10-26-2016, 06:40 PM
(10-26-2016, 06:22 PM)ElFailzalot Wrote: Vincent:Nope, not a super attack. I left the other version out by mistake.
[spoiler]
(10-23-2016, 08:19 AM)Vincent Valentine Wrote:(10-14-2016, 08:24 PM)Vincent Valentine Wrote: Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look.
Nanaki (Tier 2 Assist; 1500)
Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.
Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2
Moves
Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.
Limit Break: Sled Fang (Physical Strength; 300)Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
[/spoiler]
Hiro:
[spoiler]
(10-26-2016, 06:16 PM)Hiro Protagonist Wrote: Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)
The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.
Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate and may not always hit the target if they are quick enough to dodge them. Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.
Why's this cost 600? Is it a super attack? If so, that's all gravy.[/spoiler]
Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)
The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.
Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate, deal reduced damage, and all of them may not always hit their target. Alternatively, Hiro can instead throw his two tanto with much more accuracy and for greater damage, although the reduced number of projectiles means it's much easier to dodge.
Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.
Changes are in bold.

![[Image: Bxp1T5R.png]](http://i.imgur.com/Bxp1T5R.png)
![[Image: RYwZvZw.gif]](http://i.imgur.com/RYwZvZw.gif)
[/spoiler]