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80B: DFRP - Dueling Digis
Nanami Hanabana
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Post by Nanami Hanabana on Nov 1, 2020 12:13:37 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Posts
Character Breakdown: Nanami, Mocha, & Cream - A character from DFRP that's upbeat and charming, if a little on the stupid and silly side. While she herself is very weak, she makes friends easily, and they're always willing to lend her a hand. Her Digimon partners are Mocha the Lopmon and Cream the Terriermon. Despite their personality differences, they're quite close and can coordinate their attacks with each other without much thought. In addition, Nanami also has several mercenary friends willing to fight alongside her as well. Character Weight: Only thirteen years-old, Nanami is the fourth-lightest character in the game. Character Speed: Not particularly athletic, Nanami is quite slow. Character Jump Height: Nanami doesn't jump very high, but her double jump is assisted by Mu-kun so she can jump high in the air.
Special Traits/Fighting Style: Nanami fights with her partners, Mocha and Cream on her shoulder. While Nanami's reach is rather pathetic, Mocha and Cream can extend the range of her attacks. Her three mercenaries, Mukuroyukihime, Shiroku, and Polas are used in her special attacks.
Nanami is a mid-range fighter, as her most effective moves are used when Mocha and Cream are dealing the attacks. If in extremely close range, Nanami will be the one who delivers the blow, and Nanami's attacks deal little to no damage and knockback. As such, it's best to keep your distance and throw out attacks to put your enemy off their guard. Nanami herself is slow, the second slowest character, in fact, so she doesn't match up well against characters with high mobility. But if she can keep her spacing right then she can be a powerful force to be reckoned with!
Moveset
Jab: Nanami throw out a pathetic-looking punch. It's incredibly slow and barely deals any damage. But for some reason it has a high launch power. Side Tilt: Nanami swings out with a punch, and Mocha swings out to slap the enemy with her ears. Up Tilt: Nanami reaches up as high as she can, while Cream jumps up and smacks upwards with her ears. Down Tilt: Nanami reaches down with her bunny buddies as they scoop up anyone they hit into the air. Dash Attack: Nanami trips face-first, crashing into an enemy. Low power and knockback, but it can be used to slide under projectile attacks.
Neutral Air: Nanami swings around in the air with Mocha and Cream on each arm, smacking away anyone they hit. Forward Air: Nanami reaches forward with Cream, smacking down any target downward. Can spike an enemy downwards. Back Air: Nanami awkwardly reaches out behind her, with Mocha smacking away anyone she touches. High knockback. Down Air: Nanami stomps on top of an enemy, and deals very little damage and knockback. But she tries her best!
Side Smash: Nanami lunges forward with both bunnies, knocking the enemy back a great deal. Up Smash: Nanami swing up with Mocha and Cream, smacking enemies on both sides before lifting them upwards. Down Smash: Nanami slams the ground on both sides of her, knocking enemies away. Afterwards she apologizes to her partners for hitting their faces on the floor.
Neutral Special: Feather Barrage - Mukuroyukihime throws out a singular feather-kunai at a relatively fast speed. If charged, the attack will send out a barrage of feather kunai instead, dealing much more damage. If charged, however, Nanami can't use this special until 5 seconds have passed. Neither move has much knockback, but the charged version deals a great bit of damage. Side Special: Frozen Knuckle - Shiroku appears from out of nowhere and slams into the enemy with a frozen fist. If charged, the target will be frozen for a brief period of time. If charged, however, Nanami can't use this special after five seconds have passed. The attack deals a great bit of damage, but very little knockback. Up Special: Double Twister - A recovery move used in conjunction with Mocha and Cream. Nanami, Mocha, and Cream spin around super fast, allowing for great lateral movement and a bit of vertical height. Afterwards, Mocha and Cream parachute down, allowing Nanami to slowly drift back down to the stage. Spinning around deals a bit of damage, but they're still vulnerable to attacks from above. When in parachute mode, Nanami can go into a special fall, or drift sideways, but is vulnerable to attacks while falling. Down Special: Crystal Axes - Polas appears to swing down and hit the enemy in front of him with his mighty axes. If fully charged, he'll throw his axes forward, giving quite a bit of range to an already powerful attack. If not charged, this special can't be used for another five seconds. If charged, the special can't be used for fifteen seconds. High damage and knockback.
Grab: Nanami attempts to hug the enemy, while Mocha and Cream reach out a little further. Because of her partners, Nanami's grab range is pretty long. Their pummel is Nanami headbutting the enemy. But her head is pretty hard and she doesn't use her brain much, so it's probably fine! Forward Throw: Mocha and Cream pull back their ears like a fist and send their victim flying forward. A high initial knockback, but it doesn't scale well with damaged enemies. Back Throw: The trio spin around really fast and launch the enemy backwards! Doesn't have a high initial knockback, but scales well with high-percent enemies. Up Throw: Mocha and Cream expand their ears and launch the enemy up into the air. It doesn't have much launch power, but it's good for setting up an aerial combo. Down Throw: The trio shoves the enemy down, and Nanami accidentally steps on the enemy by mistake. It doesn't deal much damage or knockback, but it looks kinda funny, and Nanami freaks out and apologizes.
Side Taunt: Nanami gives a thumbs-up for no reason, while Mocha chides the girl for getting too excited. Up Taunt: Mocha boasts about how incredibly awesome she is, while Nanami and Cream barely pay her any mind. Down Taunt: Cream lets out a yawn and falls asleep in the middle of battle.
Overall Summary and Tier Placement: While she's got some decently strong moves if spaced correctly, Nanami is just too slow against the faster characters to be considered high-tier. She's a solid B-Tier character, however, though Nanami mains swear that she could be least an A-tier character if she got just one buff in the next patch update. WC: 1078
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Post by Honoka Nijimura on Nov 1, 2020 15:42:42 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Honoka Nijimura is a character from DFRP. While she's kind and friendly to others, she's also incredibly strict and disciplined and won't allow for much tomfoolery. She's the most strict and critical of herself, however, which just makes her all the more disciplined. She's a spirit user of three fairy Digimon, Lili the Lillymon, Lulu the Kazemon, and Lala the Ranamon, who were an all Digimon Pop Idol group called Beauty of Nature during their lifetime. Honoka's perhaps wound a little too tight sometimes, but her spirits can help her to relax, if they're not actively aggravating her. In the game, Honoka can freely swap in between each of her Human Spirit Forms. Character Weight: Honoka's weight differs from form to form. Lili and Lala are a little lighter than average, but Lulu's the lightest character in the game. Character Speed: Honoka's speed differs from form to form. As Lili, she's an average speed character. As Lulu, she's the fastest character in the game, and as Lala, she's the third-slowest character. Character Jump Height: Again, Honoka's Spirit form determines the jump height. Lili and Lulu have a great jump height, but Lala is extremely lacking in aerial mobility.
Special Traits/Fighting Style: Honoka swaps between her three spirits, Lillymon, Kazemon, and Ranamon during combat. Her playstyle is altered drastically by each form. Lillymon is a balanced all-around character, with incredibly launch potential, Kazemon is an ultra-fast rushdown character that can set up fierce combos but suffers defensively, and Ranamon is a slow but strong projectile user, able to keep her foes at a distance.
Moveset
Jab: Lili - Honoka throws out a weak punch that leads into a spinning kick. Lulu - Honoka punches forward, connecting into a flurry of kicks. Lala - Honoka throws out a singular punch that knocks the opponent back a little. Side Tilt: Lili - Honoka kicks outward. Decent knockback. Lulu - Honoka upwards, knocking the opponent up a little. Great for enabling a follow-up aerial. Lala - Honoka lets loose a sonic shout that pushes the enemy away but deals little damage. Up Tilt: Lili - Honoka does a flip kick that launches enemies behind her. Can potentially combo into a kill move. Lulu - Honoka kicks upward, dealing little knockback allowing it to be used consecutively to accumulate damage. Lala - Honoka swings her arms up in a wave-like motion, throwing her enemy behind her. Down Tilt: Lili - Honoka performs a sweeping kick that knocks the enemy up into the air just a bit. Good for connecting into an aerial. Lulu - Honoka does a low kick that brings the opponent a little bit above her. Can connect into her up-tilt attack. Lala - Honoka throws out a splash of water that deals no damage but pushes the enemy back a little. Good for exploiting vertical recoveries. Dash Attack: Lili - Honoka charges forward with her arms crossed and covered in sunlight energy. Can kill at high percents. Lulu - Honoka swings forward with her tush to knock the enemy off their balance. Low damage and knockback, but a decent amount of hitstun. Lala - Honoka does a cartwheel that knocks away any nearby enemy. Decent range but little power.
Neutral Air: Lili - Twirls around in midair to knock away all nearby enemies. Lulu - Kicks forward, then kicks backward. The backward kick has greater power and knockback. Lala - Lets out a flurry of sonic strikes that drag an opponent down as Honoka falls. Forward Air: Lili - A single kick forward. High initial launch power but doesn't scale well with percent. Lulu - Two consecutive midair kicks. The second kick has higher launch power, but is hard to connect when opponent is at high percents. Lala - Unleashes a shockwave in midair. Goes a out a decent distance, but doesn't have much kill potential. Back Air: Lili - A two-footed dropkick. High kill potential. Lulu - A spinning kick backward. High kill potential. Lala - A short-range shockwave that can kill. Up Air: Lili - A flipkick. Lulu - A multi-hit drill kick. Lala - A short burst of water. Down Air: Lili - An axe kick with a meteor effect. Lulu - An elbow drop with a fast start-up time. Lala - A burst of sound downwards with a meteor effect.
Side Smash: Lili - A sunlight-powered kick. High kill potential, but slow. Lulu - Two consecutive kicks. The first kick doesn't connect into the second one at high percents. Lala - A long-range shockwave. Not a lot of kill potential unless opponent is at very high percent. Up Smash: Lili - A cartwheel kick. High kill potential. Lulu - A spinning kick with high kill potential at extremely high percents. Lala - A long-range shockwave upward. Down Smash: Lili - A split-kick that goes out both directions. Lulu - A handstand spinning kick with a long-lasting hitbox that goes out both directions. Lala - A splash of water in both directions, knocking the opponent upwards.
Neutral Special: Transform - Honoka can swap between her three spirit forms using this. By pressing the special button and letting go, Honoka will transform into Lillymon. By pressing the special button and rotating the control stick clockwise, Honoka will transform into Kazemon. Similarly, a counterclockwise rotation of the control stick will transform Honoka into Ranamon. When transforming, there's a momentary invincibility, but the start-up of this technique is easily exploitable, so it's best to transform a good distance away from your opponent. While in a form, transforming into the same form will activate their specific special ability.
Sunlight Booster - As Lillymon, Honoka will cover herself in sunlight energy, giving herself a boost to her damage and knockback. This effect only lasts for one attack, however, and only lasts for ten seconds.
Kaleidoscopic Booster - As Kazemon, a rainbow light surrounds her as Honoka's attack speed and mobility increase a great deal, but she takes a great deal more damage in turn. This effect only last for ten seconds.
Aquaria Stage - As Ranamon, Water surrounds her as Honoka's movement speed increases a great deal, and she takes less damage from attacks. This effect lasts for ten seconds.
Side Special: Lili - Sunshine Cannon - Honoka fires off a burst of sunlight energy that knocks the opponent off from a distance. This can be charged into Sunshine Double Cannon by holding down the button. Lulu - Prismatic Strike - Honoka charges forward with a sliding kick. The start up has invincibility frames. Lala - Staccato Rain - Honoka lets loose a flurry of soundwaves across the stage. They don't have much killpower, but they have a high hitstun. Up Special: Lili - Flower Step - Honoka summons a giant flower that she jumps off of to gain even greater distance. Honoka is not in special fall after using this move, but she can't use this ability again until she lands or gets hit. Lulu - Chromatic Mirage - Honoka suddenly darts up into the air a great deal. She's invincible for the course of her ascent, but goes into special fall afterwards. Lala - Aqua Jump - Honoka rockets towards any direction you choose, but is vulnerable to attacks while doing so. If used on the ground, nearby enemies are pushed away. Down Special: Lili - Floral Shield - Honoka summons a flower shield that blocks an attack. It burst into several flower petals as well, damaging any nearby enemies a little bit. Lulu - Rainbow Ribbon - Honoka twirls a ribbon of rainbows around her body that deflects projectile attacks and knocks away nearby enemies. Lala - Fortissimo Shout - Creates a barrier that blocks attacks and pushes enemies away.
Grab: Standard Grab for each form. Quick start-up, but short reach. The pummel is a simply slap attack. Forward Throw: Lili - Honoka kicks forward. Lulu - Honoka flips forward and throws them. Lala - Honoka lets out a shout to knock them forward. Back Throw: Lili - Honoka suplexes the enemy backwards. Lulu - Honoka rolls backwards and throws them. Lala - Honoka pushes them backwards, and launches them away with a blast of water. Up Throw: Lili - Honoka uppercuts the enemy upwards. Lulu - Honoka kicks the opponent upwards with a high kick. Lala - Honoka shoots them upwards with a stream of water. Down Throw: Lili - Honoka flips them onto the ground and knocks them away. Lulu - Honoka dropkicks them and they bounce a little into the air for an aerial follow-up. Lala - Honoka sends a shockwave downwards that throws them up a little.
Side Taunt: Honoka reverts back to her human form for a second to take a breather. Up Taunt: Honoka stretches out her limbs for a couple seconds. Down Taunt: Honoka dances around in place a bit as if no one were watching.
Overall Summary and Tier Placement: Because of her sheer versatility, Honoka is considered a top-tier all-around. Her Kazemon form is by far preferred for her speed and damage potential, but the fact that she can transform into Lillymon with far more kill power is a godsend, as the Kazemon struggles to kill. Ranamon is considered sub-par, however, and almost never used. Critics constantly call for Honoka's Kazemon form to get nerfed, while her fans want Ranamon's form to get buffed. WC: 1502/1000
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Post by Deleted on Nov 1, 2020 16:20:30 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Posts
Character Breakdown: Sable is the Digimon partner of Airi Hirano, a rather troubled girl with a penchant for committing petty crimes. While Airi isn't such a bad person, the Sistermon Noir is quite different. She pretends to be on the side of justice and righteousness, but in reality she's rather wicked and manipulative, seeing most people and friends as tools or stepping stones. Airi attempts to channel Sable's ambitions for the greater good, but Sable uses this so her human partner will grant her the strength to accomplish her lofty goals, whatever they may be! Character Weight: Sable is a solid mid-weight character that isn't too light or too heavy. Character Speed: Sable is also quite quick, being the fourth fastest character in the game. Character Jump Height: Sable's jump height is a little lacking on her own, but with an appropriate upgrade she can go to great heights with the help of an Xros.
Special Traits/Fighting Style: Sable has a quick movement speed and powerful attacks, but her attacks can take a bit of start-up time. She has a few ranged attacks, but they have quite a bit of lag to them so they're rather unreliable to properly zone enemies out. Her real special qualities come from her partner Airi, who stands in the background of the stage and grants Sable power-ups with her Xros partners, Chihaya the Tankmon, Sarge the Commandramon, and BLU-J the Mailbirdramon.
Moveset
Jab: A quick strike with the but of her gun that combos into a knee strike, followed by a forward-facing kick that launches the enemy away. Side Tilt: Sable does a spin kick that knocks the enemy forward. Up Tilt: Sable fires multiple bullets in an arc above her. It's fairly short range, but it's good for keeping away attacks from above. Down Tilt: Sable fires a quick shot at the ground in front of her. It doesn't deal much damage, but it's disjoint can safely disrupt an incoming enemy's attack. Dash Attack: Sable rather inelegantly rams the enemy with her shoulder.
Neutral Air: Sable fires off a series of bullets in an elegant twirl in the air, knocking enemies away. Forward Air: Airi Xrosses Sable with Sarge the Commandramon, and delivers a powerful strike forward. Back Air: Airi Xrosses Sable with BLU-J the Mailbirdramon, and she swings backwards with a powerful metal tail. Up Air: Airi Xrosses Sable with BLU-J the Mailbirdramon, and swipes upwards with a metal tail. Down Air: Airi Xrosses Sables with Chihaya the Tankmon, and fires a cannon downward with a meteor effect.
Side Smash: Blessed Fire - Sable fires off a flurry of bullets to her side, the final bullet causing a good amount of knockback. Up Smash: Blessed Fire (Up) - Similar to her side smash, Sable fires her bullets directly upwards. It's an incredibly narrow attack, however, but it has a good amount of lingering hitboxes. Down Smash: Blessed Fire (Down) - Sable fires two shots on both sides of her, knocking the opponent away on either side.
Neutral Special: Airi Xrosses Sable with Sarge the Commandramon and fires off a barrage of machine gun bullets. So long as the button is pressed down, she'll continue to fire bullets, though the power is greatly reduces. After about four seconds, the gun will run out of ammo and she'll enter a long animation of reloading, so it's best to end the attack before this happens. Side Special: Airi Xrosses Sable with Chihaya the Tankmon and fires off a devastating cannonfire that can easily blast away an enemy with a powerful explosion. During this animation, Sable is almost immune to any hitstun. Sable can get affected by this explosion as well, so it's best to use this attack from a distance! Up Special: Airi Xrosses Sable with BLU-J the Mailbirdramon to allow Sable to briefly fly through the air. She can't attack while doing so, but she can control her movement to retreat to a safer location. She does not enter special fall after this ability wears off, but she can't use it again until she either lands or gets hit. Down Special: Airi Xrosses Sable with Sarge the Commandramon and throws a grenade forward. After three seconds it explodes, but it can be picked up and thrown like any item. It's good for lobbing at off-stage enemies.
Grab: Sable reached forward and grabs the enemy with a single hand. Her pummel is smacking them upside the head with the butt of her gun. Forward Throw: Sable punches the enemy so hard they're sent flying forward. It has a strong initial knockback, but doesn't scale well at high percents. Back Throw: Sable throws the enemy over her shoulder as if they were ordinary trash. It doesn't do much damage or have much knockback, but it looks boss as hell. Up Throw: Sable hurls the enemy directly above her and fires three consecutive shots at her launched target. If the shots connect, they can deal quite a bit of damage, but the attack doesn't have very much launch power. Down Throw: Sable shoves them down onto the ground, and fires off a barrage of bullets until finally kicking them away. It doesn't have a very good angle for combos, but it deals a decent amount of damage.
Side Taunt: Sable clasps her hands and proclaims her love of truth and righteousness. Up Taunt: Sable begins to let out a maniacal laugh, but quickly catches herself. Down Taunt: Sable pats Airi on the head incredibly condescendingly. Airi doesn't take it well.
Overall Summary and Tier Placement: Sable is a solid character, assuming she doesn't get rushed down immediately. Thankfully, she has the speed to close in on slower zoners, but an enemy with quick attacks tend to be her bane. With careful play and setup however, Sable has the speed and strength required to overcome any opponent. Sable is a solid A-Tier, though opponents unable to adapt to Sable's powerful but slow attacks insist she's the best character in the entire game. WC: 1012/1000
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Post by Deleted on Nov 1, 2020 17:59:29 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Arissa Melodie Moreau is a young woman from DFRP. She can come across as a bit of a goofy ditz at times, but in actuality, she's can be quite perceptive, if a little too independent at times. She's fond of taking other people out of their comfort zone by getting perhaps a little too close to them, but she ultimately means well and just wants to have meaningful relationships with almost anyone she finds interesting. Her Digimon partner is Paps, a Morphomon that's far more focused and straight-laced than his partner, as he constantly attempts, and often fails, to keep his human partner grounded. Character Weight: Arissa may look like a dainty light-weight, but she's actually a mid-weight character that's much harder to kill than she appears. As it turns out, she's quite persistent and getting rid of her can be rather difficult. Character Speed: Arissa isn't an athletic person, and she's rather slow as a result. She's tied with Nanami for the second-slowest character in the came when moving on the ground. Her aerial movement is an entirely different story, however. Paps helps her in the air, so her aerial drift is one of the fastest in the game. Character Jump Height: Arissa excels in the air thanks to the help of her partner. She has a high jump height, as well as two midair jumps. In fact, Arissa's a character that is almost always in the air. Thankfully for her, the game runs has a magical skirts.
Special Traits/Fighting Style: Arissa is mainly an aerial fighter, preferring to attack in the air rather than rely on her slow ground speed. Thanks to Paps, Arissa has some ground-based gimmicks, but a fast rushdown character could easily overcome them. As such, Arissa can be a rather campy character, attacking the enemy with retreating aerials and forcing her opponents to follow her in the air, where she reigns supreme.
Moveset
Jab: Arissa slaps the opponent across the face, then follows up with a backhand. This animation repeats itself. Side Tilt: Paps flies forward and rams the enemy with a headbutt. Up Tilt: Paps floats up and knocks the enemy upwards. Down Tilt: Arissa throws out a low kick that doesn't have much damage or knockback. Dash Attack: Arissa and Paps grab onto each other and ram the enemy full-force. It's still fairly weak.
Neutral Air: Arissa kicks out ahead of her. It's a fast hitbox that doesn't deal much damage and next to no knockback. Forward Air: Arissa slaps the opponent downward in an attempt to dunk the enemy. Unfortunately, this isn't a meteor effect. Back Air: Arissa twirls around in mid air and throws out a kick behind her. This move has a ridiculously stupid amount of range and has way too little end lag for its own good. Up Air: Paps swings Arissa up as she kicks the opponent up. At early percent this attack can chain with itself. Down Air: Paps rockets downward, allowing Arissa to fall back to the ground at a high speed and slight angle. She delivers a kick as she plummets down.
Side Smash: Paps unleashes a powerful headbutt that knocks the opponent away a great deal. Up Smash: Arissa and Paps simultaneously strike the enemy upwards. Down Smash: Paps plummets down to the ground with a headbonk, causing a burying effect if it connects. It's got an extremely slow start-up.
Neutral Special: Azure Dream Wing - Paps Digivolves to Hudiemon and unleashes a powerful blast of energy. This move has a slow start-up time, but is incredibly powerful if it connects. Side Special: Mur de Feu - Paps Armor Digivolves to Shadramon and unleashes a violent streak of flames outward. It doesn't have much knockback, but the lingering hit boxes of the flames can cause a great deal of damage. Up Special: Flying Kick - Paps Digivolves to Hudiemon and sends a kick upward, giving Arissa a bit more of a recovery option. She doesn't enter special fall after using this attack, but she can't use any special moves until she either lands or gets hit. Down Special: Honey Trap - Paps Armor Digivolves to Butterflymon and sends out a short-ranged globule of honey that freezes an enemy in place if it hits.
Grab: Paps flies out and holds the enemy in place for Arissa. Short reach and not a quick grab, either. Their pummel is a simple slap across the face. Forward Throw: Arissa gives the enemy a shove, and Paps flips around to throw them away. Not very effective damage or knockback-wise. Back Throw: Arissa grabs them and hurls them backward, assisted by Paps. Like the forward throw, this move isn't entirely effective. Up Throw: Arissa simply points up, and Paps hurls the enemy up as far as he can. Which isn't very far, unfortunately. Down Throw: Paps pushes them to the ground, and Arissa stomps on them with the heel of her boot. The most damaging throw she has, but still not very strong.
Side Taunt: Arissa grabs Paps and gives him a kiss on the cheek, much to Paps's dismay. Up Taunt: Arissa simply chuckles politely as she goes into a giggling fit, interrupted by Paps clearing his throat. Down Taunt: Paps begins to paint on a canvas, while Arissa simply tilts her head in confusion.
Overall Summary and Tier Placement: Overall, Arissa is considered a high-tier character if given a stage that lets her roam through the air with ease. If forced to be grounded, she tends to be one of the weaker characters, however. Still, there are dedicated Arissa simps mains that swear that she has a spot for being the best character in the game, however. Because of the dissonance of her popularity, Arissa is always getting buffed or nerfed every patch update, making her fluctuate a great deal on the tier list. Still, the dedicated Arissa mains continue to play her, and perhaps may be the most patient players in the game, despite her lame play-style. WC: 1011/1000
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Post by Deleted on Nov 1, 2020 19:51:04 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Mordreid is a DarkKnightmon that has an unfortunate glitch that prevents him from telling objective truths. As such, he can be a little difficult to understand and not many people trust him, but he is in fact a kind-hearted Digimon with an honorable soul, though he is perhaps a little more playful than what people would like. Even though he doesn't have a human partner, Mordreid just wants to make friends and have a special connection that has always been lost to him his entire life. Character Weight: Mordreid is by far the heaviest character in the game. When played adequately, he can survive to incredibly high percents. Character Speed: Unfortunately, due to all of his heavy armor and bulk, Mordreid is also the slowest character in the game. Character Jump Height: Mordreid is weighed down heavily by his armor, so his jump height is rather unremarkable. Being in the air is not his strong suit.
Special Traits/Fighting Style: Slow and heavy, mobility is not Mordreid's style. In fact, he struggles a great deal against quick zoners, as he can rarely keep up with them to hit them. A a patient player can manage to surprise a few quick rushdown characters, however, as his strikes have a great deal of power behind him. Using a lance, Mordreid has many disjointed attacks, which makes his attacks even harder to counter. His major downside is the large amount of end lag on many of his more powerful moves. This makes attacking recklessly with Mordreid an incredibly risky proposition.
Moveset
Jab: Mordreid throws out a slow and powerful fist that sends the opponent flying back. This attack doesn't repeat itself, so it's a one and done deal. Side Tilt: Mordreid swings his lance up, knocking an opponent away. Decent knockback and damage, but a little on the slow side. Up Tilt: Mordreid waves his lance above him, sweeping away any enemies above him. Low power and knockback, but one of his faster moves. Down Tilt: Mordreid makes a quick thrust down towards the ground. It sends the enemy flying up for a side tilt at low percents, and an aerial at higher percents. Dash Attack: Mordreid charges the enemy with the blade on his shoulder. A decent amount of knockback that can kill at higher percents.
Neutral Air: Mordreid spins his double-sided lance in front of him, hitting his enemies with lingering hitboxes as he falls down. Quite a bit of end lag, however. Forward Air: Mordreid swipes forward with his lance, with a good amount of reach, but a very narrow hitbox. Back Air: Mordreid kicks behind him with a powerful foot. A decent kill attack when at high percents. Up Air: Mordreid swipes his shoulder blade up above him, slicing at his enemies with little knockback. Down Air: Mordreid thrusts his lance directly below him. It has a narrow hit box, but it's extremely powerful if it connects. It even has a meteor effect.
Side Smash: Mordreid thrusts forward with his lance. This attack has a narrow hitbox, but it can be tilted a little bit up or down, so it can be devastating if you can accurately predict your opponent. Has a lot of kill potential. Has a fair bit of super armor. Up Smash: Mordreid thrusts upwards whilst covered in an aura of darkness. The center of the lance is its most powerful hitbox that can easily kill enemies, but the aura of darkness can also knock away enemies a little, though it has no kill potential. Has a fair bit of super armor. Down Smash: Mordreid stabs the ground and unleashes a wave of darkness that spreads out to both sides around him. This darkness can send enemies flying, though it's an incredibly slow attack. Has quite a bit of super armor, but a large amount of end lag.
Neutral Special: Shadow Thorn Lance - Mordreid thrust out with a lance covered in darkness energy. If it hits, the target is covered in a faint aura of darkness and takes residual damage for the next fifteen seconds. The lance part of the attack is a powerful kill move, but it has a slow start up. Side Special: Ebon Axe Strike - Mordreid charges forward with his shoulder blade. Slow start up, but he's invincible while he charges. Up Special: Shadow Lance Whirlwind - Mordreid spins his lance around above him. Somehow this means that he can float up a little while damaging anyone that makes contact with his lance. Goes into special fall after the move. Down Special: Phantasmal Scream - Mordreid unleashes a nightmarish entity upon his foe, stunning them or a brief amount of time. It's essentially the only way Mordreid can secure a proper kill move sometimes.
Grab: Mordreid's large body means he gets a long reach, but his actual grab animation is pretty slow. Forward Throw: Mordreid simply chucks the opponent forward as if they didn't weigh anything. Back Throw: Similar to his forward throw, but it's in the other direction. Obviously. Up Throw: Mordreid lifts them up and slices them with his shoulder blade before knocking them away. It sounds brutal, but it's quite PG. Down Throw: Mordreid drops the enemy, and a cloud of darkness consumes them before they can get away and hurls them up a little so Mordreid can follow up.
Side Taunt: Mordreid puts his lance down and waves at the camera. Up Taunt: Mordreid lifts his lance into the air and stands like the menacing creature he appears to be. Down Taunt: Mordreid turns into his holosuited form and waves as the camera.
Overall Summary and Tier Placement: Unfortunately, Mordreid's low speed and unreliable attacks puts him at the bottom of the tier list. Even so, top players will frequently use him to flex on weaker players in an attempt to humiliate them. This very act causes many inexperienced players to think that Mordreid actually has competitive potential, inspiring new waves of Mordreid mains, only to lose almost immediately in bracket and forever drop the character. This very prank is something the real Mordreid would be incredibly proud of, since the real Mordreid would probably be a Nanami main. WC: 1040/1000
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Post by Deleted on Nov 1, 2020 21:08:50 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Sakura Shinryuji is an Xros General and former student of her family's martial arts dojo. A kenpo expert, she suffered a traumatic beatdown and has been afraid to fight ever since. Even so, with the help of her Xros partners, a group of vaguely dragonic buddies give her the courage she needs to at least instruct them how to fight. Nowhere near an eccentric person, she sometimes has trouble keeping up with all the wild personalities of her partners, but she tries her best to be a grounded, stable source for her comrades when they need her most. While she's a relatively normal person, she'll sometimes reflexively hit someone with her family's ultimate move on accident if taken by surprise. Character Weight: Sakura is one of the lighter characters, unable to take very many hits from her enemies. Character Speed: Thanks to her partner's support and her athleticism, Sakura is one of the faster characters on the roster, having the third highest ground speed among the roster. Character Jump Height: Sakura can jump fairly high as well, though she's best suited for ground movement.
Special Traits/Fighting Style: Sakura uses her martial arts to her advantage by using weak but quick strikes to disrupt and combo her opponents. Her main attacks don't deal much damage, but a skilled player can use her speed to accumulate the opponent's percents fairly easily, then using her smash attacks and her specials to finish them off. For her smash attacks and special moves, Sakura relies on her partner's Xros forms.
Moveset
Jab: Sakura strikes out with a fast punch, followed by a slower but stronger fist, finished off by a fierce kick. Little power and barely any knockback, but her attacks are incredibly quick. Side Tilt: Sakura strikes out with an elbow. It has a short reach, but it's surprisingly quick and has a decent knockback to it. There is a bit of end lag that's easily punishable if the attack misses, however. Up Tilt: Sakura swings her leg above her to kick any opponent to the side or above her away. Good for keeping characters away. Down Tilt: Sakura crouches down and does a quick sweeping strike that knocks the opponent up in hitstun in front of her. Can combo into her side tilt attack at low percents. Dash Attack: Sakura jumps forward and performs a flying kick. Her hurtboxes shrink significantly as she does so, and her foot is a disjointed hitbox. Decent enough knockback, but nowhere near enough to be considered a kill move.
Neutral Air: Sakura performs a roundhouse kick in midair. It's fairly weak, but it can hit opponents on either side. Forward Air: Sakura flips in midair for an axe kick that knocks an opponent back a bit. Is only a kill move at extremely high percents. Back Air: Sakura turns around and kicks behind her, knocking an opponent back enough to get some distance. Doesn't kill very well, however. Up Air: Sakura does a backflip, kicking the opponent up a little. It's low knockback can link the move into itself at almost any percent. Down Air: Sakura spins in place like a drill, making a multi-hit move with lingering hitboxes. Little to no knockback, but can accumulate damage fairly well.
Side Smash: Growlmon's Plasma Blade - Relying on the power of her partners, Sakura summons the X2 form of her partners Lancel and Bediver, Growlmon, to deliver a powerful blow ahead of her. High kill potential, and because it's from Growlmon, it's super disjointed. Pretty slow startup, though. Up Smash: Raidramon's Lightning Blade - Relying on the power of her partners, Sakura summons the X2 form of her partners, Artie and Trist, Raidramon, to deliver an electric horn attack upwards. High kill potential, and because it's from Raidramon, it's super disjointed. Pretty slow startup, though. Down Smash: Dorugamon's Metal Talon - Relying on the power of her partners, Sakura summons the X2 form of her partners, Lancel and Yvan, Dorugamon, to deliver a powerful claw attack to both sides. Sends opponents flying outwards, but not a high kill potential unless at high percent. Super disjointed, and a slow startup.
Neutral Special: V-dramon's V-Breath Arrow - Artie and Bediver Xros into V-Dramon to fire a blast of blue flame straight forward. High damage, but low knockback. Side Special: Geogreymon's Mega Flame - Lancel and Bediver Xros into Geogreymon to fire off a fireball. Low damage, but high knockback. Up Special: - Raidramon's Blue Thunder - Artie and Trist Xros into Raidramon and leap up into the air in an arc of lightning. Damages anyone who comes into contact with them, but Sakura is left in Special Fall afterwards. Down Special: Raptordramon's Metal Kick. Pelli and Gwayne Xros into Raptordramon and throw out a powerful kick ahead of Sakura. High knockback and power, but incredibly slow startup.
Grab: Sakura summons her partner Artie and Lan to grab the opponent for her. It's got a nice reach to it, but it's rather slow. Sakura pummels the enemy by striking them with her fist. Forward Throw: Pellinor appears and rams the enemy with his bladed body, knocking them forward a bit. Back Throw: Trist appears and hurls the enemy backward. High kill potential if at high percent, but low knockback when at low percent. Up Throw: Bediver appears and uses his Baby Flame to shoot the enemy upwards. Little kill potential, but a bit of a lingering hitbox at low percent. Down Throw: Yvan appears and bites the target and slams them into the ground, sending them bouncing up a little. Sakura can follow up at low percents.
Side Taunt: Sakura centers herself, only to get interrupted by a random partner. Up Taunt: A random partner appears to climb onto Sakura's back, much to her dismay. Down Taunt: All of Sakura's partners appear and pile on top of her, causing the poor girl to collapse.
Overall Summary and Tier Placement: Sakura is considered a candidate for the best character in the game, thanks to her mobility and quick attacks. Her killing moves are perhaps a little too predictable, however, and is rarely seen in high-level play. So even though Sakura sometimes struggles to find a kill, often times her benefits far outweigh her downsides. WC: 1049/1000
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Post by Deleted on Nov 2, 2020 0:28:48 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Kirara Hoshi is a special girl! At least, that's what Kirara thinks. In reality, she's just a little girl trying to find out what it is about her existence that makes her special. Is it the blue hair or her sparkling personality that's not at all accompanied by an excessive amount of glitter? It could be, but Kirara is yet to find what it is that the otherwise plain girl excels at; supporting others. She's joined by her mercenary ally, the knightly Patamon, Sir Patsalot. Though some call her Patsy, much to her dismay. Character Weight: Kirara is one of the lightest and most frail characters in the entire game. Sadly, not even the combined teamwork with Sir Patsalot is enough to classify her as a heavyweight. Character Speed: Kirara isn't the slowest character on the roster, but she isn't the fastest, either. She's right in the middle when it comes to character speed. Character Jump Height: Kirara has an impressive jump height, and it's somewhat reliable for escaping from sticky situations.
Special Traits/Fighting Style: Kirara fights as her human spirit form, Cheerlidamon, with Patsy the Patamon floating nearby at all times. Kirara combines her attacks with Sir Patsalot, essentially doubling the damage and knockback of all their moves if they all connect. Unfortunately, because Sir Patsalot's hitboxes aren't the same as Kirara, this can sometimes be a little unreliable, so Kirara is typically played as a pseudo-rushdown character that occasionally has a kill move.
Moveset
Jab: Kirara swings forward with a pom-pom covered fist! Sir Patsalot follows up by ramming her little body a little bit after! Side Tilt: Kirara swings forward with a slightly stronger punch, with Sir Patsalot's follow-up coming just a bit slower. If Patsy hits, then it can secure a kill at high percents, but it's rather unreliable. Up Tilt: Kirara raises both hands in the air in an upbeat cheer. Patsy doesn't follow up for this one, but it's good for starting aerial combos and keeping away enemies from above. Down Tilt: Sir Patsalot rolls forward and knocks the opponent up just a bit. Can combo into Kirara's up tilt attack, serving as an effective combo starter. The move itself is low power, however. Dash Attack: Kirara does a cartwheel, kicking away any nearby enemy. Low power, but decent knockback.
Neutral Air: Kirara twirls around in midair, knocking away nearby enemies. It's fast, so it serves as a decent keep away move when an enemy is being too aggressive. Low power, though. Forward Air: Kirara kicks ahead of her while Sir Patsalot rolls forward in the air. A decent kill move at high percents, but otherwise unremarkable. Back Air: Kirara kicks behind her, with Sir Patsalot using her Boom Bubble to propel herself backwards and ran the enemy with her behind. One of Kirara's stronger kill options if Sir Patsalot can connect. Up Air: Kirara does a cartwheel in midair, knocking nearby targets upwards. Good for keeping away enemies from above. Down Air: Kirara dives down with a kick, falling back to the stage at high speeds. Kirara can cancel out of it, so it's good for mixing up her aerial timing. Otherwise unremarkable for an attack.
Side Smash: Kirara swings out with both her pom-pom covered fists, with Patsy going in for a headbutt as well. Decent kill power if Patsy connects, otherwise relatively weak. Up Smash: Kirara swings up with both hands while Patsy lunges upward as well. Patsy can give the move some kill potential, but otherwise the move isn't very strong. Down Smash: Kirara does the splits and kicks out both directions, while Patsy fires off a Boom Bubble ahead of her, while flying backwards to hit enemies behind her. Sends the enemy flying off sideways, but doesn't have much kill power.
Neutral Special: Cheer - Kirara performs a little cheer, filling up a morale meter above Kirara's character icon a little. Whenever Kirara and Patsy take damage, the meter goes down, as well as slowly going down naturally over time. When the bar is at full, Patsy goes into full cheer mode and her damage and knockback are greatly increased. This buff lasts for thirty seconds, and the morale meter is emptied afterward. Side Special: Boom Bubble - Patsy fires of a blast of air that can send an opponent flying. Not very powerful on its own, but if Patsy is under full cheer mode then the attack becomes Shining Boom Bubble and is a great deal stronger. Up Special: Boom Bubble to Safety - Patsy fires off a Boom Bubble downward, lifting the pair up a bit. When under Full Cheer Mode the distance lifted from the skill is greatly increased. This attack can spike enemies underneath them. Kirara goes into special fall after using this technique. Down Special: Knightly Shield - Kirara grabs Patsy and uses her to block an attack for her. When an attack hits Sir Patsalot, she expels a blast of air that repels the attacker. They're sent a great deal further away when under Full Cheer Mode.
Grab: Kirara lashes out with her ribbons and grabs the target from a good distance away. Slow, but long range. Kirara's pummel it Patsy headbonking the enemy. Forward Throw: Kirara spins around and launches the enemy forward. Back Throw: Kirara spins around and hurls the enemy backward. Up Throw: Sir Patsalot hits the opponent upward. Down Throw: Sir Patsalot slams the opponent down.
Side Taunt: Kirara dances around with a cheer, while Patsy runs around and tries not to get stepped on. Up Taunt: Patsy lands on Kirara's head and deflates a little. Down Taunt: Kirara poses with a wink and a peace sign, sending sparkles everywhere.
Overall Summary and Tier Placement: Kirara's low weight and average speed give Kirara a lot of controversy in the tier list. Many players think she has potential, while others think that she just can't keep up when faster, more reliable characters exist. In addition, her mechanics are similar to Nanami's and Nanami has the advantage of longer reach and more power, so Kirara is often forgotten about when it comes to the rankings. WC: 1033/1000
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Post by Deleted on Nov 2, 2020 0:29:27 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Pepper and Snowflake are the partners of Reiko Suzuki, also known as Claire Thompson. Reiko is an Asian-American currently residing in Japan following her Japanese mother's passing. She's a struggling actress, looking to play bit roles in television dramas for the time being. While she seems cool and collected, underneath her icy facade is a nigh-ditzy woman that has all manner of crazy in her head. Her partners, Pepper the BlackGatomon and Snowflake the Gatomon serve as her guides to all things Digital. Pepper is serious and civilized and far more sociable, while Snowflake is far more uncaring and bestial. Together, they display both aspects of the Digital World to the 22-year-old. Character Weight: Pepper and Snowflake are tied with Lulu's form of Honoka as the lightest characters in the game. Their small size helps mitigate this just a bit, however. Character Speed: Pepper and Snowflake can move quickly, as they're the second-fastest characters in the game. Character Jump Height: While they're more focused on ground-based combat, the kitties have a bit of a jump to them.
Special Traits/Fighting Style: Pepper and Snowflake fight together, with the player controlling one of the characters while the other is an AI that fights alongside you and mimics your inputs. They're lightweights so they tend to get killed fairly quickly, and their attacks have a fairly short range, so their entire defensive game revolves around their small size and fast movement speed. As such, their fighting style typically revolves around dashing in, comboing the opponent for a bit, and then running away before they can make their comeback. They don't deal much damage on their own, but when they both attack together, the damage gets doubles, so they're one of the most aggressive characters in the game. Both cats can take damage, however, and if the AI partner dies, then the other cat is left to fight alone. Unfortunately, because the AI partner follows behind the player's movements, she tends to be a step too slow and takes a bunch of unnecessary damage as a result. A good Pepper and Snowflake main has to anticipate the AI's movements when coming up with a strategy.
Moveset
Jab: Both cats swipe forward with a cat punch, followed by a flurry of scratches. Side Tilt: Both cats scratch ahead of them with a comically oversized paw. Up Tilt: Both cats swipe upward with their cute little kitty claws. Down Tilt: Both cats twirl around and slap the ground underneath them with their fluffy tails. It's pretty adorable. Dash Attack: The kitties roll forward and bash into anyone they meet.
Neutral Air: Both kitties splay their limbs out and spin around, smacking anyone nearby. With the appropriate spacing, both kitties can sandwich the opponent to deal a great deal of damage. Forward Air: Both cats slash forward with their claws. Has a bit of kill potential at high percents. Back Air: Both kitties spin around and swipe their claws behind them. With the AI partner, this move has a decent range to it. Can kill at high percents. Up Air: Both cats perform a front flip in midair, swiping the enemy with their tails. If struck at a specific point of the swing, this move can actually spike an enemy downwards, making it handy for killing at relatively low percents. Down Air: Both cats clasp their claws together and drill downward. They speed up as they do so, allowing them to mix up the timing of their descent. This attack can also deal a decent amount of damage due to the multi-hit nature.
Side Smash: Both kitties make a large swipe forward. Decent kill potential, but an unfortunately short range. Up Smash: Both kitties swing upward, knocking the opponent of the top of the stage when they're at high percents. Short range, unfortunately, but good for dealing with encroaching aerial foes. Down Smash: One cat swipes ahead of them, while the other swipes behind them. They attack simultaneously, so it's a decent move for reading a roll and punishing their predictable movement. Not a lot of kill power unless at high percents, unfortunately.
Neutral Special: Neko Punch! - Both cats swing forward with their claws. If both connect on the opponent, it deals a great deal of damage and knockback. If not, however, this attack deal next to nothing. Side Special: Cat's Eye - Both cats fire a small burst of energy ahead of them. If both connect with the enemy, they're stunned for a bit, leaving them open to a powerful attack. This attack doesn't do anything when alone, however. Up Special: Kitty Jump - Both cats turn the laws of physics into their litter box and make two dashing jumps in midair, allowing them to mix up their recoveries. If the AI cat is with the player's cat, they'll mimic whatever directions you choose, but if the AI cat is all alone, they'll recover using the shortest possible path. Down Special: Kitty Barrier - The cats use their inherent cuteness to block an attack. If the enemy connects with their block, they respond violently by slashing them away with a vengeance.
Grab: Both cats reach ahead of them to grab their opponent. Fast, but incredibly short reach. Their pommel is a simply scratch of whatever cat isn't grabbing the opponent. Forward Throw: The kitties grab the enemy together and toss them forward. Back Throw: The kitties roll back together and chuck them backwards. Up Throw: The kitties each grab a side and yeet their enemy upwards. Down Throw: The kitties bash their enemies into the ground, knocking them away for a bit.
Side Taunt: One cat yawns, while the other... licks themself. Up Taunt: Both cats wave at the camerage energetically. Down Taunt: Both cats hiss in both directions.
Overall Summary and Tier Placement: Because of their small size, quick movement, and aggressive potential, Pepper and Snowflake are some of the highest-ranked characters in the game. Their damage output in the early game can draw in the more aggressive players, while their size and speed can give something for defensive players to work with. On top of the challenge of coordinating with their AI, there's something in Pepper and Snowflake for just about any kind of player looking to master them. Previously, they had a potentially infinite combo after a grab, but thankfully that was patched out, as playing with that in a competitive environment would just be lame. WC: 1083
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Post by Deleted on Nov 2, 2020 0:30:07 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Kanae Asumi and Yuichi Maeda are a pair of kids with a peculiar background. Kanae is the daughter of a high-ranking Yakuza, while Yuichi is her father's subordinate tasked with looking after the girl and serving as a friend. Unfortunately, both kids absolutely despise each other. Kanae dislikes Yuichi due to his violent and cruel nature, and sees the boy as everything she hates about her father. Meanwhile, Yuichi despises Kanae because he doesn't want to bodyguard some annoying little girl for the rest of his life. As such, the pair butt heads with one another on a consistent basis. In combat, Kanae wields the light-based Spirit, Pearlamon, while Yuichi has the darkness-based Spirit, Obsidimon. Their spirits seem to be diametrically opposed to each other, despite their almost symbiotic relationship. Character Weight: Kanae fights in her Spirit form, which happens to not be a 10-year-old girl. As such, she's a mid-weight character that isn't too light or too heavy. Character Speed: Kanae isn't the fastest character out their, sitting at just a bit slower than the middle of the roster. Character Jump Height: Kanae has a decent jump height, but like her weight and speed, it's nothing to write home about.
Special Traits/Fighting Style: Kanae takes the center stage for combat, while Yuichi looms in the background in the girl's shadow. Kanae is a straightforward brawler, preferring to run up and punch her foes with simple, direct attacks. But the more damage she takes, the more the darkness gauge builds up. When the darkness gauge is filled to an extent, Kanae can summon Yuichi for a brief moment to make a powerful attack. In addition, Kanae can charge up the darkness gauge herself, though doing so damages her quite a bit.
Moveset
Jab: Kanae swings forward with a one-two jab, followed up with an uppercut that knocks the opponent into the air just a bit. Side Tilt: Kanae throws a mean right hook, and does so to punch the opponent. Decent knockback but doesn't scale well at high percent. Up Tilt: Kanae performs an uppercut to bat away any encroaching aerial enemies. Decent knockback, but doesn't scale well at high percents. Down Tilt: Kanae crouches down and punches low. Why she doesn't kick, nobody knows. Knocks the enemy into the air for just a bit, allowing a follow-up attack. Dash Attack: Kanae throws her body forward and punches with all her might. Can kill at high percents.
Neutral Air: Kanae punches ahead of her, then spins around to punch behind her. Good for throwing hitboxes around, but doesn't do much in the way of knockback or damage. Forward Air: Kanae spins around and throws a punch forward. Decent kill power at high percent. Back Air: Kanae turns backward and throws out a backhand to knock the opponent away. Up Air: Kanae punches directly upwards. Very narrow hitbox, but high kill power if it can connect. Down Air: Kanae makes a sweeping punch downward. Can spike if it connects. It's a fairly slow punch, however.
Side Smash: Kanae winds up a punch and lets it loose. High kill power at high percents. Otherwise unremarkable. Up Smash: Kanae makes a slow, but incredibly powerful uppercut, then swings out with her other fist. The first punch is unremarkable, but the second can kill at high percents. Down Smash: Kanae crouches down and spins with her fists out, creating a punchy tornado that knocks opponents away with a multi-hit flurry of punches. Doesn't have much kill power, however.
Neutral Special: Reaper's Edge - Yuichi creates a scythe made from darkness energy and slices in front of Kanae in a wide, sweeping arc. High kill power and knockback. Consumes 50% of the Darkness Gauge. If the Darkness is maxed out, the attack becomes even stronger, but consumes the entire gauge. Side Special: Shadow Sickles - Yuichi lashes out with a flurry of blades made from darkness energy. Low kill power, but deals a high amount of damage. Consumes 25% of the Darkness Gauge..If the Darkness Gauge is maxed out, then this attack gains a great deal of knockback, enough to kill at high percents, but consumes the entire Darkness Gauge. Up Special: Darkness Carry - Yuichi throws Kanae upwards. Anyone unlucky to be in her path is knocked away a great deal. Kanae also takes damage if she connects with another character. Doesn't consume any of the Darkness Gauge. Down Special: Darkness Torture - Yuichi swarms Kanae with a burst of darkness energy. The aura lowers the damage she takes, but inflicts a small amount of damage on her regardless. This move also builds up Kanae's Darkness Gauge faster than normal.
Grab: Yuichi lashes out with tendrils of darkness and ensnares the foe. Slow, but long reach. Kanae pummels the enemy with a swift jab. Forward Throw: Kanae grabs the enemy and throws a heavy punch,. knocking them forward a great deal. Back Throw: Yuichi constricts the enemy, then launches them behind Kanae. Up Throw: Kanae throws out an uppercut, knocking the enemy upwards. Down Throw: Yuichi crushes the enemy down on the ground, then casually throws them up a little. Good for following up with an aerial.
Side Taunt: Kanae attempts to get Yuichi's attention, but he ignores her. Up Taunt: Yui-chan yells out "Don't call me Yu-chan!" Down Taunt: Yuichi begins laughing maniacally while Kanae just lets out an exasperated sigh.
Overall Summary and Tier Placement: Because of her gimmicky comeback mechanic, Kanae isn't always taken seriously as a character, but a skilled player can use her fairly effectively. Unfortunately, she doesn't have the speed most players would prefer, so she tends to get forgotten about as a rushdown character. As such, Kanae is a solid mid-to-high tier character. Lately some players began to perform well with her in bracket, and as a result a new wave of players supporting her as well as insisting that she needs to be nerfed just because she can kill at relatively low percents when set up just right. WC: 1012
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Post by Deleted on Nov 2, 2020 0:30:52 GMT
MPC Name: Show Me Your Moves! MPC #: 80B Reward: Bits
Character Breakdown: Miki Tatsumi is a fourteen year old tamer. Energetic and vibrant, she exudes a large amount of positivity into the world with a can-do attitude and never-give-up mantra. While her positivity can be construed as annoying by some, she's a genuinely kind girl that wants everyone around her to be as happy as possible. Miki dreams of traveling the world and seeing the most interesting sites the world has to offer, following in the footsteps of her missing parents. She's always willing to learn new things, though she has a hard time doing things that don't interest her. Her partner is Gomamon, a young aquatic Digimon that grew up in the waters of the Macro Ocean and knows little of the Digital World's mainland, let alone the human world. Together, the pair seek to explore new sites and sights. Character Weight: Miki is on the lighter side, being just a bit below the character roster's average weight. While she won't be dying to the smallest breeze, she won't be surviving very long if not played carefully, either. Character Speed: Miki is just a bit faster than the average character. She won't be outspeeding everyone by a great deal, but she has enough mobility on the ground to get by. Character Jump Height: Miki unfortunately has a below average jump height, and her aerial mobility is greatly lacking. Miki is better kept to the ground.
Special Traits/Fighting Style: Miki is a decent ground-based attacker, moving across the stage horizontally while making quick attacks. She relies on Gomamon to make the heavier attacks, but they're fairly slow, though they have a decent kill potential if they land. Miki doesn't quite have the potential to be a proper rushdown character, so Miki's playstyle tends to be rather campy, unfortunately.
Moveset
Jab: Miki punches forward, followed by a kick, then finally a swipe from Gomamon's claw. Everything other than Gomamon's claw has weak damage and knockback. Side Tilt: Miki kicks forward. It doesn't have a great deal of knockback or damage, but the attack comes out fairly quickly, and has a decent range to it. Up Tilt: Miki points upwards, and Gomamon summons a few fishie friends to fly up in an arc. A multi-hit attack that doesn't deal much knockback, but deals a decent amount of damage. It's fairly slow, however. Down Tilt: Miki performs a sliding kick a few feet forward. Doesn't deal much damage or knockback, but the movement can help her avoid attacks that hit high. Dash Attack: Miki and Gomamon hug each other as they both ram into the target. Doesn't deal much damage or knockback, however.
Neutral Air: Miki spins around in the air, hitting anyone who comes into contact with her. Deals little in both damage and knockback, bit it's a very quick attack. Forward Air: Miki holds Gomamon out as he swipes forward with his claw. A slow start-up, but deals a decent enough damage and can kill at high percents. Back Air: Miki spins around while holding Gomamon out, letting her partner swipe behind them. High damage and knockback. Very slow. Up Air: Miki throws Gomamon above her head, letting her partner hit the enemy from below. Decent damage and knockback, but it's rather slow. Down Air: Miki and Gomamon fall downward in a panic, crashing down on an enemy below. Deals a decent amount of damage, but it has a high end lag, so it's a rather risky move to use.
Side Smash: Gomamon strikes out with both claws. Doesn't deal much damage on its own, but has a high amount of damage and knockback when fully charged. Up Smash: Gomamon jumps up and slices the air above them. Decent kill power, and has a wide range. It's a very slow move, however. Down Smash: Gomamon summuns a few fishie friends on either side of them, knocking away opponents on both sides. Doesn't deal much damage, but has enough regular knockback to keep opponents away. The knockback doesn't scale well with damage, however.
Neutral Special: Marching Fishies - Gomamon summons up a flurry of fishie friends in front of them. This move can be used indefinitely so long as the user holds down the button, and they can still move Miki and Gomamon while the attack is going. The attack doesn't deal much damage, however. Side Special: Sliding Seal - Miki grabs onto Gomamon as he slides to the side, knocking away any enemy that they collide with. Excellent horizontal movement, though the attack doesn't deal much in the way of damage or knockback. Up Special: Grappling Hook - Miki fires her grappling hook upwards and at an angle, allowing her to latch onto the stage if need be. If the attack hits an enemy, Miki pull them down and slam them onto the ground. If Miki hits an enemy while in the air, Miki will fly up to the target and jump on top of them. Miki does not go into special fall after using this attack. Down Special: Armor Digivolve! - Gomamon jumps into the air and Armor Digivolves into Submarimon, with his big, bulky body, he crashes down on of an opponent. A very slow move, but very powerful.
Grab: Miki reaches out forward and grabs the enemy. Their pummel is a fishie appearing and slapping the enemy in the face. Forward Throw: Miki and Gomamon push the enemy away with all of their might. Back Throw: Miki and Gomamon get shocked and accidentally throw the enemy over their heads. Up Throw: Miki and Gomamon spin around and hurl the enemy upwards, waving to them as they rise. Down Throw: Miki trips over Gomamon, causing her to fall on top of the enemy and down into the ground.
Side Taunt: Miki and Gomamon wave at the camera. Up Taunt: Miki hops into the air and yells out, "Let's go, go, go!" Down Taunt: Gomamon holds out his hand and high-fives a small school of fishies.
Overall Summary and Tier Placement: While she's a fairly fast character, most of Miki's kill moves are dreadfully slow and risky, making her rather inadequate compared to the other speedier characters. In addition, her air game leaves much to be desired, so unfortunately, Miki is often forgotten about in the discussion of the best character in the game. Still, her energetic personality combined with Gomamon has made her a fan favorite for casuals, who can perform quite well with her at lower level play. So like Miki herself, she's not meant to be taken too seriously, but there's still plenty of fun to be had! So let's play! WC: 1111/`1000
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Spire
Better Mod
An In-Spire-ation to Us All
Posts: 17
OOC Name: Spiraga™
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Post by Spire on Dec 18, 2020 11:23:03 GMT
Pretty good job here.
Nanami gets 25 posts! Honoka gets 5,000 bits! Airi gets 15 posts! Arissa gets 5,000 bits! Mordreid gets 5,000 bits! Sakura gets 5,000 bits! Kirara gets 5,000 bits! Reiko gets 5,000 bits! Kanae and Yuichi gets 5,000 bits! Miki gets 5,000 bits!
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