Mechanics


ELEMENTS


FLAME:
~ Flame element is designed to fit best with characters based primarily on strength of attacks.
~ Weapons equipped with Flame property caused splash damage with thierattacks so it effects multiple units at once per one person strike,magnifying the damage.
~ A person designed for Flame would rely heavily on amount of damage caused, rather than other properties.


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 FREEZE:
~ Freeze element is designed to fit best with characters based primarily on stunning the enemy.
~ Weapons equipped with Freeze property leave a stunning effect on the enemy to hold them in place for follow up attacks.
~ A person designed for Freeze would rely heavily on keeping an enemy still for a longer amount of time.


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 BOLT:
~ Bolt element is designed to fit best with characters based primarily on attacking fast.
~ Weapons equipped with Bolt property leave a shocking after effect that will knock back enemies or leave them dazed a moment.
~ A person designed for Bolt would rely heavily on the speed of thier attacks as well as the after effect incase they need a quick escape.


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 VORPAL:
~ Vorpal element is designed to fit best with characters based primarily on effecting wide groups.
~ Weapons equipped with Vorpal are more energy based and thus cause a more explosive effect to throw enemies away.
~ A person designed for Vorpal would rely heavily on hitting multiple targets at once and for charging most of thier attacks for extra if needed damage.


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 DECAY:
~ Decay element is designed to fit best with characters based primarily on poisonious or long term effecting attacks.
~ Weapons equipped with Decay are poisonious or status effecting and thus will continiously damage or drain the enemy for a short period.
~ A person designed for Decay would rely heavily on spreading chaos or working off the drianing effects to defeat faster.


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 PEACE:
~ Peace element is designed to fit best with characters based primarily on Confusing or absorbing enemies.
~ Weapons equipped with Peace will absorb hp or musou from the enemy and give it to the wielder.
~ A person designed for Peace would rely heavily on taking from enemies to become stronger.


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Sidebar Content

TYPES


SPEED: Speed type is designed for players
who need to move fast and attack fast without
being so cumbersome with additional frames or hits.

Bonuses: Speed classes can cancel out of any attack,
despite how long the animation is, and escape.
They also have the ability to double jump or speed
dash for quick get aways or reaching places others
can't get to.

Pros: Speed classes have two special attacks.
They move faster than the other two classes.
They earn rewards faster.

Cons: Basic amount of attacks and techniques available.
They take more damage than the other classes.
They earn experience slower.



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 TECHNIQUE: Technique type characters are known
for thier ability to stay in battle longer with enemies, more
commonly other officers. They have plenty of attacks and
defenses that make them more built for large groups of
stronger units.

Bonuses: Technique's have a whole additional set of attacks
that can be used in place of Tech attacks provided they
have musou. They can also carry on thier attacks in a
continious loop rather than waiting for a cool down provided
they have musou.


Pros: Technique classes are more balanced.
Gain exp faster than any other class.

Cons: Not very strong, usually depend on attacks rather than strength.
Rely heavily on Musou for fighting.



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 POWER: Power type's thrive on hard hits and taking the
blunt side of pain. While they're limited in thier attack selection,
every attack leaves it mark, making them perfect for big
groups of weaker characters.

Bonuses: Can replace thier musou bars with one strong
devestating attack.


Pros: Strongest characters in the game as well as the most
defensive. Have the strongest musou's of the group.

Cons: Movement is very slow as well as attacks.
Are limited to only the standard set of attacks.



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 -=Moveset=-



+------------------------------------------+
|  NORMAL ATTACKS
+------------------------------------------+

SA standard opening attack.
SS
The follow up and either more powerful or faster.
SSS
Some dazzling follow up, more unique than the two before.
SSSS
Another follow up, even more unique than the three before.
Available after a certian amount of levels.
SSSS(Etc)
A series of repeated attacks with a possible finish at the end.
Available after a certian amount of levels.



+------------------------------------------+
|  CHARGE ATTACKS
+------------------------------------------+

T
An alternate charged special attack.
Available after a certian amount of levels.
TT
Either an extension of the above or a more powerful version.
Only for Technique and Speed classes.
Available after a certian amount of levels.
TTT
Either an extension of the above or a more powerful version.
Only for Technique and Speed classes.
Available after a certian amount of levels.


ST
A charged special attack initiated after the second swing, usually a
stunning move.
Available after a certian amount of levels.
STT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.
STTT
Follow up to the above.
Only for Technique and Speed classes.
Available after a certian amount of levels.


SST
A charged special attack initiated after the first swing, usually some
kind of juggling attack.
Available after a certian amount of levels.
SSTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.
SSTTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.


SSST
A charged special attack initiated after the third swing, usually a status
effecting kind of attack.
Available after a certian amount of levels.
SSSTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.
SSSTTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.


SSSST
A charged special attack initiated after the fourth swing, usually a
powerful finishing blow.
Available after a certian amount of levels.
SSSSTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.
SSSSTTT
Follow up to the above.
Only for Technique and Speed classes.

Available after a certian amount of levels.



+------------------------------------------+
|  SPECIAL ATTACKS
+------------------------------------------+

KA super powered alternate attack.
Only for Technique Class.
KKFollow up to the above.
Only for Technique Class.
Available after a certian amount of levels.
KKKFollow up to the above.
Only for Technique Class.
Available after a certian amount of levels.


KS
A unique special attack.
KT
A unique special ability.


TK
A super power'd technique attack.
Only for Technique Class.
TKK
Follow up to the above.
Only for Technique Class.
Available after a certian amount of levels.
TKKK
Follow up to the above.
Only for Technique Class.
Available after a certian amount of levels.


SK
A special alternate charge attack.
Only for Technique Class.
Available after a certian amount of levels.
SSK
A special alternate charge attack.
Only for Technique Class.
Available after a certian amount of levels.
SSSK
A special alternate charge attack.
Only for Technique Class.
Available after a certian amount of levels.
SSSSK
A special alternate charge attack.
Only for Technique Class.
Available after a certian amount of levels.



+------------------------------------------+
|  MUSOU ATTACKS
+------------------------------------------+

ONE-BAR MUSOU The Musou is a powerful super attack unleashed when the
Musou bar has reached it's fullest potential. As the characters
level up, they gain small extensions to the Musou bar to
make it longer. The first bar Musou is described here.
TWO-BAR MUSOUWhen enough levels are reached and the bar extends far
enough, it's seperated into a second bar for a more powerful
and altered Musou than the one above.
Available after a certian amount of levels.
THREE-BAR MUSOU
After enough levels are reached, the bar is extended further
for a three bar, with an even more powerful and advance
Musou available.
Available after a certian amount of levels.
TRUE MUSOUTrue Musou is the ultimate power of the attack only able to
be used under special circumstances. If the character is low
in HP, has grabbed a true Musou Item, has reached 1000 kills,
or has achieved a high enough level, then thier full bar Musou
will use this instead. It's a very powerful and extended Musou
that adds extra effects and attacks to the already three Bar
Musou.
Available after a certian amount of levels.
TEAM MUSOUA team Musou is a unique Musou that is only obtainable when
a nearby teammate and the player have enough Musou bar to
combine thier efforts. When activated, the characters combine
the effects of thier Musou's together for a double attack.




+------------------------------------------+
|  RIDING ATTACKS
+------------------------------------------+

HT Usually a Horse technique that causes the horse to stomp the ground,
but on special conditions, The character can change the attack.
HKA special attack only done while riding on horseback.


HS
A unique horseback attack.
Only for Technique and Speed classes.
HSS
A follow up to the above.
Only for Technique and Speed classes.
Available after a certian amount of levels.
HSSS
A follow up to the above.
Only for Technique and Speed classes.
Available after a certian amount of levels.
HSSSS
A follow up to the above.
Only for Technique and Speed classes.
Available after a certian amount of levels.
HSSSS(Etc)
Several Horseback attacks in succession.
HORSE MUSOU
A Musou generated on horseback that makes the
horse perform in a unique way.



+------------------------------------------+
|  RANGE ATTACKS
+------------------------------------------+

R
A range attack, different depending on the range weapon.
RT
A charged range attack that adds an effect to the range.
HORSE RANGE
A horseback unique range attack.
Only for Technique and Speed classes.
RANGE MUSOU
A horseback unique range attack.
Only for Technique and Speed classes.



+------------------------------------------+
|  OTHER ATTACKS
+------------------------------------------+

RUNNING S
A running attack with thier weapon.
RUNNING T
A running charge attack.
Only for Technique and Speed classes.
RUNNING K
A running special attack.
Only for Technique and Speed classes.


JUMP S
A jumping attack with thier weapon.
JUMP T
A jumping charge attack.
JUMP K
A jumping special attack.
Only for Technique and Speed classes.


DEADLOCK VICTORY
When two weapons collide at once, the deadlock mode is
engaged. If one presses harder against the attack, they'll
gain the upper hand and overpower the enemy amazingly
in a unique dazzling way.




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