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  1. [SIZE="6"][/SIZE]Okay, so there's a few Homestuck games floating around the forum. Some of them are even fighting games. Of those fighting game, there are none that can truly be called the biggest and best that a Homestuck fighting game can be.
  2.  
  3. This post will not change that. What it will do is speculate about what that game would look like.
  4.  
  5. Suggestions for additions to the game are much appreciated. For now, I'm content to share my daydream.
  6.  
  7. First of all, every character has a set of moves:
  8. Light Attack: Their basic strike. Does the least damage, but hits quickly.
  9.  
  10. Heavy Attack: Stronger than the Light Attack, but takes longer to use and is generally easier to dodge.
  11.  
  12. Special Attack(s): Each takes a portion of a second meter in addition to health, called the Special meter. These attacks are quite powerful, but they deplete the meter. However, if used in a combo, the loss to the meter can be lessened.
  13.  
  14. Super Mode: Can only be activated when the Special Meter is at 90% or above. The Special meter loses half its energy, and if the meter proceeds to run out, then the character reverts to their original form. The state is different for each character, but in addition to increased power, it grants the usage of an Ultimate attack.
  15.  
  16. Ultimate Attack: When the Special meter in super mode is at 90% or above, access to an obscenely powerful Ultimate Attack is unlocked. The attack will often end the fight, but if it doesn't, it will deplete the Special meter 75%.
  17.  
  18. Summon: This extra attack can only be used once per fight, but it is quite powerful and doesn't affect the Special meter at all.
  19. Now then. Characters.
  20.  
  21. [SIZE="6"]Pre-Unlocked Characters[/SIZE]
  22.  
  23. [B]The Kids[/B]
  24. John Egbert: Like a good hero, John is a well-balanced kid whose only true weakness is his lack of strengths. He uses a variety of hammers to hit at short and medium range for good damage, though he must close the gap with long-range opponents. His health and speed are both average.
  25. Light Attack: Hit with the basic hammer. Short range.
  26. Heavy Attack: Hit with the Wrinklefucker. Medium range.
  27. Special Attack 1: John bounces backwards, then forwards with the pogo hammer. Medium-long range.
  28. Special Attack 2: John hits his foe with Fear No Anvil, freezing them in place for a moment. Short range.
  29. Super Mode: God-tier. John gains back some health, his Wrinklefucker attack is replaced with a small tornado, and his hammer is replaced with the Warhammer of Zillyhoo. His new attacks are much more powerful.
  30. Ultimate Attack: Do the Windy Thing. John throws the enemy in the air with a gigantic tornado, then flies up to meet them. He rains blows on them with Zillyhoo, then shoots them to the ground. Long range.
  31. Summon: Nannasprite. She barrages the foe with pies at a long range.
  32.  
  33. Rose Lalonde: Rose prefers to hit with her Thorns of Oglogoth, using them both as needles(for low damage) and as long-range magical conduits(for high damage.) She is also rather quick, letting her strike fast for combos. The downside? She's rather low in the defense category.
  34. Light Attack: Slice with the needles. Short range.
  35. Heavy Attack: Shoot a blast of magic at her foe with the Thorns of Oglogoth. Long range.
  36. Special Attack 1: Rose pounces with her needles, trying to stick her opponent with them. Medium range.
  37. Special Attack 2: Rose summons her four disciples. Although they cannot attack, each will endeavor to take a hit for Rose.
  38. Super Mode: Grim-darkness. Rose gains an aura that raises her attack and defense. She loses the needles, replacing them instead with some short range magical attacks.
  39. Ultimate Attack: Aura Beam. Rose concentrates her aura into a straight beam of dark energy, then fires it with the Quills of Echidna. Long range.
  40. Summon: Jaspersprite. He lashes out with his tentacles at medium range.
  41.  
  42. Dave Strider: Dave is a pretty cool guy. He's too cool to move fast. He's too cool to take much of a beating. He's [I]way [/I]too cool to do anything above average damage at average range. At this point, you might wonder what the benefit of playing Dave is. Then he lowers his shades slightly and tells you about his wondrous ability to flash step all over the place, and manipulate time to summon more Daves.
  43. Light Attack: Slashes his opponent with Caledscratch. Mid-range.
  44. Heavy Attack: Slash them with Broken Scarlet Ribbitar. Short range.
  45. Special Attack 1: Dave barrages his foe with a handful of shuriken. Long range.
  46. Special Attack 2: Dave summons a second Dave from a different point in the timeline to aid him. The second Dave has a shorter lifebar, and has no Special bar. He is computer controlled.
  47. Super Mode: Sword repair. Caledscratch gains its blade back, leading to greatly increased damage and range of Dave's heavy attack.
  48. Ultimate Attack: Time on my Side. Dave summons a huge amount of Dave's to restrain his foe while he slashes them through with the Royal Derringer. Medium range.
  49. Summon: Dave-sprite. This wicked floating swordbird functions much like a summoned Dave.
  50.  
  51. Jade Harley: Sweet Jade can't take a hit to save her life, and while she's fast and her rifle does decent damage at long range, she's going to need some help if she wants to compete. Enter Becquerel.
  52. Light Attack: Jade fires a single shot with her rifle. Long range.
  53. Heavy Attack: Jade shoots three shots in succession. Long range.
  54. Special Attack 1: Bec shoots a blast of radiation at an attacker. Medium range.
  55. Special Attack 2: Bec creates a shield around Jade, repulsing an attacker and doing damage. Short range.
  56. Super Mode: Iron Lass suit. Jade's suit of armor increases her woefully low defenses, and changes her rifle to the burst-firing Green Sun Streetsweeper, and the tripleshot to a more powerful Proton Cannon.
  57. Ultimate Attack: Bec Laser. Bec-sprite manifests himself and shoots a tremendous laser at his foe. Long Range.
  58. Summon: Jade-Bot, who flies in a suicide run at the foe.
  59.  
  60. [B]The Trolls[/B]
  61.  
  62. Karkat Vantas: Karkat is a pretty angry dude, and that manifests with him hitting like a semi. He can take an average amount of damage, but Karkat also can manifest his rage to heal himself. Luckily for his opponents, Karkat is very slow, and his scythe has woefully short range.
  63. Light Attack: Slashes with his scythe. Short range.
  64. Heavy Attack: Downward swing with Homes Smell Ya Later. Short range.
  65. Special Attack 1: Blackrom Surge. Karkat manifests his potent feelings towards his opponents to heal his wounds.
  66. Special Attack 2: Scythe Barrage. Karkat slashes his opponent a number of times with his scythe. Short range.
  67. Super Mode: GETTING SHIT DONE AS AN AWESOME LEADER. Karkat's capabilities to lead combines with his natural cantankerousness, letting him slowly regenerate health.
  68. Ultimate Attack: OUT OF THE WAY FUCKASS. Karkat goes absolutely APE-SHIT on his opponent, hitting them over and over with the Clawsickle. Short range.
  69. Summon: Crabdad, who rampages onto the battlefield and attacks with his claws at medium range.
  70.  
  71. Aradia Megido: Poor Aradia has been stuck in a temporal loop. As a result, there are numerous copies of the girl running around. Aradia can shift between three forms at will. The forms are Alive, Dead, and Robot. All of their attacks are unique, except for their Super Mode, which Aradia can access from any state.
  72. [INDENT]Alive Aradia: While alive, Aradia prefers to fight with her whip and her telekinesis. She prefers to fight at medium range, and what she lacks in durability she makes up for in speed.
  73. Light Attack: Lash out with the whip. Medium range.
  74. Heavy Attack: Repulse the enemy with a telekinetic wave. Short-medium range.
  75. Special Attack 1: Telekinetically throw a boulder at her foe. Long range.
  76. Special Attack 2: Wrap her whip around her opponent's throat and smash them to the ground. Medium range.[/INDENT]
  77. [INDENT]Dead Aradia: Aradia is tough when alive, but in death her telekinesis is amplified in versatility, though it sacrifices power. She can take quite the beating in this form (she [I]is [/I]a ghost) but she moves quite slowly. She's 0kay with this, however.
  78. Light Attack: Telekinetically repulse the foe. Medium-long range.
  79. Heavy Attack: Levitate and fly straight forward, bulldozing the foe. Long range.
  80. Special Attack 1: Summon a single spirit to maul a foe. Long range.
  81. Special Attack 2: Summon a coalition of spirits to drop a fragment of Frog Temple on the foe. Long range. [/INDENT]
  82. [INDENT]Robot Aradia: While Living is built for speed and Dead for longevity, Robot Aradia is built for [s]power[/s] STRONGNESS. She hits quite hard, with medium health and speed. Her only weakness is her lack of range, for she has no true defense against a long-range foe.
  83. Light Attack: An open-handed slap. Short range.
  84. Heavy Attack: An devastating kick. Short range.
  85. Special Attack 1: Send the foe flying in the opposite direction with a burst of telekinesis. Short range.
  86. Special Attack 2: Rocket towards the foe and deliver a flurry of slaps on them. Medium range.[/INDENT]
  87. All Aradia's have the same Super Mode: God Tier Aradia. She has her own unique set of moves, combining the best of her three forms. Overall, God-Tier Aradia is very well-rounded, with a wide range of attacks and above-average health, damage, and speed.
  88. Light Attack: Telekinetically repulse the foe. Medium range.
  89. Heavy Attack: A leaping kick. Short range.
  90. Special Attack 1: Telekinetically toss a piece of Frog Temple at the foe. Long range.
  91. Special Attack 2: Freeze the opponent in place for a moment. Short range.
  92. Ultimate Attack: Aradia Bot Rush. Summoning an army, Aradia commands her doomed robot clones to bum-rush her foe in a mass suicide attack. Medium-Long range.
  93.  
  94. In addition, all Aradia's have the same
  95. Summon: Ram-mom, who does her best to headbutt the foe.
  96.  
  97. Tavros Nitram: You'd probably assume Tavros would be a joke character. At first glance, he is. He's confined to his wheelchair, making him slow and nearly defenseless. The only way for him to fend off foes is with his lance, but despite having good range, it does pitifully low damage. In fact, Tavros seems utterly useless...until you remember his power of beast mastery.
  98. Light Attack: Jab the opponent with the Jousting Lance. Medium-Long range.
  99. Heavy Attack: Toss the Jousting Lance at his foe. Long range, and Tavros immediately pulls a new lance out from his specibus.
  100. Special Attack 1: Summons two imps to fight for Tavros. The imps can take one hit before dying, but they are fast and relentless.
  101. Special Attack 2: Summons an ogre to fight for Tavros. The ogre is slow but powerful, and it can take several hits.
  102. Super Mode: Tavros ditches his wheelchair for a sweet pair of robot legs (this is done off-screen.) He gains increased speed and mobility, and his defense goes up.
  103. Ultimate Attack: Charge! Tavros goes on a reckless charge with the Fiduspear, in an attempt to impale his foe on it. Hey, it might work the second time! Long range.
  104. Summon: Tinkerbull. While he's much too small to hurt the foe, Tinkerbull can stun them momentarily with some fairy dust.
  105.  
  106. Sollux Captor: Sollux isn't a very strong guy, and it won't take much to take him out. It's lucky for him then that his psionics are very powerful, with a long range to compliment them. His speed is relatively average.
  107. Light Attack: Toss one of his shuriken. Long range.
  108. Heavy Attack: Toss a larger shuriken telekinetically. Long range.
  109. Special Attack 1: Summons a group of bees to sting the opponent. Medium range.
  110. Special Attack 2: Shoot alternating red and blue lasers at his foe.
  111. Super Mode: Mind Honey. Sollux loses controls of his powers, leading to incredibly high damage but difficulty controlling his attack.
  112. Ultimate Attack: YOU DO NOT UNDER ANY CIRCUMSTANCES EAT THE MIND HONEY. A truly massive bifurcated laser shoots at the foe, doing extreme damage. However, it takes quite a toll on Sollux himself, hitting his own health pretty hard. However, the attack cannot kill him.
  113. Summon: Bicyclops, who tries to smash the foe with his fists.
  114.  
  115. Nepeta Leijon: Nepeta loves the thrill of the hunt. She specializes in mid-range combat, attacking with her claws for above average damage. Her health is slightly below average, but she makes up for it with impressive speed. However, she has no long-range attacks.
  116. Light Attack: Slash with claws. Short range.
  117. Heavy Attack: Jumping slash. Short-mid range.
  118. Special Attack 1: Nepeta pounces on her foe, shredding them with her claws. Mid range.
  119. Special Attack 2: Nepeta taps into her inner cat, giving her increased speed for a short period of time.
  120. Super Mode: Feral Mode. Nepeta goes berserk, increasing her damage and speed, but losing her awesome hat. She replaces her white claws with the blue ones.
  121. Ultimate Attack: Mutilate. Nepeta jumps at her foe and proceeds to intimately ship her claws with their face. Medium range.
  122. Summon: Pounce De Leon, who is more concerned about protecting Nepeta from some damage than waking up from her cat nap to defend her charge.
  123.  
  124. Kanaya Maryam: A smart girl like Kanaya is the type to fight in such a way to not leave herself any major weaknesses. Kanaya is, in fact, very well rounded. She specializes in short range attacks with her chainsaw, but she also has some medium and long-range options. Her health, speed, and damage are all average. For new players, Kanaya is a fantastic choice.
  125. Light Attack: A slash with her chainsaw. Short range.
  126. Heavy Attack: A downward swing with the chainsaw. Short range.
  127. Special Attack 1: Kanaya leaps at her foe and delivers a devastating kick to the crotch/nook/area where genitals are normally located. Long range.
  128. Special Attack 2: Kanaya goes for her opponent's side, attempting to bisect them with the chainsaw. Medium range.
  129. Super Mode: Kanaya becomes a Rainbow Drinker. Her sparkliness comes with large increases to speed and damage (in part due to her switching to the Demonbane Ragripper,) but at a price: unless Kanaya is doing damage, her health is slowly draining.
  130. Ultimate Attack: Blood Drink. Kanaya grabs her foe and thoroughly drains their neck of their precious life blood. Restores health. Short range.
  131. Summon: Virgin Mothergrub, who scuttles towards Kanayas foe and tries to hit them with her legs.
  132.  
  133. Terezi Pyrope: When you're blind, fighting doesn't come easy. It takes durability, power, and speed. Terezi has average health and her cane does low damage at short range. So what is the benefit of playing as her? Fast. Terezi's speed is through the roof, allowing her to zoom around the screen like no one's business. Her special attacks also allow her several ranged options.
  134. Light Attack: A smack with the cane. Short range.
  135. Heavy Attack: A senseless drubbing with the cane. Short range.
  136. Special Attack 1: Terezi takes one of her scalemates, which has been noosed, and whips it at her opponent. Long range.
  137. Special Attack 2: Terezi tosses a noose at her opponent, and if it gets around their neck, she pulls downward, forcing them to smack their head against the floor. Medium range.
  138. Super Mode: Neophyte Redglare. Terezi puts on the Redglare costume, boosting her defense. She also exchanges her cane for the dragon cane, increasing her damage.
  139. Ultimate Attack: Legislacerate. Terezi flips a coin to decide her opponent's fate. She can't see the...ah, you know how the rest goes. She puts their neck in a long noose, finds the nearest edge, and drops them. Then, when the rope snaps taut, she pulls them back up, smashing them into the ground. Short range.
  140. Summon: Dragonmom, who flies across the screen, raining fire.
  141.  
  142. Vriska Serket: Vriska didn't put too much thought into her fighting style, as she is prone to do about all things. Mostly, she just chucks dice at her foes. The dice are odd in that they can either do serious damage or almost none at all. Vriska must rely on luck and her specials, for she isn't very fast and she can only take a bit of punishment.
  143. Light Attack: Throw one of the fluorite octet at an opponent. Long range.
  144. Heavy Attack: Throw three octets at a few. Long range.
  145. Special Attack 1: Vriska manipul8's her opponent (let's just pretend she can do it to anyone) into falling asleep, allowing her to get a free shot in. Dodgable by erratic movement.
  146. Special Attack 2: Vriska manipul8's her opponent again, this time forcing them to hit themselves. If properly timed, she can break a combo entirely. Dodgable by erratic movement.
  147. Super Mode: God Tier. Vriska's speed goes up, and the minimum damage of a fluorite octet attack increases.
  148. Ultimate Attack: Make them Pay. Vriska tosses all eight of her dice at her opponent for massive (or miniscule) damage.
  149. Summon: Spidermom. Obviously not the entire creature, but two of Spidermom's legs creep onto the screen and lash out at Vriska's opponent.
  150.  
  151. Equius Zahhak: Oh, Equius. You could very easily be the most devastating fighter in the game, if you took the fight seriously. You hit like a motherfucker, you dart around the screen as fast as nearly anyone, and you have attacks at all three ranges. Your issue? Equius has obscenely low health. The prospect of being dominated is just too much for the guy, and it doesn't take much to get him off. Equius fights are often short and sweet, with him either landing his mighty shots or being taken out by his foe.
  152. Light Attack: A hard jab. Short range.
  153. Heavy Attack: A downward swing. Short range.
  154. Special Attack 1: Equius takes half a bow by the string and swings the attached wooden component for his opponent. Medium range.
  155. Special Attack 2: Equius jumps in the air in a manner most STRONG and attempts to land a flying boot on his opponent. Long range.
  156. Super Mode: Concentration. Equius manages to focus a bit more on the task at hand, and as a result his health goes up.
  157. Ultimate Attack: D--> Success. Successfully fire an arrow at your opponent. An extremely powerful, extremely difficult to utilize attack. Long range.
  158. Summon: Aurthour, who brings Equius some lusus milk to drink. It might not be the secret to STRONGNESS, but it does restore some health.
  159.  
  160. Gamzee Makara: Gamzee is mostly helpless. His clubs do almost no damage, he's very slow, and his specials only serve to stall the enemy. He has high health, but for all intents and purposes, playing as Gamzee is suicide...until you activate his super mode.
  161. Light Attack: Bashes with a club. Short range.
  162. Heavy Attack: Tosses one of his clubs weakly at his foe. Medium range.
  163. Special Attack 1: Gamzee throws a sopor slime pie at his opponent. If it connects, they are temporarily stunned. Medium range.
  164. Special Attack 2: Gamzee honks a horn. The sound can stun enemies. Short range.
  165. Super Mode: Subjugglator. Gamzee's speed and damage skyrocket, and he gains a new repertoire of special attacks.
  166. New Special Attack 1: Fire an arrow at his foe. Long range.
  167. New Special Attack 2: Toss a club at his opponent's mid-section. If it connects, they'll be bent over, allowing Gamzee to rush in and deliver a second hit to the back of their head. Medium range.
  168. Ultimate Attack: Subjugglate. Gamzee takes both of his clubs and beats the opponent to a bloody pulp. Short range.
  169. Summon: SeaGoatDad, who is just fucking gigantic. He tries to bite Gamzee's opponent.
  170.  
  171. Eridan Ampora: What Eridan lacks in natural fighting ability, he makes up for with his armament. Ahab's Crosshairs does high damage at long range. Eridan himself is fairly fragile, with medium speed and low health. Call him a Glass Cannon. He can dish it out, but he can't take it.
  172. Light Attack: Fire a small laser with Ahab's Crosshairs. Long range.
  173. Heavy Attack: Fire a larger, more powerful laser. Long range.
  174. Special Attack 1: Eridan pouts, restoring some of his health.
  175. Special Attack 2: Eridan whips at his foe with his scarf, causing them to be momentarily stunned. Medium range.
  176. Super Mode: Wwhite Wwizard. Eridan swaps the Crosshairs for his wand, which hits for even higher damage. Also, having shed his heavy rifle, Eridan's speed increases.
  177. Ultimate Attack: Hope-Splode. Eridan fires an incredibly concentrated beam of magic at his foe. Long range.
  178. Summon: SeaHorseDad, whom Eridan mounts. The lusus has his own small health bar, and can absorb some damage for his charge.
  179.  
  180. Feferi Peixes: A sweet girl like Feferi just isn't suited for one-on-one fights to the death. Her stats are fairly mediocre: medium speed, but low health and below-average damage with her trident. Her Specials and her Super Mode aren't all that amazing either. This is because Feferi has a certain advantage. Her Ultimate attack is one of, if not the most powerful attacks in the game.
  181. Light Attack: Poke with the trident. Short range.
  182. Heavy Attack: Lunge with the trident. Medium range.
  183. Special Attack 1: Feferi summons a cuddlefish and pins it to her chest. It will take one hit for her.
  184. Special Attack 2: Feferi summons a seahorse (a literal horse with fins) and rides it around. It has its own small health bar, and while riding it, Feferi's speed goes up.
  185. Super Mode: D---EAD. Feferi's corpse arises, with increased durability. However, her speed goes down. Corpses aren't the fastest, after all.
  186. Ultimate Attack: Vast Glub. Feferi calls upon her lusus, Gl'ybgoylb. The emissary lashes out at the battlefield with a massive variety of attacks. The attack is virtually undodgable, and each hit does serious damage. Feferi is, of course, immune to her lusus' attacks.
  187. Summon: A single tentacle of Gl'bgolyb appears to attack Feferi's foe.
  188.  
  189. [SIZE="6"]Unlockable Characters[/SIZE]
  190.  
  191. Dad: Unlocked by beating the game with John. Dad is brimming with MANGRIT, which translates to durability and damage. His attacks vary at both short and medium range. If he has a weakness, it's that he's quite slow.
  192. Light Attack: A haymaker. Short range.
  193. Heavy Attack: A snap-kick. Short-medium range.
  194. Special Attack 1: Dad tosses a cupcake (OF DEATH) at his foe. Medium range.
  195. Special Attack 2: Dad tosses a full-sized birthday cake at his foe. Short-medium range.
  196. Super Mode: MANGRIT mode. Dad pulses with fatherly energies, causing his health and damage to rise even further.
  197. Ultimate Attack: OH GOD HOW CAN SHAVING CREAM BE SO FLAMMABLE. Dad douses his foe in Barbasol, then tosses his lighter at them. Medium range.
  198. Summon: Dad's Car, which drops from the sky, hopefully on Dad's foe.
  199.  
  200. Mom: Unlocked by beating the game with Rose. Like her daughter, Mom is quick with low health. She also uses both short range (kung fu) and long range (rifle) attacks. She can also heal.
  201. Light Attack: A very quick palm strike. Short range.
  202. Heavy Attack: A context sensitive rifle attack. At close range, she smacks them in the face with it. At medium or long range, she opens fire.
  203. Special Attack 1: Mom drinks her martini, allowing her to regain some health.
  204. Special Attack 2: Mom shoots gin-soaked bullets at her foe that set on fire on contact, doing continuous damage for a period. Long range.
  205. Super Mode: Drunken kung fu. Mom gets shit faced, and while her speed takes a hit, her health and damage goes up.
  206. Ultimate Attack: Thousand palms. Mom unleashes a booze-fueled barrage of strikes on her foe, hitting them countless times.
  207. Summon: Maplehoof, who stampedes in an attempt to floor Mom's foe.
  208.  
  209. Bro: Unlocked by beating the game with Dave. His swordsmanship and flash-stepping are more developed than his ectobiological son, which turns out as Bro doing higher damage with higher speed than Dave. Bro is an stronger fighter, but his Specials and Super are not nearly as strong as Dave's.
  210. Light Attack: Slice with his ninja sword. Short range.
  211. Heavy Attack: Flash step forward, thrusting with the sword. Medium range.
  212. Special Attack 1: Bro punts his foe with a straight kick, sending them flying. Short-medium range.
  213. Special Attack 2: Bro tosses one of his puppets at his foe, stunning them momentarily. Medium range.
  214. Super Mode: Bro calls on his rocket board, and while aboard it, his speed is increased.
  215. ...Hey, I told you it wasn't that great.
  216. Ultimate Attack: Meteor Drop. Bro flies upwards on the board, lands on top of a meteor, CUTS THAT BITCH IN HALF, then tries to aim it so it lands on his foe.
  217. Summon: Lil Cal, who can distract the foe with several low damage (but creepy) strikes.
  218.  
  219. Grandpa: Unlocked by beating the game with Jade. Like his ectobiological daughter, Grandpa specializes in long-range combat. His blunderbuss does nearly as much damage as Ahab's Crosshairs, but he can take a decent beating due to his above-average health. Grandpa's speed is very, very low.
  220. Light Attack: A smaller shot from the Blunderbuss. Long range.
  221. Heavy Attack: A large shot from the Blunderbuss. Long range.
  222. Special Attack 1: Grandpa throws a small pineapple grenade at his foe. Medium range.
  223. Special Attack 2: Grandpa duel wields his flintlocks to hit his opponent with repeated shots. Long range.
  224. Super Mode: Hunter mode. Grandpa becomes incredibly focused on killing his prey, so his damage goes up.
  225. Ultimate Attack: Orbital barrage. Grandpa's gigantic battleship reigns death and destruction down upon the field of battle. Long range.
  226. Summon: Halley, who tries to give Grandpa's opponent an affectionate mauling.
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