A kerchief bewitched by an evil chant. Over an immense period of time, it has absorbed millions of souls. Throwing your consciousness into it's evil aura will turn you into a monstrous figure...
Style Equipable | |||||||||
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All Styles |
Attack Moveset[]
Moveset Name | Dreaded Metamorphose | ||
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Attack by Total Darkness
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Inherit Name | Shadow Step | ||
Strong Aim attack, "Mad Spear". | - | ||
Attack Command | Attack Name | Effect | Additional Properties |
Normal Form: | |||
Strong Combo | Body Blow | Upward punch. | |
Strong Last | Cast a Shadow | Holding a darkness sphere, thrusts hand forward, downing those hit. | |
Strong Pursuit | Ebony Gatherer | If the Strong Last attack Connects, follows up by enveloping the target in a sphere of darkness and lifting them into the air before slamming them onto the ground. | |
Strong Dash | Acute Marsh | Thrusts arm upward, a series of darkness spikes shooting out of the ground to launch targets. Can be charged to bypass guard and deal more hits and damage. | |
Weak Hold | Aggregate Madness | Jumps into the air enveloped in darkness and then lands, Downing anyone nearby. (Transforms into Aggregate Form.) | |
Strong Hold | Sone Fortress | Thrusts hand into the ground, a series of darkness spikes shooting up around the user to launch nearby targets. | |
Strong Aim | Mad Spear | Stomps on the ground, shooting a darkness spike out of the ground that downs targets on hit. | |
Strong Jump | Defiant Sphere | Holding a darkness sphere, thrusts hand downward. If it connects, envelope the target in darkness before bouncing the target off the ground and jumping away. can be charged to bypass guard and not jump as far away. | |
Counter | Counter Fang | Swings arm upward, a spike of condensed darkness shooting out of the ground and downing enemies. | |
Aggregate Form: Super Armor, cannot jump or use weapons. | |||
Weak Combo | Melt Blow | Punches downward. | |
Weak Last | Melt Smash | Swings arm, knocking targets away and inflicting slow. | |
Strong Attack | Sludge Needle | Shoots forward a spike out of the body, knocking targets away and inflicting slow. Can be charged to bypass guard. | |
Step | Quick Hammer | Swift punch. inflicts slow. | |
Weak Dash | Siege Hammer | Swings arm, pushing targets and inflicting slow. | |
Strong Dash | Exclusive Spine | Copy of Strong Attack with more forward movement. | |
Weak Hold | Melt Down | Returns to normal form, launching anyone nearby. | |
Strong Aim | Drain | Holds two spheres of darkness, one in each hand, before smashing them on the target. If it connects, drains HP from the target and leaves them floating in the air, prone to more attacks. | Bypasses Guard. Uses MP. (Same amount as a special) Recovers some HP on hit. |
Standing Special | Rage Sanction | Jumps forward, transforming into a giant spiked sphere, dealing several hits before launching targets skyward. Super does more hits. | |
Standing Super | Drowsy Helepolis | ||
Dash Special | Cane Sanction | ||
Dash Super | Intense Helepolis | ||
Counter | Counter Needle | Shoots forward a spike out of the body, downing those hit. |
Description[]
- Scarf