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Dyxo's custom Dissidia movesets

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Li Kuugo

Winged Tiger - Rend opponents with powerful, high flying attacks.

Fluff

Spoiler

Entrance Quotes:

  • "Don't underestimate me just cause I'm a woman!"
  • "You watching, old man?"
  • "The hell do you want?"

Victory Quotes:

  • "That's the strength of Xin Shan Quan, and don't you forget it!"
  • "Yuan, Sammo, you guys takin' notes?"
  • "Be lucky I'm not some filthy bandit anymore."

Defeat Quote:

  • "I can keep going! Just... give me a sec..!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Thrown, Grappling, Poles
Equipable Chest Armor: Clothing, Robes
Equipable Head Armor: Hats, Headbands, Ribbons
Equipable Hand Armor: Parrying, Bangles, Gauntlets
Unique Weapons
Iron Fist: Level 30, HP -659, BRV +83, ATK +40, Initial Assist Charge +20%
Tiger Gauntlet: Level 90, HP -522, BRV +69, ATK +58, Initial Assist Charge +30%
Master’s Nunchaku: Level 100, HP -595, BRV +79, ATK +67, Initial Assist Charge +40%

Assist Attacks
Ground BRV: Bai Li Do Yi Bu Jiao
Ground HP: Tian Ma Hou Sui Jiao
Aerial BRV: Squirrel Kick
Aerial HP: Xin Shan Quan

Chase Attacks
Neutral: Roundhouse kick
Up: Rising kick
Down: Backhand strike
HP: Energy-charged spinning kick.

Among the students of Xin Shan Quan, Li is the most agile. Beyond its basic techniques she excels in both chipping away at the opponent’s bravery with her wide variety of HP attack follow ups, as well as facing down opponents while in the air. Both of these properties flow into each other as well, granting HP Links to nearly all of her Brave attacks while in the air.

While in EX-Mode Li becomes even more ferocious as she unlocks the Heart of the Tiger, with everything she does growing faster and her attacks striking more often. When put together, each attack still lasts the same amount of time, despite the speed boost, due to the extra hits added on; making it so that Li shreds through the opponent’s Bravery without mercy.

BRV Ground Attacks

  • Long Hu Liang Po Wan: Three punch combo that debilitates the opponent, lowing their ATK and DEF by 1 for a brief period.
  • Lion Charge: Spinning knuckle strike that knocks an opponent far away.
  • |___HP: She Xing Quan: Once the opponent is flying back, follow up with a series of spinning kicks that ends in a sliding dash past them.
  • Lao Hu Zhi Wu: Spinning kick that grapples the opponent and throws them down.
  • Bai Li Do Yi Bu Jiao (Ground): Roundhouse kick that stuns the opponent briefly.
  • |___HP: Cat kick (Ground): Follow up with a reverse fan kick to send the opponent flying.
  • Fusha No Sha (Ground): Reflect an oncoming projectile, then throw needles forward with it.

BRV Aerial Attacks

  • Monkey Fist: Backhanded strike followed up with kicking away from the opponent.
  • |___HP: Monkey Hand: Instead of kicking afterwards, instead follow up with a series of rapid scratches.
  • Squirrel Kick: Dive down towards the opponent and kick off of them.
  • |___HP: Shui Niao Jiao: After diving down, instead follow up with a series of jumping kicks that strike the opponent from several, unconventional angles, before landing atop them and kicking down.
  • Bai Li Do Yi Bu Jiao (Air): Roundhouse kick that stuns the opponent briefly.
  • |___HP: Cat kick (Air): Follow up with a reverse fan kick to send the opponent flying.
  • Fusha No Sha (Air): Reflect an oncoming projectile, then throw needles forward with it.

HP Ground Attacks

  • Xin Shan Quan (Ground): Jump forward into a spinning kick, following up with a simultaneous palm strike and hand chop.
  • Tian Ma Hou Sui Jiao: Rapidly kick the opponent before sending both the opponent and Li skyward with a vertical rising kick, kicking off of them afterwards to fly away through the air.

HP Aerial Attacks

  • Xin Shan Quan (Air): Jump forward into a spinning kick, following up with a simultaneous palm strike and hand chop.
  • Hua Long Tian Shen Zhi: Spin around and charge energy as the visage of a dragon floats around Li, creating holy flame once the button is released. Can be charged to increase radius and explosion size.

EX-Mode: Hu Pao Jing Qi Fa
“No more games!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Heart of the Tiger [SPD]: Every action is now sped up, allowing Li to more easily move around the battlefield.
  • Heart of the Tiger [ATK]: Each multi-hit attack is now more ferocious, dealing additional hits to the opponent.

EX-Burst: Xuan Ya Lian Shan Quan
Li performs a flying thrust kick to send the opponent into the EX-Zone.

Once inside, Li makes a small prayer to her former master as energy charges around her, gaining her access to the Xin Shan Quan’s inheritance technique. Rapidly pressing O will add more hits onto the initial burst of attacks. Regardless of the state of this gauge at the end, Li will finish with a spiraling, mirage like series of high kicks before seemingly teleporting away; watching her opponent crumple under the delayed HP damage.

Arcade Type

Spoiler

Type: Speed

Among the students of Xin Shan Quan, Li is the most agile. Though at first she may seem awkward, her ability to keep airborne and strike from a distance with many of her HP attacks allows her to keep opponents in check for a time.

Once she activates Hu Pao Jing Qi Fa, however, her damage potential skyrockets as she is able to follow up many of her airborne moves with extended attacks that allow her to shred through her opponent’s Bravery; potentially setting up for either her own follow ups or an opponent to come in and finish off a now weakened opponent.

BRV Attacks

  • g.O: Long Hu Liang Po Wan: Three punch combo that debilitates the opponent, inflicting Debrave and Deprotect.
  • g.^O: Lion Charge: Spinning knuckle strike that knocks an opponent far away.
  • g.vO: Lao Hu Zhi Wu: Spinning kick that grapples attacking opponents and throws them down.
     
  • a.O: Bai Li Do Yi Bu Jiao: Roundhouse kick that inflicts Stun
  • a.^O: Monkey Fist: Backhanded strike followed up with kicking away from the opponent.
  • a.vO: Fusha No Sha: Reflect an oncoming projectile, then throw needles forward with it.
     
  • Dash: Squirrel Kick: Dive down towards the opponent and kick off of them.

HP Attacks

  1. Xin Shan Quan: Jump forward into a spinning kick, following up with a simultaneous palm strike and hand chop.
  2. Hua Long Tian Shen Zhi: Spin around and charge energy as the visage of a dragon floats around Li, creating holy flame once the button is released. Can be charged to increase radius and explosion size.
  3. Tian Ma Hou Sui Jiao: Rapidly kick the opponent before sending both the opponent and Li skyward with a vertical rising kick, kicking off of them afterwards to fly away through the air.
  4. Xuan Ya Lian Shan Quan: After a brief charge time Li darts straight to the opponent, clawing at and kicking them rapidly while feinting to unconventional angles. Ends in a spiraling, mirage-like wave of rising kicks. 

Unique Ex-Skill
Hu Pao Jing Qi Fa: Li regains 300 Bravery, grants Haste, and allows the following extensions to her different attacks:

  • Lion Charge: She Xing Quan: Once the opponent is flying back, follow up with a series of spinning kicks that ends in a sliding dash past them.
  • Bai Li Do Yi Bu Jiao: Cat kick: Follow up with a reverse fan kick to send the opponent flying. Removes Stun.
  • Monkey Fist: Monkey Hand: Instead of kicking afterwards, instead follow up with a series of rapid scratches.
  • Squirrel Kick: Shui Niao Jiao: After diving down, instead follow up with a series of jumping kicks that strike the opponent from several, unconventional angles, before landing atop them and kicking down.

Notes

The first of the three Xin Shan Quan disciples I'm making, which I'll also be using the three of them as a mental exercise regarding clone characters at some point. She uses the Winged Tiger variation of Xin Shan Quan, wanting to keep in the air as much as possible. Because of this her variations on a lot of Xin Shan Quan's base moves either bring her airborne or keep her there. Her HP attacks, as well, benefit greatly from her keeping in the air; especially her HP Links in the 012 variation.  What moves don't help her keep airborne as well have many utility purposes, but much of the utility she has outside of keeping in the skies will be shared between herself and the other disciples.

Dunno when I'll be able to make the other two, due to the nature of Live A Live regarding how the final chapter and China chapters work with each other, but when I am able to I'll do a proper write up regarding clones.

Edited by DyxoXinoro
Fixed formatting

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Yaag Rosch


PSICOM Commander - Intercepts and eliminates enemy opposition with a variety of powerful weaponry.

Fluff

Spoiler

Entrance Quotes:

  • "All units, converge on my point!"
  • "Target acquired, requesting backup."
  • "You will know PSICOM's finest!"

Victory Quotes:

  • "Target eliminated."
  • "Our work is done here, move out!"
  • "Mission successful, returning to HQ."

Defeat Quote

  • "I need... backup... ugh!"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Katanas, Guns
Equipable Chest Armor: Clothing, Light Armor
Equipable Head Armor: Hats, Helms, Headbands
Equipable Hand Armor: Shields, Bangles, Gauntlets
Unique Weapons
Corps Marksman: Level 30, HP -377 BRV +83 ATK +40, Assist Depletion +5%
PSICOM Predator: Level 90, HP -288 BRV +64 ATK +63, Assist Depletion +10%
Sanctum Archangel: Level 100, HP -328 BRV +79 ATK +68, Assist Depletion +15%, Anti-EX

Assist Attacks
Ground BRV: Bazooka
Ground HP: Flag Strike Point
Aerial BRV: MLRS Volley
Aerial HP: Oneiric Maelstrom

Chase Attacks
Neutral: Horizontal slash with sword
Up: Upward slash with sword
Down: Downward slash with sword
HP: Retaliatory Strike’s attack

Yaag uses a varied weapon set between his sword, various guns, and different boosts he’s able to give himself. However only one Manadrive can be active at a time, and only lasts a few seconds. In EX-Mode he gains effects similar to Laguna’s and his Manadrives last much longer. Through his Yaag has a weapon for each range and situation.

BRV Ground Attacks

  • Sanctify: Ravage the opponent with a multitude of slashes
  • Bazooka: Fire off a high-speed missile with a large, on contact explosion
  • Rifle Storm: Fire off a volley of machine gun bullets
  • Laser (Ground): Fire off a series of lasers from behind
  • Manadrive Bravery (Ground): Temporarily increase damage
  • Manadrive Shell (Ground): Temporarily increase magical defense
  • Manadrive Protect (Ground): Temporarily increase physical defense 

BRV Air Attacks

  • Stagger: Deliver a staggering chain of blows
  • Missile Burst: Fire off several heat-seeking missiles
  • MLRS Volley: Fire off a high-powered sniper bullet
  • Laser (Air): Summon mobile laser rifles and fire them at the opponent
  • Manadrive Bravery (Air): Temporarily increase damage
  • Manadrive Shell (Air): Temporarily increase magical defense
  • Manadrive Protect (Air): Temporarily increase physical defense

HP Attacks

  • Oneiric Maelstrom (Both): Summon’s Proudclad’s missile launchers, firing them off in a horizontal sweep forward
  • Retaliatory Strike (Both): Summons the Proudclad’s laser cannons and rains down lasers on the opponent upon block.
  • Flag Strike Point (Both): Throws a Targeting Beacon that summons an orbital strike to where it lands. Can be charged to increase distance.

EX-Mode: Limiters Deactivate
“If I am to die then so be it!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Charging Manadrive: Manadrive effects last longer
  • Manadrive Haste: Reduces startup and recovery frames

EX-Burst: Annihilation Mode

Thrust forward with the saber before kicking the opponent into the EX-Zone, at which point Yaag teleports into the Proudclad, bringing up an ATB gauge. Four skills are available: Laser (1), Laser Barrage (2), Retaliatory Strike (2), and Oneiric Maelstrom(3). Laser has its normal effect, Oneiric Maelstrom deals Brave damage rather than HP damage, Laser Barrage summons an array of high-powered rifles to rain down much stronger lasers, and Retaliatory Strike does nothing.

Selecting Laser, Laser Barrage, and Oneiric Maelstrom in that order will activate Moun Blaster; which fires off a giant energy beam that will deal HP damage on the final hit. If any other selection is made he will instead fire off a large amount of guided missiles to deal HP damage.

Arcade Type

Spoiler

Yaag is a support heavy Shoot type who started around the battle field laying down gunfire and explosions while utilizing his Manadrives to empower his allies. His attacks tend to cover a wide range while keeping his adversaries away from him and pin them down for easier follow up from allies.

Assault BRV Attacks

  • g.O: Rifle Storm. Gun down the target with a PSICOM infantry rifle. Allows strafe while doing so.
  • g.^O: Bazooka. Blast the target away with a high-speed missile that explodes on contact. The explosion is able to splash onto other adversaries as well.
     
  • a.O: MLRS Volley. Shoot down the target with a high-powered sniper rifle. It comes with a jetpack to allow hovering and horizontal movement while aiming.
  • a.^O: Missile Burst. Rain down heat-seeking missiles on the target, barraging them with a series of explosions that can splash onto their allies. It comes equipped with a jetpack to allow hovering and horizontal movement while firing.
  • Dash: Sanctify. Slash wildly with with the momentum from a quick dash, followed up with a grenade toss after knocking the target away. The explosion can splash onto other adversaries as well.

Support BRV Attacks

  • g.O: Manadrive: Bravery. Yaag grants himself and nearby allies increased damage for a short time.
  • g.^O: Manadrive: Protect. Yaag grants himself and nearby allies increased defense for a short time.
     
  • a.O: Manadrive: Bravery. Yaag grants himself and nearby allies increased damage for a short time.
  • a.^O: Manadrive: Protect. Yaag grants himself and nearby allies increased defense for a short time.
  • Dash: Manadrive: Haste. Yaag grants himself and nearby allies increased speed for a short time.

Special Ability
L3: Paradigm shift. Switches BRV attacks between Assault and Support paradigms.

HP Attacks

  1. Laser Barrage: The Proudclad’s laser cannons come down and rain a co-ordinated blast upon a single target, the shots colliding and causing a massive explosion. The explosion can splash onto other adversaries.
  2. Retaliatory Strike: The Prodclad’s laser cannons form a shield. Should they be struck they will flip back and relentlessly shoot down whoever struck them.
  3. Oneiric Maelstrom: The Proudclad lends its missile launchers and rains down a series of missiles at a wide angle, attempting to blast the whole enemy party at once. It is very difficult to control however, and has no tracking once the move starts.
  4. Moun Blaster: The Proudclad brings forth its primary cannon, blasting out a gigantic wave beam to annihilate its target. The blast can be delayed for a time before firing and continues to track the opponent even after the beam starts up, but leaves Yaag incredibly vulnerable until it's dismissed.

Unique Ex-Skill
Release Limiters: For a short period of time Yaag’s mana drives last longer, explosions are larger, HP attacks come out faster, and gunfire hits harder. However, during this state his Bravery is rapidly draining. Should he be inflicted by Brave Break this enhanced state will immediately end.

Notes:

Ignore this, reformatting the thread. See the first page for more details.

Edited by DyxoXinoro
Fixed formatting
  • Upvote 1

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Jotaro Kujo

Stardust Crusader: Utilizes unrivaled power and speed to break down any opponent

Fluff

Spoiler

Entrance Quotes:

  • "Tch, what do you want?"
  • "You one of DIO's men?"
  • "How about you get out of my way?"

Victory Quotes:

  • "That was your mistake. You pissed me off!"
  • "Was that really it?"
  • "You should stay down and wait for an ambulance."

Defeat Quote:

  • "Good grief..."

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Grappling
Equipable Chest Armor: Clothing
Equipable Head Armor: Half-hats
Equipable Hand Armor: Gauntlets
Unique Weapons
Level 1: ORA!
Level 30: ORAORA!
Level 90: ORAORAORA!
Level 100: STAR PLATINUM!

Assist Attacks
Ground BRV: Kujo Beatdown
Ground HP: ORAORA!
Aerial BRV: Shooting Joestar
Aerial HP: ORAORA!

Chase Attacks
Neutral: Jab
Up: Upward Kick
Down: Haymaker
HP: ORA!

Jotaro wields the stand that suggests The Star, symbolizing optimism, discernment and hope. Star Platinum contains destructive power, speed and precision unmatched by most stands, let alone average men.

BRV Ground Attacks

  • Joestar Secret Technique: Jotaro retreats backwards in a single bound. Goes farther than his back dodge, but has less i-frames.
  • “Yare Yare”
  • |___ HP: ORA! A: Star Platinum comes out and sends the opponent flying with a flurry of punches
  • “ORAAAAA!”
  • Kujo Beatdown: Jotaro leaps forward and punches an opponent, then proceeds to beat them into submission with his bare hands.
  • |___ HP: ORA! B: Star Platinum comes out and sends the opponent flying with a flurry of punches
  • “ORAAAAA!”
  • Deep Breathing (Ground): Star Platinum comes out and takes a deep breath, pulling both the opponent and any nearby EX-Bits to Jotaro.

BRV Aerial Attacks

  • Shooting Joestar: Jotaro quickly descends in a diving kick.
  • |___ HP: ORA! C: Star Platinum comes out and sends the opponent flying with a flurry of punches
  • “ORAAAAA!”
  • Kujo Knockdown: Jotaro shifts forward in the air and crashes the opponent downward in a heavy punch
  • |___ HP: ORA! D: Star Platinum comes out and sends the opponent flying with a flurry of punches
  • “ORAAAAA!”
  • Deep Breathing (Air): Star Platinum comes out and takes a deep breath, pulling both the opponent and any nearby EX-Bits to Jotaro.

HP Ground Attacks

  • ORAORA!: Star Platinum jets forward and rapidly punches the opponent.
  • “ORAORAORAORAORAAAAA!”
  • ORAORAORA!: Jotaro calmly walks towards the opponent as Star Platinum lays down a stream of heavy punches in front of him. Can be canceled prematurely by using the Joestar Secret Technique.
  • “ORAORAORAORAORAAAAA!”
  • Star Finger (Ground): Star Platinum extends it finger to skewer the opponent and send them flying
  • “STAR FINGER!”

HP Aerial Attacks

  • Flying ORA!: Star Platinum jets towards the opponent and rapidly punches them
  • “ORAORAORAORAORAAAAA!”
  • Star Finger (Air): Star Platinum extends it finger to skewer the opponent and send them flying
  • “STAR FINGER!”

EX-Mode: STAR PLATINUM; THE WORLD
“Yare Yare Daze”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • STAR PLATINUM; THE WORLD: R+[_] Jotaro stops time for 1 second, causing similar effects as EX-Revenge. However, when used EX-Mode will immediately end.
  • ORAORAORA: All HP attacks, barring Star Finger, gain increased speed, allowing them to strike the opponent more times.

EX-Burst: Both Hands
Star Platinum punches the opponent into the EX-Zone, leaving them lying there as Jotaro steps in front of them. Atum then ascends out of the opponent, regardless of character, and reads Jotaro’s soul. A small menu will appear, and the player will have to answer “NO! NO! NO!” on the first two, and then “YES! YES! YES!” on the last one.

The questions asked are “Left hand?” then “Right Hand?” and then “Both Hands?”

If “YES! YES! YES!” on either of the first two then Star Platinum punches the opponent into the ground with that hand, while if “NO! NO! NO!” is used on the last one then Jotaro will rapidly stomp them into the ground. However if used in the correct order than Star Platinum will rapid punch the opponent until they are Brave Broken, each punch always doing at least 1 point of damage, before crashing them back out of the EX-Zone.

“ORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORA!”
 

Arcade Type

Spoiler

Type: Heavy

Jotaro is very strange for a Heavy type, in that he tends to play keepaway with his opponent. Using Star Platinum, he holds opponents at a distance while laying down large amounts of damage over a short period of time. Additionally, he is able to naturally extend his combo against single opponents, albeit giving him tunnel vision while doing so. 

The majority of Jotaro’s versatility, however, comes from his HP attacks. Star Finger and Stardust Shooter allows him to strike enemies from a distance, Null State Meditation lets him play more defensively, and Ora Ora of Anger has Jotaro focus more on heavy rushdown. Knowing which HP attack Jotaro will use will help determine how best to approach him.

There is still a mild risk, however, as Jotaro can stop time using Star Platinum; The World. Though his Bravery is constantly draining in this state, and it only lasts or two seconds, it is both his most powerful offensive and defensive tool. Allowing either heavy damage over a short period, or a quick get away back to a safe position.

BRV Attacks

  • g.O: Kujo Beatdown: Jotaro jumps forward and punches the opponent himself, kicking them away afterwards before having Star Platinum attack them.
  • g.^O: Star Platinum: Star Platinum rushes forward, slamming his fist into an opponent. If it lands, Jotaro may follow up with a series of rapid punches.
  • g.vO: Deep Breathing: Star Platinum takes a deep breath, pulling opponents close to him. Can be followed up with other Brave attacks with reduced start up lag.
     
  • a.O: Kujo Dive: Jotaro dives down, feet first, and attempts to land on the opponent. If it succeeds he punches them away before summoning Star Platinum to follow up with attacks of its own.
  • a.^O: Star Platinum: Star Platinum rushes forward, slamming his fist into an opponent. If it lands, Jotaro may follow up with a series of rapid punches.
  • a.vO: Deep Breathing: Star Platinum takes a deep breath, pulling opponents close to him. Can be followed up with other Brave attacks with reduced start up lag.
     
  • Dash: Blazing Fists: Jotaro calls forth Star Platinum, who immediately creates a damaging wall of punches in front of Jotaro. If no follow up is made, Jotaro can chain into another one of his Brave attacks with reduced start up lag.

HP Attacks

  1. Star Finger: Star Platinum greatly extends its index and middle fingers, swiping forward in a wide arc. Deals damage to all enemies hit.
  2. Ora Ora of Anger: Star Platinum lunges forward. If he hits an opponent he begins punching them fast and hard; knocking them away after either a full second of damage or once they’re Brave Broken. If [_] is pressed during this punch rush the combo is ended prematurely, but HP damage is still dealt.
  3. Stardust Shooter: Star Platinum flicks a marble at the target opponent at high speeds, lowering their defenses if they survive.
  4. Null State Meditation: Jotaro enters a meditative state, with Star Platinum automatically defending him against nearby enemies and oncoming projectiles. This state will continue so long as [_] is held down.

Unique Ex-Skill
Star Platinum; The World: Jotaro stops time, allowing him to move freely without consuming the dash gauge and attack with reduced startup and recovery lag. While he can only stop time for up to two seconds, his Bravery constantly drains in this state at a rate of 100 BRV per second. Any effect Jotaro has on his opponents or Summon Cores while time is stopped won’t immediately take effect, including using his other EX-Skills, instead going off all at once the moment time resumes. Pressing /_\ again while time is stopped will resume time early.

Notes

So the original 012 version was made as a joke before I knew that much about JoJo. I basically knew enough to make a convincing Jotaro and not much more. It used to be more cring/meme-y, but I made small edits to make it a bit more reasonable. I couldn't bring myself to make a more serious version though.

The Arcade version, though, is more serious. I included little things from what he does in Parts 4 and 6, as well as made it so you can either be very safe with by abusing Star Platinum's disjointed attacks or be more vulnerable to chain a flurry of blows together and shred the opponent's bravery. I also did up the order of his HP attacks in roughly the same order as when those abilities are revealed, although an argument could be made between the first two.

I might do other JoJo characters at some point in the future as well, depending on how difficult it is to translate JoJo into Dissidia. Didn't seem too bad for Jotaro though, and his fighting style roughly comes down to punching people a lot and very hard.

 ShanLUL

EDIT: For musical themes, I figured the area themes from Eyes of Heaven would be good dungeon themes if I decide to do more JoJo characters. Overworld v Battle will probably be decided between Eyes of Heaven and All Star Battle for which one I think fits which better. I also almost decided to have the title + descriptor just be stand name and ability summary, but decided that'd probably come off as a bit too cheesy.

Edited by DyxoXinoro
Fixed formatting, added title + descriptor, added musical themes

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Eriko Kirishima

Blade of Judgement - Dance about the battle field and cut down opponents with holy light.
 

Fluff

Spoiler

Entrance Quotes

  • "Come on, I'll take you on!"
  • "Are you ready?"
  • "Here we go!"

Victory Quotes

  • "My skills haven't dulled yet..."
  • "Sorry, I still have things to do!"
  • "How's that?" 

Defeat Quote

  • "It's my fault ... I'm sorry..." 

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Katana, Guns
Equipable Chest Armor: Clothing, Robes, Chestplates
Equipable Head Armor: Hairpin, headband, ribbon
Equipable Hand Armor: Parrying, Bangles
Unique Weapons
Mail Breaker: Level 30
Luna Blade: Level 90
Lone Sword: Level 100

Assist Attacks
Ground BRV: Tornado Dance
Ground HP: Maha Garu
Aerial BRV: From Heaven to Earth
Aerial HP: Holy Light

Chase Attacks
Neutral: Forward thrust
Up: Upward slash
Down: Downward slash
HP: Nike/Gabriel is summoned and knees the opponent

Eriko is a high mobility fighter meant to keep her opponent on their toes with a combination of mid ranged gap closers, close range punishment tools, and long range pressure with her rifle attacks. 

What makes her unique, however, is her HP attacks change when she enters EX-Mode, shifting from primarily defensive and pressure tools to directly offensive abilities. Additionally, Eriko may move about freely while her Persona’s are attacking. Thus, making Eriko’s EX-Mode a tactical shift from harassment tactics to a full frontal assault.

BRV Ground Attacks

  • Dancing Blade: Eriko slashes forward to the enemy’s side while darting forward, clipping them with the tip of her sword. Follows up with a second, darting strike to the other side before ending in a powerful thrust. Neither hit needs to land for the combo to continue.
  • Tornado Dance: Eriko lunges to the opponent’s side, slashing with her blade before darting behind them to cut at their back. Should both hits land, she will thrust her blade into their spine.
  • Grand Spiral: Eriko spins her blade in a circle, deflecting incoming attacks, before slashing outward. Can combo into a finishing thrust without deflecting an attack or the slash connecting.
  • Away and Return: Eriko darts backwards before rapidly thrusting forward. If the button is held she will instead lunge straight at the enemy, dealing a single, powerful blow over a longer distance.
  • Back and Forth: Eriko juts to the side before rapidly thrusting forward. If the button is held she will instead slash at the opponent while jumping, dealing increased damage if her attack interrupts one of theirs.
  • Scattered Suppression: Eriko will bring out her rifle, firing wildly at the opponent.
  • Precise Judgement: After aiming for a moment, Eriko will unleash a full magazine directly at the opponent.

BRV Aerial Attacks

  • High and Low: Eriko unleashes two vertical slashes in a row, based on her opponent’s vertical position, before thrusting straight at them. The direction of the thrust, as well as opponent’s knockback direction, can be influenced by the control stick. Does not require either of the initial slashes to connect to continue the combo, and has excellent vertical tracking.
  • From Heaven to Earth: Eriko flips gracefully in the air before rapidly descending downward unto her opponent. Deals increased damage based on descent time.
  • Angel’s Call: Eriko flips gracefully in the air while slashing at her opponent, able to follow up with another slash even without needing to connect.
  • Under Heaven Destruction: Eriko pulls out her rifle, firing down upon her opponent. Damage increases based on travel distance, but has poor tracking.

Nike HP Attacks (Ground and Air)

  • Maha Garu: Nike hovers over the opponent, summoning winds all around them to slash at them. Each individual whirlwind has poor tracking.
  • Maha Garula: Nike summons winds all around Eriko, defending her by shredding through projectiles and, should they get too close, her opponent.
  • Holy Light: Rays of light shines forth from Nike’s body, trailing the opponent. Should it connect, the light will continue to deal BRV damage until the move would normally end.

Gabriel HP Attacks (Ground and Air)

  • Aquadyne: Gabriel thrust out water from beneath the opponent, knocking them straight into the air.
  • Summon Spirit: Gabriel sends forth a ring of energy that travels quickly forward. Should it hit the opponent, they are unable to use HP attacks for a brief period.
  • Divine Judgement: Gabriel comes forth and releases holy light all around herself, dealing damage in a burst radius around Eriko.

EX-Mode: Awaken Gabriel
“Hi, Gabriel.”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Divine Protection: Eriko’s attacks now reflect projectiles, as well as switching her HP attacks from the Nike set to the Gabriel set.

EX-Burst: Release Jail
Eriko summons forth Gabriel after thrusting the opponent into the EX-Zone. Gabriel then begins to encase the enemy in ice. 

Once coated, a lily begins to grow inside the prison. If the player holds O they can make it grow further, filling a gauge at the bottom of the screen. The gauge slows down near max, and rapidly decreases upon hitting it.

Should the gauge be filled to max the lily will break free of the ice, shattering both it and the opponent for extra BRV damage first. Afterwards, Gabriel will grab the lily and hold it near her face akin to concept art. However, should it be stopped before hitting max it will instead only crack the ice for flat HP damage. 
 

Arcade Type

Spoiler

Type: Speed

Eriko is a mobile yet tricky fighter, attacking in strange ways and from unconventional angles. She attacks opponents from their sides while baiting them into retaliating, be it through long range harassment or awkwardly angled attack patterns. What makes her powerful, however, is her HP attacks dealing a wide range of status ailments and her ability to act and move normally while they’re being executed.

BRV Attacks

  • g.O: Away and Return: Eriko juts to the side, with the exact direction being influenced by the control stick, before rapidly thrusting forward. If the button is held she will instead lunge straight at the enemy, dealing a single, powerful blow over a longer distance. Hold variation may dodge in any direction, but tap variation cannot dodge directly forward or back.
  • g.^O: Dancing Blade: Eriko slashes forward to the enemy’s side while darting forward, clipping them with the tip of her sword. Follows up with a second, darting strike to the other side before ending in a powerful thrust. Neither hit needs to land for the combo to continue.
  • g.vO: Scattered Suppression: Eriko will bring out her rifle, firing wildly at the opponent.
     
  • a.O: High and Low: Eriko unleashes two vertical slashes in a row, based on her opponent’s vertical position, before thrusting straight at them. The direction of the thrust, as well as opponent’s knockback direction, can be influenced by the control stick. Does not require either of the initial slashes to connect to continue the combo, and has excellent vertical tracking.
  • a.^O: From Heaven to Earth: Eriko flips gracefully in the air before rapidly descending downward unto her opponent. Deals increased damage based on descent time.
  • a.vO: Under Heaven Destruction: Eriko pulls out her rifle, firing down upon her opponent. Damage increases based on travel distance, but has poor tracking.
     
  • Dash: Angel’s Call: Eriko flips gracefully in the air while slashing at her opponent, able to follow up with another slash even without needing to connect.

HP Attacks

  1. Nike: Nike comes forth and flies straight ahead, inflicting Silence on any enemy she touches.
  2. Armaiti: Armaiti comes forth and brings down a bolt of lightning, creating a shockwave that damages and stuns opponents rather than knocking them back.
  3. Michael: Michael comes forth and slashes with his flaming sword, dealing damage to everyone directly ahead of Eriko.
  4. Gabriel: Gabriel comes forth and throws forth her lilly, encapsulating whoever it hits in ice to freeze them. Should it hit the ground, it will burst outward in ice blocks to damage multiple enemies, but not freeze them. Frozen ailment identical to Shiva’s.

Unique Ex-Skill
Ice Jihad: Eriko summons Armaiti, Michael, and Gabriel, combining their powers to have ice start jetting out of the ground randomly all around her in a wide radius, dealing incredible BRV damage and freezing anyone caught in her ice.

Notes

Despite being far more familiar with Persona 1, I decided to lean more towards P2 with Eriko's stuff. Half because it gave me some more options, and half because it felt more appropriate to pick her later appearance than an earlier one. Hence Gabriel (who, in case you're wondering, is female in Shin Megami Tensei) being her ultimate Persona instead of Michael. As for why Armaiti is there, it's because she was one of the persona that Eriko used in the P1 manga. I was tempted to use Azrael (who is also in the manga) instead, but chose not to since he doesn't reappear in P2. 

In case anyone gets weird about the name of her EX-Skill, that's actually what it's called in game. I thought it'd be a neat call back to the spell fusion system since Gabriel's required to even use it.

Also, I thought I'd be cute and have Velvet Room/Aria of the Soul as the dungeon theme for any Persona characters I make. Of course using the version best fitting of that character.

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Zack Fair

Limit Breaker - An agile swordsman wielding both speed and power behind his blows.

Fluff

Spoiler

Entrance Quotes

  • "Is this it? Seems a bit unfair, don't you think?"
  • "Come on, I've got places to be!"
  • "One... two... only three of them? This shouldn't take too long!"

Victory Quotes

  • "Boy, the price of freedom sure is steep."
  • "Another day, another successful mission!"
  • "Hey, what's wrong? I was just getting started!"

Defeat Quote

  • "No... it can't end like this..!"

Musical Themes

012 Version

Spoiler

Equipable Weapons: Swords, Greatswords, Katanas, Thrown, Grappling
Equipable Chest Armor: Clothes, Light Armor
Equipable Head Armor: Helm, Hat
Equipable Hand Armor: Gauntlets, Bangles
Unique Weapons
Before Crisis: Level 30
Crisis Core: Level 90
Last Order: Level 100

Assist Attacks
Ground BRV: Octaslash
Ground HP: Rush Assault
Aerial BRV: Quadraslash
Aerial HP: Hero’s Pride

Chase Attacks
Neutral: Zack punches the opponent away
Up: Zack brings his sword to his hip and slashes upwards
Down: Zack spins around and cleaves downward
HP: Zack rears back his sword and cleaves the opponent with a wide slash.

Zack, though possessing a wide array of tools, is somewhat unremarkable compared to other Jack-of-All-Trades characters. However, his Limit Breaker name comes into effect during EX-Mode, where the knockback of attacks are delayed even after the animation finishes, allowing him to create openings for combos that would normally require clever use of either Assists or dodge cancelling.

BRV Ground Attacks

  • Octaslash: Zack spins forward and rapidly slices apart the opponent, ending in a downward, jumping cleave.
    • “I’m feeling it!”
  • Chain Slash: Zack makes an X slash in front of him before cutting up the opponent in a series of acrobatic spins.
    • “Here we go! Go! Go! Go!!!”
  • Jump: Zack leaps into the air, dodging incoming attacks, before slamming back down.
    • “Over here!”
  • Thunder: A single, powerful lightning bolt descends from the sky to zap the opponent and blast them straight down. Unaffected by EX-Mode.
    • “Rain!”
  • Thundara: A series of lightning bolts rain down around the opponent. Poor accuracy, but lingers after use. Unaffected by EX-Mode.
    • “Rain!”
  • Thundaga: Zack shoots forward a stream of electricity, rapidly dealing damage before shooting the opponent backwards.
  • Healing Wave: Zack stands still for a moment, recovering Bravery until either he is hit or O is released. Unaffected by EX-Mode.

BRV Aerial Attacks

  • Quadraslash: Zack swings through the air with a set of four acrobatic slashes.
  • Exploder Blade: Zack darts forward and slashes the opponent, causing a series of eruptions to emit from the blade before knocking them back. Unaffected by EX-Mode.
    • “Hiiiyah!”
  • Assault Twister: Zack spins around with his sword extended, dealing rapid damage before knocking back the opponent. Excellent vertical tracking.
  • Thunder: A single, powerful lightning bolt descends from the sky to zap the opponent and blast them straight down. Unaffected by EX-Mode.
    • “Rain!”
  • Tri-Thundaga: Zack shoots out three streams of electricity in a triangular cone in front of him, rapidly damaging the opponent before blasting them back.
    • “Try this!”
  • Healing Wave: Zack stands still for a moment, recovering Bravery until either he is hit or O is released. Descent speed is slowed during this, but the move ends automatically should he land. Unaffected by EX-Mode.

HP Ground Attacks

  • Rush Assault: Dart towards the opponent and chase them across the field with a string of brutal hand to hand combat. Unaffected by EX-Mode.
    • “I got it.”
  • Air Strike: Zack pulls out his cellphone and yells into it, calling forth a series of missiles at the opponent. Has slight tracking. Unaffected by EX-Mode.
    • “I’m trying! I’m trying!”
  • Hero’s Entrance: Zack jumps high into the air, diving towards the opponent in a flying thrust. Deals rapid Bravery damage during descent and creates a small shockwave upon landing.
    • “Here I come!”

HP Aerial Attacks

  • Meteor Shots: Zack twirls his blade momentarily overhead before shooting down a rain po meteors. No tracking, but rains down in a cone effect. Unaffected by EX-Mode.
    • “Alright, here comes the big one!”
  • Hero’s Pride: Zack slashes forward in a wide arc. Should it hit he teleports around the opponent, slashing rapidly before slamming them downwards and releasing a large burst of energy. Unaffected by EX-Mode.
    • “Time for a hero!”
  • Hero’s Entrance: Zack flips backwards in the air, diving towards the opponent in a flying thrust. Deals rapid Bravery damage during descent and creates a small shockwave upon landing.
    • “Here I come!”

EX-Mode: DIGITAL MIND WAVE
“I’m on fire now!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Lucky Stars: Creates a brief period before the knockback of certain attacks.

EX-Burst: MODULATING PHASE
Zack knocks the opponent into the EX-Zone with a spinning slash, summoning up the Digital Mind Wave Character Reels. The reels are initially set with Angeal in the left and right slots, and pressing X at any time will cause the center reel to stop. However, if the player waits a moment Genesis Mutation will activate, changing the Angeal slots to his.

If Center Reel lands on Angeal before Genesis Mutation Zack will do an enhanced version of Rush Assault more reminiscent of its Crisis Core execution.

If all three reels are Genesis he will use Apocalypse, dealing incredible brave damage to the opponent before blowing them sky high.

If the center reel lands on any other character, regardless of whether or not Mutation has activated, Zack will merely do an alternative version of Chain Slash that deals a single hit of HP damage.

Arcade Version

Spoiler

Type: Speed

Zack Fair is a fast, combo based fighter that excels at taking out single opponents with a barrage of hits and wide variety of ranged tools, while also being able to support his allies with attacks that can change their knockback direction and Assault Twister being able to hold down multiple foes at once. However, his true strength comes not only from his ability to pull opponent’s out of position with his mobile attacks, but also his Digital Mind Wave’s somewhat random nature to increase his potential.

BRV Attacks

  • g.O: Chain Slash. Zack slashes twice in front of him in an X shape before spinning around in a series of slashes, carrying the opponent across the stage before ending in a downward cleave.
  • g.^O: Costly Punch. Zack lunges forward with a punch, following up with a jumping kick. Knockback can be influenced by the direction of the control stick.
  • g.vO: Thundaga. Zack unleashes a stream of lightning from his hands, shocking the opponent and holding them in place for a brief moment after the move ends before knocking them away.
     
  • a.O: Quadraslash. Zack slashes four times in the air, with the knockback of the final strike being influenced by the direction of the control stick.
  • a.^O: Hero’s Entrance: Zack flies back towards the ground blade first, rapidly dealing damage to anyone caught in the attack before creating a small shockwave upon landing.
  • a.vO: Tri-Thundaga. Zack unleashes three streams of lightning, one above him and two below, shocking anyone hit and holding them in place for a brief moment after the move ends before knocking them away.
     
  • Dash: Assault Twister: Zack spins around blade first, pulling in enemies and dispelling projectiles during its animation.

HP Attacks

  1. Rush Assault. Angeal’s visage briefly appears over Zack as he puts away his sword, charging forward in a lunging jab. Should it land he follows up with a series of punches that drags his opponent all across the stage, ending in a charging strike that causes explosions behind him.
  2. Air Strike: Tseng’s visage briefly appears over Zack as he pulls out his cellphone, yelling into it as a series of missiles flies towards his opponent from behind him. Has poor tracking, but creates large explosions upon contact with the ground or enemies.
  3. Hero’s Pride: Cissnei’s visage briefly appears over Zack as he makes a quick slash in front of him. Should it land he teleports around the opponent, rapidly slashing them before slicing straight through.
  4. Meteor Shots: Cloud’s visage briefly appears over Zack as he leaps high into the air, twirling his blade overhead and launching a burst of meteors towards his opponent. Excellent tracking while aiming, and can be delayed. If used in the air, skips the leaping animation.

Unique Ex-Skill
Digital Mind Wave: The WMD appears next to Zack’s HP and Bravery, spinning it’s slots around for the next 20s. Whenever Zack successfully lands an attack the wheels stop, doing one of the following effects:

  • 1-1-1: Cancels the knockback of that move.
  • 2-2-2: Doubles BRV damage.
  • 3-3-3: Increases keep priority of that move.
  • 4-4-4: Increases allies’ bravery as well as his.
  • 5-5-5: Heals HP on hit similarly to Firion’s blood weapons.
  • 6-6-6: Increases cut priority of that move.
  • 7-7-7: HP Attack Only. The HP attack does not deplete Zack’s Bravery.
     

Specialist Version

Spoiler

Type: Unique

A better balanced version of Zack based on a conversation I caught the tail end of in the discord. Now including less Kingdom Hearts nonsense and more actual Crisis Core Materia!

BRV Attacks

  • g.O: Chain Slash: Zack spins about, slashing the opponent five times. He can dodge out of it early to cancel the end lag of any portion of the attack. However, if the full combo lands during DMW 5, he inflicts Provoke on the enemy that attacked him for 3s.
  • g.^O: Hell Thundaga: Zack throws his hand forward, shooting out a line of electricity that can interrupt opponents and, during DMW 5, inflicts a debuff that lower’s the afflicted targets BRV damage for 3s.
  • g.vO: Death Jump: Zack jumps high of the screen for a second, then lands down on his target. Has a max range of two rings, but makes him untargetable while in use and shakes off anyone locking onto him when used; including anyone locking onto him from an EX-Skill or Chain Slash. During DMW 5 it also inflicts Doom.
     
  • a.O: Lucky Stars: Zack swings around through the air, slashing the opponent five times. He can dodge out of it early to cancel the end lag of any portion of the attack. However, if the full combo lands during DMW 5, he inflicts Provoke on the enemy that attacked him for 3s.
  • a.^O: Exploder Blade: Zack bounds forward, slashing the opponent with a magically enhanced sword. During DMW 5 they are inflicted with a debuff that, after 2s, causes them to take BRV damage and be knocked straight up into the air.
  • a.vO: Costly Punch: Zack swings down towards the ground fist first, dragging anyone hit with him. Inflicts a debuff during DMW 5 that reduces their defenses for 3s on the final hit.
     
  • Dash: Assault Twister: Zack spins around, catching anyone caught in the tornado of slashes and carries them with him. Inflicts a debuff during DMW 5 that reduces the recharge rate of the Dash meter for 3s.

HP Attacks

  1. Rush Assault: Zack dashes forward as a visage of Angeal appears around him. If an enemy is caught in his dash he lands a rapid blow of punches against them. Ends with him kicking off the opponent and then dashing through them, a series of explosions hot on his tail and dealing HP damage to anyone caught in the blast.
  2. Octaslash: Zack quickly slashes ahead as a visage of Sephiroth appears around him. If an enemy is caught by it he deals seven more slashes, perfectly imitating the signature technique of SOLDIER’s First Class Hero.
  3. Air Strike: Zack pulls out his cellphone as the visage of Tseng appears around him, causing a wave of missiles to shoot ahead of him. Has little tracking, but deceptively good vertical reach. However the missiles have to hit the ground before they explode.
  4. Apocalypse: A visage of Genesis appears around Zack as he floats into the air. Intense magical energy glows off of Zack as he recites a poem to his opponents, causing an unstable glyph to appear below his target before rupturing destructive magic upwards.

Unique Ex-Skill
Digital Mind Wave: A set of slots appears next to Zack’s HP and Bravery, spinning it’s slots around at all times. When Digital Mind Wave is activated the slots will stop and grant Zack one of eight buffs based on the result. The following seven results all last 20s.

1-1-1: Reduces the end lag of Zack’s dodge.
2-2-2: Increases BRV damage to Vanguard levels.
3-3-3: Increases keep priority to Vanguard levels.
4-4-4: Grants BRV Regen to both Zack and his Allies while active.
5-5-5: Causes all of Zack’s BRV attacks to grant a debuff, as listed on the attack.
6-6-6: Increases cut priority to Vanguard levels.
7-7-7: After HP damage is dealt, Zack is immediately returned back to base Bravery as if he did an HP attack while afflicted by Brave Break.

If any other result is given, Zack gains a buff that dramatically increases his recharge rate for his personal EX-Skill. Thus causing his Digital Mind Wave to have a 30s recharge normally, and a 5s recharge when a neutral result is given. 
 

Notes

You know, I very easily could have taken the easy way out and made Zack just a faster Cloud, but this is to prove a point. Zack doesn't have to be a Cloud clone, he has the potential to stand on his own two feet and be highly unique. 

10/17/18 EDIT: We were talking about Zack on the Discord, and people were comparing my moveset to some other stuff Zack was capable of. Decided to make a second version of his moveset based on that discussion, and filled in the blanks of what they said with altered versions of abilities in my original moveset. Will edit the second one based on community feedback since I'm literally just chronicling this shit right now.

Edited by DyxoXinoro
  • CoLove 1

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Galenth Dysley

Mechanical Conspirator - Forces opponents to move at his will to set up for his own abilities.

Fluff

Spoiler

Entrance Quotes

  • "You are ignorant of your place."
  • "Faithful allies, fulfill your Focus."
  • "Who are you to deny this World it's salvation?"

Victory Quotes

  • "You waste your time."
  • "I am most disappointed."
  • "If you truly seek salvation, you will obey!"

Defeat Quote

  • "Such marvelous strength!"

Musical themes

012 Type

Spoiler

Equipable Weapons: Staffs, Rods, Instruments, Poles
Equipable Chest Armor: Clothing, Robes, Heavy Armor
Equipable Head Armor: Hats, Helms
Equipable Hand Armor: Bangles, Gauntlets
Unique Weapons
Instrument of Wrath: Level 30
Instrument of Hope: Level 90
Instrument of Change: Level 100

Assist Attacks
Ground BRV: Ruin
Ground HP: Ultima
Aerial BRV: Curse
Aerial HP: Thanatosian Smile

Chase Attacks
Neutral: Ruin
Up: Energy burst below the opponent
Down: Energy burst above the opponent
HP: Ray of energy unleashes from Dysley’s staff

Galenth Dysley is a heavy set up character, messing with both the opponent and his own status conditions utilizing most of his Bravery attacks while gaining energy through Ruin and Poison. Apoptosis especially acts as a quick way to reset both sides into a neutral position. All of this to herd and position his opponent to be disposed of with Dysley’s diverse HP attacks.

Once he enters EX Mode, this capability is boosted forward. Not only will every offensive ability, HP and BRV alike, gain additional hits from the pauldrons and ailettes of Barthandelus firing off spells of their own, but his core spells will also have their effects boosted to make them more powerful. Especially in conjunction with the additional raw damage being dealt.

BRV Ground Attacks

  • Poison: Throws out an orb that damages the opponent over time.
    • EX: Poisonga: Increases the range and damage dealt over time.
  • Daze: Dysley throws out a magical orb that stuns his opponent.
    • EX: Dazega: Increases range, priority, and replaces it’s knockback with an elongated stun effect.
  • Apoptosis: Dysley releases an explosive wave of energy from his staff, sending the opponent flying away from him while resetting all status alterations from both himself and, should it land, his opponent (such as Shantotto's Bio or Onion Knight’s buffs).
    • “Can you endure this?”
  • Mystic Aura: Temporarily increases the damage and speed of Brave attacks. Cancels Enchanted Viel’s effect when used.
  • Enchanted Viel: Temporarily increases physical and magical defense. Cancels Mystic Aura’s effect when used.

BRV Aerial Attacks

  • Ruin: Fire a volley of magical orbs that batter the opponent about.
    • EX: Ruinga: Increases damage and priority while knocking the opponent straight up with a singular orb instead.
  • Curse: Dysley throws out a magical orb that stuns his opponent.
    • EX: Cursega: Increases it’s range and priority, while also making it so the opponent temporarily has lower priority on all of their attacks.
  • Apoptosis: Dysley releases an explosive wave of energy from his staff, sending the opponent flying away from him while resetting all status alterations from both himself and, should it land, his opponent (such as Shantatto’s Bio or Onion Knight’s buffs).
    • “Can you endure this?”
  • Mystic Aura: Temporarily increases the damage and speed of Brave attacks. Cancels Enchanted Viel’s effect when used.
  • Enchanted Viel: Temporarily increases physical and magical defense. Cancels Mystic Aura’s effect when used.

HP Ground Attacks

  • Destrudo: Dysley charges energy for a period as the pauldrons and ailettes of his true form start materializing around him. If completed fully, magical energy bursts around him and homes in onto the opponent with ruthless speed and tracking.
    • When starting charge: “You will know true terror!” 
    • Upon completion: ”Now you will bow to the fal'Cie!” 
  • Thanatosian Smile: Dysley’s true face appears before his own, opening up and firing rays of energy forward. Has poor tracking, but extreme horizontal range.
    • “You will taste agony!”
  • Ultima: Dysley waves his staff forward as energy begins to collapse harmlessly around his opponent. Once his staff is raised again, the energy erupts in ethereal destruction.
    • “Yield!”

HP Aerial Attacks

  • Destrudo: Dysley charges energy for a period as the pauldrons and ailettes of his true form start materializing around him. If completed fully, magical energy bursts around him and homes in onto the opponent with ruthless speed and tracking.
    • When starting charge: “You will know true terror!” 
    • Upon completion: ”Now you will bow to the fal'Cie!” 
  • Thanatosian Smile: Dysley’s true face appears before his own, opening up and firing rays of energy forward. Has poor tracking, but extreme horizontal range.
    • “You will taste agony!”
  • Ultima: Dysley waves his staff forward as energy begins to collapse harmlessly around his opponent. Once his staff is raised again, the energy erupts in ethereal destruction.
    • “Yield!”

EX-Mode: Barthandelus
"This is the power of a fal'Cie."

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Magic Amplification: Basic magic has its power increased greatly.
  • Magic Extension: Pauldrons and ailettes come and assist with all attacks, releasing Ruin orbs to deal additional Brave damage. Doesn’t enhance Mystic Aura or Enchanted Viel.

EX-Burst: Baptism in Ruin
Dysley transforms completely into Barthandelus, blasting the opponent into the EX-Zone with a mechanical roar while a standard EX-Burst gauge appears.

"Piteous fool!”

Barthandelus will fire wave after wave of Ruin and Ruinga spells, and continuously pressing O while he does so will have the faces upon the pauldrons and ailettes assist with elemental magic. Should the gauge fill completely, he will use “Thanatosian Laughter”, firing off ray after ray of energy until the screen goes pure white; dealing HP damage right after the fade out.

“You struggle in vain!”

Should the gauge not be completely filled, he will use Thanatosian Smile instead, which functions identically to how it does as a standard HP attack.

“Submit!”

Arcade Type

Spoiler

Type: Unique

Dysley has two modes he can switch between, with his human form and the fal’Cie Barthandelus. In his standard form he focuses mainly on harassing opponents from a distance using Poisonga and Cursega, while also supporting allies with Enchanted Veil. Most of his moveset is to help keep enemies off of him while he bides his time waiting on his EX-Skill to charge. However, this is also when he is best able to capitalize on his HP attacks, as he possesses the properties of a Shoot type while human.

His EX-Skill brings him into an immensely powerful but equally vulnerable fal’Cie state, where he assumes his true form. While he loses all mobility, barring turning, he gains access to incredibly powerful magic and his properties become more akin to a mid-to-long ranged Heavy type. He can also target multiple opponents at once in this state. His EX-Skill changes to an HP damage dealing ability that becomes more powerful the longer he remains Barthandelus.

BRV Attacks

  • g.O: Poisonga: Dysley shoots out an orb that will erupt even if it should not hit anyone after a fair distance, dealing damage over time to any it hits.
  • g.^O: Ruinga: Dysley erupts energy ahead of him, knocking away nearby enemies.
  • g.vO: Dazega: Dysley throws an orb of energy into the air that explodes, stunning all nearby enemies.
     
  • a.O: Poisonga: Dysley shoots out an orb that will erupt even if it should not hit anyone after a fair distance, dealing damage over time to any it hits.
  • a.^O: Cursega: Dysley fires off a magic bolt that explodes on contact, lowering the cut and keep values of anyone hit by it for a few seconds.
  • a.vO: Mystic Aura: Dysley thrusts his staff up into the air, channeling magic through himself to rain down Ruin orbs in all directions to form an offensive barrier.
     
  • Dash: Enchanted Veil: Create a temporary shield for Dysley and nearby allies while also temporarily giving them increased defenses for a short time after the shield dissipates.

HP Attacks

  1. Apoptosis: Magic erupts all around Dysley, curing him of all debuffs and stripping away the buffs of any hit by the explosion.
  2. Thanatosian Laughter: A visage of Dysley’s true face appears before him, opening up and firing off countless rays of energy outwards. If used as Barthandelus it instead acts as a slower, HP damage dealing version of Thanatosian Smile.
  3. Menrva: Dysley throws forward his owl-like companion, dealing instant HP damage to all those hit along its flight path.
  4. Ultima: Dysley waves his staff forward as energy begins to collapse harmlessly around his opponent. Once his staff is raised again, the energy erupts in ethereal destruction. Can be delayed briefly, but without any added benefits.

Unique Ex-Skill
Barthandelus: Dysley takes shape into his true fal’Cie form, becoming temporarily immobile (although he may still turn freely), immune to knockback and hitstun, while also switching his Bravery and EX-Skill abilities to those unique to this form. HP attacks are completely unchanged, however. Additionally he will gain 1000 HP and 300 BRV upon entering this state, and can exceed max HP through this EX-Skill. Dysley will remain in this form until he either manually dismisses it, or takes 1000 HP damage.

  • O: Baptism in Ruin: Barthandelus fires off a volley of Ruin and Ruinga spells at his target.
  • ^O: Thanatosian Smile: Barthandelus opens his face, firing off rays of energy straight ahead. Continues to slowly track his target while doing so.
  • vO: Magic Amplification: Barthandelus sends power into his pauldrons and ailettes before giving them the order to attack, firing off a series of elemental attacks including flames, lightning, and large orbs of water chasing down every opponent while crystals of ice begin forming at their feet.
     
  • /_\: Destrudo: A highly powerful energy blast that grows in power the longer Dysley assumes the form of Barthandelus, however once it’s used he will exit his fal’Cie form and return to his Human guise. All three stages deal HP damage.
    • At first stage, it unleashes a single energy blast at his opponent.
    • At second stage, it unleashes a volley of energy waves towards all opponents ahead of him.
    • At third stage, it unleashes a volley of energy that homes in on every opponent.
  • If /_\ is held, Barthandelus will return to his Dysley form without using Destrudo, and the cooldown of Barthandelus will be reduced based on the stage Destrudo was in at a rate of one third per stage of Destrudo that was charged (ex. 1/3 at first stage). 

Notes

Dysley/Barthandelus I made mostly to make a point. I remember talking to people and always getting into the same "They can't add Barthandelus because he can't move" and "They can't just add Dysley because he only uses Ruin" arguments. This is my counter argument towards both of those, and hopefully a way to take XIII's pattern of "mode switch + Eidolon summoning for HP attacks" formula that I've been using with my other characters and flip that on it's head.

That said, I will concede that I may be overcompensating on his unique EX-Skill when it comes to making his fal'Cie form a glass cannon.

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Oerba Yun Fang

Pulsing Huntress - Powers through opposition with debilitating abilities and raw offensive prowess.

Fluff

Spoiler

Opening Quotes

  • Finally, a real challenge!
  • Keep a cool head, and we'll nail it.
  • Show no fear. 

Victory Quotes

  • "Didn't even break a sweat!"
  • "Hardly worth the effort."
  • "And I was just getting started..."

Defeat Quote

  • "You...can't be serious..."

Musical Themes

012 Type

Spoiler

Equipable Weapons: Spears, Staves, Poles
Equipable Chest Armor: Clothing, Robes, Chestplates
Equipable Head Armor: Hairpins, Headbands, Ribbons
Equipable Hand Armor: Parrying, Bangles, Gauntlets
Unique Weapons
Bladed Lance: Level 30
Glaive: Level 90
Kain’s Lance: Level 100

Assist Attacks
Ground BRV: Dazega
Ground HP: Hunting Dive
Aerial BRV: Slow
Aerial HP: Pulse Bomb

Chase Attacks
Neutral: Spear thrust
Up: Upward spear slap
Down: Downward pommel smash
HP: Charged energy blast from Bahamut

Fang is a powerful, tricky character to play both as and against. Unlike other paradigm shifters, her Saboteur and Sentinel roles act predominantly as support for her Commando role. While capable of dealing high damage, she lacks approach tools in it. This is easily covered by Sentinel’s ability to keep an active defense with it’s variety of parries and Entrench, as well as Saboteur’s debilitating effects.

Her HP attacks, when used in conjunction with her support roles, is where Fang really comes to shine. Most of her base level HP attacks strike from a distance, allowing Fang to remain safe during their usage; while almost all of her Commando attacks branch into HP attacks of their own to whittle down her opponent.

While in EX-Mode Fang also gains the ability to ignore the hitstun from most Ranged: Low and magical Ranged: Mid attacks, even if she is still vulnerable to knockback and damage, making it so that she can continue to rushdown her opponent. This is further supported by her ability to gain EX by simply brave breaking her opponent, allowing a theoretically infinite EX-Mode state if Stage Bravery is high enough.

Commando BRV Ground Attacks

  • Launch: Fang slaps the opponent around with the flat of her tri-section lance before knocking them skyward with a spinning uppercut.
  • |___ HP: Umbral Vise A: Once the opponent is airborne, the Bahamut glider swoops in and releases dark energy from it’s maw.
    • “Get him!”
  • Highwind: Fang launches herself skyward, dropping down blade-first onto her opponent afterwards in a rapid descent.
    • “Ready for this?!”
  • |___ HP: Ignis (Ground): Once Fang hits the ground, the Bahamut glider spews forth draconic flame all around her.
  • Ruinga: Fang fires a volatile, slow moving projectile that explodes violently after a certain distance. 

Commando BRV Aerial Attacks

  • Smite: Fang slashes at the enemy with her tri-section spear before slamming them back towards the ground.
  • |___ HP: Umbral Vise B: Instead of knocking the opponent towards the ground, the Bahamut glider swoops in and releases dark energy from it’s maw.
    • “Get him!”
  • Blitz: Fang spins wildly in the air towards the opponent, ending in a kick to send them flying.
  • |___ HP: Umbral Vise C: Instead of finishing in a kick, the Bahamut glider swoops in and releases dark energy from it’s maw.
    • “Get him!”
  • Blindside: Fang drops down upon her opponent, spear first. If O is released before she hits the ground, Fang will bounce off of the Bahamut glider to stay airborne.
    • “No escape!”
  • |___ HP: Ignis (Air): Once Fang hits the ground, the Bahamut glider spews forth draconic flame all around her.
  • Ruin: Fang fires a series of magical orbs to harass her opponent.

Sentinel BRV Ground Attacks

  • Mediguard (Ground): A brief parry that will increase Fang’s Bravery if it blocks an attack.
  • Steelguard (Ground): A brief parry that will stagger the opponent if it blocks an attack.
  • Vendetta (Ground): A brief parry that will damage the opponent if it blocks an attack.
  • Entrench: Fang enters a defensive stance, retaining the ability to slowly strafe around her opponent, until either attacked or O is released. Once either happens, she sweeps her tri-section spear around her before leaping forward into a flying thrust.
    • “Gimme your best shot.”

Sentinel BRV Aerial Attacks

  • Mediguard (Air): A brief parry that will increase Fang’s Bravery if it blocks an attack.
  • Steelguard (Air): A brief parry that will stagger the opponent if it blocks an attack.
  • Vendetta (Air): A brief parry that will damage the opponent if it blocks an attack.

Saboteur BRV Ground Attacks

  • Slowga: Fang fires a magical orb that explodes into a time-altering energy field, slowing the opponent’s movements for a short period.
  • Fogga: Fang releases fog around her that dispels incoming projectiles.
  • Dazega: Fang cracks her staff on the ground, creating a large energy field that interrupts her opponent’s action and leaving them vulnerable for a brief moment.

Saboteur BRV Aerial Attacks

  • Slow: Fang generates a time-altering energy field around her opponent, slowing their movements for a short period once it’s fully formed. Excellent, but slow tracking.
  • Fog: Fang releases fog ahead of her, dispelling incoming projectiles.
  • Daze: Fang fires a small energy orb that explodes in front of her, interrupting her opponent’s action and leaving them vulnerable for a brief moment.

HP Ground Attacks

  • Hunting Dive (Ground): Fang hops atop the Bahamut glider and soars through the enemy, instantly dealing HP damage upon contact.
    • “Time for dinner!”
  • Obliterating Breath (Ground): Fang unleashes a beam of energy from the Bahamut glider, causing minor explosions against any surface it hits.
    • “Your time is up.”

HP Aerial Attacks

  • Hunting Dive(Air): Fang hops atop the Bahamut glider and soars through the enemy, instantly dealing HP damage upon contact.
    • “Time for dinner!”
  • Obliterating Breath (Air): Fang unleashes a beam of energy from the Bahamut glider, causing minor explosions against any surface it hits.
    • “Your time is up.”
  • Aerial Loop: Fang dives towards the opponent atop the Bahamut glider. If she makes contact with them, she releases the glider as it makes several shuttle loops before vanishing into the sky. Extreme vertical tracking.
    • “Take 'em down!” 
  • Pulsar Blast: Fang drops bombs beneath her from the Bahamut glider, each one exploding upon contact with anything beneath her. If [_] is held during it’s execution, she can extend the move to hover around and drop more bombs.
    • “Show no mercy!”

EX-Mode: Equip: Kain’s Lance
One way or another, this ends now! 

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Magic Wall: Fang is no longer stunned by most magical attacks, as well as weak physical projectiles. She still takes damage and knockback, however.
  • Stagger Charge: If Fang inflicts Brave Break on her opponent, her EX-Gauge is refilled based on stage bravery.

EX-Burst: Gestalt Mode
Fang kicks off of the opponent, sending them into the EX-Zone as she mounts atop the Bahamut glider. 

“Let me in on the fun.”

Once inside the EX-Zone a gestalt gauge will appear. Following its instructions will rack up Brave damage while cycling through Bahamut’s different gestalt abilities. Regardless of how well they are followed, the Bahamut glider will unleash Megaflare onto the opponent.

“What a sweetheart!”

Arcade Type

Spoiler

Type: Heavy

Fang is somewhat unusual for a heavy type, focusing more on beating down and debilitating a single target than keeping multiple enemies at bay or protecting her allies. However, this doesn’t mean she lacks the ability to do either. Her Saboteur role contains many attacks that can debilitate multiple opponents, a powerful defensive tool in Fogga that can even defend allies, and her Commando role has Blitz and Ruinga to deal with multiple foes at once.

Her HP attacks are also good for dealing with a variety of situations, especially with her later abilities both having the potential to deal with multiple opponents while also keeping her relatively safe. This, mixed with her high damage potential, makes Fang a difficult warrior to approach or defend against. Especially with Highwind’s ability to restore her enemies from Brave Break, allowing her to set up opponents only to get broken again.

Commando BRV Attacks

  • g.O: Launch: Fang slaps the opponent around with the flat of her tri-section lance before knocking them skyward with a spinning uppercut.
  • g.vO: Ruinga: Fang fires a volatile, slow moving projectile that explodes violently after a certain distance.
     
  • a.O: Smite: Fang slashes at the enemy with her tri-section spear before slamming them back towards the ground.
  • a.vO: Blindside: Fang quickly drops to the ground, spear first. Deals increased damage based on vertical height.
     
  • Dash: Blitz: Fang spins wildly in the air towards the opponent, ending in a kick to send them flying.

Saboteur BRV Attacks

  • g.O: Dazega: Fang creates a magical explosion at her feet, interrupting and stunning any incoming opponents.
  • g.vO: Slowga: Fang throws out a magical orb that will explode into a time-altering field, inflicting Slow on anyone it touches.
     
  • a.O: Daze: Fang throws out a magical orb that explodes in front of her, interrupting and stunning any opponent it touches.
  • a.vO: Slow: Fang generates a time-altering field around her target, inflicting Slow on anyone it touches. Excellent, but slow tracking.
     
  • Dash: Fogga: Fang releases a magical fog around her, dispelling incoming projectiles. Can be used to cover allies, as well.

Special Action 

  • L3: Paradigm Shift: Switches Fang between Commando and Saboteur roles.

HP Attacks

  1. Hunting Dive: Fang charges forward atop the Bahamut glider, ramming into foes at high speeds for instant HP damage
  2. Aerial Loop: Fang dives towards the opponent atop the Bahamut glider, regardless of their vertical position, hopping off of it upon contact with an opponent as the glider makes several shuttle loops to rack up Brave damage before knocking them away
  3. Obliteration Breath: Fang summons forth the Bahamut glider to release a beam of energy that horizontally across her, creating minor explosions that deal HP damage.
  4. Pulsar Blast: Fang will ride around on the Bahamut glider for a short time, under player influence, and drop bombs below her the deal HP damage. If used on the ground, she will leap high into the air first.

Unique Ex-Skill
Highwind: Fang leaps off screen before coming down onto her target opponent. If it hits an opponent that is Brave Broken, they are cured of the condition as if the timer ran out normally and Fang gains Stage Bravery.

Notes

It took me a while to figure out how to make Fang, hence her being last. Eventually I decided upon her being probably the heaviest rush-down character out of all the XIII movesets I've made, as well as potentially the most versatile rushdown characters I've created period. Her ability to close the gap with Saboteur and, in the 012 version, Sentinel alongside the relative safety of Bahamut's glider form felt like a good way to go about making someone who can stay in her opponent's face while keeping herself safe. Although there's definitely some risk/reward stuff going on with how I did Highwind, which I figured would be more accurate to how it works in XIII than making it an HP attack as I original planned and just turn Fang into an even more OP Kain.

Speaking of, due to PSP limitations, I imagine Bahamut's gestalt form would probably be shrunk down so it's just strong enough for Fang to stand and brace herself on and not much bigger. Kinda like her own Green Goblin glider. I know that wouldn't be necessary in the Arcade version, but the thought still amuses me and made for an interesting take on the HP attack format for XIII characters.

Edited by DyxoXinoro
Fixed formatting
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Lady

Gunslinger - Mows down opponents with a hail of bullets.

Fluff

Spoiler

Entrance Quotes

  • "Looks like we're gonna be busy for a while."
  • "Don't bother asking for my name, I don't have one."
  • "Stand down, I don't hunt humans."

Victory Quotes

  • "Time to collect your bounty."
  • "Ugh, Dante's gonna be paying for this."
  • "I still have a job to do that's far from done."

Defeat Quote

  • "No! I'm not ready to see father again!"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Greatswords, Thrown, Guns
Equipable Chest Armor: Clothing, Light Armor
Equipable Head Armor: Hairpin, Ribbons
Equipable Hand Armor: Bangles, Gauntlets
Unique Weapons
Level 30: Grenade Gun
Level 90: Missile Launcher
Level 100: Kalina Ann

Assist Attacks
Ground BRV: Trigger Happy
Ground HP: Multiple
Aerial BRV: Wire Action
Aerial HP: AT Missile

Chase Attacks
Neutral: Side kick
Up: Grenade tossed at the opponent's feet
Down: Downward bayonet cleave
HP: Burst Action

Lady, similar to Lightning’s paradigm shift, can alternate between three guns with L+R. During these three different states she will have the same HP attacks, but each gun will perform different types of attacks at different ranges. 

Kalina Ann, deceptively, is predominantly melee attacks. However, this gives her access to Wire Action, which lets her manipulate her opponent’s vertical position with ease. Handguns deal a lot of hits in a very short amount of time and focus on keeping opponents at bay, as well as giving her a close range launcher with Two Hands. Shotgun is her highest damage dealing weapon, but requires her to be relatively close to her opponent to use.

Each weapon, barring melees, also has its own charge system. Handguns can charge to unleash a delayed explosion that will interrupt opponent actions, Shotguns give her a temporary buff to all of it’s attacks, and Kalina Ann’s charge makes the relevant HP attack more powerful and harder to avoid. Not only is managing these charges a powerful tool to learn, but her EX-Mode decreases the time it takes to charge them.

Kalina Ann Ground Attacks

  • Bayonet Combo: A slow, three hit combo that crushes through guards and sends opponents flying.
  • Sweep: Lady spins around, bayonet outwards, to knock away any nearby opponent or object.
  • Scatter: Lady jumps backwards, throwing grenades towards where she once was in a wide spread. 
  • Wire Action (Ground): Lady fires the underbarrel wire attachment on Kalina Ann, sending enemies either into the air or slamming them onto the ground depending on their vertical position. Grounded enemies are launched, airborne enemies are grounded.

Kalina Ann Aerial Attacks

  • Flying Bayonet: A slow, three hit combo that crushes guards and sends opponents into the ground.
  • Bayonet Sting: Lady drops from the air to the ground at high speeds, damaging and knocking away anything in her path.
  • Wire Action (Air): Lady fires the underbarrel wire attachment on Kalina Ann, sending enemies either into the air or slamming them onto the ground depending on their vertical position. Grounded enemies are launched, airborne enemies are grounded.

Handgun Ground Attacks

  • 9mm Bullet: Quick, long range projectiles that allow strafing while both firing and charging. Charged versions cannot chain into normal fire, but cause a delayed explosion with transient priority that interrupts and launches her opponent if the initial charge shot lands. Charge is kept when jumping and can be released using Hollow Point, but is lost when switching weapons or uses any other attacks.
  • Trigger Happy: Lady braces herself and unleashes a hail of bullets at her opponent. Excellent range, but poor tracking.
    • “Take this!”
  • Two Hands: Lady launches her opponent with a short ranged burst of muzzle flare from her guns before juggling them in the air. During this state Lady can change targets and shoot both her opponent and the current locked on object, even if it’s the launched opponent. If the camera isn’t locked onto anything, the control stick determines the direction of the second gun.
    • “Take this!”

Handguns Aerial Attacks

  • Hollow Point: Quick, long range projectiles that can cause Lady to hover in the air when firing, creating a minor glide effect. Can be charged to cause a delayed explosion instead; gaining transient priority as well as interrupting and launching the opponent if the initial charge shot lands. Charge level is kept upon landing and can be released with 9mm Bullet, but is lost when switching weapons or uses any other attacks.

Shotgun Ground Attacks

  • Buckshot: A slow, short, but wide and powerful series of blasts from Lady’s shotgun. Allows strafing while both shooting and charging. Charged shots increase the range, cone, and damage of all shotgun attacks for a short period, but the buff immediately ends if Lady switches to another gun or uses an HP attack. Charge is kept when jumping and can be released using Flechette Shot, but is lost when switching weapons or uses any other attacks.
  • Rush Hour: Lady quickly dashes up to her opponent, firing her shotgun in their face.
  • |___HP: Ground Zero: A secondary blast of shotgun fire that’s loaded with explosive rounds, sending the opponent flying. If used during Buckshot’s charge shot buff, it will deal incredible BRV damage before dealing HP damage and ending the buff.
  • Double Barrels (Ground): Lady flips the shotgun from hand to hand, firing off shots in a wide range behind her. If the button is continually pressed, the range, cone, and damage of each individual shot will increase until it covers a full 90 degree angle in front of her and ending in a final blast.
    • On startup “Like my upgrade?”
    • After final blast: “Overkill!”

Shotgun Aerial Attacks

  • Flechette Shot: A slow, short, but wide and powerful series of blasts that slows Lady’s descent. Can be charged to increase the range, cone, and damage of all shotgun attacks for a short period, but the buff immediately ends if Lady switches to another gun or uses an HP attack. Charge level is kept upon landing and can be released with Buckshot, but is lost when switching weapons or uses any other attacks.

HP Ground Attacks

  • Full Blast: Lady fires off a missile that slams into her opponent, dealing HP damage so long as the opponent is caught in the blast radius. Can be charged to increase range, speed, and explosion radius; however it leaves Lady immobile while doing so.
  • Hysteric: Lady thrusts Kalina Ann into the ground, firing off a barrage of micro missiles in front of her as an offensive shield. Deals no additional Brave damage, doesn’t turn when locking onto other targets.
    • “I can do this!”
  • Multiple: Lady props Kalina Ann against her shoulder and holds still, being able to aim freely and lock onto different opponents. Releases all locked on rockets when button is released, or three rockets with weak homing if no targets are locked.
    • “You won’t get away!”
  • Burst Action (Ground): Lady throws grenades all around her, creating a 360 degree shield of explosions. Size of the explosions scales with her bravery.
    • “Let’s light it up!”

HP Aerial Attacks

  • AT Missile: A single, high powered missile that deals HP damage so long as the opponent is caught in the blast radius.
  • Blaster: Lady fires a missile directly below her, causing an explosion that can deal HP damage to anyone in it’s blast radius regardless of what it hits.
  • Burst Action (Air): Lady throws grenades all around her, creating a 360 degree shield of explosions. Size of the explosions scales with her bravery.
    • “Let’s light it up!”

EX-Mode: Proud Soul
“Let’s get to work!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Wire Action LV3: Wire Action has a much longer range to it and travels faster
  • Hot Loads: Attacks gain charge levels at a much faster rate

EX-Burst: Even Devils Cry
Lady fires off a shot from Kalina Ann to knock the opponent into the EX-Zone. Once there, the camera shifts to a first person perspective as the player is given some time to rack up additional brave damage from follow up gunfire while building a gauge.

Should the gauge fill up Lady jumps up and drives her motorcycle through the opponent, grinding the wheels against them before shooting off and exploding it with another shot from Kalina Ann.

“I didn’t plan to let you live anyways!”

If it only partially fills, she will instead throw a chain of grenades at her opponent, causing explosions to fire off all around them.

“You’re done!”

Arcade Type

Spoiler

Type: Shoot

Lady functions primarily on ranged rush down, being able to either deal damage quickly at long range with her handguns or in a wide radius at medium range with her shotgun. Though her HP Attacks aren't terribly effective on their own at times their explosive nature can also be used as a form of offensive zoning if need be.

She also can charge up either Brave style, as well as her first HP attack, to increase the potency of her guns. She can move around freely while charging her guns, barring Kalina Ann, though If the button is released during a time where she can't shoot her guns the charge is dropped entirely. Coupled with Wire Action being able to temporarily disable enemies and Lady can possess either noteworthy DPS or extremely powerful burst damage.

Handgun BRV Attacks

  • g.O: 9mm Bullet. If rapidly pressed Lady will shoot the enemy repeatedly while keeping mobile. If held she may charge it up to three stages, adding a delayed explosion that scales in damage based on charge level when the button is released.
  • g.^O: Trigger Happy. Lady centers herself and unloads her handgun magazines into the opponent, rapidly dealing damage over long range.
  • g.vO: Two Hands. Lady steps forward and shoots an opponent from below at close range, hanging them in the air with one pistol as the it her fires upon his allies at mid range. Who the second gun targets depends on the direction of the L-Stick.
     
  • a.O: Hollow Point: If rapidly pressed Lady will shoot the enemy repeatedly while hovering in the air. If held she may charge it up to three stages, adding a delayed explosion that scales in damage based on charge level when the button is released.
  • a.vO: Bayonet Stinger: Lady drops straight to the ground, holding Kalina-Ann so she lands bayonet first.
     
  • Dash: Wire Action. Shoot out the bayonet of Kalina Ann at an opponent. If the target opponent is grounded they are flicked into the air for very little damage. If the opponent is in the air they are send downwards into a ground rush. Can combo into itself if the opponent starts on the ground.

Shotgun BRV Attacks

  • g.O: Buckshot. Fires out a cone of damage that knocks enemies back while keeping mobile, though it has a slow fire rate. If the button is held it can charge up to three stages, each stage giving a temporary boost to damage and range to once the button is released.
  • g.^O: Ground Zero. Lady charges the opponent shotgun first. If they are hit she can follow up with a large explosion. Benefits from active charge levels in both stages.
  • g.vO: Double Barrels. Lady braces herself against the ground and spins the shotgun around her body, rapidly firing shots forward in three directions. Benefits from active charge levels, and increases in attack speed with sustained use.
     
  • a.O: Flechette Shot: Fire a cone of damage that knocks enemies back while slowing Lady’s descent. If the button is held it can charge up to three stages, each stage giving a temporary boost to damage and range to once the button is released.
  • a.vO: Bayonet Stinger:  Lady drops straight to the ground, holding Kalina-Ann so she lands bayonet first.
     
  • Dash: Wire Action. Shoot out the bayonet of Kalina Ann at an opponent. If the target opponent is grounded they are flicked into the air for very little damage. If the opponent is in the air they are send downwards into a ground rush. Can combo into itself if the opponent starts on the ground.

Special Action 

  • L3: Weapon Switch. Changes between Handgun and Shotgun styles.

HP Attacks

  1. Kalina Ann: Lady fires a missile from her rocket launcher at the enemy. Button can be held to charge up the shot, increasing projectile speed and explosion radius, however unlike her Brave attacks she is immobile while charging Kalina Ann. Cannot charge while in the air.
  2. Scatter: Lady jumps back and throws out grenades where she used to be, all of them exploding quickly afterwards but in a random order.
  3. Multiple: Lady props Kalina Ann against her shoulder and holds still, being able to aim freely and lock onto different opponents. Releases all locked on rockets when button is released, or three rockets with weak homing if no targets are locked.
  4. Hysteric: Lady stabs Kalina Ann into the ground and rapidly fires micro missiles from it to create a wall of explosions ahead of her. Will continue shooting while the button is pressed, but the amount of micro missiles shot out reduces quickly with sustained use.

Unique Ex-Skill
Burst Action: Lady tosses out explosives all around her, exploding violently in a ring that sends all enemies nearby away from her. Range and knockback scales with Bravery. Charges faster with successful attacks against opponents.

Notes

So before Devil May Cry 4: Special Edition came out I had originally made an 012 version of Lady where she just used every gun in the series, barring Nightmare and Artemis, with her HP attacks being Pandora and it's different forms. However, since the release of DMC4:SE  (and my realization that DMC characters would be disgustingly easy to translate into Dissidia) I decided to translate that version of her to see how it'd go. Admittedly I debilitated between Wire Action being her EX-Skill and Burst Action being her final HP and this current set up, and I'm still not entirely sure which fits better, but this is what I decided on. 

Lady fills a role that NT has, but doesn't really make the fullest of: A long range rushdown character. Due to Dissidia's nature most mages are like this to some degree, but Lady is very ruthless and in NT she'd make for a very selfish Shoot type. As is, she 

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Ragna the Bloodedge

Black Beast - Onslaughts opponents with a barrage of quick attacks and crushing blows.

Fluff

Spoiler

Entrance Quotes

  • "This isn’t a playground you know…"
  • "If you got a death wish, then you’ve come to the right place."
  • "Out of my way already…or you’re dead."

Victory Quotes

  • "I don’t have time for this shit."
  • "Stay down."
  • "Out of my way already."

Defeat Quote

  • "Shit…!"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Greatswords, Spears, Grappling
Equipable Chest Armor: Clothing, Light Armor, Chestplates
Equipable Head Armor: Hats, Helms, Headbands
Equipable Hand Armor: Bangles, Gauntlets
Unique Weapons
Hell’s Fang: Level 30, ATK +45 DEF -1, Extra HP to BRV
Hades Gauntlet: Level 90, ATK +65 DEF -1, Extra HP to BRV
Blood-Scythe: Level 100, ATK +70 DEF -1, Extra HP to BRV, Riposte
Azure Grimoire: Level 100, Hand, BRV +40 DEF +75, Wall Rush HP damage +20%

Assist Attacks
Ground BRV: High And Low
Ground HP: Carnage Scissors
Aerial BRV: Inferno Divider
Aerial HP: Bloodscythe

Chase Attacks 
Neutral: Straight kick
Up: Back spinning kick aimed upward
Down: Spinning sword swipe.
HP: Ragna engulfs his sword in darkness, then leans in and stabs his opponent.

Ragna has a large number of HP attacks he can chain into, as well as being able to go into Chase with an even greater number of attacks. Because of this he’s a heavy momentum character and is able to continually mix-up his opponent with several different modes of assault. However his strongest attack, Devoured by Darkness, requires a bit of set-up in order to use reliably.

BRV Ground Attacks

  • Combination Strike: Ragna punches forward before kicking the opponent and sending them back with a slash from his sword.
  • |___HP: Soul Crash: After the final hit Ragna slams his blade down on the opponent, a wave of darkness following his movements and launching the opponent even farther.
    • “Eat this!”
  • High And Low: Ragna uppercuts the opponent, sending out an axe kick to knock them down into three sword strikes that launches the opponent upwards. Initiates Chase.
    • “Move it!”
  • Triple Slash: Ragna slashes his sword across the opponent before stabbing under them and slashing upwards. Identical to the sword string in High And Low. Initiates Chase.
  • Not Over Yet: Ragna does a sweep kick, grabbing the tripped opponent and punching them away. Initiates Chase.
    • Sweep: “Ready?”
    • Grab: “Idiot!”
  • Hell’s Fang: Ragna dashes at the opponent with his hand engulfed in darkness. If unlinked into its HP branch it can be chained into another Brave attack.
    • “Hell’s…Fang!”
  • |___HP: Beast Fang: Ragna extends his other arm and strikes the opponent with dark energy in the shape of one of the Black Beast's heads that bites forward. Wall Rush.
  • Inferno Divider: Ragna jumps upwards, carrying the opponent with him via a rising slash. He then adds on a fast uppercut that can chain into either a straight punch (Wall Rush) or an ax kick (Ground Rush).
    • Initial: “Inferno Divider!”
    • Straight Punch: ”You’re dead!”
    • Ax Kick: “Shatter!”
  • Gauntlet Hades: Ragna hops into the air and delivers a fierce, spinning downward hand swing of darkness to the opponent. Hits overhead and makes Ragna airborne. If unlinked into it’s HP branch it can be chained into another Brave attack.
    • “Gauntlet Hades!”
  • |___HP: Spin Kick: Ragna follows up with a back spinning kick aimed upward while kicking with a paw of the Black Beast. Wall Rush.

BRV Aerial Attacks

  • Inferno Divider: Ragna jumps upwards, carrying the opponent with him via a rising slash. He then adds on a fast uppercut that can chain into either a straight punch (Wall Rush) or an ax kick (Ground Rush).
    • Initial: “Inferno Divider!”
    • Straight Punch: ”You’re dead!”
    • Ax Kick: “Shatter!”
  • Gauntlet Hades: Ragna hops into the air and delivers a fierce, spinning downward hand swing of darkness to the opponent. Hits overhead and makes Ragna airborne. If unlinked into it’s HP branch it can be chained into another Brave attack.
    • “Gauntlet Hades!”
  • |___HP: Spin Kick: Ragna follows up with a back spinning kick aimed upward while kicking with a paw of the Black Beast.
  • Belial Edge: Ragna brandishes his sword, then does a diving stab downward. Multi-hitting dive attack. Ground Rush if the move connects on a midair opponent.
    • “Belial Edge!”
  • Nightmare Edge: Ragna swings down his sword into a quick, vertical descent. Hits multiple times until landing or using its HP follow up.
    • “Nightmare Edge!”
  • |___HP: Waking Nightmare: Ragna relents momentarily, only to slam down his blade at full force onto his opponent. Causes Ground Rush.
  • Reaper’s Grasp: Ragna grabs the opponent at arm's length and then knees them away. Initiates chase.
    • “This’ll sting!”

HP Ground Attacks

  • Rising Purge: Ragna hops into the air and strikes with his sword over his shoulder, following up into thrusting the edge of his sword upwards. Ceiling Rush.
    • “Hyaah!”
  • Dead Spike: Ragna releases dark energy from his sword in the shape of one of the Black Beast's heads.
    • “Dead Spike!”
  • Carnage Scissors: Ragna performs a very fast, dashing sword strike, then releases two crossing spikes of dark energy (hence the name "scissors") from slashing the ground with his sword. Covers a lot of ground very quickly, and has a few invincibility frames on startup. Wall Rush.
    • “Carnage…Scissors!”
  • Devoured by Darkness: Ragna's hand turns into a claw of the Black Beast as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to short circuit without proper setup.
    • Upon hit: “Let darkness consume you! Shatter!!”
  • Blood Scythe: Ragna flies forward while circle-slashing with his Blood Scythe downward.
    • “Blood Scythe!”

HP Aerial Attacks

  • Rising Purge: Ragna hops into the air and strikes with his sword over his shoulder, following up into thrusting the edge of his sword upwards. Ceiling Rush.
    • “Hyaah!”
  • Devoured by Darkness: Ragna's hand turns into a claw of the Black Beast as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to short circuit without proper setup.
    • Upon hit: “Let darkness consume you! Shatter!!”
  • Blood Scythe: Ragna flies forward while circle-slashing with his Blood Scythe downward.
    • “Blood Scythe!”

EX-Mode: Blood Kain Idea
“Unleashing Armagus!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Soul Eater: Absorbs HP equivalent to damage dealt.

EX-Burst: Black Onslaught
Ranga knocks the opponent into the EX-Zone with a flying kick.

“I’ll show you… the power of the Azure!”

Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab. Continuously pressing O chains together additional hits.

“I’ll show you fear. There is no hell, only darkness. This is the power of darkness.”

Arcade Type

Spoiler

Type: Heavy

Ragna is a rushdown heavy character that can chain his different attacks together with ease, allowing him to quickly approach and Brave Break enemies with hard hitting attacks before slamming them with easy to land HP attacks. Overall, Ragna is a very independent heavy type that can either deal with enemies mostly on his own or force enemies off of his allies with relentless attacks.

BRV Attacks

  • g.O: Merciless Assault: Ragna uppercuts the opponent, sending out an axe kick to knock them down into three sword strikes that launches the opponent upwards.
  • g.^O: Hell’s Fang: Ragna dashes at the opponent with his hand engulfed in darkness, following up with raking his opponent with dark energy in the shape of one of the Black Beast's heads that bites forward. If unlinked into its natural branch it can be chained into another Brave attack.
  • g.vO: Inferno Divider: Ragna jumps upwards, carrying the opponent with him via a rising slash. He then adds on a fast uppercut that can chain into either a straight punch or an ax kick, with the former wall rushing the opponent and the latter ground rushing them.
     
  • a.O: Beatdown: Ragna punches and kicks his opponent before slamming them to the ground with his blade.
  • a.^O: Belial Edge: Ragna brandishes his sword, then does a diving stab downward. Continues dealing damage until both Ragna and his opponent land.
  • a.vO: Nightmare Edge: Ragna swings down his sword into a quick, vertical descent. Upon slamming his opponent into the ground Ragna may either slam them down a second time with another overhead slam, or chain into a different Brave attack.
     
  • Dash: Gauntlet Hades: Ragna hops into the air and delivers a fierce, spinning downward hand swing of darkness to the opponent. Hits overhead and makes Ragna airborne if he’s on the ground. If unlinked into its natural branch it can be chained into another Brave attack.

HP Attacks

  1. Dead Spike: Ragna releases dark energy from his sword in the shape of one of the Black Beast's heads.
  2. Blood Scythe: Ragna flies forward while circle-slashing with his Blood Scythe downward.
  3. Carnage Scissors: Ragna performs a very fast, dashing sword strike, then releases two crossing spikes of dark energy (hence the name "scissors") from slashing the ground with his sword. Covers a lot of ground very quickly, and has a few invincibility frames on startup.
  4. Black Onslaught: Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab.

Unique Ex-Skill
Blood Kain: Ragna now finishes all of his attacks with Black Beast attacks that didn’t already, and all Black Beast attacks heals his HP. During the duration of Blood Kain, his EX-Skill becomes Devoured by Darkness.

Devoured by Darkness: Ragna's hand turns into a claw of the Black Beast as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing HP damage 70 rapid-fire Brave hits. It immediately ends the Blood Kain buff.

Notes
I tried doing something clever with musical themes, let's see if it worked.

The 012 version is a bit rough and not too heavily updated since it's original version, with the gameplay description clearly lacking as a result. However, I think the raw amount of OPTIONS he has speaks for itself in the end. The Arcade version, however, was made just recently and shows what I think could be done with making a hybrid class character without considering it "Unique." I figured he would count better as heavy due to his overall damage output and his gap closers not actually being particularly mobile. Especially since his twin EX-Skill combo just screams "Heavy type" to me.

Edited by DyxoXinoro
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Locke Cole

Phoenix Striker - Chase down foes and batter them, regardless the distance

Fluff

Spoiler

Quotes to come later

 

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Thrown
Equipable Chest Armor: Clothing, Light Armor, Heavy Armor
Equipable Head Armor: Hats, Headbands
Equipable Hand Armor: Parrying, Bangles, Gauntlets
Unique Weapons
Hawkeye: Level 30
Valiant Knife: Level 90
Phoenix Blade: Level 100

Assist Attacks
Ground BRV: Rising Sun
Ground HP: Valiant Strike
Aerial BRV: Crossblade
Aerial HP: Mirage Dive

Chase Attacks
Neutral: Sideways slash
Up: Upward slash
Down: Downward slash
HP: Spins the blade ring in hand for a moment before throwing it forward a short distance

Locke is a tricky fighter that covers his ranges well, can throw out a slow moving HP projectile to distract and pressure his opponent, and even counter enemies who try and get too close to him while grounded. He gets even more dangerous to fight when entering EX-Mode as well, as he may summon the legendary Phoenix to attack for him; recovering his HP should it’s attack connect.

BRV Ground Attacks

  • Crossblade (Ground): Slash at the opponent with both knife and a bladed disc
  • Moonring (Ground): Throw a bladed disc around in a protective circle, knocking away any nearby opponents.
  • Rising Sun: Throw a bladed disc that flies towards the opponent. Has excellent vertical tracking. 

BRV Aerial Attacks

  • Crossblade (Midair): Slash at the opponent with both knife and a bladed disc
  • Moonring (Midair): Throw a bladed disc around in a protective circle, knocking away any nearby opponents.
  • Hawkeye: Throw out a single knife towards the opponent. Should it land, Locke darts towards the opponent by pulling on a hidden rope attached to it before slashing at the opponent. Can be canceled into either Crossblade or Moonring before the final slash.
  • Sniper: Throw a bladed disc that flies towards the opponent. Has excellent vertical tracking

HP Ground Attacks

  • Valiant Strike: Jump forward and hack at an opponent while dancing around them with a specialized knife, dealing more hits at lower Bravery.
  • Sneak Attack: A lazy, parrying slap from the flat of a knife. Deals little damage but high knockback on it’s own, but chains into a slashing combo if it deflects a melee attack.
  • Southern Cross (Ground): Magical explosions fires off near the target opponent, ending in a large cross-shaped blast.

HP Aerial Attacks

  • Wing Edge: A mid-range attack from a specialized boomerang. Has excellent tracking, but is slow and returns to Locke if once it reaches max range.
  • Mirage Dive: After an initial lunge towards the enemy, Locke seemingly teleports all around them with high-speed dashing strikes before slashing straight through them with both weapons.
  • Southern Cross (Air): Magical explosions fires off near the target opponent, ending in a large cross-shaped blast.

EX-Mode: Summon Phoenix
Quote

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Phoenix Plunder: R+[_]: Locke summons forth Phoenix, who flies straight at the opponent in a flaming tackle. Deals HP damage and heals Locke based on damage dealt.

EX-Burst: Mirage Phoenix 
After slashing the opponent into the EX-Zone, Locke summons forth Phoenix.

He hops atop the flaming bird as it flies into the air, coming back down to charge through the opponent. Directional buttons will appear on screen, one at a time, and hitting all four correctly as they show up will cause the two to follow the attack up with an additional blast of flame that will hit the opponent four more times before exploding, labeled as “Phoenix Buffet” on screen.

If done incorrectly, Locke will instead hop off Phoenix to do the HP damage himself; stealing the enemy’s weapon -- should they have one -- in the process.

Arcade Type

Spoiler

Type: Speed

Locke is a tricky fighter, darting around the stage and trying to stay in the air to make the fullest use of his chained attacks. While airborne his attacks can chain, albeit very linearly, into each other to give him a high damage output while allowing him to attack from a wide variety of ranges. However, his ground attacks a lacking in exchange, with only a counter-based melee attack and a grounded version of an air move at his disposal.

Locke truly shines via his passive ability and EX-Skill, however. His passive gives him dodge frames on many of his attacks at low health, making him more slippery and harder to lock down. However, his EX-Skill allows him to make a copy of all the buffs an enemy currently has active, store them, and give the buffs to his party later on. 

BRV Attacks

  • g.O: Sneak Attack: A lazy, parrying slap from the flat of a knife. Deals little damage but high knockback on it’s own, but chains into a slashing combo if it deflects a melee attack.
  • g.vO: Rising Sun: Throw a bladed disc that flies towards the opponent before sailing back to Locke. Has excellent vertical tracking. 
     
  • a.O: Crossblade: Slash at the opponent with both knife and a bladed disc. Can be canceled into Weapon Toss before the final hit.
    • When used as the secondary attack after Trick Knife, it has full effects.
  • a.^O: Hawkeye: Throw out a single knife towards the opponent. Should it land, Locke darts towards the opponent by pulling on a hidden rope attached to it. Can chain into Crossblade afterwards.
    • When used as the secondary attack after Rising Sun, it will end in a single slash that knocks the opponent away from him.
  • a.vO: Sniper: Throw a bladed disc that flies towards the opponent before sailing back to Locke. Has excellent vertical tracking, and can chain into Hawkeye on hit confirm.
    • When used as the secondary attack after Crossblade, it deals increased damage but has longer recovery frames.
       
  • Dash: Moonring: Throw a bladed disc around in a protective circle, knocking away any nearby opponents.

Special Action 
Passive: Mirage Dive. When Locke is below 1500 HP afterimages start to follow his every move, granting him dodge frames on the startup animations of very attack

HP Attacks

  1. Atma Weapon: A diagonal sweep from a beam saber, dealing quick Brave damage to enemies. Range scales with health.
    • 100% HP: Mid range
    • >50% HP: Close Range
    • <50% HP: Melee Range
  2. Valiant Strike: Hack at an opponent while dancing around them with a specialized knife, dealing more hits as health drops.
    • 100% HP: Single Hit
    • >50% HP: 4-Hit Combo
    • <50% HP: 8-Hit Combo
  3. Wind Edge: A mid-range attack from a specialized boomerang, inflicting the Doom status effect on any enemy that survives it.
  4. Phoenix Plunder: Locke summons the Esper Phoenix, sending it soaring into his opponent. Causes a large explosion on hit that heals Locke's entire party equal to 1/3rd damage dealt.

Unique Ex-Skill
Espionage: Locke copies his opponent’s buffs with a charging strike, holding onto it without dispelling his opponent. Once a buff is stolen, at any time the player can hold down /_\ to grant the stored buffs to his entire team. Locke can only have one set of buffs stored at a time, but can grant a new set of buffs to his allies should the old ones still be active.

Notes 

Arcade moveset is actually just a transcription of Leif's predictive moveset that I put some creative liberties into. Mostly with dash attack, moving some moves around input wise, and specifying some things he was a big vague on. I wasn't entirely sure how he was explaining the fluff for the brave moves, but I got the main function down so I think I'm fine. Also decided to name a lot of his Brave attacks off of weapons that are unique to him in VI to keep with the theme.

012 moveset is entirely my own creation, however. It was mostly an expansion on Leif's base design, while trying to include all of Locke's abilities from Record Keeper. Part of me feels like I probably should have kept his chain attack stuff from the arcade moveset, but I'm kinda glad I only kept it with Hawkeye since 012 characters just simply have more options than Arcade characters do.

EDIT: Now that Locke has been release, please see Leif's followup video for comparison points between this moveset and the released character. Though I don't agree with him on how similar the two are, he breaks it down better than I could.

Edited by DyxoXinoro
Release info
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Dust

Storm Blade - Ravage the opponent with close-range flurries and shattering magic
 

Fluff

Spoiler

Entrance Quotes

  • Ahrah: "I sense a powerful enemy, Dust. Don't let you're guard down."
  • Fidget: "You can do it, Dust!"
  • "Throw down your weapons and surrender."

Victory Quotes

  • Ahrah: "Let us continue on, before more enemies arrive."
  • Fidget: "Yeah! Take that!"
  • "If anyone is hurt, we can rest here for a time."

Defeat Quote

  • Fidget: "Dust! Get up, please!"

Musical Themes

012 Version

Spoiler

Equipable Weapons: Swords, Daggers, Katanas, Grappling
Equipable Chest Armor: Clothing, Light Armor, Chestplates
Equipable Head Armor: Hats, Helms
Equipable Hand Armor: Gloves, Bangles
Unique Weapons
Level 30: Brutal Augment
Level 90: Military-Grade Augment
Level 100: Mithrarin Augment

Assist Attacks
Ground BRV: From Whence It Came
Ground HP: Fuse
Aerial BRV: The Undoing
Aerial HP: Tethys

Chase Attacks
Neutral: Sideways slash with Ahrah
Up: Upward slash with Ahrah
Down: Downward slash with Ahrah
HP: An energy blast from Fidget

Dust is an incredibly fast and rather agile character who can alter his HP attacks using his BRV moves, allowing him to have the potential of multiple movesets without needing to cycle through multiple movesets. He also has a plethora of ground bounces at his disposal to give him breathing room should he need it. However his attacks can be situational, as unfractured HP attacks tend to be difficult to land but Dust Storm has a delay before it fractures them. Additionally, most of his attacks require Dust to be very close to his opponent before using, with Dust Storm (Air), The Underling and HP Attacks being his only reliable distance options.

BRV Ground Attacks

  • From Whence It Came: A simple four-hit combo that can chain into Ash Bound or Rising Pheonix between certain attacks with analog input.
  • Ash Bound: A pair of quick, wide slashes that end in a powerful axe kick. Has strong tracking, ground bounces opponent.
  • Rising Phoenix: An upward slash that launches both Dust and his opponent.
  • The Underling: A weak sliding kick that travels quickly along the ground. The dash can be finished early by pressing O again before it’s completion, causing Dust to spin around and cancel his momentum with a crouching slash before standing back up.
  • Dust Storm (Ground): A vertically spinning slash with the blade held outwards. Draws in projectiles and EX-Bits while having the power to fracture Dust’s HP attacks to make them more powerful. If used for too long Dust takes BRV damage relative to his base bravery and is knocked back.
    • If overused: “Dust! Be careful!” From Fidget.

BRV Aerial Attacks

  • The Undoing: A three-hit combo that ends in Dust catching the opponent with his sword and flying downward with them. Ground Bounces and pops Dust back into the air.
  • The Fallen: A powerful, falling slash that can send opponents downward with Dust. Can be canceled into from Rising Phoenix (both versions), The Undoing or Dust Storm with proper timing. The Fallen can fracture HP attacks faster than Dust Storm, but they will behave differently.
  • Dust Storm (Aerial): A drill-like state that sends Dust flying towards the opponent with strong tracking; though it can be aimed manually if desired. Draws in projectiles and EX-Bits while having the power to fracture Dust’s HP attacks to make them more powerful. If used for too long Dust takes BRV damage relative to his base bravery and is knocked back.
    • If overused: “Dust! Be careful!” From Fidget.

HP Attacks

  • Fidget: Fidget fires off three magic bullets of that descend as they travel. If caught in the grounded version of Dust Storm they fracture out into countless tiny bullets that form a damaging shield in front Dust, while being caught in the aerial version of Dust Storm has them home in on the opponent. If fractured with The Fallen they will all blast outward in a spherical spread.
    • EX: Both variants create more bullets and travel farther
  • Fuse: Fidget fires off three quick moving fireballs that home in on the opponent. When fractured, be it by either version of Dust Storm or The Fallen, the fireballs explode into pillars that form randomly around Dust and slowly move outwards, rapidly damaging enemies caught in them and defending Dust against some projectiles.
    • EX: Both variants have max priority and increased travelling speed.
  • Tethys: Fidget fires off a ray of electricity at the opponent that quickly dissipates. If caught in either version of Dust Storm it fractures into several countless chains of lightning that home in on an rapidly damage the opponent before dissipating. Both versions of Tethys have terrible tracking, but the Fractured version can hit both the opponent and an Assist character should one be called. If fractured with The Fallen they will chain downwards in a cone of lightning instead.
    • EX: Dust Storm variant now has weak tracking, Fallen variant creates a second, burst upon impact with the ground that lightly homes in on the opponent. 

EX-Mode: Sen Mithrarin
“I am Justice Incarnate.”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Soul of Innocence: All Brave attacks except The Underling reflect projectiles
  • Soul of Destruction: Increases the potency of fractured HP attacks

EX-Burst: Dust to Dust
“You can do it Dust!” From Fidget

Dust performs Ash Bound to knock the opponent into the EX-Zone, chasing after them with Dust Storm (Aerial). Fidget will fire off all three projectile types at him while doing this, with the player having to press O rapidly to add on more hits as the two souls at the bottom of the screen slowly conjoin. At each 1/3 mark Fidget’s projectile will change and cycle in the same order obtained in-game; Fidget > Fuse > Tethys.

If successful Dust will form all three projectile types into Ahrah and slams down on the opponent with an enhanced version of The Fallen, fracturing all three types upon impact.

“And thus the dust settles…” From Ahrah.

If unsuccessful, he will merely end with the final hit of The Undoing.

“Let’s end this!”

Regardless he ends in the same pose as the box art for his game.

Arcade Version

Spoiler

Type: Unique

Dust is a tricky fighter, capable of facing down multiple opponents at once despite his Brave attacks only targeting one enemy at a time with his Dust Storm EX-Skill and HP attacks that he is able to act completely independently of. He also has a very safe approach with his opponents, able to gain long dodge frames with his dash ability to get close and having many of his attacks keep Dust mobile.

His true strength, however, comes from his ability to “fracture” his HP attack projectiles to turn them into different, more powerful abilities. The Fallen may do so instantly, but tends to have weaker effects, while both versions of his EX-Skill fracture his HP attacks more slowly but give off more powerful versions of the fractured ability.

BRV Attacks

  • g.O: From Whence It Came: A simple four-hit combo that can chain into Ash Bound or Rising Pheonix between certain attacks with analog input.
    • ^O: Ash Bound: A pair of quick, wide slashes that end in a powerful axe kick. Has strong tracking, ground bounces opponent.
    • vO: Rising Phoenix: An upward slash that launches both Dust and his opponent.
  • g.^O: The Underling: A weak sliding kick that travels quickly along the ground. The dash can be finished early by pressing O again before it’s completion, causing Dust to spin around and cancel his momentum with a crouching slash before standing back up.
     
  • a.O: The Undoing: A three-hit combo that ends in Dust catching the opponent with his sword and flying downward with them. Ground Bounces and pops Dust back into the air.
  • a.^O: The Fallen: A powerful, falling slash that can send opponents downward with Dust. Can be canceled into from Rising Phoenix (both versions), The Undoing or Dust Storm with proper timing. The Fallen can fracture HP attacks faster than Dust Storm, but they will behave differently.
     
  • Dash: Slip Through: Dust darts in the direction held, gaining full dodge frames for the duration and repositioning himself to face in the direction he was at the beginning of the move.

HP Attacks

  1. Fidget: Fidget fires off three magic bullets of that descend as they travel. If caught in the grounded version of Dust Storm they fracture out into countless tiny bullets that form a damaging shield in front Dust, while being caught in the aerial version of Dust Storm has them home in on the opponent. If fractured with The Fallen they will all blast outward in a spherical spread.
  2. Fuse: Fidget fires off three quick moving fireballs that home in on the opponent. When fractured, be it by either version of Dust Storm or The Fallen, the fireballs explode into pillars that form randomly around Dust and slowly move outwards, rapidly damaging enemies caught in them and defending Dust against some projectiles.
  3. Tethys: Fidget fires off a ray of electricity at the opponent that quickly dissipates. If caught in either version of Dust Storm it fractures into several countless chains of lightning that home in on and rapidly damage opponents before dissipating. Both versions of Tethys have terrible tracking, but the Fractured version can hit multiple nearby enemies. If fractured with The Fallen they will chain downwards in a cone of lightning instead.
  4. Dust to Dust: Fidget will fire off projectiles at random from the above three HP attacks. Fractured versions of these projectiles will have weaker effects, but fracture more quickly during Dust Storm and allow multiple fractured abilities to be active at once.

Unique Ex-Skill
Dust Storm: Rather than being on a cooldown, Dust’s unique EX-Skill instead operates on a heat gauge. He may use Dust Storm at any point in time by holding down [_], however if he continues to use it while the gauge is completely filled will cause his BRV to start rapidly depleting. While he cannot cause Brave Break by overusing Dust Storm, if he has 0 BRV he cannot perform it and will instead be knocked back and left in a vulnerable state temporarily. Both Ground and Air versions function differently, and Fidget will notify the player when the attack is being overused.

  • Dust Storm (Ground): A vertically spinning slash with the blade held outwards. Draws in projectiles and EX-Bits while having the power to fracture Dust’s HP attacks to make them more powerful.
  • Dust Storm (Aerial): A drill-like state that sends Dust flying towards the opponent with strong tracking; though it can be aimed manually if desired. Draws in projectiles, both friendly and hostile, while having the power to fracture Dust’s HP attacks to make them more powerful.
     

Notes

"Wow, another one in less than 24 hours!" Yeah, well, actually this is just me making an Arcade version of something I had done a long time ago. I figured it'd be a fun exercise to see how "weird" I could make a moveset that would technically work within the new engine and mechanics. Seeing exactly how "Unique" a move set could be, if you will. Plus Dust is a pretty fun game, and I enjoyed the excuse to listen to it's soundtrack.

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Xemnas

Interloper - Unleash omnipotent potential with techniques for any range and utility

Fluff

Spoiler

Entrance Quotes:

  • "Allow me... to test your strength."
  • "So... it seems your hearts have led you to obliteration."
  • "What a shame... And here I thought we could be friends."

Victory Quotes:

  • "Is that all...? Is that the breadth of your hearts?"
  • "To die so easily... you are of no use to us."
  • "It is probably for the best."

Defeat Quotes:

  • "I will not allow it to end this way... not yet."

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Katanas, Rods, Thrown, Grappling, Guns
Equipable Chest Armor: Clothing, Robes, Light Armor
Equipable Head Armor: Hats, Headbands
Equipable Hand Armor: Parrying, Bangles, Gauntlets 
Unique Weapons
Malice: Level 1
Despair: Level 30
Annihilation: Level 90
Interdiction: Level 100

Assist Attacks
Ground BRV: ElectroShot
Ground HP: Twin Magnega
Aerial BRV: Gliding Shot
Aerial HP: Dance of Blades

Chase Attacks
Neutral: A straight kick
Up: An upwards spin slash
Down: A downward double slash
HP: Xemnas charges up electricity into his hand and then blasts it at the opponent

Xemnas is a tricky character, given that he has a wide moveset with almost all of his attacks being accessible both on the ground and in the air; giving him a wide variety of options. Additionally, he has both a shield and a long-range attack with branching HP attacks, and most of his standard HP attacks come out fairly quickly. However, he has troubles actually landing HP hits despite his wide access to them due to the limited range or effectiveness each one has. To make up for this, however, he has a wide variety of Bravery attacks that can be used for several different purposes and a special EX-Attack that can drain the opponent’s health bit by bit so long as he can continue to layer on Bravery damage.

BRV Ground Attacks

  • Magnet Shield: Summon a powerful, reflective barrier of energy. If O is held it lingers for a moment after Xemnas regains movement, but loses it’s links.
    • |___HP Branch: Counter Burst: Xemnas makes a circular dash around the opponent, leaving a trail of lasers, before teleporting backwards a short ways as they get towards the opponent.
      “Fire!”
  • ElectroShot: Xemnas fires off a short burst of lasers at the opponent from a distance. Has excellent vertical tracking.
  • Shadow Shift: Morph into a ball of darkness, quickly traveling along the ground and lightly dealing opponents if passing through them. Press O again or release the analog stick to end manually.
  • Sidewinder: A lunging strike that can flow into a second hit should it connect. If O is held he will automatically go into the second slash for increased range, but at a slower speed for the second hit.
  • Twilight Thorn: Xemnas jets out a stream of thorns that pushes the opponent back.
    • |___HP Branch: Assault Thorn: Jet out a series of thorn streams that bind the opponent and knock them up into a series of blows between the Ethereal Blades and more Twilight Thorns.
      “We shall go together.”
  • Flurry Kick: Xemnas quickly kicks twice in front of him. Should they hit he can chain into an upward kick and a jumping axe kick
  • Typhoon Period: Xemnas vertically spins upwards, both Ethereal Blades fully extended.

BRV Aerial Attacks

  • Magnet Shield: Summon a powerful, reflective barrier of energy. If O is held it lingers for a moment after Xemnas regains movement, but loses it’s links.
    • |___HP Branch: Counter Burst: Xemnas makes a circular dash around the opponent, leaving a trail of lasers, before teleporting backwards a short ways as they get towards the opponent.
    • “Fire!”
  • ElectroShot: Xemnas fires off a short burst of lasers at the opponent from a distance. Has excellent vertical tracking.
  • Gliding Shot: Xemnas glides in the air for a moment, firing off laser fire at the opponent. Has excellent horizontal tracking.
  • Cross Dash: Xemnas darts forward, slashing both Ethereal Blades in an X in front of him either after a certain distance or when he approaches the opponent.
  • Twilight Thorn: Xemnas jets out a stream of thorns that pushes the opponent back.
    • |___HP Branch: Assault Thorn: Jet out a series of thorn streams that bind the opponent and knock them up into a series of blows between the Ethereal Blades and more Twilight Thorns.
      “We shall go together.”
  • Blade Whirlwind: Xemnas performs a quick spinning slash that can chain into additional slashes, spinning forward towards the enemy.
  • Typhoon Period: Xemnas vertically spins downwards, both Ethereal Blades  fully extended.
  • Rising Conquest: Xemnas quickly darts upwards in a spinning slash, both Ethereal Blades fully extended.

HP Ground Attacks

  • Twin Magnega: Xemnas fires off two orbs of energy that explode into incredibly powerful EMFs that bind the opponent in place. If held one erupts overhead while the other jets far out. While in the air the held variant has the further one instead blast out below him.
    “Begone!”
  • Dance of Blades (Ground): A series of elegant spins with both Ethereal Blades fully extended, ripping through the opponent as he continues to move towards them. Only the final spin deals HP damage.
    Starting up: “Come closer.”
    During combo: “Cursed fool!”
  • Shield Barrier (Ground): Entrap the opponent between four sets of Magnet Shields, restricting horizontal movement. Should the opponent bump into one a large building is thrown at them from afar, dealing HP damage.
    Set: “Trap!”
    Catch: “Disintegrate!”

HP Air Attacks

  • All-Vanity: Surround self in a giant electroshield and blast out a series of lasers in all directions, tracking the opponent to a degree with the consistent energy streams for a long duration.
    “Away with you!”
  • Dance of Blades (Midair): A series of elegant spins with both Ethereal Blades fully extended, ripping through the opponent as he continues to move towards them. Only the final spin deals HP damage.
    Starting up: “Come closer.”
    During combo: “Cursed fool!”
  • Shield Barrier (Midair): Entrap the opponent between four sets of Magnet Shields, restricting horizontal movement. Should the opponent bump into one a large building is thrown at them from afar, dealing HP damage.
    Set: “Trap!”
    Catch: “Disintegrate!”

EX-Mode: Superior of the In-Between
“Despair shall be yours!”

  • Regen: Stamina and vigor recover little by little, restoring HP.
  • Invitation to Nothingness: By pressing R+[_] Xemnas will shoot out a blast of electricity similar to his HP Chase attack. However, should it hit he will drag them into the air slightly and entrap them in a draining seal, constantly ticking away at both the Opponent’s HP and Xemnas’s Brave until either Xemnas is Brave Broken or the opponent has taken 1/5th of their max health in damage. Invitation to Nothingness cannot, however, kill the opponent.
    • “Kneel!”

EX-Burst: A World Without Light
Xemnas throws the opponent into the EX-Zone similar to his Assault Thorn HP attack

“There is no such thing as light…”

He then surrounds the opponent in a dome of lasers, firing down countless barrages of them at the opponent. Rapidly pressing O will add on more attacks, until it reaches the climax and the screen fades to white with a giant explosion of all the lasers coming down simultaneously.

“I shall devour all… the light and the darkness.”

Arcade Type

Spoiler

Type: Speed

Xemnas is a very graceful, yet tricky fighter. He attacks with very unconventional angles, especially with his HP moves, and aims to gain absolute control over the battlefield through a collection of different projectiles, versatile range options, and his ability to influence the direction of knockback for many of his attacks. He especially excels at locking down his opponents and staying safe from harm while battering them about, especially with the aid of his unique EX-Skill.

BRV Attacks

  • g.O: Aggression: A dance like series of strikes with the energy-form ethereal blades.
  • g.^O: Annihilation: A dance like series of kicks that can either slam the opponent into the ground, knock them away, or launch them into the air, depending on the direction of the control stick during the final strike.
  • g.vO: Interdiction: Xemnas palm strikes the air in front of him, sending out five bolts of energy out in a wide spread ahead of him and two more into the air at different angles.
     
  • a.O: Superiority: A floating, dance like series of strikes that can send the opponent either forward, downward, or further into the air depending on the direction of the control stick at the end of the attack.
  • a.^O: Judgement: Xemnas glides down to his opponent, knocking them in the air with both energy blades before chasing after them with a flying kick. Knockback direction can be influenced by the control stick during the final hit.
  • a.vO: Domination: A burst of rapid-fire energy bolts that closely track the opponent.
     
  • g.Dash: Conquest: A teleport-like dash leaves a horizontal half ring of energy bolts that fire towards the locked on opponent in a wide spread after a brief moment. Has poor vertical range.
  • a.Dash: Ruination: A teleport-like dash leaves a vertical half ring of energy bolts that fire straight downward in a wide spread after a brief moment. 

HP Attacks

  • Twin Magnega: Xemnas fires off two bubbles of energy, with each of them lingering on for a few moments before bursting. While only the final burst deals damage, they have have a strong absorption effect and rapidly deal BRV damage to any inside them.
  • All-Vanity: An energy field appears around Xemnas, protecting him from incoming attacks for a short period before he blasts two giant lasers from his hands in a wide sweep in front of him. Has excellent horizontal range, but lacks in verticality.
  • Invitation to Nothingness: Xemnas fires a beam of energy outward. Should it hit an opponent, he drains their health before blasting them away.
  • Assault Thorn: Xemnas fires out a wispy thread of thorny vines, rushing towards wherever they land. Upon contact with the opponent, be it from the initial attack or Xemnas’ follow up dash, more of these vines erupt from the ground as he teleports around the opponent with a flurry of slashes and kicks.

Unique Ex-Skill
Terminus: Xemnas shifts into a ball of darkness for a time, capable of moving freely as if he was constantly in a dash-like state. While he is invulnerable to attacks while in this state, he is also incapable of damaging others and has a short cooldown period after use before he can act again.

Notes

As much as I want to make new stuff, I figure I should probably get to actually transferring over my collection of old move sets and updating them with Arcade types. Especially since some of them give me the chance to do weird things with each class. Xemnas, for example, doesn't feel like he brings anything new enough to warrant being "unique"; however I've kept his wonky fighting style to make it so he can very well seem to come out of nowhere. So I'll be prioritizing the ones that I think I can make into interesting NT move sets first, and more mundane sets second.

Also, choosing the dungeon theme for the Kingdom Hearts characters took some debilitation, but I think Hallow Bastion has enough of an impact to the series as a whole that it's theme would work well. Like the Devil May Cry move sets though, which version of the theme I use will be based on which game I think best "fits" the character in question even though the Birth By Sleep version is objectively the best

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Sora

Keymaster - Wield together both strong magic and a powerful weapon to lock down opposition.

Fluff

Spoiler

Entrance Quotes

  • "Come on, we can do this!"
  • "Give me strength!"
  • "Doesn't look that tough!"

Victory Quotes

  • "Nothing to it!"
  • "That's the power of the Keyblade!"
  • "We're the champs!"

Defeat Quote

  • "I blew it."

Music

012 Version

Spoiler

Equipable Weapons: Swords, Daggers, Greatswords
Equipable Chest Armor: Clothing
Equipable Head Armor: Hats, Headbands
Equipable Hand Armor: Parrying, Bangles, Gauntlets
Unique Weapons
Kingdom Key: Level 1
Spell Binder: Level 30
Oblivion: Level 90
Oathkeeper: Level 100

Assist Attacks
Ground BRV: Stun Impact
Ground HP: Ars Arcanum
Aerial BRV: Thunder
Aerial HP: Ragnarok

Chase Attacks
Neutral: Thrust
Up: Downward Cleave
Down: Upperslash
HP: Spins around, glowing the entire time, before expelling energy outwards.

Sora is a heavy chipping character, with every melee ability he has access to allowing him to deal HP damage. His magic helps supplement this, being able to pressure and off balance foes to help Sora approach them. His base level HP attacks aren’t that great, mostly being used to punish enemies who try to attack Sora with high cooldown attacks and rip apart their BRV before draining their HP, but Ragnarok -- and to a lesser extend Strike Raid -- can help pressure the opponent while making an approach if used correctly.

BRV Ground Attacks

  • Blitz: A short combo ending in a jumping cleave.
    • |___HP: Finishing Leap: After the jump, instead slam down and cause a burst of energy upon landing, bringing both Sora and his opponent into the air.
  • Stun Impact: A wide angled strike ending in a magnetic explosion that stuns the opponent instead of knocking them back.
    • |___HP: Explosion: Slam the keyblade down to summon a ring of magic orbs, rapidly damaging the opponent before sending them flying.
  • Zantetsuken: A sliding dash ending in a single, devastating blow.
    • |___HP: Guard Break: After the dash, instead rush forward with a powerful thrust.
  • Fire (Ground): Rapidly shoot out fire.
  • Blizzard (Ground): Shot forth a shotgun spray of icy crystals.
  • Thunder (Ground): Send down a thunderstorm on the opponent.
  • Gravity: Summon an intense gravity well, pulling nearby opponents towards it and aerial foes into the ground. Has excellent vertical range.
  • Aero: Winds blow around, reflecting projectiles and guarding against weak melee attacks.

BRV Aerial Attacks

  • Hurricane Period: A short combo ending in a spinning assault
    • |___HP: Aerial Finish: Instead of the spinning slash, initiate a series of slashes that cause small energy waves around Sora.
  • Fire (Midair): Rapidly shoot out fire.
  • Blizzard (Midair): Shot forth a shotgun spray of icy crystals.
  • Thunder (Midair): Send down a thunderstorm on the opponent.
  • Magnet: Magnetic forces pull enemies nearby, stunning them briefly to set up for further retaliation.
  • Reflect: A quick, 360 degree parry that will reflect projectiles and guard against weak melee attacks.

HP Ground Attacks

  • Ars Arcanum: Assail the opponent with a powerful combo.
  • Sonic Rave: Dash rapidly back and forth through the enemy.
  • Strike Raid (Ground): Toss the keyblade and send it across the wind.

HP Aerial Attacks

  • Ragnarok: Charge up an orb of energy, blasting it forward as magic rays.
  • Strike Raid (Midair): Toss the keyblade and send it across the wind.

EX-Mode: Drive Form
"Give me strength!"

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Super Glide: Remembering his past adventures, Sora’s glide becomes faster than normal.
  • Valor: When using physical attacks, Sora may execute HP follow ups even after their BRV finishing attack.
  • Wisdom: When using magical attacks, Sora is now able to move horizontally during the casting period both on the ground and in the air.

EX-Burst: Trinity Limit

Sora casts a gravity spell on the tip of his keyblade, slamming it into his opponent to knock them into the EX-Zone. Once there, Sora charges energy at the top of his keyblade as a gauge appears at the bottom of the screen. If O is held the gauge charges, and O must be released with proper timing. If it is, the opponent’s Bravery is damaged multiple times before HP damage is dealt. If it isn’t, Trinity Limit only deals HP damage instead.

Arcade Version

Spoiler

Type: Speed

Sora is a fast moving, highly versatile character who utilizes both magic and physical combos from his keyblade to batter opponents around. Though at first he seems like he initially seems less mobile than other speed types, with his HP attacks and magic often leaving him anchored to a single point, the main source of his mobility and damage comes from his dash attacks; both of which having multiple options for finishing the combo.

His magic, though weak, gives him a lot of utility as well. Fire and Aero give him some defense, especially with Aero’s follow up, while Gravity and Magnet bring opponents closer to Sora if he needs to conserve his dash gauge. Both his magic and HP attacks can be giving follow up strikes that increase their properties at the cost of leaving Sora vulnerable, with the exception of Aero, and allow him to deal damage very quickly in the right situations.

His EX Skill, Trinity Break, is unique in that it can be charged up multiple times and used without consuming every charge. Additionally, not only does it deal a great amount of damage against shields, but it also gives Bravery to all of his allies based on damage dealt. This allows Sora to harass and pressure his opponents while giving passive support to all allies.

BRV Attacks

  • g.O: Fire: Flames spin out around Sora, damaging nearby enemies before knocking them away. If pressed again Sora will shoot a single, fast moving ball of flame forward that explodes on contact with either an opponent or a wall.
  • g.^O: Thunder: Lightning drops down in front of Sora. If pressed again the lightning storm will end prematurely and a single, large bolt will drop down and create a massive shockwave.
  • g.vO: Gravity: Sora will increase gravity in front of him, drawing enemies near it and grounding airborne enemies who are close to the gravity well.
     
  • a.O: Aero: Sora summons mighty winds around him, reflecting away projectiles. If pressed again he’ll summon a reflective barrier that dispels the wind and deflects away all incoming attacks for a brief instant before erupting energy in a horizontal ring around him.
  • a.^O: Blizzard: Sora will shoot a shotgun blast of ice crystals in front of him. If pressed again he’ll shoot a single, fast moving bolt of ice that can penetrate through enemies.
  • a.vO: Magnet: Sora summons a magnetic storm around him, attempting to draw enemies towards it and pulling grounded enemies up into the air.
     
  • g.Dash: Sliding Dash: Sora slides in close to the enemy with a low thrust. Initiates a combo that can have the following finishers:
    • O: Zantetsuken: A forward slash that cuts through the current opponent.
    • ^O: Finishing Leap: Jump up, and slams down to launch both Sora and his opponent into the air.
    • vO: Explosion: Sora slams the keyblade down, causing white orbs to float all around him. The orbs entrap and rapidly damage nearby opponents, before exploding outwards in all directions.
       
  • a.Dash: Aerial Spiral: Sora closes in on enemies with a spinning slash. Initiates a combo that can have the following finishers.
    • O: Aerial Finish: Sora slashes all around him, dealing damage to everyone caught in it.
    • ^O: Hurricane Period: A rapidly spinning slash that raises both Sora and his opponent further into the air before finishing with a powerful uppercut
    • vO: Magnet Splash: Sora pulls in all nearby enemies while spinning around before knocking them away with a blast of magic.

HP Attacks

  1. Sonic Blade: A lightning fast charging thrust. If this hits an enemy, [_] can be pressed again repeatedly to extend the combo, making Sora vulnerable between charges but increasing the amount of Brave damage done.
  2. Strike Raid: Sora throws his keyblade forward at the enemy. Regardless of if it lands, [_] can be pressed again repeatedly to extend the combo, leaving Sora vulnerable in exchange for continued pressure and more damage.
  3. Ragnarok: Sora charges a ball of energy in front of him before erupting it to fire off an array of beams forward. Can be charged to increase the number of beams fired off and give them a homing effect.
  4. Ars Arcanum: Sora rapidly strikes a nearby opponent, gaining super armor while striking them. After the initial combo [_] can be pressed repeatedly, with good timing, to extend the combo at the cost of losing the initial super armor.

Unique Ex-Skill

Trinity Break: Sora quickly rushes to an opponent and holds them in place with a series of fast, high power attacks that ends in a thrust that deals increased damage against shields. Bravery gained by Trinity Break is shared between Sora and his allies, giving an on-hit effect similar to Brave Share.

Can be charged to have up to three stacks, with each press of ▲ only consuming one stack with no added effects if multiple stacks are available.

Notes

I'm... gonna be honest. I was sorta dreading this one, since it's a character I don't actually want in Dissidia and balancing his KH1 and KH2 stuff was kind of a pain. Not even really sure what lead to me favoring KH2 content for his aerial stuff either, honestly. Just kinda happened. Still, I'm hoping he's an interesting take on the Speed Type character since Kuja managed to get away with being a Speed type not!Shoot. Still kinda iffy about his typing though, to be honest.

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Seifer Almasy

Sorceress Knight - Rain fires of judgement upon all those deemed impure.

Fluff

Spoiler

Entrance Quotes:

  • "Beating up a bunch of losers like you shouldn't be too tough!"
  • "Look who decided to step out of line!"
  • "I don't even need back up to deal with this."

Victory Quotes

  • "Nothing will stand between me and my dream!"
  • "Hah, losers."
  • "That's what happens when you mess with the Disciplinary Committee."

Defeat Quote

  • "Damn it! The hell is wrong with me?"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Guns
Equipable Chest Armor: Clothing, Light Armor, Chest Plates
Equipable Head Armor: Hats, Headbands
Equipable Hand Armor: Bangles, Gauntlets
Unique Weapons
Almasy Revolver: Level 1
Almasy Shear Trigger: Level 30
Almasy Flametongue: Level 90
Hyperion: Level 100

Assist Attacks

  • Ground BRV: Sky Shot
  • Ground HP: Demon Slice
  • Aerial BRV: Downer Blast
  • Aerial HP: Demon Spiral

Chase Attacks

  • Neutral: Horizontal Cut
  • Up: Upward kick 
  • Down: Diagonal slash
  • HP: Firaga-like chi blast

Seifer is a straight forward rushdown fighter, with his moveset containing almost exclusively direct attacks between melee and ranged options. His ranged attacks are even more designed around harassing other ranged fighters and letting him fill the gap, even among his HP attacks. However, it should be worth noting that his raw damage output is very strong, especially while in EX-Mode between his melee attack boost and the reduced charge time to get the full effects of Fira Berrett, Burst Chi, and No Mercy.

BRV Ground Attacks

  • Fluid Barrel: Seifer makes three quick slashes at the opponent before knocking them up into the air and shooting them away.
  • Upper Red: Seifer slashes twice before knocking the opponent into the air and slamming them back down.
  • Fira Barrett: Seifer draws energy into Hyperion then fires a burning projectile at the opponent. Can be charged to increase power and priority.
  • Rapid Fire: Seifer coats Hyperion in fire and aims it at the opponent, twirling it to shoot off bolts of flame. Continuously holding O fires more shots, sustaining up to a full second burst while allowing him to strafe towards the opponent.

BRV Aerial Attacks

  • Beat Claw: Seifer makes three quick slashes before thrusting Hyperion into them from above and shooting them into the ground.
  • Run Through: Seifer does a spinning slash, cutting through the opponent before blasting them behind him.
  • Vertical Burst: Seifer darts diagonally either up or down, depending on the position of his opponent, and thrusts Hyperion into them. Afterwards he slashes three times and kick them away from him.
  • Burst Chi: Seifer throws out a small fireball at the opponent. Can be charged to increase damage and add an explosion on contact.
  • Burning Cross: Seifer engulfs the Hyperion in flame, slashing the air in front of him to fling waves of fire at his opponent. O can be pressed repeatedly to throw out up to five waves, allowing Seifer a small glide effect as he does so.

HP Ground Attacks

  • No Mercy (Ground): Seifer spins his gunblade around and starts focusing energy into it, and, in an upward slash-motion, launches circular blades of energy at his foe. Can be charged to increase its range and homing strength.
  • Demon Slice: Seifer approaches the enemy as a tempest, slicing the target multiple times, finally lifting his enemy up in the air and delivering a blow that sends the foe head-first down to the ground. The initial tempest can reflect most projectiles.

HP Aerial Attacks

  • No Mercy (Air): Seifer spins his gunblade around and starts focusing energy into it, and, in an upward slash-motion, launches circular blades of energy at his foe. Can be charged to increase its range and homing strength.
  • Demon Spiral: Seifer spins towards the enemy in a drill-like tempest, slicing multiple times before slashing upward through them and knocking them into the ground. The initial tempest can reflect most projectiles.
  • Bloodfest: Seifer swings his gunblade twice, vertically and horizontally, forming a fiery cross on the ground beneath his adversaries' feet that explodes once fully formed. Has incredible vertical height, but no tracking.

EX-Mode: Knight’s Oath
“Nothing will stop my dreams of romance!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Infused Chi: Decreases required charge time for the full power of applicable abilities.
  • Disciplinary Action: Every attack with Hyperion now hits twice.

EX-Burst: Fire Cross
Seifer draws chi energy to his hand, casting a fire spell to blast them into the EX-Zone. Once there he slashes the opponent in time with player inputs, with a prompt track appearing at the bottom of the screen.

Regardless of how many inputs are successfully hit, as they only increase the damage Seifer does, the final attack knocks the enemy away. Seifer then casts another fire spell, switching the camera to a first-person view from the opponent’s perspective as they are flung towards him. He holds the Hyperion up so that the blade is facing downward, and once the camera closes in on it the screen fades to black as a vertical slash mark cuts down through the middle of it.

Arcade Type

Spoiler

Type: Assassin (JP: Speed)

Seifer is very good at two things: dealing damage to single targets, and harassing opponents at a distance. When on the ground Seifer is focused on damage and positioning, with Fluid Barrel and Upper Red allowing him to do choose whether he wants to continue to be on the ground or launch himself into the air. If he does go airborne, however, Seifer’s options flip to him having two different range attacks that let him either harass people at a distance with Burst Chi or deal damage at a safe distance with Rain Down. His EX-Skill -- Fire Cross -- allows him to do both as it sends an opponent flying at him, should it land.

His HP attacks allow Seifer to choose how he wants his overall playstyle to be: with Demon Slice focusing on raw damage output, No Mercy and Bloodfest focusing more on harassment, and Zantetsuken Reverse gives Seifer a safety net in a 360 degree counter attack. Zantetsuken Reverse is unique among counter HPs in that instead of protecting him it turns Seifer into a living trap, opening up with a high absorption attack and striking anyone who gets near him.

Disciplinary Action, Seifer’s passive, is where he starts to shine. Should he come in and rescue an ally as they’re getting attacked, all of his abilities become more powerful until the attack ends. This can even affect his HP attacks and Fire Cross, allowing him to heavily punish players who tunnel his allies.

BRV Attacks

  • g.O: Fluid Barrel: Seifer slashes at his opponent three times before knocking them upward and shooting them away.
    • Disciplinary Action: Seifer slashes at his opponent five times, knocking them on the fifth hit and shooting a Fire spell at them.
  • g.^O: Upper Red: Seifer darts forward, slashing the opponent before knocking them into the air. He then follows them upwards with a leaping slash before shooting them back to the ground. If O is held it will bring Seifer into the air immediately after the lunge, even on whiff.
    • Disciplinary Action: After the initial lunge, Seifer slashes around his opponent three times while rising upward before firing off an explosion of fire from his hand.
  • g.vO: Fira Berret: Seifer throws out a wave of fire ahead of him.
    • Disciplinary Action: The opponent is damaged multiple times on hit before being knocked straight up.
       
  • a.O: Beat Claw: Seifer slashes at his opponent three times before thrusting the Hyperion into them and shooting them into the ground.
    • Disciplinary Action: During the last hit, Seifer rapidly plunges the Hyperion into his opponent multiple times; dealing a constant stream of BRV damage.
  • a.^O: Rain Down: Seifer imbues the Hyperion in fire, slashing out waves of flames down onto the opponent. Fire waves start arcing downward after a short distance of travel.
    • Disciplinary Action: Each individual wave of Rain Down hits the opponent multiple times, holding them in place for either the next wave to land or allies to combo off of it.
  • a.vO: Burst Chi: Seifer channels chi into firing off three, small projectiles that weakly chase his target.
    • Disciplinary Action: Burst Chi projectiles explode on hit, dealing damage in a radius around the target opponent.
       
  • Dash: Run Through: Seifer cuts through his opponent before turning around and slashing them away from him.
    • Disciplinary Action: Seifer will slash through his opponent multiple times before stomping them into the ground.

Special Action 
Passive: Disciplinary Action. Any time Seifer’s attacks hit an opponent who’s currently attacking his ally, his abilities gain enhanced properties. These properties will be listed with each ability.

HP Attacks

  1. No Mercy: Seifer spins the Hyperion at his side before throwing it forward. Can be charged to increase range and give it vertical tracking.
    • Disciplinary Action: The Hyperion grinds against the opponent as Seifer dives in, grabbing the gunblade and sending the opponent flying with a point blank Firaga.
  2. Demon Slice: Seifer spins around, tempest winds pulling opponents towards him and holding them into the attack. [_] can be held to increase it’s active time, but once it ends Seifer does a rising slash and erupts a Firaga spell at the ground beneath him to deal HP damage.
    • Disciplinary Action: The tornado around Seifer turns a crimson red before engulfing into black flames, dealing increased BRV damage before exploding around him.
  3. Bloodfest: Seifer slashes twice, creating a cross shaped flame on the ground beneath the target opponent. After a moment of welling up, it will explode upwards in a cylinder. 
    • Disciplinary Action: The pillar now deals BRV damage, and the area of the stage beneath it opens into a vortex that pulls opponents in before releasing a second eruption.
  4. Zantetsuken Reverse: Seifer slashes around him, pulling opponents in close and parrying attacks, before holding up the Hyperion so it’s blade faces downward. If any enemy gets within the range of the initial slash radius for the brief moment he’s in this stance, he will slash downward to deal HP damage to all those within the radius. Seifer can extend the among of time he’s in this stance by holding [_], but once the HP damaging portion is triggered he will immediately return to neutral.
    • Disciplinary Action: If the initial slash activates Disciplinary Action, then Seifer slashes twice more around him with the same absorption effect. The HP damaging portion cannot activate Disciplinary Action.

Unique Ex-Skill
Fire Cross: After a brief moment of casting time, Seifer ignites a Fire spell on the opponent. Should they be hit by this, their current action is interrupted by knockback towards Seifer.

  • Disciplinary Action: Seifer also gains a buff that charges Fire Cross on hit for 2s.

Notes

Spoiler

Seifer is actually one of the first movesets I made, back when I first heard that he was considered to be added instead of Laguna. Back then I wasn't a Laguna main yet, so I thought to myself that he should have gotten in. Now... eh, I mostly still think so, but it doesn't bug me as much. The 012 version is a slightly altered version of that original plan, designed to be kept in line with the idea of him being Squall's equal opposite but updated to more modern standards. 

The Arcade moveset is where I had fun re-imagining him, with Disciplinary Action being my attempt to turn a lot of core aspects of his character into a single mechanic. Despite being a rush down Assassin/Speed at a glance, he acts more like a support character who punishes his opponents rather than chasing them down personally. This also furthers my ultimate goal of him being Squall's equal opposite. Where Squall singles out targets and tactically pulls them out of formation, Seifer acts as a line of defense for his party and beats down enemies who rush in recklessly. Even the triggers for their extra damage are pretty well mirrored, with Squall's being based on independent skill while Seifer's is based on good team play and tactics.

Unlike the unintended similarities between Sazh and Yaag, Seifer was intentionally made to be compared to Squall. Although I worry I might have been a bit too blatant about it with move names (Fluid Barrel, Upper Red, Beat Claw, Fira Berret).

 

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Setzer Gabbiani

Maniac Dealer - Madden opponents with unconventional weapons and games of chance.

Fluff

Spoiler

Entrance Quotes:

  • "Come on, place your bets!"
  • "What say you? Which of us has garnered Fate's favor?"
  • "I've nothing to lose but my life. And I got that for free!"

Victory Quotes:

  • "Come back and play another round sometime."
  • "It seems fortune smiles upon me today."
  • "It's like they say... the house always wins."

Defeat Quote:

  • "Let's hope this isn't the start of a losing streak..."

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Thrown
Equipable Chest Armor: Clothing, Robes, Light Armor, Heavy Armor
Equipable Head Armor: Hats, Helms
Equipable Hand Armor: Shield, Bangles, Gauntlets
Unique Weapons
Cards: Level 1 
Dice: Level 30
Death Tarot: Level 90
Final Trump: Level 100

Assist Attacks

  • Ground BRV: Up Card
  • Ground HP: Magic Mystique
  • Aerial BRV: Community Cards
  • Aerial HP: Card Trick

Chase Attacks

  • Neutral: Sideways swipe with a short sword
  • Up: Upward Swipe
  • Down: Downward Swipe
  • HP: Gather a handful of cards before throwing them forward.

Setzer’s main goal is harassment of his opponent. His melee attacks keep him mobile, and his projectiles serve more as pressure tools than actual attacks. However, all of his attacks release a lot of EX-Bits, allowing Setzer to quickly enter EX-Mode so long as he does not have Side-by-Side equipped. Once in EX-Mode he begins to shine, as his Slots allow him to effectively do two things at once at almost all points in time.

BRV Ground Attacks

  • Flop and Turn: Lunge forward, thrust three times with a short sword, then jump back slightly before lunging forward with a final thrust. Despite hitting four times, Flop and Turn only has two inputs. The first three hits are all the initial input.
    • |___HP: River: Jump forward and crash the short sword against the head of his opponent.
  • Hole Card: Take up a defensive stance briefly. If attacked, stun the opponent before knocking them away. Can be cancelled into a dodge after the stun, allowing for additional follow ups if carefully timed.
  • Live Blind: Toss dice forward and roll them. If an opponent is hit, damage is dealt based on the numbers shown. Higher numbers means higher damage.
  • Up Card:  Quickly toss a card at the opponent. Has good tracking, but a slow turn rate.
  • Freeze Solid (Ground): Stun the opponent with a frosty mist. Can be charged to increase distance.

BRV Aerial Attacks

  • First to Third: Spin through the air, swinging a short sword around him. Drags the opponent with him as he moves, and can be cancelled before the knockback period.
  • Community Cards: Throw five cards downward in a fan.
  • Freeze Solid (Midair): Stun the opponent with a frosty mist. Can be charged to increase distance.

HP Ground Attacks

  • Gil Toss: Pitch a bag of gil up into the air before slashing it with his short sword, sending a spray of gil ahead of him.
  • Magic Mystique: Toss a card at the ground ahead of him, causing it to explode into a dome of cards.
  • Viper Dart: Aim and then throw a dart ahead. Has excellent tracking until thrown, and can be delayed briefly.

HP Aerial Attacks

  • Fixed Dice: Throw a handful of dice forward, dealing three hits of BRV damage and a fourth HP damaging attack.
  • Card Trick: Throw a card ahead of him that multiplies itself into a stream of cards while travelling. If an opponent is caught in the stream they are dealt BRV damage before Setzer throws a second card at them.
  • Death Tarot: Throw a tarot card at the opponent. Has excellent tracking until thrown, and can be delayed briefly.

EX-Mode: All In
“Ante up!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Slots: R+[_]. Activates a slot machine that spins over Setzer’s head. Shortly after being summoned, the slots line up and take a randomized effect based on the results. With the exception of Joker’s Death, Setzer still retains full range of movement during all stages of the ability. Has a brief delay after the randomized effect goes off before Slots can be used again.
    • Mysidian Rabbit: Any results except for those shown below. Restores BRV Break, negative status ailments like those caused from Shantatto’s Bio, and heals 100 HP.
    • Prismatic Flash: Three gems. A crystalline like structures raise up from beneath the opponent. Deals light BRV damage each, but the ability lasts for a long time.
    • Chocobo Stampede: Three Chocobo. A rush of yellow feathers flies ahead of Setzer, acting as a purely BRV version of his Card Trick ability.
    • Dive Bomb: Three Airships. Cannon fire rains from the sky, dealing HP damage should any of the cannon balls hit. Large AoE, but very inaccurate.
    • Megaflare: Three Dragon. After a short charging period a large laser is fired at the opponent from off stage. Any contact with the laser will deal BRV damage and may trap the opponent in it until the ability ends. Wide range and slowly tracks the opponent around, but only lasts a few seconds.
    • Summon: Three Bar. Setzer’s equipped summon uses its effect without expending a summon charge, even if it’s already been used.
    • Joker’s Death: Two 7s and Bar. Setzer is BRV broken and stunned.
    • Joker’s Wild: Three 7’s. A giant skull appears over Setzer’s opponent, holding them in place with multiple hits of BRV damage while its mouth slowly opens. Once it closes HP damage is dealt to the opponent.

EX-Burst: Red Card
Setzer lazily slashes with his short sword to send the opponent into the EX-Zone, sheathing it shortly afterwards.

Three cards are shown, each with a face button on them, before being grabbed by Setzer and held with their backs facing the screen. The player must them press the three buttons in the correct order. For each one correctly pressed, Setzer will throw three cards at his opponent for BRV damage.

Regardless of how many were pressed, battle text will then display “Final Trump.” Setzer will lazily toss one last card at the opponent, dealing HP damage as he leans back into a pose similar to official Amano artwork.

Arcade Type

Spoiler

Type: Unique

Setzer offers support for his team in two ways. Firstly, he harasses his opponents and keeps them occupied with a series of long lasting projectiles. His EX-Skill, Slots, allow him to give additional support to his team through it’s randomized effects. He becomes unpredictable to all parties involved, which can either make him a powerful ally or a maniac wild card for all parties to deal with.

BRV Attacks

  • g.O: Flop, Turn, and River: Lunge forward with a short sword for three thrusts, hop back to come in with a third, then jump forward to strike with a final crashing blow with a short sword. Has only three inputs, with the first one being the initial three thrusts.
  • g.^O:  Double Dice. Roll dice forward. The dice will continue to bounce along the geometry of the field until they hit something.
  • g.vO: Hold Card: Quickly toss a card at the target opponent. Has good tracking, but a slow turn rate. Will continue to travel until it hits an object or enemy.
     
  • a.O: First to Third: Spin forward through the air, swinging a short sword around wildly.
  • a.^O: Community Cards: Throw a fan of five cards downward. Will continue to travel until they hit the ground.
  • a.vO: Up Card: Quickly toss a card at the target opponent. Has good tracking, but a slow turn rate. Will continue to travel until it hits an object or enemy.
     
  • Dash: Freeze Solid: Create a freezing mist that stuns opponents. Can be charged to increase its range.

HP Attacks

  1. Gil Toss: Toss a bag of Gil up into the air before slashing it open, spraying the gil forward. Short, but very wide range.
  2. Card Trick: Throw a stream of cards forward. Upon hitting something the cards stop and burst out all around whatever they landed on.
  3. Viper Dart: A quick, but very narrow, HP damaging projectile. Can be charged to increase its range.
  4. Red Card: Setzer tosses one card forward. Should it land, he’ll toss another set of three cards at the opponent, dealing nine hits of BRV damage total before the final HP damaging card lands. Can be charged to increase the first card’s range.

Unique Ex-Skill

Slots: Activates a slot machine that spins over Setzer’s head. Shortly after being summoned, the slots line up and take a randomized effect based on the results. With the exception of Joker’s Death, Setzer still retains full range of movement during all stages of the ability. Has a 30s cooldown.

  • Mysidian Rabbit: Any results except for those shown below. Restores BRV Break, casts Esunaga, and heals 100 HP to Setzer and his allies.
  • Prismatic Flash: Three gems. A crystalline like structures raise up from beneath the target opponent. Deals light BRV damage each, but the ability lasts for a long time.
  • Chocobo Stampede: Three Chocobo. A rush of yellow feathers flies ahead of Setzer, acting as a purely BRV version of his Card Trick HP.
  • Dive Bomb: Three Airships. Cannon fire rains from the sky, dealing HP damage should any of the cannon balls hit. Large AoE, covering almost the entire map on small stages, but very inaccurate.
  • Megaflare: Three Dragon. After a short charging period a large laser is fired at the target opponent from off stage. Any contact with the laser will deal BRV damage and may trap the opponent in it until the ability ends. Wide range and slowly tracks the opponent around, but only lasts a few seconds. Can catch multiple opponents due to its size.
  • Summon: Three Bar. A quarter of the team’s summon gauge is filled. If the team’s summon has already been used, this merely grants Setzer additional summon points.
  • Joker’s Death: Two 7s and Bar. Setzer is BRV broken and stunned.
  • Joker’s Wild: Three 7’s. A giant skull appears over Setzer’s target opponent, holding them in place with multiple hits of BRV damage while its mouth slowly opens. Once it closes HP damage is dealt to the opponent. Can catch multiple opponents due to its size.

Notes

Originally I was going to have Slots play a more prominent role in his moveset design, but then I realized I had already made someone on the old forums who relied on chance to function. Plus, it seemed unfitting for Setzer. Even ignoring the Kingdom Hearts II portrayal of him, which admittedly I did take some inspiration from, he always seemed like the type to subtly manipulate his own luck to keep favor on himself. Plus, his gambling gear gave way too many opportunities for me to have some fun with. I also tried to make him more of a support/harasser to mirror his team role in Record Keeper, though I fear this made it difficult for Setzer to do much by himself.

At least, not unless he got lucky. ShanLUL

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Matoya

Eccentric Witch - Harness immense magical power and healing potions

Fluff

Spoiler

Entrance Quotes:

  •  

Victory Quotes:

  •  

Defeat Quote:

  •  

Musical Themes

012 Assist

Spoiler

Assist Attacks

  • Ground BRV: Witch’s Brew: Increase physical and magical attack power.
  • Ground HP: Inner Eye: Matoya conjures magical orbs before sending them forth at the opponent. Should they land, they’ll hold the opponent still and deal BRV damage for a brief moment before erupting.
  • Aerial BRV: Cleansing Tincture: Recover BRV and remove negative status effects.
  • Aerial HP: Crystal Power: Matoya conjures magical crystals before sending them forth at the opponent one at a time. Each one deals a single hit of HP damage.

Matoya is an assist-only character that is support focused. Her BRV attacks give positive effects to the player, between boosting their power, healing BRV, and recovering their status; while HP attacks are centered more on pressuring opponents and allowing combos off of HP attacks with Inner Eye. Because of Matoya’s nature as an assist, all of her abilities are based on player position rather than enemy position.

Arcade Type

Spoiler

Type: Shoot

Matoya is a support caster, centered on keeping pressure up on the opponent and keeping her allies in good condition. Though she lacks ways to directly protect them, Matoya excels in keeping enemies on the defense and locking them down with her Chants. Some HP attacks even increase her own attack speed, while her EX-Skill will grant a global support effect to her allies.

BRV Attacks

  • g.O: Tceles Nottub B: Conjure forth magical orbs before shooting them out. Matoya can glide during the entire casting period.
  • g.^O: Frostflame Chant: Conjure forth flames and ice around the opponent. Has a delay before the magic starts, but Matoya can both glide during the entire casting period and cancel out of the initial conjuring period time.
  • g.vO: Cleansing Tincture: Remove a single status ailment from Matoya and nearby allies.
     
  • a.O: Crystal Power: Conjure forth crystals that shatter into shards before being sent out towards the opponent. Matoya can glide during the entire casting period.
  • a.^O: Flamebolt Chant: Conjure forth flames and lightning around the opponent. Has a delay before the magic starts, but Matoya can both glide during the entire casting period and cancel out of the initial conjuring period time.
  • a.vO: Witch’s Tonic: Matoya and nearby allies recover 500 BRV.
     
  • Dash: Inner Eye: Conjure fire, ice, and Lightning around Matoya, protecting her for a short period before being flung forward at once.

HP Attacks

  1. Hell Thunder: After a conjuration period, a pillar of black lightning strikes down over the target opponent.
  2. Sudden Freeze: Ice forms around Matoya before shattering in all directions. Grants a 3s buff that increases the casting time of all abilities.
  3. Abyssal Shards: After a conjuration period, pillars of ice spring forth from the ground towards the opponent in rapid succession.
  4. Sudden Thunder: Lightning surges out around the target opponent before erupting outward in all directions. Grants a 3s buff that increases the casting time of all abilities.

Unique Ex-Skill
Witch’s Brew: Matoya grants herself and all allies increased damage, HP regen, and BRV regen for 20s. 30s cooldown and has global range.

Notes

On the discord we were talking about potential FF1 reps that could be added into NT, and Matoya came up. Then I remembered that she was in Record Keeper and tried my hand at transferring her RK abilities into Dissidia. I'd say it went pretty well, even though I firmly believe that she wouldn't be more than just an assist in 012 (plus if Liam can get away with it, so can I). That said, I have zero clue what her quotes would be since I haven't played FF1 in a long ass time and don't play XIV.

Edited by DyxoXinoro
I was dumb and forgot half the moveset, apparently.

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I would like to see what FF1 classes like red mage, white mage, thief or Monk would look like in Dissidia games. I bet people would never expect that.

Edited by MageMasher

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1 hour ago, MageMasher said:

I would like to see what FF1 classes like red mage, white mage, thief or Monk would look like in Dissidia games. I bet people would never expect that.

I think some people might see Monk, since Master is playable in Record Keeper, but I doubt anyone would expect White Mage or Thief. OG Red Mage would be fantastic though.

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So I was a dumb and forgot to include Matoya's NT style moveset when I first posted her. Whoops.

Still got no idea what to do with quotes though.

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Dart Feld

Red Eyed Dragoon - Burn opponents down with relentless, insanity driven assaults.
 

Fluff

Spoiler

Entrance: 

  • "Big talkers are usually weak."
  • "Get out of my way."
  • "Are you looking for a fight or something?"

Victory:

  • "Come on, let's run before they get up."
  • "Alright, can we just calm down now?"
  • "While we were fighting, I think I saw something over there."

Defeat:

  • "Damn!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Swords, Greatswords, 
Equipable Chest Armor: Heavy Armor, Chest Plates
Equipable Head Armor: Hats, Helms, Headbands
Equipable Hand Armor: Shields, Gauntlets
Unique Weapons
Heat Blade: ATK +42 DEF -2, Level 30
Mind Crush: ATK +64 DEF -1, Level 90
Soul Eater: ATK +69 DEF -1, Slight Riposte effect, Level 100

Assist Attacks

  • Ground BRV: Burning Rush. 
  • Ground HP: Final Burst.
  • Aerial BRV: Moon Strike. Will always attempt to kick the enemy towards the same vertical position as the player who summoned him.
  • Aerial HP: Flame Shot.

Chase Attacks

  • Neutral: Straight punch.
  • Up: Punt kick.
  • Down: Downward slash.
  • HP: Charge up flame into the blade and slash in a circle.

Wielding the power of the Red Eye Dragoon Spirit, Dart is centered around rushing down his opponent with reckless abandon and never giving them a moment to breath. Most of his Bravery attacks can be canceled out of Double Slash, his HP attacks all let him harass opponents trying to stay out of his range, and the few non melee brave attacks he possesses are centered around area denial; giving him a surprisingly rounded moveset despite being offensively orientated.

Dart’s EX-Mode enhances all of his capabilities. HP attacks are more effective, his stats all increase, and he gains the ability to glide; allowing him to chase down his opponent while maneuvering around opponent attacks.

BRV Ground Attacks

  • Double Slash (Ground): [Close] Quickly slash twice, setting up the opponent for a follow up attack.
  • Volcano: [Close] Slash in a circle, disrupting incoming attacks, before knocking the opponent upwards with a jumping slash. Wall Rush.
  • Burning Rush: [Med] Charge forward with a flaming kick before sending the opponent sky high with an upper slash. Initiates Chase.
  • Crush Dance: [Med] Spin around twice before stabbing into the opponent and ripping up through them. Wall Rush.
  • Madness Hero: [Very Close] Quickly slash five times while being planted firmly in place. Deals a lot of damage, but has very little range. Wall Rush.
  • Gushing Magma: [Med~Long] Call forth flames that blast out from beneath. Can be charged to increase range. Stays out for a short period after Dart regains movement.

BRV Aerial Attacks

  • Double Slash (Air): [Close] Quickly slash twice, setting up the opponent for a follow up attack.
  • Moon Strike: [Close] Slice at the opponent twice before stabbing them repeatedly, kicking them off the blade afterwards. Trajectory after the final kick can be altered with directional input. Causes Wall Rush or Ground Rush, depending on trajectory.
  • Blazing Dynamo: [Close] Slash the opponent about before sending them away with two spinning strikes. Initiates chase.
  • Burn Out: [Med~Long] Throw forth a pillar of flame that slowly travels ahead before winking out in a blaze of glory. Can be charge to increase range.

HP Ground Attacks

  • Flame Shot (Ground): [Med~Long] Conjure a large ball of flame before punching it at the opponent. Can be charged to increase its range, speed, and hitbox size.
  • Explosion: [Close~Med] Impale the ground, causing it to erupt violently. Can be charged to erupt fire further away from dart and increase it’s duration.
  • Final Burst (Ground): [Med] Summon flames and charge blade first, rapidly dealing damage to the opponent before slicing past them; triggering a massive explosion.

HP Aerial Attacks

  • Flame Shot (Air): [Med~Long] Conjure a large ball of flame before punching it at the opponent. Can be charged to increase its range, speed, and hitbox size.
  • Burning Wave: [Long] Summon a circle of flame around the opponent, incinerating them if they’re caught inside.
  • Final Burst (Air): [Med] Summon flames and charge blade first, rapidly dealing damage to the opponent before slicing past them; triggering a massive explosion.

EX-Mode: Dragoon Transformation
"Rrraaahhh!"

  • Regen: Vigor and stamina recover little by little, restoring HP.
  • Dragon’s Fire: Attacks cause a burning effect, dealing additional damage over a short time period after they connect.
  • Dragon’s Magic: HP Attacks come out quicker, and take less time to fully charge.
  • Dragon’s Wings: Dart can glide through the air by holding X.

EX-Burst: Fury of the Red Eye Dragon.
Dart leaps forward and slashes the opponent into the Ex Zone, causing it to shatter similarly to how normal battles start in Legend of Dragoon while mimicking his attack animation when beating a boss.

After which he floats up into the air, with the eye of a dragon appearing next to him. A marker will spin around it, and the player is prompted to press X every time it lines up with a marker on the top. Each time the player successfully executes this, the following string of attacks will gain an additional hit. However the moment the player fails, the first part of the EX-Burst starts. This maxes out at a five hit combo where Dart flies around his opponent, slashing them with each pass, before erupting fire around them as he flies into the air.

After which, if the full combo is successful, Dart calls forth the Red Eye Dragon. It appears in a burst of flame before aligning itself with the opponent and ramming through them for HP damage. If the combo is not successful, Dart will suddenly stop the attack animation after the number of hits successfully completed and HP damage will be dealt.

Arcade Type

Spoiler

Type: Speed

Dart is an aggressive, high damage Assassin who trades safety for the ability to lock down single opponents for extended periods. His moves tend to last longer than most attacks in the game, and can quickly chew through enemy bravery. His HP attacks, with the exception of Flame Shot, emphasize this by being mostly multi hit attacks that last for extended periods.

This hits it’s zenith when activating Red Eyes Dragoon Spirit; causing his stats to skyrocket, HP attacks to become more potent, and Dart can chase down enemies more easily. He also becomes immune to enemy debuffs, albeit at the cost of becoming immune to friendly buffs. However his health constantly drains in this state.

BRV Attacks

  • g.O: Madness Hero: A wild flurry of slashes that hardens the user’s insanity. Has extremely short range.
  • g.^O: Burning Rush: Dart forward through the air with a flying kick before slicing the opponent away.
  • g.vO: Volcano: Slash in a quick, wide arc before popping opponents into the air.
     
  • a.O: Blazing Dynamo: Slash through the air with reckless abandon, ending in a suicide kick and following through with a somersault slash. The kick can wall rush an opponent, and if it does so the final slash will set them up for an additional hit instead of knocking them away.
  • a.^O: Crush Dance: Chain wild, spinning slashes through the air. Has excellent vertical tracking.
  • a.vO: Moon Strike: Dive downward through the air onto an opponent. This can be chained up to three times before kicking the opponent into the ground.
     
  • Dash: Double Slash. Causes low damage and no knock back, but high stun. If used out of ground dash, Dart remains grounded.

HP Attacks

  • D. Addition: Call forth the Dragoon Spirit and slash through the enemy upon draconic wings, ending in an explosive upper slash. While Dragoon Spirit is active the final explosion can hit nearby enemies.
  • Flame Shot: Summon an orb of flame before punching it at the target enemy. Can be charged to increase its range, speed, and hitbox size. During Dragoon Spirit it takes less time to fully charge and Dart can glide while doing so.
  • Explosion: Leap into the air and drag the opponent down blade first, causing erupting magma from the ground upon landing. If used in the air it gains less vertical height, however Dragoon Spirit increases the ascension speed of both variants.
  • Final Burst: Charge forward coated in flames, dragging opponents with before blazing past them in a glorious explosion. During Dragoon Spirit holding [_] increases how long Final Burst is active.

Unique Ex-Skill
Red Eyes Dragoon Spirit: Transform into a mighty dragoon, gaining the following buffs:

  • Cut, Keep, and Bravery Damage increase to Vanguard levels.
  • HP attacks come out faster and gain new properties.
  • Dash gauge decreases slower.
  • Dart is cured of and becomes immune to status changes, good and bad.
  • HP constantly drains.

Red Eyes Dragoon Spirit lasts until either Dart lands an HP attack or is hit by one.

Notes

Spoiler

Haven't done one of these in a while. Guess I got busy and fell out of practice. 

I've been playing a LOT of Legend of Dragoon lately, and this is my way of showing it. I actually wrote most of this down in a notebook before typing it all up, cause I couldn't be asked to stop playing the game and go over to my computer. I also originally planned for D. Additions to be HP Link in the 012 version, but I figured that'd be both OP and underwhelming since his EX-Burst is also D.Addition -> Red Eyes Dragon. I also thought about giving him Dragoon's healing block as either an extra skill or a Brave ability, but decided against it.

I also played with the idea of him being able to cancel Dragoon Spirit -> Red Eyes Dragon in the NT moveset, but I figured it'd be more game accurate to have it be until either he smacks or gets smacked. I also wanted to do BRV drain instead of HP drain, but I decided to follow the precident set by Rinoa. I'm just worried about it being a bit too much of a double sword with HP drain, since he's already a very unsafe character with this design. Oh well.

 

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Kongol

Gigantos - A giant of a man capable of breaking others within the blink of an eye.

Fluff

Spoiler

Entrance:

  • "Kongol smash weak enemies!"
  • "For Emperor Doel!"
  • "Kongol doesn't even need his axe for these three."

Victory:

  • "That is the strength of Gigantos."
  • "Weaklings!"
  • "Who's next?"

Defeat:

  • "Don't show mercy. Just finish it!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Axe, Grappling
Equipable Chest Armor: Clothing, Heavy Armor
Equipable Head Armor: Helms
Equipable Hand Armor: Gauntlets
Unique Weapons
Tomahawk: BRV -84, ATK +44, Level 30
Great Axe: BRV -70, ATK +65, Level 90
Indora’s Axe: BRV -80, ATK +69, minor Spite effect, Level 100

Assist Attacks

  • Ground BRV: Bone Crush
  • Ground HP: Gravity Grabber
  • Aerial BRV: Inferno
  • Aerial HP: Meteor Fall

Chase Attacks

  • Neutral: Straight punch
  • Up: Knee strike
  • Down: Haymaker
  • HP: Swing back, then rush forward with the axe.

Kongol is centered around breaking the opponent and punishing them. He is big, heavy, and a bit slow to move around; but his attacks come out incredibly fast and he has quick dodge animations. His HP attacks also have some range to them, which -- alongside Pellet -- allows him to deal with opponents who refuse to approach him. This is doubly so in EX-Mode, where his HP attacks are sped up and he can glide short distances upon his Dragoon Armor’s wings.

BRV Ground Attacks

  • Rend (Ground): [Mid] Lunge forward and render the foe with a mighty axe. Ground Rushes.
  • Pursuit (Ground): [Mid] Lunge forward, sweeping upward with a mighty axe. Wall Rushes.
  • Bone Crush: [Close] Let loose a stream of crushing blows.
  • |___HP: Devastate (Ground): Leap forward, bringing down the axe with the entirety of the user’s weight behind it.
  • Pellet (Ground): [Long] Summon rocks around the opponent that fire lasers into them.

BRV Aerial Attacks

  • Rend (Air): [Mid] Lunge forward and render the foe with a mighty axe. Ground Rushes.
  • Pursuit (Air): [Mid] Lunge forward, sweeping upward with a mighty axe. Wall Rushes.
  • Inferno: [Mid] Swing forward before smashing the axe with a counter spin and thrusting the top of the axe into the opponent. Long wind up, but can deflect some projectiles during the approach.
  • |___HP: Devastate (Ground): Leap forward, bringing down the axe with the entirety of the user’s weight behind it.
  • Pellet (Ground): [Long] Summon rocks around the opponent that fire lasers into them.

HP Ground Attacks

  • Meteor Strike (Ground): [Close] Quickly ascend, punching a meteor as it falls to earth. Rocks then crash down near and below Kongol, creating a barrier of HP damaging projectiles. Can be delayed to angle the jump with directional input.
  • Grand Stream: [Mid] Slam the axe into the ground, causing a fissure to grow and follow the opponent. It can curve while tracking and moves quickly. If it touches the opponent, the earth renders upon and a massive explosion of rock bursts upwards.
  • Gravity Grabber: [Long] Punch the ground, causing a pillar to rise up under the opponent’s feet. Should it hit them, another pillar will descend from the sky and the opponent is crushed between the two.

HP Aerial Attacks

  • Meteor Strike (Air): [Close] Quickly ascend, punching a meteor as it falls to earth. Rocks then crash down near and below Kongol, creating a barrier of HP damaging projectiles. Can be delayed to angle the jump with directional input.
  • Meteor Fall: [Mid] Call down a meteor, then punch it towards the opponent. The meteor will move a short distance before shattering, causing several rocks to fall down towards the opponent. Highly inaccurate at range, but has a wide reach.

EX-Mode: Dragoon Transformation
"Its over!"

  • Regen: Vigor and stamina recover little by little, restoring HP.
  • Dragon’s Strength: Increase all stats, except HP, by 120%.
  • Dragon’s Magic: HP Attacks come out quicker.
  • Dragon’s Wings: Kongol can glide through the air by holding X.

EX-Burst: Fury of the Golden Dragon
Kongol charges energy into his fist and punches the opponent, causing an explosion which breaks both of them away into the EX-Zone.

After which he floats up into the air, with the eye of a dragon appearing next to him. A marker will spin around it, and the player is prompted to press X every time it lines up with a marker on the top. Each time the player successfully executes this, the following string of attacks will gain an additional hit. However the moment the player fails, the first part of the EX-Burst starts. This maxes out at a four hit combo where Kongol rushes the opponent with the axe, ending in a large explosion of earthen energy from the axe itself.

If the full combo is successful, Kongol calls forth the Golden Dragon. It drops down from the sky in a meteor, slamming down in front of the opponent and sucking them into a whirlpool of quicksand. Once inside, it fires a giant cannon that fills the screen with HP damaging energy. If the combo is not successful, Kongol will suddenly stop the attack animation after the number of hits successfully completed and HP damage will be dealt.

Arcade Type

Spoiler

Type: Heavy

Kongol is a stanced based fighter centered around breaking down opponents and sending them flying away from him. In his Axe stance, his attacks center around draw damage and he has access to powerful attack strings both on the ground and in the air. By contrast, Gauntlet stance gives him more utility moves and lets him manipulate his opponent’s position; even from a distance. His HP attacks are often more utility based as well, with D.Addition being the only one meant for raw damage.

However Kongol shines most with proper use of his EX Skill, Upheaval, which allows him to create an obstacle that enemies can be wall rushed into. Not only does this give both Kongol and his allies more opportunity for wall rush combos, but the wall will break if someone is rushed into it twice in a row; denying the opponent any chance of abusing i-frames that would normally come with the second wall rush but still allowing the combo potential of having the first.

Axe BRV Attacks

  • g.O: Bone Crusher: Unleash a flurry of grinding axe strikes.
  • g.^O: Rend: Leap forward and slam down axe first onto an opponent.
     
  • a.O: Inferno: Spin forward before slashing and thrusting them away. 
  • a.^O: Devastate: Hook the opponent onto the axe and drop rapidly, slamming them into the ground.
     
  • Dash: Pursuit: Suddenly rush forward, sending the axe up into the opponent.

Gauntlet BRV Attacks

  • g.O: Crash: Stomp the opponent, punch them twice, grab into a double knee, headbutt, then finish them with an explosive haymaker.
  • g.^O: Rage: Grab the opponent, drag them along the ground, throw them into the air, and then send them flying with a backhand blow.
     
  • a.O: Lariat: Quickly rush forward, slamming into the opponent fist first.
  • a.^O: Break: Jut forward and slam the opponent into the ground with a haymaker.
     
  • Dash: Mancatcher: Throw one of the spiked gauntlets forward. If it hits an opponent, they are binded for 1s.

Special Action 

  • L3: Change Weapon. Switched between Axe and Spiked Gauntlet.

HP Attacks

  1. Impervious: Enter a wide, defensive stance. If attacked, break the opponent’s spine by dropping them onto a knee before tossing them away. Automatically switches into Gauntlet mode.
  2. D.Addition: Call upon the Dragoon Spirit and rip them asunder with the axe. Automatically switches into Axe mode.
  3. Grand Stream: Summon forth a wave of rock to chase after the opponent. Somewhat slow, but has high tracking.
  4. Meteor Strike: Leap into the air and break apart a meteor that’s falling down to Earth. Kongol will leave the battle for a brief moment before rocks begin to fall upon his target, holding them in place before Kongol reappears and slams down upon them with his currently equipped weapon.

Unique Ex-Skill
Upheave: Punch the ground, creating a wall near the target opponent. This remains on the field as an obstacle that can opponents can be knocked into. If they do, they are inflicted with Wall Rush as if it was a part of the stage, but the wall will break if the opponent is rushed into it a second time; not inflicting a second Wall Rush and thus not giving the opponent a guaranteed invulnerability phase.

Can you tell that I really like dragoon yet?

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Rose

Black Monster - Eliminate enemies with a power that can deny even gods.

Fluff

Spoiler

Entrance

  • "Where is the Moon Child?"
  • "Step aside!"
  • "If you stand in our way..."

Victory

  • "Let's keep moving."
  • "An inevitable outcome."
  • "They chose their fate."

Defeat

  • "After all this time..."

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Thrown
Equipable Chest Armor: Clothing, Light Armor
Equipable Head Armor: Hairpins, Headbands
Equipable Hand Armor: Parrying, Bangles
Unique Weapons
Demon Stiletto: ATK +38, DEF +2, Level 30
Shadow Cutter: ATK +62, DEF +1, Level 90
Dragon Buster: ATK +66, DEF +1, strong Anti EX effect, Level 100

Assist Attacks

  • Ground BRV: Hard Blade
  • Ground HP: Astral Drain
  • Aerial BRV: Demon Dance
  • Aerial HP: Dark Dimension

Chase Attacks

  • Neutral: Sideways swipe
  • Up: Diagonal slash
  • Down: Downward Cut
  • HP: Charge darkness into the blade before swiping horizontally.

Rose is a character centered around controlling her opponent’s position and chipping away at their HP. Her HP attacks, Dark Mist, and -- to a lesser extent -- Dark Rain all achieve both of these goals as they either force her opponent to move out of the way or take a hit to their HP. Whip Smack allows her to chip away at characters who excel at close range combat after gaining a large amount of Bravery from either Hard Blade or Demon’s Dance. She can become more aggressive upon entering EX-Mode as well, between the bonus to her stats and quicker HP attacks, but gaining more control of the space between her and the opponent benefits her most out of the different boons from being a Dragoon.

BRV Ground Attacks

  • Hard Blade: [Close] Walk towards the opponent with a downward slash, follow with a spinning upper, send the blade down again, spin into a backward thrust under the arm, then spin back for a final sideways sweep.
  • Whip Smack (Ground): [Mid] Lunge inward blade first, then smack way the opponent
  • |___HP: More and More (Ground): Lunge again, this time aiming for the heart, before tearing the blade up out of them.
  • Dark Rain (Ground): [Special] Summon an orb of darkness. Should the opponent step near that orb, black rain pours onto them and holds them in place. Up to three orbs can be on the battlefield at once, and last 3s each. If a fourth orb is summoned, the oldest orb decays into nothing.
  • Dark Mist (Ground): [Long] Create shadow energy around the opponent before collapsing it inward.
  • |___HP: Night Raid (Ground): While the opponent is smothered in darkness, assail them with the various predators and monsters that call home to the moonless night.

BRV Aerial Attacks

  • Demon’s Dance: [Close] Fly through the air, sending down a relentless torrent of dance-like strikes against the opponent.
  • Whip Smack (Air): [Mid] Lunge inward blade first, then smack way the opponent
  • |___HP: More and More (Air): Lunge again, this time aiming for the heart, before tearing the blade up out of them.
  • Dark Rain (Air): [Special] Summon an orb of darkness. Should the opponent step near that orb, black rain pours onto them and holds them in place. Up to three orbs can be on the battlefield at once, and last 3s each. If a fourth orb is summoned, the oldest orb decays into nothing.
  • Dark Mist (Air): [Long] Create shadow energy around the opponent before collapsing it inward.
  • |___HP: Night Raid (Air): While the opponent is smothered in darkness, assail them with the various predators and monsters that call home to the moonless night.

HP Ground Attacks

  • Astral Drain (Ground): [Mid] Throw the blade at the opponent, syphoning their bravery before ripping the blade out and back to its owner.
  • Demon’s Gate: [Close] Sacrifice one’s self to conjure forth the gates to another world, sucking in the opponent if they get too close and absorbing incoming projectiles. Has guard frames on start.

HP Aerial Attacks

  • Astral Drain (Ground): [Mid] Throw the blade at the opponent, syphoning their bravery before ripping the blade out and back to its owner.
  • Dark Dimension: [Long] Conjure forth a wormhole to another dimension, 

EX-Mode: Dragoon Transformation
"Haaahhh!"

  • Regen: Vigor and stamina recover little by little, restoring HP.
  • Dragon’s Strength: Increase all stats, except HP, by 120%
  • Dragon’s Magic: HP Attacks come out quicker, and take less time to fully charge.
  • Dragon’s Wings: Rose can glide through the air by holding X.

EX-Burst: Fury of the Darkness Dragon.
Rose slashes away the opponent, cutting the screen in half before it breaks away to show the EX-Zone.

She floats up into the air, with the eye of a dragon appearing next to him. A marker will spin around it, and the player is prompted to press X every time it lines up with a marker on the top. Each time the player successfully executes this, the following string of attacks will gain an additional hit. However the moment the player fails, the first part of the EX-Burst starts. This maxes out at a five hit combo where Rose flies around his opponent, slashing them with each pass, before dark energy erupts from them as Rose rests her blade while floating in the air..

After which, if the full combo is successful, Rose calls forth the Darkness Dragon. Its shadow crawls forth and the Darkness Dragon emerges from it, before extending that shadow further towards the opponent. Once they are sucked into it, the dragon flies forth; cutting the darkness in twain with it’s bladed lower body and flooding the opponent with light. If the combo is not successful, Rose will suddenly stop the attack animation after the number of hits successfully completed and HP damage will be dealt.

Arcade Type

Spoiler

Type: Unique

Rose centers around battlefield control. Manipulating enemy position with lunging strikes, locking away areas with traps, and seeking out opponents who try to keep their distance with powerful magic. She can even manipulate enemy Bravery between her long, mobile neutral attacks and her Dragon Buster EX-Skill.

When she gets low on health, this is enhanced further as Rose becomes the Black Monster. She gains Poise on all abilities, more traps can be placed down, and her Doom-inflicting Dragon Buster becomes Night Raid; a command grab that holds the opponent in place while draining their bravery.

Her HP attacks augment her control over the battlefield as well, each one finding it’s own way to control space. D.Addition letting her target single opponents and disable them for a brief moment; Astral Drain giving her a quick attack that lets her heal her allies; Death Dimension acting as another trap if it misses; and Demon’s Gate giving her a powerful, short range yet all encompassing ability that can protect her from harm.

BRV Attacks

  • g.O: Hard Blade: Rip through an enemy with constantly advancing strikes.
  • g.^O: More & More: Lunge forward blade first, then toss the opponent away. Which direction they are thrown can be manually adjusted with the control stick; with forward input throwing them into the air and backwards input throwing them behind Rose.
  • g.vO: Dark Rain: Place down an orb of dark energy. When an enemy steps close to it, darkness rains over them; rapidly damaging the opponent and holding them in place. Up to three orbs can be placed at a time, between Dark Rain and Black Rain.
     
  • a.O: Demon’s Dance: Spin through the air, slashing apart her victim with dance-like strikes.
  • a.^O: Whip Smack: Lunge forward blade first, then smack aside the opponent. Which direction they are thrown can be manually adjusted with the control stick; with forward input throwing them to the ground and backwards input throwing them behind Rose.
  • a.vO: Black Rain: Place down an orb of dark energy. When an enemy steps close to it, darkness rains over them; rapidly damaging the opponent and holding them in place. Up to three orbs can be placed at a time, between Dark Rain and Black Rain.
     
  • Dash: Dark Mist: Conjure darkness around an opponent, then collapse it in on them.

Special Action 

  • Passive: Black Monster. Once Rose has taken 1500 damage, she becomes the Black Monster and gains the following buffs:
    • Poise increases to Vanguard levels.
    • Five Rain orbs can be placed on the field.
    • EX-Skill changes from Dragon Buster to Night Raid.

HP Attacks

  1. D.Addition: Call forth the power of the Dragoon spirit and rip apart the opponent with flying strikes.
  2. Astral Drain: Throw the sword at an opponent, dealing immediate HP damage and also healing Rose and her allies 500 HP.
  3. Death Dimension: After a short conjuring period, summon a wormhole to another world around the target opponent. If it misses, it lingers on the field for a few seconds.
  4. Demon’s Gate: Call forth the gates to another realm, sucking opponents in before closing in on them. Has guard frames on start up, but will continue if Rose is not hit during that time.

Unique Ex-Skill

  • Normal: Dragon Buster. Rose juts forward and swings the Dragon Buster ahead of her. Inflicts Doom on any hit by it.
  • Black Monster: Night Raid. The Black Monster rushes forward and grabs an opponent. Once hit, their Bravery rapidly drains as the claws and fangs of unseen monsters rip them apart.

 

Edited by DyxoXinoro

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Miranda

Sacred Sister - Stand your ground with a flurry of arrows and divine light.

Fluff

Spoiler

Entrance:

  • ""
  • ""
  • ""

Victory:

  • ""
  • ""
  • ""

Defeat:

  • ""

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Staves, Thrown
Equipable Chest Armor: Clothing, Robes, Light Armor
Equipable Head Armor: Hairpins, Ribbons
Equipable Hand Armor: Bangles
Unique Weapons
Short Bow: BRV -26, ATK +26, DEF -2 Level 1
Long Bow: BRV -42, ATK +44, DEF -2, Level 30
Arrow of Force: BRV -35, ATK +65, DEF -1, Level 90
Detonate Arrow: BRV -40, ATK +69, DEF -1, Level 100

Assist Attacks

  • Ground BRV: Virulent Arrow
  • Ground HP: Detonate Arrow
  • Aerial BRV: Arrow of Force
  • Aerial HP: Spectral Flash

Chase Attacks

  • Neutral: Fire an arrow
  • Up: Punt kick
  • Down: Slam the bow downward
  • HP: Charge holy light into an arrow before firing it off

Miranda is a low damage, but high utility character. Though her attacks all have similar execution, they all function very differently from each other. Instead of directly assaulting her opponents, Miranda is centered around whittling away their Bravery and bogging them down with different status ailments. Even her HP attacks don’t always take the most direct approach, with Sparkle Arrow hanging in the air before launching and Dancing Ray being a powerful area denial move before an HP attack.

BRV Ground Attacks

  • Translight (Ground): [Long] Amass light energy, then summon it on the enemy’s location. Hangs around for a moment before dispersing.
  • Short Bow (Ground): [Close] Slap the opponent away with the bow itself before firing an arrow into them.
  • Arrow of Force (Ground): [Mid] Fire a heavy arrow that slams into the opponent and sends them a great distance away. Generates a lot of EX-Force.
  • Long Bow: [Ultra Long] Shoot an arrow into the sky, which lands down at a great distance away.
  • Bemusing Arrow: [Long] Shoot an arrow that whips and winds through the air. Has high tracking.
  • Heaven’s Gate: [Special] Call forth divine power, creating a field of holy energy. While in this field, Miranda’s Brave constantly increases and weaker projectiles are knocked away. Does not stack with Moonlight.

BRV Aerial Attacks

  • Translight (Air): [Long] Amass light energy, then summon it on the enemy’s location. Hangs around for a moment before dispersing.
  • Short Bow (Air): [Close] Slap the opponent away with the bow itself before firing an arrow into them.
  • Arrow of Force (Air): [Mid] Fire a heavy arrow that slams into the opponent and sends them a great distance away. Generates a lot of EX-Force.
  • Virulent Arrow: [Long] Shoot an arrow that deals consistent BRV damage to the opponent once it lands.
  • Moonlight: [Special] Call forth divine power, creating a pillar of holy energy. While in this pillar, Miranda’s Brave constantly increases and weaker projectiles are knocked away. Does not stack with Heaven’s Gate.

HP Ground Attacks

  • Sparkle Arrow (Ground): [Long] Fire an arrow that hangs in the air for a moment before jetting towards the opponent.
  • Detonate Arrow: [Mid] Fire an arrow that explodes when it hits an object or the opponent.
  • Dancing Ray: [Mid] Shine down lights from above, slicing the opponent with rainbow energy before a brilliant flash of light.

HP Aerial Attacks

  • Sparkle Arrow (Air): [Long] Fire an arrow that hangs in the air for a moment before jetting towards the opponent. 
  • Spectral Flash: [Mid] Call forth a ring of discs, rainbow lights shining from them, before their beams coalesce upon the opponent.
  • Star Children: [Long] Call upon divine power, causing a brilliant pillar of light to appear from beneath the opponent. 

EX-Mode: Dragoon Transformation
“God save us!”

  • Regen: Vigor and stamina recover little by little, restoring HP.
  • Dragon’s Strength: Increase all stats, except HP, by 120%.
  • Dragon’s Magic: HP Attacks come out quicker, and take less time to fully charge.
  • Dragon’s Wings: Miranda can glide through the air by holding X.

EX-Burst: Dragoon Magic
Miranda holds her bow sideways and fires it into the opponent, causing the screen to spiderweb out from the center before cracking away into the EX-Zone.

Once there her and her opponent face each other, with a new UI element appearing on the bottom. Two options are available for the player to select: D.Addition and Magic. If the player presses Magic, four spells come up (in order): Moonlight, Star Children, Heaven’s Gate, and White Silver Dragon.

Depending on what button they press, several things can happen:

  • D.Addition has Miranda fire another arrow, dealing HP damage immediately.
  • Moonlight and Heaven’s Gate heals Miranda’s HP without damaging the opponent.
  • Star Children will perform the HP attack of the same name.
  • White Silver Dragon will summon the titular dragon, with it charging energy for a moment before firing it out as a laser; cutting through the opponent before exploding the area around them. 

No matter which the player picks, the name of that ability will be displayed. However White Silver Dragon deals the most damage out of them, though Moonlight and Heaven’s Gate does provide some utility.
 

Arcade Type

Spoiler

Type: Shoot

Miranda is a distance fighter, like most Shoot types. She can support her allies with Heaven’s Gate and Moonlight, while keeping enemies bogged down with Confusion and Bio. However her main talent is being able to manually refresh her cooldown times with her own EX-Skill, letting her use more of her generic EX-Skills than any other character.

BRV Attacks

  • g.O: Long Bow: Shoot an arrow arched upwards, allowing it to hit far and avoid some obstacles.
  • g.^O: Bemusing Arrow: Loose an arrow that inflicts Confusion if it lands.
  • g.vO: Heaven’s Gate; Call forth a field of holy energy. Allies who stand in it will have their HP gradually restored. Can stack with HP Regen, but not Moonlight.
     
  • a.O: Long Shot: Shoot an arrow that utilizes gravity to increase its speed and power.
  • a.^O: Virulent Arrow: Loose an arrow that inflicts Bio if it lands.
  • a.vO: Moonlight; Call forth a pillar of holy energy. Allies who stand in it will have their HP gradually restored. Can stack with HP Regen, but not Heaven’s Gate.
     
  • Dash: Short Bow; Quickly shoot an arrow at an opponent, with very little delay before and after. 

HP Attacks

  1. Arrow of Light: Loose an arrow that hangs in the air for a moment, before seeking out it’s target.
  2. Dragoon Arrow: Call forth the Dragoon Spirit before firing an arrow charged with draconic magic. Can delay the arrow fire and glide during the entire ability.
  3. Star Children: Rain down holy light before summoning a pillar of rainbow energy around the opponent. The initial energy rain is purely cosmetic, signifying where the pillar will emerge from.
  4. Detonate Arrow: Loose an arrow that explodes upon hitting either an opponent or any part of the stage.

Unique Ex-Skill
Arrow of Force: After a short delay, fire off a specialized arrow that syphon’s the target’s power. Restores half the total cooldown time of Miranda’s generic EX-Skills, should it land.

Ex. if one of her EX-Skills has a 30s cooldown, and the other has a 60s, the first will be restored by 15s and the second 30s.
 

Notes

Spoiler

Miranda was fun to make, since it gave me a chance to theorycraft on what if the equipment you gave her actually mattered in the long run. Plus she made for a good testing ground to something I wanted to do with Robo, if I ever go back to making Chrono Trigger movesets. I also decided to do something unorthodox with her battle theme, since Dissidia has a history of calmer music being used or remixed into battle themes. Plus it felt... weird just giving her a normal battle theme. Not sure why it didn't feel odd for Rose, but oh well.

Also apparently bows aren't a thing in 012's default equipment list. That took me by surprise.

All that said, I have no idea WHAT to do for her quotes right now (since Miranda doesn't really do much), so those will be added to my ever growing "do later" list.

 

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Robo

Multi-Function Machine - Calculate and execute the ideal strategy with an array of powerful, interchangeable parts.

Fluff

Spoiler

Entrance:

Victory:

Defeat:

Musical Themes

  • Overworld
  • Dungeon
  • Battle

012 Type

Spoiler

Equipable Weapons: Swords, Daggers, Axes, Thrown, Grappling, Gun
Equipable Chest Armor: Heavy Armor, Chest plates
Equipable Head Armor: Hats, Helms
Equipable Hand Armor: Shields, Gauntlets
Unique Weapons
Tin Arm: HP -405, BRV +51, ATK +22, Level 1 (optional)
Big Hand: HP -659, BRV +83, ATK +40, Level 30
Giga Arm: HP -522, BRV +69, ATK +63, Level 90
Terra Arm: HP -595, BRV +79, ATK +67, Level 100, minor Back to the Wall effect

Assist Attacks

  • Ground BRV: Tera Arm
  • Ground HP: Uzzi Punch (Ground)
  • Aerial BRV: Megaton Arm
  • Aerial HP: Shock

Chase Attacks

  • Neutral: Horizontal arm smack
  • Up: Upward arm smack
  • Down: Cannonball punch
  • HP: Fire a small laser from Crisis Arm

Robo is a character centered around his options and figuring out how to best work around whatever character he’s matched up against. His moves offer a wide range of functionality, allowing him to play around what the opposing player can offer. However he shines best when bogging down the opponent with his large variety of projectiles and chaining them together with his close range functions.

BRV Ground Attacks

  • Tin Arm (Ground): [Mid] Shoot out a pincer claw on a wire. If it hits the opponent, they’re pulled back to Robo with minimal damage.
  • Magma Hand (Ground): [Mid] Fire a ball of magma that travels in a tall arc before falling down. Latches onto whatever it hits, be it opponent or stage, and causes it to become hazardous; dealing damage over time for a few seconds.
  • Kaiser Arm (Ground): [Close] Exchange the current arm for a blade, slashing diagonally before thrusting forward towards the opponent.
  • Tera Arm: [Close] Swing a giant hand forward, sending the opponent careening across the stage if it lands. Wall Rush.
  • Stone Arm: [Mid] Fire a giant rock that arcs downward after flying through the air. Can be delayed to track the opponent’s movement.
  • Mirage Hand: [Mid] Fire a hail of bullets at the opponent with a hand set within a gatling gun. If O is held the attack is extended in length and Robo can strafe while using it.

BRV Aerial Attacks

  • Tin Arm (Air): [Mid] Shoot out a pincer claw on a wire. If it hits the opponent, they’re pulled back to Robo with minimal damage.
  • Magma Hand (Air): [Mid] Fire a ball of magma that travels in a tall arc before falling down. Latches onto whatever it hits, be it opponent or stage, and causes it to become hazardous; dealing damage over time for a few seconds.
  • Kaiser Arm (Air): [Close] Exchange the current arm for a blade, slashing diagonally before thrusting forward towards the opponent.
  • Hammer Arm: [Close] Echange the current arm with a hammer, swinging it down to smack opponents out of the sky. Ground Rush.
  • Megaton Arm: [Long] Fire a missile that tracks the opponent while rocketing through the air. 
  • Doom Finger: [Close] Rake the opponent with a specialized claw. Doom Finger has an increased Iaistrike rate.

HP Ground Attacks

  • Rocket Punch (Ground): [Long] Fire off a rocket propelled hand at the opponent. Has high speed and range, but slow tracking. It’s properties are not affected by the currently equipped arm.
  • Uzzi Punch (Ground): [Close] Unleash a flurry of punches via overclocking one arm. [_] can be held to extend the attack’s length, allowing it to be used as a defensive shield against some projectiles and melee attacks. It’s properties are not affected by the currently equipped arm.
  • Robo Tackle: [Mid] Rocket along the ground, attempting to bash into the opponent. The move can be extended by holding down [_], lasting until either character is hit or the button is released, but Robo Tackle has a slow turning speed while active.
  • Area Bomb: [Close] Open up hidden compartments and drop explosives in all directions. If they do not hit an enemy, they will linger for a moment before exploding.

HP Aerial Attacks

  • Rocket Punch (Air): [Long] Fire off a rocket propelled hand at the opponent. Has high speed and range, but slow tracking. It’s properties are not affected by the currently equipped arm.
  • Uzzi Punch (Air): [Close] Unleash a flurry of punches via overclocking one arm. [_] can be held to extend the attack’s length, allowing it to be used as a defensive shield against some projectiles and melee attacks. It’s properties are not affected by the currently equipped arm.
  • Laser Spin: [Mid] Rotate and release concentrated black light in all directions. Has a long maximum range, but becomes inaccurate as the opponent gets further away.
  • Shock: [Mid] Open up and expose the central power core, arcing excess energy into a torrent of electrical energy. Protects Robo from all sides, but locks him in place until it’s finished.

EX-Mode: Keystone Configuration
“I cannot afford to lose anything else.”

  • Prometheus Circuit: Widens the range of many arms.
  • Atropos Ribbon: Decreases the speed it takes to switch arms.

EX-Burst: Crisis Arm
Switch arms with a laser cannon specifically designed to eliminate humanity. Fire a test shot at the opponent to break open the EX-Zone.

Once inside, Robo charges up his laser as a gauge below fills up. Holding O will fill the gauge, but slowing down as it gets closer to maximum power. Once it completely fills, it will begin to decrease in charge. What Robo does next depends on charge level.

  • If it is at maximum charge, a giant laser will fire from the Crisis Arm; engulfing the screen and tearing through the opponent’s Bravery before dealing HP damage. 
  • If it’s at partial charge, a standard sized laser fires out and deals damage based on the last digit of Robo’s current health.
  • If the gauge is allowed to completely empty after being fully charged, a small beam bursts out that only does HP damage. Afterwards, Robo looks down at the arm and makes confused, robotic beeping.

Arcade Type

Spoiler

Type: Heavy

Robo possesses a wide variety of moves at his disposal, allowing him to carefully play around other players. Especially characters that tend to stay away from their opponents, like most Shoots, with the use of his different techs and interchangeable arms.

BRV Attacks

  • g.O: Tera Arm: Punch forward, back fist with the same hand, and then haymaker the opponent with the other arm.
  • g.^O: Magma Hand: Shoot out a ball of magma that arcs through the air. Good range, but slow and has no tracking.
  • g.vO: Area Bomb: Scatter bombs everywhere that explode on enemy proximity or after a couple seconds.
  • g.Dash: Robo Tackle: Jut forward with a powerful shoulder bash.
     
  • a.O: Giga Arm: Punch forward, back fist with the same hand, and then haymaker the opponent with the other arm.
  • a.^O: Kaiser Arm: Replace the current hand for a sword and lunge forward blade first.
  • a.vO: Megaton Arm: Shoot a missile with a specialized arm that flies after the opponent. High tracking.
  • a.Dash: Hammer Arm: Replace the current hand for a hammer and slam the opponent towards the ground.

HP Attacks

  1. Rocket Punch: Fire off the currently equipped hand, sending it straight at the opponent. Fast, but with no tracking.
  2. Laser Spin: Spin around, emitting a black light that slices along and into the ground as it extends away from Robo.
  3. Uzzi Punch: Unleash a sudden, short range barrage of punches.
  4. Shock: Open up and expose the central power unit, arcing electricity in all directions around Robo. 

Unique Ex-Skill
Crisis Arm: Replace the current hand for a laser cannon, firing it at opponents. Beam size and power depends on the last digit of Robo’s current health, maxing out if it ends in a 9 and being a mere annoyance if it ends in 0. 

Notes

Here's something five years in the making. First laid down the frame work back in 2013, and only just now finished it. It's what I meant when I said that Miranda would be a test for him. All the arm attack designs are based on concept art from Chrono Trigger's release. The DS Arms weren't included due to their lack of concept art (that I know of). Also, for whatever reason, it's not letting me add in his themes in.

Not adding Quotes again, sorry. It's been so long since I've played Trigger that I kinda forgot how he talks.

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