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Dyxo's custom Dissidia movesets

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Li Kuugo

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

Fluff

Spoiler

Entrance Quotes:

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

Victory Quotes:

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

Defeat Quote:

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

Musical Themes:

012 Type

Spoiler

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

Assist Attacks

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

Chase Attacks

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

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

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

BRV Ground Attacks

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

BRV Aerial Attacks

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

HP Ground Attacks

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

HP Aerial Attacks

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

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

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

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

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

Arcade Type

Spoiler

Type: Speed

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

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

BRV Attacks

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

HP Attacks

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

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

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

Notes

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

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

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Yaag Rosch


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

Fluff

Spoiler

Entrance Quotes:

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

Victory Quotes:

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

Defeat Quote

  • "I need... backup... ugh!"

Musical Themes

012 Type

Spoiler

Equipable Weapons: Swords, Katanas, Guns
Equipable Chest Armor: Clothing, Light Armor
Equipable Head Armor: Hats, Helms, Headbands
Equipable Hand Armor: Shields, Bangles, Gauntlets
Unique Weapons

  • Corps Marksman: Level 30, HP -377 BRV +83 ATK +40, Assist Depletion +5%
  • PSICOM Predator: Level 90, HP -288 BRV +64 ATK +63, Assist Depletion +10%
  • Sanctum Archangel: Level 100, HP -328 BRV +79 ATK +68, Assist Depletion +15%, Anti-EX

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

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

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

BRV Ground Attacks

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

BRV Air Attacks

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

HP Attacks

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

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

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

EX-Burst: Annihilation Mode

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

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

Arcade Type

Spoiler

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

Assault BRV Attacks

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

Support BRV Attacks

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

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

HP Attacks

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

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

Notes:

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

  • Upvote 1

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Jotaro Kujo

 

Fluff

Spoiler

Entrance Quotes:

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

Victory Quotes:

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

Defeat Quote:

  • "Good grief..."

Musical Themes:

  • Overworld
  • Dungeon
  • Battle

012 Type

Spoiler

Jotaro Kujo

Star Platinum - Yare Yare Daze

Costumes
Default: Black Coat
Alt 1: Blue Coat
Alt 2: Coatless

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

Assist Attacks

  • Ground BRV: Kujo Beatdown
  • Ground HP: ORAORA!
  • Aerial BRV: Shooting Joestar
  • Aerial HP: ORAORA!

Chase Attacks

  • Neutral: Jab
  • Up: Upward Kick
  • Down: Haymaker
  • HP: ORA!

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

BRV Ground Attacks

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

BRV Aerial Attacks

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

HP Ground Attacks

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

HP Aerial Attacks

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

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

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

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

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

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

“ORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORAORA!”
 

Arcade Type

Spoiler

Type: Heavy

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

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

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

BRV Attacks

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

HP Attacks

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

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

Notes

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

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

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

 

Title, short descriptor, and musical themes coming soonish.

Edited by DyxoXinoro

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Eriko Kirishima

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

Fluff

Spoiler

Entrance Quotes

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

Victory Quotes

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

Defeat Quote

  • "It's my fault ... I'm sorry..." 

Musical Themes

012 Type

Spoiler

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

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

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

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

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

BRV Ground Attacks

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

BRV Aerial Attacks

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

Nike HP Attacks (Ground and Air)

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

Gabriel HP Attacks (Ground and Air)

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

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

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

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

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

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

Arcade Type

Spoiler

Type: Speed

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

BRV Attacks

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

HP Attacks

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

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

Notes

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

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

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

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Zack Fair

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

Fluff

Spoiler

Entrance Quotes

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

Victory Quotes

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

Defeat Quote

  • "No... it can't end like this..!"

Musical Themes

012 Version

Spoiler

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

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

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

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

BRV Ground Attacks

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

BRV Aerial Attacks

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

HP Ground Attacks

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

HP Aerial Attacks

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

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

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

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

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

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

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

Arcade Version

Spoiler

Type: Speed

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

BRV Attacks

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

HP Attacks

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

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

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

Notes

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

  • CoLove 1

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Galenth Dysley

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

Fluff

Spoiler

Entrance Quotes

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

Victory Quotes

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

Defeat Quote

  • "Such marvelous strength!"

Musical themes

012 Type

Spoiler

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

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

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

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

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

BRV Ground Attacks

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

BRV Aerial Attacks

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

HP Ground Attacks

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

HP Aerial Attacks

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

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

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

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

"Piteous fool!”

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

“You struggle in vain!”

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

“Submit!”

Arcade Type

Spoiler

Type: Unique

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

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

BRV Attacks

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

HP Attacks

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

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

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

Notes

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

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

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Oerba Yun Fang

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

Fluff

Spoiler

Opening Quotes

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

Victory Quotes

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

Defeat Quote

  • "You...can't be serious..."

Musical Themes

012 Type

Spoiler

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

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

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

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

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

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

Commando BRV Ground Attacks

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

Commando BRV Aerial Attacks

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

Sentinel BRV Ground Attacks

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

Sentinel BRV Aerial Attacks

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

Saboteur BRV Ground Attacks

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

Saboteur BRV Aerial Attacks

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

HP Ground Attacks

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

HP Aerial Attacks

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

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

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

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

“Let me in on the fun.”

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

“What a sweetheart!”

Arcade Type

Spoiler

Type: Heavy

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

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

Commando BRV Attacks

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

Saboteur BRV Attacks

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

Special Action 

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

HP Attacks

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

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

Notes

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

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

Edited by DyxoXinoro

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