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Dyxo's custom Dissidia movesets

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Captain Falcon

Breakneck Bounty Hunter - Rush down opponents with lightning fast speeds and strikes.


Fluff

Spoiler

Entrance:

  • "Show me your moves!"
  • "I'll show you, you'll never beat me!"
  • "So you wanna play..."

Victory:

  • "You don't win by being lucky - you win by being bold!"
  • "There are two kinds of drivers in this race... me, and the losers!"
  • "I was born to be an F-Zero racer."

Defeat:

  • "No way!!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Grappling, Thrown, Gun
Equipable Chest Armor: Clothing, Chestplate
Equipable Head Armor: Hat, Helmet
Equipable Hand Armor: Bangles, Gauntlets, Parrying
Unique Weapons
Falcon Flyer: Level 1
Blue Falcon: Level 30
Neo Blue Falcon: Level 90
Super Falcon: Level 100

Assist Attacks

  • Ground BRV: Roundhouse Lockup
  • Ground HP: Raptor Boost
  • Aerial BRV: Off the Ramp
  • Aerial HP: Falcon Kick

Chase Attacks

  • Neutral: Knee kick
  • Up: Flip kick
  • Down: Stomp kick
  • HP: Falcon Punch

Captain Falcon is a relentless, heavily combo centric fighter. His moves are based around being chained together tactically and in conjunction to his incredible movement speed. Many of his base level HP attacks, however, are more utility based; with the majority of his HP damage coming from chipping away the opponents health with HP links or catching them off guard with Falcon Punch. But when he activates his EX-Mode, Captain Falcon is able to further pressure his opponent with his newfound speed and ability to bounce back more easily from a momentum upset.

BRV Ground Attacks

  • Gentleman’s Fist: Punch twice, then slam a knee into the opponent. If the HP link isn’t used, this sets the opponent up for another BRV attack.
  • |___HP: Falcon Rush: Follow up with a series of rapid punches before sending the opponent across the stage with a straight from the other hand.
  • Roundhouse Lockup: Kick the opponent’s ankles, then follow up with a set of two extra kicks that travel up the opponent’s body before elbowing them away. If only the first hit is used, ground rush.
  • Fall and Rise: Knock the opponent out of the air with an axe kick, then spin around into a double hop-kick that sends them upwards. Wall Rush.
  • Roadburn: Shoulder back the opponent before catching them in a sweep kick. Then step in and hook them with the heel to send them flying backwards. Wall Rush.

BRV Aerial Attacks

  • Off the Ramp: Kick the opponent twice, then knock them up with a backflip kick to the jaw. If the HP link isn’t used, they’re sent flying high into the air.
  • |___HP: Knee of Justice: Follow up the flip with an electric knee strike, sending the opponent careening across the stage.
  • Backhand: Spin around into a backfist. Wall Rush.
  • High Rise: Stomp downward. Ground Rush.

HP Ground Attacks

  • Falcon Punch (Ground): The signature punch of Captain Falcon. Can be delayed to track the opponent, but has short range. The delayed version also causes wall rush.
  • Raptor Boost (Ground): Rush forward suddenly and deliver a speed boosted uppercut.
  • Falcon Dive (Ground): Leap into the air, grappling the opponent and burning them alive before kicking off of them with a massive explosion.
  • Falcon Kick (Ground): Fly along the ground with a flaming kick.

HP Aerial Attacks

  • Falcon Punch (Air): The signature punch of Captain Falcon. Can be delayed to track the opponent, but has short range. Comes out quicker than it’s grounded variant, but can’t wall rush.
  • Raptor Boost (Air): Rush forward suddenly and deliver a speed boosted haymaker. Ground Rush.
  • Falcon Dive (Air): Leap into the air, grappling the opponent and burning them alive before kicking off of them with a massive explosion.
  • Falcon Kick (Air): Rapidly descend to the ground with a flaming kick.

EX-Mode: Super Falcon
"Come on!"

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Body [A]: Recovery time from being knocked back is reduced.
  • Boost [A]: Run and dash speed increases exponentially.
  • Grip [A]: Increases the range of each attack, causing them to snap to opponents.

EX-Burst: Blue Falcon
Captain Falcon’s signature racing vehicle slams into the opponent, sending them into a unique EX-Zone themed after an SNES style F-Zero track.

The player then takes control of the Blue Falcon, with the goal of following the opponent and crashing the Blue Falcon into them repeatedly. After a few seconds, if they’re kept in front of the Blue Falcon, Captain Falcon will jump out and deliver an enhanced version of his Falcon Punch onto them; causing the screen to display [Falcon Punch]. However if the player misses and accidentally drives past the opponent, the Blue Falcon will instead cross the finish line and come to a stop. The opponent then crashes into the vehicle’s backside for the HP hit.

Arcade Type

Spoiler

Type: Speed

Captain Falcon is a particularly selfish fighter, even for a Speed/Assassin, and mostly excels at being able to take one opponent out of the fight for his allies. Especially with the way he can naturally chain his attacks together without the help of an EX-Skill or teamwork. However he is vulnerable while doing so, and can easily be affected by tunnel vision. However, he does gain access to multiple versions of every HP attack he can use through his Expansion Kit, allowing him to be more versatile within the same limits of every other character.

BRV Attacks

  • g.O: Gentleman’s Fist: Punch the opponent twice, knee them, then follow up with a series of rapid punches. If stopped after the knee strike, it sets up opponents for a follow up BRV attack.
  • g.^O: Roundhouse Lockup: Hop forward into a kick at the opponent’s ankles, then nail two more kicks into their side and head. Finish with an elbow strike to wall rush them. If stopped after the initial ankle kick, it sets up opponents for a follow up BRV attack.
  • g.vO: Fall and Rise: Knock the opponent out of the air with an axe kick, then send them back up with a double hop kick. If stopped after the initial axe kick, it sets up opponents for a follow up BRV attack.
  • g.Dash: Roadburn: Shoulder check the opponent, sweep kick them, and then finish by catching them with the heel and kicking them back. If the attack is stopped after the initial shoulder bash, the opponent is set up for a follow up BRV attack.
     
  • a.O: Off the Ramp: Kick the opponent twice, then follow up with a backfist that knocks them into a wall rush. If stopped after the initial double kick it sets up opponents for a follow up BRV attack.
  • a.^O: Spinning Axle: Soar upwards with a flip kick that chains into itself on a successful hit. The second kick can knock opponents away either upward or horizontally, depending on if ^ is held when the second input is pressed. If stopped after the first flip kick it sets up opponents for a follow up BRV attack.
  • a.vO: High Rise: Stop downward, sending opponent’s into the ground.
  • a.Dash: Knee of Justice: Slam an electrifies knee into the opponent, blasting them across the stage and into the wall.

Special Ability
Passive: High Percentage: The longer Captain Falcon attacks an opponent without breaking his combo, the greater his knock back increases. After two BRV chains Captain Falcon’s knockback becomes too great to continue chaining attacks together if he stops his current BRV attack prematurely.

HP Attacks

  • Raptor Boost: Rush forward with an uppercut, sending the opponent into the wall. When used in the air it’s a haymaker instead.
    • ^[_]: Heavy Mod: Raptor Boost is granted super armor, but takes longer and has decreased range.
    • v[_]: Wind-Up Mod: Raptor Boost darts backwards a short distance before punching through with increased speed. 
  • Falcon Dive: Jump up and grab the opponent, rapidly damaging them before kicking away with explosive force. If it whiffs, Falcon Dive still grants a fair amount of vertical lift.
    • ^[_]: Strike Mod: Increases height travelled and removes the grab portion; turning it into a fast, single hit attack.
    • v[_]: Explosive Mod: Falcon Dive can be charged, increasing it’s damage but decreasing travel time. However, if it lands, Captain Falcon is launched even further into the air than normal.
  • Falcon Kick: Burst forward with a burning kick. If used in the air, Captain Falcon travels diagonally downward instead. Knocks opponents away on hit, but doesn’t stop.
    • ^[_]: Fury Mod: Becomes a multiple hit move, carrying the opponent and dealing damage during its entire duration.
    • v[_]: Lightning Mod: Falcon Kick now dashes through opponents instead of inflicting knockback and inflicts Stun on the opponent.
  • Falcon Punch: Deliver a punch that emits flames in the shape of a falcon. Has deceptively long range. Can be delayed to track the opponent and increase it’s BRV damage.
    • ^[_]: Dash Mod: Falcon Punch increased range as Captain Falcon lunges forward, but decreased damage.
    • v[_]: Mighty Mod: Falcon Punch lasts a bit longer, making it easier to land, but has increased start up frames.

Unique Ex-Skill
Expansion Kit: Grants Captain Falcon access to alternate versions of his equipped HP attack once used. Afterwards it becomes Magnet Hands. Once Captain Falcon dies, Expansion Kit’s effect wears off and must be used again to access enhanced HP attacks and Magnet Hands until used again.

Magnet Hands: Falcon lurches forward and grabs the opponent, then throws them based on his vertical position. Both variations set up for further attacks, but also contribute towards his High Percentage passive ability.

  • g./_\: Throw the opponent into the ground and bounces them upward.
  • a./_\: Punch them upwards a short distance

I was going to let Liam do this, but unfortunately it seems like he's been banished to the Void. Though his moveset is based on how he plays in Smash Bros, I intentionally didn't port it 1:1 and took some creative liberties to try and capture the feel/aethetic of playing him. Especially with how I incorporated Smash 4's custom moves into his NT moveset.

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Prompto Argentum

King’s Rifle - Stave off opponents with a mix of explosives, firearms, and deadly machinery.

Fluff

Spoiler

Entrance: 

  • "Woah! Where'd you guys come from?"
  • "Time to bash heads?"
  • "This place would make a great photo op, were it not for the fighting."

Victory:

  • "So... anyone wanna play King's Knight?"
  • "Hey! Lets get a group shot together!"
  • Prompto sings the victory fanfare 

Defeat:

  • "I just can't do anything right!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Thrown, Guns, Machines
Equipable Chest Armor: Clothes, Light Armor, Machines
Equipable Head Armor: Headbands, Hairpins, Machines
Equipable Hand Armor: Parrying, Bangles, Machines
Unique Weapons
Valiant: Level 30
Valiant II: Level 90
Lion Heart: Level 100

Assist Attacks

  • Ground BRV: Shockdrop
  • Ground HP: Gravisphere
  • Aerial BRV: Starshell
  • Aerial HP: Piercer

Chase Attacks

  • Neutral: Thrust kick
  • Up: Roundhouse
  • Down: Fire at the opponent’s feet
  • HP: Aim at the opponent’s head for a brief moment before firing off a shot at them.

Prompto is a long range expert, focused on bogging down his opponent in status ailments, controlling space, and keeping the opponent far away from him while he sets up for his own HP attacks.

BRV Ground Attacks

  • Snapshot (Ground): Take a picture of the opponent, interrupting their attack if they are close enough and dispelling any oncoming projectiles. Once they have their picture taken the enemy is inflicted with a brief debuff that reduces their defenses.
  • Bioblaster (Ground): Spew poison gas all around him, which lingers for a moment. If the opponent goes within the gas they are afflicted with Bio. Prompto’s Bio works identically to Shantotto’s.
  • Scintilla (Ground): Prompto rolls along the ground while firing off a shot at his opponent. If he dodges an oncoming attack with Scintilla, under similar conditions as if a normal dodge would trigger Percision Dodge or Dodge Brave Boost, this attack freezes the opponent in place (Akin to Seal Evil or Time Crush).
  • Ballistic: Run along the ground, firing up to eight shots at his opponent while retaining full movement speed; causing no hitstun or knockback while doing so. After the eighth shit Prompto must reload his handgun, but will continue shooting afterwards if the button is held. Can be dodge cancelled between any individual shot or while reloading.
  • Rapidus: Fire off countless bullets from an SMG while slowly strafing around the opponent, slowing down their movements but causing no hitstun or knockback. After a few seconds of active fire Prompto must reload the SMG, but will continue shooting afterwards if the button is held.
  • Autocrossbow: Fire a barrage of bolts from heavy machinery.
  • Shockdrop: Rushes forward with heavy machinery, electrifying the opponent with electricity. The opponent is afflicted with Shocked afterwards, causing them to take brave damage over time for a short period.
  • |__HP: Recoil: Prompto overloads the machinery, causing it to release a massive explosion instead of inflicting the opponent with Shocked.

BRV Aerial Attacks

  • Snapshot (Air): Take a picture of the opponent, interrupting their attack if they are close enough and dispelling any oncoming projectiles. Once they have their picture taken the enemy is inflicted with a brief debuff that reduces their defenses.
  • Bioblaster (Air): Spew poison gas all around him, which lingers for a moment. If the opponent goes within the gas they are afflicted with Bio. Prompto’s Bio works identically to Shantotto’s.
  • Scintilla (Air): Slide through the air while firing off a shot at his opponent. If he dodges an oncoming attack with Scintilla, under similar conditions as if a normal dodge would trigger Percision Dodge or Dodge Brave Boost, this attack freezes the opponent in place (Akin to Seal Evil or Time Crush).
  • Starshell: Shoot a specialized flare into the sky that reduces the opponent’s stats based on their proximity to it. Lingers for a while upon use, but will dissipate if a new one is fired out.
  • Bazooka: Fire a missile at the opponent. Moves extremely fast and has no maximum range, but doesn’t have any tracking.
  • Lumen Flare: Throw a grenade that can either wall or ground rush the opponent, depending on where they are hit in the ensuing explosion.
  • |___HP: Crackshot: Fire four shots from the pistol that rip through the opponent’s BRV before dealing HP damage.

HP Ground Attacks

  • Sniper: Pull out a sniper rifle and scope in on the opponent. Can be delayed before use, having excellent tracking until fired. Has poor vertical reach.
  • Gravisphere (Ground): Shoot out a ball of intensified gravity that travels slowly across the stage. Has excellent absorption and hits the opponent multiple times once they are sucked into it. Doesn’t deal HP damage until right before it dissipates.

HP Aerial Attacks

  • Piercer: Sight in the opponent before firing a penetrating bullet at them. Can be delayed before use, having excellent tracking until fired.
  • Gravisphere (Air): Shoot out a ball of intensified gravity that travels slowly across the stage. Has excellent absorption and hits the opponent multiple times once they are sucked into it. Doesn’t deal HP damage until right before it dissipates.

EX-Mode: Kingsglaive
“Hey! Can we wrap this up?”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Target Scope: Increases the range of Prompto’s attacks.
  • The Clever’s Talisman: Reload time from Rapidus and Ballistic is greatly reduced.

EX-Burst: Trigger Happy
Prompto jumps up and kicks the opponent into the EX-Zone. Once there he summons a second hand gun, the Lionheart, into his hand before the player is taken into a first person view of the opponent. They are instructed to rapidly press L and R while keeping the opponent within the reticle to build up damage and a tech bar. 

If this meter fills Prompto will switch out his handguns for the Flamebreath Cannon, firing a wave of intense flames to engulf them. If the meter doesn’t fully fill, Prompto will instead sight in with the Lionheart and fire off a final shot.

Arcade Type

Spoiler

Type: Shoot

Prompto is a debuff supporter, able to lay down a hail of bullets at whoever he’s targeting while bogging them down with status ailments. Between slowing the opponent down in a barrage of gunfire, granting them passive DoT with heavy machinery, lowering their defenses with his Camera, and Starshell’s combination of Confuse plus Blind; Prompto is able to open up the opposition for his allies to come in and deal some damage of his own while doing so.

BRV Attacks

  • g.O: Ballistic: Prompto runs around while firing off bullets. This ability does not cause any hitstun or knockback and does not give Prompto any additional poise/keep while in use, but instead slows down the opponents movement speed (both run and dash) by 10% while in use.
  • g.^O: Shock Drop: Slide forward and electrocute the opponent with heavy machinery. Causes the Shocked status effect, which deals BRV damage over time.
  • g.vO: Lumen Flare: Throw a grenade at the opponent that can wall rush any enemy caught in the explosion.
     
  • a.O: Rapidus: Prompto pulls out an SMG and glides through the air while unloading it upon the opponent. This ability does not cause any hitstun or knockback and does not give Prompto any additional poise/keep while in use, but instead slows down the opponents movement speed (both run and dash) by 10% while in use.
  • a.^O: Bioblaster: Spew poison gas all about, which lingers for a few seconds afterwards. Any enemy that comes into contact with the gas is afflicted with Bio.
  • a.vO: Bazooka: Fire a missile at the opponent, wall rushing anyone caught in the explosion. Moves quickly and has no maximum range, cannot track the opponent.
     
  • Dash: Scintilla: Roll or slide in the direction of the analog stick, depending on vertical position, before firing off a shot at the target opponent. If this move dodges an incoming attack, the bullet causes the opponent hit to be frozen in place for either 2s or until they are hit with an attack.

Special Action 

  • L3: Snapshot: Prompto takes a picture with his camera, causing a variety of effects based on the context in which Snapshot is used (listed below). However, Prompto can only take five pictures across the entire match.
    • Under most circumstances, Prompto will take a picture of the opponent he is locked onto. This gives them a Snapshot debuff that causes them to take increased damage until it is dispelled.
    • When the target is close to Prompto (within 10m or 1 Minimap Ring), he will slide forward and take a picture with them; interrupting their action and applying the Snapshot debuff. However, he is vulnerable during the initial slide.
    • If the opponent is afflicted by the first stage of Wallrush, Prompto will take a close up shot of them. This applies the Snapshot debuff and deals BRV damage, but triggers the second stage of Wall Rush.
    • If multiple opponents are within close distance of each other, Prompto will slide back and take a group shot of them. This applies Snapshot to both his primary target and all other enemies near them.
    • If Prompto is targeting a Summon crystal, he will take a picture of the crystal and gain a buff that lets him do increased damage to crystals; allowing Prompto to shatter them faster; and thus gain Summon points more quickly.
    • If Prompto is targeting a Summon he gains a temporary defense buff.

HP Attacks

  1. Piercer: Stop and aim down sights at the target opponent, before firing a bullet that pierces through everyone it hits until it reaches maximum range. Has a narrow, but long hitbox.
  2. Recoil: Overclock heavy machinery until it erupts, blasting everyone near Prompto away from him.
  3. Gravisphere: Shoot out a ball of intensifies gravity that slowly moves across the stage. It has excellent absorption, and rapidly damages anyone caught in it. Gravisphere doesn’t deal HP damage until right before it dissipates.
  4. Trigger-Happy: Summon a second pistol and unload both of them into the opponent before firing a charged shot that dissipates the second pistol. Prompto can strafe/glide while Trigger-Happy is in use.

Unique Ex-Skill
Starshell: Fire off a flare into the sky, blinding and confusing every enemy within it’s blast radius upon initial explosion. As a cosmetic effect, Starshell lingers around for a moment to light up everything nearby and underneath it. 

Notes

I've been meaning to do the boys for a while now, and a conversation on the discord as few days ago prompted me (heh) to start with the gunner. Seems to be the trend with my recent movesets. 

For whatever reason I seem to have a lot of fun making gunners for Dissidia. Maybe I'll do King. Or the rest of the boy band. Not sure.

Edited by DyxoXinoro
Whoops, forgot quotes and battle theme

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Rohan Kishibe

Pink Dark Boy - Disable the opponent by sealing off their abilities.
 

Fluff

Spoiler

Entrance:

  • "If I were the hero of a manga story, what would I do here?"
  • "I can't wait to taste your reality!"
  • "I'll turn you into a book. A book dipicting your life itself!"

Victory:

  • "Ah, what a perfectly painted expression!"
  • "Did you think the great Rohan Kishibe drew manga just for money or praise!?"
  • "No way readers would like this guy if I put him in my manga."

Defeat:

  • "Don't screw with me!"

Muscial Themes:

012 Assist

Spoiler

Assist Attacks

  • Ground BRV: Your Abilities are Spent!: Rohan draws on the opponent with a pen. Rather than dealing BRV damage, this instead damages both the opponent’s Assist and EX gauges.
  • Ground HP: Your Reality is Mine: Rohan sends Heaven’s Door forward. If it connects with the opponent their face opens up like a book and Rohan casually walks forward to rip out a page. 
  • Aerial BRV: Knocked Back at 70km/h!: Rohan sends forward Heaven’s Door, which rapidly punches the opponent. Once it’s done, it writes something on them that causes the opponent to be suddenly jettisoned backwards. This knockback is relative to Rohan’s position, not player, and the attack holds the opponent in place for a period of time to allow the player to reposition themselves for any follow up.
  • Aerial HP: I Will Not Harm Rohan Kishibe: Rohan sends Heaven’s Door forward. If it connects, they are unable to use any ability that is able to deal damage for 5s. This includes offensive BRV abilities, HP attacks, offensive Assist abilities, and many unique EX-Mode skills.

Rohan focuses more on disrupting the opponent than directly harming them. Many of his attacks have some way to directly alter what the opponent is capable of doing, namely removing their ability to act in certain ways. Also, being Assist-Only, Rohan’s abilities are activated based on the player’s positioning.

Arcade Type

Spoiler

Type: Unique

Rohan Kishibe is a largely indirect fighter. Though he has direct attacks he can use, the majority of his playstyle is based on his ability to seal away his opponent's capabilities. Almost every ability Rohan Kishibe uses has some way to disrupt his opponent, but with very little direct offensive capability. 

BRV Attacks

  • g.O: I Will Play Scissors: Rohan make a quick, sharp push before slamming his fist into the opponent. Afterwards he points down at his opponent, having Heaven's Door write something on them. The opponent’s defense is lowered by 10% afterwards for 20s.
  • g.^O: I Will Not Move From This Spot: Heaven’s Door rushes forward. If it hits an opponent they are binded for 2s.
     
  • a.O: The Pen is Mightier: Rohan makes a quick, sharp slice with a pen before knocking the opponent away with a second strike that draws something on them. The opponent’s Attack is lowered by 10% afterwards for 20s.
  • a.^O: I Will Not Dash: Heaven’s Door flies forward, rapidly punching the opponent while writing instructions in them. The opponent is then sent flying back with an empty dash gauge.
     
  • Dash: Tools of the Mangaka: Rohan throws a collection of pen tips at the opponent. They have excellent tracking, but somewhat short range.

Special Ability:

  • Passive: You dare insult ME, cretin?: When Rohan recovers from being wall rushed, he recovers 10s of his EX-Skills; both unique and common.

HP Attacks
Note: Rohan’s HP attacks are all performed in the same manner. The HP attack choice only changes what the abilities secondary effect is. Neutral inputs has Rohan write the command into the opponent before palming them away, while forward inputs has him send out Heaven’s Door to write the command.

  1. I Will Not Use BRV: After the target recovers from HP damage invulnerability cannot use any Brave abilities for 5s.
  2. I Will Not Use HP: After the target recovers from HP damage invulnerability cannot use their HP Attack(s) for 5s.
  3. I Will Not Use EX: After the target recovers from HP damage invulnerability cannot use any EX-Skills for 5s.
  4. I Will Not Harm Rohan Kishibe: After the target recovers from HP damage invulnerability cannot target Rohan Kishibe for 5s.

Unique Ex-Skill
Your Reality is Mine: Rohan begins drawing the newest chapter of Pink Dark Boy. If anyone gets close to him or attacks Rohan during this time, he will show the manuscript to them. This causes the opponent to be stunned as their face opens up like a book. Rohan will then tear out a page, inflicting massive BRV damage and gaining all applicable buffs on the opponent while removing it from them.
 

Note

People mentioned the idea of a character being able to seal HP attacks in the discord, and then I asked myself "Why stop there?" I told you guys not to give me ideas

. :ShanLUL:

  • KujaGasm 1

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Summons seem to be made with very general effects. Makes me kinda wish that they'd at least let Leviathan have his debuffs from the story mode when summoned.

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Gladiolus Amicitia

Shield of the King - Push through any opposition with a blend of brute force and powerful defenses.
 

Fluff

Spoiler

Entrance Quotes:

  • "Time to bash some heads in."
  • "Everyone, stay behind me."
  • "You might need a few more guys."

Victory Quotes:

  • "Let's celebrate with some Cup Noodles."
  • "Alright, who's next?"
  • "Glad that's over with."
  • If Noctis is in party: "That's what you get for facing the Prince of Pain!"

Defeat Quotes:

  • "Damn it!"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Greatsword, Katana, Thrown
Equipable Chest Armor: Clothes, Chestplates
Equipable Head Armor: Hats, Helms
Equipable Hand Armor: Shields, Large Shields
Unique Weapons
Force Stealer: Level 30
Force Stealer II: Level 90
Dominator: Level 100
Absorb Shield: Level 100 

Assist Attacks

  • Ground BRV: Antagonize
  • Ground HP: Cyclone
  • Aerial BRV: Engage
  • Aerial HP: Dawnhammer

Chase Attacks

  • Neutral: Spartan kick
  • Up: Upward slash
  • Down: Downward Cleave
  • HP: Charge energy into the blade before making a deceptively fast slash.

Gladio may be slow to fight, but he has a wide range on all of his attacks and can power through enemy attacks with high damage and priority. He can also cover his weaknesses with both command guards and being able to attack from several different ranges at once. This is especially true once he hits EX-Mode, gaining a defense buff that lets his shield defend against nearly any attack and a damage buff that scales as he drops in health.

BRV Ground Attacks

  • Blade Toss (Ground): Throw a giant sword at the opponent. Very fast, but has no tracking.
  • Antagonize: Kick the opponent, slash across them, then slam down with a giant sword. If the opponent is far away, Gladio will instead charge forward with a shield thrust.
  • Razor Edge: Step forward and quickly slash away the opponent.
  • Royal Guard: Slam down with a shield. Blocks incoming attacks, and can HP link off of both the initial hit and the block. If the HP Link isn’t used Gladio gains a damage boosting Rage buff.
  • |___HP: Reflex (Ground): Cleave the opponent with an almost 360 degree slash.

BRV Aerial Attacks

  • Blade Toss (Air): Throw a giant sword at the opponent. Very fast, but has no tracking.
  • Earthshatter: Quickly descend with the blade pointing towards the ground. Causes a shockwave upon landing.
  • Engage: Slash side to side, then slam the blade down on the opponent.
  • Intercept: Charge through the air with a shield. Blocks incoming attacks, and can HP link off of both the initial hit and the block. If the HP Link isn’t used Gladio gains a damage boosting Rage buff.
  • |___HP: Reflex (Air): Cleave the opponent with an almost 360 degree slash.

HP Ground Attacks

  • Tempest (Ground): Swing about blade first, with every part of the attack being capable of dealing HP damage.
  • Impulse: Charge the blade for a moment before unleashing a wave of energy that travels quickly.
  • Cyclone: Slam the shield onto the ground, kicking up dirt and dealing HP damage in a wide radius.

HP Aerial Attacks

  • Tempest (Ground): Swing about blade first, with every part of the attack being capable of dealing HP damage.
  • Dawnhammer: Lunge forward before dropping towards the ground blade-first. If the opponent is caught in any part of the attack they take BRV damage until Gladio lands.
  • Deathblow: Slash upward to prop the opponent into place, then slam a shield against them at full force.

EX-Mode: Kingsglaive
“I’m not giving up!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Apocalypse: Damage increases the lower Gladio’s health.
  • Aegis Shield: Increase block priority for Shield attacks.

EX-Burst: Maelstrom
Gladio punches the opponent into the EX-Zone before charging after them.

Once inside a Valor gauge appears at the bottom of the screen. The player is prompted to mash O as Gladio slashes wildly at the opponent. If the bar fills completely he will summon a second sword and rip the opponent apart with both the Apocalypse and the Genji Blade. If the gauge isn’t filled he will instead just slam the blade down onto their head.

Arcade Type

Spoiler

Type: Heavy

Gladio retains his defensive role from Final Fantasy XV, causing him to specialize in fighting enemies that are already engaged with other targets. Many of his moves don’t come out fast but cover a wide range and deal huge damage due to the nature of his greatsword. However his two central mechanics, in tandem, are what allow Gladio to gain control of the situation. His EX-Skill lets him block attacks and stagger foes while gaining attack power, and he is capable of doing so frequently due to it’s low cooldown. He also has two HP attacks going into battle, though only one is selected, and which one he has access to scales with his Bravery. The higher his Bravery, the stronger his HP attack.

BRV Attacks

  • g.O: Antagonize: Kick the opponent, slash to the side, then slam down a giant blade.
  • g.^O: Intercept: Charge forward blade first before punching downward with a shield.
  • g.vO: Impulse: Charge energy into the blade before releasing a lighting fast slash. Damage and range scales with charge time, releasing a wave of energy at full charge.
     
  • a.O: Engage: Slash to the side, heave the blade up, then slam it down.
  • a.^O: Cleave: Gladio quickly drops to the ground blade-first.
  • a.vO: Blade Toss: Gladio throws his sword at the target enemy. Fast, but has no tracking.
     
  • Dash: Reflex: Gladio summons his shield, blocking attacks from all sides, before delivering a powerful cleave that slashes in nearly all directions.

Special Action 
Passive: Glaive Arts: When Gladio’s Bravery is 2000 or higher, all of his HP attacks become an enhanced variation. The second stage of his HP attacks are tied to which HP attack he picked for the first stage.

HP Attacks

  1. Earthshatter: Stab the blade into the ground, kicking up dirt upon landing. If used in the air, Gladio will drag anyone caught with him through the air as he falls to the ground.
    • Dawnhammer: Slam the blade into the ground, creating a massive crater that can catch people close to where he lands. If used in the air, Gladio will drag anyone caught with him through the air as he falls to the ground.
  2. Razor Edge: Jolt forward and slash to the side, damaging every enemy the blade hits.
    • Tempest: Spin around, holding the blade out, while travelling across the stage. Any enemy caught in it will be carried with Gladio and take BRV damage until the final HP hit.
  3. Deathblow: Slam down a shield onto the target. Incredibly fast, but has little range.
    • Cyclone: Slam down a shield into the ground, causing a shockwave of earth and rock to kick up and damage all nearby enemies. If used in the air it functions identically, but is cosmetically changed to be a visible wave of dust.
  4. Maelstrom: Swing about wildly with a greatsword, dealing BRV damage while dragging enemies caught within the flurry of strikes. If Gladio’s BRV increases to 2000 or higher during Maelstrom he can transition into Dual Master by pressing [_] again with greatly reduced start up lag.
    • Dual Master: Summon the legendary Genji Blade and slash anyone nearby to ribbons with twin swords. Can catch and hold enemies caught by it to Gladio until the final strike.

Unique Ex-Skill
Royal Guard: Gladio pulls out his shield briefly, blocking any frontal attacks while doing so. If an attack is blocked the enemy is staggered, allowing for an immediate counter attack, and Gladio gains a Rage buff that lasts for 10s. Rage increases his damage output for every stack, maxing at 4 stacks (as listed below). Blocking another attack with Royal Guard resets the Rage buff’s duration and gives it a new stack. Whenever it’s duration runs out, only a single stack is removed and the duration resets. Has a 5s cooldown.

  1. x1.3
  2. x2.0
  3. x3.0
  4. x4.0

Notes

I feel like Gladio was the easiest one to make out fo all the brothers. Though maybe I shouldn't say that before starting Ignis, even though I already have him basically finished in my head. He just has a delightfully straight forward playstyle that I think I was able to translate almost 1:1 without any real issues into Dissidia. Plus I think people might enjoy the return of Shantty's old 012 BRV gimmick.

And before anyone asks me about the potential balance issues with Royal Guard, I'm currently under the belief that if Gladio gets four stacks of rage I'm pretty sure he's either playing 1v1 (which the game isn't designed for) or someone's feeding him. Fantastic noob breaker, questionable effectiveness at higher play where people can either ignore him or harrass Gladio from a distance.

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Delita Heiral

Ark Knight - Cripple opponents with holy wrath and leave them for death
 

Fluff

Spoiler

Coming Eventually

Arcade Type

Spoiler

Type: Unique

Delita is a heavy hit and run based character, capable of applying a wide array of status ailments but only being able to apply one at a time. Few of his attacks hit more than once, and they often have low cool down times after landing to keep Delita on the move. 

BRV Attacks

  • g.O: Judgement Blade: Slash upward, releasing holy light from the ground. Holy Sword briefly holds the opponent in place for a follow up strike.
  • g.^O: Hallowed Bolt: Leap forward and slash horizontally, raining down divine lightning along the path travelled. Holy Sword inflicts Silence.
  • g.vO: Godfire Blade: Slash a wave of fire along the ground. After travelling for a few seconds, or upon hitting an opponent, the fire erupts into a pillar of holy light that pierces the heavens and sends opponents straight upwards. Holy Sword reduces their Shield recovery rate.
     
  • a.O: Cleansing Strike: Unleash holy light from the blade in a single slash. Holy Sword inflicts Confusion on the opponent.
  • a.^O:  Icebolt Wave: Shoot a ball of ice that flies through the air for a short period, tracking the opponent, before turning into turning into a bolt of lightning that darts through the air in a straight line at breakneck speeds. Holy Sword drains their dash gauge.
  • a.vO: Divine Ruination: Shine down light upon the opponent before causing holy explosions all along it. Holy Sword inflicts Confuse.
     
  • Dash: Rush: Delita suddenly jolts forward and smashes the pommel of his sword into the opponent. Comes out fast and refreshes the current Holy Sword ailment, but deals low damage.

Special Action 
Passive: Holy Sword. When Delita attacks an enemy not inflicted with Holy Sword, some of his his attacks inflict status ailments onto them. An enemy can only have one Holy Sword status ailment on them at a time.

HP Attacks

  1. Unyielding Blade: Thrust the blade into the opponent, punch them twice, and then tear them asunder by unsheathing the blade from their lifeless corpse. Lowers the opponent’s Attack, Defense, Speed, and BRV Recovery Rate by 20% each if it lands.
  2. Dusk’s Shadow: Delita coats his blade in divine darkness, slashing first to render the opponent’s BRV, then again to cut through their HP. Delita and his allies are healed by 20% of damage dealt.
  3. Counter Tackle: Raise a shield against the opponent while rushing forward. Deflects any incoming attacks, and can block HP attacks from opponents inflicted with a Holy Sword debuff.
  4. Northswain’s Strike: Raise blades of holy light from the ground beneath opponents. If they are below Base BRV when hit, they are instantly Brave Broken. Deals no BRV damage otherwise.

Unique Ex-Skill
Unshakeable Resolve: Delita emits a field 20m (two rings) around himself that drains the HP of anyone inside it, allies included, but grants Delita and his allies increased damage and allows them to recover 10% of any damage they inflict as HP.
 

012 Type

Spoiler

Coming Eventually

Notes

To be honest, I never actually got that far into Tactics. So this is just me compiling and BSing some stuff for an AC/NT style moveset based on what people were saying on the Discord. I might finish this later and make it a proper entry into this thread, but who knows when that'll happen.

Edited by DyxoXinoro

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