Great_Dark_Hero

Dark Prominence (Xiomyra Xuewang) Move Set

Mar 24th, 2015
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  1. Name / Alias: Xio / Dark Prominence I
  2. Real Name: Xiomyra Xuewang
  3. Age: Appears 25 (Chronologically, she would be in her mid 70's)
  4. Height: 5'10" ft
  5. Weight: 150 pounds
  6. Race: Human
  7. Nationality: Unknown (Chinese-Metopian but is hidden from file)
  8. Ethnicity: Unknown (appears to be Chinese)
  9. Occupation: Detective / Club Bouncer and Waitress (As Xio), Mercenary (as Dark Prominence)
  10. Likes: Alcoholic Beverages, Collection Cards (including trading cards), Night Life
  11. Dislikes: Forgetting things, War, Dirtiness, Corruption in authority, Irrational behavior
  12. Fighting Style: Chinese Boxing/Jun Fan variations, limited control over snow, ice and darkness
  13.  
  14.  
  15. Background Story:
  16. Xiomyra is a very mysterious young woman who is a mercenary with a very distinct sense of style and control over the cold. She also used to be the original vigilante and assassin known as Dark Prominence in World War II but was placed in cryosleep over for decades. Xiomyra was released from her cryosleep, earning her ice powers and secretly reassuming her identity as Dark Prominence while also posing as a private detective of New York City. Dark Prominence has been framed for a mass robotic outbreak at a biogenetic and robotics organization known as the Shayo Network. As a detective, Xiomyra would have to do an investigation on her own identity and she would have to find some method of clearing her name, keeping her Dark Prominence persona a secret. Xiomyra became the girlfriend of Eiji Seijitsu and she would investigate the Shayo Network through a Net Fighting tournament that would be hosted by the said company in hopes of finding the true culprits behind the robot outbreak and to clear her name as Dark Prominence.
  17.  
  18. = Throw =
  19. Cold Blooded [MP Throw]: Does 200 damage. Xiomyra grabs the opponents arm, freezing them in the process. She turns and elbows the opponents twice, cracking on the first punch and then sending the opponent flying with the second punch, breaking the ice completely.
  20.  
  21. Flip Off [MK Throw]: Does NO damage. After the initial grab, Xiomyra wraps her outer leg around the opponents outer leg and flips over their head. Xiomyra has a lot frame advantage as soon she ends up on the other side, basically allowing a free combo.
  22.  
  23.  
  24. = Regular Normals =
  25. KP: 90 damage. HIGH. Chops opponent's neck area with outer hand. Does not chain. Cancels into specials and unique Breakthrough. 4 frame start up and +3 on block.
  26. cl.KP: 80 damage. MID. Punches the opponent's mid section with outer arm. Chains into other Kilo normals but not itself. Doesn't cancel to special moves or unique Breakthrough. 5 frame start up and +1 on block.
  27. cr.KP: 80 damage. MID. Does an upside down chop with inner arm. Chains into other Kilo normals but not itself. Cancels into special moves and Breakthrough. 5 frame start up and +2 on block.
  28. j.KP: 90 damage. Performs a forward back first punch. Decent air to air. Launches opponents on CH IF they are in mid air.
  29. KK: 90 damage. LOW. Takes a small step and kicks the opponents ankle with outer leg. Does not chain. Cancels to special moves and unique Breakthrough. Start up is 6 frames and is 0 on block.
  30. cl.KK: 80 damage. LOW. A low kick to the opponents ankle with inner leg. Chains into itself and other Kilo normals. Does not cancel to anything. Start up is 4 frames and is +1 on block.
  31. cr.KK: 80 damage. LOW. Crouching kick with outer leg. Chains into other Kilo normals, except itself. Cancels to special moves and unique Breakthrough. Start up is 5 frames and is +1 on block.
  32. j.KK: 80 damage. Sticks outer leg outwards for a traditional martial arts kicks. Can cross up (if the player is careful).
  33. MP: 170 damage. HIGH. A quick back fist motion with her outer arm. Crumples on CH. Start up is 8 frames and is -4 on block. Causes a bit of push back.
  34. [Breakthrough MP+GP]: 200 damage. MID (overhead). Requires 1 bar of Phase. Xiomyra does a overhead haymaker. Plus frames on block. Causes crouch on block. Causes a hard knockdown on regular hit. 5 frame start up and +3 on block.
  35. cl.MP: 175 damage. MID. 1 hit. Xiomyra does a leaning upward swing with her outer arm. Cancels to special moves and unique Breakthrough. Start up is 4 frames and is -6 on block.
  36. cr.MP: Does 170 damage. MID. Xiomyra leans forward and does a double palm thrust from her crouching position. Causes freeze affect on CH. Low profile. Start up is 6 frames and is -5 on block.
  37. [Breakthrough cr.MP+GP]: Does 220 damage. MID. Requires 1 bar on Phase. Same animation as cr.MP. Xiomyra freeze affect naturally on grounded opponents and on mid air opponents. Low profile. Start up is 5 frames and is -2 on block.
  38. j.MP: Does 160 damage. Performs a leaning ice card swipe with her inner arm.
  39. MK: Does 170 damage. HIGH. Xiomyra performs a forward cross kick with her outer arm, while steping forward and leaning her upper body backward. This move will NOT cause an air reset on mid air opponents! This move will cause a Floor Bounce against mid air opponents. Causes crumple on counter hit. 6 frame start up. -2 on block.
  40. cl.MK: Does 185 damage. MID. Xiomyra performs a high-angled kick with her outer leg to curve it inwards back into her stance. Causes crumple on regular hit for grounded opponents. Causes a launch state on counter hit against mid air opponents. This does not cancel into special moves or unique Breakthrough moves. 6 frame start up. -12 on block.
  41. cr.MK: Does 170 damage. LOW. Xiomyra does a turning inward kick. Hard knockdown. Unsafe on block. Whiff cancels.
  42. j.MK: Does 170 damage. Traditional jumping martial arts kick done with her inner arm sticking outwards.
  43. GP: Does 210 damage. MID (overhead). Xiomyra does a thrusting ice card swing with her inner arm. Hits overhead. Hard knockdown on mid air opponents. Causes crumple on counter hit. 11 frame start up. +1 on block.
  44. cr.GP: Does 190 damage. LOW, LOW. 2 hits. Xiomyra does a double low swipe with her ice cards. Plus frames on block and on hit. 9 frame start up. +2 on block.
  45. j.GP: Does 190 damage. Xiomyra swipes her ice card forward in front her with her inner arm. Very bad start up. Puts mid air opponents in a launch state. Causes a non-comboable knockdown on grounded opponents.
  46. GK: Does 255 damage. HIGH. Xiomyra does a very exaggerated forward roundhouse kick with her inner leg. 12 frame start up. +1 on block. Causes additional launch state on mid air opponents.
  47. cr.GK: Does 220 damage. Xiomyra does a very quick forward spinning low sweep. Goes underneath highs and regular projectiles. Plus frames on hit but not enough to combo after anything. Hard knockdown on counter hit. 8 frame combo. -5 on block.
  48. j.GK: Does 215 damage. 2 hits. Xiomyra performs a forward flare kick with both her legs. Slow start up. The second hit causes a hard knockdown on both mid air and standing opponents.
  49.  
  50. = Melee Moves =
  51. Cold Metal Leg [Down+Forward+MK]: Does 165 damage. MID. Xiomyra does a high kick with her outer leg curving it back inward.
  52. This never chains from normal moves. Does not cancel into anything. 10 frame start up. -5 frame on block.
  53.  
  54.  
  55. = Melee Move Strings =
  56. Serpent Kick Combo [Forward+KK, MK, Down+KK, GK]: Does 290 damage. LOW, MID(overhead), MID, MID. Does a circling forward low curve kick with her inner leg, ad then a turning roundhouse kick with her outer leg wave her leg downwards, a front kick with her inner leg and then a powerful step-in side snap kick. First and third input has A LOT of plus frames on hit. Second input causes stagger. Last input sends mid air opponents reeling while it only causes hit stun. The last hit allows Techno Panic Attack.
  57. Unsafe on block | Fourth hit causes stagger on grounded opponents and soft knockdown on mid air opponents | Not a true block string after second hit |
  58. First input has 5 frame start up. It is -4 on block.
  59. Second input is 5 frame start up. It is -9 on block.
  60. Third input is 7 frame start up. It is -14 on block.
  61. Last input is 5 frame start up. It is -11 on block.
  62.  
  63. Dice em' Up [Down+Forward+MP, Up+MP, Down+GP, Back~Forward+KP]: 335 damage. MID, MID (overhead), LOW, MID, MID, MID, MID. Adds up to 7 hits. Xiomyra does a forward ice card slash with her inner arm, another overhead card slice with the same arm, reels back and does a low lunging sweeping card slice. Xiomyra then does a 4 hit card slice with both her hands after turning from the last input causing a soft knockdown. It is possible to combo after this if she is moved towards the corner. Delayable.
  64. Unsafe on block | Delayable | First hit safe on block | All hits are natural block strings if they are not delayed | Final hit causes soft knockdown |
  65. First input has 8 frame start up and is -4 on block.
  66. Second input is 6 frame start up and is -6 on block.
  67. Third input is 5 frame start up and is -16 on block.
  68. Last input is 7 frame start up and is -16 on block (same block frames as above).
  69.  
  70. Hail Pebble Fist [Back+MP, KP, KP]: 215 damage. MID, MID(overhead), MID. 3 hit combo. Xiomyra does a forward punch with her inner arm and then a forward punch with her outer arm and then a back fist. This string is not delayable at all. Plus frames on hit but not enough for Xiomyra to combo after this. The first input forces players to stand on block and on hit.
  71. Second input is plus frames on hit and can be comboed into something else afterwards.
  72. First input = 4 frame start up. -10 on block.
  73. Second input = 6 frame start up. -5 on block.
  74. Third input = 5 frame start up. -16 on block.
  75.  
  76. Snow Shovel Combo [Back+MP, Down+KK]: 185 damage. MID, LOW. 2 hit combo. Xiomyra does a forward punch and then a turning low kick. This is plus frames on hit and it is possible to combo after it. The last hit causes hit stun and will cause a hard knockdown on mid air opponents.
  77. The last input is 6 frame start up and -5 on block.
  78.  
  79.  
  80. = Special Moves =
  81. Cold Deck - [DP+P (Down+Forward+P during Mega Dash). Hold P to delay. Keep P held down to remain in delayed animation]: All versions of the move does 150 damage. Holding P will allow her to pause before she performs the move. During the pause she can use other moves until the P button is released. Releasing the button causes her to slash towards a certain direction. Negates projectiles.
  82. KP: Slashes the card upwards. HIGH. Two hit combo. Freezes opponents (otherwise, Hard knockdown). -11 on block with a lot of push back.
  83. MP: Slashes the card forward. MID. Two hit combo. Freezes opponents (otherwise, Hard knockdown). -11 on block with a lot of push back.
  84. GP: Slashes the card downward. LOW. Two hit combo. Freezes opponents (otherwise, Hard knockdown). -11 on block with a lot of push back.
  85.  
  86. Joker [While holding P during or after Cold Deck - Press Back x2 OR just perform a Mega Dash]:
  87. Xiomyra feints her Wild Card - Straight Flush, chuckling creepily at the opponent. She can move immediately during the
  88. feint animation. Xiomyra can also Mega Dash out from delayed Draw as well. Interestingly, if she does Mega Dash, she will gain low invincibility but SHE CAN STILL BE THROWN.
  89.  
  90. King [While holding P during or after Cold Deck - KK]: Does 235 damage. Two hits.
  91. Xiomyra does a forward jump kick and then a quick thrusting kick while curving her outer leg in. Soft knockdown.
  92. Launches opponents. Comes out at 7 frames and is -6 on block but can be tricky to punish do to push back.
  93. Low invincibility on start up. Allows Techno Panic Attack.
  94.  
  95. Queen [While holding P during or after Cold Deck - MK]: Does 200 damage. One hit.
  96. Xiomyra wraps herself in her cape and does a rushing back fist attack. This move will cause button locking. The button that is locked will be shown on the screen and it will be locked for 7 seconds. Xiomyra travels forward by 3 character widths. Causes Floor Bounce on mid air opponents only. Causes a generic hit stun on grouned opponents. 4 frame start up. -4 on block. Does not cause much push back on block.
  97.  
  98. Ace [While holding P during or after Cold Deck - GK]: Does 210 damage. One hit.
  99. Xiomyra rushes forward and slices through the opponent. She has completely invincibility during this move. However, this move only works against opponents that are on the ground. If the opponent is in mid air, this move will whiff unless the opponent is a juggle state. Hard knockdown. This is a cross up. And, Xiomyra travels a full screen distance until she reaches the promiximity of the opponent, even if they are jumping or using Turn Over. This move is 0 on block.
  100.  
  101. Zero Inch Fever [Back~Charge~Forward+P]: Xiomyra stands stationary and does a stylized Bruce-Lee signature one inch punch.
  102. Her body gives a small after image and a aura for a frame as she does the move. Causes freeze on CH. It is possible for Xiomyra to combo after all versions of this move. Allows for Techno Panic Attack. Cancels to Breakthrough.
  103. KP: 3 frame start up. Very short range. Causes hit stun. 190 damage. -5 on block.
  104. MP: 6 frame start up. Range is better with stronger priority. Causes stagger. 190 damage. -3 on block.
  105. GP: 10 frame start up. Range is decievingly long with better priority. Causes crumple state. 190 damage. Guard breaks.
  106.  
  107. Heel Storm [HCB,Foward+K]: Xiomyra lunges forward and performs a strong looking side kick. When the side kick connects,
  108. Xiomyra performs a flurry of kicks on the opponent and then performs an ice laced roundhouse strike. All versions
  109. have low invincibility on start up.
  110. KK: 210 damage. 6 frame start up. 11 hit combo. -17 on block. Soft knockdown.
  111. MK: 245 damage. 8 frame start up. 21 hit combo. -9 on block. Soft knockdown.
  112. GK: 295 damage. 14 frame start up. 31 hit combo. -5 on block. Soft knockdown.
  113. [Breakthrough] KK+GK: 360 damage. 4 frame start up. No invincibility. 51 hit combo. -4 on block.
  114. [Breakthrough] MK+GK: 390 damage. 7 frame start up. Invincibility on start up and active frames. 51 hit combo. -4 on block.
  115.  
  116.  
  117. = Mega Dash Moves =
  118. Freezing Chicken Wing [During Mega Dash - Down+Back+GK]: 190 damage. 1 hit. MID (overhead). A funky overhead kick with her outer leg as if she were doing a brief a dance. Leaps forward a tad before putting her inner leg down and then slamming her outer leg on the opponent. Allows for Techno Panic Attack.
  119. Frame advantage on hit and on block | Low invincibility on start up | Laggy start up | Hard knockdown on mid air opponents. Start up is 11 frames. +4 on block.
  120.  
  121. Frozen Account [During Mega Dash - Back+KK, Forward+MK, MK]: 275 damage. 3 hits. MID, HIGH, MID. Does a turning roundhouse kick with her outer leg, a forward roundhouse with her inner leg and then a sharp side snap kick to send the opponent reeling backwards. This string is not delayable after the second hit. Second input forces stand on block and on hit. The second hit causes stagger on hit. Causes knockdown on mid air opponents.
  122. First input has 5 frame start up and is -3 on block.
  123. Second input has 3 frame start up and is -10 on block.
  124. Last input is 7 frame start up and is -6 on block.
  125.  
  126.  
  127. = Post-Techno Panic Moves =
  128. Glacier Counter (Requires Final Phase Techno Panic)[HCF+Any Punch]: This is a counter state. This move will not do any damage. Xiomyra leans forward to beckon the opponent. This will block high and mid hit detection moves. If the opponent contacts Xiomyra, they are frozen while Xiomyra temporarily melts herself into puddle of ice to end up on the other side of them opponent and the one of the opposing players buttons are temporarily locked for 7 seconds.
  129. This will not work against lows.
  130. 1 frame start up, 7 frames active and -9 frame recovery.
  131. The button that is locked will be shown on the screen.
  132.  
  133. Avalanche Heel (Requires Phase 2 Techno Panic)[DP+K (Down+Forward+K during Mega Dash)]: All versions do 180 damage. LOW. Xiomyra does a sliding motion to travel forward while on ice. Goes underneath regular projectiles due to low profile.
  134. KK: Travels short distance forward. Hard knockdown. Start up = 5. -15 on block.
  135. MK: Travels about mid screen distance. Hard knockdown. Start up = 7. -5 on block.
  136. GK: Travels almost at a full screen distance. Launches grounded opponents upwards behind her. Hard knockdown for mid air opponents. Start up = 12. -3 on block.
  137. [Breakthrough – During Mega Dash - DP+KK+GK]: Xiomyra MELTS herself completely before sliding towards the opponent. The opponent is launched while they are frozen. 6 frame start up. -3 on block.
  138. [Breakthrough – During Mega Dash – DP+MK+GK]: Xiomyra MELTS herself completely but instead of sliding forward, she does not move. If the opponent contacts the puddle of ice, they will freeze. 6 frame start up. -20 on block.
  139.  
  140. Dragon Crush (Requires Final Phase Techno Panic)[During Mega Dash - Forward x3 + KK]: 270 damage. MID. 1 hit. Xiomyra does a lunging flying kick. Causes a hard knockdown. Safe on block. Low invincibility. Decievingly large hit box.
  141. 150 damage is completely unscaled no matter how many hits the opponent received during a combo. The opponent is sent reeling backwards.
  142. 9 frame start up. +1 on block.
  143.  
  144. Blizzard Combo (Requires Phase 1 Techno Panic)[During Mega Dash - Up+Forward+KP, back+MP, KP, GK]: 285 damage. HIGH, MID(overhead), HIGH, MID(overhead).
  145. 6 hit combo. Xiomyra slices the opponent quickly with her ice card in her inner hand, a forward slice with her ice card in her outer hand, a facial ice-laced punch with her outer fist and then a forward side kick with her outer leg. The first input is actually a 3 hit combo. The second input forces stand on block and on hit. The first three inputs are delayable.
  146. First input has 5 frame start up and is -2 on block.
  147. Second input is 4 frame start up and is -3 on block.
  148. Third input is 4 frame start up and is -18 on block.
  149. Last input is 7 frame start up and is -13 on block.
  150.  
  151. Diamond Fist (Requires Final Phase Techno Panic) [During Mega Dash - Up+Forward+GP]: 160 damage. HIGH. Xiomyra does a uppercut with her inner arm. This move is a launcher.
  152. Start up frames = 4 frames. -6 frames on block.
  153.  
  154. Freezeout (See Unique Breakthrough)
  155.  
  156.  
  157. = During Techno Panic Moves =
  158. Mobility Buff (Requires Phase 2 pre-Techno Panic. This buff will only be applied over the duration of Techno Panic): Xiomyra's walk speed increases for the rest of the match until she loses a round. Xiomyra's running animation will also change. She will look as if she is ice skating rather than running normally. Forward walking animation also changes, looking as if she is skidding on the flooring while leaning forward.
  159.  
  160. Blizzard Shot (Can only be used over the duration of Techno Panic)[RDP+P]: Xiomyra leans forward and flicks her outer arm upwards to create revolving icy wind in front of her. All versions are 3 hit combos.
  161. KP: 180 damage. 6 frame start up. 14 frames of recovery. The ice wind is in front of Xiomyra. Causes soft knockdown.
  162. MP: 180 damage. 8 frame start up. 6 frames of recovery. The ice wind range is a bit longer. Causes a stagger state.
  163. GP: 180 damage. 11 frame start up. 3 frames of recovery. The ice wind range is about 2 and a half characters long. Causes hit stun.
  164.  
  165.  
  166. = Unique Breakthrough =
  167. Draw Straight Flush [Back, Forward, Down, Down+Forward+P - Second Input: HCB+Any Punch]: Requires 1 Phase to be expended. Xiomyra tosses a ice card at the opponent. If it is blocked or does not connect, nothing happens. If it does contact the opponent, they are trapped in a medium sized card that flips.Xiomyra teleports back and forth, revealing a Straight Flush in the background with bigger cards. On the second input after the cards are up, Xiomyra stands and waves her hand towards the opponent while sliding forward, blasting the opponent with a wave of ice. 34 frame start up (super freeze frame included). Recovery is 33 frames. 6 hit combo. Does 675 damage.
  168.  
  169. Draw Royal Flush [Back, Forward, Down, Down+Forward+All Punches - Second Input: HCB+Any Punch - Last input: QCF+Any Punch]:
  170. Sacrifice 2 Phases. When this version contacts the opponents, they are once again trapped in a medium sized card that will flip.
  171. The screen blackens and Xiomyra starts translocating back and forth between the card. As she hits the card in the same way as regular version, big cards are revealed in the background. After the fifth card is revealed, she teleports back to the ground and she waves her hand. On the last input, Xiomyra snaps her finger to cause the opponent to be propelled out from the card. The cards from the background disappear into Xiomyra's hand and she tosses them at the falling opponent, filling the screen with dark purple bluish snow storm.
  172. Start up = 10 frame (freeze frame included). Recovery is 15 frames. 9 hit combo. Does 1050 damage.
  173. The cards that are actually shown is an actual Royal Flush where a Ten of a Suit, a Joker(Jack), a King, a Queen and Ace are lined up.
  174.  
  175. Freezeout (Requires Final Phase Techno Panic)[HCBx2 + All Punches - Second Input: QCF+Any Punch - Third input: Forward x3+Any Kick]: Requires 2 Phases. Xiomyra performs a glorified One Inch punch. There is full body invincibility on start up. If the punch is blocked or does not connect, nothing happens. If it does connect, Xiomyra does a flurry of punches on the opponent's face. On the second input, she does an uppercut with her inner arm, a circling upper kick with her inner leg to land on the ground, a flip kick as she lands on the ground again, and then a double flip kick. On the last input, she performs a forward lunging jump kick. The last hit will cause button lock. The button that is locked will be shown on the screen for the opponent and will be locked for 7 seconds.
  176. 5 frame start up. -4 on block. 11 hit combo. Does 777 damage. Does 370 damage unscaled.
  177.  
  178.  
  179. Pros:
  180. + Can literally shut down the opponent's options with her own moves
  181. + Versatile; has many options for addressing different situations
  182. + Damage output is higher than average, due to combo longevity
  183. + Generous mix ups and okizeme options for getting more potential damage and set ups
  184.  
  185. Cons:
  186. - Regular normals are slower than average.
  187. - Slow mobility w/o Techno Panic
  188. - None of her Melee Move Strings actually launch the opponent at all
  189. - Dealing with rush down requires premeditation
  190.  
  191.  
  192. Trivia and Game play notes
  193. - Xiomyra is a ruthless, calculating and mysterious mercenary and is also the game's resident “Bruce-Lee” clone. She is the type
  194.  
  195. *Who Is Dark Prominence?*
  196. - Dark Prominence is a vigilante, thief and an assassin from World War II. The woman who takes up this identity is known as Xiomyra Xuewang. Xiomyra Xuewang was born in a Metopian society in the Chinese region. Her parents both moved to Germany when she was in her early teens to work for the biogenetics and robotics organization known as the Shayo Industries (now known as the Shayo Network), that which also had a Metopian society that would keep the Nazis and other dangerous forces away from the Shayo Industries. Before then, Xiomyra's family was constantly plagued with poverty. Many politicians, celebrities and individuals of power did nothing but cause Xiomyra and her family more than a few hardships because of their upbringing. Xiomyra had a rather distinct but childish sense of justice because and her patience had worn out. When World War II began, she begins operating as the Dark Prominence, discovering a method of using of computer realm (now currently known as GNCS). She would take money from many corrupt individuals in power but she eventually end up killing many of them because of the atrocities that were going on during the war, especially in her own country. She developed her own following as a result, earning the love and the hatred of many people. Xiomyra kept her true identity hidden as she operated as the Dark Prominence. After a while, she begins her conquest, intending to kill Geddon and Hitler next as they were both in the European region, near where her parents work in the Metopian installations as Shayo Industry employees. She would fight with many individuals like Variant, Zeta and Takuya as they had opposing views and in some areas Dark Prominence was considered an outlaw. Dark Prominence eventually runs into a man known as Kajido whom was conducting corrupt science experiments on individuals in the Shayo Industries on Geddon's behalf. She injures Kajido but she is ambushed by war machines known as Genoloids as well as Nazi troops. She was rescued by Variant. She realizes that her family could be in danger and she proceeds to go back to the Shayo Industry building to save them. Even though, she managed to reach her parents, Dark Prominence was badly injured. Her parents took whatever chance they could to save their daughter even after realizing that she was in fact the real Dark Prominence. Xiomyra would be subjected to cryosleep as a result as it was a project that her parents had been working on for years on behalf of the Metopian society and the Shayo Industries. Xiomyra would remain in cryosleep long after the war was over. It was not until a few years before the original Techno Panic game that Xiomyra would walk the Earth again. Xiomyra had the ability to control ice. After some time, she tries to adjust to the world she is living in today, once again becoming the Dark Prominence while posing as a Private Detective from New York...
  197.  
  198. * Freeze Affect *
  199. - Some of Xiomyra's moves will freeze the opponent. The freeze effect will last for 1.5 seconds. Xiomyra can only freeze the opponent ONCE during a single combo. Otherwise, regular hit effects will take place.
  200.  
  201. * Internal Slot Machine *
  202. - Below Xiomyra's health bar, there is a small black slot machine, consisting of four icons (A "7", "Robot Gear", "Wine Glass" and "Diamond"). If three of the same kind are lined, the following affects will take place:
  203. > 3 Seven's = The stage becomes misty and coins will drop erratically throughout the stage. This may change the way Xiomyra's combos work. When she juggle's the opponents and if a coin contact them during the juggle, they are knocked upwards and they suffer 90 damage per hit. However, the reverse can be inflicted on Xiomyra herself as well. Lasts for 10 seconds.
  204. > 3 Gears = Three flipping cards will appear on the screen. The three icy cards will either be a regular card or it will have a random control button put onto it. The game random picks a card. If a button card is highlighted, one of the buttons on the opponents control stick is locked for 10 seconds. Otherwise, nothing happens if a regular card is highlighted.
  205. > 3 Wine Glasses = Health is gradually accumulated and no chip damage is taken on block. Lasts for 7 seconds.
  206. > 3 Diamonds = The stage darkens and becomes frosty. 1 second is added on to freeze elements and she can freeze the opponent more than once. Affects will last for the entire match. After every 3 Diamonds, 1 second is added on and she can freeze the opponent once more during the combo.
  207.  
  208. - Walk speed is slower that average. Standardized run speed and average jumping height.
  209.  
  210. - Xiomyra is the series' resident "Bruce Lee" character.
  211.  
  212. - Dark Prominence is an alias that Xiomyra utilizes when she is conducting a hit or if she is going to expose someone, hiding
  213. her identity completely.
  214.  
  215. - The Internal Slot Machine is a secondary gimmick that allow additional events to take place during the match.
  216. In terms of story line, she uses mainly to gain an advantage in combative situations or if she needs to escape.
  217.  
  218. - Xiomyra is a somewhat standardized Techno Panic character if her freezing abilities, button locking and Internal Slot Machine was taken away. Fundamentally, Xiomyra requires very good timing and calculation... which is exactly what the general consensus of the general "Techno Panic" approach is.
  219.  
  220. - When a button is locked, the player is shown which button is locked. It is also possible to lock more than one button at a time. The button that is locked is always randomized, however.
  221.  
  222. - A lot of Xiomyra's moves are either ice puns or they are named after Poker terms.
  223.  
  224. - Cold Deck is a very good move to use during combos and in the neutral. The reason why it is so good to use for the latter is because if a punch button is held, the player has the option to cancel out of it by pressing back twice or access three other special moves. Otherwise, if the punch is released, she performs the follow up.
  225.  
  226.  
  227. = Unique Traits / Personality / Habits =
  228. - The color of Xiomyra's ice are dark purple and black. They all have a rather dark color. Much like Eiji, her snow and ice manipulation are not infinite. She can wield ice and snow on a passive basis because it is difficult to utilize. She can only got a hold of the power after she went through cryosleep.
  229.  
  230. - Xiomyra plays with her hair a lot of she is thinking or contemplating something.
  231.  
  232. - The reason why she became the Dark Prominence back in the days of World War II is because she grew fed up with how her family and friends were treated by those who were in power. Xiomyra was also somewhat childish and she could not understand why people discriminate against each other in China or in any other part of the world. She hated people who abused their power, so she basically became a punisher and a thief.
  233. At the time, she had quite a bit in common with the likes of both Eiji and Kagekiyo(Devil).
  234. After going through cryosleep after World War II and adjusting to the new world around her, she mellowed out considerably. She reassumes her role as Dark Prominence... this time she is far stronger and smarter than she could ever be back in the days of World War II. To hide her identity she abandons her nationality, creates her own identity to become a detective, while operating as the Dark Prominence.
  235.  
  236. - Xiomyra did not "master" any particular fighting style. She relies purely on common sense and things that she learned from watching other martial artists. Xiomyra picked up street fighting tactics and Chinese Boxing in the days of World War II in her country. Two years after she was released from cryosleep, she was introduced to Jeet Kune Do. She had a odd fascination with his shows, along with several martial arts flicks from other actors.
  237.  
  238. - As a detective, Xiomyra is rather talkative and likes to showcase a (albeit strange) sense of humor. She is not overly trusting though and she knows when she needs to keep quiet. She also has a tendency of being somewhat cold towards individuals she is not familiar with but the reason for this is because of first impression. She is not trying to be mean. She needs people that she does mean people and she will only warm up to others if she sees them as decent individuals. She operates more or less the same as a club bouncer and waitress.
  239.  
  240. - Xiomyra had already survived Electrotoxin before actually becoming the Dark Prominence. Her parents were trying to develop a cure for through cryogenetics but Xiomyra had already succeeded in surviving Electrotoxin.
  241.  
  242. - Has a passive rivalry against Andre O'Day. Xiomyra admires Andre's intelligence but she disagrees with his "in-your-face" approach in investigations.
  243.  
  244. - Xiomyra is fully aware of the fact that there is another Dark Prominence and that the name itself has its own following. She has no idea "who" the current Dark Prominence is. She does know that Dark Prominence is a "weapon" utilized by the ICNU to "change the course of history."
  245.  
  246. - Xiomyra does not like guns.
  247.  
  248. - Xiomyra NEVER EVER uses her darkness or ice powers if she is not Dark Prominence. This is another measure taken to hide her identity as Dark Prominence. The only thing that people know about the original Dark Prominence is that fact that she is a female and that she uses cards, ice, snow and darkness as a recurring elements.
  249.  
  250. - Rarely gets drunk and can easily consume A LOT of alcohol. She often resorts to this to pry for information or to cause people to start acting irrational.
  251.  
  252. - Xiomyra loves Eiji but she also needs to keep her identity as Dark Prominence a secret from him until her name is cleared. Her as the Dark Prominence is one of the primary suspects of the robot outbreak that happened in New York towards the beginning of the first game. Xiomyra initially thought that Eiji was just some two-bit Net Ranger Officer who flaunts his authority and makes reckless decisions, considering his reputation. But, Xiomyra realized that Eiji was just a poor man who lost his father because of the robot outbreak and that Eiji also wanted to do good for society, much like Xiomyra wanted to when she became the Dark Prominence. She accompanies him as a result in hopes of solving the investigation and clearing her name as Dark Prominence. She treats him like a distant yet loving mother so to speak.
  253. -------------------------------------------------Nothing Follows-------------------------------------------------------
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