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	<channel>
		<title><![CDATA[Little Fighter Empire - Forums - All Forums]]></title>
		<link>https://lf-empire.de/forum/</link>
		<description><![CDATA[Little Fighter Empire - Forums - https://lf-empire.de/forum]]></description>
		<pubDate>Wed, 11 Nov 2026 16:46:37 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How to change the title screen and main menu BG?]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11733</link>
			<pubDate>Sun, 01 Nov 2026 23:49:27 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8273">StargazerKG</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11733</guid>
			<description><![CDATA[Hey, rediscovering my old love for LF2 classic and looking to start trying to make my own game in the engine. I was just wanting to know if there are any guides on how to change the title screen, the background on the main menu, and the data loading screen. I believe it possible from seeing videos of other LF2 mods, but I can't seem to find any guide for it. There's a lot of resources about data changing that I am using, but I can't find anything about changing the title screen or menu graphics.<br />
<br />
Any help at all would be greatly appreciated. <img src="https://lf-empire.de/forum/images/smilies/smile.gif" alt=":)" title=":)" class="smilie smilie_19" />]]></description>
			<content:encoded><![CDATA[Hey, rediscovering my old love for LF2 classic and looking to start trying to make my own game in the engine. I was just wanting to know if there are any guides on how to change the title screen, the background on the main menu, and the data loading screen. I believe it possible from seeing videos of other LF2 mods, but I can't seem to find any guide for it. There's a lot of resources about data changing that I am using, but I can't find anything about changing the title screen or menu graphics.<br />
<br />
Any help at all would be greatly appreciated. <img src="https://lf-empire.de/forum/images/smilies/smile.gif" alt=":)" title=":)" class="smilie smilie_19" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WIP] 1:1 C++ Decompilation & Source Lift of lf2.exe]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11732</link>
			<pubDate>Sat, 31 Oct 2026 16:59:33 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8272">rev-eng</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11732</guid>
			<description><![CDATA[<img src="https://github.com/0xd34db8/LF2-decomp/raw/main/assets/hero-compressed.png" loading="lazy"  alt="[Image: hero-compressed.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">GitHub Repo:</span> <a href="https://github.com/0xd34db8/LF2-decomp" target="_blank" rel="noopener" class="mycode_url">https://github.com/0xd34db8/LF2-decomp</a><br />
<br />
Over the past 20+ years, this community has seen countless incredible fan projects: AngelScript dynamic memory hooks (LF2-Enchanted), DirectDraw ddraw wrappers, clean-room modern engine clones (OpenLF2, OriVered's rebuild), and Unity/Godot reimplementations. <br />
<br />
While those projects are awesome, they all share one thing in common: <span style="font-weight: bold;" class="mycode_b">they are approximations, external wrappers, or clean-room interpretations of how LF2 <span style="font-style: italic;" class="mycode_i">might</span> work.</span> <br />
<br />
To date, <span style="font-weight: bold;" class="mycode_b">nobody has ever completed a REAL, 1:1 binary decompilation of <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span>.</span><br />
<br />
The only person who came close was <span style="font-family: 'Courier New';" class="mycode_font">xsoameix</span> roughly 12 years ago when they began painstakingly mapping out assembly instructions into Ruby (<span style="font-family: 'Courier New';" class="mycode_font">xsoameix/lf2</span>). But that project was abandoned before a working, compilable game engine could be finished.<br />
<br />
We are actively working to finish that mission.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What Makes This Project Different?</span><br />
<br />
We are not building an engine from scratch, and we are not guessing. <br />
<br />
Using <span style="font-weight: bold;" class="mycode_b">Ghidra</span> and modern binary analysis, we are disassembling and decompiling the original compiled x86-32 MSVC++ executable (<span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span> v1.9c / v2.0a) and lifting the <span style="font-weight: bold;" class="mycode_b">exact, authentic C++ code</span> directly from the binary.<br />
<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Zero Guesswork / 100% Math Fidelity:</span> Hitbox collision formulas (<span style="font-family: 'Courier New';" class="mycode_font">itr_t</span> / <span style="font-family: 'Courier New';" class="mycode_font">bdy_t</span>), 3D velocity integration, gravity steps, frame wait timers, and damage calculations are mathematically identical to the original assembly.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Pristine Ground Truth:</span> We maintain an untouched archive of raw Ghidra decompiler exports (<span style="font-family: 'Courier New';" class="mycode_font">decompiled/RAW/</span>) alongside a syntactically valid legacy C suite (<span style="font-family: 'Courier New';" class="mycode_font">decompiled/Compilable/</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Liberation, Not Emulation:</span> We extract that pure game logic into a modern, portable C++20 engine (<span style="font-family: 'Courier New';" class="mycode_font">src/</span>), replacing deprecated Win32 message pumps and DirectDraw 6 surfaces with SDL2 so it compiles natively on modern 32-bit and 64-bit platforms.<br />
</li>
</ol>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Wild Secrets &amp; Mysteries Uncovered Inside <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span></span><br />
<br />
Decompiling the binary instruction-by-instruction has finally answered questions and mysteries LF2 players and modders have debated for over two decades:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Anatomy of the Infamous "Synchronisation Error!" (<span style="font-family: 'Courier New';" class="mycode_font">0x0041C5F0</span>):</span><br />
  LF2 network play runs on a compact 22-byte lockstep packet. Every tick, the host calculates a cumulative checksum of all active characters' HP (Σ HPᵢ). If client and host HP checksums differ by <span style="font-weight: bold;" class="mycode_b">even 1 HP</span> (due to a single floating-point jitter or projectile spawn timing deviation), the binary immediately aborts execution and shows the dreaded <span style="font-style: italic;" class="mycode_i">"Synchronisation Error!"</span> modal dialog!<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Why Stage 5 Crashes to Desktop (<span style="font-family: 'Courier New';" class="mycode_font">g_objects[100]</span>):</span><br />
  <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span> manages all world entities through a fixed, hardcoded array capped at <span style="font-weight: bold;" class="mycode_b">exactly 100 slots</span> (<span style="font-family: 'Courier New';" class="mycode_font">0x00450BE0</span>). Davis, bandits, dropped baseball bats, flying energy balls, and transient blood splatter particles all compete for these same 100 slots. In chaotic Stage 5 battles, slot 101 returns <span style="font-family: 'Courier New';" class="mycode_font">NULL</span>—which the game promptly attempts to dereference, causing an instant CTD.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The No-Vtable Architecture:</span><br />
  Clean-room rebuilds often assume an object-oriented hierarchy (<span style="font-family: 'Courier New';" class="mycode_font">Character -&gt; Entity -&gt; Weapon</span>). In the real binary, Marti Wong wrote a single, monolithic 880-byte <span style="font-family: 'Courier New';" class="mycode_font">object_t</span> struct without a single virtual method or vtable pointer! Everything from Julian to a falling rock runs through the exact same struct layout and massive procedural state machines (like the 4,000-line combat dispatcher at <span style="font-family: 'Courier New';" class="mycode_font">0x0042E100</span>).<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Why Usernames in <span style="font-family: 'Courier New';" class="mycode_font">control.txt</span> Had Backticks (<span style="font-family: 'Courier New';" class="mycode_font">`</span>):</span><br />
  LF2 serialized <span style="font-family: 'Courier New';" class="mycode_font">control.txt</span> with <span style="font-family: 'Courier New';" class="mycode_font">fscanf("%s")</span>, which normally splits on spaces. Marti’s clever workaround in assembly (<span style="font-family: 'Courier New';" class="mycode_font">0x004233E0</span>) was a loop that replaced every space character with a grave accent (<span style="font-family: 'Courier New';" class="mycode_font">`</span>) before saving, and reverted them back on load!<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Rudolf Void Glitch (<span style="font-family: 'Courier New';" class="mycode_font">0x00403270</span>):</span><br />
  When Rudolf grabs an opponent at the edge of the screen, the game computes x₍dest₎ = x₍target₎ ± 40. The assembly completely forgot to clamp this destination against the stage boundaries—meaning grabbing someone near the edge of the screen teleports Rudolf into negative coordinates outside the map.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Hardcoded Cheats &amp; Secrets:</span><br />
  Looking at <span style="font-family: 'Courier New';" class="mycode_font">WindowProc</span> (<span style="font-family: 'Courier New';" class="mycode_font">0x0043b3d0</span>), keystroke state machines listen for:<br />
 <ul class="mycode_list"><li><span style="font-family: 'Courier New';" class="mycode_font">"lf2.net"</span>: Unlocks Julian, Firzen, LouisEX, and other enemy henchmen characters.<br />
</li>
<li><span style="font-family: 'Courier New';" class="mycode_font">"herofighter.com"</span>: A secret shoutout Marti added to LF2 v2.0 for his next game, which unlocks function keys in stage mode<br />
</li>
<li><span style="font-family: 'Courier New';" class="mycode_font">"ABC"</span>: Switches on the developer's internal frame/hitbox inspector.<br />
  </li>
</ul>
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The 3,000-Byte PRNG Table:</span><br />
  LF2 doesn't use the C standard library <span style="font-family: 'Courier New';" class="mycode_font">rand()</span> because CRT implementations differ across compilers and desync multiplayer. Instead, embedded at <span style="font-family: 'Courier New';" class="mycode_font">0x0044FF90</span> is a precomputed 3,000-byte lookup table that the engine simply cycles through circularly.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Project Status (Work in Progress!)</span><br />
<br />
This is an active, ongoing effort. Here is what has been lifted, verified, and running so far:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">[x] Core Memory Maps:</span> Struct layouts for <span style="font-family: 'Courier New';" class="mycode_font">bdy</span>, <span style="font-family: 'Courier New';" class="mycode_font">itr</span>, <span style="font-family: 'Courier New';" class="mycode_font">wpoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">cpoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">opoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">frame</span>, <span style="font-family: 'Courier New';" class="mycode_font">file</span>, and <span style="font-family: 'Courier New';" class="mycode_font">object</span> verified with compile-time assertions.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Cipher &amp; Data Loader:</span> 100% authentic Vigenère decryptor (123-byte header skip + <span style="font-family: 'Courier New';" class="mycode_font">"SiuHungIsAGoodBearBecauseHeIsVeryGood"</span> key) and full parser for <span style="font-family: 'Courier New';" class="mycode_font">data.txt</span> and <span style="font-family: 'Courier New';" class="mycode_font">.dat</span> character files.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Entity Physics &amp; Movement:</span> 3D velocity integration, gravity, jumping arcs, ground friction, and wait-counter state machines.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Combat &amp; Collision Dispatcher:</span> Full 1:1 lift of <span style="font-family: 'Courier New';" class="mycode_font">0x0042E100</span> (damage calculations, flinch states, knockdown fall thresholds, rest timers).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Weapons &amp; Grappling:</span> Catch/throw anchoring (<span style="font-family: 'Courier New';" class="mycode_font">cpoint</span>) and 3D weapon pickups/drops/throws (<span style="font-family: 'Courier New';" class="mycode_font">wpoint</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] AI Decision Tree:</span> Autonomous enemy threat targeting, approach synthesis, and combo execution (<span style="font-family: 'Courier New';" class="mycode_font">0x00406BA0</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Graphics &amp; Audio:</span> Software clipping, sprite sheet slicing (including the 1-pixel separator gutter), multi-layer parallax backgrounds, and zero-dependency SDL2 audio.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Automated Test Harnesses:</span> Test suites ensuring mathematical parity against the raw disassembly.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">What's Next?</span><br />
We are continuing to lift the remaining high-level scene management, menu flows, stage phase progression, and modernizing the network layer so we can finally have a completely liberated, authentic LF2 engine that plays exactly like the 1999–2002 original.<br />
<br />
If you are an LF2 veteran, modder, or reverse engineering enthusiast, we'd love to hear your thoughts, answer questions about the binary internals, and share findings with the community]]></description>
			<content:encoded><![CDATA[<img src="https://github.com/0xd34db8/LF2-decomp/raw/main/assets/hero-compressed.png" loading="lazy"  alt="[Image: hero-compressed.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">GitHub Repo:</span> <a href="https://github.com/0xd34db8/LF2-decomp" target="_blank" rel="noopener" class="mycode_url">https://github.com/0xd34db8/LF2-decomp</a><br />
<br />
Over the past 20+ years, this community has seen countless incredible fan projects: AngelScript dynamic memory hooks (LF2-Enchanted), DirectDraw ddraw wrappers, clean-room modern engine clones (OpenLF2, OriVered's rebuild), and Unity/Godot reimplementations. <br />
<br />
While those projects are awesome, they all share one thing in common: <span style="font-weight: bold;" class="mycode_b">they are approximations, external wrappers, or clean-room interpretations of how LF2 <span style="font-style: italic;" class="mycode_i">might</span> work.</span> <br />
<br />
To date, <span style="font-weight: bold;" class="mycode_b">nobody has ever completed a REAL, 1:1 binary decompilation of <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span>.</span><br />
<br />
The only person who came close was <span style="font-family: 'Courier New';" class="mycode_font">xsoameix</span> roughly 12 years ago when they began painstakingly mapping out assembly instructions into Ruby (<span style="font-family: 'Courier New';" class="mycode_font">xsoameix/lf2</span>). But that project was abandoned before a working, compilable game engine could be finished.<br />
<br />
We are actively working to finish that mission.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What Makes This Project Different?</span><br />
<br />
We are not building an engine from scratch, and we are not guessing. <br />
<br />
Using <span style="font-weight: bold;" class="mycode_b">Ghidra</span> and modern binary analysis, we are disassembling and decompiling the original compiled x86-32 MSVC++ executable (<span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span> v1.9c / v2.0a) and lifting the <span style="font-weight: bold;" class="mycode_b">exact, authentic C++ code</span> directly from the binary.<br />
<br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Zero Guesswork / 100% Math Fidelity:</span> Hitbox collision formulas (<span style="font-family: 'Courier New';" class="mycode_font">itr_t</span> / <span style="font-family: 'Courier New';" class="mycode_font">bdy_t</span>), 3D velocity integration, gravity steps, frame wait timers, and damage calculations are mathematically identical to the original assembly.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Pristine Ground Truth:</span> We maintain an untouched archive of raw Ghidra decompiler exports (<span style="font-family: 'Courier New';" class="mycode_font">decompiled/RAW/</span>) alongside a syntactically valid legacy C suite (<span style="font-family: 'Courier New';" class="mycode_font">decompiled/Compilable/</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Liberation, Not Emulation:</span> We extract that pure game logic into a modern, portable C++20 engine (<span style="font-family: 'Courier New';" class="mycode_font">src/</span>), replacing deprecated Win32 message pumps and DirectDraw 6 surfaces with SDL2 so it compiles natively on modern 32-bit and 64-bit platforms.<br />
</li>
</ol>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Wild Secrets &amp; Mysteries Uncovered Inside <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span></span><br />
<br />
Decompiling the binary instruction-by-instruction has finally answered questions and mysteries LF2 players and modders have debated for over two decades:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Anatomy of the Infamous "Synchronisation Error!" (<span style="font-family: 'Courier New';" class="mycode_font">0x0041C5F0</span>):</span><br />
  LF2 network play runs on a compact 22-byte lockstep packet. Every tick, the host calculates a cumulative checksum of all active characters' HP (Σ HPᵢ). If client and host HP checksums differ by <span style="font-weight: bold;" class="mycode_b">even 1 HP</span> (due to a single floating-point jitter or projectile spawn timing deviation), the binary immediately aborts execution and shows the dreaded <span style="font-style: italic;" class="mycode_i">"Synchronisation Error!"</span> modal dialog!<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Why Stage 5 Crashes to Desktop (<span style="font-family: 'Courier New';" class="mycode_font">g_objects[100]</span>):</span><br />
  <span style="font-family: 'Courier New';" class="mycode_font">lf2.exe</span> manages all world entities through a fixed, hardcoded array capped at <span style="font-weight: bold;" class="mycode_b">exactly 100 slots</span> (<span style="font-family: 'Courier New';" class="mycode_font">0x00450BE0</span>). Davis, bandits, dropped baseball bats, flying energy balls, and transient blood splatter particles all compete for these same 100 slots. In chaotic Stage 5 battles, slot 101 returns <span style="font-family: 'Courier New';" class="mycode_font">NULL</span>—which the game promptly attempts to dereference, causing an instant CTD.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The No-Vtable Architecture:</span><br />
  Clean-room rebuilds often assume an object-oriented hierarchy (<span style="font-family: 'Courier New';" class="mycode_font">Character -&gt; Entity -&gt; Weapon</span>). In the real binary, Marti Wong wrote a single, monolithic 880-byte <span style="font-family: 'Courier New';" class="mycode_font">object_t</span> struct without a single virtual method or vtable pointer! Everything from Julian to a falling rock runs through the exact same struct layout and massive procedural state machines (like the 4,000-line combat dispatcher at <span style="font-family: 'Courier New';" class="mycode_font">0x0042E100</span>).<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Why Usernames in <span style="font-family: 'Courier New';" class="mycode_font">control.txt</span> Had Backticks (<span style="font-family: 'Courier New';" class="mycode_font">`</span>):</span><br />
  LF2 serialized <span style="font-family: 'Courier New';" class="mycode_font">control.txt</span> with <span style="font-family: 'Courier New';" class="mycode_font">fscanf("%s")</span>, which normally splits on spaces. Marti’s clever workaround in assembly (<span style="font-family: 'Courier New';" class="mycode_font">0x004233E0</span>) was a loop that replaced every space character with a grave accent (<span style="font-family: 'Courier New';" class="mycode_font">`</span>) before saving, and reverted them back on load!<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Rudolf Void Glitch (<span style="font-family: 'Courier New';" class="mycode_font">0x00403270</span>):</span><br />
  When Rudolf grabs an opponent at the edge of the screen, the game computes x₍dest₎ = x₍target₎ ± 40. The assembly completely forgot to clamp this destination against the stage boundaries—meaning grabbing someone near the edge of the screen teleports Rudolf into negative coordinates outside the map.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Hardcoded Cheats &amp; Secrets:</span><br />
  Looking at <span style="font-family: 'Courier New';" class="mycode_font">WindowProc</span> (<span style="font-family: 'Courier New';" class="mycode_font">0x0043b3d0</span>), keystroke state machines listen for:<br />
 <ul class="mycode_list"><li><span style="font-family: 'Courier New';" class="mycode_font">"lf2.net"</span>: Unlocks Julian, Firzen, LouisEX, and other enemy henchmen characters.<br />
</li>
<li><span style="font-family: 'Courier New';" class="mycode_font">"herofighter.com"</span>: A secret shoutout Marti added to LF2 v2.0 for his next game, which unlocks function keys in stage mode<br />
</li>
<li><span style="font-family: 'Courier New';" class="mycode_font">"ABC"</span>: Switches on the developer's internal frame/hitbox inspector.<br />
  </li>
</ul>
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The 3,000-Byte PRNG Table:</span><br />
  LF2 doesn't use the C standard library <span style="font-family: 'Courier New';" class="mycode_font">rand()</span> because CRT implementations differ across compilers and desync multiplayer. Instead, embedded at <span style="font-family: 'Courier New';" class="mycode_font">0x0044FF90</span> is a precomputed 3,000-byte lookup table that the engine simply cycles through circularly.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Project Status (Work in Progress!)</span><br />
<br />
This is an active, ongoing effort. Here is what has been lifted, verified, and running so far:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">[x] Core Memory Maps:</span> Struct layouts for <span style="font-family: 'Courier New';" class="mycode_font">bdy</span>, <span style="font-family: 'Courier New';" class="mycode_font">itr</span>, <span style="font-family: 'Courier New';" class="mycode_font">wpoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">cpoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">opoint</span>, <span style="font-family: 'Courier New';" class="mycode_font">frame</span>, <span style="font-family: 'Courier New';" class="mycode_font">file</span>, and <span style="font-family: 'Courier New';" class="mycode_font">object</span> verified with compile-time assertions.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Cipher &amp; Data Loader:</span> 100% authentic Vigenère decryptor (123-byte header skip + <span style="font-family: 'Courier New';" class="mycode_font">"SiuHungIsAGoodBearBecauseHeIsVeryGood"</span> key) and full parser for <span style="font-family: 'Courier New';" class="mycode_font">data.txt</span> and <span style="font-family: 'Courier New';" class="mycode_font">.dat</span> character files.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Entity Physics &amp; Movement:</span> 3D velocity integration, gravity, jumping arcs, ground friction, and wait-counter state machines.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Combat &amp; Collision Dispatcher:</span> Full 1:1 lift of <span style="font-family: 'Courier New';" class="mycode_font">0x0042E100</span> (damage calculations, flinch states, knockdown fall thresholds, rest timers).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Weapons &amp; Grappling:</span> Catch/throw anchoring (<span style="font-family: 'Courier New';" class="mycode_font">cpoint</span>) and 3D weapon pickups/drops/throws (<span style="font-family: 'Courier New';" class="mycode_font">wpoint</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] AI Decision Tree:</span> Autonomous enemy threat targeting, approach synthesis, and combo execution (<span style="font-family: 'Courier New';" class="mycode_font">0x00406BA0</span>).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Graphics &amp; Audio:</span> Software clipping, sprite sheet slicing (including the 1-pixel separator gutter), multi-layer parallax backgrounds, and zero-dependency SDL2 audio.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">[x] Automated Test Harnesses:</span> Test suites ensuring mathematical parity against the raw disassembly.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">What's Next?</span><br />
We are continuing to lift the remaining high-level scene management, menu flows, stage phase progression, and modernizing the network layer so we can finally have a completely liberated, authentic LF2 engine that plays exactly like the 1999–2002 original.<br />
<br />
If you are an LF2 veteran, modder, or reverse engineering enthusiast, we'd love to hear your thoughts, answer questions about the binary internals, and share findings with the community]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[All Mod LF2]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11731</link>
			<pubDate>Fri, 30 Oct 2026 21:09:28 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8271">Xoi23122000</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11731</guid>
			<description><![CDATA[I have integrated popular, free LF2 mods into an open-source website: anmen5000.github.io/OpenLF2. You can play the game directly in your web browser—no need to download any executable files. Developers are welcome to clone the source code to further develop the "INSANE" AI mode; details on this can be found on the website.<br />
<br />
GitHub source: <a href="https://github.com/anmen5000/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/anmen5000/OpenLF2</a><br />
<br />
I developed this based on the open-source code from: <a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a>]]></description>
			<content:encoded><![CDATA[I have integrated popular, free LF2 mods into an open-source website: anmen5000.github.io/OpenLF2. You can play the game directly in your web browser—no need to download any executable files. Developers are welcome to clone the source code to further develop the "INSANE" AI mode; details on this can be found on the website.<br />
<br />
GitHub source: <a href="https://github.com/anmen5000/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/anmen5000/OpenLF2</a><br />
<br />
I developed this based on the open-source code from: <a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI INSANE + XOI]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11730</link>
			<pubDate>Fri, 30 Oct 2026 21:06:16 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8271">Xoi23122000</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11730</guid>
			<description><![CDATA[The original Little Fighter 2 has four computer levels: Easy, Normal, Difficult and CRAZY!. Its computer player is a set of rules written for the original fighters, keyed by their ids. Put it in a mod (One Piece GrandWorld, Naruto: The Setting Dawn, KT-LF2, Sx2…) and it has no idea what the new moves are, so it mostly punches, kicks and throws the odd D+A at random.<br />
<br />
INSANE! is a fifth level, selected right after CRAZY! on the character selection screen (and in Tournament and Battle mode). It contains no line about Luffy or Naruto: everything it knows about a fighter comes from playing each of that fighter's moves itself, in a private copy of the match, before the match begins. That is why it can use the moves of mods nobody has ever written an AI for.<br />
<br />
I have developed an entirely new version of an AI capable of self-learning; it can recognize its own skills and utilize them appropriately. Furthermore, it can scan and anticipate the enemy's incoming moves within a 16-frame window, allowing it to adapt dynamically. It is not yet complete, however; I am currently expanding the AI’s awareness to include the opponent's capabilities, which will enable it to respond even more effectively. I am currently continuing to refine how the AI ​​perceives information about its opponents, with the goal of making it increasingly sophisticated. Developers are welcome to access my open-source code to contribute further—this AI script is designed to be compatible with almost any mod (I have successfully tested it with about six different mods, and it works well).<br />
<br />
New AI model, which I’ve named "XOI." Its learning mechanism is similar to the SPSA (Simultaneous Perturbation Stochastic Approximation) method used in world-class chess AIs. It has proven highly effective; in tests conducted using the "KT" and "HELL" mods for the game *Little Fighter 2* (LF2), it achieved a 65.4% win rate against the "INSANE" difficulty AI (in the HELL mod) across 45,120 test matches, and a 54.9% win rate (in the KT mod) across 20,358 test matches.My new AI, XOI, utilizes a training mechanism similar to that of the chess engine Stockfish—specifically, SPSA (Simultaneous Perturbation Stochastic Approximation). This allows the AI ​​to learn from past mistakes through countless simulated matches, refining its parameters for specific behaviors tailored to various scenarios. At present, its level of learning remains quite rudimentary, with significant room for further development.<br />
<br />
My AI project is designed to be applicable to all types of mods available, rather than being limited to a single mod or character. I am currently building upon the strengths of "AI SAUCE"—the most powerful existing AI for *Little Fighter 2* (LF2), though it is currently restricted to about 15 characters. I intend to have my AI spar against the SAUCE AI for approximately 500,000 matches, allowing it to learn from its mistakes and refine its performance using the Simultaneous Perturbation Stochastic Approximation (SPSA) method. Once it reaches its peak potential, I will apply these learned parameters across all available mods.<br />
<br />
All source code is available on my GitHub: <a href="https://github.com/anmen5000/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/anmen5000/OpenLF2</a><br />
<br />
Visit the demo page here: <a href="https://anmen5000.github.io/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://anmen5000.github.io/OpenLF2</a><br />
<br />
I developed this based on the open-source code from: <a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a>]]></description>
			<content:encoded><![CDATA[The original Little Fighter 2 has four computer levels: Easy, Normal, Difficult and CRAZY!. Its computer player is a set of rules written for the original fighters, keyed by their ids. Put it in a mod (One Piece GrandWorld, Naruto: The Setting Dawn, KT-LF2, Sx2…) and it has no idea what the new moves are, so it mostly punches, kicks and throws the odd D+A at random.<br />
<br />
INSANE! is a fifth level, selected right after CRAZY! on the character selection screen (and in Tournament and Battle mode). It contains no line about Luffy or Naruto: everything it knows about a fighter comes from playing each of that fighter's moves itself, in a private copy of the match, before the match begins. That is why it can use the moves of mods nobody has ever written an AI for.<br />
<br />
I have developed an entirely new version of an AI capable of self-learning; it can recognize its own skills and utilize them appropriately. Furthermore, it can scan and anticipate the enemy's incoming moves within a 16-frame window, allowing it to adapt dynamically. It is not yet complete, however; I am currently expanding the AI’s awareness to include the opponent's capabilities, which will enable it to respond even more effectively. I am currently continuing to refine how the AI ​​perceives information about its opponents, with the goal of making it increasingly sophisticated. Developers are welcome to access my open-source code to contribute further—this AI script is designed to be compatible with almost any mod (I have successfully tested it with about six different mods, and it works well).<br />
<br />
New AI model, which I’ve named "XOI." Its learning mechanism is similar to the SPSA (Simultaneous Perturbation Stochastic Approximation) method used in world-class chess AIs. It has proven highly effective; in tests conducted using the "KT" and "HELL" mods for the game *Little Fighter 2* (LF2), it achieved a 65.4% win rate against the "INSANE" difficulty AI (in the HELL mod) across 45,120 test matches, and a 54.9% win rate (in the KT mod) across 20,358 test matches.My new AI, XOI, utilizes a training mechanism similar to that of the chess engine Stockfish—specifically, SPSA (Simultaneous Perturbation Stochastic Approximation). This allows the AI ​​to learn from past mistakes through countless simulated matches, refining its parameters for specific behaviors tailored to various scenarios. At present, its level of learning remains quite rudimentary, with significant room for further development.<br />
<br />
My AI project is designed to be applicable to all types of mods available, rather than being limited to a single mod or character. I am currently building upon the strengths of "AI SAUCE"—the most powerful existing AI for *Little Fighter 2* (LF2), though it is currently restricted to about 15 characters. I intend to have my AI spar against the SAUCE AI for approximately 500,000 matches, allowing it to learn from its mistakes and refine its performance using the Simultaneous Perturbation Stochastic Approximation (SPSA) method. Once it reaches its peak potential, I will apply these learned parameters across all available mods.<br />
<br />
All source code is available on my GitHub: <a href="https://github.com/anmen5000/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/anmen5000/OpenLF2</a><br />
<br />
Visit the demo page here: <a href="https://anmen5000.github.io/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://anmen5000.github.io/OpenLF2</a><br />
<br />
I developed this based on the open-source code from: <a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI INSANE]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11729</link>
			<pubDate>Fri, 30 Oct 2026 20:58:48 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8271">Xoi23122000</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11729</guid>
			<description><![CDATA[The original Little Fighter 2 has four computer levels: Easy, Normal, Difficult and CRAZY!. Its computer player is a set of rules written for the original fighters, keyed by their ids. Put it in a mod (One Piece GrandWorld, Naruto: The Setting Dawn, KT-LF2, Sx2…) and it has no idea what the new moves are, so it mostly punches, kicks and throws the odd D+A at random.<br />
<br />
INSANE! is a fifth level, selected right after CRAZY! on the character selection screen (and in Tournament and Battle mode). It contains no line about Luffy or Naruto: everything it knows about a fighter comes from playing each of that fighter's moves itself, in a private copy of the match, before the match begins. That is why it can use the moves of mods nobody has ever written an AI for.<br />
<br />
I have developed an entirely new version of an AI capable of self-learning; it can recognize its own skills and utilize them appropriately. Furthermore, it can scan and anticipate the enemy's incoming moves within a 16-frame window, allowing it to adapt dynamically. It is not yet complete, however; I am currently expanding the AI’s awareness to include the opponent's capabilities, which will enable it to respond even more effectively.<br />
<br />
All source code is available on my GitHub: <a href="https://anmen5000.github.io/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://anmen5000.github.io/OpenLF2</a><br />
Clip demo: <a href="https://youtu.be/ZZLis2BA54k" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/ZZLis2BA54k</a><br />
<br />
developers are welcome to visit my GitHub repository to contribute to its further development. If there are any specific mods you would like to see supported, please feel free to reach out to me via email at anmen5000@gmail.com.]]></description>
			<content:encoded><![CDATA[The original Little Fighter 2 has four computer levels: Easy, Normal, Difficult and CRAZY!. Its computer player is a set of rules written for the original fighters, keyed by their ids. Put it in a mod (One Piece GrandWorld, Naruto: The Setting Dawn, KT-LF2, Sx2…) and it has no idea what the new moves are, so it mostly punches, kicks and throws the odd D+A at random.<br />
<br />
INSANE! is a fifth level, selected right after CRAZY! on the character selection screen (and in Tournament and Battle mode). It contains no line about Luffy or Naruto: everything it knows about a fighter comes from playing each of that fighter's moves itself, in a private copy of the match, before the match begins. That is why it can use the moves of mods nobody has ever written an AI for.<br />
<br />
I have developed an entirely new version of an AI capable of self-learning; it can recognize its own skills and utilize them appropriately. Furthermore, it can scan and anticipate the enemy's incoming moves within a 16-frame window, allowing it to adapt dynamically. It is not yet complete, however; I am currently expanding the AI’s awareness to include the opponent's capabilities, which will enable it to respond even more effectively.<br />
<br />
All source code is available on my GitHub: <a href="https://anmen5000.github.io/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://anmen5000.github.io/OpenLF2</a><br />
Clip demo: <a href="https://youtu.be/ZZLis2BA54k" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/ZZLis2BA54k</a><br />
<br />
developers are welcome to visit my GitHub repository to contribute to its further development. If there are any specific mods you would like to see supported, please feel free to reach out to me via email at anmen5000@gmail.com.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LF2 Convergence]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11728</link>
			<pubDate>Tue, 27 Oct 2026 13:49:58 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=4488">rewlf2</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11728</guid>
			<description><![CDATA[<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
LF2 Convergence is a themed compilation modded version of Little Fighter 2 featuring my selected roster of renewed/remade characters, backgrounds and (in future) a story mode.<br />
<br />
This mod is also a showcase of my prowess on high-level data changing and spriting, and can be considered a culmination of my LF2 data-changing products.<br />
<br />
Also, this mod is aimed to make several favourite unfinished character see the light, so indirection promotion goes here.<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Content</span></span><br />
This modification features (expanding):<ul class="mycode_list"><li>24 heroes<br />
</li>
<li>8 bosses<br />
</li>
<li>New stage mode<br />
</li>
<li>21 handcrafted backgrounds<br />
</li>
</ul>
 <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Featured characters</span><br />
(Name - Original creator (Source)):<br />
<br />
Deapis - Leviaiz (LF2HC)<br />
Deep - Leviaiz (RV)<br />
Firen - Leviaiz (RV)<br />
Freeze - Leviaiz (RV)<br />
<br />
Beltor - LéoSilva (LF2 Victory)<br />
Brad - Gad (Character Pack)<br />
Cord - Gad (Character Pack)<br />
Caesar - Gad (Character Pack)<br />
Crimson - Gad (Character Pack)<br />
Darius - PF<br />
Foxy - Joho<br />
Hagin &amp; Tommi - Gad (Character Pack)<br />
KhaosLong - LéoSilva (LF2 Victory)<br />
Mefju - Gad (Character Pack)<br />
Mia - MoragWan<br />
Mirracky - VGKitten Aeris<br />
Nino - Arcane, Ariel and Memento<br />
Pronto - Gad (Character Pack)<br />
Rampe - Gad (Character Pack)<br />
Ryozaki - LéoSilva (LF2 Victory)<br />
Stancher - Gad (Character Pack)<br />
Tiger - SiegVar<br />
Winnie - Leviaiz (LF2HongBa)<br />
Wizard - Mono (Extended LF2)<br />
<br />
BanditEX - Leviaiz (LF2HongBa), reezen, Youejeen, Kaworu, Minggg, Kasper (Firen's Revenge)<br />
Bat - Leviaiz (LF2HongBa)<br />
Gammon - Original<br />
Gilbert - Original<br />
HongBa - Leviaiz (LF2HongBa)<br />
Keny - LéoSilva (LF2 Victory)<br />
Louis - Gad (Character Pack)<br />
Mark - ?<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Current state</span></span><br />
Only some characters are "fully finished", that means they meet the final product standard. Other characters if playable, they should be considered "half-finished". You can definitely try out lethal combos with these other characters but I am still remaking them, therefore major changes will take place in later versions and they may be weaker than finished ones at the moment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fully finished characters:</span><br />
Deapis<br />
Deep<br />
Firen<br />
Freeze<br />
<br />
Beltor<br />
Brad (Strength falling behind)<br />
Cord<br />
Darius<br />
KhaosLong<br />
Mefju<br />
Mia<br />
Nino (Strength falling behind)<br />
Ryozaki (Strength falling behind)<br />
Winnie (Strength falling behind)<br />
Wizard (Strength falling behind)<br />
<br />
BanditEX<br />
Bat<br />
HongBa<br />
Keny<br />
Louis<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Not available characters:</span><br />
Foxy<br />
Hagin &amp; Tommi<br />
Mirracky<br />
Gammon<br />
Gilbert<br />
Mark<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots</span></span><br />
Will be added after I make the interface!<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Download</span></span><br />
Newest version: v0.3<br />
<a href="https://www.mediafire.com/file/qwip9a81ov4kgt1/LF2convergence_v0.3.zip/file" target="_blank" rel="noopener" class="mycode_url">Mediafire</a><br />
<br />
Move list<br />
<a href="https://rewlf2.github.io/LF2convergence/readme_eng.html" target="_blank" rel="noopener" class="mycode_url">v0.3</a><br />
Also included in package.<br />
<br />
All download links:<br />
<a href="https://www.mediafire.com/folder/y0dxl64vt4drz/LF2convergence" target="_blank" rel="noopener" class="mycode_url">Mediafire</a>]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
LF2 Convergence is a themed compilation modded version of Little Fighter 2 featuring my selected roster of renewed/remade characters, backgrounds and (in future) a story mode.<br />
<br />
This mod is also a showcase of my prowess on high-level data changing and spriting, and can be considered a culmination of my LF2 data-changing products.<br />
<br />
Also, this mod is aimed to make several favourite unfinished character see the light, so indirection promotion goes here.<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Content</span></span><br />
This modification features (expanding):<ul class="mycode_list"><li>24 heroes<br />
</li>
<li>8 bosses<br />
</li>
<li>New stage mode<br />
</li>
<li>21 handcrafted backgrounds<br />
</li>
</ul>
 <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Featured characters</span><br />
(Name - Original creator (Source)):<br />
<br />
Deapis - Leviaiz (LF2HC)<br />
Deep - Leviaiz (RV)<br />
Firen - Leviaiz (RV)<br />
Freeze - Leviaiz (RV)<br />
<br />
Beltor - LéoSilva (LF2 Victory)<br />
Brad - Gad (Character Pack)<br />
Cord - Gad (Character Pack)<br />
Caesar - Gad (Character Pack)<br />
Crimson - Gad (Character Pack)<br />
Darius - PF<br />
Foxy - Joho<br />
Hagin &amp; Tommi - Gad (Character Pack)<br />
KhaosLong - LéoSilva (LF2 Victory)<br />
Mefju - Gad (Character Pack)<br />
Mia - MoragWan<br />
Mirracky - VGKitten Aeris<br />
Nino - Arcane, Ariel and Memento<br />
Pronto - Gad (Character Pack)<br />
Rampe - Gad (Character Pack)<br />
Ryozaki - LéoSilva (LF2 Victory)<br />
Stancher - Gad (Character Pack)<br />
Tiger - SiegVar<br />
Winnie - Leviaiz (LF2HongBa)<br />
Wizard - Mono (Extended LF2)<br />
<br />
BanditEX - Leviaiz (LF2HongBa), reezen, Youejeen, Kaworu, Minggg, Kasper (Firen's Revenge)<br />
Bat - Leviaiz (LF2HongBa)<br />
Gammon - Original<br />
Gilbert - Original<br />
HongBa - Leviaiz (LF2HongBa)<br />
Keny - LéoSilva (LF2 Victory)<br />
Louis - Gad (Character Pack)<br />
Mark - ?<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Current state</span></span><br />
Only some characters are "fully finished", that means they meet the final product standard. Other characters if playable, they should be considered "half-finished". You can definitely try out lethal combos with these other characters but I am still remaking them, therefore major changes will take place in later versions and they may be weaker than finished ones at the moment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fully finished characters:</span><br />
Deapis<br />
Deep<br />
Firen<br />
Freeze<br />
<br />
Beltor<br />
Brad (Strength falling behind)<br />
Cord<br />
Darius<br />
KhaosLong<br />
Mefju<br />
Mia<br />
Nino (Strength falling behind)<br />
Ryozaki (Strength falling behind)<br />
Winnie (Strength falling behind)<br />
Wizard (Strength falling behind)<br />
<br />
BanditEX<br />
Bat<br />
HongBa<br />
Keny<br />
Louis<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Not available characters:</span><br />
Foxy<br />
Hagin &amp; Tommi<br />
Mirracky<br />
Gammon<br />
Gilbert<br />
Mark<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots</span></span><br />
Will be added after I make the interface!<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Download</span></span><br />
Newest version: v0.3<br />
<a href="https://www.mediafire.com/file/qwip9a81ov4kgt1/LF2convergence_v0.3.zip/file" target="_blank" rel="noopener" class="mycode_url">Mediafire</a><br />
<br />
Move list<br />
<a href="https://rewlf2.github.io/LF2convergence/readme_eng.html" target="_blank" rel="noopener" class="mycode_url">v0.3</a><br />
Also included in package.<br />
<br />
All download links:<br />
<a href="https://www.mediafire.com/folder/y0dxl64vt4drz/LF2convergence" target="_blank" rel="noopener" class="mycode_url">Mediafire</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Goku & SSJ Goku V2]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11727</link>
			<pubDate>Sun, 25 Oct 2026 08:30:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=752">Memento</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11727</guid>
			<description><![CDATA[Goku &amp; SSJ Goku - Version 2 (boss level)<br />
<br />
<img src="https://i.imgur.com/pgx0jSt.gif" loading="lazy"  alt="[Image: pgx0jSt.gif]" class="mycode_img" /><br />
<br />
Follow this link to see a crazy combo: <a href="https://imgur.com/a/L3a1RPs#pp0oXF0" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/L3a1RPs#pp0oXF0</a><br />
<br />
Both normal and super saiyan form have new moves, can fly, have new counters and evasive moves.<br />
<br />
SSJ Goku might be the most complex (not complicated in terms of data..) character in LF2 so far, in terms of variety and being able to accurately control him. I'd say this is not good OR bad perse, rather a preference. However <br />
- The inputs may not feel familiar.<br />
- it does require many hours of gameplay to really be able to control and enjoy the character to it's full potential. <br />
- The speed which you use (complex) inputs with, may be the greatest factor to achieve victory.<br />
<br />
His kamehameha attacks have different properties and can clash. From weak to strong: <br />
- Normal Goku: D&gt;J | SSJ Goku: DJA+D&gt;J<br />
- Normal Goku: D&gt;J+J | SSJ Goku: D&gt;J<br />
- SSJ Goku: D&gt;J from flying/jumping/dashing<br />
- Normal Goku: &gt;&gt;+D+D&gt;J<br />
- SSJ Goku: D&gt;J+D^J<br />
- SSJ Goku: D&gt;J+J<br />
In case of a struggle between 2 kamehameha attacks of the same kind, the player who is 2nd to fire it usually wins. <br />
<br />
Goku's small spirit bomb, DJA+J, can destroy any horizontally moving kamehameha. <br />
<br />
<br />
<a href="https://drive.google.com/file/d/1c7fI11Of7A7o8viWlutNpPhwZyvJ-Wc2/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Download Goku &amp; SSJ Goku V2</a><br />
<br />
The characters have some 'weird' inputs, and it will take time to learn how to use them.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MOVES</span><br />
<br />
[DvJ] Tranform<br />
<img src="https://i.imgur.com/FxBYMCI.gif" loading="lazy"  alt="[Image: FxBYMCI.gif]" class="mycode_img" /><br />
<br />
<br />
THE REST OF THE MOVES ARE UNDER THE SPOILERS (however, these are not all possibilities... There are more to find out <img src="https://lf-empire.de/forum/images/smilies/biggrin.gif" alt=":D" title=":D" class="smilie smilie_20" />)<br />
<br />
Note: SSJ Goku is actually too fast for my screen recorder to be able to capture the frames precisely as they are in the game...<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Base form Goku</span><br />
J on defense being hit<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/ZxEkmEj.gif" loading="lazy"  alt="[Image: ZxEkmEj.gif]" class="mycode_img" /></div></div>
Flying<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/3QmCWlt.gif" loading="lazy"  alt="[Image: 3QmCWlt.gif]" class="mycode_img" /></div></div>Charge ki/MP [DJA+A+A+..]<br />
No .gif<br />
<br />
[DuA] Flip kick <br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DuA/DuA+&gt;JA/DuA+A: <img src="https://i.imgur.com/3jerFK8.gif" loading="lazy"  alt="[Image: 3jerFK8.gif]" class="mycode_img" /></div></div>
[DuJ] Instant Transmission<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/WB9vlSb.gif" loading="lazy"  alt="[Image: WB9vlSb.gif]" class="mycode_img" /></div></div>
[D&gt;A(+A+A+..)] Ki blast(s) (can be done during air-time)<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"> <img src="https://i.imgur.com/axwar8f.gif" loading="lazy"  alt="[Image: axwar8f.gif]" class="mycode_img" /></div></div>[D&gt;J] 3 kamehamehas <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
D&gt;J (+D): <img src="https://i.imgur.com/V6etl8B.gif" loading="lazy"  alt="[Image: V6etl8B.gif]" class="mycode_img" /><br />
D&gt;J+J: <img src="https://i.imgur.com/ySGhEQh.gif" loading="lazy"  alt="[Image: ySGhEQh.gif]" class="mycode_img" /><br />
&gt;&gt;D+D&gt;J: <img src="https://i.imgur.com/G0n6Emt.gif" loading="lazy"  alt="[Image: G0n6Emt.gif]" class="mycode_img" /></div></div>
[DJA+D&gt;J] 2 Spirit bombs <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DJA+D&gt;J: <img src="https://i.imgur.com/ez5Xj4F.gif" loading="lazy"  alt="[Image: ez5Xj4F.gif]" class="mycode_img" /><br />
DJA+D&gt;J+J: <img src="https://i.imgur.com/IrqIt5u.gif" loading="lazy"  alt="[Image: IrqIt5u.gif]" class="mycode_img" /></div></div>
[DvA] Melee/Meteor combination <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DvA: <br />
DvA(+A): <img src="https://i.imgur.com/QuUpGJc.gif" loading="lazy"  alt="[Image: QuUpGJc.gif]" class="mycode_img" /><br />
DvA+A+D&gt;J: <img src="https://i.imgur.com/HVvLFgp.gif" loading="lazy"  alt="[Image: HVvLFgp.gif]" class="mycode_img" /></div></div>
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SSJ GOKU</span><br />
<br />
His speed is unmatched<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/zwwSl9H.gif" loading="lazy"  alt="[Image: zwwSl9H.gif]" class="mycode_img" /></div></div>
He doesn't pick up light weapons as you might expect: he kicks them away<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/OkaM8qC.gif" loading="lazy"  alt="[Image: OkaM8qC.gif]" class="mycode_img" /></div></div>
Special inputs in his basic movements<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
[Jump+D]: <img src="https://i.imgur.com/Nmyqaqm.gif" loading="lazy"  alt="[Image: Nmyqaqm.gif]" class="mycode_img" /><br />
[Jump+A+A]: jump melee combo<br />
<br />
[Dash+J (+J+J+J+J..=up / +D=turn, down / +A=punch]:<br />
<img src="https://i.imgur.com/UyU5mbT.gif" loading="lazy"  alt="[Image: UyU5mbT.gif]" class="mycode_img" /></div></div>
Charge ki [DJA+A+A+A...]: no .gif provided yet<br />
<br />
6 kamehameha attacks [D&gt;J]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
D&gt;J: <img src="https://i.imgur.com/QcqW3Vi.gif" loading="lazy"  alt="[Image: QcqW3Vi.gif]" class="mycode_img" /><br />
D&gt;J+J: <img src="https://i.imgur.com/ZvOLMzK.gif" loading="lazy"  alt="[Image: ZvOLMzK.gif]" class="mycode_img" /><br />
D&gt;J+DuJ: <img src="https://i.imgur.com/3A7kkPB.gif" loading="lazy"  alt="[Image: 3A7kkPB.gif]" class="mycode_img" /><br />
D&gt;J+J+D^J: <img src="https://i.imgur.com/4JRgTAc.gif" loading="lazy"  alt="[Image: 4JRgTAc.gif]" class="mycode_img" /><br />
DJA+D&gt;J: <img src="https://i.imgur.com/2eACV7e.gif" loading="lazy"  alt="[Image: 2eACV7e.gif]" class="mycode_img" /><br />
Flying/dashing/jumping +D&gt;J: <br />
<img src="https://i.imgur.com/FrxOxm2.gif" loading="lazy"  alt="[Image: FrxOxm2.gif]" class="mycode_img" /></div></div>
Quick melee attack [DuA]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
...</div></div>
Instant Transmission [DuJ]<br />
caught+DuJ (gameplay .gif) <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
<img src="https://i.imgur.com/p4bMbuJ.gif" loading="lazy"  alt="[Image: p4bMbuJ.gif]" class="mycode_img" /></div></div>
Instant transmission2 [J} from broken defense<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/LJMlIPN.gif" loading="lazy"  alt="[Image: LJMlIPN.gif]" class="mycode_img" /></div></div>
Ki blasts [D&gt;A] (can be done during air-time)<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/HaALbTi.gif" loading="lazy"  alt="[Image: HaALbTi.gif]" class="mycode_img" /></div></div>
Ki blasts from low rowing [D&gt;A] during low rowing<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/FyutNxr.gif" loading="lazy"  alt="[Image: FyutNxr.gif]" class="mycode_img" /></div></div>
Sonic rush [DvA]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DvA (in this .gif: DvA + J+A / +D^A): <img src="https://i.imgur.com/WqfSdgC.gif" loading="lazy"  alt="[Image: WqfSdgC.gif]" class="mycode_img" /></div></div>
Some advanced combinations<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/BDSeYkG.gif" loading="lazy"  alt="[Image: BDSeYkG.gif]" class="mycode_img" /><br />
A longer one: <a href="https://imgur.com/a/5nTgZeR" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/5nTgZeR</a></div></div>]]></description>
			<content:encoded><![CDATA[Goku &amp; SSJ Goku - Version 2 (boss level)<br />
<br />
<img src="https://i.imgur.com/pgx0jSt.gif" loading="lazy"  alt="[Image: pgx0jSt.gif]" class="mycode_img" /><br />
<br />
Follow this link to see a crazy combo: <a href="https://imgur.com/a/L3a1RPs#pp0oXF0" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/L3a1RPs#pp0oXF0</a><br />
<br />
Both normal and super saiyan form have new moves, can fly, have new counters and evasive moves.<br />
<br />
SSJ Goku might be the most complex (not complicated in terms of data..) character in LF2 so far, in terms of variety and being able to accurately control him. I'd say this is not good OR bad perse, rather a preference. However <br />
- The inputs may not feel familiar.<br />
- it does require many hours of gameplay to really be able to control and enjoy the character to it's full potential. <br />
- The speed which you use (complex) inputs with, may be the greatest factor to achieve victory.<br />
<br />
His kamehameha attacks have different properties and can clash. From weak to strong: <br />
- Normal Goku: D&gt;J | SSJ Goku: DJA+D&gt;J<br />
- Normal Goku: D&gt;J+J | SSJ Goku: D&gt;J<br />
- SSJ Goku: D&gt;J from flying/jumping/dashing<br />
- Normal Goku: &gt;&gt;+D+D&gt;J<br />
- SSJ Goku: D&gt;J+D^J<br />
- SSJ Goku: D&gt;J+J<br />
In case of a struggle between 2 kamehameha attacks of the same kind, the player who is 2nd to fire it usually wins. <br />
<br />
Goku's small spirit bomb, DJA+J, can destroy any horizontally moving kamehameha. <br />
<br />
<br />
<a href="https://drive.google.com/file/d/1c7fI11Of7A7o8viWlutNpPhwZyvJ-Wc2/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">Download Goku &amp; SSJ Goku V2</a><br />
<br />
The characters have some 'weird' inputs, and it will take time to learn how to use them.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MOVES</span><br />
<br />
[DvJ] Tranform<br />
<img src="https://i.imgur.com/FxBYMCI.gif" loading="lazy"  alt="[Image: FxBYMCI.gif]" class="mycode_img" /><br />
<br />
<br />
THE REST OF THE MOVES ARE UNDER THE SPOILERS (however, these are not all possibilities... There are more to find out <img src="https://lf-empire.de/forum/images/smilies/biggrin.gif" alt=":D" title=":D" class="smilie smilie_20" />)<br />
<br />
Note: SSJ Goku is actually too fast for my screen recorder to be able to capture the frames precisely as they are in the game...<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Base form Goku</span><br />
J on defense being hit<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/ZxEkmEj.gif" loading="lazy"  alt="[Image: ZxEkmEj.gif]" class="mycode_img" /></div></div>
Flying<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/3QmCWlt.gif" loading="lazy"  alt="[Image: 3QmCWlt.gif]" class="mycode_img" /></div></div>Charge ki/MP [DJA+A+A+..]<br />
No .gif<br />
<br />
[DuA] Flip kick <br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DuA/DuA+&gt;JA/DuA+A: <img src="https://i.imgur.com/3jerFK8.gif" loading="lazy"  alt="[Image: 3jerFK8.gif]" class="mycode_img" /></div></div>
[DuJ] Instant Transmission<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/WB9vlSb.gif" loading="lazy"  alt="[Image: WB9vlSb.gif]" class="mycode_img" /></div></div>
[D&gt;A(+A+A+..)] Ki blast(s) (can be done during air-time)<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"> <img src="https://i.imgur.com/axwar8f.gif" loading="lazy"  alt="[Image: axwar8f.gif]" class="mycode_img" /></div></div>[D&gt;J] 3 kamehamehas <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
D&gt;J (+D): <img src="https://i.imgur.com/V6etl8B.gif" loading="lazy"  alt="[Image: V6etl8B.gif]" class="mycode_img" /><br />
D&gt;J+J: <img src="https://i.imgur.com/ySGhEQh.gif" loading="lazy"  alt="[Image: ySGhEQh.gif]" class="mycode_img" /><br />
&gt;&gt;D+D&gt;J: <img src="https://i.imgur.com/G0n6Emt.gif" loading="lazy"  alt="[Image: G0n6Emt.gif]" class="mycode_img" /></div></div>
[DJA+D&gt;J] 2 Spirit bombs <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DJA+D&gt;J: <img src="https://i.imgur.com/ez5Xj4F.gif" loading="lazy"  alt="[Image: ez5Xj4F.gif]" class="mycode_img" /><br />
DJA+D&gt;J+J: <img src="https://i.imgur.com/IrqIt5u.gif" loading="lazy"  alt="[Image: IrqIt5u.gif]" class="mycode_img" /></div></div>
[DvA] Melee/Meteor combination <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DvA: <br />
DvA(+A): <img src="https://i.imgur.com/QuUpGJc.gif" loading="lazy"  alt="[Image: QuUpGJc.gif]" class="mycode_img" /><br />
DvA+A+D&gt;J: <img src="https://i.imgur.com/HVvLFgp.gif" loading="lazy"  alt="[Image: HVvLFgp.gif]" class="mycode_img" /></div></div>
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SSJ GOKU</span><br />
<br />
His speed is unmatched<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/zwwSl9H.gif" loading="lazy"  alt="[Image: zwwSl9H.gif]" class="mycode_img" /></div></div>
He doesn't pick up light weapons as you might expect: he kicks them away<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/OkaM8qC.gif" loading="lazy"  alt="[Image: OkaM8qC.gif]" class="mycode_img" /></div></div>
Special inputs in his basic movements<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
[Jump+D]: <img src="https://i.imgur.com/Nmyqaqm.gif" loading="lazy"  alt="[Image: Nmyqaqm.gif]" class="mycode_img" /><br />
[Jump+A+A]: jump melee combo<br />
<br />
[Dash+J (+J+J+J+J..=up / +D=turn, down / +A=punch]:<br />
<img src="https://i.imgur.com/UyU5mbT.gif" loading="lazy"  alt="[Image: UyU5mbT.gif]" class="mycode_img" /></div></div>
Charge ki [DJA+A+A+A...]: no .gif provided yet<br />
<br />
6 kamehameha attacks [D&gt;J]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
D&gt;J: <img src="https://i.imgur.com/QcqW3Vi.gif" loading="lazy"  alt="[Image: QcqW3Vi.gif]" class="mycode_img" /><br />
D&gt;J+J: <img src="https://i.imgur.com/ZvOLMzK.gif" loading="lazy"  alt="[Image: ZvOLMzK.gif]" class="mycode_img" /><br />
D&gt;J+DuJ: <img src="https://i.imgur.com/3A7kkPB.gif" loading="lazy"  alt="[Image: 3A7kkPB.gif]" class="mycode_img" /><br />
D&gt;J+J+D^J: <img src="https://i.imgur.com/4JRgTAc.gif" loading="lazy"  alt="[Image: 4JRgTAc.gif]" class="mycode_img" /><br />
DJA+D&gt;J: <img src="https://i.imgur.com/2eACV7e.gif" loading="lazy"  alt="[Image: 2eACV7e.gif]" class="mycode_img" /><br />
Flying/dashing/jumping +D&gt;J: <br />
<img src="https://i.imgur.com/FrxOxm2.gif" loading="lazy"  alt="[Image: FrxOxm2.gif]" class="mycode_img" /></div></div>
Quick melee attack [DuA]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
...</div></div>
Instant Transmission [DuJ]<br />
caught+DuJ (gameplay .gif) <div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
<img src="https://i.imgur.com/p4bMbuJ.gif" loading="lazy"  alt="[Image: p4bMbuJ.gif]" class="mycode_img" /></div></div>
Instant transmission2 [J} from broken defense<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/LJMlIPN.gif" loading="lazy"  alt="[Image: LJMlIPN.gif]" class="mycode_img" /></div></div>
Ki blasts [D&gt;A] (can be done during air-time)<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/HaALbTi.gif" loading="lazy"  alt="[Image: HaALbTi.gif]" class="mycode_img" /></div></div>
Ki blasts from low rowing [D&gt;A] during low rowing<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/FyutNxr.gif" loading="lazy"  alt="[Image: FyutNxr.gif]" class="mycode_img" /></div></div>
Sonic rush [DvA]<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;">
DvA (in this .gif: DvA + J+A / +D^A): <img src="https://i.imgur.com/WqfSdgC.gif" loading="lazy"  alt="[Image: WqfSdgC.gif]" class="mycode_img" /></div></div>
Some advanced combinations<br />
<div class="tborder spoiler"><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';this.parentNode.className = 'spoiler_header';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';this.parentNode.className += ' spoiler_header_cornered';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><img src="https://i.imgur.com/BDSeYkG.gif" loading="lazy"  alt="[Image: BDSeYkG.gif]" class="mycode_img" /><br />
A longer one: <a href="https://imgur.com/a/5nTgZeR" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/5nTgZeR</a></div></div>]]></content:encoded>
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			<title><![CDATA[X-LF2 ULTIMATE by DMKaiser]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11726</link>
			<pubDate>Sat, 24 Oct 2026 20:59:27 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8264">DMKAISER</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11726</guid>
			<description><![CDATA[Hello to the entire LF2 community! I’m creating this thread to announce my own version of LF2, based on Sten's X-LF2.<br />
<br />
I’ve been working on this project since I was 14 years old with some friends. We eventually put it on hold for a while, and I picked it back up when I was 24. Back then, I tried to add so many characters and modifications that the game kept breaking. I ended up abandoning it again—even though I had added several new mods—and now, at 34, with the help of AI, I was finally able to resolve those issues and finish adding all the modifications I wanted.<br />
<br />
Even though it’s built on another creator's work, I’ve put roughly 500 hours into this project. I couldn't tell you the exact number, but there’s a massive amount of work on my end. Originally, this was meant just for personal use with the friends I used to play and have fun with, so it includes content from all kinds of community creators: sprites from other characters adapted into new ones, completely custom sprites made by me, an entirely revamped menu created by me from scratch, and stages based on other creators' work that I’ve modified. Basically, since I didn't have much data editing knowledge, I focused heavily on the game's visuals, though with the help of AI I’ve now been able to add new skills and mechanics to several characters and parts of the game.<br />
<br />
I don't want to take credit for anyone else's work. I’ve included a .txt file giving thanks and proper credits for everything I took from other creators—though keep in mind I downloaded many of these assets when I was 14, so I don't remember every single source.<br />
<br />
The roster for this version features 50 characters. I’ve mixed characters from X-LF2, XLF2 Omega, and other creators. Everything is detailed inside the .txt file.<br />
<br />
The mod is in Spanish since I’m from Spain, but I’ve included some instructions in Korean, Japanese, and English. Along with this post, I’ll be uploading 3 or 4 videos showcasing the mod for anyone interested, and I’ll likely link them in this thread as well. I’ll share the Mega download link both here and in my YouTube video description. I'll also try joining the community Discord to post it there.<br />
<br />
I'm just sharing this here for everyone to enjoy!<br />
<br />
TAKE A LOOK<br />
<a href="https://youtu.be/QVckHSsqt5Y%5B/url" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
TAKE A LOOK<br />
[url=https://youtu.be/kh7s9MdkMc0</a><br />
<br />
MY CHANNEL WILL UPLOAD MORE<br />
<a href="https://www.youtube.com/channel/UC5rf1vrwAw70qEPF0wvnLqw%5B/url" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
DOWNLOAD IT HERE<br />
[url=https://mega.nz/file/ws0UkLaT#vh4Z6iE6QL4QAMm2X3bNhSs41hExPcQVN0xKgXnfLVM]DOWNLOAD IT HERE</a><br />
<br />
<img src="https://www.photo-pick.com/online/pick.jsp?albumId=5a715d67-aa46-4878-89df-6c2859478562&amp;redirectTo=albums.xhtml#!#%2Falbum%2Fpp" loading="lazy"  alt="[Image: pick.jsp?albumId=5a715d67-aa46-4878-89df...album%2Fpp]" class="mycode_img" /><br />
<br />
<br />
I don't know if I'm breaking any rules with this thread, my intention is to share something that makes me excited with as many people as I am in love with this game.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/jpg.gif" title="JPEG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3689" target="_blank" title="">MENU_WAIT.jpg</a> (Size: 263.12 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello to the entire LF2 community! I’m creating this thread to announce my own version of LF2, based on Sten's X-LF2.<br />
<br />
I’ve been working on this project since I was 14 years old with some friends. We eventually put it on hold for a while, and I picked it back up when I was 24. Back then, I tried to add so many characters and modifications that the game kept breaking. I ended up abandoning it again—even though I had added several new mods—and now, at 34, with the help of AI, I was finally able to resolve those issues and finish adding all the modifications I wanted.<br />
<br />
Even though it’s built on another creator's work, I’ve put roughly 500 hours into this project. I couldn't tell you the exact number, but there’s a massive amount of work on my end. Originally, this was meant just for personal use with the friends I used to play and have fun with, so it includes content from all kinds of community creators: sprites from other characters adapted into new ones, completely custom sprites made by me, an entirely revamped menu created by me from scratch, and stages based on other creators' work that I’ve modified. Basically, since I didn't have much data editing knowledge, I focused heavily on the game's visuals, though with the help of AI I’ve now been able to add new skills and mechanics to several characters and parts of the game.<br />
<br />
I don't want to take credit for anyone else's work. I’ve included a .txt file giving thanks and proper credits for everything I took from other creators—though keep in mind I downloaded many of these assets when I was 14, so I don't remember every single source.<br />
<br />
The roster for this version features 50 characters. I’ve mixed characters from X-LF2, XLF2 Omega, and other creators. Everything is detailed inside the .txt file.<br />
<br />
The mod is in Spanish since I’m from Spain, but I’ve included some instructions in Korean, Japanese, and English. Along with this post, I’ll be uploading 3 or 4 videos showcasing the mod for anyone interested, and I’ll likely link them in this thread as well. I’ll share the Mega download link both here and in my YouTube video description. I'll also try joining the community Discord to post it there.<br />
<br />
I'm just sharing this here for everyone to enjoy!<br />
<br />
TAKE A LOOK<br />
<a href="https://youtu.be/QVckHSsqt5Y%5B/url" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
TAKE A LOOK<br />
[url=https://youtu.be/kh7s9MdkMc0</a><br />
<br />
MY CHANNEL WILL UPLOAD MORE<br />
<a href="https://www.youtube.com/channel/UC5rf1vrwAw70qEPF0wvnLqw%5B/url" target="_blank" rel="noopener" class="mycode_url"><br />
<br />
DOWNLOAD IT HERE<br />
[url=https://mega.nz/file/ws0UkLaT#vh4Z6iE6QL4QAMm2X3bNhSs41hExPcQVN0xKgXnfLVM]DOWNLOAD IT HERE</a><br />
<br />
<img src="https://www.photo-pick.com/online/pick.jsp?albumId=5a715d67-aa46-4878-89df-6c2859478562&amp;redirectTo=albums.xhtml#!#%2Falbum%2Fpp" loading="lazy"  alt="[Image: pick.jsp?albumId=5a715d67-aa46-4878-89df...album%2Fpp]" class="mycode_img" /><br />
<br />
<br />
I don't know if I'm breaking any rules with this thread, my intention is to share something that makes me excited with as many people as I am in love with this game.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/jpg.gif" title="JPEG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3689" target="_blank" title="">MENU_WAIT.jpg</a> (Size: 263.12 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LF2 Remaster data editor.]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11723</link>
			<pubDate>Tue, 06 Oct 2026 04:53:08 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=6417">FerZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11723</guid>
			<description><![CDATA[LF2 Character Editor<br />
<br />
A visual editor for Little Fighter 2 Remastered character .txt files, in a single HTML file. It runs in Chrome or Edge with no install.<br />
<br />
Frames: edit a frame’s properties and its body/attack boxes with the sprite shown behind them. Multi-frame editing, copy/paste, mirror, onion skin, and a paintbrush that saves exactly the edited frame back into the PNG sheet.<br />
Map: the animation chains and combos. You can drag to relink frames.<br />
Stage: a background, an opponent dummy and oid objects, with playback driven by the character’s own movement. It estimates damage, defense and knockdown.<br />
Balance, Compare, Validate: a table of damage and reach, a diff of two characters or versions, and a validator with warnings.<br />
TXT: the file exactly as it will be saved, editable.<br />
Safe saving: it round-trips the file exactly and keeps a .bak backup on the first save.<br />
<br />
How to use it<br />
<br />
Open the page in Chrome or Edge.<br />
In the Characters tab, click Pick game folder and choose Little Fighter 2 remastered (the folder that contains resources). It loads your characters and sprites.<br />
Pick a character, then edit in Frames (drag boxes, arrows move 1 px, Shift moves 5).<br />
Press Save .txt. It writes to the game folder and keeps a .bak copy of the original.<br />
<br />
You can also drag a .txt or PNG sheets onto the window. Without Chrome or Edge it opens files read-only, and saving downloads a copy.<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/png.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3687" target="_blank" title="">lf2R - copia - copia.png</a> (Size: 114.98 KB / Downloads: 39)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/png.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3688" target="_blank" title="">lf2R.png</a> (Size: 25.84 KB / Downloads: 20)
<!-- end: postbit_attachments_attachment --><br />
<br />
app: <a href="https://mega.nz/file/gZElWY6Y#bAKqTsRvn8M3yI0lIhjzr9IB0L_2os6M4oOIl9RakMA" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/gZElWY6Y#bAKqTsRvn8...oOIl9RakMA</a><br />
<br />
Please report any bugs you find or anything else you think the editor needs. Thank you.]]></description>
			<content:encoded><![CDATA[LF2 Character Editor<br />
<br />
A visual editor for Little Fighter 2 Remastered character .txt files, in a single HTML file. It runs in Chrome or Edge with no install.<br />
<br />
Frames: edit a frame’s properties and its body/attack boxes with the sprite shown behind them. Multi-frame editing, copy/paste, mirror, onion skin, and a paintbrush that saves exactly the edited frame back into the PNG sheet.<br />
Map: the animation chains and combos. You can drag to relink frames.<br />
Stage: a background, an opponent dummy and oid objects, with playback driven by the character’s own movement. It estimates damage, defense and knockdown.<br />
Balance, Compare, Validate: a table of damage and reach, a diff of two characters or versions, and a validator with warnings.<br />
TXT: the file exactly as it will be saved, editable.<br />
Safe saving: it round-trips the file exactly and keeps a .bak backup on the first save.<br />
<br />
How to use it<br />
<br />
Open the page in Chrome or Edge.<br />
In the Characters tab, click Pick game folder and choose Little Fighter 2 remastered (the folder that contains resources). It loads your characters and sprites.<br />
Pick a character, then edit in Frames (drag boxes, arrows move 1 px, Shift moves 5).<br />
Press Save .txt. It writes to the game folder and keeps a .bak copy of the original.<br />
<br />
You can also drag a .txt or PNG sheets onto the window. Without Chrome or Edge it opens files read-only, and saving downloads a copy.<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/png.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3687" target="_blank" title="">lf2R - copia - copia.png</a> (Size: 114.98 KB / Downloads: 39)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://lf-empire.de/forum/images/attachtypes/png.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=3688" target="_blank" title="">lf2R.png</a> (Size: 25.84 KB / Downloads: 20)
<!-- end: postbit_attachments_attachment --><br />
<br />
app: <a href="https://mega.nz/file/gZElWY6Y#bAKqTsRvn8M3yI0lIhjzr9IB0L_2os6M4oOIl9RakMA" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/gZElWY6Y#bAKqTsRvn8...oOIl9RakMA</a><br />
<br />
Please report any bugs you find or anything else you think the editor needs. Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[OpenLF2 - An Open Source Little Fighter 2 Implementation]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11721</link>
			<pubDate>Wed, 30 Sep 2026 22:49:35 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8239">Laserlicht</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11721</guid>
			<description><![CDATA[Hey everyone,<br />
<br />
I recently started working on a project called <span style="font-weight: bold;" class="mycode_b">OpenLF2</span>.<br />
<br />
It started as a personal challenge: I wanted to see if I could <span style="font-weight: bold;" class="mycode_b">reimplement Little Fighter 2 from scratch</span> with the help of AI and make the result fully open source.<br />
<br />
The project has grown quite a bit since then and is now playable on multiple platforms, with support for multiplayer and basic modding.<br />
<br />
Game logic is in Lua with some C++ glue code. Logic has been benchmarked to a few hundreds LFR (record) files - matches perfectly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features:</span><br />
<br />
• Little Fighter 2 gameplay and game modes<br />
• Network multiplayer<br />
• Keyboard, controller and touch support<br />
• Lua scripting and modding<br />
• Custom characters and assets<br />
• Replay support<br />
• Fullscreen and upscaling<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Supported platforms:</span><br />
<br />
• Windows<br />
• Linux<br />
• macOS<br />
• Android<br />
• iOS<br />
• Nintendo Switch<br />
• PlayStation Vita<br />
• WebAssembly / Browser<br />
<br />
The project is completely open source and available on GitHub:<br />
<br />
<a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a><br />
<br />
or on page:<br />
<br />
<a href="https://openlf2.github.io/OpenLF2/" target="_blank" rel="noopener" class="mycode_url">https://openlf2.github.io/OpenLF2</a><br />
<br />
If you're interested in LF2, modding or just curious about how the project works, feel free to check it out!<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">What started as a challenge became OpenLF2.</span></div>]]></description>
			<content:encoded><![CDATA[Hey everyone,<br />
<br />
I recently started working on a project called <span style="font-weight: bold;" class="mycode_b">OpenLF2</span>.<br />
<br />
It started as a personal challenge: I wanted to see if I could <span style="font-weight: bold;" class="mycode_b">reimplement Little Fighter 2 from scratch</span> with the help of AI and make the result fully open source.<br />
<br />
The project has grown quite a bit since then and is now playable on multiple platforms, with support for multiplayer and basic modding.<br />
<br />
Game logic is in Lua with some C++ glue code. Logic has been benchmarked to a few hundreds LFR (record) files - matches perfectly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features:</span><br />
<br />
• Little Fighter 2 gameplay and game modes<br />
• Network multiplayer<br />
• Keyboard, controller and touch support<br />
• Lua scripting and modding<br />
• Custom characters and assets<br />
• Replay support<br />
• Fullscreen and upscaling<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Supported platforms:</span><br />
<br />
• Windows<br />
• Linux<br />
• macOS<br />
• Android<br />
• iOS<br />
• Nintendo Switch<br />
• PlayStation Vita<br />
• WebAssembly / Browser<br />
<br />
The project is completely open source and available on GitHub:<br />
<br />
<a href="https://github.com/OpenLF2/OpenLF2" target="_blank" rel="noopener" class="mycode_url">https://github.com/OpenLF2/OpenLF2</a><br />
<br />
or on page:<br />
<br />
<a href="https://openlf2.github.io/OpenLF2/" target="_blank" rel="noopener" class="mycode_url">https://openlf2.github.io/OpenLF2</a><br />
<br />
If you're interested in LF2, modding or just curious about how the project works, feel free to check it out!<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">What started as a challenge became OpenLF2.</span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[mo.KARMA.on SPRITES]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11720</link>
			<pubDate>Wed, 19 Aug 2026 09:34:56 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=8198">mo.KARMA.on</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11720</guid>
			<description><![CDATA[Hello, LF EMPIRE,<br />
Mono here. Lost my data and cannot login to the old account or reach email, etc. Decided to create a new account. <br />
<br />
Anyway<br />
<br />
Feast Your eyes at my sprites!<br />
<br />
<img src="https://i.imgur.com/93qBM0T.gif" loading="lazy"  alt="[Image: 93qBM0T.gif]" class="mycode_img" /> - Pinkchyu<br />
<img src="https://i.imgur.com/3dx4xRs.gif" loading="lazy"  alt="[Image: 3dx4xRs.gif]" class="mycode_img" /> - Sophie Rain<br />
<img src="https://i.imgur.com/fCXWkfl.gif" loading="lazy"  alt="[Image: fCXWkfl.gif]" class="mycode_img" /> - Old Ghost char concept animation<br />
<img src="https://i.imgur.com/1uZMZi2.gif" loading="lazy"  alt="[Image: 1uZMZi2.gif]" class="mycode_img" /> - Goth girl sleeping<br />
<img src="https://i.imgur.com/ekUCeH7.gif" loading="lazy"  alt="[Image: ekUCeH7.gif]" class="mycode_img" /> - Goth girl running<br />
<img src="https://i.imgur.com/zwIdtMj.gif" loading="lazy"  alt="[Image: zwIdtMj.gif]" class="mycode_img" /> - Horror Cosplayer character sprite animation based on OC by dork.kazy<br />
<img src="https://i.imgur.com/s0Lsl6y.gif" loading="lazy"  alt="[Image: s0Lsl6y.gif]" class="mycode_img" /> - Willow by AtlasAeros<br />
<img src="https://i.imgur.com/K7RD9oX.png" loading="lazy"  alt="[Image: K7RD9oX.png]" class="mycode_img" /> - Evo Julian by Apocalipsis<br />
<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">p.s. I can put less family friendly sprites in the spoiler with the warning or edit so it would follow your guidlines <img src="https://lf-empire.de/forum/images/smilies/;).gif" alt=";)" title=";)" class="smilie smilie_24" /></span>]]></description>
			<content:encoded><![CDATA[Hello, LF EMPIRE,<br />
Mono here. Lost my data and cannot login to the old account or reach email, etc. Decided to create a new account. <br />
<br />
Anyway<br />
<br />
Feast Your eyes at my sprites!<br />
<br />
<img src="https://i.imgur.com/93qBM0T.gif" loading="lazy"  alt="[Image: 93qBM0T.gif]" class="mycode_img" /> - Pinkchyu<br />
<img src="https://i.imgur.com/3dx4xRs.gif" loading="lazy"  alt="[Image: 3dx4xRs.gif]" class="mycode_img" /> - Sophie Rain<br />
<img src="https://i.imgur.com/fCXWkfl.gif" loading="lazy"  alt="[Image: fCXWkfl.gif]" class="mycode_img" /> - Old Ghost char concept animation<br />
<img src="https://i.imgur.com/1uZMZi2.gif" loading="lazy"  alt="[Image: 1uZMZi2.gif]" class="mycode_img" /> - Goth girl sleeping<br />
<img src="https://i.imgur.com/ekUCeH7.gif" loading="lazy"  alt="[Image: ekUCeH7.gif]" class="mycode_img" /> - Goth girl running<br />
<img src="https://i.imgur.com/zwIdtMj.gif" loading="lazy"  alt="[Image: zwIdtMj.gif]" class="mycode_img" /> - Horror Cosplayer character sprite animation based on OC by dork.kazy<br />
<img src="https://i.imgur.com/s0Lsl6y.gif" loading="lazy"  alt="[Image: s0Lsl6y.gif]" class="mycode_img" /> - Willow by AtlasAeros<br />
<img src="https://i.imgur.com/K7RD9oX.png" loading="lazy"  alt="[Image: K7RD9oX.png]" class="mycode_img" /> - Evo Julian by Apocalipsis<br />
<br />
<br />
<br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">p.s. I can put less family friendly sprites in the spoiler with the warning or edit so it would follow your guidlines <img src="https://lf-empire.de/forum/images/smilies/;).gif" alt=";)" title=";)" class="smilie smilie_24" /></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Uploading JPG avatar not working]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11717</link>
			<pubDate>Sat, 01 Aug 2026 14:05:20 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=5400">MangaD</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11717</guid>
			<description><![CDATA[As the title says, trying to upload a .jpg in the User CP for the avatar gives an error.]]></description>
			<content:encoded><![CDATA[As the title says, trying to upload a .jpg in the User CP for the avatar gives an error.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[issue opening LF2 2.0a]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11716</link>
			<pubDate>Thu, 30 Jul 2026 22:19:15 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=1603">LutiChris</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11716</guid>
			<description><![CDATA[i tried to open up the game and it gave me an error stating "the application has failed because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail". I figured maybe it got corrupted so i re-installed it from the old website but same error message. any solution for this?]]></description>
			<content:encoded><![CDATA[i tried to open up the game and it gave me an error stating "the application has failed because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail". I figured maybe it got corrupted so i re-installed it from the old website but same error message. any solution for this?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Signature on hover could be more visible]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11715</link>
			<pubDate>Sun, 26 Jul 2026 10:10:08 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=5400">MangaD</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11715</guid>
			<description><![CDATA[I'd like to request the addition of the following CSS to the forum styles. The reason is that I find the current user signatures a bit too faded, and hovering over them to show the clear text and/or picture would be great.<br />
<br />

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;CSS-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="css" style="font-family&#58;monospace;"><span style="color&#58; #6666ff;">&#46;post&#95;content</span> <span style="color&#58; #6666ff;">&#46;signature</span><span style="color&#58; #3333ff;">&#58;hover </span><span style="color&#58; #00AA00;">&#123;</span>
  opacity<span style="color&#58; #00AA00;">&#58;</span> <span style="color&#58; #cc66cc;">1</span><span style="color&#58; #00AA00;">;</span>
<span style="color&#58; #00AA00;">&#125;</span>
<span style="color&#58; #6666ff;">&#46;post&#95;content</span> <span style="color&#58; #6666ff;">&#46;signature</span> <span style="color&#58; #00AA00;">&#123;</span>
  transition<span style="color&#58; #00AA00;">&#58;</span> 1s<span style="color&#58; #00AA00;">;</span>
<span style="color&#58; #00AA00;">&#125;</span></pre></div></div>
		</td></tr></table>]]></description>
			<content:encoded><![CDATA[I'd like to request the addition of the following CSS to the forum styles. The reason is that I find the current user signatures a bit too faded, and hovering over them to show the clear text and/or picture would be great.<br />
<br />

		<table width='100%' border='0' style='table-layout:fixed;'><tr><td>
		<div class="geshicode_h" style='padding: 5px; background-color: #888888; border: 1px solid #AAAAAA; color: #000000;'>&nbsp;&nbsp;&nbsp;&nbsp;CSS-Code:
			<div class="geshicode_b" style='background-color: #FFFFFF; padding-left: 5px; border: 1px solid #BBBBBB; overflow: auto; height: auto; max-height: 300px'><pre class="css" style="font-family&#58;monospace;"><span style="color&#58; #6666ff;">&#46;post&#95;content</span> <span style="color&#58; #6666ff;">&#46;signature</span><span style="color&#58; #3333ff;">&#58;hover </span><span style="color&#58; #00AA00;">&#123;</span>
  opacity<span style="color&#58; #00AA00;">&#58;</span> <span style="color&#58; #cc66cc;">1</span><span style="color&#58; #00AA00;">;</span>
<span style="color&#58; #00AA00;">&#125;</span>
<span style="color&#58; #6666ff;">&#46;post&#95;content</span> <span style="color&#58; #6666ff;">&#46;signature</span> <span style="color&#58; #00AA00;">&#123;</span>
  transition<span style="color&#58; #00AA00;">&#58;</span> 1s<span style="color&#58; #00AA00;">;</span>
<span style="color&#58; #00AA00;">&#125;</span></pre></div></div>
		</td></tr></table>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LF2 Remastered Reduced Damage Mod]]></title>
			<link>https://lf-empire.de/forum/showthread.php?tid=11714</link>
			<pubDate>Wed, 22 Jul 2026 14:31:48 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://lf-empire.de/forum/member.php?action=profile&uid=3934">klodasmone</a>]]></dc:creator>
			<guid isPermaLink="false">https://lf-empire.de/forum/showthread.php?tid=11714</guid>
			<description><![CDATA[I'm back, my lil' fighters! Not that little now, are you, the game, including you and me, being more than a quarter of a century old?<br />
<br />
First of all, support LF2R by buying it here: <br />
<a href="https://store.steampowered.com/app/3249650/Little_Fighter_2_Remastered/" target="_blank" rel="noopener" class="mycode_url">https://store.steampowered.com/app/32496...emastered/</a><br />
<br />
Second, check out my "LF2R Recolor Mod" at:<br />
<a href="https://lf-empire.de/forum/showthread.php?tid=11442" target="_blank" rel="noopener" class="mycode_url">https://lf-empire.de/forum/showthread.php?tid=11442</a><br />
<br />
Aaaaand, third, now, - "LF2R Reduced Damage Mod"! After spending a sleepless night with the code, I've lowered the data "injuries" by/to a third, for longer, more strategic, extra fun time with the game's combat systems...<br />
<br />
Download "LF2R Reduced Damage Mod" mediafire here:<br />
<a href="https://www.mediafire.com/file/wy0j56nzb99oila/LF2_Remastered_Reduced_Damage_Mod.rar/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/wy0j56nzb...d.rar/file</a><br />
<br />
Download "LF2R Reduced Damage Mod" moddb here:<br />
<a href="https://www.moddb.com/mods/lf2-remastered-reduced-damage-mod/downloads/lf2-remastered-reduced-damage-mod" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/lf2-remastere...damage-mod</a><br />
<br />
Instructions:<br />
Copy and replace all files to <br />
\resources\app\_res_data<br />
<br />
<a href="https://www.youtube.com/playlist?list=PLK6R7mvWb3nw" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/playlist?list=PLK6R7mvWb3nw</a><br />
<br />
PART 1.<br />
<br />
LF2 Remastered Reduced Damage Mod 1 All Davis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/KMMgHJ4YJfc" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 2 All Woody:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/0XPg0YyLxJE" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 3 All Dennis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/AuHWCyE-l-g" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 4 All Freeze:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_dlFUMyWUH4" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 5 All Firen:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9Y2WWLi1DJw" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 6 All Louis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/BHjyTZxcuhk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 7 All Rudolf:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/U7jPmXM712U" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
- Respectfully, Titas Žibikas aka Paschendale<br />
2026-07-21]]></description>
			<content:encoded><![CDATA[I'm back, my lil' fighters! Not that little now, are you, the game, including you and me, being more than a quarter of a century old?<br />
<br />
First of all, support LF2R by buying it here: <br />
<a href="https://store.steampowered.com/app/3249650/Little_Fighter_2_Remastered/" target="_blank" rel="noopener" class="mycode_url">https://store.steampowered.com/app/32496...emastered/</a><br />
<br />
Second, check out my "LF2R Recolor Mod" at:<br />
<a href="https://lf-empire.de/forum/showthread.php?tid=11442" target="_blank" rel="noopener" class="mycode_url">https://lf-empire.de/forum/showthread.php?tid=11442</a><br />
<br />
Aaaaand, third, now, - "LF2R Reduced Damage Mod"! After spending a sleepless night with the code, I've lowered the data "injuries" by/to a third, for longer, more strategic, extra fun time with the game's combat systems...<br />
<br />
Download "LF2R Reduced Damage Mod" mediafire here:<br />
<a href="https://www.mediafire.com/file/wy0j56nzb99oila/LF2_Remastered_Reduced_Damage_Mod.rar/file" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/file/wy0j56nzb...d.rar/file</a><br />
<br />
Download "LF2R Reduced Damage Mod" moddb here:<br />
<a href="https://www.moddb.com/mods/lf2-remastered-reduced-damage-mod/downloads/lf2-remastered-reduced-damage-mod" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/lf2-remastere...damage-mod</a><br />
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Instructions:<br />
Copy and replace all files to <br />
\resources\app\_res_data<br />
<br />
<a href="https://www.youtube.com/playlist?list=PLK6R7mvWb3nw" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/playlist?list=PLK6R7mvWb3nw</a><br />
<br />
PART 1.<br />
<br />
LF2 Remastered Reduced Damage Mod 1 All Davis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/KMMgHJ4YJfc" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 2 All Woody:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/0XPg0YyLxJE" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 3 All Dennis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/AuHWCyE-l-g" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 4 All Freeze:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_dlFUMyWUH4" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 5 All Firen:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9Y2WWLi1DJw" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 6 All Louis:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/BHjyTZxcuhk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
LF2 Remastered Reduced Damage Mod 7 All Rudolf:<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/U7jPmXM712U" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
- Respectfully, Titas Žibikas aka Paschendale<br />
2026-07-21]]></content:encoded>
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