Create a Character Dissidia Edition – Vol.08 : Hope Estheim

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 hope of Cocoon, Hope Estheim.

Hope Estheim

– Description :

– Story and Character :

An introverted and hopeless boy at first, this young man has to reach adolence quickly to face the cruelty of his world. Because of that he is going to become the hope of his own party, according to the games. Voiced by Kaji Yuki in japanese and by Vincent Martella in english.

Her story can be read here.

– Costumes :

[Normal costume] His standard costume.

[Alternative costume # 1] Hope dons his Academia costume and haircut without changing his physical appearance.

[Alternative costume # 2] Hope wears Yaag Rosch’s outfit.

– Equipment :

[Weapons] Daggers, Katanas, Rods, Staves, Thrown Weapons
[Hand Armour] Parying Weapons, Bangles, Gauntlets
[Head Armour] Hats, Headbands
[Body Armour] Clothing, Robes

– Exclusives :

EX.)[Hand Armour] L’cie Brand (Hope) : Level 100, ATK +10, DEF +50, DEF +10%, Free Air Dash Boost, Back to the Wall effect Hope’s L’Cie Brand starts glowing with an ominous black glow.
01.)Urubutsin : Level 01, ATK + 07 Hope’s Airwing changes into the Urubutsin.
02.)Hresvelgr : Level 30, ATK +40, DEF -1, Defense +5% Hope’s Airwing changes into the Hresvelgr.
03.)Tezcatlipoca : Level 90, ATK +63, Defense +7% Hope’s Airwing changes into the Tezcatlipoca.
04.)Caladrius : Level 100, ATK +68, Defense +10%, Riposte effect Hope’s Airwing changes into the Caladrius.

– Battle Style :

Hope’s fighting style is called Optima Blaster / Paradigm Ravager. Using his Optima Change / Paradigm Shift abilities from Final Fantasy XIII to shift between Blaster(BLA) / Ravager(RAV), Enhancer(ENH) / Synergist(SYN) and Healer(HLR) / Medic(MED) roles during battle by pressing R while holding L (faster than the usual L and R). Each role has its own moveset, allowing Hope to change his fighting style :

As a Blaster / Ravager, Hope uses primarily magic attacks, as an Enhancer / Synergist he uses major buffs and as a Healer / Medic he uses spells to diminish the status of the opponent as well as inflicting status effects. Hope’s attacks are mainly mid-ranged with very few close up attacks. Using Hope to his full potential requires mastery of all his roles and their unique abilities. The player also has the option to omit some of Hope’s Optima / Paradigm roles by not equipping any moves for them. Hope is mainly a keepaway fighter with buffs to hit hard and fast but he doesn’t move as fast as other characters and doesn’t have a sturdy defence.

Unique Ability :

– Support Ability :

[Reverse Paradigm]

CP – 5 / 0 (Mastered)
AP – 50
Level Learnt – 5
Order of Enhancer / Synergist and Healer / Medic 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 :

BLASTER / RAVAGER

[Fire Chain]

Medium range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 01
Hope throws a series of fire spells starting from Fire, going to Fira and finally to Firaga. Hope gathers fire on his right hand and places his left hand on top of his right clenched fist at first and then unlesashes the first fire spell really quickly towards the opponent. If the fireball hits the enemy and can initiate Chase.

If the the player wishes to continue the attack then he or she has to immidiately mash the button for Hope to start throwing Firas at the opponent, ending it with a giant Firaga ball that causes an explosion.

The first Fire spell can track really good both horizontally and vertically and comes out really fast. Hope cannot move at all while the attack is happening, the first Fire spell can initiate a Chase sequence while the Firaga spell will cause a Wall Rush.

[Thunder Chain]

Close range – Magical (Mid)
CP – 30 / 15 (Mastered)
AP – 150
Level Learnt – 03
Hope gathers lightning on his boomerang and creates a thunder knife that is then used to slash the opponent. If the attack is successful the player can combo up to two times more with the attack. With the second button press Hope charges the spell into Thundara and elongates the blade while doing a spinning slash and hitting two times. Upon the third press Hope raises his thunder blade like a sword over his head and the spell is charged into Thundaga. He then slams the opponent with it, with an overhead slash that hits multiple times, until the enemy is up to the blade’s end kinda like Squall’s Blasting Zone.

[Aero Chain]

Medium range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 06
Hope throws his boomerang in front of him and it starts spinning really fast in front of him creating a small typhoon of Aero.

The attack can be charged for more Aero spells to be cast. The more the attack is charged the more spells are chained into the attack, starting from Aero, going to Aerora and finally toping it with Aeroga. The character automatically throws the boomerang when the charging reaches its maximum level.

Depending on the charge levels the distance covered by the boomerang decreases while the Absorb effect and damage increase as well as the spells cast.

[Last Resort]

Medium range – Magical (Medium)
CP – 40 / 20 (Mastered)
AP – 140
Level Learnt – 35
Hope throws his boomerang at the opponent. 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. Hope will start throwing white magic orbs at the sky above or below the enemy causing the orbs to rain down on the opponent, dealing damage and causing a Chase effect.

The attack just has excellent omnidirectional tracking.

ENHANCER / SYNERGIST

[Faith]

CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 01
Hope increases the damage of his magical powers by 20% for 10 seconds. Can stack up with the En- spells.

[Haste]

CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 18
Hope is able to cut down cooldown spell times and casting times completely for 30 seconds.

[Enfire]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 24
Hope enhances his Fire attacks’ power by 20% for 30 seconds.

[Enthunder]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 27
Hope enhances his Thunder attacks’ power by 20% for 30 seconds.

[Enwater – Enfrost]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 29
Hope enhances his Water – Frost combo’s attack power by 20% for 30 seconds.

HEALER / MEDIC

[Curasa]

CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 01
Hope restores bravery without attacking. Depending on how low his bravery is, calculated as a percentage out of his base bravey, the amount restored can be up to 25% of his base. The cast is instant and does not require much time before the player can move again.

[Curaja]

CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 22
Hope restores bravery without attacking. The amount is always 25% of his base bravery but Hope has to wait a second to cast the spell before he can do anything else.

Air :

BLASTER / RAVAGER

[Fire Chain]

Medium range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 01
Hope throws a series of fire spells starting from Fire, going to Fira and finally to Firaga. Hope gathers fire on his right hand and places his left hand on top of his right clenched fist at first and then unlesashes the first fire spell really quickly towards the opponent. If the fireball hits the enemy and can initiate Chase.

If the the player wishes to continue the attack then he or she has to immidiately mash the button for Hope to start throwing Firas at the opponent, ending it with a giant Firaga ball that causes an explosion.

The first Fire spell can track really good both horizontally and vertically and comes out really fast. Hope cannot move at all while the attack is happening, the first Fire spell can initiate a Chase sequence while the Firaga spell will cause a Wall Rush.

[Water – Blizzard Chain]

Unblockable range – Magical
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 20
Hope raises his hands in the air and a ball of water starts forming up above the opponent’s head. The Water spell can be charged as long as the player holds down the button, from Water to Watera up to Waterga, every 2 seconds of charge. Just like Tina’s / Terra’s Graviga, the opponent cannot block the ball since it comes from above their head but they can dodge it easily during the descent. The attack just hits twice and not multiple times like Tina’s.

If the attack hits the enemy the player can follow up with a Blizzard spell by pressing the button again while the attack hits. Depending on the intensity of the Water spell then the Blizzard spell will be different; for Water it will be Blizzard, for Watera it’ll be Blizzara and for Waterga it’ll be Blizzaga.

[Aero Chain]

Medium range – Magical (Low)
CP – 20 / 10 (Mastered)
AP – 140
Level Learnt – 25
Hope throws his boomerang in front of him and it starts spinning really fast in front of him creating a small typhoon of Aero.

The attack can be charged for more Aero spells to be cast. The more the attack is charged the more spells are chained into the attack, starting from Aero, going to Aerora and finally toping it with Aeroga. The character automatically throws the boomerang when the charging reaches its maximum level.

Depending on the charge levels the distance covered by the boomerang decreases while the Absorb effect and damage increase as well as the spells cast.

[Last Resort]

Medium range – Magical (Medium)
CP – 40 / 20 (Mastered)
AP – 140
Level Learnt – 40
Hope throws his boomerang at the opponent. 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. Hope will start throwing white magic orbs at the sky above or below the enemy causing the orbs to rain down on the opponent, dealing damage and causing a Chase effect.

The attack just has excellent omnidirectional tracking.

ENHANCER / SYNERGIST

[Faith]

CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 05
Hope increases the damage of his magical powers by 20% for 10 seconds. Can stack up with the En- spells.

[Haste]

CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 19
Hope is able to cut down cooldown spell times and casting times completely for 30 seconds.

[Enfire]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 30
Hope enhances his Fire attacks’ power by 20% for 30 seconds.

[Enthunder]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 31
Hope enhances his Thunder attacks’ power by 20% for 30 seconds.

[Enwater – Enfrost]

CP – 30 / 15 (Mastered)
AP – 200
Level Learnt – 33
Hope enhances his Water – Frost combo’s attack power by 20% for 30 seconds.

HEALER / MEDIC

[Curasa]

CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 13
Hope restores bravery without attacking. Depending on how low his bravery is, calculated as a percentage out of his base bravey, the amount restored can be up to 25% of his base. The cast is instant and does not require much time before the player can move again.

[Curaja]

CP – 20 / 10 (Mastered)
AP – 100
Level Learnt – 32
Hope restores bravery without attacking. The amount is always 25% of his base bravery but Hope has to wait a second to cast the spell before he can do anything else.

HP Attacks :

Ground :

[Explosive Fist]

Close range – Magical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 01
Hope does a karate punch and he conjures a ghostly image of Alexander’s punch that deals damage via explosion upon collusion with the enemy sending the enemy away.

[Blast Punch]

Medium range – Magical (High)
CP – 40 / 20 (Mastered)
AP – 300
Level Learnt – 11
Hope raises his right fist in a karate punch position and grabs his arm with his left hand. He then conjures a huge Alexander fist and shouts “Fire” while implying that his punch flies towards the enemy. The Alexander fist then flies towards the enemy at blinding speeds causing HP damage to the enemy.

Hope cannot move while he uses that move but he keeps excellent omnidirectional track of the enemy before shooting off the Alexander fist.

Air :

[Steelcrusher]

Mid range – Magical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 01
Hope channels golden energy throught his body towards his right foot in sections, while conjuring a ghostly image of Alexander’s right foot. He then proceeds to do a dive kick towards the enemy. The attack has similar properties as Tifa’s Falcon’s Dive. Except that Hope descends far slower but he can turn towards the enemy to track the down.

[Soaring Uppercut]

Close range – Magical (High)
CP – 30 / 15 (Mastered)
AP – 300
Level Learnt – 37
Hope conjures a ghostly fist of Alexander and then does a Dragon Punch-styled punch towards the enemy sending them upwards while he rises further himself along with them.

Chase Attacks :

BRV : Hope punches the enemy.
BRV UP : Hope uppercuts the enemy.
BRV DOWN : Hope kicks the enemy downwards.
HP : Hope hits with the boomerang.

– EX Mode :

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

EX Mode : Nue Equiped

– Nue [All ENH / SYN moves last twice as long]
– Stagger Lock [Cannot be staggered while casting spells]

Hope is equiped with his Nue.He lets out a black and white aura.

EX Burst : Gelstalt Drive Alexander [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 Purification, Earthquake, Brutal Sanction and Retributive Blast. The commands appear in a random order and some may appear twice. Hope ends the EX Burst with Divine Judgement by using Alexander’s fortress form and doing a frame-by-frame re-enactment of his XIII attack. 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 Hope skipping to Divine Judgement thus minimizing the Bravery damage done.

– Stats :

– Growth Stats

Level 1

[HP] 1000
[CP] 330
[Bravery] 095
[Attack] 010
[Defense] 009
[Luck] 10

————————————————————————–

Level 100

[HP] 6999
[CP] 450
[Bravery] 667
[Attack] 110
[Defense] 109
[Luck] 60

– Movement Stats

[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 100%
[Jump Amount] 2
[Jump Height] 75%
[Jump Rising Speed] 100%

– Poses :

01.)Fighting Stance : Hope’s fighting stance.
02.)Entrance (short) : Hope’s Final Fantasy XIII “Enter Battle Mode” stance.
03.)Entrance (long) : Hope enters while twirling his boomerang while opening and closing it.
04.)Victory : Hope’s victory stance.
05.)Defeat : Hope’s defeat stance.

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