FrozenWrath

FAL in BBTAG ig

Dec 21st, 2019
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  1. FAL (Girls' Frontline)
  2. Playstyle: Okizeme/Zoner
  3. A gynoid known as a Tactical Doll, linked to the gun of her namesake. She is the leader of the FN Squadron, a special task force used to interdimensional aberrations, and quite the fashionable one at that.
  4.  
  5. 5AAAA: FAL strikes with her left elbow (5A), then a low kick from her right leg (5AA), follows up with a shoulder charge that has her right side facing towards the opponent (5AAA), then finishes by swinging the butt of her gun outwards (5AAAA). 5AAAA is special-cancellable, and can be followed up with a 236A.
  6.  
  7. 5BBB: Leans forward and does a horizontal draw cut with the kukri (5B), a two-handed overhead smash with the hilt of the kukri that will bring airborne opponents back down to the ground (5BB), and then a straight kick that sends her forward slightly (5BBB).
  8.  
  9. 5C: FAL smashes her gun over the opponent's head. Standard Clash- Terrible on block.
  10.  
  11. 2A: A low kick while crouching. Has slightly better reach than 5A, but still pretty substandard in terms of range. Can cancel into itself up to three times.
  12.  
  13. 2B: Uppercut that puts her out of crouching. Is a pretty alright anti-air option, and can be a good launcher if she's close. Has upper body invincibility and can be JC'd on hit.
  14.  
  15. 2C: FAL fires 3 shots at a very low angle. Can OTG opponents. Lasts a while.
  16.  
  17. 5B+C (Ground Throw): Throws opponent down to the ground, then turns around and elbow drops on them. Links into 2C.
  18.  
  19. 5A+D (Decoy Dummy): FAL stands stock-still, and then explodes, launching the opponent. Another FAL will jump in from the top of the screen on top of the opponent a la Cross Burst (this hits mid, despite looking like an overhead), magdumpinng on them before jumping to the other side of them. If blocked, only the divekick will occur. The dummy FAL will also pretend to be hit if attacked during this move, and preemptively trigger FAL's divekick.
  20.  
  21. 236A/B (Gunning Stance): FAL readies her gun. This changes all of her normals and 5A+D (Decoy Dummy), but her other specials remain the same (but 236A/B will cancel Gunning Stance instead).
  22. She cannot jump, throw, or enter Resonance Blaze while in this state, but can still block, crouch, and dash.
  23. B version also performs a forward roll that has some invulnerability frames and is affected by dash momentum.
  24. Standing still without any inputs for a few frames will put FAL into a powered-up state, as indicated by an orange glow. Moving or crouching will interrupt this state, but her normals will retain it, except for 236A~C.
  25. * 236A~A (Gunning Strike): Steps forward and swings the butt of the gun. Comparable to 5B in terms or range, but has slightly better recovery.
  26. * 236A~B (Gunning Dodge): Does a forward roll. This is the same as the roll done in the startup of 236B.
  27. * 236A~C (Gunning Shot): Fires one shot. When powered-up, instead does three. Still has the same startup/recovery, but adds a few more frames of her firing in exchange for an extra two hits that do not affect scaling whatsoever.
  28. * 236A~A+D (Gunning Rampage): Dashes past the opponent. If successful, comes up behind the opponent and puts them in a chokehold, before throwing them behind her
  29.  
  30. 214A/B (Grenade Launch): FAL hip-fires a rifle grenade. A version fires it along the ground, bouncing on the ground once at 2/3rds of the screen and moves off the screen. B version fires it up at a high angle, and explodes upon hitting the ground.
  31.  
  32. 22A/B (Roll Call): FAL calls on the FN Squadron to provide support. Regardless of which version you input, they will always rotate in the order of FNC, FN-49, Five-seveN, and then resetting back to FNC.
  33. * FNC: A version fires a three-shot burst straight ahead. B version has her throw a tin can overhead that bounces along the ground once before sitting on the ground and fading out, setting up for pressure resets.
  34. * FN-49: Fires a delayed shot. A version fires a shot horizontally along FAL's midsection. B version fires a shot 30 degrees down, starting from one and a half FAL's height that is AUB.
  35. * Five-seveN: A version calls Five-seveN two character widths away, where she will do a little twirl, then shoot straight ahead. On hit, this will increase FAL's damage by 50% for 8 seconds. B version calls Five-seveN right in front of FAL, where she will shoot downwards, OTGing downed enemies. Very short ranges.
  36.  
  37. 5P:
  38. 4P (Grenade Launch): Fires the B version.
  39. 6P (Gunning Shot): Fires the powered-up version. However, she also does the full animation of entering Gunning Stance.
  40.  
  41. 236B+C (Self-Destruct):
  42.  
  43. 214B+C (Grenade Salvo):
  44. "I won't miss out on THIS!"
  45. "Here's how it's done!"
  46. "You're wide open!"
  47.  
  48. Astral Heat: The FN Squadron
  49. FAL does a sobat kick that hits mid (will whiff on crouching/grounded characters, pretty good anti-air catch if a bit long-winded) that sends the opponent flying back in a ballerina twirl stun. FAL then places two fingers on her ear, and contacts her fellow teammates- FNC, FN-49, and Five-seveN ("FN Squadron, deploy for battle!" "Alright!" "Got it!" "Roger that.")
  50. The sequence then opens with FN-49 delivering warning shots that fly by the opponent, only FNC to shoot them at multiple angles with her Dummy Links. The camera transitions to FAL and four Dummy Links loading grenades, and all of them launching in unison. As they converge on the opponent, the camera pans to Five-seveN aiming down her sights, and firing a shot into the grenades, causing a chain explosion all around the opponent.
  51. The camera then shows a cinematic of the team walking away from the explosion. The screen will not transition back to the game.
  52.  
  53. Entrance: FAL checks her gun, before slinging it back to her right side and drawing out her kukri.
  54.  
  55. Victory: FAL's ferret comes from off-screen and hops onto FAL's gun, mimicking her victory animation in Girls Frontline.
  56.  
  57. Interactions:
  58. FAL & Noel
  59. (Pre-battle)
  60. The rest of the FN Squadron appears together with the two, huddled together.
  61. * FAL: FN Squadron, to battle stations!
  62. * FNC, FN-49, Five-seveN, and Noel: Understood! *all salute*
  63. (Post-battle)
  64. * Noel: Looks like we came out on top!
  65. * FAL: Easy work, really. But I'm glad it's big for you.
  66. (Victory)
  67. * FAL: Interesting... That T-doll we have isn't even close to your performance. I'll have to see if this combat data can't improve her.
  68. * Noel: You know, it's a little creepy that you keep a replica of me...
  69.  
  70. FAL & Tager
  71. (Pre-battle)
  72. FAL enters Gunning Stance.
  73. * FAL: Well? What's our plan?
  74. * Tager: We should engage carefully and investigate their weaknesses. We don't know what they plan to do yet.
  75. (Post-battle)
  76. FAL checks her handbag.
  77. * FAL: That's that. Let's get going.
  78. * Tager: FAL... What did I say about being careful?
  79. (Victory)
  80. * Tager: I would have thought a fellow soldier like you would understand the merit of adhering to a plan, but I see that even you're prone to making cocky mistakes.
  81. * FAL: If you expect me to stick to only one plan, then you're sorely mistaken. Unlike you, I am a leader, and I know when a change of plans is necessary.
  82.  
  83. FAL & Es
  84. (Pre-battle)
  85. (Post-battle)
  86. (Victory)
  87.  
  88. FAL & Ruby
  89. (Pre-battle)
  90. (Post-battle)
  91. (Victory)
  92.  
  93. FAL & Adachi
  94. (Pre-battle)
  95. (Post-battle)
  96. (Victory)
  97.  
  98. FAL & Naoto Shirogane
  99. (Pre-battle)
  100. (Post-battle)
  101. (Victory)
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