Posted by Niu.
You know this is coming. And spoiler, duh?
I'll gradually fill the things out
And I throw out everything about combo attack, drives, summons, as those are illegal in duels.
All states are taken by Level 70
Notes to Sora's techs. He'll end up learing same abilities no matter what type of weapon you pick at the start of the game. But the levels he learn them can be very different. Something you learn at lv.40 with sword can be something that is on lv.80 if you pick shield. So to make myself easier, I envoke Tera clause and gives Sara everything he has.
Notes to enemies state. They increase with a scale as the game goes further, the scale applies universally all enemy.
Hp 1500
Atk 45
Def 26
Is the final scale to all bosses at end game. Use them if you scale boss.
Note on MP, you can cast magic even the remaining mp is higher than the cost. And when Mp hits zero, it slowly recharges it self.
Note on combo, magic can now be comboed with physical attacks, they can be used as finishers as well. But on land combo only.
Note on damage equation:
Base value= atk - def
damage=base value x (multiplier)
But the base value has a threshold for each portion of game. It'll never go above a certain number or below no matter how high is the def or atk. And that threshold is an invisiable number that change as the game progress or varies independantly on what enemies you are facing.
Sora
Hp 120
Mp 140
Ap 42
Atk 38
Mag 41
Def 40
3 Slots for both armor and accessory
Key Blades:
Rambeling Rose: Atk+5 Adds Finish Plus (Allows Sora to perform one more finishe rin a combo)
Fatal Crest: Atk+3 Mag+5 Adds Charge Berserk (Sora can infinite chain whiel his mp is charging)
Ultima Weapon: Atk+6 Mag+4 Adds MP Hasga (Mp rechrage twice as fast)
Fenrir: Atk+7 Mag+1 Adds Combo Minus (Abolutely useless if you don't factor in spamming)
Support Abilities:
2 Combo Plus: 1 Ap
2 Aerial Plus: 1 Ap
Combo Up: Finishers gets stornger as combo gets mroe hits 3 Ap
Air Combo Up: Finishers gets stornger as combo gets mroe hits 3 Ap
Finisher plus: Adds one more finisher into combo 5 Ap
Combo Minus: Decrease combo sequnce by one (Can combine with Fenrir to spam Finishers) 2 Ap
Charge Berserk: Sora can infinite chain while charging mp, but no finishers (thus can't kill bosses) 5 Ap
Leaf Veil: Cure spells won't be interupted 1 Ap
Fire Up: Fire damage goes up x1.2 3Ap
Blizzard Up: Ice damage goes up x1.2 4Ap
Thunder Up: Lightning damage goes up x1.2 5Ap
Damage Aspel: Regain mp when taking damage 3Ap
Mp Haste: Mp recharge x1.25 as fast 3Ap
Defender: Def+2 when hp drops belwo 25% 3Ap
Last Live: CAn not be killed unless current hp is 1 4Ap
Combo Live: If survive the first hit of combo, rest of hits of the combo can't kill 4Ap
Techs:
Swing: deflectable
1x1.0
Thrust: deflectable
1x0.65 + 1x0.33
Slide Dash: partially deflectable 2 Ap
1x1.0 (0.25 if it isn'tt he first hit of combo) + 1x0.25
Slap Shot: partially deflectable 2 Ap
1x1.5
Dodge Slash: partially deflectable 2 Ap
1x1.0 + 2x0.25
Slash Upper: partially defelctable 4 Ap
1x1.0
Triggers only on ground, intials air
Aerial Swing: deflectable
1x1.0
Aerial Swip: partially defelctable 2 Ap
1x0.65 (0.25 if it isn't the first hit of combo) + 2x0.25
Air Side Slash: partially deflectable 2 Ap
2x0.25 + 1x1.0
In air only
Air Spiral: partially deflectable 2 Ap
1x1.0 (0.25 if it isn't the first hit of combo) + 2x0.25
In air only
Strike Break: undeflectable 3 Ap
1x2.5
Complete Invincibility Frame
Ground Finisher
Explosion: undeflectable 3 Ap
3x0.25 + 1x1.5
Mag based
None type
Gropund Finisher
Finish Rise: Undeflectable 5 Ap
1x2.0
Finisher
Initiates Air Combo
Aerial Vertical Swing: deflectable
1x2.0
Complete Invincibility Frame
Air Finisher
Aerial Finish: undeflectable 3 Ap
1x0.5 + 3x0.25 + 1x2.0
Air Finisher
Reflect Guard: 2 Ap
Block physicals and refelct projectiles. Works on Deflectable and Partially Deflectable techs.
Guard Counter: undeflectable 4 Ap
1x1.0
When Reflect Guard is successful
Revenge Slash: partially deflectable for first hit and deflectable for second 3 Ap
1x1.0 + 1x0.25 + 1x0.65
Counter when stance breaked in air, also regain posture at same time
Combo of highest damage: If not involve magic and factor in 2 Combo Plus and two Aerial Plus and one Finish plus
Slide Dash-Slap Shot-Swing-Swing-Strike Break-Finisher Rise-Air Side Slash-Aerial Side Slash-Aerial Finish-Aerial Vertical Swing
With Ultima Weapon: Total damage 770
Magics: Can be comboed on land only
All mag based
Firga: 4x0.5 + 1x1.0 (as finisher 4x0.5 +1x2.0) 10 mp
Blizzardga: 1x3.0 (as finisher 1x4.0) 12 mp
Thunderga: 1x3.0 (as finisher 1x4.5) 15 mp
Curga: x6.0 all remainign mp
Magnega: Traps enemy in a prison for 3.8 second 1x1.5 none type 30 mp
Reflega: Creates ainvincibility shell for 1 second. If hit by a deflectable attack, it creates a explosion of 3x0.5 + 1x2.0 at same time. If it is hit by a projectile, it also sends the projectile back none type 10 mp
Combo of Highest Damage if involve magic: Spam Blizzardgax6 (2 are finishers) with Blizzard Up. Total damage 1080 with Ultima Weapon.
Or Blizzardgax5+Finisher Rise-Air Side Slash-Aerial Side Slash-Aerial Finish-Aerial Vertical Swing. Total damage 1107 with Ultima Weapon
Curga now cost all mp! This really screws Sora over compare to his KH1 form. No more healing abuse with Damage Aspel, as it don't speed up the Mp recharge fast enough. Losing Aero also hurts really bad. But with Magnega and Mp berserk, Sora become a downright PC killer (and soem status less boss) due to the his new high damage out put. KH1 form is better for slugfest, while this form I better for a qucik kill. This form also has some reaction commands that can be useful form point to point. Still generally inferior to his previous form, Low Godlike I guess.
Donald
Hp 90
Mp 100
Ap 22
Atk 35
Mag 40
Def 38
2 Armor Slots
3 Accessory Slots
Weapons:
Save the Queen+: Atk+5 Mag+6 Adds Mp Hastga (Mp recharge twice as fast)
Support Ability:
Fire Up: Fire damage goes up x1.2 3Ap
Blizzard Up: Ice damage goes up x1.2 4Ap
Thunder Up: Lightning damage goes up x1.2 5Ap
Damage Aspel: 3 Ap
Mp Hasra: Mp recharge x1.5 as fast
Tech:
Swing: deflectable
1x0.65
Multi Swing: deflectable
2x0.5
Magic:
Donald Fire: 10 Mp 2Ap
2x0.5 + 1x1.25
124.2
Donald Blizzard: 10 Mp 2Ap
1x2.5
138
Donald Thunder: 10 Mp 2Ap
2x1.0
110.4
Donald Cure: All remaining Mp 3AP
Heal the amount of Donald's magx2
Damage didn't get much better while lsoign the healing spam, light you go, Donald.
Goofy
Hp 110
Mp 100
Ap 21
Atk 39
Mag 0
Def 40
3 Armor Slots
2 Accessory Slots
Weapons:
Save the King+: Atk+9 Adds Damage Aspel (Mp recharge when taking damage)
Suppor Abilities:
Damage Aspel: 3 Ap
Defender: 3Ap
Last Live: 4Ap
Combo Live: 4Ap
Techs:
Block: Block defelctable attacks
Shield Charge: deflectable
Random hits
First hit x0.33 rest of hits x0.1
Shield Swing: deflectable
1x0.65
Shield Spin: deflectable
1x0.5
Goofy Tornado: partially deflectable 10 mp 2 Ap
10~x0.25
120
Goofy Blade: partially deflectable 10 mp 2 Ap
10~x0.25
120
Goof still fails, juts like before, next.
Micky
Hp 60
Mp 100
Ap 20
Atk 41
Mag 45
Def 58
Key Blade:
Kingdom Chain: Atk+3
Support Ability:
Aerial Combo Plus: Adds one more combo sequence in air
Tech:
Swing:
1x0.65 + 2x0.25
Upperward Spin:
1x1.0 + 1~2x0.33
Active on land only, but can initiate air combo
Jump Thrust:
1x1.0
Decline Multi Thrust:
1x1.0 + 3~5x0.25
Vertical Swing:
1x1.0 + 2~3x0.001
Multi Swing:
1x0.65 + 4x0.25 + 1x2.0
Combo Finisher
Spin Swing:
1x0.65 + 2x0.25 + 1x1.5
Combo Finisher
Holy:
1x2.0 + 4x0.01
Mag based
None type
D Charge:
Slowly charge for drive gauge
Heal Light
Full Healing, requires 3 Drive Guage
Max Damage Combo:
Upperward Spin-Decline Multi Thrust-Vertical Swing-Multi Swing
Total Damage: 376.772
An odd temp that comes and go. Has very solid defence, but shitty hp. Damage is also nothign special. And his full healing takes too long to charge to be useful. Could be a decent middle if weren't for that hp. A winning light I guess.
Riku
Hp 100
Mp 100
Ap 28
Atk 41
Mag 45
Def 40
2 Armor Slot
1 Accessory Slot
Support Abilities:
Mp Hasga: 5Ap
Defender: 3Ap
Last Live: 4Ap
Combo Live: 4Ap
Equipment: Way to the Dawn
Atk+3
Techs:
Combo: Partially Deflectable
10 hits 1/3 of chance to be x0.65 per hit and 2/3 of chance to be x1.0 per hit
378.4~
Dark Aura: 2Ap 10 mp
4x0.25
45~
Mag based, physical element
Dark Shield: 2Ap 10 mp
Think Reflect that don't do damage
Cure Potion: 3Ap 99 mp
60% recovery
Boos Form:
Hp 760 (the fight ends with when he lose 70% of his hp)
Atk 34
Def 19
Techs:
Contionous Slash: Partially Deflectable
1x1.0 + 2x0.25
51
Dash Slash: Partially Deflectable
1x1.0
34
Head Cut: Partially Deflectable
1x1.0
Partially Deflectable
physical
+
3x0.25
Undeflectbale
Dark Element
total damage 59.5
Dark Firga:
1x1.0 + 2x0.25
Partially Deflectable
Physical
+
2x0.25 + 4x0.5
Undeflectable
Dark Element
total damage 136
Combo: Dash Slash-Head Cut
Reduce all damage by half that is not phsyical
Has damage, has healing, has both live saver. Suckleast out of all playble char that is not Sora, probably. Boss form isn't too bad either. Has soem damage, has th eusual half damage defence. Hp is low due to the 70% threshold. Probably high middle in both form. might be low heavy depends on how you see the curve
Organization XIII
No.I MANSEX!!!!! *is shot
Hp 1500
Atk 45
Def 26
Form 1
Techs:
Spark Wall: Partially Deflectable
1x0.5
22.5
Physical
Works as a physical counter
Continuous Attack- Slash: Partially Deflectable
1x1.0 + 1x0.5 +1x0.75 + 1x0.25
112.5
Duel Wield Attack: Partially Undeflectable
3~6x0.1 + 1x0.5 + 1~3x0.25
13.5~27 + 22.5 + 11.25~33.75
Lure of Nothignness: Undeflectable
Puts enemy in hp leak status. 1 damage per 0.7 sceonds.
None Elemental
Automatically dispell by moving right belwo the Memory's Skyscraper
Mandatory reaction command session
Building Fall Attack: Undefectable
5x0.5 + 1x1.0
157.5
Mandatory reaction command session
Halves all damage outside physical
Attack pattern:
Initiates the battle with Lure of Nothingness.
Use it for the second tiem when hp is below 35%
Begin dodging by teleportation when hp goes below 65%
Counters physicals with Spark Wall
Combo:
Spark Wall-Continous Attack
Lure of Nothingness-Building Fall Attack Sequence:
Xemans would move to the top of Memeory's Skyscraper whenever Sora is hit by Lure of Nothingess. Sora must move beneath the Skyscraper to dispell. Sora and Xemans wel cross via Deep Dive style in a madatory Reaction Command. The timing is this: 0.5 seconds: neither side take damage, 1 second: Xemans take 1x0.1 damage, 1.5 seconds: Xemans take 1x4.0 damage and well be disbaled for logn period, 2 seconds: Sora take the Building Fall Attack.
Form 2
Techs:
Blade Attack: Undefelctable
3~4x1.5
202.5~270
Vine Beam: Undeflectable
1~2x0.25
11.25~22.5
None Elemental
Kick: Partially Deflectable
2~3x1.5
135~202.5
Shot: Partially Deflectable
3~20x0.25
11.25~225
Thunder element
Spark Bomb: Undeflectable
1~2x1.5
67.5~135
Dark Element
Spark Wall: Undeflectable
1x1.0
45
Work as physical counter
Thunder Element
All Area Shot: Partially Deflectable
Couple Hundredsx0.25
Xemans well not die until this attack is used
Xemans's hp well be reduce to 1 and lso eall mobility if the target survived.
Thunder Element
Binding Attack: Undfelectable
1 damage per 1.1 seconds
None Elemental
OPB
Lure of Nothingness that completly seals off the enemy, can not be break out without assistance froma nother character. Obviously illegal in Duel
Weapon Fall Attack: Undeflectable
1x3.0
135
Only usable in aerial mode
Halves all damage outside physical.
Attack Pattern:
Initiate the battle by openign with aerial mode. Xemans comboes infitelt with Blade Attack, Vine Beam, and Kick until the targets drops back to land. He can onyl use Weapon Fall attack in aerial mode. He rnadomly use aerial mode later on in battle.
Counter physical attempts with Spark Wall
When hp goe sbelow 50%, he starts using Shot and Binding Attack
When hp drops below 10%, he uses All Area Shot
Teleport:
Always teleport to distance before using next attack. USe teleport for dodging after hp drops below 50%
Vine Beam:
Always Split into three and release the beam from one of them. Only the attacking body takes damage. Often triple cast.
Shot:
Pattern 1. Release 3 shot in air, usually triple cast it
Pattern 2. Split into two, and both sends like 20 soemthing shot at the target. Only one of the two split bodies take damage.
Pattern 3. Release around 10 shots aroudn the target than shoot. Often double cast
Spark Bomb:
Only use after Blade Attack
Binding Attack:
Use randomly when hp is 50% or below. Sora well be completly sealed up and in hp leak status. Control switch to Riku to free Sora. Mandatory Reaction Command session.
All Area Shot:
Mandatory Reaction Command seesion. Must smash triangle and circle button to defelct hundreds of shots. Technically survivable without it, if with high Thudner Resistence.
Mansex wants his FM form BADLY, simple as that. His FM for is clearly better overall depsite being elementally relient.
His form 1 is not much. Movement isn't fast, and has a lot fo openign between attack seesions. And his buildingful sequence don't heklp him at all.
Form two is evil in its massive speed, teleporation, and spam luck with Shots. This form also has a high base value threshold, insure him high damage even in front of high defences. Is also quick to react with Spark Wall. The aerial sequence also insures damage. Binding attack is outright illegal, but All Area Shot would be evil if you allow it. Form 1 is a low heavy at best, but form 2 is dfeinitly Godlike.
No.II Xigbar
Hp 1300
Atk 45
Def 26
Tech:
Shot: Deflectable
4x0.25
None type
Charge Shot: Undeflectable
Randomx2.0
None type
The bullet flies around on the screen for 10-15 sceonds
Ultima Shot: Undeflectable
40+x0.25
None Type
Snipe: Partially deflectable
3x1.0 + 1x2.0
None Type
Xigbar is out of all attack range when performing this move and he'll keep on doing it for about a minute long until he is vulunerable to attacks again. (Unless you knock ou tof him with Sora's Reaction Command, but Sora only)
Quaters all damage type that is not physical
Attack pattern:
Initiates with Snipe
Randomly teleports and change the shape of terrain
Xigbar takes a momeent to reload after using Shot 3 times
Start to use Charge Shot below 70% hp
Start to use Ultima Shot below 35% hp
The only end game boss whose hp is not 1500. Yet probably the end game bosses that ahs the most durability. His quatering of damage would literally eveyr none phsyical fighters cry. His damage is unimpressive, but Snipe can be an annoyn trick to win soem fights. But the danger comes after he hits 35% hp. Little people can live through Ultima Shot. But then, strong physical attackers probably can blow through that satge. Hard to place, High Heavy/Low Godlike?
No.III Xaldin
Hp 1155
Atk 34
Def 19
Tech:
Wind fo Protection:
Creates a barrier that damages anyone in melee range, lasts up to 8 seconds
Random hits
x0.75 for first hit (25.5)
x0.5 for second hit (17)
x0.25 for the rest fo the hits in a damaghe sequence (8.5)
Note, ithe damage does not reduce damage, it only fends off melee attacks
Thrust: Fully Deflectable
1x2.0
64
Blown out effect
Reflectable
Swing: Partially Deflectable
1~4x0.5 + 1x1.5
119
When below 40% hp
6x0.5 + 1x1.5
153
Jump:
4x0.25 + 1x2.5
119
Complete invicinbility frame when using this tech
Physical and deflectable at close range
None type and undeflectable at mid range
Wind of Control: Partially Deflectable
Creates a flying ball of air chasing after Sora that last 8-10 seconds on screen
1x1.5
51
None type
Spear Dance: Partially Defelctable
15~20~x0.25 at close range
170~
Complete Invincibility Frame
Wind of Despair: Undeflectable
Random hits, at least two hits, averagely 5~8 hits
x0.25
17~68~
None type
Complete Invincibility Frame
Halves all form of damage outside physical
Attack pattern:
When losing 25% hp
Speed up
Begin to use Jump
Thurst gains huge range and speed
When Losing 60% hp
Begins to teleport
Begins to use Spear Dance and Wind of Despair
Always combo Speard Dance with Wind of Despair
Swing goes up to seven hits
Combo:
Wind of Controlx3
Spear Dance-Wind of Despair-Spear Dance-Wind of Despair
Abusive godlike simply due to how hard is to hit him. Wind of Protection screws melee fihters out right, and has nasty speed with techs that have insane invincibility frame that makes even Asgrad envious. And when he begins teleportign after that 40% hp limit, he is even harder to hit. And that comes with techs with even longer invincibility frame. Damage is lacking until that 40% as well, but it is pretty imposisble to break that limit, and he has far more durability in that last 40% than his early 60%. Scary, and champion material.
No.VII Sailor Moon!!!
Hp 1500
Atk 45
Def 26
Saix has two mode, normal and berserk. He starts with berserk mode and eventually cools down, or you knock him out of it. Then his berserk guage automatically recharges itself to trigger berserk mode again. The recharge rate goes up as his hp drops. In Berserk Mode, Saix randomly infinite chains his skills et indefinitly until he runs out of Berserk Guage and can not be stance break in between, but still can be damaged.
Tech:
Normal Mode:
Continous Attack: Deflectable
1x1.0 + 2x0.25
67.5
Charge Attack: Partially Deflectable
1x0.25 + 1x0.5
33.75
Berserk Mode:
In the Name of the Moon, I Shall Punish You!!!: Undeflectable
Triggers Berserk Mode
1~5x0.25 + 1x0.5
11.25~56.25 + 22.5
Berserk Vertical Swing:
1x1.0 + 1x0.25
56.25
Phsyical
Partially Deflectable
+
1x0.5
22.5
None Type
Undeflectable
Berserk Swing:
1x1.0 + 1x0.25
56.25
Physical
Partially Deflectable
+
3~6x0.5
67.5~135
None Type
Undeflectable
+
1x0.5
22.5
Physical
Partially Deflectable
+
1x0.5
22.5
None Type
Undeflectbale
Berserk Throw:
1x1.0
45
Physical
Partially Deflectable
+
1x0.25
11.25
Physical
Partially Deflectable
+
1~4x0.25 + 1~2x0.5
11.25~45 + 22.4~45
None Type
Undeflectable
Insnaity:
1~10x0.25
11.25~112.5
Physical
Partially Deflectable
+
1~10x0.5
22.5~225
Physical
Partially Deflectable
+
1~15x0.5
22.5~337.5
None Type
Undeflectable
+
1~10x0.25
11.25~112.5
None Type
Undeflectable
Complete Invincibility Frame
Half all damage type outside physical
Attack Pattern:
Start using Berserk Swing and Berserk throwwhen hp is below 70%
Start Using insnaity when hp is below 30%
Counters with Charge Attack when faced woth physicals
Random does "by the power of moon! or Moon Gorgeous Mediation!" thing to charge a bit faster. Is completly open to attack during thos emoments
Sailor Moo.... I mean Saix, is another abusive dueller. He is quite frail in normal mode due to having a lot of opening. But it is kinda impossible to live throw two Berserk sequence without massive healing or durability. And having some counter against physicals in normal mode ensures him to live that long. And if you ever let him pull out insnaity, you die a horrible death. And ther eis legal issue in knocking him out of his berserk mode. There is little one can do to stop his spam of doom. And has solid durability like rest of the Organization boss. Godlike for sure.
No.VIII Axel
Hp 345
Atk 7
Def 3
Tech:
Continous Attack: Deflectable
1x0.75 + 2x0.25
8.75
Fire Cutter: Partially Deflectable
1x0.5 + ~4x0.0 + ~5~6x0.25
Fire element
7
Weapon Toss: Partially Deflectable
1~2x1.5
Fire element
10.5~21
Fire Prison: Undeflectable
1x0.1
Fire Element
7
Complete Invicibility Frame
Creates a damaging terran that drains 1 healthevery 5 seconds
Charge:
1x1.0
Fire Element
Partially Deflectable
+
1x0.75
Fire Element
Undeflectable
total damage 12.25
Falling Attack: Undeflectable
1x1.0 + 1x0.75
12.25
Dance:
3x0.25
Fire Element
Partially Deflectable
+
1x1.0 + 2x0.25
Fire Element
Undeflectable
Complete Invicibility Frame
total damage 15.75
Nulls Fire
Halves rest of damage type that si not physical
Attack Pattern:
initiate with Fire Prison
Use Charge and Falling attack after losing 40% hp
Use Fire Prison and dance after losing 75% hp
3HKO damage, and has nothign outside fire. And has opening everywhere in his attack. Wow, what a huge downgrade from his CoM form. Pity for being an early boss this time. Has the usual boss half damage resistence, but the durability is juts average. Err.. high light/low middle?
No.IX Demyx
Hp 1005
Atk 29
Def 16
Techs:
Dance of Water: Creates water clones
All clones have 5 hp and x1.0 ice elemntal damage
Water Pillar: Undeflectable
Create Pillar of waters that last about 7 seconds on screen
Type 1: Creates them as he moves
Type 2: Creates them around Sora
Type 3: Create a single pillar right next to him
Random hits x0.25
Ice Element
Pillar Wall:
Creates Pillars in a series of wall
1x1.5
43.5
Phsyical
Partially Deflectable
+
Random hitsx0.25
Ice Element
Undeflectable
Pillar Dance:
3~5x0.5
43.5~72.5
Physical
Partially Deflectable
+
Random hitsx0.25
Ice Element
Undeflectbale
Water Ball: Undeflectable
Random hitsx0.5
Ice Element
Undeflectable
+
Random Hitsx0.25
Ice Elemnet
Undeflectable
Water Ball Shoot:
1x2.0
58
Physical
Partially Deflectablt
+
4~6x0.5
58~87
Ice Element
Undeflectable
+
Random Hitsx0.25
Ice Element
Undeflectable
Live: Undeflectbale
1x2.5
72.5
Undeflectable
Nulls ice
Halves all other damage type outside physical and fire
Attack pattern:
Initiate battle of Dance of Water. Mus lear 50 water clones within 40 seconds, or else game over.
Use Dance of Water again at 50% hp. This time is clear 10 clone in 10 seconds.
Too many random hit that it hurts your brain. Still in 2HKO range I think...
Dance of Water is a funny thing. If you take into that account, people without area attack is scrwed, but with those who have Demyx just lose a turn and getting hurt. But like Axel, being single element hurt. High Middle/Low Heavy
No.X Luxord
Hp 1500
Atk 45
Def 26
Techs:
Card Slash: Partially deflectable
2~3x0.25 + 1~2x1.0
22.5~33.75 + 45~90
Flash: Undeflectable
7x0.25
78.75
Card Attack: Partially deflectable
1x0.25
11.25
Bombn Card: Undeflectable
1x0.25
11.25
Card Dance: Partially Deflectable
15~x1.0 or 0.25
168.75~
Complete invincibility frame
Halves all form of damage outside physical
Attack Pattern:
Luxord fights in a uniue way of time. His hp is a 1500 hp time bar, and his oppoent well gain a same bar as a serprate guage from his opponet's hp. Whoever's tiem bar hits zero dies. The bar lose 5 hp per seconds. His opponent lose 2hp per hit and lose 150 if hit by a Bomb Card. Luxord lose his time bar hp by the same damage eh has taken.
Luxord initiates the fight by turning the opponent into a dice, which seals off most fo mobility and attacks.
Lucord releases indepednant cards with their own hp and they each attacks either via Card Attack or Bomb Card. Lucord also shifts into a card himself and hide among those cards. There are time penalty if the certain penalty card is hit.
Sora can challange Luxord in a slot like game when Luxord is performign Flash. If Sora won, hp recovery drop is rewarded, if not, Sora gets turn into a card whcihs eals of most mobility and atatcks like dice.
Luxord performs Card Dance when hp below 25% And immeidtaly chllanges his opponent on a different slot game afetr the move is finished. If Luxord won, opponent end upa s a dice, if Luxord lose, his bar goes down to zero.
And put it easily, do not rank. Rank him without all quirks? Middle
No.XIII Roxas
Temp PC, his level is at 8
Hp 30
Mp 100
Ap 8
Atk 5
Mag 8
Def 8
Lv.70 derived from the formula
Hp 120
Mp 140
Ap 42
Atk 38
Mag 41
Def 40
(same as Sora, if you wonder)
Note: Roxas can get a extra +1 on either atk, mag, or def base on in game choice
Automatically equipped with:
Charm of Promise: Atk+3 Mag+3
Recollection of Past: Atk+6 Mag+2
Accessory:
Champion Belt: 20% resistence to fire, ice, lightning
Support Ability:
Defender: Def+2 when hp goes below 25%
Last Live: Can not be killed unless current hp is 1
Combo Live: If survive the firt hit of a combo, the rest of hits in the combo won't kill you.
Tech:
Duel Wield Cross: partially deflectable
1x0.5 + 2x0.25
Duel Wield Combo: partially deflectable
7x0.2 + 1x0.65
Combo Finisher
Also initials air combo
Duel Wield Aerial Thrust: partially deflectable
2x0.5
Duel Wield Aerial Lift: partially deflectable
2x0.5
Duel Wield Aerial Spin: partially deflectable
3x0.2 + 1x0.65
Combo Finisher
Max damage unscaled: 88.2
Max damage scaled to end game state: 296.1
Basically a Sora without 90% of his skills set with a bit more atk. If you don't scale him to end game, his damage is high heavy for his time. If you do... middle he goes.
FF Chars
Auron
Hp 100
Mp 100
Ap 19
Atk 41
Mag 0
Def 43
Equipment: Ikusatachi
Atk+3
Support Abilities:
Damage Aspel: 3Ap
Mp haste: 3Ap
Combo Live: 4Ap
Techs:
Vertical Swing: Deflectable
1x0.65
28.6
Horizontal Swing: Deflectable
1x1.0
44
Snow Moon Flower: Undeflectable 10 Mp 2 Ap
1x1.0 + 5x0.25 + 1x2.0
187
Healing Water: 99Mp 3 Ap
60% recovery
Auron is, depressing. Basically a weaker version of Beast who has healing. Durability is solid, but nothing else outside that. Yet, still the better few among the PC cast. Middle he goes.
Cloud
Hp 1448
Atk 87
Def 51
Tech:
Cross Slash: Partially Deflectable
2x1.0 + 1x0.25
195.75
Sonic Rave: Partially Deflectable
1x0.75
62.25
Omni Slash: Partially Deflectable
Stage 1:
1x1.0
None elemental
+
1x 0.25
Physical
108.75 total
Stage 2:
1x0.75 + 2x0.25
105.75
Stage 3:
1x1.0
87
Complete Invincibility Frame
Weak to fire by x1.5
Halves ice, dark, and none elemental
Immune to lightning
Attack Pattern:
Counter physical attempts with Cross Slash or Sonic Rave
Use Omni Slash every 60 seconds
In Omni Slash mode, stage 2 is repeat twice or thrice
Combo:
Sonic Ravex2~3
Better Than his KH1 form definitly. A more usable Omni Slash with more invincibility Frame. His damage outside that isn't impressive, but consant counters at least make up for it. The weakness is kinda depressing though... High Heavy?
Squall
Hp 1267
Atk 87
Def 51
Tech:
Rentsuken: Partially deflectable
1x1.0 + 2x0.25
130.5
After Blasting Zone
1x1.0 + 2x0.5
174
Swing: Partially deflectable
2x1.0
174
After Blasting Zone
2x1.5
261
Firega: deflectable
1x1.0
87
Fire element
Blasting Zone: Partially Deflectable
1x0.25
21.75
Weak to ice by x1.5
Immune to Fire
Halves , dark, none elemntal
Attack Pattern:
Counters with Rentsuken or Swing if got comboed
Use Blastign Zone couple minutes into the fight
Combo:
Rentsuken-Swing
Sad, just sad. Especially compare to CLoud. The move is kinda slow and fail at damage. The combo is easy to interupt. And the timign for Blasting Zone is unhealthy. Middle you go.
Sephiroth
Hp 3000
Atk 70
Def 41
Tech:
Continous Slash: Partially Deflectable
7x1.0
490
Range increase as he lose hp
Aerial Slash- Lift: Partially Deflectalke
1x0.25
17.5
Initiates Aerial Combo
Aerial Slash: Partially Deflectable
4x1.0
280
Well inifinite chain this unless aerial countered
Moving Slash: Partially Deflectable
1x1.0
70
Huge range
Flash: Undeflectable
1x1.0 + 13x0.25
297.5
Shadow Flare: Deflectable
8~12x0.5
360~540
Well not disappear from the screen until it hits Sora
Dark Element
Firega Wall: Undeflectable
8~x1.0
560~
Fire Element
Meteor: Undeflectable
20~x0.25
350
None Elemental
You knwo this is coming!!!: Undeflectable
Hp1 Mp 0
None Element
Immune to fire, ice, thudner, darkness.
Attack Pattern:
Initiates the battle with Flash
When Hp is below 70%:
Begin teleporting outside aerial combo
Range of Continuous Slash goe sup
Begin to use Flash regularly
Begin to use Shadow Flare
Begin to use Firega Wall
Begin to use Heartless Angel
When Hp is below 30%:
Continuous Slash's range gets even bigger
Start double casting Shadow Flare
Begin to use Movement Slash
Begin to use Meteor
Combo:
Heartless Angel-Flash
Shadow Flare-Flash
Aerial Slash~infinite chain unless countered
Explanation unecessary, Godlike
Tifa
Hp 1086
Atk 87
Def 51
Tech:
Palm Strike: Partially Deflectable
1x1.0 + 1x0.25
108.75
Palm Strike Rush: Partially deflectable
1x1.0 + 3x0.25
152.25
Seventh Heave: Partially deflectable
1x1.0
87
Water Surafce Kick: Partially Deflectable
1x1.5 + 5x0.25
195.75
Final Heaven:
1x0.5
physical
partially deflectable
+
3x0.25
none elemental
undeflectable
+
1x0.5
physical
partially deflectable
total of 152.25
Weak to none elemental by x1.5
Havles fire, ice, lighting, dark.
A slightly better Suqall. The attacks aren't as slow and easy to counter. Her weakness is also less common. She also has access to her best damage from get go. About middle
Attack Pattern:
Counters with Palm Striek Rush or Seventh Heaven when comboed
Yuffie
Hp 905
Atk 87
Def 51
Tech:
Greased Lightning
1x1.0 + 1x0.25
108.75
All Creatoon:
1x1.5 + randomx0.25
Long invincibility frame
Weak to physical by x1.5
Null fire, ice, lightning
Halves darkness and none elemental
Combo:
Greased Lightning - All Creation
Attack pattern:
Warp to distance befor attacking
Warp to escape when comboed
SUCK, end fo story. Light she goes
Disney Charactes:
Mulan
Hp 100
Mp 100
Ap 14
Atk 41
Mag 45
Def 40
Equipment: Soldier's Sword
Atk+3
Support Abilities:
Fire Up: 3Ap
Techs:
Horizontal Combo: Deflectable
3x1.0
132
Mushu Fire: Undeflectable 2Ap
3x0.5 + 1x1.5
162
10Mp
Fire Element
Magic Based
Flame Tan: Undefletcable 2Ap
1~2x4.0
211.2~422.4
10 Mp
Fire element
Mulan is, what? Chibi Rubicant? Fire Up really boosted her damage. Even she lacks any life savers or healing, that damage still puts her above many other PCs. Being relient on a common element is a drawback though. Still, a high middle/low heavy.
Beast
Hp 100
Mp 100
Ap 17
Atk 41
Mag 0
Def 43
Equipment: Beast Claw
Atk+3
Can not equip armors
Support Abilitites:
Defender: 3Ap
Last live: 4Ap
Techs:
Right Claw: Deflectable
1x0.65
28.6
Left Claw: Deflectable
1x0.65
28.6
Oblique Claw: Deflectable
1x1.0
44
Furious Blow: Undeflectable 2Ap
1x5.0
220
10Mp
None elemental
Ferocious Range: Undeflectable 2Ap
Randomx0.01 + 1x2.0
10Mp
Beast... yeah. A Auron with better damage and life savers, but lack healing. Can not equip aromor hurts a bit, but with Defender, he can still fair decently in light.
Jack the Pirate
Hp 100
Mp 100
Ap 25
Atk 41
Mag 0
Def 43
Support Abilities:
Defender: 3Ap
Techs:
Purry: Deflectable
Blockign against physical
On Land Combo: Deflectable
2~3x1.0
88~132
Merciliessly: Undeflectable 2Ap
2x3.0
264
10Mp
Rain Storm: Undeflectable 2Ap
Max of 5x3.0
264~660
10Mp
Bone Cush: Undeflectavle 2Ap
1~2x3.0
132~264
10Mp
Fire Element
Jack is yeah... the damage is... yeah, only thign it lack is consistency. But never the less scary.. Having no life savers probably don't effect him much. And by having a blocker really pushed him into heavy.
Aladdin
Hp 100
Mp 100
Ap 20
Atk 41
Mag 0
Def 43
Equipment: Sicimitar
Atk+3
Cannot equip accessory, but have 2 armor slot
Support Abilities:
Mp haste: 3Ap
Combo Live: 4Ap
Techs:
Vertical Swing: Deflectable
1x1.0
44
Right&Left Swing: Deflectable
2x0.65
57.2
Slash Rush: Undeflectable 2Ap
1x1.5 + 7x0.25
143
10Mp
Quick Play: Undeflectable 2Ap
3x1.0
132
10Mp
Cause 4 small Mp drop to appear
Aladdin is not much. Usual lowish Disney damage, with the weaker life saver and no helaing. Yep, light he goes.
Jack the Undead
Hp 100
Mp 100
Ap 24
Atk 41
Mag 45
Def 40
Equipment: Bone Fist
Atk+3
Can't equip armor
Have 2 accessory slot
Support Abilities:
Fire Up: 3 Ap
Blizzard Up: 4Ap
Thunder Up: 5Ap
Mp Hastra: 4Ap
Techs:
Twin Puch: Delectable
2x0.65
57.2
Angry Fire: Undeflectable 2Ap
1~2x0.75
40.5~81
10Mp
Fire Element
Magic Based
Fearful Blizzard: Undeflectbale 2Ap
4~x0.5
108~
10Mp
Ice Element
Magic Based
Saddening Thunder: Undeflectable 1Ap
~6x0.5
162
10Mp
Lightning Element
Magic Based
Jack is a Donald with slightly more damage but less everythign else. Light.
Simba
Hp 100
Mp 100
Ap 17
Atk 41
Mag 45
Def 40
Equipment: Proud Claw
Atk+3
Can not equip armor, but have 2 accessory slots
Support Abilities:
Damage Aspel: 3Ap
Defender: 3Ap
Techs:
2 hit Tackle: Deflectable
2x1.0
88
Firece
Max of 8 hitsx1.0
176~352
Earth Shacker: Undeflectbale 2Ap
4x0.01 + 1x5.0
226.8
None Elemental
10Mp
Magic Based
Nature's Cure:
Cure 90 hp
99Mp
Simba is pretty good, has damage and healing. Just can be a bit more consistent, it don't always break 300 on damage. But enough to push him out of light, middle.
Tron
Hp 100
Mp 100
Ap 15
Atk 41
Mag 45
Def 40
Equipment: Disk
Atk+3
Support Abilities:
Thunder Up: 5Ap
Mp haste: 3Ap
Tech:
Disck Toss: Deflectable
1x1.0
44
Auto Disk: Undeletable 2Ap
randomx1.0
10Mp
Pulse Thunder: Unedflectable 2Ap
5x2.0
540
Lighting Element
10Mp
Magic Based
Tron is good... more cosistence damage than Jack that breaks 500. Yeah, this is even sacrier. The Thunder Up really ticked the balance. Even relies on a commonly resisted element, he can still do heavy.
Averages, from Snow:
Averages!
HP:
1. Sora - 120
2. Goofy - 110
3t. Riku - 100
3t. Auron - 100
3t. Mulan - 100
3t. Johnny Depp - 100
3t. Jack Skellington - 100
3t. Beast - 100
3t. Tron - 100
3t. Aladdin - 100
3t. Simba - 100
4. Donald - 90
5. Mickey - 60
Average - 98.46
MP:
1. Sora - 140
2t. Donald - 100
2t. Goofy - 100
2t. Mickey - 100
2t. Riku - 100
2t. Auron - 100
2t. Mulan - 100
2t. Johnny Depp - 100
2t. Jack Skellington - 100
2t. Beast - 100
2t. Tron - 100
2t. Aladdin - 100
2t. Simba - 100
Average - 103.07
Defense
Sora - 40
Donald - 38
Goofy - 40
Mickey - 58
Riku - 40
Auron - 43
Mulan - 40
Beast - 43
Johnny Depp - 43
Jack Skellington - 40
Simba - 40
Aladdin - 43
Tron - 40
Average - 42.15
Damage (ATTENTION: I took the physical and magical combo averages for Sora separately. I didn't list the magic+physical combo, considering the fairly meager damage increase and the fact it sounds like a massive pain in the ass just to pull off. For moves with variable results, I averaged the lowest and highest values. I also tried to use the more reasonable attacks to assume all the hits connect. Take these with a grain of salt, considering that, in-game, the attacks may not all connect easily. This regards the maximum potential output for combos, not the sane one - I can't do much more than this, I didn't play the game yet.)
1. Sora - 1070 (Magical Combo), [770 (physical combo)]
2. Tron - 540 (Pulse Thunder)
3. Johnny Depp - 476 (Rain Storm average)
4. Riku - 378 (Combo)
5. Mickey - 376 (Combo)
6. Mulan - 317 (Flame Tan average)
7. Simba - 264 (Fierce average)
8. Beast - 220 (Furious Blow)
9. Auron - 187 (Snow Moon Flower)
10. Jack Skellington - 162 (Saddening Thunder)
11. Aladdin - 143 (Swordrush)
12. Donald - 138 (Donald Blizzaga)
13. Goofy - 120 (Goofy Blade/Tornado)
Average - 337.76 [314.69 with Sora's physical chain instead of magical]
If averages for Strength, AP and Magic are clamored for, I'll get them. Until them, fear the curve of non-damage statistics.