Create a Character Dissidia Edition – Vol.07 : Oerba Yun Fang

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 Lady of Ragnarok, Oerba Yun Fang.

Oerba Yun Fang

– Description :

– Story and Character :

A sturdy and wild warrior from an ancient village,with a mission and a promise for a better future in her heart. Believing in the blessings of Lady Luck more than anyone, this incredibly strong and stubborn lady is about to make history. Voiced by Andou Mabuki in japanese and by Rachel Robinson in english.

Her story can be read here.

– Costumes :

[Normal costume] Her standard costume.

[Alternative costume # 1] Her Incomplete Ragnarok appearance.

[Alternative costume # 2] Fang wears Vanille’s outfit.

– Equipment :

[Weapons] Swords, Daggers, Greatswords, Katanas, Spears
[Hand Armour] Shields, Gauntlets, Large Shields
[Head Armour] Helms
[Body Armour] Light Armour, Heavy Armour

– Exclusives :

EX.)[Body Armour] L’cie Brand (Fang) : Level 100, ATK +10, DEF +50, DEF +10%, Free Air Dash Boost, Back to the Wall effect Fang’s L’Cie Brand starts glowing with a burnt-out white glow.
01.)Heretic’s Halberd : Level 01, ATK + 07
Fang’s Bladed Lance changes into the Heretic’s Halberd.
02.)Pandoran Spear : Level 30, ATK +40, DEF -1, Defense +5%
Fang’s Bladed Lance changes into the Pandoran Spear.
03.)Taming Pole : Level 90, ATK +63, Defense +7%
Fang’s Bladed Lance changes into the Taming Pole.
04.)Gae Bolg : Level 100, ATK +68, Defense +10%, Riposte effect
Fang’s Bladed Lance changes into the Gae Bolg.

– Battle Style :

Fang’s fighting style is called Optima Attacker / Paradigm Commando. Using her Optima Change / Paradigm Shift abilities from Final Fantasy XIII to shift between Attacker(ATK) / Commando(COM),Defender(DEF) / Sentinel(SEN) and Jammer(JAM) / Saboteur(SAB) roles during battle by pressing R while holding L (faster than the usual L and R). Each role has its own moveset, allowing Fang to change her fighting style :

As an Attacker / Commando, Fang uses primarily melee attacks, as a Defender / Sentinel she uses stronger guards and counters and as a Jammer / Saboteur she uses spells to diminish the status of the opponent as well as inflicting status effects. Fang’s attacks are close to mid-ranged but using her to her full potential requires mastery of all her roles and their unique abilities. The player also has the option to omit some of Fang’s Optima / Paradigm roles by not equipping any moves for them. Fang is mainly an aerial fighter and a quick one at that but isn’t as strong as other fighters and her HP attacks come out a bit slow.

Unique Ability :

– Support Ability :

[Reverse Paradigm]

CP – 5 / 0 (Mastered)
AP – 50
Level Learnt – 5
Order of Jammer / Saboteur and Attacker / Commando are reversed when using Paradigm Shift.

– Attacks :

BRAVE Attacks :

* All of the BRAVE attacks are split into different categories, matching the different Optimas / Paradigms presented in Final Fantasy XIII. *

Ground :

ATTACKER / COMMANDO
ATK increases by +1 when in this Optima / Paradigm role

[Aggressive Strikes]

Close range – Physical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 01
Fang does three quick strikes with her lance and finishes the combo with a fourth strike that splits her lance into a san-tetsu-kon / three sectioned staff. The fourth and final attack hits two times. The final hit has a Wall Rush effect that tilts slightly upwards and not completely straight.

The attack has very good horizontal and vertical tracking and comes out fairly quick but Fang moves very little when initiating the attack.

It can be chained to the HP attack [Inferno] via BRAVE-HP chain. The attack can be initiated during the third button press, during the third strike of the attack.

[Ruin]

Long range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 03
Fang throws a Ruin ball that moves slowly at first but then tracks the opponent for a second and starts speeding up towards him. Ruin has a Chase effect if it hits.

Fang can also make the ball larger by hitting the attack button one or two more times before the ball is released but requires strict timming. The larger ball simply has a wider range and inflicts more damage.

[Highwind]

Close range – Physical (Medium)
CP – 40 / 20 (Mastered)
AP – 140
Level Learnt – 35
Fang swings her lance in a wide arc. If the attack is successful, then time will slow down for the opponent and the top and the bottom of the screen will have a golden hue that moves in waves while the screen uses speed lines. Fang will jump into the air and throw her lance as a Javelin, hitting the opponent and slamming him or her into the ground, causing four pillars of fire to come up and deal additional damage and cause a Chase effect.

The attack just has excellent omnidirectional tracking.

DEFENDER / SENTINEL
DEF increases by +1 when in this Optima / Paradigm role

[Evade and Counter]

Close range – Physical (Medium)
CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 01
Fang puts up her guard but in front of her a small, transparent yellowish barrier apears for a brief second while Fang flashes white. If the enemy attacks during that second, Fang will then evade the attack by rolling behind the enemy’s back and perform a counter that deals BRAVE damage equal to the critical BRAVE damage of the player.

[Steelguard]

CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 18
Increases the property of Guard from Low to Medium for 20 seconds and increases the characters physical defence by 10%. The skill can be cast three times in succession but requires extremely strict timing, otherwise it’s cancelled out by itself. Each casting adds 20 more second and of duration and 10% more of defence, totalling in 60 seconds and 30% more physical defence.

JAMMER / SABOTEUR

[Deprotect]

Mid range – Magical (Medium)
CP – 60 / 30 (Mastered)
AP – 300
Level Learnt – 01
Fang stays on one spot while a green light surrounds the enemy, causing him or her to have his or her defence fall down by 30%. The duration of this effect is 20 seconds.

The attack has excellent tracking but the opponent must be within range to be hit,otherwise the attack will just stretch out to the end of the range and be executed there. The attack also takes a bit to take effect, shown by the green light flashing shortly and disappearing. Also Fang is vulnerable during all that time.

Air :

ATTACKER / COMMANDO
ATK increases by +1 when in this Optima / Paradigm role

[Aerial Hunting]

Close range – Physical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 01
Fang does three quick strikes with her lance and finishes the combo with a fourth strike that makes her spin her lance above her head. The fourth and final attack hits five times. The final hit has a Chase effect and the final attck makes Fang gain some height.

The attack has very good tracking both horizontally and vertically and Fang moves very fast towards the enemy’s vicinity but doesn’t cover much distance.

It can be chained to the HP attack [Dragon Claws] via BRAVE-HP chain. The attack can be initiated during the third button press, during the third strike of the attack.

[Ruinga]

Long range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 06
Fang throws a quick Ruinga ball that that causes and explosion upon impact and initiates a Chase sequence. The attack has excellent tracking before the attack is fired.

[Typhoon Spin]

Close range – Physical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 06
Fang spins in midair once in a clockwise direction, gaining some height and upon a second press of the button she spins again, counter-clockwise this time and gains double the height.

The attack does have an Absorb effect and the second attack also causes the opponent to be sent upwards.

It can be chained to the HP attack [Whirlwind] via BRAVE-HP chain. The attack can be initiated during the second button press, during the third strike of the attack.

[Quick Pain]

Close range – Physical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 15
Fang extends her lance as a san-tetsu-kon / three sectioned staff and hits three times in that mode. The attack tracks very well both vertically and horizontally while Fang moves a little bit towards her opponent, having the staff do the rest of the job and reel the enemy in.

It can be chained to the HP attack [Umbral Vise] via BRAVE-HP chain. The attack can be initiated during the second button press, during the third strike of the attack.

[Highwind]

Close range – Physical (Medium)
CP – 40 / 20 (Mastered)
AP – 140
Level Learnt – 27
Fang swings her lance in a wide arc. If the attack is successful,then time will slow down for the opponent and the top and the bottom of the screen will have a golden hue that moves in waves while the screen uses speed lines. Fang will jump into the air and throw her lance as a Javelin, hitting the opponent and slamming him or her into the ground, causing four pillars of fire to come up and deal additional damage and cause a Chase effect.

The attack just has excellent omnidirectional tracking.

DEFENDER / SENTINEL
DEF increases by +1 when in this Optima / Paradigm role

[Evade and Counter]

Close range – Physical (Medium)
CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 08
Fang puts up her guard but in front of her a small, transparent yellowish barrier apears for a brief second while Fang flashes white. If the enemy attacks during that second, Fang will then evade the attack by rolling behind the enemy’s back and perform a counter that deals BRAVE damage equal to the critical BRAVE damage of the player.

[Steelguard]

CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 27
Increases the property of Guard from Low to Medium for 20 seconds and increases the characters physical defence by 10%. The skill can be cast three times in succession but requires extremely strict timing, otherwise it’s cancelled out by itself. Each casting adds 20 more second and of duration and 10% more of defence, totalling in 60 seconds and 30% more physical defence.

JAMMER / SABOTEUR

[Painga]

Mid range – Magical (Medium)
CP – 60 / 30 (Mastered)
AP – 300
Level Learnt – 13
Fang stays on one spot while a blue light surrounds the enemy, causing him or her to deal zero BRAVE damage. The duration of this effect is 20 seconds.

The attack has excellent tracking,but the opponent must be within range to be hit, otherwise the attack will just stretch out to the end of the range and be executed there. The attack also takes a bit to take effect, shown by the blue light flashing shortly and disappearing. Also Fang is vulnerable during all that time.

[Slowga]

Mid range – Magical (Medium)
CP – 60 / 30 (Mastered)
AP – 300
Level Learnt – 22
Fang stays on one spot while a red light surrounds the enemy, causing him or her to have his or her movement stats fall down by 50%. The duration of this effect is 20 seconds.

The attack has excellent tracking but the opponent must be within range to be hit, otherwise the attack will just stretch out to the end of the range and be executed there. The attack also takes a bit to take effect, shown by the red light flashing shortly and disappearing. Also Fang is vulnerable during all that time.

[Dazega]

Mid range – Magical (Medium)
CP – 60 / 30 (Mastered)
AP – 300
Level Learnt – 32
Fang stays on one spot while a black light surrounds the enemy,causing him or her to have his or her movement stats fall down by 30% and have his or her ability to attack robbed. The duration of this effect is 20 seconds.

The attack has excellent tracking but the opponent must be within range to be hit, otherwise the attack will just stretch out to the end of the range and be executed there. The attack also takes a bit to take effect, shown by the green light flashing shortly and disappearing. Also Fang is vulnerable during all that time.

HP Attacks :

Ground :

[Aerial Loop]

Medium range – Physical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 01
Fang does a sommersault by having her boots grow Bahamut’s claws and this also creates a small spike of air in front of Fang. If the opponent is hit, then Fang just grows Bahamut’s wings and tail and do a rising sommersault spin, catapulting both Fang and the opponent upwards. At the highest point Fang will spread her wings and the opponent will suffer HP damage.

The attack has excellent tracking but is done on the spot, with a bit of start-up time and Fang doesn’t move to where the enemy is, she just tracks the movements. The attack will cause a diagonally donwards Wall Rush effect at the end.

[Obliterating Breath]

Medium range – Magical (High)
CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 37
Fang grows Bahamut’s wings on her back and inhales deeply for a second. After that, she starts blowing a stream of fiery wind in a slow wide arc that produces explosions from the heat, in the shape of an arc.

The attack has a slight Absorb effect if the enemy is close to Fang. The attack tracks very well both on the ground and in the air, covering all axes and dependent on Fang’s head movement but doesn’t have a long reach. The attack deals continuous BRAVE damage until the ending of the attack which causes a fast Wall Rush effect.

Air :

[Hunting Dive]

Long range – Physical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 01
Fang jumps, grows Bahamut’s wings, tail and breaks her lance into the three sectioned staff but with Bahamut’s claws at the ends of the staff and swoops down to strike the opponent. If the opponent is hit, then Fang will launch him or her in the air and will charge towards him or her for a final hit that has a Wall Rush effect.

The attack tracks excellently up until Fang starts swooping down the enemy, making it an attack that can be avoided pretty easily, despite it’s rather quick start-up.

[Pulsar Burst]

Medium range – Magical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 11
Fang sprouts Bahamut’s wings and starts soaring in the sky while unleashing particles of light from her wings. If any of the particles of light hit, then Fang will unleash a barrage of light beams from her wings that cause HP damage.

The particles are really quick and track excellently but are confined in a certain range and dissapear quite easily once they reach that maximum range. Also, Fang cannot move or do anything the player instructs her while the particles still fly around. If Fang is interrupted at any point during the attack, then the particles will only cause 100 BRAVE damage to the opponent due to an explosion.

Brave to HP Attacks :

Ground :

[Inferno]

Physical and Magical (Chain)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – After [Aggressive Strikes] is mastered
Fang’s lance is set on fire and Fang starts spinning her lance in all directions while she herself does spinning strikes, resulting in an acrobatic stream of attacks. Fang ends the combo with attack swiping in a wide arc followed by small explosions.

Air :

[Dragon Claws]

Physical (Chain)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – After [Aerial Hunting] is mastered
Fang breaks her lance into the san-tetsu-kon / three sectioned staff and makes the tips of her staff become Bahamut’s claws. She then grabs the enemy and dives down the ground with him, finishing the attack with an explosion upon hitting the ground.

[Whirlwind]

Physical (Chain)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – After [Typhoon Spin] is mastered
Fang starts spinning her lance above her head really quick while she slowly brings it in front of her. She then grows Bahamut’s wings and flaps the towards the spinning whirlwind to send the opponent flying. The attack has a Wall Rush effect.

[Umbral Vise]

Physical (Chain)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – After [Umbral Vise] is mastered
Fang stabs her foe and then unleashes a stream of energy from the tip of the lance her enemy is on. The attack has a Wall Rush effect.

Chase Attacks :

BRV : Fang stabs the opponent.
BRV UP : Fang kicks the opponent upwards.
BRV DOWN : Fang swings the opponent downwards.
HP : Fang a slash twister.

– EX Mode :

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

EX Mode : Kain’s Lance Equiped

– Kain’s Lance [Character deals 1.8 times more damage with Counter abilities]
– Bahamut’s Wings [Glides through the air by holding the X Button.]

Fang is equiped with her Kain’s Lance. The Bahamut wings only grow out when Fang glides.

EX Burst : Gelstalt Drive Bahamut [Input the corresponding commands]

The Gestalt Drive works by having the player input the appearing button and analog combinations to attack the opponent with quicker versions of Hunting Dive, Aerial Loop, Obliterating Breath and Pulsar Burst. The commands appear in a random order and some may appear twice. Fang ends the EX Burst with Megaflare, gathering a really rapid growing, glowing sphere of fire and unleashes it to the opponent, causing it to explode, the amount of BRAVE damaging smaller explosions done being equal to the amount of successful command inputs. Failing to input one of the four commands will result in Fang skipping to Megaflare thus minimizing the Bravery damage done.

– Stats :

– Growth Stats

Level 1

[HP] 1000
[CP] 330
[Bravery] 095
[Attack] 011
[Defense] 012
[Luck] 10

————————————————————————–

Level 100

[HP] 6999
[CP] 450
[Bravery] 667
[Attack] 110
[Defense] 111
[Luck] 60

– Movement Stats

[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 2
[Jump Height] 125%
[Jump Rising Speed] 125%

– Poses :

01.)Fighting Stance : Fang’s fighting stance.
02.)Entrance (short) : Fang prepares her lance.
03.)Entrance (long) :
Fang enters the battle by jumping in and the camera switches to her opponent.Then,it zooms back at Fang and she prepares her lance.
04.)Victory : Fang’s victory stance.

05.)Defeat : Fang’s defeat stance.

 

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