All times are UTC [ DST ]




Post new topic Reply to topic  [ 86 posts ]  Go to page 1, 2, 3, 4, 5 ... 9  Next
Author Message
PostPosted: Fri Apr 06, 2012 10:13 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
Dark Wyrm

Age: 16
Eye Color: Blue
Birthday: 1 January
Zodiac Sign: Capricorn
Height: 185 CM
Weight: 98.0kg



Apperance: Dark is an Anthro Jackal with golden fur around most of his body, although it is blue at his torso area. He has black strips that form a cross on his face and blue eyes, although they change to red when Shadow is in control of the body. He used to have spikes on his hands and chest, although they were broken and completely removed, his fur later covering where they used to be. He has an X scar on his chest, with the middle of it being where the chest spike used to be, and he also has an sharp, somewhat long tail on his backs. He wears clothes based on those of ninjas, an metal gauntlet on his right arm, greaves on both legs and an crimson scarf on his neck. He carries two Wakizashis wrapped on his backs by his belt, one above the other.



Background: Dark is the son of the “S” rank criminal Bahamut. Bahamut is considered the weakest of the 3 S rank criminals, but is also the most unpredictable one due to his mental instability. Bahamut killed Dark’s mother when Dark was at a young age, and he was soon taken by an old Family friend known only as 'Draco' after that event. He started training after that day under the care of Draco, for he both knew he would have to start taking care of himself one day and for the chance of meeting Bahamut again, and if possible, get answers for the reasons behind his father's actions. In one of Dark training sections, he found himself locked inside some abandoned ruins found close to his home. While searching for an way to escape, he met an cursed parasite who quickly found his way inside Dark's body because “the place was boring." The parasite, not having a name, decided to start calling himself 'Shadow' in a way to make fun of his new host, although the name ended up sticking. Having lived with Shadow inside of his body for many years already, Dark left the care of his old friend in order to find Bahamut, and possibly get some answers. He is currently searched by the law as well, much like his father, being ranked an “B” level criminal.



Personality: Dark is loud mouthed and confident in his abilities. He puts more priority on his own needs than those of others, hates individuals that do not value life or just let themselves be manipulated, or those that mindless kill others, thinking such actions should only be done when there are no other options available. He takes extreme pleasure in a good fight, and when he was younger, used to lose himself in the heat of battle when fighting enemies much stronger than him. Although he still loves a good fight, he has learned to control his instincts over the years, but will still lose control if he considers the fight a once in a lifetime event.



Shadow, while both more knowledgeable and mature than Dark, is also more sarcastic and cruel. He often refers to Dark as 'Kid' or 'Kiddo' due to their age difference being of thousands of years, and will do the same to others of similar age to his host. Shadow is evil at heart, having little likable traits. He enjoys torturing others body physically and mentally, and is an active rapist, sexually abusing Females before or after killing them. Shadow does not have a 'real' body, instead being black matter that is connected to most of his host's internal organs, bones and muscles in a way or another. He is also capable of forming weapons such as claws and blades from the parts he is connected to and erupting them from the inside of his host's body for either combat or general use. To stop the host from dying due to lacking one or more internal body parts, he will act as an 'substitute' to the functions of the parts he removed until it is put back in black, although the process will cause pain to the host in a way or another.



Dark-

Likes: Fighting. Shadow.
Dislikes: Bahamut. authority. Unproductive Actions.
Values: Shadow.
Hobbies: Eating different types of Ramen.

Shadow-

Likes: Women. Dark.
Dislikes: Good guys. Heroes. Annoying individuals.
Values: Dark.
Hobbies: Checking women in porn magazines.

opening battle quotes:

"What is with you? Cant you just leave me alone? No? Geez, fine."

"I dont have time to waste on you....Get out."

"Hey, Shadow...let's show this one what we are all about."

Win quotes:

"You...didn’t last long enough."

"Hey, Dumbass! Why come after me and go down so quickly? Get up!"

"I hope you know I am not going to let you walk away alive after this..."

Lose quotes:

"Bullshit....this is not fun anymore..."

"This must be some kind of sick joke..."

"We messed up..."

Taunt quotes:

"You can't satisfy me by fighting like that!"


VS Quotes:


Vs Bahamut


Opening quote:

"Bahamut! I finally found you! I will rip the answers I want right out of your oversized tongue here and now! Time to pay the price, you bastard!"

Rebel win Quotes:

"Stay down...just stay down..."

Match win quotes:

"Now I will get my answers from you, and it will all be over..."

Lose Quotes:

"I can't lose like this to scum like you...!"

Standing Quotes:

"I will get my answers once we're done here..."

Taunt quotes:

"You're just outdated junk, daddy!"



Vs Ryan Nikodim


Opening quote:

"Oh, Ryan...I see, if that is how it is then I won't be holding back.

Rebel win Quotes:

"Get up. You can do better than this."

Match win quotes:

"It didn't have to come to this..."

Lose Quotes:

"You got better..."

Standing Quotes:

"Are you sure it's not time to move on?"

Taunt quotes:

"You can't take me down not even in a million years!!"


Actions:

Dark's intro animation has him either slowly walk up to the stage while clinching his left fist or stand with his backs turned to the enemy before turning around and taking up his fighting pose.

Dark's intro against Bahamut has him attempting to Cross Slash Bahamut, who avoids by teleporting some distance away before both of them have a small conversation and take up their fighting poses.

Dark's intro against Ryan has he stand with his backs turned to Ryan as he slowly walks up to Dark and saying he is under arrest, followed by Dark turning around and they exchanging a few more words before taking up their fighting poses.

Dark's default standing animation has him staring at the enemy at his side while keeping his hands down.

Dark's default standing block animation has him cross his arms in a X arc while keeping his hands open.

Dark's default crouching animation has him staring at the enemy while crouching with one of the knees on the ground and the other supporting the right arm.

Dark's default crouching block animation has him cross his arms in a X arc with his hands closed and crouching.

Dark's taunt animation has him crack his knuckles, letting out a small laugh while doing so unless the enemy he is fighting against gives him a special taunt quote, which he will say instead of laughing.

Dark's idle animation has him put his hands on his pockets and kick up dirty on the ground.

Dark's walk animation has him walk up to his enemy with his hands on his waist.

Dark's dash animation has him run up to the enemy with his hands are inside his pockets.

Dark's backwalk animation has him walk back with his hands on his waist.

Dark's backdash animation has him jump back with his hands on his waist.

Dark's rebel winning animation has him either stretch out his arms and put a carefree look on his face while putting his hands on the back of his head or stare down at his clinching left hand before closing his eyes.

Dark's match winning animation has him either put his hands on his pockets and walk away disappointed from the stage or walk up to the enemy with his hands on his pockets and step down on it's head over and over.

Dark's losing animation has him either fall with his face flat on the ground and not show any signs of being alive or fall with his backs on the ground while his scarf falls on top of his face to cover it.

Dark's ground burst animation has him put his hands on his pockets and take up a serious expression on his face.

Dark's air burst animation has him open his arms and legs wide with a expression of anger on his face.



Blazblue mechanics


HP: 11500

Guard primers: 6

Combo Rate: 75%

Negative penalty Resistance: 3

Move Speed-Foward: 6000

Dash-Initial Speed: 20000

Dash-Max speed: 32000

Dash Acceleration Speed: 0.30

Move Speed-Backwards: 3500

Backstep-Movement: 28F

Backstep-Invul. Time: 4F

Backstep-Distance: 250000

Backstep-Airbone Frames: 2~16F

Jump startup: 5F

Air Time-Jump: 38F

Air Time-High Jump: 45F

Air Dashes-Movement: 24F

Air Dashes-Time Stuck: 5F

Air Backdash-Movement: 15F

Air Backdash-Time Stuck: 5F

Max # Jump: 1

Max # Airdash: 2*

*Cannot air dash if already double air jumped


Drive: Parasite.


Dark's drive attacks cause Shadow to steal a the opponent's life force, bit by bit. After the gauge fills at the bottom of the screen, Dark can activate the ability to transfer the stolen power to his body, from Shadow. This causes a "regeneration" section on his health bar to appear, and fills over time as Shadow passes the life force along - as long as he remains uninterrupted. If he is attacked during this process, the regeneration stops at that point, and the left-over health is lost. The regeneration is 1 Health point by frame and the gauge maxes out at 1000 HP.


Gattling table:


5A: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 3C, 5D, 2D, 6D, Throw, Jump, Special.
2A: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 3C, 6C, 5D, 2D, 6D, Throw, Special.
6A: 5B, 6B, 5C, 2C, 3C, 5D, 2D, 6D, Special.
5B: 2B, 6B, 6A, 5C, 2C, 3C, 6C, 5D, 2D, 6D, Special.
2B: 5B, 6A, 5C, 2C, 3C, 2D, Special.
6B: 6C, 2D, 6D, Jump, Super.
5C: 6B, 2C, 3C, 6C, 5D, 6D, Jump, Special.
2C: 5C, 3C, 5D, 6D, Special.
3C: 2D, Jump, Special.
6C: Special.
5D: Special.
2D: Special.
6D: Jump, Special.
J.A: J.A, J.B, J.C, J.2C, J.D, throw, Jump, Special.
J.B: J.C, J.2C, J.D, Jump, Special.
J.C: J.2C, J.D, Jump, Special.
J.2C: None.
J.D: Special.

Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
Throw = Throws




Normals:


5A: Dark hits the enemy with a left straight. Has decent range, but the hitbox on the high end so it will whiff against most crouching enemies. This normal has fairly fast recovery and is safe on block, so throwing it out at random is not very punishable. Can be used as a safe on whiff anti-air but it has limited use due to the lack of head INV. Can be cancelled into itself(or into 2A) up to 3 times.


Damage: 300
Heat Gain: 125
P1: 80
P2: 85
Guard: HL
Level: 1
Attribute: HB
Startup: 6
Active: 2
Recovery: 8
Frame advantage: +2
Counter hit: 9
Untech: 15



2A: Dark pokes the enemy's foot with the tip of his sharp tail while crouching. Has slighty shorter range than 5A, but is an important pressure tool for it's ability to gattling into all of Dark's normals, hitting low and being +0 on block. P1 is not very high, however, so damage and combo options from this normal are somewhat limited.


Damage: 300
Heat Gain: 125
P1: 75
P2: 85
Guard: L
Level: 1
Attribute: F
Startup: 7
Active: 3
Recovery: 9
Frame advantage: +0
Counter hit: 10
Untech: 13



6A: Dark lifts his right hand and punches the enemy's head from above. Overhead, and an important tool of Dark's mixups for being one of his 2 overheads. It has somewhat short range like all of Dark A normals and doesn't gattling from many other normals, but it is fairly fast with decent reward. Like most overheads, this normal does not have a very high starting proration.


Damage: 500
Heat Gain: 180
P1: 75
P2: 88
Guard: H
Level: 3
Attribute: HB
Startup: 20
Active: 2
Recovery: 19
Frame Advantage: -4
Counter hit: 25
Untech: 17

-Grounds opponent on air hit



5B: Dark roundhouse kicks the enemy with his left leg. One of Dark's main footsies tools due to it's speed and range, although it slighty extends his hitbox, so mindless use of it can lead to getting hit out of it. Also usable as a combo tool.


Damage: 620
Heat Gain: 305
P1: 86
P2: 87
Guard: HL
Level: 3
Attribute: HB
Startup: 9
Active: 4
Recovery: 16
Frame Advantage: -3
Counter Hit: 19
Untech: 20



2B: Dark spins while crouching, slashing the enemy's leg with his tail. Hits low. Mixups tool, but has limited use for footsies due to it's poor range. This normal is also relatively safe on block and can gattling into quite a few other normals, including an high and low for an 50\50.


Damage: 480
Heat Gain: 200
P1: 82
P2: 84
Guard: L
Level: 2
Attribute: F
Startup: 7
Active: 2
Recovery: 13
Frame Advantage: -1
Counter Hit: 15
Untech: 16



6B: Dark puts both of his hands on his waist and front kicks the enemy with his right leg. While it's range is only slighty shorter than 5B's, this move serves purposes other than spacing due to it's somewhat slow startup, Being mainly a pressure and combo tool for being neutral on block and it's ability to wallbounce in the corner.

"I'm just getting started!"

Damage: 700
Heat Gain: 290
P1: 84
P2: 90
Guard: All
Level: 4
Attribute: HB
Startup: 20
Active: 3
Recovery: 16
Frame: Advantage +0
Counter Hit: 30
Untech: 25

-Staggers for 25F on CH
-Wallbounces in corner on air hit. Adds 30F of untechable
-20% Repeat proration



5C: Dark draws one of his swords and does an simple horizontal slash before putting the sword back. Good damage and proration values while still keeping a respectable speed make this normal one of Dark's main footsies tools together with 5B and 2C.


Damage: 720
Heat Gain: 295
P1: 89
P2: 90
Guard: HL
Level: 4
Attribute: HB
Startup: 12
Active: 3
Recovery: 19
Frame advantage: -3
Counter Hit: 25
Untech: 21



2C: Dark does a reverse gripped horizontal slash at the enemy's ankle while crouching before putting the sword back. Fast tool for footsies due to it's range and short recovery. At close range this will often be the main normal you will find yourself using.


Damage: 680
Heat Gain: 280
P1: 90
P2: 86
Guard: HL
Level: 3
Attribute: F
Startup: 10
Active: 3
Recovery: 15
Frame advantage: -1
Counter Hit: 20
Untech: 18



6C: Dark enters on a quickdraw pose, then draws his sword as he slashes the enemy in a horizontal arc at blinding speed before putting the sword back. Amazing pressure reset tool once enemy is properly conditioned. Hard to use in combos due to long startup. Also Dark's longest ranged normal, and offers very good reward on a counter hit. Due to how easy it is to disrespect this move, caution is advised when using it.


"Here I go."

Damage: 950
heat Gain: 390
P1: 95
P2: 90
Guard: HL
Level: 5
Attribute: HB
Startup: 27
Active: 1
Recovery: 16
Frame: advantage: +4
Counter Hit: 34
Untech: 38

-Staggers for 30F on Counter Hit
-50% Repeat proration
-Blows opponent away on air hit



3C: Dark spins while crouching and slashes the enemy at feet level in a horizontal arc before putting the sword back. Downs enemy on hit. Gives good oki and is one of Dark's best options for it, although it has average range compare to Dark's other C moves. On counter hit it stops the enemy from emergency teching, allowing a full combo after it.


Damage: 650
Heat Gain: 270
P1: 90
p2: 84
Guard: L
Level: 3
Attribute: F
Startup: 14
Active: 3
Recovery: 22
Frame Advantage: -8
Counter Hit: 24
Untech: 26

-Downs on hit
-Cannot Emergency Tech on Counter Hit



J.A: Dark does a small jab in front of him while on the air. potential air to air, but an overall bad move for it's terrible potential. Can be used for tick throws. Can be cancelled into itself an infinite amount of times.


Damage: 300
Heat Gain: 125
P1: 84
P2: 88
Guard: HA
Level: 1
Attribute: H
Startup: 6
Active: 2
Recovery: 9
Frame Advantage: -
Counter Hit: 12
Untech: 13



J.B: Dark hits the enemy in front of him with his scarf. Go to air to air, but very poor air to ground for it's lack of vertical range. Use this for air spacing, for it is mostly an combo filler outside of that.


Damage: 510
Heat Gain: 240
P1: 90
P2: 85
Guard: HA
Level: 3
Attribute: H
Startup: 9
Active: 3
Recovery: 14
Frame Advantage: -
Counter Hit: 17
Untech: 16



J.C: Dark draws his sword while on the air then slashes at a vertical arc while doing a front spin. Hits all around Dark, making it an multi-purpose air move.


Damage: 600
Heat Gain: 260
P1: 90
P2: 85
Guard: HA
Level: 4
Attribute: H
Startup: 10
Active: 4
Recovery: 21
Frame Advantage: -
Counter Hit: 22
Untech: 20

-Can crossup on last 2 active frames



J.2C: Dark draws his sword and smashes it at a vertical arc on the enemy's head, sending both him and Dark crashing down on the ground. Air combo ender that stops momentum and can be used to bait anti-airs. Has long recovery, so be careful about throwing these out at random. Can only be followed up on counter hit.


Damage: 800
Heat Gain: 300
P1: 65
P2: 80
Guard: HA
Level: 4
Attribute: H
Startup: 18
Active: While falling
Recovery: 25+5
Frame Advantage: -12
Counter Hit: Until recovery ends
Untech: 30

-Grounds opponent on hit
-Cannot Emergency tech
-5F Landing recovery
-Frame Advantage is off lowest jump possible(Startup 23F)



Counter Assault: Dark punches the enemy away. Uses the same animation as the second part of his foward throw, which is the punch. Like all counter assaults, requires 50% heat to use and takes one of your guard primers away for the rest of the rebel, but it is an important defensive tool, specially for an character lacking defensive options such as Dark.


"Back off, freak!"

Damage: -
Heat Gain: -
P1: 50
P2: 92
Guard: All
Level: 5
Attribute: HB
Startup: 8
Active: 5
Recovery: 30
Frame Advantage: -20
Counter Hit: 25
Untech: 18

-1~20F fully invincible
-Causes slide on hit
-180F heat cooldown



Throws:



B+C: Dark grabs the enemy by the neck, then punches him in the guts hard enough to send him flying away. Foward grab which causes sliding on hit. Special cancellable, but high damage can only be achieved close to the corner.


"Outta my face!"

Damage: 200, 1200
Heat Gain: 50, 500
P1: 90
P2: 100, 55
Guard: 110
Level: 0, 4
Attribute: Ground throw
Startup: 7
Active: 3
Recovery: 17
Frame Advantage: -
Counter Hit: Entire move
Untech: 10, 50

-2nd attack slides opponent
-100% minimum damage



4B+C: Dark punches the enemy in the guts, then draws one of his swords and dashes while slashing him in a horizontal arc, appearing behind his enemy with their backs turned to each other before putting the sword back. Back grab that switches positions with the enemy. Staggers for an large amount of time, allowing full combo follow ups anywhere on screen, although it is not special cancellable like it's foward variant.


"Quick and Clean."

Damage: 400, 1000
Heat Gain: 70, 480
P1: 90
P2: 100, 55
Guard: 110
Level: 0, 4
Attribute: Ground throw
Startup: 7
Active: 3
Recovery: 17
Frame Advantage: -
Counter Hit: Entire move
Untech: 15, 40

-1nd attack staggers for 20F
-2nd attack staggers for 40F
-100% Minimum damage



JB+C: Dark grabs the enemy by the neck and headbutts him down. Air grab that causes groundbounce. An dangerous tool with solid damage and combo potential. 2nd hit is special cancellable.


"Down we GO!"

Damage: 0, 1600
Heat Gain: 0, 600
P1: 100
P2: 100, 55
Guard: 120
Level: 0, 4
Attribute: Air throw
Startup: 7
Active: 3
Recovery: 15
Frame Advantage: -
Counter Hit: Entire move
Untech: 20, 60

-2nd attack groundbounces
-100% Minimum damage



Drives:



5D: Shadow creates a giant black claw that takes the place of Dark's left arm, followed by him slashing the enemy with it. Combo and pressure tool which pulls on hit and adds significant HP to the regeneration gauge. It’s somewhat slow startup means you can be punched out of it if the enemy is not respecting your pressure, so use it wisely. Hits 3 times.


"Tear you apart!"

Damage: 300X3
Heat Gain: 120X3
P1: 65(Once)
P2: 90(Once)
Guard: HL
Level: 5
Attribute: HB
Startup: 23
Active: 2, 2, 1
Recovery: 20
Frame Advantage: +1
Counter Hit: 37
Untech: 35

-Pulls on hit
-Adds 50X3 to Regeneration gauge on hit, 25X3 on block
-50% Repeat proration
-21F Blockstun



2D: Shadow creates sharp spikes on the backs of Dark’s right foot. Dark then turns to the side, lifts his leg to the opposing side of where the enemy is, lifts it up and then sends it crashing down on the enemy’s head, making the kick resemble an half-moon. Second overhead. Slower than 6A and an worse combo starter, but has uses mid-combo because it cannot be ET on air hit. Has really high pushback, so be warned about using this later in pressure strings.


Damage: 800
Heat Gain: 330
P1: 70
P2: 89
Guard: H
Level: 5
Attribute: HB
Startup: 22
Active: 4
Recovery: 22
Frame Advantage: -5
Counter Hit: 28
Untech: 18

-Cannot ET on air hit.
-Adds 100 to regeneration gauge on hit, 50 on block
-Groundbounces on counter hit, adds 40F of untechable
-Breaks 1 guard primer



6D: Shadow envelops Dark’s left arm in a black armor like substance, and then forms a blade in a tonfa position at it’s side. Dark then uppercuts the enemy, slashing him in the process. Launches on hit, but has fairly short range. Dark’s easiest way to start an air combo anywhere on screen, but one must hit confirm into it well for it is only jump cancellable on hit, and on block one can only special and super cancel it.


Damage: 600
Heat Gain: 250
P1: 75
P2: 80
Guard: HL
Level: 3
Attribute: HB
Startup: 14
Active: 3
Recovery: 17
Frame Advantage: -3
Counter hit: 24
Untech: 26

-Autoguards high attacks from Frame 6-16
-Adds 50 to regeneration gauge on hit, 25 on block
-Launches on hit



J.D: Shadow creates an blade resembling that of a scythe on the back of Dark’s right foot. Dark then does a flont flip mid-air and kicks the enemy down with the heel of his foot. More of a combo extender than ender because it gives untechable knockdown, So at distances close to the ground you can OTG(off-the-ground) to continue the combo. At large distances, it’s an air-combo ender with decent oki.


Damage: 900
Heat Gain: 350
P1: 85
P2: 80
Guard: All
Level: 5
Attribute: HB
Startup: 19
Active: 3
Recovery: 15F after landing
Frame Advantage: -10
Counter Hit: 20
Untech: 50

-Knocks down on hit
-Cannot Emergency Tech
-10F landing recovery
-Groundbounces on Counter Hit
-Adds 100 Hp to regeneration gauge on hit, 50 on guard
-30% Repeat proration
-Frame advantage is off lowest jump possible(Startup 24F)



Specials:



Cross slash

236C: Dark draws both of his swords, dashes foward and slashes the enemy in a X formation. Combo tool. The fact it blows the enemy away on hit means it has decente corner push mid-screen, and it can be followed up on the corner, Making it a very important special for combos. Only combos from C and D moves on standing enemies under normal conditions.


"Quicker than Wind!"

Damage: 1500
Heat Gain: 600
P1: 70
P2: 92
Guard: HL
Level: 5
Attribute: HB
Startup: 16
Active: 7
Recovery: 25
Frame Advantage: -11
Counter Hit: 35
Untech: 40

-Blows enemy back on hit
-10% repeat proration



Cross Break

J.236B: Dark kicks the enemy twice in an X arc, Each kicking leaving a black aura on it's tracks and with the second kick sending the enemy flying away. Not only does the second hit has bad proration but it is also impossible to follow up at anything above Tiger Knee height. First hit gives bonus proration but the only way to hit with it only is by rapid cancelling it.


"Like a boss!"

Damage: 500, 700
Heat Gain: 200, 300
P1: 80, 60
P2: 90, 50
Guard: HA
Level: 5
Attribute: H
Startup: 13, 6
Active: 5, 3
Recovery: 25+4F after landing
Frame Advantage: -12
Counter Hit: 35
Untech: 30, 50

-Frame Advantage is off lowest jump possible (18F startup)
-1th attack floats on Hit
-1th attack has 120% bonus proration
-2th attack launches on hit
-2th attack Breaks 1 guard primer
-2th attack has 40% Repeat Proration
-4F landing recovery



Cross Imagines

236B: Dark moves foward a short distance at a tremendous speed, leaving only a blurry where he goes through before brutally stopping on his tracks. Flash step that covers a short distance and can cross the enemy up if close enough. Although it has little to no use at neutral, it is a important pressure tool once you condition your enemy to respect it. Know however that regardless from which normal this is cancelled you will be at frame disavantage, so use with caution.


Damage: -
Heat Gain: -
P1: -
P2: -
Guard: -
Level: -
Attribute: -
Startup: -
Active: -
Recovery: 25
Frame Advantage: -
Counter Hit: entire move
Untech: -

18~25F Can pass through opponent



Metalmark

236A: Dark grabs the enemy by his neck before lifting him up, then lets it go just before punching him in the guts. As that keeps the enemy from falling, he smashes the enemy against the ground with the same fist. Command grab for mixups. Cannot be followed up nor rapid cancelled, but does decent damage and gives solid knockdown.


"What the-!?"-Only on whiff

Damage: 500, 1000
Heat Gain: 180, 320
P1: 50
P2: 50
Guard: 90
Level: 2, 5
Attribute: Ground Throw
Startup: 6
Active: 2
Recovery: 30
Frame Advantage: +5*
Counter Hit: Entire move
Untech: 30, 45

-Downs enemy on hit
-Cannot Emergency tech
-Frame advantage is static difference on successful hit



Here we go!

214D: Dark stands still and stares at the enemy. His right eye then gives out a small flash before it goes back to normal. This special has two uses only, one which is to active the health generation once the gauge is full and for 'mist cancelling' as this move has extremely short recovery, and as a special move it can be cancelled from anything special cancellable.


"Here we go!"

Damage: -
Heat Gain: -
P1: -
P2: -
Guard: -
Level: -
Attribute: -
Startup: -
Active: -
Recovery: 10
Frame Advantage: -
Counter Hit: entire move
Untech: -

-Only usable when regeneration gauge is full
-Dark gains 1 health per frame
-Regeneration gauge depletes 1 unit per frame
-Total duration 1000F
-Health gain ends if hit
-Gauge goes down to 0 if hit
-Health gain stops during opponent's superflash
-Gauge stops depleting on opponent's superflash
-Allows activation of "Switch!"



Distortion Drives:


Switch!

214214D: Dark stares at the screen from where the players see the game, then his right eye goes from blue to red, his fur starts giving out a black aura and his voice becomes deeper before he goes back to back to fighting. Super mode in which Shadow takes control of the body functions. Can only be used while "Here we go!" is active. Power-ups drive moves, but each drive attack costs part of the regeneration gauge to be used. If not enough gauge is left to use the upgraded version of the drive, the normal version will come out instead. Once the gauge runs out Dark goes back to normal.


"Now I'm in charge here."

Damage: -
Heat Gain: -
P1: -
P2: -
Guard: -
Level: -
Attribute: -
Startup: -
Active: -
Recovery: 17+1
Frame Advantage: -
Counter Hit: entire move
Untech: -

-180F heat cooldown


Below are the changes to each drive:

5D: The claw becomes bigger, and so does the hitbox.


Damage: 500X5
Heat Gain: 150X5
P1: 70
P2: 90
Guard: HL
Level: 5
Attribute: HB
Startup: 21
Active: 1, 2, 2
Recovery: 20
Frame Advantage: +4
Counter Hit: 30
Untech: 45

-Pulls on hit
-50% repeat proration
-Costs 200 Regeneration gauge units
-25F blockstun



2D: The spikes become larger, and so does the hitbox.


Damage: 1000
Heat Gain: 400
P1: 75
P2: 90
Guard: H
Level: 5
Attribute: HB
Startup: 22
Active: 3
Recovery: 20
Frame Advantage: -5
Counter hit: 28
Untech: 38

-Groundbounces on hit
-Cannot Emergency tech on air hit
-Costs 250 Regeneration gauge units
-50% repeat proration
-Breaks 1 guard primer



6D: Tonfa becomes larger, and so does the horizontal hitbox by large amounts.


Damage: 800
Heat Gain: 300
P1: 80
P2: 78
Guard: HL
Level: 5
Attribute: HB
Startup: 14
Active: 4
Recovery: 17
Frame Advantage: +0
Counter Hit: 23
Untech: 30

-Autoguards high attacks from frames 6-16
-50% repeat proration
-Launches on hit
-Costs 150 Regeneration gauge units



J.D: Blade becomes larger, and so does the hitbox below Dark's foot.


Damage: 1200
Heat Gain: 500
P1: 90
P2: 88
Guard: All
Level: 5
Attribute: HB
Startup: 15
Active: 3
Recovery: 10F after landing
Frame Advantage: -10
Counter Hit: 18
Untech: 60

-Groundbounces on hit
-10F landing recovery
-20% repeat proration
-Frame Advantage is off lowest jump possible(Startup 20F)
-Costs 300 Renegeration gauge units
-Breaks 1 guard primer



Dread Punisher

236236A: Dark straight punches the enemy with incredible strength, sending him flying away and bouncing off the wall hard enough for him to fall back in front of Dark. This Distortion Drive has 2 follow ups, each requiring 25% meter to be used. After the first punch, one can input 236A to have Dark punch the enemy from above, causing an groundbounce, and input it one more time to have him uppercut the enemy with enough strength to have him fly off screen. Each follow up costs 25% meter, but you can follow up any of them meterless due to the moves properties.


"I have had enough!" "Of your Bullshit!" "FOR AN ENTIRE LIFETIME!"

Damage: 3000, 2000, 1500
Heat Gain: 0, 0, 0
P1: 70, 80, 90
P2: 55, 60, 70
Guard: HL
Level: 5, 5, 5
Attribute: HB
Startup: 5+5, 10, 7
Active: 10, 8, 5
Recovery: 26, 32, 35
Frame Advantage: -15
Counter Hit: 27
Untech: 50, 50, 100

-1st attack wallbounces
-1st attack cannot be ET
-1st attack has 20F hitstop
-2st attack groundbounces
-2st attack has 110% bonus proration
-2st attack frame advantage is -19
-2st attack has 30F hitstop
-3st attack floats on hit
-3st attack has 120% bonus proration
-3st attack has 40F blockstun
-3st attack frame advantage is +1
-3st attack has 40F hitstop
-All attacks have 30% minimum damage
-360F Heat cooldown



Imaginal Discs

J.236236C: Giant Butterfly-like black wings erupt from Dark's backs, followed by him flapping them, throwing black blades from it at the enemy's direction in the process. Air super that can be used for baiting anti-airs, ending air combos or just trying to get some random damage in. This move can be considered a free ticket to pressure and\or damage since they chase after the enemy, stay out for a long time and have massive frame advantage.


"Got Ya~"

Damage: 500X9(3 Each Blade)
Heat Gain: 0
P1: 70(Once)
P2: 50(Once)
Guard: HL
Level: 5
Attribute: HBP
Startup: 5+10
Active: 120
Recovery: 60+10
Frame Advantage: +50
Counter Hit: 50
Untech: 30

-180F Heat Cooldown
-Blades chase enemy
-Attack disappears if Dark blocks or get hit
-Projectile level 1
-Counter carries
-20% Minimum Damage



-Astral Heat-



Tsukiyomi

623623D: Dark points his finger to the enemy, causing an extremely long blade of black matter to come out of it and pierce the enemy's chest. The blade then slowly starts to go back inside Dark's hand, pulling the enemy together with it. While that happens, Shadow slowly starts to erupt from Dark's backs, and once he is fully out he looks like a giant werewolf monster with massive claws and fangs while still connected to Dark, resembling a living, demonic Shadow. Once the enemy is within range, he smashes both of his claws together, crushing the enemy inside and trapping him, then slowly starts to rip him apart and consume him. Once he is done he opens the claws again, showing the entire body of the enemy was eaten, and then he returns back inside Dark, who stares at the ground before walking away. Astral Finish that requires the blade to hit the enemy to activate. Even though it has amazing range(about half of the screen), it is slow and cannot be comboed into from normal starters.


"I dont care if gods have mercy on your soul." "Because my judgement is the only one that matters!"

Damage: Death
Heat Gain: 0
P1: -
P2: -
Guard: All
Level: 5
Attribute: HB
Startup: 5+30
Active: 15
Recovery: 37
Frame Advantage: -31
Counter Hit: 45
Untech: -

-180F Heat cooldown
-1~40F fully invincible

_________________
Image




Top
 Profile  
 
 Post subject: Guide to Dark Wyrm
PostPosted: Fri Apr 06, 2012 10:17 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
Guide to Dark





1-Could you give me a few reasons to play Dark?




Dark is a character with strong footsies, pressure and high damage potential. He has good pokes with strong priority and that are easy to hit confirm, solid blockstrings with multiple high\low and reset options and good damage and knockdown off most attacks. This makes him an character that rewards smart offensive play with good damage and oki.



On the other hand, he has little to none defensive options, forcing the player to learn how to guard and counter assault properly. For that reason, a player that picks Dark is forced to almost always keep a offensive mindset and not let the enemy catch it's breath.



Pro\Cons to CSE Dark



Pros


-Good footsies that lead to good damage and are easy to hit confirm.
-High hp and guard primers.
-Fast when moving foward. Has an extra air dash.
-Strong mixups and pressure.
-Absurd damage output when in super mode.



Cons


-Bad to terrible defensive options.
-Slow when moving backwards.
-Tall standing and crouching hitbox. some 5As can hit him even when crouching.
-Limited projectile options give him a bad matchup against most zoners.



2-Dark's Drive: Parasite




Each time Dark hits the enemy with one of his Drive attacks, an certain amount of life energy is stolen and added to the Parasite gauge above his heat gauge. Once completely filled, The player can activate "Here We Go!", healing Dark by 1 Health per frame until 1000 frames passed or he is hit by an attack, block not counting. "Switch!" can also only be used once the regeneration is active, and powers up all Drive moves, but using them will cost part of the parasite gauge. Careful management of the Parasite gauge once actived can give a important advantage to the player.



5D: Dark slashes the enemy with his claw.


This is a important pressure tool due to it's ability to pull on hit or block and the frame advantage it gives, allowing you to reset pressure once you earn respect from the enemy. follow up possible on air hit with 5B and ground hit with 5A or 2A. Switch! version is a fast pressure reset and great combo tool.



2D: Dark Kicks the enemy with the heel of his foot in a full moon arc.



Overhead that gives untechable knockdown on air hit. Important combo and mixups tool that can be followed up with 236C on ground hit or with an OTG attack on air hit after the recovery ends. Average speed means you can be mashed out of it. Switch! version leads to much more damage but remains the same for mixups.



6D: Dark uppercuts the enemy with his arm inveloped in a armor with tonfa on it.



Dark's best bet at an anti-air, autoguarding high attacks during most of the startup and active frames. The fact it launches on hit makes it a viable choice at close range for starting an air combo, but bad proration values and short range stop it from being truly effective at it. Switch! version has a much larger hitbox that allows launching from almost any poke, but the proration remains on the bad side.


J.D: Dark kicks the enemy down with the heel of his foot.


Attack that gives untechable knockdown that can be followed up from all but the highest altitudes, although the distance influences on whether you have to OTG with something fast(2A) or slower(2B). Good Oki from anywhere on screen as well, making it an multi-purpose move. Switch! version is faster and leads to a good combo anywhere on the screen.





3-How do I play footsies with Dark?




Dark is a character blessed with an amazing close range game. Although the idea of rushing in right away sounds tempting, good players won't let you do it so easily. For that reason, one is required to play a good spacing game with footsies in order to get a hit in and close distance. Luckily, Dark has very good tools for that, some of which will be discribed here.



5B: Your main spacing tool. Although it slighty extends Dark's hurtbox, it's fast startup, decent recovery and good range make it the move you will be using the most, or at least one of them. It is also easy to hit confirm and gatlings into 5C, which will connect at most distances. Use it and abuse it.



5C: Another spacing tool. Although the startup and recovery is longer compared to 5B, it doesn't extends your hurtbox and has longer range, higher damage and better starting proration, allowing it to lead into more damaging combos. 5C is harder to hit confirm than 5B>5C, but do not let that stop you from using it, it's Dark's second longest range move.



2C: Yet another spacing tool. While 2C has the shortest range compared to 5B and 5C, it still has decent range on it's own. It also comes with startup only slighty slower than 5B's, shorter recovery, better frame advantage(Only -1!), good starting proration and damage values. This is the safest of the trio to use, so use it just as much.



6C: This one deserves a special mention. Although it has very long startup, it has the longest range of any of Dark's moves, matching the likes of Hakumen's 4C and Platinum's Cat Hammer. Different from those however, it is very positive on block(+4 and still +1 on instant block) and has short recovery, making it very useful to keep your enemy away from you. On hit, it deals almost 1000 damage on it's own, and although it cannot be cancelled into anything on block, on hit it can go into a number of specials and supers for continuning the combo or moving in to start pressure.



Outside of those, most of Dark normals can be used as makeshift pokes depending on the situation. 2B decreases the size of Dark's hurtbox so it can low profile certain moves, while 5A is fast and can beat close range normals 5B would not be fast enough to do so.



4-How do I pressure with Dark?




Dark's pressure might not be anything ground-breaking, but it is surprisingly solid when used correctly. The main rule when pressuring with any character is to make sure you're not predictable, and this counts here as well. Tools such as 2A and 2B can be used for dashing in once recovery is over as long you condition your enemy to respect your pressure, and 6A, being your fastest ground overhead, will also see a lot of use. Here is is a short description of a few normals you will use a lot in pressure.



2A: This normal does everything for you. Hits low, is neutral on block, has good active frames for catching tech rolls and is just funny to hit people with pointy stuff. 2AXN>Dash>2A is useful for closing distance while in pressure, but make sure the enemy is not mashing before you try that.



2B: Your other low, although not as good in theory. While it does adds another low to Dark's arsenal, it just doesn't have as many uses as 2A, but it's existence alone means the enemy must keep blocking low even after the 2Aing is over. Looks funky too!



6A: Fastest ground overhead makes it your go to one in pressure. Doesn't haves amazing range or anything(only slighty better than 5A) but gatlings from and into a few useful normals, and it can be quite hard to react to as long you remain unpredictable. Gatlings into 2D for a double overhead as well!



6B: Total disrespect as far animation goes, but also a rebel looking reset due to being neutral on block. Only normal that can be jump cancelled on block as well, meaning things such as instant airdash J.C crossups are possible, albeit not hard to see it coming. Use it, but do not abuse it.



2C: This normal deserves a special mention for it is only -1 on block and can gattling from normals such as 5B and 5C for a reset once the enemy is conditioned, either by stopping pressure and dashing in after 2C or whiffing 2C. Use this carefully for it is easy to disrespect.



6C: The best. Ever. +4 on block makes it positive even on instant block, and it's dumb range means it's a DP proof reset when used from far away. Rather long startup though, despite short recovery, meaning you can be mashed out of it when not used properly.



3C: Special mention due to being yet another low. Despite it's ability to gatling into 2D, it doesn't leads to any mindgames due to that being it's only non-special gatling available. Avoid using this if possible, but remind the enemy that it exists every once in a while.



Throws: Dark's throws are rather useful at times, leading to decent damage and knockdown. Usually done after dashes from either 2A or 2B, but can be done off 3C oki as hell due to being jump cancellable on hit and the enemy might not see it coming given all of the other options Dark has. Air throw is useful for catching chicken blocking as well.



J.C: Not much to say other than it can crossup and is rather good at that too. The lack of jump cancellable moves on block makes this a tool less useful than it could potentially be, but it still exists and can be used, so keep that in mind. Depending on how far off the ground you are when using this, follow up without Rapid Cancelling might not be possible.



5D: A slighty slower but more reliable reset than 6B due to being +1 and gatlings from more normals. Somewhat shorter range too, so make sure you know when 6B will hit but 5D won't, specially because 5D has a bit more recovery than most of Dark's normals. Adds to the regeneration gauge as well, so keep that in mind when deciding whether to use 6B or 5D.



5D(Switch!): Also the best. Ever. +4 just like 6C, and although the range is not as godlike, it still goes kinda far(about as far as 5B). 21F startup is also not bad for a reset, but use this with caution for it is only usable on a super mode with 50 heat requirement and will shorten said super mode's duration with each use.



2D: Less used but 1000% more badass overhead. Although it has slighty longer startup than 6A and doesn't leads to as much damage, it has much more range and can be used as a combo tool as well due to untechable knockdown on air hit. It also adds to the regeneration gauge, unlike 6A, plus it breaks a primer, meaning there are different rewards instead of damage if this is your overhead of choice.



236B: Crossups for the win! One thing to keep in mind is that no matter from what you may cancel this from, you will always be in frame disavantage. Use it only when your enemy is conditioned to respect whatever you do or for crossups on enemy wakeup.



236A: Command Grab! Shorter range than normal throws and less total damage, but cannot be teched out outside of hitstun or blockstun and gives instant hard knockdown for whatever bizzare oki setups you might have in mind.



214D: Useful for mist cancelling, but not much to say other than it allows usage of Switch!, what leads to a even more dangerous pressure game.



J.236236C: Free pressure! Party hard! Dumb frame advantage and multiple hits means you can do all sorts of unsafe crap while this DD lasts to no punish at all. Requires 50 heat to use, but it's the main reason this super even exists to begin with.



Mix and match these tools in order to form a strong pressure game. It requires some creativity to use correctly due to lack of gimmicks, but is by no means bad or unreliable! Dark's pressure is one of his stronger points and is what differs him from characters like Ragna who are 5B and combo filler at best.



5-How do I defend with Dark?



Block. Dark is a pure offense character with almost no tools on the defensive outside of system mechanisms such as Counter Assaults. With that in mind, you have to learn to block until you see a opening in the enemy's pressure and punch him out of it. Here is a list of the very few tools he has that can be of use.


5A: Can be used as an anti-air due to fast startup and high hitbox, but has no upper body INV so good jump ins will beat it. Can also be used to try mashing out of bad pressure but not recommended.



6D: Autoguards high attacks for most of the startup and active frames and has a good vertical hitbox, making it a decent anti-air. The fact it cannot be jump cancelled on block makes it rather risky to use at times, but is otherwise Dark's staple anti-air.



Counter Assault: Dark's counter assault is actually pretty good, having a nice horizontal hitbox and causing slide on hit, although it cannot be followed up without a rapid cancel. The fact it is his only -true- defensive option means it's the main thing your enemy will be aiming to bait though, so use carefully.



Blocking: Nothing beats good old blocking. Things such as instant barrier blocking not only give free meter but cause dumb pushback and less blockstun than normal, and it's something one must learn to use this character properly. After all, no one can stay on the offensive forever.

_________________
Image




Top
 Profile  
 
 Post subject: Unlimited Dark
PostPosted: Fri Apr 06, 2012 10:33 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
Unlimited Dark changes



--HP: 15,500
--Has a 1.20x damage modifier boost.
--Permanent 'Switch!' effect.
--Permanent 'Here we go!' effect.
--Increase in Dash Speed from 32000 to 45000
--Increase in Initial Dash Speed from 20000 to 35000
--Increase in Acceleration from 0,30 to 0,50
--Can double air jump and double air dash in the same jump.
--Some moves had their properties or frames changed.
--All sword related attacks have a silver aura that follows them, and their range is practically doubled.
--Eyes color are permanently red now.

==Moves changed==
All C moves are level 5 now.
3C Gives untechable knockdown now.
6C Staggers on normal hit now.
6C Wallbounces on air hit now.
236C(Cross Slash) Wallbounces on hit now.
J.236B(Cross Break) P2 changed from 60 and 50 to 80 and 90.
J.236B(Cross Break) Landing recovery removed.
J.236B(Cross Break) Can now be jump cancelled.
236B(Cross Imagines) Recovery decreased from 25F to 15F.
236A(Metalmark) P1 changed from 50 to 80.
236A(Metalmark) P2 changed from 50 to 90.
236A(Metalmark) Groundbounces on hit now.
214D(Here we go!) Can be activated at any time for the 'mist cancel' effect.
236236A(Dread Punisher) Damage increased from 3000, 2000 and 1500 to 3500, 2500 and 2000.
236236A(Dread Punisher) P2 values changed from 55, 60 and 70 to 80, 90 and 100.
J.236236C(Imaginal Discs) P1 changed from 70(once) to 80(once)
J.236236C(Imaginal Discs) P2 changed from 50(once) to 70(once)


==New moves added==


Specials



Genocidal Thrill



214D: Dark plants his hands on the ground, followed by a massive black drill coming out of the ground below the enemy's position and piercing him. This special does everything for you, including fighting back against zoners and giving amazing Oki. It has a lot of whiff recovery though, so use it carefully.


Damage: 500X5
Heat Gain: 205X5
P1: 90(Once)
P2: 85(Once)
Guard: All
Level: 5
Attribute: HB
Startup: 24
Active: 50
Recovery: 26
Frame Advantage: +44
Counter Hit: 40
Untech: 50

-Cannot Emergency Tech
-Tracks enemy position
-Remains active even if Dark is hit or blocks



Killing intent

"Get over here!"


236D: Shadow creates a sharp blade from Dark's left hand, followed by Dark flinging it at the enemy, which extends from his hand until it reaches the enemy or it's maximum distance. If it hits, it pulls the enemy until he is in front of Dark. Not a real projectile in the zoning sense, but still considered one due to projectile properties, and does not pulls on block. Helps with fighting off zoners or enemies playing the keep away away. On air hit, it will force the enemy to the ground before pulling him in.


Damage: 800
Heat Gain: 330
P1: 70
P2: 80
Guard: All
Level: 5
Attribute: HB
Startup: 18
Active: 20
Recovery: 30
Frame Advantage: -10\+3*
Counter Hit: 39
Untech: 20

-Pulls enemy on hit
-Frame advantage is static difference on successful hit
-Skips remaining active frames on hit or block



Death Cannon

"Learned this one with daddy!"


623D: Dark presses his left hand against the enemy before an massive explosion of black energy erupts from it, blasting the enemy far away. Great pressure reset and combo filler with a disturbingly huge hitbox for it's animation. Tool that forces the enemy to respect almost everything you do due to the sheer risk of getting hit by this.


Damage: 2000
Heat Gain: 800
P1: 90
P2: 92
Guard: HL
Level: 5
Attribute: HBF
Startup: 13
Active: 5
Recovery: 19
Frame Advantage: +3
Counter Hit: 22
Untech: 50

-26F Blockstun
-Wallbounces on hit
-20F Hitstop
-60% Repeat proration

Distortion Drives




Massacring Scythe

"I will kill all who stand in my way!"


236236D: Shadow envelops Dark's tail with a massive amount of black matter, followed by Dark spinning and slashing the enemy with it, the matter having formed into a giant scythe blade by that point. Fast super that covers a lot of the horizontal area on the field, making it both a good punish and combo ender. It is also Dark's only super that is INV throughout the startup, making it usable as a DP as well, albeit a unsafe one that costs 50% meter to use it.


Damage: 4000
Heat Gain: 0
P1: 65
P2: 90
Guard: All
Level: 5
Attribute: HBF
Startup: 4+3
Active: 17
Recovery: 22
Frame Advantage: -8
Counter Hit: 37
Untech: 60

-Staggers for 60F on hit
-Wallbounces on CH, adds 40F of untechable
-30F Blockstun
-1F~4F After Superflash fully invincible

_________________
Image




Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 10:37 am 
Offline
Registered Active Coolkid
User avatar

Joined: Mon Nov 15, 2010 4:41 pm
Posts: 5539
Location: Home with drunk Dojima. Help.
Gender: Other
PSN: Yuno-Gasai_
I wouldn't be scared of my life just because you show me how you scream.

On topic: Since you posted by BB standards, he sounds kind of...Uhh, pretty good? I mean, he sounds really good on defense. If he has equally good attack he could be OP. Don't know what you are trying to create though soooo nothing to say here.

_________________
IZANAGI!
Image
ImageImageImage

Let me remove

Subete no tsumi ni, DANZAI WO!


Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 10:45 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
Maria wrote:
I wouldn't be scared of my life just because you show me how you scream.

On topic: Since you posted by BB standards, he sounds kind of...Uhh, pretty good? I mean, he sounds really good on defense. If he has equally good attack he could be OP. Don't know what you are trying to create though soooo nothing to say here.



We will see about that.



And ya, i guess i should explain what i'm trying to create here...but i dont know exactly yet. What i do have in mind so far is that while he does have a lot of suvivability going thanks to HP steal and above average hp(and 6 primers), I am attempting to make his "super mode" a pain in the ass to enter on it, and also adding the "recoil" mechanism to his drive to discourage spamming it. His normals will be fairly average to above average at best, but he will lack things such as a anti-air and DP to make him REQUIRE all that hp to survive.



I will have "Balance patches" going. If folks think X is OP and give valid reasons, i will nerf it, and vice-versa. I will try to keep doing this until i can reach something i and others consider a "balanced" character, or as balanced as we can get without loketests.



I am hoping this will be a mini group project of sorts. You folks give feedback while i write and we just kind of work together in this. Right now there is not enough moveset info to give decent feedback, but tomorow i will be adding all remaining normals and drives(hopefully), and then we can start working on them and move on to specials.

_________________
Image




Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 11:04 am 
Offline
Bang Monitor
User avatar

Joined: Sat May 08, 2010 9:32 pm
Posts: 3748
Location: God among men.
Gender: Other
Main: Bang Shishigami
Sub: Hakumen
XBL: CB Squall
PSN: FRKZxSquall
Way too much like Ragna, but darker. Seems generic, to me, personally. Gave it a quick glance, but yeah. Sounds like a Mix of Z.W.E.I. and Ragna. At least as far as personality.

As far as his Drive, it seems alright, but kind of broken. Stealing health at a high percentage is gamebreaking, especially (and I'll put this into LoLspeak) if there is no "hard counter" to it. Its not like the opponent can build an item and get lifesteal, or use Ignite as a summoner spell to stop you from healing.

_________________
Image
Chapters: 2 - Word Count: 11,733


Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 11:23 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
The Symbolist wrote:
Way too much like Ragna, but darker. Seems generic, to me, personally. Gave it a quick glance, but yeah. Sounds like a Mix of Z.W.E.I. and Ragna. At least as far as personality.

As far as his Drive, it seems alright, but kind of broken. Stealing health at a high percentage is gamebreaking, especially (and I'll put this into LoLspeak) if there is no "hard counter" to it. Its not like the opponent can build an item and get lifesteal, or use Ignite as a summoner spell to stop you from healing.




1-Agreed, He does resemble Ragna to a extend, although i dont even know who Z.W.E.I. is. I made him WAAAAAY before i even knew about BB btw, It just happens that Ragna's personality is a commonly used one for anti-heroes and such. I wont change it though, sorry.



2-Ah, thanks for the input. I was looking back at the amount of hp steal and started to think just how "balanced" it was considering the rate of hp he steals on "Field Mode". Goes to show how much i know. I want to keep his drive unchanged, but i'm completely ok with changing the number values. I will see what i can do later, but if you have any suggestions then go for it.

_________________
Image




Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 11:32 am 
Offline
Bang Monitor
User avatar

Joined: Sat May 08, 2010 9:32 pm
Posts: 3748
Location: God among men.
Gender: Other
Main: Bang Shishigami
Sub: Hakumen
XBL: CB Squall
PSN: FRKZxSquall
He is a mysterious, somewhat dark, brooding looking character who can summon a spirit to fight for him named E.I.N.

2 -It depends on whether your trying to make an offensive or defensive character. If hes supposed to be offensive, I think a unique drive that incorporates the same "ability" your going for would be something like this;

Drive: Parasite

Dark's drive attacks cause Shadow to steal a the opponent's life force, bit by bit. After the gauge fills at the bottom of the screen, Dark can activate the ability to transfer the stolen power to his body, from Shadow. This causes a "regeneration" section on his health bar to appear, and fills over time as Shadow passes the life force along - as long as he remains uninterrupted. If he is attacked during this process, the regeneration stops at that point, and the left-over health is lost.



---------------------

This encourages someone to keep pressure up after activating their drive, and using it tactically. After filling your gauge, your best bet would be to activate it on Oki, then continue to pressure the opponent (making him unable to retaliate, or in otherwords, stop his regeneration) so that he can heal.





Anyways, overall your character is a bit too generic for my tastes. If I were to pick him, he needs a unique system to even interest me. If I were to see him in a BB game, I would probably never even try to play him, like I avoid Noel, or Jin.

_________________
Image
Chapters: 2 - Word Count: 11,733


Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 11:37 am 
Offline
Ragna Monitor
User avatar

Joined: Fri Jul 01, 2011 11:33 pm
Posts: 8723
Location: Koushu! Enbudaienjou!
Gender: Male
Main: Ragna the Bloodedge
Sub: Bang Shishigami
XBL: Scruffbang
PSN: scruffbang
Huh, i see....i will have to look into those 2 later.



2-Hey, hey. That doesn't sound too bad. I actually like it, and it fits his canon(Shadow is the one that steals life and shares it). How much hp you think the gauge should have when maxed out?




Hehe, wont argue he is generic. He is my very first OC which i created years ago, and there is only so much character development can do for him while making sure his personality is not completely shifted.

_________________
Image




Top
 Profile  
 
PostPosted: Fri Apr 06, 2012 11:40 am 
Offline
Bang Monitor
User avatar

Joined: Sat May 08, 2010 9:32 pm
Posts: 3748
Location: God among men.
Gender: Other
Main: Bang Shishigami
Sub: Hakumen
XBL: CB Squall
PSN: FRKZxSquall
Lucalibur wrote:
Huh, i see....i will have to look into those 2 later.



2-Hey, hey. That doesn't sound too bad. I actually like it, and it fits his canon(Shadow is the one that steals life and shares it). How much hp you think the gauge should have when maxed out?




Hehe, wont argue he is generic. He is my very first OC which i created years ago, and there is only so much character development can do for him while making sure his personality is not completely shifted.


Only around 800-1200 Enough to make it worth it, but not enough to be gamebreaking. Like Bang's poison nail. If done right, its worth doing to get almost half a combo out of a poison nail. You pretty much heal through half a combo if you play your drive right.

Also, another one that would be more fitting to your character in GENERAL, because hes supposed to be a "shadow", would be to make his meter be an EX "Shadowstrike" bar, and have certain attacks be EX-able, and Shadow would double that attack each time, like Tao's Almost Becoming Two. I like this a bit better than being a knockoff Ragna, personally.



And yeah, xD I understand that. Hes pretty cool, but I just personally like the more off the wall and unique characters.

_________________
Image
Chapters: 2 - Word Count: 11,733


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 86 posts ]  Go to page 1, 2, 3, 4, 5 ... 9  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: santian7892 and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB ® Forum Software © phpBB Group | DVGFX2 by: Matt