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DyxoXinoro

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

  1. 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. 
  2. 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.
  3. 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.
  4. 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 and ignore 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.

Edited by DyxoXinoro

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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:

Edited by DyxoXinoro
  • KujaGasm 1

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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 (Air): 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.

Edited by DyxoXinoro

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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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Jevil

Underworld Jester - Disorientate foes with chaotic, mismatched abilities.

Fluff

Spoiler

Entrance Quotes:

  • "LET THE GAMES BEGIN!!"
  • "A MARVELOUS FUN IS ABOUT TO BREAK FREE."
  • "SO, SHALL YOU PLAY A GAME WITH ME, ME...?"

Victory Quotes:

  • "THEN, AFTER YOU, I CAN PLAY WITH EVERYONE ELSE, TOO!"
  • "WHEN YOUR HP DROPS TO 0, YOU LOSE!"
  • "YOU KIDS TIRED ME UP!!"

Defeat Quote:

  • "HA HA HA. WHAT FUN!!!"

Musical Themes

Arcade Type

Spoiler

Type: Shoot

Jevil lacks the calm precision of most shoots, instead opting to simply flood the field in projectiles and dancing around enemy attacks. Almost all of his moves involve either shooting out a large number of projectiles in a wild pattern, keeping high mobility, or both. His only attacks that feel deliberate and not just crazed shooting are his HP attacks, which each fill more of a utility role than being a primary HP damage source for his party between two search HPs, a wave, and a defensive AoE that mimics ones used by Heavy/Vanguard characters instead of the standard mage bomb. However the true chaos arrives in his EX-Skill, which buffs Jevil (and sometimes his allies) with one of ten different effects. Though it seems entirely random at first which effect will activate, it’s actually based on the match’s clock what buff he receives.

BRV Attacks

  • g.O: Club Spread. Summon a club and fire out bullets in a three way spread. Each club will shoot three bullets at a time in each direction.
  • g.^O: Spade Dance. Pirouette while drawing giant spades inward. The spades spawn a ring away from Jevil in a circle around him before collapsing inward clockwise one at a time. When boosted by Metamorphosis 5, Spade Dance’s second iteration will have the spades spinning counter clockwise. 
  • g.vO: Diamond Rise. Bounce around while diamonds shoot up from the ground from beneath the locked on opponent. Covers a wide range, but is highly inaccurate.
     
  • a.O: Club Spiral: Summon a club and spin it around, firing bullets in a spiral pattern in front of Jevil. Has a long maximum duration of the button is held down.
  • a.^O: Spade Barrage: Throw out five spades in a wide spread.
  • a.vO: Diamond Leap: Shoot out a trio of diamonds at high speeds over a vast distance. If it lands Jevil teleports a short distance in the direction he’s currently gliding. When boosted by Metamorphosis 5, Jevil may shoot his second Diamond after teleporting the first time. Metamorphosis 5 also grants a second teleport.
     
  • Dash: Heart Spin. Rush forward while hearts spin around in a protective bubble. Press the button again before the move ends to throw the hearts towards the locked on opponent. When boosted by Metamorphosis 5, Heart Spin will only throw out two heart bubbles. A second protective barrier is not formed.

HP Attacks

  1. Jevil’s Knife: Throw down three scythes from the sky in front of Jevil before sending a wave of them forward. When boosted by Metamorphosis 8 three waves are sent forward instead, one for each knife in the initial horizontal spread.
  2. Carousel: Carousel horses surround Jevil, rapidly damaging enemies around him before sending them flying. When boosted by Metamorphosis 8 ducks are added to the ability, increasing its vertical range and damage output.
  3. The World Revolving: Scythes spin around an opponent before closing in for the kill. When boosted by Metamorphosis 8 two red scythes are thrown at the opponent while the four standard ones are oscillating around. The red scythes do BRV damage and hold the opponent in place.
  4. Real Chaos: Scythes rain from the sky around an opponent, blasting waves of light into the air, before a giant scythe crashes down. When boosted by Metamorphosis 8 its horizontal range increases and enemies caught in the attack will be knocked towards the center of it.

Unique Ex-Skill
Metamorphosis: Jevil augments his abilities for 10 seconds based on the last number on the match’s timer. The ability has a second long charge time, with its effect being determined by the timer’s reading when the charge period ends. 30s cooldown. #10 is if the last digit is zero (0).

  1. Jevil’s step distance is increased and its end lag is decreased.
  2. Scythes float around Jevil, dealing BRV damage to anyone who gets close to him. However, these scythes do not have hit stun or knockback.
  3. BRV attacks spawn a bomb that hovers in the air for a few seconds before repeating his attack identically to how he performed it originally.
  4. Jevil and his allies within two rings gain Mighty Guard.
  5. All BRV attacks can be performed twice in a row; even if they miss.
  6. Jevil and his allies within two rings gain BRV regen.
  7. Jevil’s dash meter is refilled and is temporarily expanded.
  8. Jevil’s HP attacks are boosted.
  9. Jevil and his allies within two rings gain HP regen.
  10. Jevil and his allies within two rings gain Mighty Strike. (

012 Type

Spoiler

Equipable Weapons: Any
Equipable Chest Armor: Any
Equipable Head Armor: Any
Equipable Hand Armor: Any
Unique Weapons
Jevil's Key: Level 30
Jevilstail: Level 90
Devilsknife: Level 100

Assist Attacks

  • Ground BRV: Diamonds
  • Ground HP: Jevil’s Knife
  • Aerial BRV: Join the Club 
  • Aerial HP: The World Revolving

Chase Attacks

  • Neutral: Swing a scythe sideways.
  • Up: Swing a scythe upwards.
  • Down: Swing a scythe downwards.
  • HP: Summon a red scythe, then throw it forward.

Jevil is a chaotic zoner, focusing primarily around filling the arena with projectiles while happily dancing along the few safe zones left. He can summon projectiles in a ring around himself, beneath the opponent, or throw them out in various different angles. He can use them for defense and offense. When at low health, and in EX-Mode, these abilities get even more chaotic by allowing him to teleport, increase the number of projectiles on the field, or even creating traps for the opponent to work around.

BRV Ground Attacks

  • My Hearts Go Out (Ground): Hearts orbit around Jevil before being thrown as a spinning ball towards the opponent. Moves slowly, but lasts a long time and tracks them throughout the entire duration. When Jevil is at low health, or in EX-Mode, hearts will continue to orbit around him until another move is performed. This bubble will deal damage to the opponent if they come into contact with it and reflect weaker projectiles.
  • Catch Me If You Can (Ground): Jevil throws out five spades in a horizontal sweep in front of him. When Jevil is at low health, or in EX-Mode, he will teleport to a random part of the map that keeps his opponent within range of the spades before throwing them.
  • The Ring-Around: Jevil bounces around, causing spades to spiral towards him. When Jevil is at low health, or in EX-Mode, another ring of spades will be summoned around the opponent as well.
  • Diamonds: Diamonds rise up from the ground underneath the opponent. When Jevil is at low health, or in EX-Mode, the diamonds will rise up faster, in a wider range, and cover more vertical height.

BRV Aerial Attacks

  • My Hearts Go Out (Aerial): Hearts orbit around Jevil before being thrown as a spinning ball towards the opponent. Moves slowly, but lasts a long time and tracks them throughout the entire duration. When Jevil is at low health, or in EX-Mode, hearts will continue to orbit around him until another move is performed. This bubble will deal damage to the opponent if they come into contact with it and reflect weaker projectiles.
  • Catch Me If You Can (Aerial): Jevil throws out five spades in a horizontal sweep in front of him. When Jevil is at low health, or in EX-Mode, he will teleport to a random part of the map that keeps his opponent within range of the spades before throwing them.
  • Join the Club: Jevil summons a club to fire off a three way spread of bullets. One set of bullets will always be aimed at the opponent, with the other two directed in random directions, each one an equal angle from the center and on exact opposite sides of it. When Jevil is at low health, or in EX-Mode, another club is set as a slowly spinning trap that will fire once the opponent is close. This trap is still made even if Jevil dodges out of the attack early, remains when he leaves EX-Mode or his health increases past the Low Health threshold, and up to five of them can be placed on the field at once.
  • So Exciting: Jevil will throw out a set of three diamonds at the opponent. This move can be canceled into itself to reduce the end lag by the same amount dodge cancelling the ability would. When Jevil is at low health, or in EX-Mode, Jevil will teleport towards the opponent at a random angle every time So Exciting cancels into itself.

HP Ground Attacks

  • Jevil’s Knife: Scythes rain from the sky in front of Jevil. Comes out fast, has an extremely high vertical hitbox, and travels along the stage. Stops when it hits the edge of a platform or a wall. When Jevil is at low health, or in EX-Mode, a line of scythes will rain down in front of him before the main wave of them rushes off. 
  • The World Revolving (Ground): Four scythes spin around the opponent for a moment before flying inward towards each other. When Jevil is at low health, or in EX-Mode, red knives come flying in to deal BRV damage and hold the opponent still.
  • The Carousel Game (Ground): Carousel horses spin around Jevil, granting him a protective bubble. Deals damage to anyone who collides with Jevil and lasts as long as the button is held down, but causes him to be immobile and unable to act until it is lowered. When Jevil is at low health, or in EX-Mode, ducks are added to the attack to increase it’s vertical range and damage.

HP Aerial Attacks

  • The World Revolving (Aerial): Four scythes spin around the opponent for a moment before flying inward towards each other. When Jevil is at low health, or in EX-Mode, red knives come flying in to deal BRV damage and hold the opponent still.
  • The Carousel Game (Aerial): Carousel horses spin around Jevil, granting him a protective bubble. Deals damage to anyone who collides with Jevil and lasts as long as the button is held down, but causes him to be immobile and unable to act until it is lowered. When Jevil is at low health, or in EX-Mode, ducks are added to the attack to increase it’s vertical range and damage.

EX-Mode: Metamorphosis
"I CAN DO ANYTHING!"

  • Regen: Vigor and stamina recover little by little, restoring HP
  • A Simple Chaos: Jevil’s attacks will always function in their Low Health variation.

EX-Burst: Chaos Bomb
Jevil swings down a giant scythe resembling the one he gives when beaten to slash the opponent into the EX-Zone. Afterwards the opponent is placed in the middle of the screen while he bounces around on the right side.

"THIS IS IT, BOISENGIRLS! SEE YA!"

Random projectiles from his BRV attacks rain down on the opponent for a short period. During this time a gauge appears at the bottom of the screen, and rapidly pressing O will increase the intensity of the projectile barrage happening on screen and the speed at which Jevil bounces around. When the gauge is close to full Jevil will begin created after images as he dances about.

“HERE'S MY FINAL CHAOS!"

Once full, Jevil will disappear and scythes will rain from the sky. Each knife will create a giant pillar of light that fills the space where they landed. After a short period a giant scythe will fall down and cause an explosion that paints the entire screen white. The entire time Jevil can be heard laughing.
 

Notes

I realize that by doing anything Toby Fox I open a bit of an internet Pandora's Box. However, I have no intention of doing anything else Undertale/Deltarune at this time. Jevil is just too fun and I had an easy time imagining him in Dissidia. The mechanics in UT/DR are a bit too weird for me to try and translate anyone else, even if I wanted to (and part of me does want to). Maybe when DR is finished I'll revisit the game and see if anyone else could be translated without too much weirdness. As such I picked a dungeon theme that I think can be used universally. We'll see.

Edited by DyxoXinoro

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Terra

Earthen Shadow - Break the enemy apart with the strength of the mountain.

Fluff

Spoiler

Opening:

  • "So, you here to train with us?"
  • "I'll take care of this."
  • "I will not let you hurt my friends!"

Victory:

  • "I'm not afraid of what the darkness holds."
  • "Is that all?"
  • "What I do, I do for friendship."

Defeat:

  • "How could it be?!"

Musical Themes:

012 Type

Spoiler

Equipable Weapons: Swords, Greatswords, Axes
Equipable Chest Armor: Clothing, Heavy Armor, Chest Plates
Equipable Head Armor: Helms, Headbands
Equipable Hand Armor: Shields, Gauntlets
Unique Weapons
Earthshaker: Level 30
Darkgnaw: Level 90
Chaos Ripper: Level 100

Assist Attacks

  • Ground BRV: Rising Rock
  • Ground HP: Dark Impulse
  • Aerial BRV: Ars Solum
  • Aerial HP: Critical Impact

Chase Attacks

  • Neutral: Horizontal slash
  • Up: Upward Slash
  • Down: Downward slash
  • HP: Summon a meteor above the opponent

Terra comes in hard and heavy, capable of dealing a lot of damage in a wide range with nearly all of his moves. Though he is not completely rushdown, as he can have trouble following up due to a lack of quick attacks once in melee range. Instead Terra uses his plethora of projectiles to bog down his opponent before going in to finish them off. While in EX-Mode this is mitigated with his late-match damage boost from Overdrive and his ability to simply stand idle and have attacks bounce off of him.

BRV Ground Attacks

  • Rising Rock: Slash the opponent with three wide, sweeping attacks before raising rock up into them.
  • Brutal Blast: Burst energy all around before spinning upwards with the blade held outright.
  • Quake: Rupture rock in a circle, defending against attacks and knocking away both opponents and incoming projectiles.
  • Chaos Blade: Dart along the ground covered in darkness. If it hits an opponent, teleport around them with further thrusts.
  • Geo Impact: Leap forward and slam into the ground, creating a wave of rock.
  • Dark Firaga (Ground): Throw out a black flame that slowly tracks the opponent. Even if it hits them, it stays active until it would normally dissipate.
  • Dark Volley (Ground): Fire five bolts of dark energy out in a spread that home in on the opponent.

BRV Aerial Attacks

  • Dark Star: Spin around in the air before dropping a meteorite onto the opponent.
  • Dark Haze: Rush forward, coated in darkness. Has extremely low recovery frames.
  • Meteor Crash: Send meteors raining down below before plummeting from the sky.
  • Windcutter: Displace the air with a single slash in all directions. Has a wide horizontal hitbox.
  • Ars Solum: Step forward while slashing downward, then chain into a long string of blows.
  • Dark Firaga (Aerial): Throw out a black flame that slowly tracks the opponent. Even if it hits them, it stays active until it would normally dissipate.
  • Dark Volley (Aerial): Fire five bolts of dark energy out in a spread that home in on the opponent. 

HP Ground Attacks

  • Demolition: Rain down meteors from above, causing a massive explosion where they land. If they miss the opponent the rocks will still explode if there is ground beneath their target.
  • Dark Impulse: Sink into the ground before erupting upward from beneath the opponent.
  • Zantetsuken: Dart forward with a single slash, cleaving the opponent clean in half. Can be delayed indefinitely and dodge cancelled out of.

HP Aerial Attacks

  • Sonic Shadow: Become shadow and rush forward. If the opponent is caught, dart back and forth in a whirlwind of darkness before going down and blasting darkness up into them.
  • Critical Impact: Drop suddenly to the ground, releasing a shockwave upon landing.
  • Rock Breaker: Summon three giant rocks and launch them towards the opponent.

EX-Mode: Ends of the Earth
“The darkness...will never have me!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Overdrive: Attack increases as HP falls.
  • Lingering Will: Automatically guard Low and Mid priority attacks while standing idle.

EX-Burst: Ultima Cannon
The Keyblade lengthens out into a whip as it slices the opponent into the EX-Zone.

Immediately afterwards it transforms into a giant cannon, resting on Terra’s shoulders. The game then goes into first person view, as the player has a few seconds to lock onto the opponent up to sixteen times. After the timer ends he fires off a giant ball of energy that explodes upon impact.

If the lock on cap is maxed, he will fire a second shot that acts as a piercing beam instead. In either case the EX-Burst ends with the screen fading to white when the opponent takes HP damage.

Arcade Type

Spoiler

Type: Heavy

Terra is an evolving character equipped powerful and wide ranged, albeit slow, melee attacks. His main focus is on his EX-Skill, which lets him transition between different Command Styles in order to grow stronger throughout the fight. However staying in this evolved state comes at a cost, requiring Terra to stay on the offensive. If an HP attack, or the final stage of his EX-Skill, is used he will revert back to his initial form. Each form has the same fundamental makeup, but choosing to advance to the next form increases the potency of each attack by powering it up to an enhanced form.

Normal BRV Attacks

  • g.O: Bash: Step forward and swing the keyblade down, potentially knocking enemies low to the ground out of the air, before slamming the keyblade into them twice.
  • g.^O: Sliding Dash: Slide forward keyblade first. Pops the enemy into the air on hit.
  • g.vO: Finish: Leap into the air with a spinning strike. Short range, but hits on all sides.
     
  • a.O: Slam: Slash twice before cleaving downward to send the enemy back to the ground.
  • a.^O: Blitz: Spin forward and slam down. If an enemy is caught they are dragged, causing BRV damage during the entire descent.
  • a.vO: Fire: Throw out a fireball that will chase after opponents a short distance.
     
  • Dash: Sonic Impact. Terra rushes forward, slamming into anyone who happens to get in the way. 

Fatal Mode BRV Attacks

  • g.O: Crush: Terra slams the keyblade down, potentially knocking enemies low to the ground out of the air, before swinging it twice with full force. Slow, but deals incredible damage and holds the opponent in place between each swing.
  • g.^O: Fire Dash: Blaze past the opponent with a flaming keyblade. Knocks them into the air on hit.
  • g.vO: Brutal Blash: Burst energy outward before jumping up in a spiral slash. Knocks away all nearby enemies.
     
  • a.O: Break: Swing forward, knocking anyone hit directly in front of Terra, before slamming the keyblade into them so hard it creates a shockwave that knocks anyone caught in the blast diagonally downward.
  • a.^O: Aerial Slam: Slash in a wide arc while rising through the air, knocking the opponent up, before warping above them and crashing down. The downward drop can be activated if the initial slash whiffs, dealing damage to anyone caught in it during the entire descent.
  • a.vO: Dark Volley: Terra throws out five bolts of darkness in a wide spread that home in on the target opponent, holding them still for a moment until all of them either collide or dissipate.
     
  • Dash: Dark Haze: Terra coats himself in darkness and lunges forward. Colliding with someone deals BRV damage to them and reduces the start up frames of Terra’s next attack.

Dark Impulse BRV Attacks

  • g.O: Ars Solum: Jump forward into a downward swing, then cut them apart with five additional strikes.
  • g.^O: Chaos Blade: Jet forward while covered in darkness. If it hits the opponent they are Blinded for 2s.
  • g.vO: Quake: Terra summons rocks out from below in a wide ring around him. Knocks away any opponent nearby and dispels projectiles.
     
  • a.O: Impulse: Swing around with keyblade strikes before slamming downward with a claw made from darkness.
  • a.^O: Meteor Burst: Rain down meteors while dropping to the ground. Deals damage in a wide area and drags opponents down who are caught with the keyblade for additional damage.
  • a.vO: Dark Firaga: Fire a flaming ball of darkness that tracks down opponents and Blinds them for 2s. When it comes into contact it will hit them multiple times, remaining active until it would normally dissipate.
     
  • Dash: Sonic Shadow: Terra rushes forward as a wave of darkness. If he collides with an opponent he’ll dart through them multiple times before either rushing upwards (if grounded) or downwards (if in the air) with them. In either case the opponent is Blinded for 2s.

HP Attacks

  1. Critical Impact: Leap forward and slam down the keyblade hard enough to create a shockwave. If used on the air any enemy caught in the initial dive are dragged straight downward, taking BRV damage during the entirety of the descent.
  2. Rock Breaker: Summon three large chunks of rock and send them flying towards the opponent. They fly quickly in a straight line without any tracking.
  3. Firestorm: Enflame the keyblade before sending a wave of fireballs forward towards the ground, causing pillars of flame to erupt at the impact point of each. If a fireball hits an opponent before it hits the ground they take BRV damage and are knocked backwards. They can be hit by multiple fireballs until they either land into a pillar of flame or fly out of the attack.
  4. Ultima Cannon: Transform the keyblade into a giant cannon, firing a massive ball of energy forward. The ball travels slowly, but explodes in a wide radius upon impact with anything; be it obstacle, opponent, or summon crystal.

Unique Ex-Skill
Fatal Mode: Gain a Fatal Mode buff that increases Terra’s attack power and replaces his current moveset with the Fatal Mode version of it. The duration of the buff can be increased by attacking opponents, and is automatically removed if an HP attack is used. While Fatal Mode is active, Terra’s EX Skill is replaced by Dark Impulse.

Dark Impulse: Fatal Mode is replaced with Dark Impulse, increasing Terra’s attack power even further and powering up his moveset to its final stage. Like Fatal Mode, the duration can be increased by attacking enemies. Dark Impulse is immediately dispelled if Chaos Ripper or an HP attack is used. While active, Terra’s EX Skill becomes Chaos Ripper.

Chaos Ripper: Dive into the ground, shaking off any opponents targeting Terra, before reamerging a few seconds later beneath the target opponent with a claw of darkness ripping through them.

Notes

A while back Liam mentioned wanting to do the BBS crew as movesets, and made a comment about having trouble making Vanguards. So I offered to make Terra in his stead, mirroring the way that he had designed Ventus. Admittedly I had a tough time figuring out whether I wanted Dark Impulse or Rock Breaker as his final form, but I figured DI had a wider variety of moves to pick from (Dark centric vs Rock centric) and was more important to Terra's character (especially given it's forced upon the player in one fight). Though I ended up giving some dark moves to Fatal Mode so that Terra would actually be able to enter Dark Impulse if I were to follow by how BBS's Command Styles linked into each other.

Edited by DyxoXinoro

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Makoto Niijima

Raider Queen - Run down foes with nuclear force.

 

Fluff

Spoiler

Entrance Quotes:

  • "Feel my rage!" 
  • "The opponent is strong! Don't do anything reckless!" 
  • "Charge, Johanna!"

Victory Quotes: 

  • "Done and done!" 
  • "Don't forget this feeling!"
  • "No time to waste!" 

Defeat Quotes:

  • "I'd run if I could." 

Musical Themes

012 Type

Spoiler

Equipable Weapons: Grappling, Guns
Equipable Chest Armor: Light Armor, Chestplates
Equipable Head Armor: Hairpins, Helms
Equipable Hand Armor: Gauntlets
Unique Weapons
Clenched Fist: Level 30
Sanction: Level 90
Sabazios: Level 100

Assist Attacks

  • Ground BRV: Cavalry
  • Ground HP: Freidyne
  • Aerial BRV: Flash Punch
  • Aerial HP: Flash Bomb

Chase Attacks

  • Neutral: Straight punch
  • Up: High kick
  • Down: Flip into a somersault kick
  • HP: Mount Johanna and cast Freidyne

Makoto is a fast and strong hit and run fighter. She can ride her motorcycle shaped Persona Johanna around the stage with one of her HP attacks and lay down attacks that keep her on the move with many of her BRV attacks. She also has access to a small range of projectiles for if she can't approach her opponent or she's fighting someone with ways to get around her mobility. She can also boost herself with Rakukaja, allowing her to tank a single attack with any of her melee abilities and not be staggered. This ability is always active while in EX-Mode, as well as her nuclear themed magic gaining the ability to lower the opponent's stats.

BRV Ground Attacks

  • Drift: Drive Johanna into the opponent before drifting away. If O is held Makoto will dart in the direction of the control stick afterwards.
  • Mafrei: Ride atop Johanna as it spins in a circle, erupting blasts of nuclear energy out of her exhaust pipe.
  • Cavalry: Crouch down and shoot the opponent with a revolver. Can be Dodge cancelled at any point during the attack.
  • Delta Knuckle: Jab, then flash step between two high kicks and a finishing punch.
  • |__HP: Peacemaker: Roll away and fire a single bullet into the opponent.
  • Flash Punch (Ground): Quickly rush forward with a lunging punch, then slam into the opponent with both a back fist and shoulder check.
  • Rakukaja (Ground): Increase defense and gain super armor on all melee attacks temporarily.

BRV Aerial Attacks

  • Wheel Drop: Ride Johanna into the ground with a kamikaze drop.
  • Frei: Dart away atop Johanna as a nuclear blasts engulfs where Makoto used to be.
  • Artillery (Ground): Unload the cylinder of a revolver onto the opponent.
  • Vajra: Fly through the air with two spinning kicks. 
  • |__HP: Vajra Blast: Rush forward, causing a flash of light to engulf the opponent.
  • Flash Punch (Ground): Quickly rush forward with a lunging punch.
  • Rakukaja (Ground): Increase defense and melee priority temporarily.

HP Ground Attacks

  • Run Down: Ride Johanna into the opponent, grinding them against the pavement so long as [_] is held.
  • Mafreidyne: Summon Johanna and flip backwards, causing a wave of nuclear energy to blast out of the ground. Tracks the opponent as it moves.
  • Flash Bomb: Summon Johanna and send her flying alone, exploding in a flash of brilliant light.
  • Freila (Ground): Charge nuclear energy into a single point before firing it off as a concentrated cone. [_] can be held to delay the attack, increasing it's range.

HP Aerial Attacks

  • Mafreila: Explode nuclear energy in all directions with a roar of anger.
  • Freidyne: Summon Johanna and spin around in the air, exploding multiple blasts of nuclear energy around a central point. Targets where the opponent was when Johanna is initially summoned.
  • Freila (Ground): Charge nuclear energy into a single point before firing it off as a concentrated cone. [_] can be held to delay the attack, increasing it's range.

EX-Mode: Second Awakening: Anat
“Anat, come!”

  • Regen: Vigor and stamina recover little by little, restoring HP
  • Defense Master: Rakukaja is always active.
  • Nuke Break: Skills with Frei in their name now cause a temporary defense drop to the opponent. Casting a Frei spell refreshes the time this debuff is active.

EX-Burst: Atomic Flare
Makoto breaks the opponent into the EX-Zone with a well placed bullet from her revolver. Once there she will have Persona 5’s UI appear around her; though Guard, Item, and Tactics aren't selectable. If she uses Atomic Flare or any skill with Frei in its name the opponent is knocked down.

Atomic Flare does the most damage, and has her summon a miniature star above the opponent before causing it to go supernova on top of them. All other selections will have her perform the same animation as their normal ability.

If the opponent is knocked down the a cut in of Makoto will appear before the screen goes all red, barring a black silhouette of her opponent. Another silhouette will dart around the screen while battle text appears reading “All Out Attack.” Afterwards Makoto will drop down, back to the camera, before turning her head. The camera will zoom in on her face as black blood starts spraying out from the opponent. 

If any ability that doesn't knock down the opponent is selected they will simply take a single hit of HP damage.

Arcade Type

Spoiler

Type: Unique

Makoto is a stance based character, changing between running around on foot and riding atop her motorcycle shaped Persona. When she is on foot Mokoto has more safety, having unlimited access to her global defense options and a reliable projectile to keep opponents away from her. When riding Johanna she gains increased mobility and damage at the cost of constantly draining her dash gauge. Her moveset completely changes between the two, including the function of her equipped HP attack, to reflect this change in playstyle.

On Foot BRV Attacks

  • g.O: Sabazios: Punch forward, followed by two spin kicks, and finishing with a lunging punch.
  • g.vO: Peacemaker: Roll away and fire off shots from a revolver at the opponent.
     
  • a.O: Vajra: Fly through the air with a lunging punch, then slam into the opponent with both a back fist and shoulder check in one blow.
  • a.vO: Artillery: Unload the cylinder of a revolver into the opponent.
     
  • Dash: Flash Punch: A lightning fast straight punch.

Johanna BRV Attacks

  • g.O: Mafreila: Spin around in a circle while creating blasts of nuclear energy in an erratic circle.
  • g.^O: Drive By: Drive past the opponent while grinding them beneath her wheels. Allows Mokoto to immediately move after use, but there is still a small delay before she can attack again.
  • g.vO: Drift: Make a sliding turn, dealing damage while approaching the opponent. Has increased poise.
  • a.O: Freidyne: Fire a cone of nuclear energy forward. Can be charged to increase its range. While charging Makoto's Dash gauge won't decrease, but she will keep some forward momentum.
  • a.^O: Run Down: Drive past the opponent and knock them out if the sky. Allows Mokoto to immediately move after use, but there is still a small delay before she can attack again.
  • a.vO: Wheel Drop: Dive at a downward angle towards the opponent. If they are caught part way through the dive they are slammed into the ground with no additional damage.

HP Attacks

  • Mafreidyne: 
    • On Foot: Erupt nuclear energy in all directions 
    • Johanna: Conjure repeated nuclear blasts in an advancing wave.
  • Flash Bomb
    • On Foot: Punch forward at close range, exploding light on contact. Inflicts Blind if it connects.
    • Johanna: Turn around while throwing a bomb. Explodes after a fixed distance if it doesn't connect with an opponent beforehand. Inflicts Blind on anyone caught in the blast. Allows Mokoto to immediately move after use, but there is still a small delay before she can attack again.
  • Rakukaja
    • On Foot: Enter a defensive stance. If attacked, redirect the momentum and counter with a well placed punch.
    • Johanna: Pop a wheelie and charge forward, deflecting oncoming attacks before slamming the front wheel down. Allows Mokoto to immediately move after use, but there is still a small delay before she can attack again
  • Atomic Flare
    • On Foot: Conjure a nuclear blasts around the target opponent.
    • Johanna: Charge forward. If the opponent is hit, emit radiation and drive past; dealing damage as a miniature star expands before erupting with the opponent at its core.

Unique Ex-Skill
Johanna: When on foot, hop aboard Johanna. While riding Johanna Mokoto will always be moving at dash speeds and has a constant glide-like effect while in the air; reducing her fall speed so long as she is moving. While Johanna is active Makoto is constantly expending her Dash gauge at a slightly slower rate than when dashing normally, except when falling or standing idle, and her dash button is disabled. Immediately ends if Mokoto guards, step dodges, uses her Energy Shower EX-Skill, or runs out of Dash. Has a 3s cooldown.

Energy Shower: When riding Johanna, immediately dismount and fully restored the dash gauge. Mokoto has no delay when dismounting in this manner, allowing her to immediately chain a Johanna attack into one of her On Foot abilities. Has a 60s cooldown.

Notes

I've been playing a lot of Persona 5 lately, and my brain did what my brain normally does. It makes Dissidia movesets. Makoto I thought had the best potential out of any of the characters in it (aside from maybe Joker, but I could have fun with Wild Card nonsense using Yu Narakami or the P3 protag if I really wanted). The idea of a character just riding a bike across the stage to run people down was fun in my head. But I knew I could go further. Having her hop on and off Johanna as a core mechanic got my brain going, to the point where I ended up breaking some conventions to make it work wonders. Oh well. 

Edited by DyxoXinoro
How in the balls did I not catch that Johanna's BRV attacks weren't in a bullet list?
  • KujaGasm 1

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