Create a Character Dissidia Edition – Vol.04 : Marche Radiuju

I love the Dissidia games immensely, especially the second one, Dissidia 012 Duodecim. So, as you can guess, I want to contribute to the game and its community and try and “create” a new character for it. For this instalment, I give you the New Kid in town from Final Fantasy Tactics Advance, Marche Radiuju.

Marche Radiuju

– Description :

– Story and Character :

The new kid in Saint Ivalice, Marche appears to be a timid and soft-spoken boy but underneath his fragile manners hides an extremely headstrong ally of justice that can get so devoted to his one train of thought that he tends to ignore his surroundings. Voiced by Imai Yuka in japanese and I hope by Scott Menville in english.

His story can be read here.

His manikin counterpart is called “World’s Enemy” and has an orange with white shades colour.

– Costumes :

[Normal costume] His normal costume.

[Alternative costume # 1] Marche gains a Nomura rendition of his costume and all of his accessories and weapons.

[Alternative costume # 2] His civilian winter clothes.

– Equipment :

[Weapons] Swords, Daggers, Greatswords, Katanas, Thrown Weapons
[Hand Armour] Parrying Weapons, Shields, Bangles, Gauntlets
[Head Armour] Hats, Helms, Headbands
[Body Armour] Clothing, Robes, Light Armour, Heavy Armour, Chestplates

– Exclusives :

EX.)[Hand Armour] Matheus’ Wings : Level 100, Makes the ability’s [Reaction Support] CP get cut down to half of it’s current CP value. Adds forearm guards on both hands for all of the costumes.
01.)Newcomer’s Sword : Level 01, ATK +11
Adds a sword that’s strapped on the back of Marche’s waist for all of the costumes.
02.)Leader’s Sword : Level 30, ATK +40, Physical Damage +10%
Adds a sword that’s strapped on the back of Marche’s waist for all of the costumes.
03.)Jobs Master’s Sword : Level 90, ATK +64, Physical Damage +15%
Adds a sword that’s strapped on the back of Marche’s waist for all of the costumes.
04.)Judgemaster’s Sword : Level 100, ATK +68, Physical Damage +20%
Adds Judgemaster Cid’s Judgemaster’s Sword that’s strapped on the back of Marche’s waist for all of the costumes.

– Battle Style :

Marche’s fighting style is called Aura Changer (Human Jobs Ver.). Marche focuses on the changing of almost all of the jobs availiable for the Human race to attack and defend. The changes to the jobs are indicated by a small aura that surrounds Marche and some of the other job’s equipment from the official arts appearing on Marche. The auras have buffs and nerfs that affect the playstyle according to each job’s stats. Compared to other characters, Marche doesn’t really have a set string of attacks,rather a selection of three to four attacks from each job that are tied together to form a combo of attacks, not unlike Prishe’s attacks.

Unique Ability :

– Action Ability :

[Reaction Support]

CP – 300 / 200 (Mastered)
AP – 500
Level Learnt – 100
This skill enables Marche to aquire all of the Reaction and Support skills gained from the jobs he has availiable for each job, granting him some bonuses and special skills that can change his battle sprite.

Reaction

[Bonecrusher]

This skill allows Marche to do double damage plus critical damage if he counters a hit after a successful dodge or parry against an opponent’s strike. It can be used only when Marche has the Fighter class.

[Reflex]

This skill allows Marche to move twice as fast and further away while dodging and have half the cooldown time, but at the cost of halving the invincibility frames. It can be used only when Marche has the Paladin class.

[Last Haste]

This skill allows Marche to double all of his movement stats when his HP fall down to 10% of the full amount and the portrait starts flashing red. It can be used only when Marche has the Ninja class.

[Block Arrows]

This skill allows Marche to be impervious to arrows and bullets. It can be used only when Marche has the Archer or Hunter class.

Support

[Monkey Grip and Shieldbearer]

This skill allows Marche to hold a Greatsword (Final Fantasy Tactics Advance version) in one hand and a shield on the other with great ease, without hampering his speed or his technique. His range increases and he now blocks with a shield. It can be used only when Marche has the Soldier or Paladin class. Marche wields a Vigilante Sword (Final Fantasy Tactics Advance version) on his right hand with a Bronze Shield (Final Fantasy Tactics Advance version) for his left hand for the Soldier class and an Ancient Sword (Final Fantasy Tactics Advance version) on his right hand with an Opal Shield (Final Fantasy Tactics Advance version) for his left hand for the Paladin class.

[Doublehand]

This skill allows Marche to do double damage by griping the sword with two hands instead of one. It can be used only when Marche has the Fighter class.

[Weapon Def+]

This skill allows Marche to remain unfaltred after taking a hit from an attack with Low priority. The skill wears out after three continuous BRAVE attacks of Low priority. It is represented by a small counter above Marche’s life bar. It can be used only when Marche has the Paladin class.

[Double Sword]

This skill allows Marche to dual wield and do double the brave damage by doubling the hits of an attack. It can be used only when Marche has the Ninja class. Marche wields a Nosada (Final Fantasy Tactics Advance version) on his right hand and a Charfire (Final Fantasy Tactics Advance version) on his left hand. The moves change accordingly as well.

[Concentrate]

This skill allows Marche to raise his tracking ability by 50%. It can be used only when Marche has the Archer or Hunter class.

[Weapon Atk+]

This skill allows Marche to have a 50% chance of dealing double damage with each attack. It can be used only when Marche has the Hunter class.

– Attacks :

BRAVE Attacks :

Ground :

[Battle Tech]

Close range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 250 [each move]
Level Learnt – 01
A combo that consists of four attacks based on the Soldier class. The first attack makes Marche move a little towards his opponent but not much, covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Battle Tech, Marche doesn’t conjure any aura due to the Soldier class being the default class for him but he wields a Shortsword (Final Fantasy Tactics Advance version).

The four moves that make the Battle Tech attack are Powerbreak, Mindbreak, Magicbreak and Speedbreak. Powerbreak is a simple downwards slash, Mindbreak is a horrizontal left-to-right slash, Magicbreak is diagonal downwards right-to-left slash and Speedbreak is a diagonal upwards left-to-right slash.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Powerbreak and ends with Speedbreak, the enemy will suffer a reduction in movement stats.
02.)If the attack starts with Speedbreak and ends with Powerbreak, the enemy will suffer a reduction in attacking power.
03.)If the attack starts with Magicbreak and ends with Mindbreak, the enemy will suffer a reduction in defensive power.
04.)If the attack starts with Mindbreak and ends with Magicbreak, the enemy will suffer a reduction in EX Force.

[Fighter Tech]

Close range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 05
A combo that consists of four attacks based on the Fighter class. The first attack makes Marche move a little towards his opponent but not much, covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Fighter Tech, Marche conjures a flamming red aura, gains a chestplate and gloves like the Fighter’s artwork and wields a Flametongue (Final Fantasy Tactics Advance version).

The four moves that make the Fighter Tech attack are Rush, Wildswing, Beatdown and Blitz.Rush is a downwards diagonal slash, Wildswing is a spinning slash, Beatdown is powerful downwards slash that can be charged for extra damage and Blitz is a stabbing slash.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Rush, the opponent is Wall Rushed.
02.)If the attack starts with Wildswing, the attack gains a Drawing effect.
03.)If the attack starts with Beatdown, the attack can be charged for double damage and guard breaking properties but the attacks will not track and won’t come out as fast.
04.)If the attack starts with Blitz, the attacks will deal half the damage but the tracking and speed will be doubled.

[Chivalry]

Close range – Physical (Low)
CP – 20 [each move] / 10 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 15
A combo that consists of three attacks based on the Paladin class. The first attack makes Marche move very little towards his opponent, covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Chivalry,Marche conjures an icy light blue aura,gains a turban and a cape like the Paladin’s artwork and wields an Excalibur (Final Fantasy Tactics Advance version).

The three moves that make the Chivalry attack are Subdue, Saint Cross and Holy Blade. Subdue is a vertical slash, Saints Cross is a swift two-hit slash starting with a horizontal and ending with a vertical slash and Holy Blade is a diagonal upwards slash with Holy imbued.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Subdue, the opponent is stunned for 5 seconds.
02.)If the attack ends with Saints Cross, the attack makes a cross in front of the slash that extends the range of the attack and adds holy damage.
03.)If the attack starts with Holy Blade, the following attacks all gain added holy damage.
04.)If the attack ends with Holy Blade, the opponent will be briefly trapped in a magical dome full of Holy while being constantly dealt great BRAVE damage for 5 seconds, until the dome disperses.

[Steal]

Close range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 200 [each move]
Level Learnt – 20
A combo that consists of three attacks based on the Thief class. The first attack makes Marche move fast towards his opponent, covering some distance. It has good horizontal and vertical tracking. When using the Steal, Marche conjures an ephemeral transparent white aura, gains a green bandana and a matching long cape like the Thief’s artwork and wields a Sword Breaker (Final Fantasy Tactics Advance version).

The three moves that make the Steal attack are Steal : EXP, Steal : JP and Steal : Ability. Steal : EXP is a swift stab, Steal : JP is a quick slice and Steal : Ability is downwards stab.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Steal : EXP, there is a 25% chance of gaining extra experience points, about a 1000.
02.)If the attack starts with Steal : JP, there is a 25% chance of each attack generating about 50% more EX Force than normal and it being automatically stored in Marche’s favour.
03.)If the attack ends with Steal : Ability, there is a 25% chance of gaining an extra AP.

[Ninja Skill]

Close range – Physical (Low) and Magical
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 30
A combo that consists of four attacks based on the Fighter class. The first attack makes Marche move towards his opponent, covering some distance. It has excellent horizontal and vertical tracking.When using the Ninja Skill, Marche conjures a thin crimson aura,gains ninja gloves, tabi socks and the scarf mask like the Ninja’s artwork and wields a Heaven’s Cloud (Final Fantasy Tactics Advance version).

The four moves that make the Ninja Skill attack are Fire Veil, Water Veil, Earth Veil and Double Veil.Fire Veil is an upwards slash that also deals fire damage, Water Veil is a downwards slash that also deals water damage, Earth Veil is a quick stab that also deals Earth damage and Double Veil is a two part attack starts with Wood Veil, a horizontal left-to-right slash that also deals Wood damage and then finishes with Metal Veil, a diagonal downwards slash that also deals Metal damage.

If Marche is dual wielding the attacks change accordingly : Fire Veil is aquick left stab that is immidiately followed by a right upwards slash that also deal fire damage, Water Veil is a twin downwards slash that also deals water damage, Earth Veil is a one-two left-right series of quick stabs that also deal Earth damage and Double Veil is a two part attack starts with Wood Veil, a twin horizontal inverted scissors slash that also deals Wood damage and then finishes with Metal Veil, a downwards cross slash that also deals Metal damage.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Fire Veil, the opponent has a 25% chance of being confused,reversing the movement commands.
02.)If the attack ends with Water Veil, the opponent has a 25% chance of being silenced,making magic attacks unusable.
03.)If the attack ends with Earth Veil, the opponent has a 25% chance of having all of the movement stats reduced.
04.)If the attack starts with Double Veil, the opponent has a 25% chance of being immobilized and blind for 5 seconds.

Air :

[Aim]

Long range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 01
A combo that consists of three attacks based on the Archer class. The attacks have great range and good speed but poor horizontal and vertical tracking. When using the Archer Tech, Marche conjures an etheral lush green aura, gains a hat, an archer’s glove on his left hand and an arrow holder like the Archer’s artwork and wields a Perseus Bow (Final Fantasy Tactics Advance version).

The three moves that make the Aim attack are Aim : Legs, Aim : Arm and Take Aim. The attacks are all shots fired from the bow with different coloured arrows but Take Aim has almost perfect accuracy and thus tracks much better than the other two.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Aim : Legs, there is a 25% chance that the enemy won’t be able to move for 5 seconds.
02.)If the attack ends with Aim : Arms, there is a 25% chance that the enemy won’t be able to attack for 10 seconds.
03.)If the attack starts with Take Aim, the attacks can be held before being fired and will have perfect tracking.

[Hunt]

Long range – Physical (Low)
CP – 20 [each move] / 10 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 40
A combo that consists of four attacks based on the Hunter class. The attacks have excellent range and great speed but poor horizontal and vertical tracking. When using the Hunter Tech, Marche conjures a bright lime green aura, gains a hunting hat,hunters gloves and two hunting bags, one on each side like the Hunter’s artwork and wields a Seventh Heaven (Final Fantasy Tactics Advance version).

The four moves that make the Hunt attack are Sonic Boom, Aim : Vitals, Hunting and Ultima Shot. The attacks are all shots being fired of by the bow, with different coloured arrows.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Sonic Boom, the first attack is an area attack that stuns the enemy for a brief window, enough for Marche to lock on to,to continue the rest of the attack.
02.)If the attack ends with Aim : Vitals, there is a 25% chance of inflicting any status ailement or instant break.
03.)If the attack starts with Hunting, then all the following attacks will be able to generate more EX Force.
04.)If the attack starts with Ultima Shot, then all the following attacks will be do triple damage but it has to be charged for it to have any effect. If the first attack is fully charged, it gains High property.
05.)If the attack ends with Ultima Shot, then the final attack will conjure a mythril coloured dome around the opponent that deals massive BRAVE damage and has Medium property.

HP Attacks :

Ground :

[Combat Combo]

Close range – Physical (High)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 01
A wild barage of powerful slashes that make Marche move a little towards his opponent but not much, covering some very small distance, with excellent horizontal and vertical tracking. After the attack is over, Marche switches to the Soldier class.

[Fight Combo]

Close range – Physical (High) and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 05
A powerful barage of attacks that consist of slashes and the double handed versions skills Air Render, Far Fist and Air Blast that make Marche move a little towards his opponent but not much,covering some very small distance, with excellent horizontal and vertical tracking. During the combo Marche wields the twin blades Ayuvir Red and Aiyuvir Blue on his right and left hands, the slashes leave behind a red track, have fire element attached to them and the combo ends with the Backdraft slash. After the attack is over, Marche switches to the Fighter class.

[Knight Combo]

Close range – Physical (High) and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 15
A methodical and focused barage of attacks that make Marche move a little towards his opponent but not much, covering some very small distance, with excellent horizontal and vertical tracking. The slashes leave behind an icy blue track and have holy element attached to them. After the attack is over, Marche switches to the Paladin class.

[Thief Combo]

Close range – Physical (High)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 20
A sneaky barage of quick underhanded attacks that make Marche move towards his opponent, covering some distance, with excellent horizontal and vertical tracking. After the attack is over, Marche switches to the Thief class.

[Ninja Combo]

Close range – Physical (High) and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 30
A very quick barage of ninjutsu attacks that make Marche move towards his opponent, covering some distance, with excellent horizontal and vertical tracking. The slashes leave behind an thin black track and each attack has a 10% chance of hitting twice. After the attack is over, Marche switches to the Ninja class.

Air :

[Bow Combo]

Long range – Physical (Low to Medium)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 01
A rain of arrows that deal little BRAVE damage before the final arrow shot. After the attack is over, Marche switches to the Archer class.

[Hunt Combo]

Long range – Physical (Low to Medium) and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 40
A massive rain of arrows that deal little BRAVE damage before the final arrow shot imbued with Ultima that deals additional BRAVE damage before the HP damage. After the attack is over, Marche switches to the Hunter class.

Chase Attacks :

BRV : Marche punches the opponent.
BRV UP : Marche kicks the opponent upwards.
BRV DOWN : Marche axe kicks opponents.
HP : Strong Punch.

– EX Mode :

– Regen [Slowly regenerates HP]
– Critical Hit chance [Higher chance to deal Critical Hits]

EX Mode : Ultimate Aura

– Ultimate Equipment [All equipments change to a much better version of them resulting in them having more attack power]
– Aura Changer [By pressing R+Square at the same time, Marche can keep the Aura he currently has until he uses a HP attack or presses R+Square again.]

Marche starts glowing with a sublime golden aura with another electrical aura, with many electrical sparks that constantly surround the body. While the auras change, the lightning aura never leaves Marche, adding another layer to the auras. The equipment changes accordingly :

The Soldier class’ Short Sword (Final Fantasy Tactics Advance version) becomes a Chirijiraden (Final Fantasy Tactics Advance version) while the Vigilante Sword (Final Fantasy Tactics Advance version) and the Bronze Shield (Final Fantasy Tactics Advance version) become the Master Sword (Final Fantasy Tactics Advance version) and Shijin Shield respectively.

The Fighter class’ Flametongue (Final Fantasy Tactics Advance version) becomes an Ebon Blade (Final Fantasy Tactics Advance version).

The Paladin class’ Excalibur (Final Fantasy Tactics Advance version) becomes an Excalibur2 (Final Fantasy Tactics Advance version) while the Ancient Sword (Final Fantasy Tactics Advance version) and Opal Shield (Final Fantasy Tactics Advance version) become the Zankplus (Final Fantasy Tactics Advance version) and Sacri Shield respectively.

The Thief class’ Sword Breaker (Final Fantasy Tactics Advance version) becomes an Orihalcum (Final Fantasy Tactics Advance version).

The Ninja class’ Heaven’s Cloud (Final Fantasy Tactics Advance version) becomes a Kikuichimonji (Final Fantasy Tactics Advance version) while the Nosada (Final Fantasy Tactics Advance version) and Charfire (Final Fantasy Tactics Advance version) become the Masamune 100 (Final Fantasy Tactics Advance version) and Silkmoon (Final Fantasy Tactics Advance version) respectively.

The Archer class’ Perseus Bow (Final Fantasy Tactics Advance version) becomes a Malbow (Final Fantasy Tactics Advance version).

The Hunter’s class’ Seventh Heaven (Final Fantasy Tactics Advance version) becomes an Arbalest (Final Fantasy Tactics Advance version).

EX Burst : Mateus’ Judgement [Press the button prompts as the video plays for critical hits]

Marche summons Mateus into the arena and mirroring her arrival, the world becomes a marble as she appears but instead, she becomes the Judge Sword and pierces the marble falling on Marche’s hand. Marche then starts glowing with his EX Mode aura and proceeds to do a jumping slash that hits multiple times.

– Stats :

– Growth Stats

Level 1

[HP] 1000
[CP] 330
[Bravery] 095
[Attack] 009
[Defense] 009
[Luck] 10

————————————————————————–

Level 100

[HP] 6999
[CP] 450
[Bravery] 667
[Attack] 108
[Defense] 108
[Luck] 60

– Movement Stats

[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 75%

Class Auras

Soldier Class

[Aura] None
[Attack] 100%
[Defence] 100%
[Blocking Priority] Normal
[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 75%

Fighter Class

[Aura] Flamming Red
[Attack] 150%
[Defence] 50%
[Blocking Priority] Normal
[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 75%

Paladin Class

[Aura] Icy Light Blue
[Attack] 100%
[Defence] 150%
[Blocking Priority] Medium
[Speed (ground)] 50%
[Air Dash Speed] 50%
[Quickmove Speed] 50%
[Jump Amount] 1
[Jump Height] 75%
[Jump Rising Speed] 50%

Thief Class

[Aura] Ephemeral Transparent White
[Attack] 75%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 100%
[Air Dash Speed] 100%
[Quickmove Speed] 100%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 75%

Ninja Class

[Aura] Thin Crimson
[Attack] 125%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 125%
[Air Dash Speed] 125%
[Quickmove Speed] 125%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 100%

Archer Class

[Aura] Etheral Lush Green
[Attack] 50%
[Defence] 50%
[Blocking Priority] Normal
[Speed (ground)] 50%
[Air Dash Speed] 50%
[Quickmove Speed] 50%
[Jump Amount] 2
[Jump Height] 125%
[Jump Rising Speed] 125%

Hunter Class

[Aura] Bright Lime Green
[Attack] 75%
[Defence] 50%
[Blocking Priority] Normal
[Speed (ground)] 50%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 3
[Jump Height] 125%
[Jump Rising Speed] 125%

– Poses :

01.)Fighting Stance : Marche simply stands a bit hunched in front.
02.)Entrance (short) : Marche enters the ring by walking.
03.)Entrance (long) : A rift opens and Marche appears. As the camera zooms back to Marche, he enters the ring by walking.
04.)Victory : He conjures the Judge Sword on his right hand and some law cards on his left.
05.)Defeat : Marche falls down while some law cards fall in front of him.

 

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3 thoughts on “Create a Character Dissidia Edition – Vol.04 : Marche Radiuju

  1. Easy to understand,I like it!

  2. félicitations pour l’ensemble de ton blog… je te suis depuis peu et je trouve tes articles de qualité! J’édite moi aussi un blog depuis peu, n’hésite pas à venir me lire! ++ ZAK

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