COMBAT STYLE AND TECHNIQUES
Fighting Style
Undyne's combat style is marked by her love for anime, her sense of fairness (which has its limits, such as particularly evil/dangerous opponents) and her self-confidence: she has little regard for trickery, feints and underhanded tactics. Her weapon of choice is the spear which she is able to wield to great degrees of skill both in melee combat and at a range. She favors close-range engagements if possible, to combine her Magic Spear with punches.
Her martial appearance and brute-force methods are supported by much combat experience: Undyne usually chooses a "Rambo" approach initially to draw out her opponent's tricks and learn about them in order to place a hit that really counts. Having sparred with the most experienced fighters in the Underground using or battling against various weapons - swords, spears, axes, tridents and nunchakus to name a few - has given her wide insight on how these weapons work.
In true anime-style fashion she likes to talk in the midst of a heated battle no matter who it is against.
Techniques
Magic Spear (900) (Physical Strength, Ranged Proficiency)
"My favorite! Energy spears to TERRORIZE HUMANITY! To dispense justice THROUGH DEATH AND DESTRUCTION! ... although, giant swords have their appeal too."
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Undyne wields her magic weapon, the Magic Spear (she usually calls it "Spear", or sometimes "Spear of Justice" because anime), to attack her opponent. She can make one appear into her hand by holding it out for ~2 seconds and with minimal energy expenditure (she could summon 30-35 before becoming too exhausted and needing to catch her breath). She is also able to move freely while summoning a spear but due to the required focus cannot use other moves at the same time.
Undyne has two types of spears. Both types are made out of blue magic energy and are thus not quite as resilient as a metal spear, but can take two or three good hits before disintegrating into magic dust.
Undyne's "short" spear is 1,10m long (including the tip) and has a leaf-shaped speartip of about 15cm, with a pointy tip and sharp edges. Undyne is able to throw it up to 100m far, as it is much lighter than a metal spear, with initial speeds of ~150km/h (about the speed of spears thrown in spearthrowing sports).
If it is thrown the spear disintegrates shortly after hitting an opponent, an obstacle or the ground. Because it is so light its damage is slightly sub-par compared to regular thrown spears.
Undyne can also wield the "short" spears for melee combat, using them for stabbing or slashing attacks. Because they are wielded with one hand she is also able to dual-wield them.
The second spear, called "long" spear, is 1,80m long and with a 20cm speartip and can only be dual-wielded and used for melee combat. It's a more unwieldy weapon in close quarters compared to her "short" spear but has a greater reach when stabbing and slashing.
Trick Spear (300) (Ranged Proficiency, Ranged Materialize Proficiency)
"Oh what's that, you think that you can dodge my spears because you see 'em coming? Think again."
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Undyne summons a spear that looks like her "short" Justice Spears (110cm long, of which ca. 15cm is the tip), in the air around her rather than into her hand. Summoning one this way requires ca. 3 seconds of concentration during which she can continue to move but not use other moves, and is more tiring than a regular summoning (5-6 summons in a row before she needs to recover), with the maximum distance from herself at which she can summon a spear being 50m, and at least 10m away from her target. Undyne must also be able to see her target (non-suppressed Enhanced Senses count) and the location which she is summoning her spear at.
The spear floats in the air until fully summoned then flies in the direction that it is pointing at as if thrown (~150 km/h). Undyne can only summon one Trick Spear at a time and is not able to "hold" them in the air after fully summoning them - they will start flying immediately.
The move is designed to hit an opponent from the sides, above or even behind rather than from the front, with the weakness that the spear's flight direction is set the moment that it is fully summoned - usually where her enemy is standing. Once it is in flight Undyne cannot change its trajectory, making it relatively hard to hit an opponent that moves around.
Steel Rain (600) (Ranged Proficiency, Ranged Materialize Proficiency)
"A rain of magic arrows!"
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For those occasions where Undyne needs to cover an area with her spears without expending as much energy as she does with Spearstorm, she uses Steel Rain. By extending her open hand or her weapon outwards she summons up to ~16 of blue glowing spots on any surface or in the air anywhere within a 20 meter radius that she can see or sense with Enhanced Senses, covering an area of up to one square meter (4x4 spots). Undyne can also opt to summon fewer spots at a time, to tire herself out less. After ~4 seconds arrow-sized spears of blue magic erupt out of the spots, one for each spot, and fly in a straight line at ~50km/h (~30mph) for a maximum distance of 30 meters before dissipating. Undyne typically accompaigns this eruption with a sweeping motion with her hand/weapon, but this is mostly theatrics. The spots disappear after shooting out their respective spear. Each spear deals little damage, especially by itself.
In order to use the attack Undyne must focus enough that she cannot defend herself nor use other moves from the moment that the blue spots are summoned until when the spears start flying after ~4 seconds. She can move freely but not do complex movements such as acrobatics that would require her focus. If her concentration is broken the spots will fizzle away. Once the spears are flying they will not dissipate if Undyne’s focus is broken, however. Finally, regardless of whether or not the attack succeeds it tires out Undyne relatively little: only if she “spams” the attack four or five times in a row at maximum strength does it impact her stamina enough that she needs to take a moment to catch her breath afterwards. Undyne is also able to summon multiple “instances” of Steel Rain one after another, with the fastest she can do being one new instance each second.
The strength of Steel Rain is its versatility as it can be used while moving and multiple instances can be summoned at a time to surround and hit an opponent from multiple angles or to create patterns, like an advancing “wall of doom” of spears shooting out from the ground (or indeed, raining down from above), driving an opponent backwards if they want to avoid being hit. The price that Undyne pays for this versatility is that Steel Rain’s spears deal chip damage by themselves, being a mini Spearstorm - they’re more of a support ability than a damage-dealing one.
Green Soul Mode (300) (Physical Strength, Debuff Proficiency)
"You can't run away from me!"
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Undyne needs to have a Justice Spear in hand to be able to use this attack. She charges it with a vast amount of glowy green magic, taking ~3 seconds during which she cannot move or use other moves and a good chunk of her stamina (casting it twice in a row would leave her dizzy and exhausted, needing to catch her breath), then when the opportunity presents itself swings the spear at her opponent (until that point it remains ready to attack with energy as long as is needed, with minimal energy drain for upkeep).
The green energy not only makes the spear transcendent, meaning that it swings through an opponent's body without causing physical harm, but as they are hit it forces them into "Green Soul Mode", or "Duel Mode". This debuff lasts for ~10 seconds, during which an opponent is unable to move at more than a walking pace, though they can still freely move all their legs. Super Speed/Burst Movement, Teleportation etc. all continue to work based on the user's "real" Speed, not the debuffed one.
Green Soul Mode also causes Undyne to be debuffed in the same way and for the same time as it's meant to force her opponent into a fight, by rendering them unable to flee.
Opponents in Green Soul Mode can break out of the debuff as early as after 5 seconds if their combined DEF and TEC matches or surpasses Undyne's, by brute-forcing through the effect for one second. If the debuff is broken early this way Undyne is also freed from it.
After Green Soul Mode wears off Undyne cannot apply it to the same opponent again for at least one minute.
Anime-sized sword "Taitan" (300, Physical Strength, Ranged Proficiency)
"The greater the hero, the bigger their sword, is what I say!"
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Like every good anime hero, Undyne needs a sword, and it must be historically accurate (aka corresponding to anime tropes)! Which is to say, at least as big as its wielder, preferably larger. Undyne's train of thought? "The greater the hero, the bigger their sword." As a result, her anime-sized sword is two and a half times as long as herself. She would have gone for twice as long if the sword didn't become overly unwieldy as a result.
The weapon that Undyne named "Taitan" (meaning "Titan" and pronounced the same way) is a true anime-sized sword with a straight blade of 3,90m plus a hilt of 35cm, for a total length of 4,25m. The handle has a basic guard to protect the wielder's hands and offers good grip, which is more than necessary considering the unwieldiness of it. A flame pattern on the hilt provides some simple decoration, but the blade itself is blank, massive steel. While its exact weight is unknown, considering that its blade is pure steel as thick as ~5cm at the center, one can guess that it's heavy as hell.
The size and weight translates into a weapon that wields like a steel beam - in other words, atrociously. It relies on momentum and going with the 'flow' over swift fencing-style combat. Undyne always needs a little time to swing it, making it a very predictable weapon, which is one of its three weaknesses. The second is that it's very tiring to use: five or six swings would leave Undyne breathing heavily. The third is that it must be used with both hands for anything besides carrying it (Undyne can do that with one hand), thus keeping Undyne from wielding it in conjunction with other moves that require her hands.
Its strengths are a great attack range, rivaling that of spears and staff weapons, and its weight. While of course it can be blocked or deflected, its momentum carries into the force of the attack.
Taitan can be used for stabbing and slashing, though considering its dimensions, stabbing is unlikely to ever be practical.
Undyne can make it appear into her hand or draw it out of a sheath that's far too small on the outside, for added anime effect. Either method takes ~3 seconds before the sword is drawn and usable.
Advanced Techniques (Super Moves)
T1 Super Attack: Spearstorm (600) (Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)
"If my spears aren't killing everything, I'm just not using enough of them."
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[/float]When faced against opponents who refuse to go down, or simply when she needs to apply a large amount of destructive force, Undyne's belief is that quantity trumps quality. Breaking the usual limitations of her Magic Spear ranged summoning method at the cost of a large amount of energy, she summons 30 energy spears floating in the air to her left and right up to around 3 meters away from herself, resulting in a "wall" of spears which are all pointed at the same spot: the person unfortunate enough to be Undyne's target. The summoning process is usually accompaigned by Undyne striking a dramatic pose, pointing her weapon at her opponent, screaming a warcry and/or other theatric displays.
While the spears are outwardly identical to Undyne's regular Magic Spears (~1,10m long in total, with a 15cm long speartip) and fly at the same speeds (~150km/h) each individual spear is actually weaker than the regular spears: their power comes from their numbers. Indeed, once all of them are fully summoned, which takes Undyne about 4 seconds, she throws them all at her opponent at the same time, usually by thrusting her weapon forward or making a commanding motion with her hand. They are all funneled towards Undyne's target so as to strike very close to each other - in a circular area about 50cm across, centered on the center of the target's torso. Summed up they deal damage as appropriate for a T1 Super Move.
The spears summoned by this Super Move have a range of 200m. Beyond that they bounce off whatever they hit, causing no harm.
The exertion put on her by this move as well as safety requirements so as not to skewer herself requires her to remain still during the entire summoning process and ~2 seconds after she's thrown the spears before she can move once again. In a similar manner to Magic Spears, the spears created by this Super Move break into loose magic energy shortly after hitting their target.
T1 Super Defense: Tornado Drill (600) (Physical Strength)
"This reminds me of that time when I put vegetables into my blender and forgot to put the lid on!"
As a defense of an incoming attack Undyne gathers a great amount of raw magic energy into either her fist or, if she's wielding one, the tip of her Magic Spear - both are functionally identical. The energy manifests as swirling winds, creating a visible miniature tornado around her fist/speartip, with the "tip" of said tornado pointing forward. This preparation takes only one second, though Undyne can opt to take longer - such as to allocate additional time for a battlecry. Finally as the attack is about to hit her she thrusts her fist/spear forward, releasing the accumulated magic energy in a drill-shaped field about 80cm in diameter at its largest part, that harmlessly disperses the attack's destructive force towards the sides, upwards and downwards, thus leaving Undyne unharmed, or at least reducing the harm done to her. Undyne can keep the field up for up to 10 seconds, during which she can repeatedly thrust it at more attacks, and disperse as much damage as is appropriate for a T1 Super Defense in this manner before the field runs out of juice. The fastest she can move while keeping it active is a fast walk.
Oddly enough, even if Undyne's fist/speartip or the dispersing field make contact with an opponent as she uses this move it won't harm them and will instead push them aside, at worst causing momentary disorientation.