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pichuJC

keeree muvlis (it's just a reworking of Kyrie's movelist D:)

Aug 2nd, 2014
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  1. -Kyrie Daelman
  2.  
  3. Attack Types: Impact, Slash, Electricity
  4. Weaknesses: Earth (-1), Poison (-1), Puncture (-1)
  5. Resistances: Electricity (+1), Slash (+1)
  6. Strength: **
  7. Projection: ***
  8. Toughness: **
  9. Endurance: ***
  10. Stamina: ****
  11. Speed: ***
  12.  
  13. Substitutes:
  14. Electricity – Wind, Heat, Faith
  15.  
  16. NOTES:
  17. ~ Kyrie has a unique form of air movement. While in the air, Kyrie can pull out her umbrella, slowing her descent and giving her more control on where she falls. However, while in the air, Kyrie is vulnerable, and just about any attack, especially Wind-aligned abilities, will send her flying and unable to use the umbrella again. This can be combined with a decent jump to give her plenty of air time.
  18. ~ After a certain point in the story, Kyrie can call upon Vance as an assist-based attack in battle. This functions like one might expect an assist to act – once Vance performs his attack, he cannot be called for a short period of time (about 10 seconds), and if he is hit, he will take extra time to recover, based on how many hits he takes. Calling on Vance also costs Valour, unlike other attacks.
  19.  
  20. BASICS:
  21. ~Elegant Dance
  22. Element: Impact
  23. Cost: None
  24. Valour: 2 per hit
  25. Priority: 0
  26. Base Power: 10x5, Physical
  27. Kyrie smacks the opponent as if offering to dance, then spins around and hits them three times with her pirouette before kicking them away.
  28. If used while Charge is active, this attack deals Electricity-aligned damage, and if it counter-hits, the opponent will be inflicted with Static status (level 1).
  29.  
  30. ~Morning Sun
  31. Element: Slash
  32. Cost: None
  33. Valour: 3
  34. Priority: 0
  35. Base Power: 10, Physical
  36. Kyrie’s launcher. Kyrie pulls out her katana & swings upwards, sending enemies upwards. Any flying enemies will be sent flying to the ground. When used in the air, Kyrie smacks the opponent back down with her bare hands, sending any enemies she makes contact with straight down to the ground.
  37. If used while Charge is active, Kyrie will cause five bolts of electricity to be shot diagonally into the air, or towards the ground when used in the air, which has a Base Power of 20 (Special), will each build 2 Valour, have a priority of 0, and deals Electric-aligned damage.
  38.  
  39. ~Charge/Pulse
  40. Element: Electricity
  41. Cost: 5%/10 Valour
  42. Valour: 5/ N/A
  43. Priority: -1
  44. Base Power: N/A
  45. Kyrie activates her electric charge for 5 seconds. During this time, Kyrie is covered with electricity, and her parasol glows with an electric energy, which unlocks various effects for her other moves, as well as renders her immune to the Static status. The ability has no unique animation outside of this, and can be activated even during the middle of a physical attack (though she cannot use any of the benefits until her next attack).
  46. When Kyrie is in her Drive Form, Charge is replaced with Pulse. Every time Pulse is used, Kyrie and her allies will recover 5% of their maximum health (in the order blue-red-permanent damage), and all status ailments that aren’t Curse, Muffle, or Mold will be reduced by one level, but at the cost of reducing the amount of time Kyrie is in Drive Form.
  47.  
  48. ~ Vance’s Special Effort! Blowtorch
  49. Element: Fire
  50. Cost: 25 Valour
  51. Valour: N/A
  52. Priority: 0
  53. Base Power: 20, Combined
  54. Kyrie calls out to Vance, who rushes into the battle with next to no hesitation. However, he seems to change his mind just as he goes past Kyrie, as he’ll suddenly cower and fire his Blowtorch towards the ground, hoping to hit someone before he runs off the battlefield. OTGs, and inflicts Burn status (level 1), lessening the opponent’s attack slightly.
  55.  
  56. ~ Vance’s Special Effort! Hammer
  57. Element: Impact
  58. Cost: 25 Valour
  59. Valour: N/A
  60. Priority: 0
  61. Base Power: 15x3, Combined
  62. Kyrie calls out to Vance, who comes up from behind her, and just before reaching her, begins swinging his hammer around him, causing him to spin as he goes off-balance. He spins around three times before falling down flat on his face, before getting up and running off of the battle field. If Vance hits someone with his hammer, he will leave them in a crumpled state, causing them to fall to the floor over an extended period of time.
  63.  
  64.  
  65. SPECIALS:
  66. ~ Parasol Falls
  67. Element: Impact
  68. Cost: 3%
  69. Valour: 1 per hit
  70. Priority: 0
  71. Base Power: 20x5, Physical
  72. Kyrie drops down from the sky more quickly, holding her parasol below her as she dives. Attacks that would normally knock Kyrie down from the sky won’t affect Kyrie immediately, as she has one Guard Point active during this attack.
  73. When used while Charge is active, an electric field will appear as Kyrie falls, doubling the Valour she gets from this attack, and giving her two extra Guard Points.
  74.  
  75. ~Galva/Galvanal
  76. Element: Electric
  77. Cost: 3%/5%
  78. Valour: 5/2x3
  79. Priority: 0
  80. Base Power: 20 -> 40/5x3 -> 10x5, Special
  81. Kyrie clicks her wrist, creating a spark of electricity. This spark will travel straight across the stage, exploding upon contact with an opponent. While Charge is active, Kyrie will instead create a large burst of electricity, which acts like a short-ranged shotgun blast of sorts; this will always leave the opponent with Static status.
  82. Kyrie can also hold back to instead throw a small lightning bolt, which is thrown upwards and will bounce around the stage, or hit an opponent, up to three times before disappearing. While Charge is active, Kyrie will fire a much larger lightning bolt, which bounces across the stage or hits an opponent up to five times before disappearing.
  83.  
  84. ~Whiplash
  85. Element: Slash
  86. Cost: None
  87. Valour: 4 per hit
  88. Priority: 0
  89. Base Power: 40 -> 45, Physical
  90. Kyrie pulls out her hidden katana, and she quickly slashes in a direction. Depending on what direction she slashes, the blade has different effects - swinging it upwards will knock airborne enemies out of the sky, swinging it downwards will OTG enemies, and not adding a direction will increase the distance the blade travels.
  91. If used while Charge is active, Kyrie's sword becomes electrically charged, increasing the range on all three variations, and cause the attack to deal Electric-aligned damage.
  92.  
  93. ~Grasscutter
  94. Element: Slash
  95. Cost: 5% HP
  96. Valour: 1 per enemy hit
  97. Priority: 0
  98. Base Power: 2x25, Physical
  99. Kyrie pulls out her katana and rapidly slashes around her, creating a flurry of attacks which will send enemies upwards. Afterwards, she puts her blade away. The technique is effective against guards, as she attacks from all angles.
  100. If used while Charge is active, Kyrie will effectively create a whirlwind of electric energy around her. The base power of this move will double, and the projectile will get +1 priority.
  101.  
  102. ~Storm Brewing
  103. Element: Slash
  104. Cost: 5% HP
  105. Valour: 2 per hit
  106. Priority: -1 for the dash, 0 for the sword slashes
  107. Base Power: 15x5, Physical
  108. Kyrie dashes very quickly forwards, leaving behind a trail of sword slashes. As these hit enemies, they'll get knocked into the next one and slowly higher, giving Kyrie enough time to turn around & attack them back.
  109. If used while Charge is active, Kyrie will cover the floor with static. This static will attach any enemies who touch it to the ground, deals light Electric-aligned damage (5x5, Special), and has a priority of 0.
  110.  
  111. ~Thunder
  112. Element: Electricity
  113. Cost: 5% SE
  114. Valour: 8
  115. Priority: +1
  116. Base Power: 30, Special
  117. Kyrie calls down a lightning bolt, which hits directly where she is. Any enemies struck will be hit with the Static ailment (level 1), freezing them in place. Also, afterwards Kyrie will act as though Charge is active for 5 seconds.
  118. While in Drive Form, Thunder will activate Pulse if Kyrie hits an opponent with the attack, at no Valour cost.
  119.  
  120. SUPERS:
  121. ~Guillotine (Level 1)
  122. Element: Slash
  123. Cost: 100 Valour
  124. Valour: N/A
  125. Priority: +1
  126. Base Power: 100
  127. Kyrie watches her opponent for a second, and glows faintly yellow for about a second. During this time, a cursor is visible, indicating in what direction she’ll go after that second. She then moves extremely quickly in this direction, launching any enemies she hits.
  128. If used while Charge is active, a streak of lightning will follow Kyrie where she travelled, dealing Electric-aligned damage (Base Power of 20x5, Special) to any enemy hit across the way. The lightning streak has a priority of 0.
  129.  
  130. ~Maelstrom (Level 2)
  131. Element: Electricity
  132. Cost: 200 Valour
  133. Valour: N/A
  134. Priority: +1
  135. Base Power: 30x6, Special
  136. Kyrie creates several lightning bolts that fall all around her, electrocuting any enemies it hits and inflicting them with the Static ailment (level 1). Afterwards, Kyrie acts as though she used Charge for 15 seconds. If this super counter-hits anyone, they will instead be inflicted with Static (Level 3). Kyrie has one hit of super armor during this super.
  137. If used while Overcharge is active, the Base Power of the move will be increased to 40x6 (Special).
  138.  
  139. ~~ Vance’s Special Maneuver! Emmerich Model (Level 3)
  140. Element: Impact (50%), Electric (50%)
  141. Cost: 300 Valour
  142. Valour: N/A
  143. Priority: +2
  144. Base Power: 250, Combined
  145. From off-screen, Vance powers up his special invention, the Emmerich Model, and after a second, he suddenly flies across the screen at a pretty decent speed, as Spirit Energy surrounds him and transforms him into a living surge of, leaving the opponent stunned if he hits them. Deals Electric-aligned damage.
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