Another fregging fighting game moveset [MPC91Z(80B)]
Nov 13, 2021 12:22:43 GMT
Post by Luna on Nov 13, 2021 12:22:43 GMT
MPC Name: Show me your moves
MPC Number: 91Z (80B)
Reward Requested: Bits
Hey Shi coming at ya with another one of these, gonna be a big one so hopefully I can make it so. Same way as all the others A light attack, B medium attack and C heavy attack with D as special. I don't need to explain more but I will to add to the word counter so lets go.
Luna, the master of friendship (Also healing probably.)
Luna enters to fray in order to fight some battles, despite really not wanting to at times, this time flying Solo she stays in her Lekismon form for combat using her fists and legs to attack the opponent. While she might have some stubby range on her normal attacks she makes up for it in having projectiles and a few tools that let her mix up the opponent, Along with this her special allows her to heal a certain amount of damage taken so letting her stay on the offense will be a huge problem for the opponent.
Luna Idle animation: Standing with one fist up near her head and the other down a bit lower guarding her stomach, ready and able to fight. If she doesn't move for a few seconds she'll quickly switch to stretching her arms out for a second before getting right back into position. Her crouch stance is very low to the ground with one hand placed on the ground and the other up. If in this position for too long she will be seen shaking her hand as that's not a good position for it.
Status:
Health pool: Medium
Air dashes: 1
Jumps: 3
Luna's normal moves
A: Luna jabs her fist outward with her other arm back, very fast jab usually able to beat out opponents or catch any gaps in their pressure, however the range is very short to compensate so in order to beat someone out you have to make sure you're close enough or you'll just get counter hit.
AA: A unique attack for Luna, after hitting with the jab pressing the button again will cause Luna to slide forward slightly with an extended gut punch, great for catching opponents sleeping or thinking they could punish one of her light attacks, while it moves forward it's not by much so don't just throw this out.
Forward A: Luna takes a step forward delivering an upward punch while leaping in the air slightly, covers a decent amount of range and has head invulnerability letting her catch opponents in the air with it. Has a bit of endlag to it and scales pretty bad so you won't get much damage but can lead into mix ups after the hit.
Crouch A: Luna punches outward slightly, slightly faster then her standing jab and so low to the ground you can beat out some opponents pressure and get a knockdown with her other moves, basically use this if you think you can get away with it.
Air A: Luna delivers a jab in the air, very fast and she holds it for quite a while letting her sail through the air with a hitbox out, doesn't have much range sadly but she can cancel it into her other air moves so it doesn't really need much range.
B: Luna delivers a spin kick to her opponent, has very good range and the tip of her foot deals slightly more damage. Very good for catching the opponent back dashing or trying to run up on her, leads into a very good combo on hit.
BB: A second unique string where after the spin kick Luna will drop low and deliver a sweep attack on the opponent, a good option for catching your opponent sleeping. Don't throw it out too often and get predictable.
Forward B: Luna leaps into the air and delivers a jump kick into the opponents face, counts as an overhead but doesn't lead to much after hitting, looks cool though and it plus on block. A lot of start up though considering she has to jump so make sure you only throw this out if you know they'll hafta block it.
Crouch B: Luna punches downward and swings her fist upward, on hit launches the opponent into the air where she can combo into her B move and get some good damage on them, very great move to chancel crouch A into but not one you throw out willy nilly.
Air B: Luna kicks outward extending her leg as far as she can, has a hitbox so good that almost most of her body counts so it's great for crossing the opponent up, just make sure you remember where the hitbox is or you're the only one who's gonna be getting hurt.
C: Luna's fist glows with the power of darkness for a moment before delivering a straight punch into the opponents face, launching them full screen away and wall bounces if used in the corner. A very good tool but very unsafe on block. If you're throwing this out make sure it's for a combo or a punish for your opponents mistakes.
Forward C: Luna raises her leg up high and slams it down on the opponent, hits high and can cancel directly into C for a full combo, get your opponent scared of her lows and use this to deal a ton of damage. Like her other mix options don't use it too often.
Crouch C: Luna moves forward slightly before spinning around and delivering a low kick that knocks the opponent down, this is what use to hard call out the opponent. Leads to a lot of damage if hits raw so have fun with that.
Air C: Luna lunges forward in the air delivering a spin kick to the opponent, goes a small distance forward and knocks the opponent into the ground, leads to a lot with her specials on hit.
Throw: Luna grabs the opponent before doing a feint around them and bashing them with a straight punch backwards.
Back Throw: Luna grabs the opponent before spinning them around and tossing them away, goes full screen so she can't combo off of it but has amazing corner carry.
Air Throw: Luna grabs the opponent before falling down slamming them on her knee before tossing them to the closest corner.
(Unique Ability)
[Healers light]: Every time Luna lands a move or special a bar below her HP fills slightly, every time this fills to full Luna can use her D version moves that heal her for 5% of her health for every stack. Can only have up to 7 active at a time.
D: Luna holds her hands together and heals, fregging do this in your opponents face. I effing dare ya.
Crouch D: her D move but lower to the ground! If someone misses you with a punish cause you're so low to the ground you now have permission to laugh at them.
Air D: Third verse same as the first, it heals her. She's a fighting game character who heals. Effing run for your life.
Luna Special Moves
Forward, Down, Forward A/B/C: Luna delivers a, it's a Shoryuken. I'm not gonna BS around this one she does a dragon punch. The A version only does the punch meanwhile the B version adds and additional spin kick right after giving a hard knockdown forcing the opponent to get up slowly while the C version does the same but the spin kick can be canceled letting Luna reset pressure. All versions are invincible on frame 1 but very unsafe on block. If your opponent blocks this then disconnect your wifi and blame the netcode. You are dead.
Quartercircle Forward A/B: Luna throws a volley of ice arrows, can throw up to five in one volley. Good tool for keeping your opponent away and the B version tosses them upwards instead of straight leading to some fun things.
Down Down D: Luna charges for a moment before casting a healing field around where she's standing, will slowly heal her 1% of her health while she's standing in it per second. She even heals while blocking so make sure not to let her stand in the field for too long.
Quartercircle Backwards A/B: Luna performs an illusion step dashing towards the opponent, the A version has her deal a punch to the left side of the opponent while the B version has her do a punch to the right side, safe on block but has a bit of start up so if your opponent calls you out on this move you'll take quite a bit of damage from it.
Halfcircle backwards D: Luna forms a dark barrier around herself that is invincible to all forms of attack except for grabs or command grabs. Any move that hits the barrier will fill up Luna's meter by quite a lot letting her get more cancels and ultimate moves off easier. Luna can cancel the barrier on hit into any of her super moves to get a lot of damage off blocking something unsafe.
Luna's Super Moves
Halfcircle Backwards forward C: Luna delivers a short ranged punch to the opponents gut launching them into the air before leaping up above them and smashing them down with a heel drop sending them back into the ground even faster then they rose. Her highest damaging super but has very short range. Best used in the corner if you can hit it.
Circle Circle D: Luna casts a powerful healing spell using all her healers light bars at once healing her for the full amount they would restore on their own, use this to really piss your opponent off and start your comeback story!
Forward Halfcircle backwards Forward: Luna throws an ice arrow at the opponent, if it lands she will throw three volleys of Ice arrows at the opponent before running forward and delivering a jump kick to the opponent sending them flying backwards Can hit at a range so use this if her first super won't hit. Can also be used to punish an opponent from full screen.
Instant Kill
Down, Down, Down D: Luna charges up for a moment before delivering a wild haymaker to the opponent, if this lands a cinematic will start with her evolving into Dianamon before raising her hand up freezing the enemy in a block of ice before smashing it down defeating the opponent instantly. Can only be used if the opponent is below 20% health and it's the match winning game.
Luna's Intro
Non-Serious combatant: Luna walks on screen holding a map upside down trying to figure out where she's going before noticing the opponent, saying whatever line she wants to say before putting the map away and getting ready for a fight.
Serious Combatant: Luna jumps down from above rolling for a moment before getting up on her feet instantly in her fighting stance ready to go against whoever she's fighting.
Luna Quotes
Match 1: "You wanna fight me? Well I should warn you I'm no push over."
Match 2: "Don't be afraid to go all out, I'll heal us once this is done."
Mirror Match: "Huh, two Luna's? We should be friends after this!"
Vs Dust: "You better not hold back Dust, here I come!"
Vs Kaya and Hawkeye: "I'm up against you two huh? Well no hard feelings alright?"
Vs Solaire and Terrance: "Guess I'd better show you two knights how strong I am."
Winning a round: "Don't worry, I'll heal ya for the next round."
Winning a round against Dust: "C'mon, get serious already. I won't forgive you if you don't."
Losing a round: "Whoops, got careless..."
Losing a round against Dust: "Darnit, I won't lose again!"
Winning a match: "Don't worry, I'll have you back on your feet in a moment."
Winning a mirror match: "Sorry, but the real Luna wins in the end."
Winning against Dust: "Alright Dust, lets go get something to eat!"
Winning against Kaya&Hawkeye: "Though I forgive you for before, I won't lose too easily."
Winning against Solaire and Terrance: "Whoops, might've gone a little overboard."
Luna's Taunt: Luna takes out her map and looks at it, trying to figure out where she was going mid match.
Dust the reformed Tyrant
Dust enters into battle, something he's very good at. Deciding to go in his Beelzemon form Dust is the very definition of a rush down focused character, if you let him he will be attacking and will not stop until you call him out on something or get hit. He is taller then most others which makes hit hitbox larger as well but he more then makes up for it in his speed and how aggressive he can get if the opponent is on the backleg of the fight.
Dust Idle Animation: Dust stands tall with his hands at his sides, one down near his gun ready to pull it out at a moments notice while his other hand is curled up into a fist ready to go. If he doesn't move for a few seconds while standing he'll tap his foot against the ground for a moment before going back to standing straight. While Crouched Dust has one hand over his knee with the other placed firmly on his gun. If he doesn't move for a while in this position he'll roll his eyes and sigh before going back to focusing.
Status
Health Pool: Medium-high.
Air Dashes: 2
Jumps: 2
Dust's Normal moves.
A: Does does a small slash attack in front of him, pretty decent range for a jab even if it is a bit slower then some others, Cancels into itself at least three times in one string so you can catch people mashing or trying to jump away from him if you delay it.
Forward A: Dust delivers a straight punch sliding a bit forward as he attacks, one of his better options to close distance seeing as it's safe on block, throw this out and see what your opponent does about it.
Crouch A: Dust delivers a very quick punch forward, being one of his fastest buttons this is your best way to beat over gaps in your opponents pressure and hopefully gain back the advantage if you do. Doesn't go into forward A but goes into his A jab which can let you smack them in the face a few more times.
Air A: Dust kicks his foot out, mostly combo filler or winning air exchanges as he doesn't get much off the hit but since it leads into his other air moves he can make something work if he lands it in the corner.
B: Dust delivers a high kick throwing his leg to around the same height as his head, doesn't have much forward range but since he kicks upward it can be used as an Anti-air catching opponents trying to jump in on him or trying to jump to escape pressure.
Forward B: Dust kicks his leg out for a straight kick sliding a bit forward as he does it, links from B allowing Dust to get a full combo off this move, can be jumped out of and is all around a safe move to throw out if you know what you're doing.
Crouch B: Dust extends his hand out forming a claw of darkness as he spins around, hits low and props the opponent up letting him combo off of it, his fastest low so get your opponent used to blocking up high and use this to bring them down low.
Air B: Dust delivers a spinning axe kick, if it hits the opponent it will knock them into the ground and bounce them back into the air letting Dust continue the combo, only does this once per string however but it's a very fancy combo tool and if combined with canceling Dust can land before his opponent and continue the combo with his ground options instead.
Air Down B: Dust drops all his weight down and delivers a dive kick to the opponent, on hit Dust drags the opponent against the ground for a few seconds before kicking them into the corner, his best option for corner carrying and links from his Air A move letting him get his opponent into the corner through a non committal option.
C: Dust delivers a wide slash hitting a decent distance in front of him, knocks the opponent into the ground on hit and bounces them up letting him keep the combo going, very unsafe on block and wiff so don't throw this out unless you know it will hit.
Forward C: Dust brings his hands together and delivers a double fisted overhead, if the button is pressed again Dust will add an additional kick that knocks the opponent into the corner. Wall bounces on counter hit letting Dust catch his opponents mashing and get a lot of damage off of it, very unsafe on block however so watch out for that.
Down C: Dust grabs his opponent and flips them into the air, very different seeing as it's a command grab on his button, unsafe but can't be blocked. used to catch your opponent sleeping or get them used to Dust's anti-air options and use this to punish them playing too passive against him.
Air C: Dust fires two shots from his guns sending two projectiles full screen forward, Dust falls faster then the projectiles combo into one another letting him hit the ground and jump back up to keep attacking his opponent. Only really usable once per combo but you can loop it a few times on a Forward C counter hit.
Throw: Dust lifts the opponent into the air with one hand before smashing his head against them knocking the opponent into the floor, deals good damage but can't combo off of it, forces the opponent to get up slowly though so Dust can mix them right after.
Back Throw: Dust throws the opponent behind himself and fires two shots from his guns knocking them into the air, can only combo in the corner making it a great reversal for when your back is in the corner, don't get predictable though.
Air Throw: Dust throws the opponent into the ground before jumping onto their back dealing a lot of damage, doesn't combo but with the damage it deals that's probably for the best.
(Unique ability)
[Data Drainer]: All of Dust's D moves heal him for a small amount of health, this is a reference that I think only like four members might get but tell me if you do get the reference.
D: Dust slashes upwards and downwards with his claws a dark trail following them closely behind. Deals decent damage but is mostly just combo filler.
Forward D: Dust slashes upward knocking opponents on hit into the air, a good anti-air and leads into big damage on counter his, however unsafe on block so don't throw it out too often.
Crouch D: Dust smashes his fist into the ground in front of him, forces a hard knockdown on the opponent making them get up slower. His best way to end combos, so long as he's on the ground and you can hit them with this you should always do that.
Air D: Dust swipes with his claws, the same dark aura surrounding them, Combo filler, use B and C for damage and use D for healing pretty much.
Dust's Special Moves
Halfcircle Forward B/C/D: Dust throws his guns up and fires two shots at his opponent, the B version only goes forward while the C version makes him aim upward. The D variant however has his charge energy for a moment before firing forward healing Dust a small amount if it hits, though with more start up make sure your opponent is far away.
Forward Down Forward C: Dust grabs the opponent before throwing them behind him, a fast command throw that is invincible to other throws, use this if your opponent is getting a little too grabby for your liking.
Forward Forward A/D: Dust dashes forward with his fist out ready to hit the opponent in the face, the A version just goes halfscreen but the D version goes through projectiles and fullscreen, the D version is very unsafe on block though so like, don't.
Halfcircle Back A/B: Dust spins around delivering a heel strike to the opponents head, can be used in the air and is Dust's main combo ended, the B version bounces the opponent up to continue the combo. A version just causes a knockdown.
Down Down D: Dust shoots an enemy on the ground, if used it will prop the enemy back up into the air letting Dust combo off of it with some of his faster moves, can be used to punish an opponent trying to delay their wakeup. If used while the opponent isn't grounded it will just be plus on hit letting Dust take his turn back.
Dust's Super Moves
Halfcircle Back Forward D: Dust punches the opponent before rushing behind them kicking them into the air and smashing them back down with his fist, deals a lot of damage and is his main super ender.
Quarter Circle Back x2 A/B: Dust delivers a powerful uppercut to the opponent, deals less damage then his other super move but is invincible on start up making it a great wake up option, just don't use it too often and you should be good.
Circle D: Dust pauses for a moment before activating a buff that double the amount of health Data Drainer heals him by, costs meter but if you use it during a combo you can gain back a lot of health and bring yourself back from the brink. Once it ends Dust will be stunned for a moment however it will not end while you're in mid-combo.
Instant Kill
Down Down Down D: Dust grabs the opponent before slamming them into the ground, building up as much dark energy as he can before bursting it all at once destroying the arena with a swell of power. Can only be used if the opponent is below 20% health and it's the match winning game.
Dust Intro
Dust walks in cracking his knuckles before seeing the opponent, says whatever line he has for that opponent before getting into his fighting stance.
Dust's Quotes
Match 1: "Alright, show me what you got."
Match 2: "Don't hold back, you'll only get hurt that way."
Mirror Match: "I'm sick and tired of this damn reflection."
VS Luna: "Wasn't planning on it, here we go Luna."
VS Shoutmon and Adrian: "We have similar pasts, huh Shoutmon?"
VS Kaya and Hawkeye: "Mhm, for Luna's sake I guess I'll hold back a bit."
VS Solaire and Terrance: "Alright you two, give me everything you got."
VS Ciel: "You, we've met before. Back when I was the tyrant."
Winning a round: "Alright then, on to the next one."
Winning a round against Luna: "Shit you're not hurt are you?"
Losing a round: "Still getting used to this form..."
Losing a round against Luna: "Oww, Thought we said not too rough."
Winning a match: "This isn't the power of the Tyrant, this is something more."
Winning a mirror match: "I promised I wouldn't go back, I'll hold up my word."
Winning against Luna: "C'mon Luna, lets head home."
Winning against Shoutmon and Adrian: "I've accepted my past, what happened with Shademon will never happen again..."
Winning against Kaya and Hawkeye: "You two should really just go apologize to Luna already."
Winning against Solaire and Terrance: "Er, maybe I went a little bit too far."
Winning against Ciel: "I'm a changed digimon, I can assure you of that."
Dust's Taunt: Dust throws a quick jab and cross punch, if the opponent is right next to him this taunt will actually damage them surprisingly.
MPC Number: 91Z (80B)
Reward Requested: Bits
Hey Shi coming at ya with another one of these, gonna be a big one so hopefully I can make it so. Same way as all the others A light attack, B medium attack and C heavy attack with D as special. I don't need to explain more but I will to add to the word counter so lets go.
Luna, the master of friendship (Also healing probably.)
Luna enters to fray in order to fight some battles, despite really not wanting to at times, this time flying Solo she stays in her Lekismon form for combat using her fists and legs to attack the opponent. While she might have some stubby range on her normal attacks she makes up for it in having projectiles and a few tools that let her mix up the opponent, Along with this her special allows her to heal a certain amount of damage taken so letting her stay on the offense will be a huge problem for the opponent.
Luna Idle animation: Standing with one fist up near her head and the other down a bit lower guarding her stomach, ready and able to fight. If she doesn't move for a few seconds she'll quickly switch to stretching her arms out for a second before getting right back into position. Her crouch stance is very low to the ground with one hand placed on the ground and the other up. If in this position for too long she will be seen shaking her hand as that's not a good position for it.
Status:
Health pool: Medium
Air dashes: 1
Jumps: 3
Luna's normal moves
A: Luna jabs her fist outward with her other arm back, very fast jab usually able to beat out opponents or catch any gaps in their pressure, however the range is very short to compensate so in order to beat someone out you have to make sure you're close enough or you'll just get counter hit.
AA: A unique attack for Luna, after hitting with the jab pressing the button again will cause Luna to slide forward slightly with an extended gut punch, great for catching opponents sleeping or thinking they could punish one of her light attacks, while it moves forward it's not by much so don't just throw this out.
Forward A: Luna takes a step forward delivering an upward punch while leaping in the air slightly, covers a decent amount of range and has head invulnerability letting her catch opponents in the air with it. Has a bit of endlag to it and scales pretty bad so you won't get much damage but can lead into mix ups after the hit.
Crouch A: Luna punches outward slightly, slightly faster then her standing jab and so low to the ground you can beat out some opponents pressure and get a knockdown with her other moves, basically use this if you think you can get away with it.
Air A: Luna delivers a jab in the air, very fast and she holds it for quite a while letting her sail through the air with a hitbox out, doesn't have much range sadly but she can cancel it into her other air moves so it doesn't really need much range.
B: Luna delivers a spin kick to her opponent, has very good range and the tip of her foot deals slightly more damage. Very good for catching the opponent back dashing or trying to run up on her, leads into a very good combo on hit.
BB: A second unique string where after the spin kick Luna will drop low and deliver a sweep attack on the opponent, a good option for catching your opponent sleeping. Don't throw it out too often and get predictable.
Forward B: Luna leaps into the air and delivers a jump kick into the opponents face, counts as an overhead but doesn't lead to much after hitting, looks cool though and it plus on block. A lot of start up though considering she has to jump so make sure you only throw this out if you know they'll hafta block it.
Crouch B: Luna punches downward and swings her fist upward, on hit launches the opponent into the air where she can combo into her B move and get some good damage on them, very great move to chancel crouch A into but not one you throw out willy nilly.
Air B: Luna kicks outward extending her leg as far as she can, has a hitbox so good that almost most of her body counts so it's great for crossing the opponent up, just make sure you remember where the hitbox is or you're the only one who's gonna be getting hurt.
C: Luna's fist glows with the power of darkness for a moment before delivering a straight punch into the opponents face, launching them full screen away and wall bounces if used in the corner. A very good tool but very unsafe on block. If you're throwing this out make sure it's for a combo or a punish for your opponents mistakes.
Forward C: Luna raises her leg up high and slams it down on the opponent, hits high and can cancel directly into C for a full combo, get your opponent scared of her lows and use this to deal a ton of damage. Like her other mix options don't use it too often.
Crouch C: Luna moves forward slightly before spinning around and delivering a low kick that knocks the opponent down, this is what use to hard call out the opponent. Leads to a lot of damage if hits raw so have fun with that.
Air C: Luna lunges forward in the air delivering a spin kick to the opponent, goes a small distance forward and knocks the opponent into the ground, leads to a lot with her specials on hit.
Throw: Luna grabs the opponent before doing a feint around them and bashing them with a straight punch backwards.
Back Throw: Luna grabs the opponent before spinning them around and tossing them away, goes full screen so she can't combo off of it but has amazing corner carry.
Air Throw: Luna grabs the opponent before falling down slamming them on her knee before tossing them to the closest corner.
(Unique Ability)
[Healers light]: Every time Luna lands a move or special a bar below her HP fills slightly, every time this fills to full Luna can use her D version moves that heal her for 5% of her health for every stack. Can only have up to 7 active at a time.
D: Luna holds her hands together and heals, fregging do this in your opponents face. I effing dare ya.
Crouch D: her D move but lower to the ground! If someone misses you with a punish cause you're so low to the ground you now have permission to laugh at them.
Air D: Third verse same as the first, it heals her. She's a fighting game character who heals. Effing run for your life.
Luna Special Moves
Forward, Down, Forward A/B/C: Luna delivers a, it's a Shoryuken. I'm not gonna BS around this one she does a dragon punch. The A version only does the punch meanwhile the B version adds and additional spin kick right after giving a hard knockdown forcing the opponent to get up slowly while the C version does the same but the spin kick can be canceled letting Luna reset pressure. All versions are invincible on frame 1 but very unsafe on block. If your opponent blocks this then disconnect your wifi and blame the netcode. You are dead.
Quartercircle Forward A/B: Luna throws a volley of ice arrows, can throw up to five in one volley. Good tool for keeping your opponent away and the B version tosses them upwards instead of straight leading to some fun things.
Down Down D: Luna charges for a moment before casting a healing field around where she's standing, will slowly heal her 1% of her health while she's standing in it per second. She even heals while blocking so make sure not to let her stand in the field for too long.
Quartercircle Backwards A/B: Luna performs an illusion step dashing towards the opponent, the A version has her deal a punch to the left side of the opponent while the B version has her do a punch to the right side, safe on block but has a bit of start up so if your opponent calls you out on this move you'll take quite a bit of damage from it.
Halfcircle backwards D: Luna forms a dark barrier around herself that is invincible to all forms of attack except for grabs or command grabs. Any move that hits the barrier will fill up Luna's meter by quite a lot letting her get more cancels and ultimate moves off easier. Luna can cancel the barrier on hit into any of her super moves to get a lot of damage off blocking something unsafe.
Luna's Super Moves
Halfcircle Backwards forward C: Luna delivers a short ranged punch to the opponents gut launching them into the air before leaping up above them and smashing them down with a heel drop sending them back into the ground even faster then they rose. Her highest damaging super but has very short range. Best used in the corner if you can hit it.
Circle Circle D: Luna casts a powerful healing spell using all her healers light bars at once healing her for the full amount they would restore on their own, use this to really piss your opponent off and start your comeback story!
Forward Halfcircle backwards Forward: Luna throws an ice arrow at the opponent, if it lands she will throw three volleys of Ice arrows at the opponent before running forward and delivering a jump kick to the opponent sending them flying backwards Can hit at a range so use this if her first super won't hit. Can also be used to punish an opponent from full screen.
Instant Kill
Down, Down, Down D: Luna charges up for a moment before delivering a wild haymaker to the opponent, if this lands a cinematic will start with her evolving into Dianamon before raising her hand up freezing the enemy in a block of ice before smashing it down defeating the opponent instantly. Can only be used if the opponent is below 20% health and it's the match winning game.
Luna's Intro
Non-Serious combatant: Luna walks on screen holding a map upside down trying to figure out where she's going before noticing the opponent, saying whatever line she wants to say before putting the map away and getting ready for a fight.
Serious Combatant: Luna jumps down from above rolling for a moment before getting up on her feet instantly in her fighting stance ready to go against whoever she's fighting.
Luna Quotes
Match 1: "You wanna fight me? Well I should warn you I'm no push over."
Match 2: "Don't be afraid to go all out, I'll heal us once this is done."
Mirror Match: "Huh, two Luna's? We should be friends after this!"
Vs Dust: "You better not hold back Dust, here I come!"
Vs Kaya and Hawkeye: "I'm up against you two huh? Well no hard feelings alright?"
Vs Solaire and Terrance: "Guess I'd better show you two knights how strong I am."
Winning a round: "Don't worry, I'll heal ya for the next round."
Winning a round against Dust: "C'mon, get serious already. I won't forgive you if you don't."
Losing a round: "Whoops, got careless..."
Losing a round against Dust: "Darnit, I won't lose again!"
Winning a match: "Don't worry, I'll have you back on your feet in a moment."
Winning a mirror match: "Sorry, but the real Luna wins in the end."
Winning against Dust: "Alright Dust, lets go get something to eat!"
Winning against Kaya&Hawkeye: "Though I forgive you for before, I won't lose too easily."
Winning against Solaire and Terrance: "Whoops, might've gone a little overboard."
Luna's Taunt: Luna takes out her map and looks at it, trying to figure out where she was going mid match.
Dust the reformed Tyrant
Dust enters into battle, something he's very good at. Deciding to go in his Beelzemon form Dust is the very definition of a rush down focused character, if you let him he will be attacking and will not stop until you call him out on something or get hit. He is taller then most others which makes hit hitbox larger as well but he more then makes up for it in his speed and how aggressive he can get if the opponent is on the backleg of the fight.
Dust Idle Animation: Dust stands tall with his hands at his sides, one down near his gun ready to pull it out at a moments notice while his other hand is curled up into a fist ready to go. If he doesn't move for a few seconds while standing he'll tap his foot against the ground for a moment before going back to standing straight. While Crouched Dust has one hand over his knee with the other placed firmly on his gun. If he doesn't move for a while in this position he'll roll his eyes and sigh before going back to focusing.
Status
Health Pool: Medium-high.
Air Dashes: 2
Jumps: 2
Dust's Normal moves.
A: Does does a small slash attack in front of him, pretty decent range for a jab even if it is a bit slower then some others, Cancels into itself at least three times in one string so you can catch people mashing or trying to jump away from him if you delay it.
Forward A: Dust delivers a straight punch sliding a bit forward as he attacks, one of his better options to close distance seeing as it's safe on block, throw this out and see what your opponent does about it.
Crouch A: Dust delivers a very quick punch forward, being one of his fastest buttons this is your best way to beat over gaps in your opponents pressure and hopefully gain back the advantage if you do. Doesn't go into forward A but goes into his A jab which can let you smack them in the face a few more times.
Air A: Dust kicks his foot out, mostly combo filler or winning air exchanges as he doesn't get much off the hit but since it leads into his other air moves he can make something work if he lands it in the corner.
B: Dust delivers a high kick throwing his leg to around the same height as his head, doesn't have much forward range but since he kicks upward it can be used as an Anti-air catching opponents trying to jump in on him or trying to jump to escape pressure.
Forward B: Dust kicks his leg out for a straight kick sliding a bit forward as he does it, links from B allowing Dust to get a full combo off this move, can be jumped out of and is all around a safe move to throw out if you know what you're doing.
Crouch B: Dust extends his hand out forming a claw of darkness as he spins around, hits low and props the opponent up letting him combo off of it, his fastest low so get your opponent used to blocking up high and use this to bring them down low.
Air B: Dust delivers a spinning axe kick, if it hits the opponent it will knock them into the ground and bounce them back into the air letting Dust continue the combo, only does this once per string however but it's a very fancy combo tool and if combined with canceling Dust can land before his opponent and continue the combo with his ground options instead.
Air Down B: Dust drops all his weight down and delivers a dive kick to the opponent, on hit Dust drags the opponent against the ground for a few seconds before kicking them into the corner, his best option for corner carrying and links from his Air A move letting him get his opponent into the corner through a non committal option.
C: Dust delivers a wide slash hitting a decent distance in front of him, knocks the opponent into the ground on hit and bounces them up letting him keep the combo going, very unsafe on block and wiff so don't throw this out unless you know it will hit.
Forward C: Dust brings his hands together and delivers a double fisted overhead, if the button is pressed again Dust will add an additional kick that knocks the opponent into the corner. Wall bounces on counter hit letting Dust catch his opponents mashing and get a lot of damage off of it, very unsafe on block however so watch out for that.
Down C: Dust grabs his opponent and flips them into the air, very different seeing as it's a command grab on his button, unsafe but can't be blocked. used to catch your opponent sleeping or get them used to Dust's anti-air options and use this to punish them playing too passive against him.
Air C: Dust fires two shots from his guns sending two projectiles full screen forward, Dust falls faster then the projectiles combo into one another letting him hit the ground and jump back up to keep attacking his opponent. Only really usable once per combo but you can loop it a few times on a Forward C counter hit.
Throw: Dust lifts the opponent into the air with one hand before smashing his head against them knocking the opponent into the floor, deals good damage but can't combo off of it, forces the opponent to get up slowly though so Dust can mix them right after.
Back Throw: Dust throws the opponent behind himself and fires two shots from his guns knocking them into the air, can only combo in the corner making it a great reversal for when your back is in the corner, don't get predictable though.
Air Throw: Dust throws the opponent into the ground before jumping onto their back dealing a lot of damage, doesn't combo but with the damage it deals that's probably for the best.
(Unique ability)
[Data Drainer]: All of Dust's D moves heal him for a small amount of health, this is a reference that I think only like four members might get but tell me if you do get the reference.
D: Dust slashes upwards and downwards with his claws a dark trail following them closely behind. Deals decent damage but is mostly just combo filler.
Forward D: Dust slashes upward knocking opponents on hit into the air, a good anti-air and leads into big damage on counter his, however unsafe on block so don't throw it out too often.
Crouch D: Dust smashes his fist into the ground in front of him, forces a hard knockdown on the opponent making them get up slower. His best way to end combos, so long as he's on the ground and you can hit them with this you should always do that.
Air D: Dust swipes with his claws, the same dark aura surrounding them, Combo filler, use B and C for damage and use D for healing pretty much.
Dust's Special Moves
Halfcircle Forward B/C/D: Dust throws his guns up and fires two shots at his opponent, the B version only goes forward while the C version makes him aim upward. The D variant however has his charge energy for a moment before firing forward healing Dust a small amount if it hits, though with more start up make sure your opponent is far away.
Forward Down Forward C: Dust grabs the opponent before throwing them behind him, a fast command throw that is invincible to other throws, use this if your opponent is getting a little too grabby for your liking.
Forward Forward A/D: Dust dashes forward with his fist out ready to hit the opponent in the face, the A version just goes halfscreen but the D version goes through projectiles and fullscreen, the D version is very unsafe on block though so like, don't.
Halfcircle Back A/B: Dust spins around delivering a heel strike to the opponents head, can be used in the air and is Dust's main combo ended, the B version bounces the opponent up to continue the combo. A version just causes a knockdown.
Down Down D: Dust shoots an enemy on the ground, if used it will prop the enemy back up into the air letting Dust combo off of it with some of his faster moves, can be used to punish an opponent trying to delay their wakeup. If used while the opponent isn't grounded it will just be plus on hit letting Dust take his turn back.
Dust's Super Moves
Halfcircle Back Forward D: Dust punches the opponent before rushing behind them kicking them into the air and smashing them back down with his fist, deals a lot of damage and is his main super ender.
Quarter Circle Back x2 A/B: Dust delivers a powerful uppercut to the opponent, deals less damage then his other super move but is invincible on start up making it a great wake up option, just don't use it too often and you should be good.
Circle D: Dust pauses for a moment before activating a buff that double the amount of health Data Drainer heals him by, costs meter but if you use it during a combo you can gain back a lot of health and bring yourself back from the brink. Once it ends Dust will be stunned for a moment however it will not end while you're in mid-combo.
Instant Kill
Down Down Down D: Dust grabs the opponent before slamming them into the ground, building up as much dark energy as he can before bursting it all at once destroying the arena with a swell of power. Can only be used if the opponent is below 20% health and it's the match winning game.
Dust Intro
Dust walks in cracking his knuckles before seeing the opponent, says whatever line he has for that opponent before getting into his fighting stance.
Dust's Quotes
Match 1: "Alright, show me what you got."
Match 2: "Don't hold back, you'll only get hurt that way."
Mirror Match: "I'm sick and tired of this damn reflection."
VS Luna: "Wasn't planning on it, here we go Luna."
VS Shoutmon and Adrian: "We have similar pasts, huh Shoutmon?"
VS Kaya and Hawkeye: "Mhm, for Luna's sake I guess I'll hold back a bit."
VS Solaire and Terrance: "Alright you two, give me everything you got."
VS Ciel: "You, we've met before. Back when I was the tyrant."
Winning a round: "Alright then, on to the next one."
Winning a round against Luna: "Shit you're not hurt are you?"
Losing a round: "Still getting used to this form..."
Losing a round against Luna: "Oww, Thought we said not too rough."
Winning a match: "This isn't the power of the Tyrant, this is something more."
Winning a mirror match: "I promised I wouldn't go back, I'll hold up my word."
Winning against Luna: "C'mon Luna, lets head home."
Winning against Shoutmon and Adrian: "I've accepted my past, what happened with Shademon will never happen again..."
Winning against Kaya and Hawkeye: "You two should really just go apologize to Luna already."
Winning against Solaire and Terrance: "Er, maybe I went a little bit too far."
Winning against Ciel: "I'm a changed digimon, I can assure you of that."
Dust's Taunt: Dust throws a quick jab and cross punch, if the opponent is right next to him this taunt will actually damage them surprisingly.