What if? Maester Seymour Guado in Dissidia
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What if? Maester Seymour Guado in Dissidia
Maester Seymour Guado
Everyone knows in the end the spot of villian in Final Fantasy Dissidia came down to Jecht, which in the end, many people claim that Jecht was picked because of Seymour was the villain then Yuna would have to be the hero (which I think is a cop out, Tidus hated Seymour as well and it would have been a fine match up). Honestly I think Seymour would have been a good addition (not that I mind Jecht, he is the only pure melee villain in the game) and I certainly liked the idea of Tidus's more modern asain influenced outfit and attitude meshing with Seymour's more ornate and ceremonial garb as well as his proper way of speaking.
As for his moves and such, many of his moves can be found just by battling him so many times in the agme, here's what I found, and what I think they'd do.
Brave Attacks:
Ground/Aerial: Blizzaga: I know Seymour can cast all four elements, but decided to focus on water and ice, since it seems more tied in with Macalania Temple with its ice goddess and frozen lake. Blizzaga ground version will cause an explosion of ice against the ground. Able to be chained with Wateraga or a second Blizzaga if quick enough.
Aerial: Wateraga: Same as Blizzaga but an aerial move, able to attack in the air, able to be chained back with Blizzaga or Wateraga again if quick enough (much like Doublecast or even Omnis's four-way casting).
Aerial: Desperado: Brave attack based on the dispelling move used while in Natus's form, it is an aerial cased brave attack with a close to medium distance.
Ground/Aerial: Lance of Atrophy: Strongest of Seymour's brave attacks, it has a rather short range but can hit for a nice chunk of brave loss, however it cannot be chained.
HP Attacks:
Ground: Cross Cleave: HP damage move, pretty close range.
Ground/Aerial: Total Annihilation: Seymour's charge up HP attack, the longer he charges the more projectiles end up being launched, and the more damage that ends up being done. Can be short charged for smaller damage just as the other ones can.
Aerial: Banish: Based around Seymour's abiity to simply wave Aeon's away from a one-hit kill, it has a good distance but can be avoided.
Ground/Aerial: Requiem: Seymour's original overdrive when used for a short time as a player character, does HP damage from a distance, explodes like a spell so it can be fairly accurate.
ExMode: Seymour Natus: I know this was technically Seymour's first form, but it is his most human shaped, which makes it quite an obvious choice, and has more detail and more of an ominous feel to it than his Omnis form. True his Flux form may seem a stronger choice, but in the end it would have to be heavily edited anyway to be more human shape, when Natus was already human shaped (plus that claw is cool). Obviously just like in the game, while in Natus mode Seymour gains the ability to levitate and fly.
ExMode Break Attack:
Ground/Aerial: Shattering Claw: Like some of the villains, while in ExMode Seymour will get access to an instant break move, shattering claw, which actually did about the same thing in the game. Its got a good close to mid range, and has a shorter cast time than some of the others, but due to the fact it does have that closer range you have to be close to the enemy to use it. It effectually breaks the foe on a successful strike, using that massive clas to do the damage.
ExBurst: Overdrive: "Your hope ends here! And your meaningless existence with it!" Seymour will charge his ExBurst much like Lulu did in X, my rotating the joystick you'd charge up his meter until he maxes out and does one of two moves.
Failed ExBurst: Requiem: "Sorrow will prevail." Just a more powerful and flashy version of Seymour's normal overdrive, Requiem.
Successful ExBurst: Grand Summon: "Death awaits you." Seymour will use his Grand Summon, the same Overdrive Yuna used in X, Seymour will use it to summon the Dark Aeon, Anima. It will arrive and instantly begin its own Overdrive, Oblivion by casting the world into the sweeping red hell, before brutally pounding the enemy, doing straight Brave damage before ending with its signature explosion, doing heavy HP damage.
One-on-One quotes (leaving out Jecht since Seymour would be taking his place):
Warrior of Light: "If you're offering your life, I will have to take it."
Firion: "Your dream ends here!"
Onion Knight: "Pitiful, trembling at unseen enemies."
Cecil Harvey: "So you, too, seek freedom from this painful life?"
Bartz Klauser: "Pitiful mortal."
Terra Branford: "I will take from you your strength, your life."
Cloud Strife: "All the pain of your life will be gently swept away . . ."
Squall Leonhart: "Your chased by your fears, never knowing rest."
Zidane Tribal: "Unpleasant . . ."
Tidus: "Now is your time to die. Prepare yourself, son of Jecht."
Shantotto: "I will give you your death. You seem to want it so."
Garland: "Suffering and sorrow . . . caught in a spiral of death."
The Emperor: "You have great power, but you fear losing it."
Cloud of Darkness: "Rest in peace, in eternal darkness!"
Golbez: "There is no salvation for the damned!"
Exdeath: "Let darkness take you!"
Kefka Palazzo: "Spending your days . . . scheming petty schemes."
Sephiroth: "I will save you."
Ultimecia: "I have all the time in the world."
Kuja: "Death is a sweet slumber."
Seymour Guado: "You would oppose me as well? So be it."
Gabranth: "Very well. I will end your suffering."
Chaos: "I vow to carry on your legacy . . ."
Special Weapons: (based on the extra enemies that become part of Seymour when he becomes Natus, Flux, and Omnis respectfully)
First: Mortibody
Second: Mortiorchis
Ultimate: Mortiphasms
Everyone knows in the end the spot of villian in Final Fantasy Dissidia came down to Jecht, which in the end, many people claim that Jecht was picked because of Seymour was the villain then Yuna would have to be the hero (which I think is a cop out, Tidus hated Seymour as well and it would have been a fine match up). Honestly I think Seymour would have been a good addition (not that I mind Jecht, he is the only pure melee villain in the game) and I certainly liked the idea of Tidus's more modern asain influenced outfit and attitude meshing with Seymour's more ornate and ceremonial garb as well as his proper way of speaking.
As for his moves and such, many of his moves can be found just by battling him so many times in the agme, here's what I found, and what I think they'd do.
Brave Attacks:
Ground/Aerial: Blizzaga: I know Seymour can cast all four elements, but decided to focus on water and ice, since it seems more tied in with Macalania Temple with its ice goddess and frozen lake. Blizzaga ground version will cause an explosion of ice against the ground. Able to be chained with Wateraga or a second Blizzaga if quick enough.
Aerial: Wateraga: Same as Blizzaga but an aerial move, able to attack in the air, able to be chained back with Blizzaga or Wateraga again if quick enough (much like Doublecast or even Omnis's four-way casting).
Aerial: Desperado: Brave attack based on the dispelling move used while in Natus's form, it is an aerial cased brave attack with a close to medium distance.
Ground/Aerial: Lance of Atrophy: Strongest of Seymour's brave attacks, it has a rather short range but can hit for a nice chunk of brave loss, however it cannot be chained.
HP Attacks:
Ground: Cross Cleave: HP damage move, pretty close range.
Ground/Aerial: Total Annihilation: Seymour's charge up HP attack, the longer he charges the more projectiles end up being launched, and the more damage that ends up being done. Can be short charged for smaller damage just as the other ones can.
Aerial: Banish: Based around Seymour's abiity to simply wave Aeon's away from a one-hit kill, it has a good distance but can be avoided.
Ground/Aerial: Requiem: Seymour's original overdrive when used for a short time as a player character, does HP damage from a distance, explodes like a spell so it can be fairly accurate.
ExMode: Seymour Natus: I know this was technically Seymour's first form, but it is his most human shaped, which makes it quite an obvious choice, and has more detail and more of an ominous feel to it than his Omnis form. True his Flux form may seem a stronger choice, but in the end it would have to be heavily edited anyway to be more human shape, when Natus was already human shaped (plus that claw is cool). Obviously just like in the game, while in Natus mode Seymour gains the ability to levitate and fly.
ExMode Break Attack:
Ground/Aerial: Shattering Claw: Like some of the villains, while in ExMode Seymour will get access to an instant break move, shattering claw, which actually did about the same thing in the game. Its got a good close to mid range, and has a shorter cast time than some of the others, but due to the fact it does have that closer range you have to be close to the enemy to use it. It effectually breaks the foe on a successful strike, using that massive clas to do the damage.
ExBurst: Overdrive: "Your hope ends here! And your meaningless existence with it!" Seymour will charge his ExBurst much like Lulu did in X, my rotating the joystick you'd charge up his meter until he maxes out and does one of two moves.
Failed ExBurst: Requiem: "Sorrow will prevail." Just a more powerful and flashy version of Seymour's normal overdrive, Requiem.
Successful ExBurst: Grand Summon: "Death awaits you." Seymour will use his Grand Summon, the same Overdrive Yuna used in X, Seymour will use it to summon the Dark Aeon, Anima. It will arrive and instantly begin its own Overdrive, Oblivion by casting the world into the sweeping red hell, before brutally pounding the enemy, doing straight Brave damage before ending with its signature explosion, doing heavy HP damage.
One-on-One quotes (leaving out Jecht since Seymour would be taking his place):
Warrior of Light: "If you're offering your life, I will have to take it."
Firion: "Your dream ends here!"
Onion Knight: "Pitiful, trembling at unseen enemies."
Cecil Harvey: "So you, too, seek freedom from this painful life?"
Bartz Klauser: "Pitiful mortal."
Terra Branford: "I will take from you your strength, your life."
Cloud Strife: "All the pain of your life will be gently swept away . . ."
Squall Leonhart: "Your chased by your fears, never knowing rest."
Zidane Tribal: "Unpleasant . . ."
Tidus: "Now is your time to die. Prepare yourself, son of Jecht."
Shantotto: "I will give you your death. You seem to want it so."
Garland: "Suffering and sorrow . . . caught in a spiral of death."
The Emperor: "You have great power, but you fear losing it."
Cloud of Darkness: "Rest in peace, in eternal darkness!"
Golbez: "There is no salvation for the damned!"
Exdeath: "Let darkness take you!"
Kefka Palazzo: "Spending your days . . . scheming petty schemes."
Sephiroth: "I will save you."
Ultimecia: "I have all the time in the world."
Kuja: "Death is a sweet slumber."
Seymour Guado: "You would oppose me as well? So be it."
Gabranth: "Very well. I will end your suffering."
Chaos: "I vow to carry on your legacy . . ."
Special Weapons: (based on the extra enemies that become part of Seymour when he becomes Natus, Flux, and Omnis respectfully)
First: Mortibody
Second: Mortiorchis
Ultimate: Mortiphasms
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Thinking about the moves I picked, I honestly think I made a good start but in general Seymour here seems too generic to be a good fighter, so I was thinking of changing up the moveset a little to be a bit more specialized.
I was thinking of putting in the chaining aspect that Jecht uses, with a little of Shantatto's chaining to a lesser but more even extent.
Brave Attacks:
Ground/Aerial: Blizzaga/Wateraga/Firaga/Thundaga: Unlike my previous incarnation, Seymour will now have access to all four spells which have varying damage and effects, however all do brave damage. They can be chained into each other, as like with Doublecast in Final Fantasy X, so you can chain for intance Wateraga with Wateraga or another spell to increase the chain. You can only chain up to two spells (per Doublecast) however you can then chain again into Banish or Requiem to make it a three hit, 2 Brave/1 HP combo.
Lance of Atrophy: I decided to remove Desperado as with all four -aga spells from FFX it seems to no longer be needed, howeer I did not want to lose Lance of Atrophy as I think it has merit. I imagine Lance of Atrophy would be similiar to a brave version of Havoc Wing from Kefka, being a fast but short ranged attack, a nice way to compliment all of Seymour's spells. Although it cannot chain with any of the aga's or itself, it can chain into Cross Cleave.
HP Attacks:
The attacks would remain the same, Cross Cleave, Banish, Requiem, and Total Annihilation, only major differences would be Cross Cleave can be chained after Lance of Atrophy, and Banish and Requiem can be chained after 1 or 2 -aga spells. Due to its long cast time, Total Annihilation cannot be chained, obviously.
ExMode: Seymour Natus: Most of this would remain constant, the only thing I forgot would be the benefits Seymour would gain by going into ExMode. Obviously he would gain Regen status, as well as the ability to hover/fly. He would also gain the ability to use "Omnis Magic", which means he can now chain his -aga spells up to a 4 chain as opposed to only 2, and still use Banish/Requiem afterwards to effectly allow him to make a 5 chain combo. In addition, while having Omnis Magic Seymour can also use up to 2 Lance of Atrophy in a quick chain (one lance from each side in quick succession) and still use Cross Cleave afterwards, effectly giving him access to a 3-hit close combo as well.
I was thinking of putting in the chaining aspect that Jecht uses, with a little of Shantatto's chaining to a lesser but more even extent.
Brave Attacks:
Ground/Aerial: Blizzaga/Wateraga/Firaga/Thundaga: Unlike my previous incarnation, Seymour will now have access to all four spells which have varying damage and effects, however all do brave damage. They can be chained into each other, as like with Doublecast in Final Fantasy X, so you can chain for intance Wateraga with Wateraga or another spell to increase the chain. You can only chain up to two spells (per Doublecast) however you can then chain again into Banish or Requiem to make it a three hit, 2 Brave/1 HP combo.
Lance of Atrophy: I decided to remove Desperado as with all four -aga spells from FFX it seems to no longer be needed, howeer I did not want to lose Lance of Atrophy as I think it has merit. I imagine Lance of Atrophy would be similiar to a brave version of Havoc Wing from Kefka, being a fast but short ranged attack, a nice way to compliment all of Seymour's spells. Although it cannot chain with any of the aga's or itself, it can chain into Cross Cleave.
HP Attacks:
The attacks would remain the same, Cross Cleave, Banish, Requiem, and Total Annihilation, only major differences would be Cross Cleave can be chained after Lance of Atrophy, and Banish and Requiem can be chained after 1 or 2 -aga spells. Due to its long cast time, Total Annihilation cannot be chained, obviously.
ExMode: Seymour Natus: Most of this would remain constant, the only thing I forgot would be the benefits Seymour would gain by going into ExMode. Obviously he would gain Regen status, as well as the ability to hover/fly. He would also gain the ability to use "Omnis Magic", which means he can now chain his -aga spells up to a 4 chain as opposed to only 2, and still use Banish/Requiem afterwards to effectly allow him to make a 5 chain combo. In addition, while having Omnis Magic Seymour can also use up to 2 Lance of Atrophy in a quick chain (one lance from each side in quick succession) and still use Cross Cleave afterwards, effectly giving him access to a 3-hit close combo as well.
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Well I've gotten Dissidia, I have to admit Jecht is a good character, he's one fo the rare melee villians and his moveset is quite original and fun.
However, since playing through the storylines I can imagine how Seymour would have made his presence known in the Dissidia story.
I was thinking during Tidus's storyline suddenly Tidus and his travelling friends would get attacked by several of the crystal enemies, looking pretty grim until they are suddenly saved by Seymour (alluding to how he used Anima to save the blitzball game in FFX), and claims he is in fact not an agent of Choas but an agent of Cosmos and (in his own snide way) begs for forgiveness and wants to join Tidus in locating his crystal.
Throughout the story one of other heros would be injured or distraught, maybe Firion after being beaten and his Wild Rose taken, or even Terra struggling with her powers, and as Tidus goes to make sure his friend is ok, Seymour brings up the fact he should put his friend out of their misery. Revolted, Tidus would argue, but Seymour would bring up the fact if they are in pain, then it is more cruel to force them to live with that pain and misery, and in the end, death is the only true escape. He'd claim if Tidus truley was a hero of Cosmos he would show the bravery and mercy to end his friend's suffering.
After that Tidus would try and fight Seymour, only for Seymour to run away, claiming that in fact Tidus was a warrior of Chaos due to his cowardice and cruelty, and that he, in fact, was the only one that was righteous enough to be known as a warrior of Cosmos.
After tending to his friend, Tidus would follow after Seymour, only to find him plotting something much more sinister. FInding Tidus's lack of resolve disturbing, Seymour decides that he will be the one who brings salvation to all worlds, by killing everyone and releasing them for their eternal spiral of pain. He decides he will in fact side with Chaos, as Chaos has the power he needs to carry out Cosmos's wish of a world of harmony.
Tidus of course calls him insane and decides to stop him, causing the conflict between them (and securing Seymour in the same boat as Exdeath, Cloud of Darkness, and Kefka with the villians who long for destruction, although Seymour will wish for it for his own twisted, righteous reasons).
However, since playing through the storylines I can imagine how Seymour would have made his presence known in the Dissidia story.
I was thinking during Tidus's storyline suddenly Tidus and his travelling friends would get attacked by several of the crystal enemies, looking pretty grim until they are suddenly saved by Seymour (alluding to how he used Anima to save the blitzball game in FFX), and claims he is in fact not an agent of Choas but an agent of Cosmos and (in his own snide way) begs for forgiveness and wants to join Tidus in locating his crystal.
Throughout the story one of other heros would be injured or distraught, maybe Firion after being beaten and his Wild Rose taken, or even Terra struggling with her powers, and as Tidus goes to make sure his friend is ok, Seymour brings up the fact he should put his friend out of their misery. Revolted, Tidus would argue, but Seymour would bring up the fact if they are in pain, then it is more cruel to force them to live with that pain and misery, and in the end, death is the only true escape. He'd claim if Tidus truley was a hero of Cosmos he would show the bravery and mercy to end his friend's suffering.
After that Tidus would try and fight Seymour, only for Seymour to run away, claiming that in fact Tidus was a warrior of Chaos due to his cowardice and cruelty, and that he, in fact, was the only one that was righteous enough to be known as a warrior of Cosmos.
After tending to his friend, Tidus would follow after Seymour, only to find him plotting something much more sinister. FInding Tidus's lack of resolve disturbing, Seymour decides that he will be the one who brings salvation to all worlds, by killing everyone and releasing them for their eternal spiral of pain. He decides he will in fact side with Chaos, as Chaos has the power he needs to carry out Cosmos's wish of a world of harmony.
Tidus of course calls him insane and decides to stop him, causing the conflict between them (and securing Seymour in the same boat as Exdeath, Cloud of Darkness, and Kefka with the villians who long for destruction, although Seymour will wish for it for his own twisted, righteous reasons).
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Yeah but with loads of characters you'd run into the issues of balancing them out so that one character doesn't completely eliminate any desire or need to play the other one, or with clones like in SNK, Capcom, and Brawl.Tonberry2k wrote:Loads of characters would have been great. If there's a sequel I'd like to see each game get 2-ish characters. Off the top of my head, Kain, Sabin, Edgar, Vincent, Zell, Gilgamesh, Steiner, and Auron seem like natural choices.
But still though, those ARE characters that have different "Jobs" per se, though Steiner and Auron sort of overlap.
In my opinion I'd have included Bartz as a Blue Mage rather than a Mime but whatever floatsh is boat I guess. *shrugs* If not Bartz, then Krile as a blue mage or Quistis.
I'd also say Seifer and Beatrix although that may be pushing it. Beatrix would be useful as a secret or unlockable character, although the problem with her and Steiner is that unless they wanna include a bunch of different reasons for using Steiner over her, she'd probably either be an exact clone of Steiner (Since many of her powerful attacks are also learned by Steiner) or just outclass him ridiculously.
Other characters...Rydia would also be a bit obvious. I could be mean and suggest Selphie and Yuffie but I'd rather have Yuffie anyway...Rinoa would be a better choice because she would not only be able to throw her dog but she'd be a magic-user. Though Zell would perhaps be the only fistfighter....
Oh, and Vivi. :P Everybody LOVES Vivi. I could also suggest Quina except that'd probably ruin him/her because they'd probably have to reveal a gender. :P (That and Quistis or blue-mage Krile would be better anyways)
It would be interesting to see how Tactics would work if hte put it in there...Rapha and Marach would be SO funny to see, especially if they wind up kicking ass in a Dissidia game. >:3 MUAHAHAHAHAHAHAHAH!!!! Same with Meliadoul and Ramza.
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I find all of these characters infinitely more interesting than the leads of their games, so yes, I would approve of this. Don't think it would happen though - like Square can produce a game without Cloud. Psh!Off the top of my head, Kain, Sabin, Edgar, Vincent, Zell, Gilgamesh, Steiner, and Auron seem like natural choices.
(EDIT: Terra is actually cool, and I like Zidane as well.)
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In keeping with the leads-villains thing, that's why I mentioned Zemus as an alternative to Golbez. But if we're going to add other characters, there needs to be another form they could take so they could have an EX mode:
Kain: Maybe if he could show his new look after the ending
Sabin: I don't think so.
Edgar: Unless you could think of funny Gerad attacks, then not really.
Vincent: Definitely.
Zell: No way Jose.
Gilgamesh: Gil's not playable, but he would work great.
Steiner: Perhaps. Since Zidane already has Trance, it kind of leaves Steiner in an awkward position.
Auron: Maybe if you could find some way to unsend him back from the Farplane to get a real life Auron as opposed to an undead one....
Rydia: I could see Rydia if her EX Mode form was adult Rydia
Vivi: I guess you could have him EX into all the little Vivis you see in the ending. -CSM
Kain: Maybe if he could show his new look after the ending
Sabin: I don't think so.
Edgar: Unless you could think of funny Gerad attacks, then not really.
Vincent: Definitely.
Zell: No way Jose.
Gilgamesh: Gil's not playable, but he would work great.
Steiner: Perhaps. Since Zidane already has Trance, it kind of leaves Steiner in an awkward position.
Auron: Maybe if you could find some way to unsend him back from the Farplane to get a real life Auron as opposed to an undead one....
Rydia: I could see Rydia if her EX Mode form was adult Rydia
Vivi: I guess you could have him EX into all the little Vivis you see in the ending. -CSM
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((I was bored so I made a new one for Kain Highwind, let me know what you think))
Kain Highwind
"The solitary, gentle-souled dragon knight whose heart lies with the dragons. Having been corrupted by the darkness once, Kain struggles to gain the same redemption from the light as his friend, Cecil."
Kain was very closely considered for Dissidia, in the end losing to Golbez for the spot of the Final Fantasy IV villian, although they probabaly would act quite similiar, both being very close (Golbez being Cecil's brother, and Kain growing up with Kain, being like a brother) and the struggle between light and darkness, (what with Kain's brainwashing, then his dark side in the After Years, and then coming to the light, I could see him being very similiar to Cecil, or a mix between Golbez and Cecil's characters).
Kain Highwind is a Master of the Skies, wearing such heavy armor he's not very fast on land and only has a few ground based abilities, however the Dragoon excels at aerial combat and ground to air moves. Most of his moves revolve around jumps and dives, although he can also use his signature spear to thrust and skewer into his opponent. I've based Kain's moveset on several Dragoons in Final Fantasy history, including Kain's own moves in After Years, Cid Highwind from Final Fantasy VII, and the Dragoon class from Final Fantasy X.
Brave Attacks:
Boost Jump (Aerial/Ground): Close-Mid range jump that launches self at the opponent, before knocking them away with your spear, does more Bravery Damage the closer the opponent, initiates chase sequence.
High Jump (Aerial/Ground): Mid-Long range jump, similiar to Boost Jump but can strike enemies much farther away, deals more damage the closer the opponent. Wall Crash.
Spiral Jump (Aerial/Ground): Close to Mid Range jump to the opponent, spinning spear and slicing the foe several times causng Brave damage.
Dragon Lance (Ground): Close attack, Kain's only non-jumping Brave attack, launches himself forward and thrusts agaisnt the foe before knocking the opponent airbourne. Initiates chase sequence.
HP Attacks:
Penta Trust (Ground): Close range consisting of five thrusts with the spear, the first four will trap the opponent and deal Brave damage, and the fifth attack will cause HP damage.
Mirage Dive (Aerial): Mid-air attack, dodge and then dive forward, attacking the foe, Wall Crash.
Dragon Dive: (Aerial): Mid-air attack, dives after the opponent and performs six strikes, launching opponent away.
Dragonheart (Aerial/Ground): Focusing the aura of the dragoon, emits a sphere of energy that causes HP damage on contact.
Wheeling Thrust (Ground/Aerial): Dashes to the opponent and spins the spear veritcally before following with a thrust against the foe.
Brave to HP attacks:
Drakesbane (Combo from Dragon Lance): Leaps after the opponent after being launched from Dragon Lance, performing three hits to slam the opponent to the floor. Wall Crash.
Sky Grinder (Combo from Spiral Jump): Knocks opponent into the air and follows, before stabbing spear straight down, slamming opponent to the floor.
EX Mode: Holy Dragoon: shedding the shadow of darkness and guilt that looms over him, Kain emerges in his EX Mode as his Holy Dragon upgrade from the After Years. In this form, along with Regen, he gains two additional abilities, Double Jump which doubles the brave damage from any of his jump attacks, and access to a new HP move by pressing R and Square, Shift Jump.
HP Attack: (Ground/Aerial) Shift Jump: This move combines two of Kain's abilities, his limited access to white magic and his abilites as a Dragoon. He combines Teleport and Jump in a move that allows him an HP attack that teleports him directly over the opponent's head and crash down in a HP damage jump attack. The animation should show Kain preparing to perform a jump attack as he normally would, however when he leaps he blinks out in a flash of blue light, only to reappear directly over the opponent's head and slam down into them with his spear.
EX Burst: Highwind. Kain summons a tornado to entrap the opponent, similiar to how Abel's Lance could randomly cast Tornado in Final Fantasy IV. If Kain fails his EX Burst he leaps up and simply throws his spear into the twister, slamming into the foe to cause damage. If successful, Kain will leap and brave the Tornado himself, leaping into the storm to attack the opponent directly and increasing the damage.
1st Weapon: Gungnir
2nd Weapon: Wyvern Lance
Master Weapon: Ricard's Pride
Kain Highwind
"The solitary, gentle-souled dragon knight whose heart lies with the dragons. Having been corrupted by the darkness once, Kain struggles to gain the same redemption from the light as his friend, Cecil."
Kain was very closely considered for Dissidia, in the end losing to Golbez for the spot of the Final Fantasy IV villian, although they probabaly would act quite similiar, both being very close (Golbez being Cecil's brother, and Kain growing up with Kain, being like a brother) and the struggle between light and darkness, (what with Kain's brainwashing, then his dark side in the After Years, and then coming to the light, I could see him being very similiar to Cecil, or a mix between Golbez and Cecil's characters).
Kain Highwind is a Master of the Skies, wearing such heavy armor he's not very fast on land and only has a few ground based abilities, however the Dragoon excels at aerial combat and ground to air moves. Most of his moves revolve around jumps and dives, although he can also use his signature spear to thrust and skewer into his opponent. I've based Kain's moveset on several Dragoons in Final Fantasy history, including Kain's own moves in After Years, Cid Highwind from Final Fantasy VII, and the Dragoon class from Final Fantasy X.
Brave Attacks:
Boost Jump (Aerial/Ground): Close-Mid range jump that launches self at the opponent, before knocking them away with your spear, does more Bravery Damage the closer the opponent, initiates chase sequence.
High Jump (Aerial/Ground): Mid-Long range jump, similiar to Boost Jump but can strike enemies much farther away, deals more damage the closer the opponent. Wall Crash.
Spiral Jump (Aerial/Ground): Close to Mid Range jump to the opponent, spinning spear and slicing the foe several times causng Brave damage.
Dragon Lance (Ground): Close attack, Kain's only non-jumping Brave attack, launches himself forward and thrusts agaisnt the foe before knocking the opponent airbourne. Initiates chase sequence.
HP Attacks:
Penta Trust (Ground): Close range consisting of five thrusts with the spear, the first four will trap the opponent and deal Brave damage, and the fifth attack will cause HP damage.
Mirage Dive (Aerial): Mid-air attack, dodge and then dive forward, attacking the foe, Wall Crash.
Dragon Dive: (Aerial): Mid-air attack, dives after the opponent and performs six strikes, launching opponent away.
Dragonheart (Aerial/Ground): Focusing the aura of the dragoon, emits a sphere of energy that causes HP damage on contact.
Wheeling Thrust (Ground/Aerial): Dashes to the opponent and spins the spear veritcally before following with a thrust against the foe.
Brave to HP attacks:
Drakesbane (Combo from Dragon Lance): Leaps after the opponent after being launched from Dragon Lance, performing three hits to slam the opponent to the floor. Wall Crash.
Sky Grinder (Combo from Spiral Jump): Knocks opponent into the air and follows, before stabbing spear straight down, slamming opponent to the floor.
EX Mode: Holy Dragoon: shedding the shadow of darkness and guilt that looms over him, Kain emerges in his EX Mode as his Holy Dragon upgrade from the After Years. In this form, along with Regen, he gains two additional abilities, Double Jump which doubles the brave damage from any of his jump attacks, and access to a new HP move by pressing R and Square, Shift Jump.
HP Attack: (Ground/Aerial) Shift Jump: This move combines two of Kain's abilities, his limited access to white magic and his abilites as a Dragoon. He combines Teleport and Jump in a move that allows him an HP attack that teleports him directly over the opponent's head and crash down in a HP damage jump attack. The animation should show Kain preparing to perform a jump attack as he normally would, however when he leaps he blinks out in a flash of blue light, only to reappear directly over the opponent's head and slam down into them with his spear.
EX Burst: Highwind. Kain summons a tornado to entrap the opponent, similiar to how Abel's Lance could randomly cast Tornado in Final Fantasy IV. If Kain fails his EX Burst he leaps up and simply throws his spear into the twister, slamming into the foe to cause damage. If successful, Kain will leap and brave the Tornado himself, leaping into the storm to attack the opponent directly and increasing the damage.
1st Weapon: Gungnir
2nd Weapon: Wyvern Lance
Master Weapon: Ricard's Pride
- Tonberry2k
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- Dark Seraphim
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Abel's Lance is already one of Firion's spcial weapons. So instead I referenced it in Kain's EX Burst.Tonberry2k wrote:What about Abel's Lance? And isn't there a spear called Kain's Spear?
And I chose Ricard's Pride because Ricard Highwind was the first Dragoon from FFII and is often said Kain's father.
- Dark Seraphim
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Gilgamesh
"Once a general for a great and terrible wizard of a void, once a guardian for those who would stand up against the wrath of time, a sword collector and treasure hunter sits on the fence between Harmony and Dischord."
Gilgamesh is a classic High Risk, High Return character. In his default form he carrys with him his four most precious treasures, the Zantetsuken, the Masamune, the Excalibur, and the Excalipoor. As a result, Gilgamesh can pick any four of his default swords at random to execute his attacks. The Excalibur does normal damage (40% chance), Masamune does 1.5 damage (20%), the Zantetsuken does a staggering x2 damage (only 10% chance), and the Excalipoor does only half damage per hit (30%). This makes Gilgamesh effectively the strongest, weakest, and most unreliable character in Dissidia, however the high risk of his attacks might be worth it with the power he can tap into by using the right weapons.
Brave Attacks:
Wind Slash (Ground/Aerial): Gilgamesh slashes forward with three of his swords, sending three slash projectiles through the air to the strike the opponent.
Slice Thrice (Ground): Slashes the opponent twice from the side, trapping them for a thrid smash from above.
Revenge Blast (Ground/Aerial): Charges forward with a long slash (ground is horizontal, aerial is vertical) has a higher chance of using a better weapon modifier the higher the difference between Gilgamesh's current HP to his max HP.
Death Claw (Ground/Aerial): Very short range attack, Gilgamesh uses three of his weapons to slash forward like a claw, very fast attack.
HP Attacks:
Blade Dance (Aerial/Ground): Gracefully dashes forward to slash the opponent twice, before delivering a powerful third strike that knocks the foe away.
Rocket Punch (Ground): An attack where Gilgamesh reaches back and sends his fist forward, sending out a protectile of bursting energy. Starts out very slow, then launches forward and gets faster, leaving a trail of vapor as it follows the opponent.
Quasar (Ground/Aerial): Collects energy within the points of his four swords before sending out a pulsing ball of plasma energy. Charge shorter for quicker shot, charge longer for a slower shot that will do more damage.
Brave to Brave Attacks:
Aero (Chain from Wind Slash): Captures the opponent in a twister of green wind before sending them flying. Wall crash.
Brave to HP Attacks:
Gale Cut (Chain from Wind Slash): Sends a larger and more powerful wind slash after the first three from Wind Slash to cause HP damage.
Monarch Sword (Chain from Slice Thrice): Slashes the opponent into the air, following with swords spread before slamming the foe forward one one of the swords.
HP to Brave Attack:
Missile (Chain from Rocket Punch): Gilgamesh will be the only character in Dissidia that can chain a Brave from an HP attack. After Gilgamesh uses Rocket Punch he can follow up with several smaller and faster blasts from his fist that streak out like missiles, moving to strike the opponent for Brave damage. Also effective to slow the enemy down for the Rocket Punch to catch up.
EX Mode: Battle on the Big Bridge: When Gilgamesh enters EX Mode he goes through a minor transformation, looking a little more monstrous, and most notably reveals an extra sex of arms, now holding six weapons instead of four. On top of Regen, Gilgamesh gains "Odd's Favor", which changes the chances of his weapons to Excalibur 50%, Masamune 30%, the Zantetsuken 10%, and the Excalipoor to only 10%. In addition, Gilgamesh gains access to a (potentially) powerful attack called Zantetsuken(?).
HP Attack: (Ground/Aerial) Zantetsuken(?): Gilgamesh gets access to this move by pressing R and the square button. After a short charge time (surprisingly shorter than any of the villian's EX HP attacks) Gilgamesh lunges forward to attack with the Zantetsuken and cause an instant break (just like Odin does), however, this move is a 50/50 chance, and half the time Gilgamesh will draw Excalipoor and only manage 1 point of Brave damage instead of a break.
EX Burst: Ultimate Illusion. Gilgamesh's EX Burst could be the most fun but also most difficult EX Burst of the game. Gilgamesh will actually reach into his bag of treasured weapons and copy the EX Bursts of any hero or villian who has a weapon, but only to about a degree of 1/4 its original power. This means he would only perform a small amount of the commands required that that hero or villians' burst before performing a little snipit of it. (This would include Warrior of Light, Firion, Onion Knight (Ninja), Cecil, Bartz, Cloud, Squall, Zidane, Tidus, Garland, the Emperor, Sephiroth, and Jehct) If Gilgamesh completes four mini bursts or misses one, he moves to his final strike, using all six of his weapons combined for HP damage.
1st Weapon: Tournesol
2nd Weapon: Excalibur II
Master Weapon: Enkidu Blade
"Once a general for a great and terrible wizard of a void, once a guardian for those who would stand up against the wrath of time, a sword collector and treasure hunter sits on the fence between Harmony and Dischord."
Gilgamesh is a classic High Risk, High Return character. In his default form he carrys with him his four most precious treasures, the Zantetsuken, the Masamune, the Excalibur, and the Excalipoor. As a result, Gilgamesh can pick any four of his default swords at random to execute his attacks. The Excalibur does normal damage (40% chance), Masamune does 1.5 damage (20%), the Zantetsuken does a staggering x2 damage (only 10% chance), and the Excalipoor does only half damage per hit (30%). This makes Gilgamesh effectively the strongest, weakest, and most unreliable character in Dissidia, however the high risk of his attacks might be worth it with the power he can tap into by using the right weapons.
Brave Attacks:
Wind Slash (Ground/Aerial): Gilgamesh slashes forward with three of his swords, sending three slash projectiles through the air to the strike the opponent.
Slice Thrice (Ground): Slashes the opponent twice from the side, trapping them for a thrid smash from above.
Revenge Blast (Ground/Aerial): Charges forward with a long slash (ground is horizontal, aerial is vertical) has a higher chance of using a better weapon modifier the higher the difference between Gilgamesh's current HP to his max HP.
Death Claw (Ground/Aerial): Very short range attack, Gilgamesh uses three of his weapons to slash forward like a claw, very fast attack.
HP Attacks:
Blade Dance (Aerial/Ground): Gracefully dashes forward to slash the opponent twice, before delivering a powerful third strike that knocks the foe away.
Rocket Punch (Ground): An attack where Gilgamesh reaches back and sends his fist forward, sending out a protectile of bursting energy. Starts out very slow, then launches forward and gets faster, leaving a trail of vapor as it follows the opponent.
Quasar (Ground/Aerial): Collects energy within the points of his four swords before sending out a pulsing ball of plasma energy. Charge shorter for quicker shot, charge longer for a slower shot that will do more damage.
Brave to Brave Attacks:
Aero (Chain from Wind Slash): Captures the opponent in a twister of green wind before sending them flying. Wall crash.
Brave to HP Attacks:
Gale Cut (Chain from Wind Slash): Sends a larger and more powerful wind slash after the first three from Wind Slash to cause HP damage.
Monarch Sword (Chain from Slice Thrice): Slashes the opponent into the air, following with swords spread before slamming the foe forward one one of the swords.
HP to Brave Attack:
Missile (Chain from Rocket Punch): Gilgamesh will be the only character in Dissidia that can chain a Brave from an HP attack. After Gilgamesh uses Rocket Punch he can follow up with several smaller and faster blasts from his fist that streak out like missiles, moving to strike the opponent for Brave damage. Also effective to slow the enemy down for the Rocket Punch to catch up.
EX Mode: Battle on the Big Bridge: When Gilgamesh enters EX Mode he goes through a minor transformation, looking a little more monstrous, and most notably reveals an extra sex of arms, now holding six weapons instead of four. On top of Regen, Gilgamesh gains "Odd's Favor", which changes the chances of his weapons to Excalibur 50%, Masamune 30%, the Zantetsuken 10%, and the Excalipoor to only 10%. In addition, Gilgamesh gains access to a (potentially) powerful attack called Zantetsuken(?).
HP Attack: (Ground/Aerial) Zantetsuken(?): Gilgamesh gets access to this move by pressing R and the square button. After a short charge time (surprisingly shorter than any of the villian's EX HP attacks) Gilgamesh lunges forward to attack with the Zantetsuken and cause an instant break (just like Odin does), however, this move is a 50/50 chance, and half the time Gilgamesh will draw Excalipoor and only manage 1 point of Brave damage instead of a break.
EX Burst: Ultimate Illusion. Gilgamesh's EX Burst could be the most fun but also most difficult EX Burst of the game. Gilgamesh will actually reach into his bag of treasured weapons and copy the EX Bursts of any hero or villian who has a weapon, but only to about a degree of 1/4 its original power. This means he would only perform a small amount of the commands required that that hero or villians' burst before performing a little snipit of it. (This would include Warrior of Light, Firion, Onion Knight (Ninja), Cecil, Bartz, Cloud, Squall, Zidane, Tidus, Garland, the Emperor, Sephiroth, and Jehct) If Gilgamesh completes four mini bursts or misses one, he moves to his final strike, using all six of his weapons combined for HP damage.
1st Weapon: Tournesol
2nd Weapon: Excalibur II
Master Weapon: Enkidu Blade
- Crazyswordsman
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