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vidya gem cun-trolls

Aug 9th, 2013
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  1. LEGEND:
  2. □ ∆ X O – The face buttons. □ is attack, ∆ is magic, X is jump, and O is grab.
  3. ~ – When next to a move, this indicates the move is learnt by levelling up another move.
  4. Towards – To get this command, press the direction that heads towards your target.
  5. Backwards – To get this command, press the direction that heads away from your target.
  6. ^ – The move can only be used on the ground.
  7. ! – Follow-up move. This means this is only as a part of another move.
  8.  
  9.  
  10.  
  11. - Lucius Samuel Bruinwood
  12. * Weapon: Kraken (Bastard Sword; slow, but powerful, fairly basic otherwise)
  13. * Specials: Water (Fires a projectile in the shape of a wave, can be combined with his sword to create ice-based abilities), Lightningbolt (A tracking projectile that stuns the opponent upon contact, can be combined with his sword to give it status-inflicting properties)
  14. * Stat Layout: 1100 LE, 900 SE
  15. *Notes:
  16. ~ Samuel is the best character for swimming. His LE drains the slowest out of all characters, and he can use White Water Rapids for free as a faster form of movement while underwater.
  17.  
  18.  
  19. BASICS:
  20. □, □, □ – Triple Strike
  21. Three hit sword combo. Basic and damaging.
  22. □+X – Sudden Swell
  23. Samuel’s launcher. Samuel swings his sword to the sky, sending the opponent upwards. Any flying enemies he catches will be sent to the ground. When used in the air, Samuel swings his sword downwards, sending any enemies he makes contact with directly down.
  24. Forward+□ – Downpour Blade
  25. Samuel swings his sword in a wide arc in front of him. Knocks enemies down and deals decent damage.
  26. ^~Backwards+□ – Monsoon Blade
  27. Samuel spins once, clearing enemies right next to him on either side.
  28. While in the air, Down+□ – Sword Waterfall
  29. Samuel crashes down on his enemies with his sword.
  30. ∆ (Water) – Tsunami Cutter
  31. Samuel throws a wave projectile. Can be charged to change the size of the wave, doubling it at maximum charge. In the rain, lowers the cost and increases the size and power of this spell.
  32. ∆ (Lightningbolt) – Thunderbolt
  33. Samuel summons a bolt of lightning from the sky, after a short period of time. The lightning bolt will appear directly above the largest group of enemies near Samuel. In the rain, this move will be used instantly.
  34. ^~Up+∆ (Water) – Cold Blade
  35. Samuel enchants his blade with ice for 2 seconds. While enchanted, the weapon deals Cold trait damage.
  36. ^~Up+∆ (Lightningbolt) – Thunder Blade
  37. Samuel enchants his blade with electricity for 2 seconds. While enchanted, the weapon deals Electric-aligned damage and causes static build-up.
  38. ~L1+any direction – White Water Rapids
  39. Samuel dashes in the direction selected, being surrounded by water as he does so. The move can be chained into itself up to three times. Deals Water-aligned damage.
  40. ~L1+∆ – Shock Bubble
  41. Samuel charges and throws a ball of water charged with electricity. Upon hitting something, the ball will burst, causing little balls of electrocuted water to bounce off and either hit the ground or hit enemies. The water balls deal both Water- and Electric-aligned damage, and will cause Static upon landing. The size of the initial ball, which determines how many little balls will be created, are determined by how long you hold this combination down. In the rain, this move costs less to use.
  42. ~When Vance is in the party, L2 or R2+∆ (Lightningbolt) – Electric Overdrive!!!
  43. Samuel’s and Vance’s Dual Special. Both characters appear on screen, and Samuel raises his sword, to which Vance raises his index finger and makes some kind of electric pun. Suddenly, a pillar of lightning surrounds them, and a shockwave effect pushes enemies away from them. Deals Electric-aligned damage, with the majority of it being dealt by the pillar. There are only 5 shockwaves.
  44.  
  45.  
  46. COMBOS:
  47. □, □, Pause, ∆ (Water) – Waterfall Pressure
  48. Finishes with a sliding strike where Samuel is surrounded by water, pushing enemies away and dealing Water-aligned damage. When done in the air, Samuel will dash directly downwards with this move. In the rain, this move has a wider area of effect.
  49. ~□, □, Towards+∆ (Water) – Glacial Pressure
  50. Samuel finishes with an ice beam. The ice beam hits all enemies in a line, freezing the first one it hits; it deals Water-aligned and Cold trait damage. In the rain, this move costs less.
  51. □, □, Pause, ∆ (Lightningbolt) – Lightning Dash
  52. Samuel finishes with a charging stab coursing with electricity, sending enemies caught flying and dealing Electric-aligned damage. In the air, this finisher will go diagonally downwards. In the rain, the electricity can spread through nearby enemies, dealing less damage as it’s passed along.
  53. ~□, □, Towards+∆ (Lightningbolt) – Coursing Current
  54. Samuel electrocutes the enemy in front of him with an attempted grab, causing them to have a massive build-up of static. The static will paralyze them and deal Electric-aligned damage over time. In the rain, the electricity can spread through nearby enemies, dealing less damage as it’s passed along.
  55.  
  56. SUPERS:
  57. □+∆ (Level 1) – Rain Dance
  58. Samuel causes a rain cloud to appear, causing rain to fall upon the battlefield for about 20 seconds. While it’s raining, all of Samuel’s abilities gain buffs of different kinds, and he gains access to his level 3, Hurricane Force.
  59. L1+□+∆ (Level 2) – Hailstorm Barrage
  60. Samuel fires a fan-shaped barrage of ice from above, hitting the area in front of him. The super deals Water-aligned and Cold trait damage. In the rain, the balls of ice will become larger and cover a slightly larger area as a result.
  61. ^While Rain Dance is active, L1+R1+□+∆ (Level 3) – Hurricane Force
  62. Samuel lunges at his opponent for quite the distance, surrounded by water. When he strikes them, he traps them in a ball of water, then slashes at them multiple times. Afterwards, he leaps up into the air for the final blow, throwing lightning at the still-trapped foe, and as the sky clears, he deals the final strike! Deals Physical, Water-, and Electric-aligned damage, and leaves the opponent stunned afterwards, but clears up the Rain Dance as a result.
  63.  
  64. - Agape Hilaria
  65. * Weapon: Symbiote (Crossbow; ranged weapon that fires straight and accurate projectiles)
  66. * Specials: Poison (Fires a blob of poison that is affected by gravity, creating a puddle of gunk on the ground), Drain (Fires a small seed, which lodges into the target and saps LE and SE)
  67. * Stat Layout: 700 LE, 1300 SE
  68. * Notes:
  69. ~ Agape is, in terms of base stats, the fastest character. She also has access to crawling and wall jumps.
  70.  
  71.  
  72. BASICS:
  73. □, □, □ – Triple Shot
  74. Agape’s basic combo, where she fires three magic-based projectiles. The attack can be aimed by adding up or down at any point, and can be charged to increase power and range of the shots.
  75. □+X – Uppercut
  76. Agape’s launcher. Agape smacks the opponent upwards with Symbiote. Any flying enemies she catches will be sent down to the ground. When used in the air, Agape swings Symbiote like a hammer, sending any enemies she hits directly to the ground.
  77. ^While running, backwards+□ – Oops!
  78. Agape trips and falls, sliding for a bit. The attack hits several times, and knocks down enemies. When Agape’s done falling, she can use a recovery roll to get back up.
  79. ∆ (Poison) – Poison Cloud
  80. Agape creates and fires a cloud of poisonous gas. The move deals little damage, but will poison enemies (level 1). Can be held down to increase the level of Poison and increase the level of poison inflicted (up to level 3).
  81. ∆ (Drain) – Drain Seed
  82. Agape fires a fan-shaped spread of seeds. While they won’t deal LE damage, they do deal SE damage, and will plant a seed in the opponent, inflicting the opponent with drain status (level 1).
  83. During a wall jump, ∆ or L1+∆ – Jumping Shot
  84. Agape fires towards the ground as she jumps off a wall. Fires the corresponding projectile(s) downwards, creating a small splash effect upon contact.
  85. L1+□ – Suddenly, Grabs
  86. Agape pauses, and then leaps for an enemy. If used on the ground, she will travel forward, while she will travel down-forwards when this is used in the air. When she lands on them, the player has three follow-ups they can do:
  87. !During L1+□, hold up or down – Steal Money
  88. Agape attempts to steal money from the enemy. How successful she is varies, and all enemies have a certain amount of money that can be stolen before this will never succeed.
  89. !During L1+□, hold towards or backwards – Steal Item
  90. Agape attempts to steal an item from the enemy. How successful she is varies, as does what item she gets. She can steal one common and one rare item off of each enemy.
  91. !During L1+□, do nothing – Draining Touch
  92. Agape holds the enemy for a short time before throwing them to the ground. If they have Drain status, Agape will deal a fair bit of damage based on the level of Drain and get half of the damage dealt back in LE, but will remove the status from the opponent.
  93. ~L1+∆ (Poison) – Rust Shot
  94. Agape fires a simple projectile filled with the Rust status (level 1), which will weaken the enemy’s defenses. Can be aimed by holding up or down, and can be charged to increase the duration of the effect and the size of the projectile. The projectile will bounce off of enemies and the environment up to 3 times, and in the case of hitting enemies it will inflict small doses of the status for the first two hits.
  95. ~L1+∆ (Drain) – Spore
  96. Agape throws a small ball towards the enemy, which explodes upon contact and leaves a cloud of dust behind. The dust will inflict Mold status upon the enemy (level 1), weakening the effects of healing items and spells. The dust remains for a fairly long while, and will slowly spread out while alive. However, it’s not hard to remove the fungal dust – just about any spell will clear it out.
  97.  
  98. COMBOS:
  99. □, □, pause, □ – Cheap Shot
  100. Agape fires a small volley of weak projectiles. The projectiles will each inflict Infirmity (level 1), weakening the opponent’s strength and worsening the effects of other ailments.
  101. □, forward+∆ (Poison) – Venom Strike
  102. Agape fires an arrow-shaped projectile, which will release several small bursts of magic upon contact. The attack deals fairly powerful Poison-aligned damage, and lowers the enemy’s speed afterwards.
  103. □, forward+∆ (Drain) – Flash Shot
  104. Agape fires a projectile which releases a bright light, blinding and stunning nearby enemies while active. During this time, enemies afflicted count as having the Blind status (level 1).
  105.  
  106. SUPERS:
  107. □+∆ (Level 1) – Black Mold
  108. Agape fires a large black projectile, which explodes into several thick clouds of dust upon contact. The clouds will deal Poison-aligned damage, and will inflict Mold and Poison (both level 1). If the enemy already had Mold or Poison status, the super does more damage, and it deals even more damage if they have both ailments. Agape can delay the attack by holding down either □ or ∆, and the attack can be aimed by holding up or down.
  109. ~R1+□+∆ (Level 1) – Puffball
  110. Agape prepares a powerful spell that removes any ailments she currently has, which she can delay by holding either the □ or ∆ button. When released, Agape fires a neutral spell that will deal some knockback, and transfer all of Agape’s current ailments onto the opponent. Agape can aim this shot by holding up or down upon release.
  111. L1+□+∆ (Level 2) – Nightshade
  112. Agape fires an extremely fast slime projectile, which becomes a small living mass of Poison which will chase after enemies and attempt to strike them. Its strikes are Poison-aligned and will inflict Rust (level 1), and upon reaching the end of its lifespan, will explode and inflict Infirmity (level 1) on the opponent.
  113. ^L1+R1+□+∆ (Level 3) – Status Shock
  114. Agape releases a burst of poisonous magic around her, which captures the opponent and places them in “Agape’s World”. Here, a monstrous version of Agape will deal out certain punishment for those captured. The super is initially weak, but the power is increased by 2x for each ailment an enemy has, gaining a maximum bonus of 8x to damage. Afterwards, all ailments are removed, and enemies are left with a general debuff of stats (attack, magic, defense, speed).
  115.  
  116.  
  117. - George Argent
  118. * Weapon: Fists (Very close-range, but simple to chain and deals good Guard Meter damage)
  119. * Specials: Heat (a tracking ability that deals little damage, but can quickly break a Guard Meter; extends into his Fire abilities), Aura (Heals George’s LE at the cost of his SE)
  120. * Stat Layout: 1000 LE, 1000 SE
  121. * Notes:
  122. ~ George is a naturally good healer. He has the best base regeneration of all characters.
  123.  
  124.  
  125. BASICS:
  126. □, □, □, □ – Four-Chain Hit
  127. George’s basic autocombo. Not that strong, but deals about equal damage to the Guard Meter.
  128. □+X – Bouncer
  129. George’s launcher. George stomps the ground with his feet, catching enemies with a small burst of energy and sending them upwards. Any flying enemies he catches will be sent to the ground. When used in the air, George will smack downwards with both of his hands clenched together, sending any enemies he makes contact with directly down.
  130. ^Toward+□ – Windup Blow
  131. George winds up for a strong punch. Inflicts some dizziness, and does good Guard Meter damage.
  132. ^~Backwards+□ – Back Attack
  133. George elbows the enemy behind him, sending them away from him.
  134. ^~□+O – Soul Siphon
  135. George’s command throw, where he drains the enemy of SE and heals his own supply.
  136. ∆ (Heat) – Heat Aura
  137. George causes a burst of heat to appear directly on top of enemies. Does no damage on its own, but is quite damaging to the Guard Meter. Can be held to increase the range of the spell.
  138. ∆ (Aura) – Healing Aura
  139. George converts his SE almost directly into LE, with the amount of healing/loss being about equivalent to 5% if pressed once and longer if the button is held.
  140. Towards+∆ (Heat) – Flare Wave
  141. George creates a fire projectile, which travels in the air like a regular fireball. Can be held to increase the size and speed.
  142. While in the air, Down+∆ (Heat) – Volcanic Dive
  143. George does a divekick while being surrounded with flames, ground bouncing enemies when he hits them. The flames deal some Fire-aligned damage.
  144. Up+∆ (Aura) – Mountain Crasher
  145. George performs an uppercut maneuver while surrounded by light. Knocks flying enemies out of the sky. Deals Light-aligned damage. Can be delayed by holding down the button.
  146. ~L1+∆ (Heat) – Blazing Satellite
  147. George creates a short-lived homing projectile, which continually hits enemies with Fire-aligned damage.
  148. ^L1+∆ (Aura) – Flow Activation
  149. George activates one of his Flows for about 6 seconds. What Flow it is depends on what direction you input:
  150. !^During L1+∆ (Aura), hold towards or backwards – Strength Flow
  151. George activates his Strength Flow. While this is active, George’s attacks deal more damage.
  152. !^During L1+∆ (Aura), hold up or down – Endurance Flow
  153. George activates his Endurance Flow. While this is active, George has super armor, lasting him about 3 hits before flinching occurs.
  154. !^During L1+∆ (Aura), don’t press anything – Life Flow
  155. George activates his Life Flow. This is similar to his ordinary ∆ (Aura) in that it will heal his LE at the cost of an equal amount of SE, but it will also cure low-level ailments.
  156. ~When Hodiah is in the party, L2 or R2+∆ (Heat) – Metallic Glass
  157. George and Hodiah’s Dual Special. Hodiah fires a cannonball, which George melts. The molten cannonball has two effects, depending on when it makes contact with something. If it hits very early on, the metallic glass will capture any nearby enemies in a metallic prison, giving either character a chance to deal large amounts of damage. At a further range, the shot will explode into many pieces of shrapnel upon contact.
  158.  
  159. COMBOS:
  160. ^□, pause, □ – Between the Eyes
  161. George does a karate chop type maneuver. It deals more actual damage, but isn’t as good against guards.
  162. ~□, □, □, pause, ∆ (Heat) – Eruption Fist
  163. George grabs an enemy and punches them, creating an explosion on hit. The enemy directly grabbed will be Stunned, and will take decent Fire-aligned damage. Other enemies can be caught in the explosion, but it won’t deal as much damage.
  164. ^□, ∆, ∆, ∆ (Aura) – Shine Rush
  165. George performs two heavy punches strengthened by Light magic, before performing several rapid punches on the opponent. The punches deal less damage but are more effective against guards.
  166.  
  167. SUPERS:
  168. ^□+∆ (Level 1) – Apollo’s Chariot
  169. After focusing his Strength and Endurance Flows into the upper half of his body, increasing his strength and giving him hyper armor, George will perform a rushing punch across a large distance. During this time, George cannot be interrupted normally – due to the concentration of his Flows, he can be hit out of the super by a crouching attack.
  170. L1+□+∆ (Level 2) – Spathi’s/Anthrakas’ Forge
  171. George calls upon the power of the god Spathi, causing a burst of light to come from him, dealing some Light-aligned damage. Afterwards, George will be covered with a blue fire. During this time, George has all three of his Flows active all at once, while using his Flows will increase the effect of that part of the super. However, it is for a limited period of time.
  172. L1+R1+□+∆ (Level 3) – Solar Stream
  173. George fires a large beam of light, which deals heavy Light-aligned damage to both LE and SE. On top of this, half of the damage he deals to LE will be recovered by him.
  174.  
  175.  
  176. - Hodiah
  177. * Weapon: Hierophant (Cannon; Slow for a ranged weapon, but the projectile packs one hell of a punch), Earth (Allows Hodiah to control the earth)
  178. * Specials: Glow (When held, Hodiah reflects most projectiles and some physical attacks, but is vulnerable to Pierce abilities)
  179. * Stat Layout: 1300 LE, 700 SE
  180. * Notes:
  181. ~ Hodiah is a very useful fighter, as it has access to Hyper Armor. This means it doesn’t flinch – EVER. This combines with its naturally better LE to make it very good at taking damage.
  182.  
  183.  
  184. BASICS:
  185. □ (Hierophant) – Cannons Away!
  186. Hodiah fires a cannonball from Hierophant. The cannonball cannot be repeatedly fired, and is affected by gravity, but it deals very good Guard Meter damage and has the Piercing trait, as well as keeping enemies pinned while hitting them. Hodiah can aim the cannonball by holding up or down.
  187. □, □, □ (Earth) – Rock Slide
  188. Hodiah punches the opponent twice, before summoning and throwing about three rocks at its opponent via a stomp of its foot. The rocks deal Earth-aligned damage.
  189. □+X – Aura Burst
  190. Hodiah‘s launcher. Hodiah steps forwards, releasing a burst of energy that sends enemies upwards. Any flying enemies it catches will be sent to the ground. When used in the air, Hodiah will release a burst around itself as it falls, sending any enemies it makes contact with directly down.
  191. ^Forward+□ – Clothesline
  192. Hodiah rushes ahead for a little bit, doing a clothesline punch that sends the opponent to the ground.
  193. While in the air, down+□ (Earth) – Stalactite
  194. Hodiah suddenly heads straight for the ground, creating a small tremor around himself as he lands. The tremor deals Earth-aligned damage.
  195. Up+□ (Earth) – Stalagmite
  196. Hodiah raises its hand upwards, creating a short-lived rock spire. The attack will launch caught enemies and deal Earth-aligned damage, and is air unblockable.
  197. ∆ – Glow
  198. Hodiah creates a blue aura around itself, causing it to reflect magic and certain physical abilities during the duration of the spell. The spell constantly drains its SE, however, and the aura can be broken with Piercing abilities.
  199. ~R1+∆ – God’s Touch
  200. Hodiah gains a light blue aura around itself when it uses this ability. While this glow is active, all of Hodiah’s attacks are considered Astral, meaning it deals damage to SE instead of LE. When switching to another ally, God’s Touch will switch to the new point character, allowing it to spread the effects of the buff.
  201. ~When George is in the party, L2 or R2+□ (Hierophant) – Metallic Glass
  202. George and Hodiah’s Dual Special. Hodiah fires a cannonball, which George melts. The molten cannonball has two effects, depending on when it makes contact with something. If it hits very early on, the metallic glass will capture any nearby enemies in a metallic prison, giving either character a chance to deal large amounts of damage. At a further range, the shot will explode into many pieces of shrapnel upon contact.
  203.  
  204. COMBOS:
  205. □ (Earth), □, ∆ – Aura Burst
  206. Hodiah finishes the opponent with a burst of magic from its eyes. The burst will send the enemy flying, reducing their defenses as well.
  207. ^□ (Earth), □, pause, □ – Rising Earth
  208. Hodiah slams the ground with its foot, causing a wall of earth to appear from under its target, launching them. The wall will then remain for a short while before disappearing. The wall is considered an extension of the terrain, and will be treated as one.
  209. ^□ (Earth), □, pause, down+□ – Falling Earth
  210. Hodiah slams the ground with its foot, causing the earth to fall down underneath its target. The gap will remain for a short while before disappearing. The gap is considered an extension of the terrain, and will be treated as one.
  211. ^~□ (Earth), □ (Hierophant), □ – Gaia’s Wrath
  212. Hodiah pulls out the ground from underneath him, proceeding to hit the area in front of him hard with a huge piece of soil. Stuns enemies very easily (level 1), and does good guard damage, but Hodiah has heavy recovery and cannot use the combo again directly after.
  213.  
  214. SUPERS:
  215. □+∆ (Level 1) – Ruby-Red Light
  216. Hodiah fires a small, Metal-aligned laser beam from its “eyehole”, which Hodiah can aim by holding up or down. The super can be extended by mashing the combination, but doing so will cause Hodiah to have a longer period of recovery. The laser beam has a Pierce trait.
  217. R1+□+∆ (Level 2) – Meteor Landing
  218. Hodiah jumps into the air, bringing a lot of rocks and any enemies it strikes along the way with it. In the air, Hodiah forms both the enemies and the debris into a large boulder, which it then knocks towards the earth, and follows closely behind. As it nears contact, Hodiah punches its meteor-like construct, causing it to blow and send bits and pieces flying everywhere. The different pieces all have the Pierce trait, while the debris Hodiah created deals Earth-aligned damage as well.
  219. ^L1+R1+□+∆ (Level 3) – Tear the Earth Apart
  220. Hodiah stomps the ground, creating a large-scale earthquake to form. The earthquake is ground-unblockable, and covers most of the ground which Hodiah is standing on. Enemies that are caught up in it are swallowed by the earth Hodiah opened up, then spat back out as it closes the fissure. Deals massive Earth-aligned damage.
  221.  
  222.  
  223.  
  224. - Madeline Diamant
  225. * Weapon: Standard Rifle (Fires her rifle, using ammunition in her inventory instead of LE or SE), Standard Shield (A simple close-range weapon which improves her ability to guard)
  226. * Specials: Wind (Allows her to move rapidly across the screen using wind)
  227. * Stat Layout: 1500 LE, 500 SE
  228. * Notes:
  229. ~ Madeline’s natural running speed is slower than Agape’s, but with her Wind spell she becomes much faster. Her Wind spell also makes her extremely mobile, being able to use the wind to move her all over a map. Madeline is also capable of crawling, and can also air dash.
  230. ~ Madeline’s Rifle doesn’t use LE or SE to attack. Instead, she carries around ammunition for her weapon. Ammunition is stored in her personal item collection, and Madeline will automatically use it when needed. To switch to a different type of ammunition, you select and use the desired ammunition using the R-Stick and R3, respectively. Madeline can use the following varieties of ammunition:
  231. Rifle Ammo – Simple and standard rounds. Have the Piercing trait.
  232. Bomb Ammo – Explosive rounds. Deals Fire-aligned damage.
  233. Sleep Ammo – Tranquilizer rounds. Deals no damage, but builds up Sleep status in enemies.
  234. Confuse Ammo – Hallucinogenic rounds. Deals no damage, but builds up Confusion status in enemies.
  235. Toxic Ammo – Poisonous rounds. Deals some Poison-aligned damage, and inflicts Poison status on enemies.
  236. Holy Ammo – Specially blessed rounds. Deal Light-aligned damage, and have the Astral trait.
  237.  
  238.  
  239. BASICS:
  240. When ammo is available, □ (Rifle) – Open Fire
  241. Madeline fires at the opponent with her rifle, using whatever ammo she has available. Her rifle can be aimed by holding up, down, or backwards – in the air, she can aim in any direction with this move.
  242. When ammo is unavailable, □ (Rifle) – Bayonet
  243. Madeline simply pokes ahead with her bayonet. Deals low damage, but has the Pierce trait.
  244. □ (Shield), □, □ – Smack ‘Round the Head
  245. Madeline hits the opponent with her shield three times. Deals below average damage.
  246. □+X – Whirlwind
  247. Madeline‘s launcher. Madeline raises her left hand upwards, creating a small whirlwind in front of her that sends enemies upwards. Any flying enemies she catches will be sent to the ground. When used in the air, Madeline will throw her arms down and create a gusts of wind heading downwards, sending any enemies she makes contact with directly down.
  248. ^Towards, backwards, up, or down+□ (Shield) – Shield Slash
  249. Madeline throws her shield like a boomerang, hitting enemies once and then again on the return trip. She can use it to cover the air, or to hit enemies off the ground.
  250. ∆ – Sudden Burst
  251. Madeline uses Wind magic to cause herself to dash forwards very quickly. The ability can also be combined with any direction, allowing her to use this dash in the selected direction. She can use this as a super jump of sorts, a very fast dash across the ground or through the air, or to quickly return to earth if she needs to.
  252. ~R1+∆ – Double Image
  253. Madeline creates a double image behind her. The double image will attract enemy hits and follow Madeline’s first action after creating it, allowing her time to escape.
  254. ~R1+□ (Rifle) – Ricochet shot
  255. Madeline fires any sort of bullet, using her Wind magic to make it bounce off the ground and walls of the stage up to 3 times. The shot can be aimed in the same way one can aim her regular bullets. When used without ammunition, Madeline fires a short-lived, straight firing, Wind-aligned projectile out of the rifle.
  256. ^R1+□ (Shield) – Counter Attack
  257. Madeline readies her shield for an attack. Upon being hit, she’ll smack them with her shield to make them dizzy, then expend SE to fire a short-ranged magic blast from her rifle.
  258.  
  259. COMBOS:
  260. ^~□ (Shield), □, ∆ – Twister Shot
  261. Madeline fires a straight shot that is empowered with wind, dealing Wind-aligned damage and releasing a small tornado upon contact. If used correctly, the tornado should cause whatever is hit to be sent flying upwards.
  262. ^~□ (Shield), up – Somersault
  263. Madeline somersaults over the opponent, putting her directly behind them. Madeline can then follow up with any of her individual specials.
  264. ^□ (Shield), □, pause, □ – Layin’ the Smackdown
  265. Madeline hits her opponent over the head with both hands. This isn’t as damaging, but it is more effective against the Guard Meter.
  266.  
  267. SUPERS:
  268. □+∆ (Level 1) – Garuda Dash
  269. Madeline rushes ahead of her with her shield in hand, creating a large shockwave around her using Wind magic. Madeline can cancel this into her Rifle shots very easily.
  270. R1+□+∆ (Level 2) – Eye of the Storm
  271. Madeline summons a ball of air, which acts as a magnet to all projectiles that aren't her own. The ball will absorb as much as it can, before ultimately releasing them back towards her opponent. It is perfectly possible to overload the ball, however, and destroy it rather spectacularly; however, Madeline can order early detonation to prevent this by attacking it herself.
  272. L1+R1+□+∆ (Level 3) – Rock That Hurripain
  273. Madeline causes a twister to form a short distance in front of her, lifting enemies caught in the wind. From the tornado, several wind cutters form and fire themselves at enemies, while Madeline automatically fires at the enemies caught in the twister using wind bullets. Deals heavy Wind-aligned damage.
  274.  
  275.  
  276. - Wendy
  277. * Weapon: N/A (body attacks using the wings and feet)
  278. * Specials: Gilgy (Double-edged sword; due to being wielded via telekinesis, can be spun and slashed without as big a bodily limit) , Dark (Sets a small ball of dark magic on the battlefield, which can be activated as she needs)
  279. * Stat Layout: 800 LE, 1200 SE
  280. * Notes:
  281. ~ Wendy’s jump is different from other characters. Pressing jump quickly in succession will cause her to fly, allowing her to move freely in the air using the D-Pad or L-Stick for a short period of time. She is also capable of air dashing.
  282.  
  283.  
  284. BASICS:
  285. Mash □ – Rapid Strike
  286. Wendy rapidly kicks in front of her, dealing minor damage but being very good at breaking guards. The length of the move can be extended by continually mashing □.
  287. □+X – Darkness Rises
  288. Wendy‘s launcher. Wendy raises her right wing, causing a stream of darkness to pop out of the ground, sending enemies upwards. Any flying enemies she catches will be sent to the ground. When used in the air, Wendy swings her wing towards the ground and creates a small blast of darkness, sending any enemies she makes contact with directly down.
  289. While in the air, down+□ – Diving Talon
  290. Wendy dives directly to the ground, bouncing any enemies she hits off the ground. The move is extremely fast, but will essentially only hit what’s directly below her.
  291. ^Backwards+□ – Get Off Me!
  292. Wendy flings her wings to the side, creating a small gust. Pushes all enemies around her back a little, and if it lands a counter-hit, will deal some damage and leave them stunned for a second or two.
  293. ∆ (Dark) – R.A.M. (Random Alignment Manipulator)
  294. Wendy creates a small black orb of energy. She can set up to 5 of these at a time, and they will remain on screen until an enemy comes very nearby, at which point they’ll create a small explosion. If the explosion connects, it deals Dark-aligned damage and will change the enemy’s alignment to something that Wendy’s party can take advantage of.
  295. ∆ (Gilgy), ∆, ∆ – Hack ‘N’ Slash
  296. Wendy’s basic sword combo. Wendy stabs in front of her with Gilgy, then swings from above, then from the side. The movement of the combo can be influenced by holding towards or backwards during the combo. If this makes contact with a R.A.M. projectile, Gilgy will gain an afterimage behind it, causing it to hit twice as much.
  297. Up+∆ (Gilgy) – Rising Sun
  298. Wendy commands Gilgy to swing upwards, covering a large arc of enemies. Airborne enemies will be knocked down by the attack, including flying enemies.
  299. Towards, towards+∆ (Gilgy) – Power Slash
  300. Wendy commands Gilgy to rush ahead for a short distance. The attack has a Pierce trait, but Gilgy is completely dedicated to the move until it’s done.
  301. While in the air, backwards+∆ (Dark) – Miasma Wave
  302. Wendy flaps her wings and flies backwards a bit, creating a small crescent-shaped projectile that travels to the ground and rides just above it, leaving a black cloud behind it. Enemies who are hit with this projectile are hit with Dark-aligned damage and inflicted with the Blind status (level 1), preventing them from aiming at her.
  303. Down, Down+∆ (Dark) – Amaranth Charm
  304. Wendy seemingly cowers for a second, although a purple aura will cover her as she does so. When an enemy attacks her during this state, Wendy will hit them with a Dark-aligned spell that will inflict Charm upon the enemy, causing them to attack their allies and heal the player’s character until anyone strikes them.
  305. ~∆ +O – No Clipping
  306. Wendy suddenly teleports a short distance, which can be manipulated by holding a direction (other than down, when on the ground). This teleport will carry over any actions she was currently doing. If no direction is held, the direction will always be towards the enemy.
  307.  
  308. COMBOS:
  309. □, □, pause, □, □ – Best I Can Do
  310. Wendy kicks the opponent twice, then performs a multi-hit attack using her wings, spinning as though she is dancing. The last hit can be delayed, and will cause her to send an enemy spinning away from her.
  311. □, □, ∆ (Gilgy) – Backstabber
  312. Wendy catches an opponent off-guard by causing her sword to return to her via a dashing motion. Causes Gilgy to return to wherever Wendy is, and deals alright Guard Meter damage.
  313.  
  314. SUPERS:
  315. □+∆ (Level 1) – Necromancer’s Kiss
  316. Wendy covers herself in a black aura, changing her palette as she does so. For about 10 seconds after this, Wendy has longer lasting flight, has stronger special attacks, and her regular □ attack gains increased range from her use of dark energy with these attacks.
  317. L1+□+∆ (Level 2) – Dark Bolt
  318. Wendy crosses her wings and then swings them open, causing a stream of darkness from above to surround her. The attack is air unblockable, and will inflict Infirmity (level 1) upon a successful hit.
  319. L1+R1+□+∆ (Level 3) – Spathi’s Reaper
  320. Wendy jumps into the air (if she isn’t already), and calls upon the power of death to aid her. As if in response, a series of scythes will appear around her, and crescent projectiles can be fired at will by pressing □+∆. These projectiles are extremely fast, and on weaker enemies (i.e. not bosses or even sub-bosses), there is a small chance Wendy will kill them in one hit using either this move or any of her Dark-aligned moves – the chances are increased if the target is weak to Dark, and lowered if the target resists Dark.
  321.  
  322.  
  323. – Vance
  324. * Weapon: Magic Masher (Specialized suit of armor, allows him to grab magic), Bag-O-Tricks (the backpack on Vance’s back contains a lot of tools)
  325. * Specials: Electric (Creates a field of electricity around the user, which can be strengthened or weakened)
  326. * Stat Layout: 1300 LE, 700 SE
  327. * Notes:
  328. ~ Vance has the ability to crawl. Also, due to his fame as a mechanic, he will actually give the player a discount in stores when in the team.
  329. ~ Initially, Vance is very weak. However, by using Magic Masher’s SE Capture, he can absorb magic and build up the stored power of the armor by 1 level for a maximum of 5, allowing him to deal more damage and use more of his special moves.
  330.  
  331. BASICS:
  332. □ (Magic Masher), □, □, □ – Force Your Way
  333. Vance’s basic combo attack. Starts off weak and easy to hit out of, but becomes stronger the more magic Vance absorbs.
  334. □ (Bag-O-Tricks), □, mash □ – Self-Defense
  335. Vance’s other basic combo attack. Hits the opponent twice with a sledgehammer, before turning on his welding iron and waving it in front of their face. The last part can be extended by mashing □, and deals Fire-aligned damage.
  336. □+X – Get Up There!
  337. Vance‘s launcher. Vance punches upwards with Magic Masher, sending enemies flying upwards. Any flying enemies he catches will be sent to the ground. When used in the air, Vance will swing his arm downwards, sending any enemies he makes contact with directly down.
  338. While in the air, down+□ – Whirligig Hammer
  339. Vance heads straight down while spinning his hammer vertically, dealing several hits worth of damage as he falls.
  340. ^Forward+□ – To The Wall
  341. Vance does a roundhouse kick, sending enemies he connects with flying. If they connect with the wall, they will bounce off of the wall back towards him.
  342. Just before being hit with a magical attack, □ (Magic Masher) – SE Capture
  343. Vance grabs a spell, allowing him to do with it as he pleases. He cannot grab Astral or Super-level spells, but any other spell is fair game. The options Vance has while grabbing a spell are as follow:
  344. !During SE Capture, hold down □ – SE Absorb
  345. Vance absorbs the captured magic spell. This increases Magic Masher’s stored power by 1 level, and he can build up to 5 levels. Using this after reaching 5 levels will cause Vance to recover a small percentage (3%) of his SE.
  346. !During SE Capture, hold a direction or do nothing – Return Package
  347. Vance throws the spell he caught in the direction held – not holding a direction will cause him to automatically return it to the initial caster. The spell is now treated as his own attack.
  348. ∆ – Electric Field
  349. Vance creates a field of electricity around himself. The field of electricity is small, but deals decent Electric-aligned damage. ∆ can be mashed to extend the length of the special, but the range and damage will steadily decrease and SE will be continually drained.
  350. R1+∆ – Volt Bomb
  351. Vance throws a ball of electricity, which explodes after a period of time, dealing high Electric-aligned damage in a small radius. Requires 1 stored level to use.
  352. R1+□ – Barrier
  353. Vance generates a momentary barrier, which repels all attacks that connect with it. Requires 3 stored levels to use.
  354. ~When Samuel is in the party, L2 or R2+∆ – Electric Overdrive!!!
  355. Samuel’s and Vance’s Dual Special. Both characters appear on screen, and Samuel raises his sword, to which Vance raises his index finger and makes some kind of electric pun. Suddenly, a pillar of lightning surrounds them, and a shockwave effect pushes enemies away from them. Deals Electric-aligned damage, with the majority of it being dealt by the pillar. There are only 3 shockwaves which go in both directions.
  356.  
  357. COMBOS:
  358. ~□, □, back+□ – Engineers Lift, Too
  359. Vance grabs the target and performs a half nelson on them. The move deals little damage, but will leave them stuck in the ground for 3 seconds.
  360. □ (Magic Masher), □, □, ∆ – Power Release
  361. Vance finishes the combo with a rushing tackle while being surrounded by electricity, dealing Electric-aligned damage. The power and size of the electric field he generates will change depending on how many stored levels he has.
  362. While in the air, □ (Magic Masher), □, □, up+∆ – Slam Dunk!
  363. Vance electrifies the target, then throws them directly below him, using them as a projectile to hit enemies below him. The enemy he throws will bounce off the ground, and the damage dealt to surrounding enemies depends on what kind of enemy he throws.
  364. ^□ (Bag-O-Tricks), □, ∆ – Thor’s Trusty Hammer
  365. Vance hits the opponent twice with his sledgehammer, before charging it with electricity and performing a leaping attack at them, creating a small shockwave as he hits the ground. Deals Electric-aligned damage.
  366. ~□ (Bag-O-Tricks), □, □ (Magic Masher), □ – Energy Twister
  367. Vance hits the opponent with his hammer twice, before activating Magic Masher and performing a spinning hammer attack with spirit energy back him up, then finishes with a launcher that sends all caught in his spinning attack to be sent upwards. The special costs 2 stored levels to use, and the spinning portion can be controlled to allow Vance to catch as many enemies as he can.
  368.  
  369. SUPERS:
  370. □+∆ (Level 1) – Shining Rush
  371. Vance activates Magic Masher and performs a series of dashes, which are controllable. The amount of dashes he can perform, and the strength of each dash, are dependent on his stored levels – when used with no stored levels, Vance can only dash 3 times.
  372. R1+□+∆ (Level 2) – Ride On, Laser Beam
  373. Vance fires a large Electric beam directly in front of him, dealing large Electric-aligned damage. The move will increase in size and power depending on how many stored levels he has.
  374. L1+R1+□+∆ (Level 3) – Absolute Conversion
  375. Vance strikes a pose before converting all of the stored levels he’s acquired directly into SE. Vance will heal 10% of his max SE for each stored level, meaning that at most he can heal 50% of his SE at best.
  376. Upon defeat (Level 3, only once per fight) – Final Conversion
  377. As Vance dies, Magic Masher uses it’s accumulated stored levels and converts them directly into LE. Vance will heal 10% of his max LE for each stored level, meaning that at most he can heal 50% of his LE at best. Also, Magic Masher will release a burst of magic that will knock enemies back, doing very slight damage.
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