Djqubi 10 Report post Posted August 26, 2016 PROFILE Real Name Bartz Klauser Featured Game Final Fantasy V Age 20 Job Class Freelancer CV Soichiro Hoshi TYPE: Unique Majorly changed from the PSP games, Bartz is now a freelancer. Being a master of many job classes, he now has many different attacks that he can use to gain buffs and support his team. Unique System: Job Mastery Bartz's attacks are based on many different classes that he has in Final Fantasy V, and like FFV, he can MASTER these classes to gain additional buffs and improve his attacks in general. In order to MASTER a job class, Bartz needs to gain 12 AP. 1 AP is rewarded for every initiated Attack 6 AP is rewarded when the first hit of an attack hits Each job has their separate AP Points, and you have to MASTER each class seperately. When Bartz MASTERS a class, he will gain the buff "MASTERED" and will have 3 stars above his head when he uses a MASTERED attack. When Bartz MASTERS all classes, all of his buff effects will be doubled. Type Name Damage [MASTERED] Total Damage [MASTERED] Frames Bravery Attack Ground Monk 112+128+240[48*3+80+320] 480[544] 20F Dragoon 16*1~2+448[496] 448~480[496~528] 40F Black Mage 320[160+160+160] 320[480] 75F Air Mystic Knight 112+128+240[128+144+272] 480[544] 25F Blue Mage 32*6+272[32*7+112+192] 464[528] 32F Ranger 288[(32*6)+306] 288[306~510] Normal:42F Held Down:75F Dash Ninja 32*3+16*4+240[40*3+24*4+256] 400[472] 34F HP Attack All Samurai 112-144*3-160*5 112-432-800 Normal:40F Held Down:100F[80F] Geomancer - - Ground:62F Air:40F Knight 240 240 Counterhit:15F~55F Dancer 16*4+16(+64*3+48*3+80(Long Version) 80(496) 50F[40F] EX Skill All Good-Luck Charm - - - Brave Attack Overview Monk Description A quick flurry of punches. Additional Effects When MASTERED, gives a 10% HP Buff (350 HP) MASTERED Description A charged up kick strike, followed up by a roundhouse kick. Strengths Fast attacks Can be followed up easily during Wall Rush combos Weaknesses Until mastered, it has poor range. No Anti-air capabilities. Notes Although the range is short, it can be used to interrupt many attacks MASTERED Notes Convenient to MASTER due to its HP Buff. A perfect attack during footsies Dragoon Description Soar to the air with a lance, then crash down with high speed Additional Effects When MASTERED, gives a 12.5% Defense Buff When MASTERED and during attacking, EX Skill Cooldown is 4x faster. MASTERED Description The landing creates a shockwave that deals damage to other opponents around him. Strengths Great Anti-Air tool Bartz dissapears from the opponents screen for a second Can quickly climb walls without wasting the dash gauge Weaknesses Poor Horizontal Range Vunerable to counterattacks Notes Perfect for interrupting other attacks, but loses to other HP Attacks MASTERED Notes The overall performance of the move becomes better Black Mage Description Cast the spell "Fire" that envelops the opponent. Additional Effects When MASTERED, Bartz's EX Skill Cooldown is reduced by half MASTERED Description Cast the spells "Firaga, Blizzaga and Thundaga" in quick sucsession that envelops the opponent. Strengths Long range poke Can move while attacking Weaknesses Unsafe without someone covering you up Very difficult to master, due to the attack being hard to land Notes Good for interrupting opponents that spam attacks from long range. Use your movement abilities to get out of harms way. MASTERED Notes The long string makes it easy to interrupt other attacks and hit opponents in the air. Mystic Knight Description Infuse the sword with elemental spells to deal damage. Additional Effects When MASTERED, base bravery gets increased by 200. MASTERED Description The infused elementals become stronger to have more range and damage. Strengths Fast attacks Can be followed up easily during Wall Rush combos Weaknesses Until mastered, it has poor range. Priority is weak. Notes Although the range is short, it can be used to interrupt many attacks MASTERED Notes The reach becomes longer allowing you to beat out many attacks. Blue Mage Description Cast the Blue Mage spell "Goblin Punch" to get close to the opponent and deal damage Additional Effects When MASTERED, the summon gauge gets increased two times faster. MASTERED Description Cast the Blue Mage spells "Goblin Punch, Death Claw and Missile" to get close to the opponent and deal damage Strengths Long Range Melee Attack Disjointed hitboxes Can beat out many low priority attacks Weaknesses Cooldown after the attack is[are] very long and Bartz is vunerable during that time Notes Although the range is short, it can be used to interrupt many attacks MASTERED Notes The reach becomes longer allowing you to beat out many attacks. Ranger Description Shoot a tracking arrow that hits the opponent Additional Effects When MASTERED, gives a 10% Attack Buff MASTERED Description Shoot a flurry of tracking arrows that hits the opponent Strengths Arrows can reach the opponent from afar. Since it tracks the opponent somewhat, it becomes very easy to master The flurry of arrows can beat out many low priority attacks Weaknesses Bartz becomes a sitting duck while shooting the arrows Notes The arrow has reasonable range to punish and intercept other attacks MASTERED Notes The speed that the arrows come out becomes alot faster, making it a great attack. Ninja Description Lunge at the opponent with dual lances to attack the enemy Additional Effects When MASTERED, the maximum dash duration gets increased by 2 seconds MASTERED Description Lunges at the opponent with dual lances to attack the enemy Strengths Wall rush happens early Can punish dodges Weaknesses Before the hitbox appears, Bartz is vunerable to attacks. Is not good in a co-operated assult Notes Very useful for punishing dodges MASTERED Notes Convenient to MASTER due to its dash Buff. Very useful for punishing dodges HP Attack Overview Samurai Description Toss gil to stun the opponent, then strike the opponent with a katana. The range and the damage can be increased by charging the attack up to 2 times. Additional Effects When MASTERED, can charge the HP faster. MASTERED Description Toss gil to stun the opponent, then strike the opponent with a katana. The range and the damage can be increased by charging the attack up to 2 times. Strengths Very fast without charging Very long range without walls Very high damage when fully charged The katana part can beat out other HP attacks Wide hitbox when fully charged Weaknesses Cannot cancel the attack The walls can block the gil that is thrown Bartz is vulnerable during charging. Gils are low priority meanig that they will lose to other attacks Notes Can be used to punish dodges. The priority gets higher the longer you charge it. MASTERED Notes Can be used to punish dodges. The priority gets higher the longer you charge it. Geomancer Description Ground: Summons up an earthquake to deal damage Air: Unleashes the wind spell "Kamaitachi" to deal damage Additional Effects When MASTERED, Kamaitachi's range gets increased and can summon up to 2 Kamaitachi MASTERED Description Ground: Summons up an earthquake to deal damage Air: Unleashes the wind spell "Kamaitachi" to deal damage. Can create two "Kamatachis" at the same time Strengths Earthquake is a great Anti-Air tool Two different HP's attacks Kamatachi is an annoying projectile Weaknesses Earthquake loses to other HP attacks Kamatachi can be blocked by walls Notes Use Kamatachi in self defense and for support when you want to get in MASTERED Notes The overall performance of the moves becomes better Kamatachi can be spammed to catch the opponent off-guard Knight Description Creates a shield from light to block incoming attacks, then counter attacking with a sword. Additional Effects When MASTERED, Knight can block HP attacks as well MASTERED Description The light of the shield becomes powerful enough to block strong attacks. Strengths Has a good amount of shield range Can counter HP attacks when MASTERED Some invincible attacks (Cloud's Omnislash) can be countered as well Weaknesses The Sword attack can whiff if the opponent isnt close enough Can be hard to land Notes While a great guard, Bartz has to rely on predictions to deal HP damage, which can be problematic before MASTER MASTERED Notes Since Knight can block HP attacks as well, it becomes easier to land Knight to deal HP damage, eliminating a part of mindgames Dancer Description Jump at the opponent with a small dagger to unleash a flurry of attacks. Has a chance of unleashing a longer version. Additional Effects When MASTERED, Dancer start-up gets reduced and the longer version will always occur MASTERED Description The rhytym of the dance allows Bartz to unleash a longer version of the attack every single time. Strengths Leaps a great distance forward. Enchanted Tango (Short Version) is very fast. Shall We Dance? (Long Version) has super armour until the attack finishes and deals great damage Weaknesses A teammate can knock off the opponent from Shall We Dance? Shall We Dance? is vunerable to counterattacks Notes Great HP to interrupt, punish, combo from other attacks. MASTERED Notes Shall We Dance? is the version that always comes up. 1 Share this post Link to post Share on other sites