total of 90 playable characters in the base game.
New characters are denoted in bold.
Fighting Units 	Fighting Units	Fighting Units	Fighting Units	Fighting Units	Fighting Units	Fighting Units	Fighting Units
Reiji and Xiaomu	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
Sonic and Shadow	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	
Support Units 	Support Units 	Support Units 	Support Units 	Support Units 	Support Units 	Support Units 	Support Units
????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
Knuckles 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	?????????
 	????????? 	????????? 	????????? 	????????? 	????????? 	????????? 	
====Unit Rivalries====
*Reiji Arisu and Xiaomu + ??? (???) VS. Sonic the Hedgehog and Shadow the Hedgehog + Knuckles the Echidna (SEGA): ???
*??? and ??? + ??? (???) VS. ??? and ??? + ??? (???): ???
===Non-Playable Characters===
====Event Characters====
*??? from ???
====Villain Units====
=====Rival Units=====
*??? from ???
=====Enemy Units=====
*??? from ???
==Stages==
Excluding stages that are only in the story mode, there are a total of ?? stages in the game, with ?? being available from the start, while ?? others need to be unlocked.
===Starter Stages===
Stage 	Series 	Series	Dimensions 	Description
ShibuyaProject X Zone 2 (2012) 	Cross 	 	14m x 14m(7m diameter)	Shibuya is the first location in the first chapter of Project X Zone 2, and the home stage of both Reiji Arisu and Xiaomu. It is the main city where the original game took place in, dubbed the "closed city" where Ouma and Shinra have been battling in for millennia. The stage does not appear to have any gimmicks and obstacles, making it a basic stage.
Kronos IslandSonic Frontiers (2022)	Sonic the Hedgehog	 	18m x 18m(9m diameter)	Kronos Island is the first zone in Sonic Frontiers, and the home stage of Sonic. This stage contains platforms, grind rails and bounce pads that pop in at random occasions during battles.
 	 	 	 	
===Unlockable Stages===
Stage	Series	Series	Dimensions	Description
 	 	 	 	
===Downloadable Stages===
Stage	Series	Series	Dimensions	Description
 	 	 	 	
==Cast==
Unlike past Project X Zone games, this game features an English voice cast for the characters, with a few exceptions. One notable issue was the decision to use either non-union or union actors, since many English voice actors occasionally overlap with each different union type.
Role 	Series 	Voice Actor 	Voice Actor
Role 	Series 	Japanese 	English
Fighting Units 	Fighting Units 	Fighting Units 	Fighting Units
Reiji Arisu 	Cross 	Kazuhiko Inoue 	Crispin Freeman
Shadow the Hedgehog 	Sonic the Hedgehog	Kōji Yusa 	N/A
Sonic the Hedgehog 	Sonic the Hedgehog	Jun'ichi Kanemaru	Roger Craig Smith
Xiaomu 	Cross 	Omi Minami 	Tara Strong
Support Units 	Support Units 	Support Units 	Support Units
Knuckles the Echidna	Sonic the Hedgehog	Nobutoshi Canna 	Dave B. Mitchell
Villain Units 	Villain Units 	Villain Units 	Villain Units
 	 	 	
Other Characters 	Other Characters 	Other Characters 	Other Characters
 	 	 	
==Sequels==
:Main article: Mutiny
About halfway through development, Shadic confirmed that Topaz Central will make a sub-series called the Mutiny series, bringing many franchises into different games, using the gameplay of Project X Zone: Mutiny. He interests using the gameplay for the Marvel vs. Capcom series and the Sega All-Stars series, as well as an installment using original characters, inspired by the characters from the represented franchises of the mini-series. The final installment plans to have all games represented in some way.
==Trivia==
*This is considered a spin-off to the Project X Zone series, which is mainly due to the different gameplay style compared to the previous installments.
===Development===
:See also: Project X Zone Revolution
Project X Zone: Mutiny was originally conceived in 2015 on a different wiki than Fantendo, and throughout both wikis, it has been through many different variations of the game for more than seven years. Along with other Topaz Central projects, it's rather infamous for notably restarting from scratch due to changes made by the creator. While Shadic wants to not continuously do that method, "at the end of the day, it's what [he does]".
One notable iteration of the game actually involved characters and IPs from other Fantendo characters alongside other gaming IPs. In fact, many companies were allowing the developers to use their characters for the game, and they even held a competition to allow a selection of fanmade characters into the game, although this aspect was incredibly flawed and restrictive. However, this version's development was halted due to a multitude of reasons; ranging from which characters can be used and how many would be involved in the base game, story, and future content, to different controversies surrounding the original owners causing them to be dropped from the project entirely. In the end, it was eventually decided to scrap the game, and start from scratch but only using canon video game IPs; Shadic hopes to revisit the concept of using other Fantendo IPs in a future game, once everything is established and possibly after making an original game too.
The current iteration of the game began development in September 2020 and was tentatively named Topaz: Battle for Mutiny (removing any affiliation with the Project X Zone series), named after the game's developer Topaz Central. The "Mutiny" part was chosen because Shadic thought it sounded cool and he didn't know what it meant until he searched it up afterwards. By October the same year, the entire title was reworked as a spinoff of the aforementioned series and the start of a new fighting game series, dubbed the "Mutiny" series, which would influence the stories of future installments.
One notable problem that was prevalent throughout all iterations was choosing the cast of playable characters. Shadic sought to make the roster comprise of returning and new series, as well as new characters from returning series, which made compiling the roster harder, to prevent any big names from iconic franchises being omitted. Unsurprisingly, some notable characters were omitted to bring in new characters from the same franchises or were removed for other logistical reasons.
===The Mutiny Data Logs===
See also: The Data Logs
On September 28, 2022, it was announced that an online blog series called the "Mutiny Data Logs" would commence, where every week or so would have the team announce a new feature in the game, whether it be a new character, stage, game mode or anything part of the base game. This is basically the equivalent to Super Smash Bros. Brawls Smash Bros. DOJO!!. However, after a week, the blog series went quiet for unknown reasons.
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