The player has a multitude of basic options for combat at any given time, possessing both a Primary Attack and Secondary Attack button. While Primary Attack will typically act as a character's basic combo string, the purpose of Secondary Attack tends to vary between characters, meaning that the button's application can wildly vary at any given moment. The player also has access to the Drive button, often used to pull off maneuvers involving the player's Drive Bar, a Dash button to aid in mobility and evasion, and an Item button, which allows players to access a radial menu of items when held down and uses the selected item when tapped.
The game's combat works on a tag team system, with the player selecting two members of the playable roster before leaving on the Expedition Phase. Whenever the player finishes a combo string, lands certain other attacks, or Perfect Dodges an incoming enemy attack, a large yellow X flashes over their body, signifying that a Cross Attack may be performed; hitting the Switch button while this X is onscreen summons the partner character for a support attack, switching control over to them in the process. Alternatively, the player may perform a Cross Rush at any time by holding down the Switch button, a technique that summons the inactive character onscreen for a short period of time as they automatically perform combos on the opponent that the player is targeting. The AI of the computer-controlled ally is decently intelligent and is programmed to pull off somewhat advanced techniques, attempting to showcase to novice players what exactly each character's moveset is capable of. After the use of a Cross Rush, the inactive character will be locked during a short cooldown, during which no Cross Attacks or Switching can occur.
A list of terms that may be used to describe techniques in combat throughout the rest of the page- this section is more or less a glossary of Pyroverse: Breach's terminology.
Every battle encounter provides the player with a Combat Ranking, determined by how efficient they are in combat. The ranking calculations are inspired by Astral Chain and Super Smash Bros. Melee's Bonus mode, in which performing certain mid-battle achievements rewards the player with a certain amount of points, and acquiring a certain number of points mid-battle determines the player's ranking for that encounter. Rankings range from D to S, with an elusive S+ ranking being available exclusively on Hard difficulty.
When an enemy is defeated, they offer EXP, which is banked until the end of the day's Exploration Phase. Upon ending the day, all of the player's individual combat rankings are tallied into the Final Ranking, which offers a multiplier on the EXP acquired that day; D ranking provides no bonus, while an S ranking provides a 2x bonus and an S+ ranking provides a 2.5x bonus. If the player dies, however, the day ends early as they are evacuated to Via Spectrum, and they receive the exclusive F ranking, applying a 0.5x penalty to all EXP gained tallied up. There are no individual character levels in Pyroverse: Breach, with all EXP going to a team pool which levels up every single character upon reaching a milestone. Upon leveling up, every character's base HP, attack, and defense increase.
Drive is used by the majority of characters to fuel various forms of special techniques, which vary from character to character. The most common technique powered by this bar is the Drive Form, a special enhanced mode which certain characters can access after hitting a certain number of bars by clicking in both sticks. While in a Drive Form, the Drive Bar slowly drains over time, reverting back to normal upon hitting empty or performing the same input to deactivate the form early.
Each Zone on the World Map begins the game as conquered by Tiera, showcased by being marked in a vibrant red. Zones dominated by Tiera are more crowded with enemy squadrons than usual, and the enemies themselves are more aggressive, necessitating that the player occasionally hightail it out of battles that they do not believe they can win. Dotted around each zone are glowing waypoints known as Feyvein, strange tree-like veins emerging from the ground that can be interacted with in order to register them as a save point and spawning location at the start of the day. An area can have a variable amount of Feyvein, but after 5 in an area are registered, a much larger Feyvein known as a Feygrove emerges from the ground in a centralized location. Ascending the Feygrove, taking out the enemies inside it and beating the high-level Prime variant enemy at the top liberates the region from Tiera's control, causing it to be shown on the map in blue.
At the end of every week, resistance members in all liberated Zones will provide resources to the player. However, Tiera's forces are capable of retaking a liberated Zone, and doing so will shut off the flow of resources, make enemies more powerful, and, if left alone, can shut off previously activated Feyveins. In order to re-liberate the region, players can simply reclimb the Feygrove, but the player also has the option to place a member of the team on the Feygrove in order to defend the region. This staves off Tiera's forces in the area and increases the flow of resources from that region, but also comes at the cost of not being able to play as that character unless they are recalled.
After any of a Zone's Feyveins have been activated, the region around it becomes connected to a magical networking system managed by Inversim and Lexi. While connected to this network, the player becomes able to see leave behind short Messages on the ground by tapping on their Onyx controller's touchscreen; you will also able to Like the messages if you find them helpful or encouraging. Liking a message will send the writer a tiny bit of health restoration in their own game, which is saved up until they become damaged during an Exploration Phase.
After purchasing a Construct Ring from Gargan's Garage, becoming available after activating the first Feyvein, the player also gains the ability to create Constructs at each Feyvein location, wrapping around the base of the arcane growth and deriving power from it. These Constructs act as beneficial waypoints for the player, providing benefits other than the basic healing abilities of the Feyveins. If online, other Construct Rings created by other players will branch off from the one the player sets down, providing more benefits. Liking these Constructs will not only provide their creator with more minor healing, but also eventually upgrade the Construct, increasing its benefits for both the player and other online peers.
The list of constructs can be found here.
Nyxiel is perhaps the mastermind of all the ongoings behind the scenes in the Pyroverse, working a myriad number of secretive plans alongside the Iliad Organization and her father, the Yokai King Inversim, in order to ensure the downfall of the goddess Tier aand protect the universe from annihilation. Unfortunately, despite all of these plans, the worst case scenario has come, throwing this schemer into a depressive episode. After garnering enough support from her newfound friends- and seeing for herself just how dire a state the world has found itself in with Tiera at the helm- Nyxiel jumps back into the fray, taking direct action and letting her otherworldly powers take center stage.
Nyxiel is a very basic and well-rounded character, ideal for use by newcomers who need to adjust to Pyroverse: Breach's
combat system. Her basic melee string is simplistic and close-ranged, but it is also augmented by a myriad amount of floating dark orbs that act as extensions of her slapping and punching range. Tapping the Secondary Attack button lets Nyxiel throw one of these orbs as a boomerang-like projectiles, which drags the target inwards, while holding the button down instead enables Nyxiel to perform her Parallel Lightning attack, a solid stream of dark electricity that locks onto the target for as long as she holds the button. Though the attack is weak, the sustained damage is good for holding an enemy up in the air, potentially leading to juggle combo setups. Indeed, much of Nyxiel's kit plays out relatively the same; she has access to a wide variety of basic fundamental moves, but through experimentation, these moves become progressively more nuanced and garner more depth.
Nyxiel is capable of Flowdashing
Performed by tapping the Secondary Attack button. Nyxiel throws forward one of the orbs that augments her basic melee combo as a projectile, quickly moving forward before moving upwards slightly and returning to her. The orb will pierce through enemies in its path, putting them in hitstun, and then knock them back towards Nyxiel on the return trip; this makes them useful for pulling distant foes into a melee combo.
Performed by holding down the Secondary Attack button. Nyxiel will fire a stream of dark lightning at the target, slowly dealing chip damage over time. While this does not deal hitstun to enemies in a neutral position, it does do so to enemies who have been launched and are currently suffering from hitstun already. The lightning's damage wanes over time in this instance, but Nyxiel is able to follow up the lightning attack and cancel it to many of her other actions, as well as character switching and a Cross Rush attack. When performed in the air, Nyxiel will float in place for a second before descending downward, making it a useful tool to evade ground-based hazards.
Performed by using the Stinger input and hitting the Secondary Attack button. Nyxiel fires off a large sphere of darkness at high velocity, twice the size of Shadow Orb. Malignance is a multi-hit attack that will pause in place upon hitting an enemy, striking them multiple times before bursting into a large explosion. The orb itself can hit multiple enemies if they are close enough together.
Performed by holding down the Dash button after the initial dash, or while during Flowdashing. Nyxiel enters a spectral, shadowy form that is completely immune to all forms of damage. This technique quickly drains the Drive Bar while it is in use, so it is best to use it sparingly in order to avoid damage or approach foes without risk of harm. Nyxiel can cancel out of Shadow Shift by jumping or performing an attack input, and can even buffer Stinger, Cyclone, or Charge attacks while dashing forward.
Lucius is a member of the Coronid species, a race of humanoid beings who were the first species to biologically evolve without the guidance or influence of Tiera. This eventually resulted in the goddess creating Corona, a manipulative and sinister servant, to subjugate and eventually destroy the race. Lucius, a humble scientist, eventually managed to seal himself cryogenically alongside Corona, suffering for centuries in hypersleep before being woken up by the fairy warping the entire planet into a warzone. Partnering with the Terran warrior Fera and her allies, Lucius managed to defeat his rival Corona once and for all, only to be imprisoned by the Terran government with no sign of Fera anywhere. Lucius now finds himself trapped in the past in a corrupted Earth, ruled over by the very entity that ordered his people eradicated; with his newfound allies, however, Lucius is determined that he can overcome the odds.
Lucius, at first glance, remains just as simple of a character to play as Nyxiel, with a basic melee combo string that can be augmented via the use of his plasma attacks. However, Lucius is much more reliant on the use of his Drive Bar
than Nyxiel, and is able to spend the precious resource in order to utilize one of his powerful Plasma Arts. Though strong, their high cost means that a player must realize exactly when to utilize one, and a skilled player will begin to learn where and when to insert a Plasma Art into a combo string. As he is so reliant on use of the Drive Bar
, he also acts as a soft tutorial for players and teaches them the ins and outs of how the meter functions.
Lucius is capable of Flowdashing
During Lucius's basic combo string, the player is able to perform a Finisher by pressing the Secondary Attack button. The specific Finisher used is dependent on what hit of the combo string the input was used on. These Finishers will often augment the basic combo string with either a plasma blade surrounding Lucius's arm or a series of small, rapid-fire plasma projectiles; these attacks often deal more damage than a single basic strike.
Plasma Arts Menu
By holding down the Drive button, Lucius is able to access a radial menu known as the Plasma Arts Menu, which functions similarly to the radial menu utilized for items. Selecting one of the four options provided enables Lucius to use one of his Plasma Arts at the cost of 1 full bar of the Drive Bar. Time pauses while in the menu, then slowly begins to resume if the player takes too long to select their option.
A Plasma Art in which Lucius summons multiple orbs near his feet, which spin rapidly around his body as they quickly move higher and further away from his body. After some time, these orbs explode, dealing heavy damage; the orbs also have weak hitboxes while flying around Lucius, making it a good melee tool. While performing this move, Lucius is immobile.
This Plasma Art involves Lucius thrusting his hand forward, firing a large beam of plasma energy directly forward or at an enemy he has locked onto. This beam is a multihit attack, and the final hit launches enemies away from Lucius. Lucius also remains immobile while performing this move.
A Plasma Art in which Lucius summons a large blade around his arm, spinning in a circle around himself to deal AoE damage. After this spin, Lucius throws the blade forward as a large arc-shaped sword beam. One of the weaker Plasma Arts on its own, but the massive sizes of the hitboxes make Plasma Arc good for dealing with large groups of enemies.
This Plasma Art involves Lucius's body becoming wreathed in plasma as he fires a multitude of weak projectiles in all directions, which have startlingly high hitstun. If the player has locked onto an enemy, the projectiles will instead curve to home in on them rather than scattering in all directions. Good for both crowd control and juggling a single enemy.
Difficulty: ✦✦✦Möbius hails from the ancient kingdom of Kalanta, a victim of a terrible curse inflicted on him when his kingdom was attacked by an ancient time mage. His soul fated to relive past experiences over and over, looping back through time, the former soldier became an aimless wanderer as his body began to decay. It was only through the intervention of Nyxiel, discovering his body in the ethereal planes, that the harshest aspects of his curse were lifted and he was finally able to feel some form of happiness again. Now that Tiera threatens both the universe and time itself, Möbius fully returns to the action he has avoided for so long, weaponizing his curse to bring the fight to the goddess herself... all to repay the woman who has shown him so much kindness.
Möbius at first seems like a very simplistic character, having a decent level of all core stats and bringing a balanced fighting style with his broadsword, shield, and throwing daggers. He does not truly excel at any aspect of combat, but there's nothing here that he lacks either. Where Möbius truly shines is in his unique Infinity Limit technique, which enables him to copy any of his attacks and loop it throughout time repeatedly, all for the cost of some of his Drive Bar. The Infinity Limit provides a myriad number of juggling, guard-breaking, and zoning options, making its applications practically limitless. As such, not only does Möbius's kit revolve around patience and timing in order to consistently trigger Infinity Limit at the correct time, but also a keen eye that is capable of spotting the situations in which each move works the best.
Performed by pressing the Secondary Attack button after performing any normal attack. Using his chronal powers, Möbius calls forth his past self to perform the same attack again, looping repeatedly over and over and acting as a form of autonomous attack. The attack will repeat five or six times before fading out. Each use of Infinity Limit costs 1/4th of the Drive Bar.
Perfect Infinity Limit
Performed by pressing the Secondary Attack button immediately as a normal attack strikes a foe. Rather than acting as a zoning tool, the Perfect Infinity Limit causes the past Möbius clones to specifically target the enemy struck and pursue them with the looped move. Designed more for overwhelming offense and guard-breaking than passive damage. Each use of Infinity Limit costs 1/6th of the Drive Bar, rewarding the player for accurate timing.
Used after performing an Infinity Limit on Möbius's combo finisher. A slashing attack that swipes through the air in an infinity symbol, this swift and looping attack is good for juggling foes in the air, setting them up for a follow-up attack.
Dashing Strike/Infinity Dash
Performed by pressing the Dash button during Möbius's basic combo. Möbius will dash forward sword-first, dealing light damage to enemies while staggering them; the attack features no knockback, leaving enemies in place for a follow-up attack. If a normal Infinity Limit is used on this attack, then the Möbius clone will merely dash across the same space repeatedly, but if a Perfect Infinity Limit is used instead, the clone will repeatedly dash into the enemy it strikes from all angles.
Dagger Toss/Infinity Toss
Performed with a standard Cyclone input. Möbius throws a multitude of weak daggers in a circle around him, staggering enemies and giving the player more space to breath. If an Infinity Limit is used on this attack, the Möbius clone will remain in the same position, repeatedly spinning around and performing the attack multiple times. This move is ideal for crowd control, but if you can set
the clone up in the perfect position, it can be used to deal massive close-up damage on larger foes.
Difficulty: ✦✦✦Quetzarin- or Quetz for short- is just an average harpy dwelling in the Crypta Archipelago on the island of Sana Tomas. A bit of a birdbrain, she's not exactly the brightest or most talented individual you'll ever meet. That said, she's got plenty of heart, and she's proven herself a worthy hero by slaying the interdimensional horror known as Naga, an entity later shown to be a servant of Tiera herself. Since then, Quetz has fallen back into the quiet life and attempted to start making masks for fun, but she's now been sucked into yet another dangerous conflict by Nyxiel. She's not going to lose heart, though, and her optimism and blind confidence may be just what the team needs.
Being a harpy, Quetz has a unique aerial role in combat. She has a whopping five jumps at her disposal, which can be used to both gain height and to cancel out of her animations to string unique and varied combos together. She's quite the mobile fighter even without all these jumps, pulling off quick dashes and loop-de-loops to juggle enemies and keep them on their toes. Her greatest weakness is her actual damage output, as outside of a few moves, she's not very strong and can suffer when dealing with heavy-hitting enemies. Evade everything you can by dashing or jumping!
Quetz is capable of Flowdashing.
Performed by tapping the Secondary Attack button. When performed on the ground, Quetz jumps in the air and quickly slams downward, creating a shockwave that damages and pushes away nearby enemies. When performed in the air instead, Quetz's body becomes an active hitbox as she descends, the power of the attack increasing the longer she falls.
Performed by holding down the Secondary Attack button. Quetz charges up Drive energy around her as she stalls in midair, slowly draining her Drive Bar. Releasing the button causes her to fly forward in a spiraling dash attack, which possesses great strength and shield-breaking ability as well as complete invincibility. The more the move is charged, the greater distance it covers and the more power it has, though the hitbox at the start of the move's activation deals the most damage. Can be charged up to drain an entire bar of Drive.
Performed with a Superstinger input. Quetz swiftly takes off, performing a midair loop that scoops up enemies and sends them into the air; the looping attack is also able to hit midair enemies. Quetz ends the move in the air, meaning that she can gain extra height without the use of a jump, but only one Shuttle Loop can be performed before she touches the ground again.
Performed with a Cyclone input. Under normal circumstances, Quetz will spin around with her wings outstretched, dealing multiple hits of damage to anything nearby. However, if Quetz jumps while this move is being performed, she will rise up while spinning, carrying enemies upwards with her. Good for both AoE control and to juggle multiple enemies at once.
Aysu is the daughter of Saipha Notozawa, technology guru and military contractor who is a veritable master with robotics. Under his eye, Aysu was augmented with a bionic endoskeleton and trained from a young age to be a master warrior, serving her father's whims without any hesitation or disobedience. After a shocking encounter working alongside SYNDERS, however, Aysu has rejected her father's ideology and formed an alliance with the Iliad Organization. With the world crumbling, Aysu finds herself searching for an identity of her own- underneath all the technology, who is she? Regardless of Aysu's standoffish personality or inner turmoil, her skill with the blade is impeccable, making her an invaluable asset to the team attempting to restore human civilization.
Aysu's massive blade, the Lunarista, is her primary asset when it comes to combat. Despite its massive size, she swings it with the greatest of ease, giving her basic attack combo wide range as she sweeps it in wide arcs; she also has a myriad amount of mobility options to provide her with even more range on her basic attacks. Though she excels in crowd control due to the wide swings her basic strikes possess, she is also capable of entering Clean Slash mode when more precise cuts are required, letting her slash through armor if her powerful swing is aimed in just the right way. Aysu is also a tutorial character in her own right: being one of the first characters available to possess a Drive Form
, as well as one of the simplest of these forms, she acts as a de facto lesson on managing the Drive Bar
. To coincide with this, her Secondary Attack takes the form of the Pristine Blade ability, which enables her to build up large amounts of Drive if she times a button press perfectly upon hitting an enemy with certain attacks. Power up into her Berserker form as often as possible, or save up Drive for a teammate's abilities instead!
Aysu possesses a Drive Form
: Berserker Form.
Activated by pressing the Secondary Attack button with perfect timing upon hitting an enemy with an attack. If performed correctly, Lunarista will flash blue and the attack will gain slightly more damage and knockback, and a decently-sized amount of Drive is generated as a result.
Activated by holding down the Secondary Attack button for a short period of time. Aysu focuses her energy and charges more energy into Lunarista, eventually causing the blue glow to remain on the weapon for a short while. During this buff, all of Aysu's attacks use Pristine Blade automatically, garnering more Drive while dealing more damage and knockback. The charging animation can also be used as a quick and easy way to cancel out of another animation, making a very short charge useful in developing combos.
Activated by holding down the Primary Attack button. Aysu grabs the hilt of her blade as the camera zooms in, a horizontal line travelling across the screen. The angle of the line can be adjusted with the right stick, tilt controls can be used to aim the line in 3D space, and Aysu can slowly move using the left stick. Upon releasing the Attack button, Aysu slashes down the line with a powerful attack capable of staggering enemies and slicing through armor if aimed properly.
Difficulty: ✦✦✧ - Drive Cost: 3 Bars
Aysu's Drive Form
, Berserker Form represents the pent up emotion and anger that has been building inside of her for years on end. Freed from her psychological shackles, there is now nobody safe from the path that Aysu is capable of carving, her blade having been enhanced with the same fiery determination as her spirit. One of the simplest Drive Forms, Berserker Form is more or less a method of enhancing Aysu's crowd control abilities and attack strength, supercharging Lunarista into its mechanized Full Moon state.
Aysu's Clean Cut attack has been enhanced in Berserker Form, firing off a massive crescent-shaped sword beam every time she swings. She also has less endlag on the swing, making it easier to slash rapidly.
Activated by pressing the Secondary Attack button with perfect timing upon hitting an enemy with an attack. An amplified and upgraded for of Pristine Blade, Berserker Surge causes the internal engine of Full Moon Lunarista to rev up, extending the blade's hitbox. This increases the power and size of Aysu's next attack, making them progressively stronger if chained together. Unlike Pristine Blade, Berserker Surge does not generate extra Drive.
Activated by holding down the Secondary Attack button for a short period of time. A replacement for Focus Stance, this move takes a bit longer to charge, with a full charge being indicated by a red flash across the blade. Upon release, Aysu drains all of her remaining Drive and begins flying around the screen rapidly, damaging all enemies in a large radius with slashes. The power and duration of the move are determined by the amount of Drive Aysu possesses. Every single attack during Endless Blades can be augmented by Berserker Surge, though the high speed of her strikes makes this hard to time properly.
Bynde is a hero hailing from another realm, an inquisitive mute and former farmer who once dwelt on the moon with her younger sister. Having once slain the Dark Lord Noske and saved the world below her orbiting home from evil, Bynde now finds herself fighting another vile entity in the form of Tiera. Things look bleak, however- not only is Bynde undergoing a depressive episode due to the lack of contact with her friends and sister, but her legendary weapon, the Seeker's Blade, is now in the hands of the enemy. With love and support from her new allies, however, the reincarnated heroine seeks to strike down evil once again.
Pulling from her wide arsenal of abilities obtained throughout her adventure in Crestseeker
, Bynde's kit is one of the most varied and unorthodox movesets in all of Pyroverse: Breach
. She is very reliant on this menagerie of magical items, giving her a focus on projectiles and disrupting attacks that is only compounded by her exceptional use of the bow- she can even use her Drive Bar
in order to enter bullet time, lining up the perfect headshot for a Critical Hit. As expected from a swordswoman, she is also not entirely useless up close; her basic combat, revolving around the katana-like Lumina Blade, is serviceable and tends to act as her bread-and-butter of combat when you can't take advantage of her items or when her movement options aren't enough to either close the gap or widen it. Bynde's difficulty comes from the sheer amount of options she has, as while her items make her versatile and powerful, it takes a lot of coordination to take advantage of those features.
By holding down the Secondary Attack button, Bynde enters an over-the-shoulder view as she pulls out her bow and nocks an arrow. Simply tapping the Primary Attack button allows her to fire off an arrow, which deals heavy damage and can stagger opponents. By holding the Primary Attack button, however, time slows down and the camera slowly zooms in, draining Bynde's Drive Bar in the process. Zooming in increases the arrow's damage and also lets her line up more precise shots.
Located underneath Bynde's Drive Bar is a secondary meter known as the Charge Meter, derived from the magical power of Bynde's Thunder Brace item. The Charge Meter fills when Bynde strikes an enemy, and slowly drains over time when she is not hitting them. If the player can build up a combo big enough to completely fill the meter, she enters Charge Mode as the Thunder Brace begins flickering with electricity.
Charge Mode enhanced the power of Bynde's sword strikes and arrows, infusing them with electricity and letting them stun foes. It also has the passive effect of striking enemies nearby with lightning, dealing minor damage and interrupting incoming attacks. While in Charge Mode, the Charge Meter slowly drains and cannot be filled by any means.
Performed by pressing Secondary Attack when one of Bynde's Primary Attacks hits the opponent. Using the power of the Effec's treasure, the Aqua Stone, Bynde summons a large bubble of water that floats in place and explodes after a short while, damaging all enemies in the area. Attacking the bubble launches it forward like a projectile; attacking it while in Charge Mode, however, causes it to erupt in a massive electrical explosion that damages and stuns all enemies in a wide radius.
Performed by using a Cyclone input and pressing Secondary Attack. Bynde will pull out her Windcutter, a small discus-like object with three blades, and throw it forward or towards the enemy she is locked onto.The attack deals minor damage but knocks the enemy upward, making them vulnerable. By charging the button press, the Windcutter will lock onto up to four other targets in the area, and will strike all of them rapidly when finally released.
Performed by using a Stinger input and pressing the Secondary Attack button. Bynde throws a strange golden wire forward, which latches onto any enemies it hits and drags Bynde towards them. Ideally used on evasive aerial enemies, quickly bringing Bynde into offensive range.
Performed by tapping the Secondary Attack button. Bynde summons a strange sphere of greenish wind called a Gale Bomb, which she throws forward as a weak projectile that remains on the field after hitting an enemy. Pressing the button again lets her detonate the Gale Bomb, creating a large vortex of wind that lasts for a few seconds and deals multihit damage in a wide column. Good for crowd control and extending combos.
Performed by pressing the Primary Attack button while Dashing. Using the power of the Ancient's Horn, Bynde channels a massive amount of kinetic energy into a forwards shield bash, granting her superarmor, offense, and safe mobility all in one. When performed in the air, the bash comes out at a downward angle, making it a good air-to-ground recovery option.
Performed by tapping the Secondary Attack button immediately after an Ukemi. Bynde quickly raises the mystic artifact known as the Slumber Staff upwards, generating a large zone of frozen time around her. This lets her take much greater advantage of the slowed time effect granted by the Ukemi, letting her set up more advanced combos as counterattacks.
Difficulty: ✦✧✧A young child hailing from a strange and fantastical world, Vessa is a young mechanic who's notable for her excessive cheer and optimism and her skill with her yo-yo. Despite her young age, this girl's already proven herself a hero, having taken down the dragoness Pulzar and saved her friend Esselia from a fate worse than death. Now, however the stakes have been raised to incredible levels, with the young girl almost feeling a bit out of her league against the goddess Tiera and her forces. Will she be able to triumph over the divine? Or will she be thrust back into the trash, unable to live up to the image of a hero she wants to project?
Vessa's moveset is built around her platformer roots, having a unique focus on aerial combat and close-up attacks. Much like in her original game- and indeed, a multitude of 3D platformers- Vessa is notable for her ability to actually stomp on the heads of enemies, which both deals damage and refreshes her jump and dash. Her yo-yo is not only a trusty melee weapon, having a lot of range on its swings and working well for crowd control, but it also acts as a grappling tool, letting her swing across the environment and draw herself in towards enemies. Her acrobatic skills know no bounds, but her actual strength suffer as a result- she's just a kid, after all!
Vessa is capable of Flowdashing.
Performed by pressing the Jump button nearby an enemy. Vessa will jump off of their head, dealing a decent amount of damage and launching her into the air. When performed on an aerial enemy, the stomp will spike them onto the ground, leaving them vulnerable. Refreshes Vessa's jump and dash if she has used these already before stomping.
Performed by pressing the Secondary Attack button. Vessa will throw her yo-yo towards a target, latching on and pulling herself in. Pressing Jump on contact will let her jump off and gain height, or will trigger an instant Enemy Stomp if she grapples onto an enemy. Releasing the Secondary Attack button mid-flight makes Vessa let go, launching herself great distances with the resulting momentum.
Performed by pressing the Primary Attack button upon reaching an enemy with Yo-Yo Grapple. Vessa will perform a powerful kick on the target she has reached, knocking them backwards as a projectile that can damage and knock away enemies it collides with. Good for creating distance between Vessa and her enemies, as well as for crowd control.
Difficulty: ✦✦✧ - Drive Cost: 3 BarsVessa's Drive Form, Seraph Form, is a living embodiment of the ideals of peace and freedom the girl holds dearly in her heart; augmented by the Angel Feather powerup, Vessa summons impressive wings of energy as she gains incredible light-based powers. Emphasizing the platforming qualities of base Vessa, Seraph Vessa gains incredible aerial mobility and positioning skills, replacing her yo-yo with ribbons of light energy that can be used to swiftly drag foes around the battle field and perform AoE attacks. The general purpose of Seraph Form is increased battlefield mobility- the combo potential in this Drive Form is insane.
Using her newfound light wings, Vessa is capable of jumping a total of five times, gaining less height each jump. She also gains a massive buff to the speed of her dashes, as well as letting them chain together in rapid succession.
Double Ribbon Hurricane
Performed by using two Cyclone inputs in rapid succession. Vessa will extend light ribbons to both sides of her before spiraling upward. This attack covers a large area with multi-hit damage, and can be directionally influenced to strike more foes. Enemies caught in the attack are pulled closer to Vessa.
Gargan is a bounty hunter hailing from the Vulkonian race, a rough-and-tumble warrior who takes on any job he can to keep enough money to stay afloat. He has very little regard for safety, and as his cybernetic arm showcases, he is willing to throw his own life on the line in order to finish a job. Perhaps the only thing he possesses even resembling a moral compass is his relationship to Retron, who's acted as his partner through thick and thin. Now trapped in a world where society is on the brink of destruction, perhaps Gargan's wild side is just the weapon the universe needs.
Gargan's moveset is built around his mechanical arms, which come in four subtypes: Fist, Gatling, Cannon, and Hook. Each of these arms can be switched between by holding down the Secondary Attack button and pressing a D-pad direction, and while some elements of his moveset remain the same no matter what, each of his Arms widely changes what he is capable of, and quick switching between each Arm results in near-limitless combat potential. Take care to watch the durability of each Arm, however; overusing one will cause it to shatter, resulting in a short cooldown until he can access it again. Gargan is a test in resource micromanagement- be certain to use his Arms optimally!
Gargan possesses Superstrength
Large elements of Gargan's moveset are based upon his mechanical Variable Arms, which can be swapped between on a whim. Each Arm possesses its own durability meter, seen in the bottom lefthand corner of the screen, and breaking an Arm disables it for a short time, which can be accelerated by standing still. The attack that causes an arm to break will deal double damage and is guaranteed to shatter enemy guards, possibly incentivizing players to use Arms with low durability in certain circumstances.
- Variable Fist is Gargan's best close-range Arm, featuring a large mechanical fist. It has decent speed, very short range, and incredible strength, making it best suited for melee enemies or enemies with weak defenses.
- Variable Gatling causes Gargan's arm to take on the form of a gatling gun, firing off rapid-fire barrages of weak projectiles. While it's not the most powerful of the Variable Arms, it has the best range of the direct attacking tools and the speed of its shots let Gargan juggle enemies at range with ease.
- Variable Cannon causes Gargan's arm to become a large missile launcher. While the slowest of all the Variable Arms, the rockets fired out of this weapon are incredibly powerful and have a limited degree of homing. Best used as a combo ender.
- Variable Hook detaches Gargan's hand and places it on the end of a long tensile rope, acting as a form of grappling hook. Can be swung around for large AoE attacks, ideal for crowd control, or used directly for long-range punches or to drag enemies closer to Gargan to follow up with other Arms.
By holding down both Attack buttons, Gargan overcharges his currently equipped Variable Arm, performing a highly powerful attack based on the specific Arm equipped. In the process, this Arm explodes, draining it of all of its durability. The explosion itself is a large and powerful hitbox, possessing the same double damage and shield-breaking properties of normal Arm-breaking attacks.
Variable Ice Mode
Performed by holding down the Secondary Attack button without selecting a direction on the D-pad to switch Arms. Gargan uses up 1/6th of his Drive Bar to empower his current Variable Arm with incredibly cold vapor, adding both a 50% damage boost and Freezing effects to his attacks. The effects of Variable Ice Mode will usually last for 10 seconds, but in Variable Cannon mode, it will instead last until Gargan launches his next rocket attack.
Retron is a young bounty hunter whose past is largely unknown. It's not out of any attempt at secrecy; the quirky Gesinesan simply speaks in a series of beeping tones that only his partner, Gargan, seems to understand. Despite his childish demeanor and small stature, Retron's capability to summon massive hardlight structures at a moment's notice grant him incredible power and combat capabilities. He's been partners with Gargan for years, getting into constant hijinks before ending up battling the divine, first with Fera and now alongside the Iliad Organization's remnants. However, Retron's unique existence as a partially-digital entity may have ramifications... and some important secrets may come to light through his powers.
On the surface, Retron is a very basic defensive character, wielding a sword and shield into battle. His attacks are swift and choppy, letting him string together his basic combo in merely a few frames. He's not necessarily the most powerful, but his quick speed is actually very good for chopping through superarmor- his true weakness stems from his lack of range or mobility. Where he begins to grow more complicated is in the use of his Hardlight weaponry, letting him charge the size of his hitboxes to massive proportions. Bigger weapons let him unleash massive damage and make up for his traditional weaknesses, but look out- taking enough damage will shatter your giant weapon!
Performed through a Charged Primary Attack. Retron holds his sword to the sky as hardlight cubes form around it, causing it to increase in size. Holding down the button longer allows the blade to increase in size even more, with 4 distinct stages of progressively larger size.
The larger Retron's blade becomes, the greater its power and hitbox size become, but the slower its movements are. Taking heavy damage while holding a Hardlight Blade causes it to shatter, with Retron remaining in longer hitstun depending on the blade's size. The blade will also revert back to its original size after some time passes, though this does not stun Retron.
Performed by performing any attack input while wielding a Hardlight Blade, substituting the Primary Attack button with the Secondary Attack button. Instead of performing the attack himself, Retron causes his enlarged weapon to automatically perform the input on its own, acting as its own independent entity. If the chosen command can be followed up with additional button presses for more attacks, the Autoblade will perform the entire input chain on its own. Uses up more of the Drive Bar depending on the Hardlight Blade's size.
Sword Dash/Sword Toss
Performed with a basic Superstinger input. Under normal circumstances, Retron will dash forward towards his target, covering a wide distance quickly and acting as an effective mobility tool. If Retron has a Hardlight Blade, however, he will instead throw the weapon at his target as it explodes on contact. The power and explosion size increase with the blade's size, and the projectile's speed reduces accordingly.
Performed by double-tapping the Dash button. After dashing, Retron will form a small hardlight ball around him, granting him superarmor and the ability to adjust his movement while inside. The ball breaks after a few seconds, but the player can also cancel out of it with another dash. The ball is affected by gravity, and landing on opponents can actually deal damage and stun them- it's also just a generally good air-to-ground mobility tool.
Performed by hitting the Secondary Attack button after an Ukemi. Retron will summon a hardlight sphere containing him, the enemy that was just parried, and any nearby enemies, with all enemies being stunned as they float in the air inside the sphere. While inside, Retron can attack the trapped foes without fear of retaliation, and will eventually have a QTE appear which enables him to charge up a powerful finishing blow; this final blow shatters the sphere in a large explosion.
Raune is a woman with a very eventful life; once being a mere princess on the planet Lillius, she usurped her mother's throne and became her people's High Regent in an attempt to end the war over Coronite, entering the battle herself when politics didn't work. In the process of spreading her message of pacifism, she managed to unite with Fera and her allies in taking down an eldritch being from beyond the stars, was kidnapped by San-Sokeh for purposes she doesn't want to talk about, and wound up travelling with her newfound friends deep into the past. Now caught in a wartorn world where her pacifistic ideals no longer apply, Raune has hit her breaking point- it is time for war, not words. Raune sees the war against Tiera as the ultimate test of her healing abilities; can she truly save everyone?
Raune is a very unorthodox character at first glance, as she's not exactly the best in any particular stat. Though her Lillius whipstaff offers her basic combo and offensive skills impressive reach, they aren't particularly fast or strong, and she suffers in the speed and mobility departments. As fitting her character, Raune's true strength instead lies in her role as a healer; she possesses a myriad number of options with which to restore her own health and that of her allies, some even taking on a more offensive approach. Even if she's not the best fighter, the constant supply of healing that she supplies is more than enough to make her a valuable member of any team.
Raune is capable of Flowdashing
Performed by holding down the Secondary Attack button. Raune stands in place and begins channeling energy around her, eventually resulting in a burst of healing energy which restores approximately 20% of the player's Health Bar. Each burst of Focus costs 1/3rd of the Drive Bar, and the healing will automatically stop once the bar is drained or if there is not enough to perform another Focus.
Performed with a Cyclone input using the Secondary Attack button. Raune spins around, scattering seeds which plant into the ground and let out small green beams of light. Inside the area marked by this light, the player will automatically regenerate HP for a short time, as well as gain slightly boosted attack.
Performed with a Stinger input using the Secondary Attack button. Raune twirls her staff forward, launching a small seed projectile. If this seed strikes an enemy, it will latch onto them, glowing bright green. This glowing seed will periodically inflict a small amount of damage on the enemy it is latched onto, staggering their attacks and transferring a small amount of HP back to the player. The seed can be knocked off if the enemy takes heavy damage or dies, and will fall off after a short amount of time. Bosses and larger enemies may be immune to the staggering effects of the seed, though not the draining element.
Performed with a basic Superstinger input. Raune launches a large seed pod forward in an arc, which detonates on contact with an enemy or with the ground. The explosion does decent damage and high knockback, but the most important element of the technique is that it boosts the power of the player's attack temporarily if they are caught in the blast. The grenade's arc makes it an ideal anti-air move, well suited for dealing with aerial foes.
Ronin Johannson is perhaps the epitome of the classic hometown hero. Formerly a high school dropout in the podunk town of Redscale Canyon, Ronin trained daily to become a figure capable of protecting the weak, developing incredible physical strength in the process. Going by the moniker RoJo, it was only a matter of time before that strength would be put to the test by the invasion of the fairy Mosaic; in the end, he was placed as the unofficial leader of the Iliad Organization, and has been guiding the group ever since. After his inability to protect humankind from Tiera's wrath, however, he has begun feeling elements of impostor syndrome, feeling unworthy of having such a position. Revamping his fighting style, he's dropped his nickname entirely; Ronin is here to get serious.
Fitting his incredible physical strength, Ronin is a rushdown character through and through. Though at first glance, he lacks mobility options, he is capable of dealing incredible amounts of damage if he can get up in an enemy's face, using options such as Gigaton Rush to break open their guards or Seismic Overdrive to clear out large swarms of enemies. His kit also has plenty of command grabs, which are also good for breaking through shields or superarmor, giving him a unique role as a guardbreaker. Perhaps the most interesting part of Ronin's arsenal, however, is his unique passive in the form of EX State
, which triggers when his health is sufficiently low; once he reaches this state, his Drive Bar
will turn red, indicating that both he and his partner can use Drive-based moves for free as long as they do not heal above the required point. EX State
also unlocks access to two of Ronin's most powerful moves, so be sure to take advantage of these skills when you can!
Ronin possesses Superstrength
Performed by mashing the attack button at the end of Ronin's basic combo. Creates a flurry of punches so quick that it looks as though Ronin has sprouted extra arms; while each strike may not be the strongest, their rapid pace makes them incredible at shattering guards. Ronin can slowly walk forward while performing a Gigaton Rush, but the move does come with a fair amount of endlag when the player stops mashing.
Performed with a standard Stinger input. Ronin punches forward while dashing, knocking back enemies he hits and ending the dash with a left hook that deals more damage and shatters guard. Can be performed in the air to continue aerial combos and add some mobility to his kit.
Performed with a Charge input while airborne. Collecting energy in his fist, Ronin floats in midair before smashing to the ground, letting loose a massive shockwave that deals damage to everything around the point of impact. Charging longer increases the radius of the shockwave.
Performed by pressing the Secondary Attack button. Ronin performs a small sidestep before punching forward, staggering his opponent. The sidestep possesses a substantial amount of i-frames, letting it be used as a defensive counterattack. Normally uses up 1/4th of the Drive Bar, but if properly timed, some of the cost is refunded.
Performed by pressing the Secondary Attack button the moment an attack lands. Cancels the current animation and lag for the attack Ronin is currently performing, letting him instantly combo it into another attack instantly. Costs varying amounts of the Drive Bar based on the cancelled attack's endlag.
Performed with a Stinger input followed by a Cyclone input. Ronin grabs his hat and throws it forward dramatically; the hat will stagger and latch onto an enemy's head on contact. While this move is important for being one of Ronin's few projectile attacks, it's also a substantial defense debuff- enemies wearing the hat will take extra damage. Beating the enemy returns the hat to Ronin.
When the player reaches 20% HP with Ronin as one of their characters, the Drive Bar turns a deep crimson and the number of bars remaining is replaced with a flashing EX. This indicates that the player has entered EX State, which unlocks some additional moves for Ronin and also grants the player infinite Drive as a form of comeback mechanic. If the player heals above the 20% threshold, EX State will end.
Giga Scarlet Overdrive
Performed by pressing the Secondary Attack button during a Gigaton Rush. Charging massive amounts of energy in his fist, Ronin punches the ground, creating a massive explosion that deals incredible amounts of damage, but has a large amount of endlag. Requires EX State to perform.
Performed with a Superstinger input using the Secondary Attack button. Ronin dashes forward a great distance with his fist outstretched, acting as a command grab. The first enemy he comes into contact with is grabbed, and is then punched for an incredible amount of damage. Has a significant amount of endlag. Requires EX State to perform.
Performed holding down both attack buttons for a short time. Building up energy, Ronin bursts with rage, damaging all enemies around him in a localized explosion. Performing this technique instantly lowers Ronin to 20% HP, activating EX State.
Phosphorine Aquarius is the queen of an undersea-dwelling race of aliens known as the Aquarid, a colony of which crashlanded on Earth decades ago. Revealing themselves to the people of Earth during Mosaic's invasion, they have since been attempting to establish themselves as a sovereign nation on the planet, and the young Phorine's placement in the ranks of the Iliad Organization have done wonders for peacekeeping. However, in the time since she joined, she's been slowly outcast by her own people, only to have them be all but exterminated when Tiera's forces swarmed the Earth. As one of the last of her kind, the young and childish Phorine is forced to lose some of her innocence in her quest to stop the mad goddess and bring her people vengeance.
Phorine is not a character who excels in offense in the traditional way, lacking an overly long combo string or having much power behind her strikes. Instead, Phorine specializes in both AoE combat and juggling and stunning foes, making her a good disruptor of enemy attacks and letting her take down large swarms of enemies with relative ease. This is handled through her use of electric grenades, tools which erupt into large domes of lightning upon detonation. Not only do the large size of these domes ensure that the attacks will hit many enemies, but the ability to hide inside them also makes them good for defensive play; Phorine can even let loose an explosion of her own as a form of counterattack! These massive blasts are also combined with her quick mobility in the form of Electrodash, letting her dart across the battlefield and wreak major havoc at a moment's notice! Be careful... despite all these defensive skills, she's rather frail in terms of defensive stats.
Performed by pressing the Secondary Attack button. Phorine will throw a small orb of electricity in an arc forward; on contact with an enemy or surface, it explodes into a large dome of electricity, which deals multiple rapid hits of damage before dissipating. The grenade can be "cooked" by holding down the button, which lets Phorine move while holding it; if charged long enough, it becomes a Static Grenade, which sticks to enemies and detonates when said enemy is damaged.
Performed by pressing the Secondary Attack button after being damaged. Phorine will flip backwards in the air and unleash a large Jolt Grenade explosion around her, damaging nearby enemies. This move also acts as an air tech, cancelling her midair momentum.
Performed with a Stinger input using the Secondary Attack button. Transforming into a tiny ball of electricity, Phorine dashes towards her current target's position, blasting them back with a tiny explosion of electricity. Amazing for closing gaps with the target or getting out of the way of an attack.
Difficulty: ✦✦✦Alyssa Stark is a former neurologist who studied the mind to help unlock the secrets of ESP; during a routine examination, an inmate managed to unlock her own telekinetic abilities at the cost of messing with her brain, causing her employers to lock her up in Hushhenge Asylum and hide the results of her research. Breaking out years ago during Mosaic's invasion in an attempt to clear her name, Stark became one of the leading members of the Iliad Organization, helping to defend the planet from destruction. Now, in Earth's darkest hour, the psychic heroine is tasked once again with defending those who shunned and scorned her from danger.
Stark's offensive capabilities are unorthodox at first glance, her basic combo being very limited in strength and speed due to her straitjacket limiting her physical movement. In spite of this, she possesses a number of skills designed to both avoid danger and nullify it, ranging from her Hover Jump letting her dart out of the way of incoming physical attacks to her ESP Field enabling her to grab incoming projectiles and hurl them back at foes. She even has the power to use her Drive Bar to mind control weakened enemies, turning them against her foes and evening the odds considerably. In short, Stark's toolkit may be primarily defensive, but in the right hands, it is capable of dealing incredible damage. Unique among characters is her ability to grab and throw objects with Superstrength while still retaining the ability to jump and move at top speed.
Stark is capable of Flowdashing and possesses Superstrength.
Performed by jumping and holding the Jump button in midair. Using her telekinetic powers, Stark will begin floating in the air, hovering in place and only descending slightly if she begins moving. While the obvious application is for platforming and avoiding ground-based hazards, it can also be used to extend Stark's aerial combos.
Stark's standard Dash technique is replaced with a short-ranged teleport, which provides more defensive capabilities and i-frames while reducing the distance she can actually move with the skill. Tapping the Dash button out of a teleport initiates Flowdashing.
If Stark teleports onto the position of an enemy with sufficiently low health, she will teleport inside them and burst out, killing them instantly. This technique is called a Telefrag.
Performed by holding down the Secondary Attack button. Stark stretches her straitjacket arms outward as a rippling field of green energy surrounds her. Any projectiles that contact this field become stuck in it, and when the player releases the button, all of her collected projectiles are launched in the direction Stark is facing.
Performed with a Superstinger input utilizing the Secondary Attack button. Using her psychic powers, Stark unleashes a strong blast of wind directly forward. This attack deals little damage, but massive knockback, and tends to scatter and disorient enemies who are hit by the attack. Good for crowd control.
When playing as Stark, enemies on sufficiently low health will have their heads begin to glow green, marking them as Broken. Holding the Secondary Attack button long enough in the proximity of a Broken enemy will drain Stark's Drive Bar, slowly breaking an enemy's will until she has focused on them enough. Brain Branded enemies will received a portion of their HP back and will begin to fight alongside Stark until their eventual death; leaving the Excursion Phase will also result in all brainwashed foes dying.
Hayate is a wisecracking, windskating vigilante from the streets of Shiansu, having used his mysterious ability to control the wind itself in his personal quest to become an inspirational figure to his community. Though at first conscripted by the local government to fight against Mosaic's invasion, he's since become a steadfast member of the Iliad Organization, becoming the mythical figure he always dreamed of. Though times may be bleak, Hayate remains a steadfast figure of optimism and tension-breaking jokes... even if the horrors of war might be slowly getting to him. Will the harsh reality of this post-apocalyptic landscape break the rider of the winds?
Hayate's entire kit is built around incredibly agility and constant, breakneck motion- just like any skater, he is expected to be constantly mobile and on the go, evading attacks and closing distance with incredible ease. He especially excels around walls and poles, letting him enter a special state of grinding parkour where he deals damage on contact. If evasive or precise movement is required, he is also able to use his Drive Bar
in order to halt or reverse his momentum. Despite all his skill in agility, however, Hayate suffers greatly in terms of actual damage, focusing more on hit-and-run tactics than powerful deathblows.
Hayate is capable of Flowdashing
Performed by holding the Primary Attack button. Hayate will begin performing a breakdance-like spin with one leg outstretched, a wind current spawning around his body in the process. This attack deals multi-hit damage for as long as the button is held, letting the player move Hayate slightly in the process. Releasing the button causes Hayate to leap up with a rising kick, which has high knockback.
Performed by holding the Secondary Attack button. Hayate will crouch as energy crackles around him, increasing the effect of gravity on his body. This enables him to build up speed faster and gain greater momentum if used correctly, and also deals minor damage on contact. Works while wall grinding.
Performed by dashing near a wall or similar surface. Acts akin to the Electric Slide, but allows Hayate to ride along walls. If the player jumps to another wall, the grind will continue without interruption, and jumping off the wall onto an enemy allows Hayate to use them as a stepping stone.
Performed by pressing the Secondary Attack button. Using Halt expends one third of a Drive Bar and cancels out all of Hayate's momentum, causing him to crash to the ground in a single frame if performed in the air. Inputting Halt with a quick directional input initiates Quickstep, which redirects all momentum in the chosen direction rather than cancelling it out.
Leica Minolta is not from this time period; she arrived from far in the future to help the then-burgeoning Iliad Organization, being a member of a time-travelling organization known as the Cross-Space Police Force. A series of unfortunate events have rendered Leica unable to return home, however- her time machine, initially thought broken, vanished mysteriously, preventing her from returning to her own time and finding her wife Nike. With Tiera's rise to power, the very future she stems from may very well no longer exist, leaving the crushed officer in a desperate rush to save the timeline itself, armed with nothing but her wits and her trusty camera. Will Leica be able to restore reality to its proper balance? Or will the future refuse to change?
Leica's kit revolves around one core ability- the Stasis Camera
. This magnificent device from the far-flung future is capable of freezing any target in space-time, leaving enemies vulnerable to any attacks and letting her weaponize environmental objects by striking them while in stasis, building up momentum and launching them. Leica's moveset is defensive on the whole, revolving around staggering opponents in order to properly set them up for an flash of the camera, but she also has devastating offensive power that she can unleash given enough time to wind it up.
By holding the Secondary Attack button, time slows down as Leica pulls out her Stasis Camera, the view shifting to an over-the-shoulder perspective as a reticle appears. Releasing the button while the reticle is over an object expends one full Drive Bar and freezes the object in time. While frozen, the object takes on a cyan hue, with an arrow extending from it to signify its momentum. Striking the object deals damage and alters the direction of the momentum, causing it to launch upon the effect wearing off.
Stasis lasts 5 seconds on average, but adjusts when used on enemies to reflect their health, difficulty, and amount of time they have been stasised. Damage taken by an enemy while in stasis will only take effect when the effect wears off.
Leica's Ukemi is upgraded to a Reflector, telegraphed by the bright blue shine that appears when she performs one. The Reflector is capable of launching back almost any projectile in the game to the source, and said projectiles deal enhanced damage and are ideal for breaking enemy guard.
Leica's double jump involves the use of her Rocket Boots, which can be used to damage enemies by burning them with the exhaust. Deals a little damage, being mainly used to break open enemy guard or potentially burn them.
Performed by holding down the Primary Attack button. Leica's wedding ring glows with a crackling of white energy as she pulls back and releases a powerful punch that deals an absurd amount of damage. While inadvisable under most situations due to the intense wind-up, it's perfect for use on targets in stasis that can't defend themselves. Can be used at any time mid-combo.
The alien known as Beelzebubba hails from the ruins of a planet once known as Divilia, a royal chef who fled from his home when it was destroyed by one of Tiera's fairies. Setting up his own establishment on Earth, his sense of revenge forced him into action when another one of these fairies arrived, and since then, he's fought alongside the Iliad Organization as a reliable chef and friend. In this apocalyptic time, it's good to have Bubba as a friendly face and culinarian... but behind that smile lurks a dark heart who desires revenge for his people.
Bubba is best described as a berserker character, quite literally throwing his weight around in combat to grant himself extraordinary mobility for someone of his size. While he specializes in very strong and quick attacks without a lot of range to them, he has a projectile option in the form of this Throwing Cleavers, which can be thrown out after any of Bubba's physical attacks to extend his combos or dispatch of far-off opponents. His biggest weakness is a lack of aerial combat skill, leaving him less than effective against airborne foes. The only course of action is to take them down to the ground, which may or may not be the most ideal combat strategy in any given situation.
Bubba possesses Superstrength
By pressing the Secondary Attack button after any attack, Bubba will follow up the technique by throwing a cleaver in a direction dependent on which particular move was performed. Throwing a cleaver only costs a small amount of the Drive Bar, but the button can be mashed repeatedly to throw more cleavers. Throwing these knives not only offers Bubba a decent ranged option, but lets him juggle foes more effectively out of practically any move in his arsenal.
Shoulder Bash/Spin Jump
Performed using a Stinger input. Bubba will charge forward with superarmor after a few moments to charge, letting him power through strong attacks and greatly damage foes. If Bubba hits a wall or fails to kill an enemy with the initial charge, he will spin upward, bouncing off of them. During this state, he can deal damage to foes by stomping on them, continuing to spin until he touches the ground or cancels the spin by Dashing. Using Throwing Cleavers while spinning will give a boost to Bubba's height, letting him remain in the air longer and retaining his momentum.
Performed by inputting a Cyclone input in the middle of Dashing. Bubba will slow down his momentum as he spins on one leg, spraying fire in a wide radius around him. Difficult to pull off, but covers a wide area and is good for dealing with large groups of enemies or bigger targets. Can set enemies on fire.
By performing an Ukemi, Bubba will burp out a large shotgun-like blast of flame that shatters enemy defenses and sets them ablaze. Perfect for clearing the room and opening up your foe to heavy damage.
Dr. Eisengrad Lox is a former Harenmarcan scientist who studied the field of artificial intelligence, hoping to use his talents wisely at the tech firm Boilsoft. Unfortunately, the firm seemed to want to use him as a test subject in more unearthly matters, and he now finds himself fused with a demonic seal that enables him to summon the binding chains of some elder demon. Unlike most members of the Iliad Organization, Lox has expressed desire to hide away from superhero work, claiming that there are more effective ways to help the world... In this time of crisis, however, the doctor finds himself needing to embrace his powers and unlock the secrets of just whose chains he's been unbinding.
To describe Dr. Lox as an unorthodox and unique character would be an understatement. Much of his kit revolves around the use of the Sorcerer Chain, a multi-purpose technique that offers him mobility, evasion, and the ability to disable and bind his enemies, leaving them much more open for attack. It's a very difficult weapon to utilize properly, but in the right hands, is capable of tremendous things, ranging from deflecting attacks entirely or stringing Lox's attacks along a massive group of enemies. That said, Lox's own moveset leaves a bit to be desired, having large range and AoE potential but lacking strength or speed. In this sense, he's best utilized as a supportive character, using the Sorcerer Chain to set up enemies for his allies to strike harder and faster. Being out of practice like Lox really does matter in the grand scheme of things...
Dr. Lox possesses a Drive Form
: Unchained Form.
By pressing the Secondary Attack button, Lox fires the purple Sorcerer Chain forward; while in the air, the player can guide its flight path with the left stick. If the chain latches onto a wall or enemy, it will stick to them, and the latter will suffer a defense decrease as long as the chain is connected to them. While the chain is attached to a target, it has mass and density, and it can throw back enemies or projectiles that rush at it and get caught. Tapping the button while attached detaches the chain; detaching a chain from an enemy does minor damage and causes them to stagger, making an opening which the player can take advantage of.
Performed by using a Stinger input while attached to something with the Sorcerer Chain. Lox will use his chain to throw himself at high speed towards the thing he is bound to, dealing damage to anything within proximity. With clever angling of the chain, this can be used to strike a multitude of foes at once.
Chain Bind/Tight Bind
By circling an opponent with the Sorcerer Chain while active, Lox will disable the chain and tie up the trapped enemies. This prevents them from moving for a short time, and also adds a defense reduction to the trapped foes. Binding a foe more than once reduces the time they remain bound.
While manually controlling the Sorcerer Chain upon sending it out, the player can encircle a foe to create a Tight Bind. Being more difficult to do on a consistent basis, the Tight Bind is harder to escape than a normal Chain Bind, and lets the player juggle the enemy while they are still bound.
Difficulty: ✦✦✦ - Drive Cost: 4 Bars
Dr. Lox's Drive Form
, Unchained Form represents Lox's internal desire to return to heroism, stripping away all of his fear and anxiety. At least, we're sure that's the case... It could be whatever force is providing Lox with his powers breaking free and overtaking him. Regardless, Unchained Form adds on to Lox's incredible crowd control capabilities with stronger AoE defensive tools, as well as upgrading the versatility of his chain. While it's among the most costly Drive Forms
, it absolutely packs a punch!
In Unchained Form, the Sorcerer Chain glows brightly with an intense, arcane light. Renamed the Daemon Chain, this version of the chain does damage to anything that comes in contact with it at any point, and greatly increases the damage dealt by Dr. Lox using chain-based attacks. Enemies bound with the Daemon Chain also take damage over time.
Performed with a Superstinger input using the Secondary Attack button. A small puddle of darkness opening up in front of him, Lox snaps his fingers as a claw made of Daemon Chains emerges from it, crushing all enemies in the nearby area. Holding the button allows the player to move the puddle further away from their position, extending the attack's reach.
Daemon Chain Meteor
Performed by holding both Attack buttons in the air. Lox will point his finger upwards and summon a massive ball of chain that grows to incredible sizes over time. Once at maximum size, he will throw the meteor downwards at an angle, crashing into the ground and lashing out with Daemon Chains at the impact site, dragging all enemies into the epicenter like a black hole and binding them. The meteor has a hitbox as it is being formed, letting the player juggle foes trapped in the hitbox.
Lox's Dash is visually embellished by chains trailing behind him. Ramming into an enemy while Dashing will cause him to flip off of them, binding them instantly.
Malphea Kiurala is a woman with a storied past, having built up the biological research firm Hextermina Labs in her attempt to open the doors to a brighter future. Wishing to understand the truth behind her mysterious biology and powers, Malphea used her company to form the Boundless Tournament, before her seedier experiments came to light and resulted in her incarceration. Having been freed by Nyxiel and Sarin, the latter being a genetic experiment of Malphea's that now considers itself her daughter, Malphea is tasked with using both her mind and her might in order to ensure the downfall of Tiera... it's one way to achieve that bright future, at least.
Just because Malphea is primarily a doctor and scientist doesn't mean that she's not a valuable asset on the battlefield. Her kit is very basic at first glance, consisting primarily of simple punches and kicks that don't necessarily deal the best damage, but have surprisingly high knockback when used as finishing blows. Her passive ability, however, causes fireballs to appear upon using certain moves, which act as lingering hitboxes. Malphea is able to force these balls of flame to fly into her target on command, letting her use them as area control or in order to juggle an enemy she has launched. Using these long chains of attacks, Malphea is able to fill up her Drive Bar
quickly, letting her unleash her true damage potential. If the player can't take advantage of her traps, however, she can flounder in situations where she's more helpless than expected.
Malphea possesses a Drive Form
: Perfect Form.
At the end of her basic combo, dash attack, aerial attacks, and after a dash or a dodge, Malphea will spawn a fireball into existence. Contact with these flames harms enemies, and by using her own attacks, Malphea can kick these balls forward as projectiles that carry momentum and bounce off of objects and enemies. Pressing the Secondary Attack button causes all fireballs to home in on the nearest enemy, or if Malphea is locked on to a target, home in on said target.
Performed by holding and releasing the Secondary Attack button. All currently existing fireballs will glow white-hot before detonating with an X-shaped explosion, dealing massive damage. Can leave the player vulnerable during the charge period, but the resulting damage from the large detonations can leave even the largest enemy clusters in shambles.
Performed using a standard Stinger input. Malphea will wreath herself in flames and dash forward, launching anything she hits into the air. Acts as an ideal setup for juggling and aerial combos, but the dash itself has a degree of startup that makes it dangerous in certain situations.
Performed using a Cyclone input in midair. Malphea will perform a midair spin wreathed in flames, which fires small fiery projectiles in all directions. Good for clearing space and hitting multiple enemies quickly, building up Malphea's Drive Bar swiftly.
Difficulty: ✦✦✧ - Drive Cost: 2 Bars
Malphea's Drive Form
, Perfect Form represents the side of her birth that hails from the divine. Once a tool of destruction and domination that the scientist attempted to repress, she now embraces its strength after learning the truth behind her past and family. Perfect Malphea has drastically increased power in comparison to her normal state, but her aerial juggling ability has also improved considerably, letting a skilled player keep an enemy airborne indefinitely as they pummel them with powerful attacks.
In Perfect Form, all of Malphea's Yokai Flame fireballs turn a strange fuschia color and increase in size, burning more intensely. These fireballs deal more damage than normal, and also act as multihit attacks, both on contact and upon hitting enemies as projectiles. The projectile variants of the Intense Flame stagger their hits, meaning that enemies are kept airborne for much longer.
Performed by holding down both attack buttons. Malphea charges up fiery energy around herself and calls forth all fireballs currently on the field. These fireballs will begin to orbit around her as damaging hitboxes, preventing enemies from getting too close without taking damage.
Sarin is a being who defies the laws of nature itself. Being forged from Malphea's experimentation with genetic material in the search to create life, Sarin began its existence as just another failed experiment, nothing more than a pile of toxic waste that was disposed of. However, Sarin soon grew a consciousness and took on a form modeled after Malphea's lover, desperate to spend time with the one they saw as their mother. After fighting in both the tournament she funded and breaking her out of jail, Sarin sees the conflict against Tiera as a means to finally prove themselves to their mother.
As her name and body makeup would suggest, Sarin's kit revolves primarily around the use of poison. Both her melee and ranged options are weak, but strike rapidly and are capable of building up a poisonous debuff on opponents that bypasses armor and defenses. Her mobility is nothing to scoff at, either; building up enough poison on an enemy places a debuff called Tagged on them, which allows her to leap to their position with a powerful homing attack at a moment's notice. Playing with Sarin is all about the waiting game, using her poison effect to deal the bulk of her damage and using her high mobility to get out of clutch situations.
Sarin is capable of Flowdashing
Sarin's Secondary Attack button is entirely dedicated to use of her Blast Spray can, which acts as her bread-and-butter ranged attack. Shots from the Blast Spray rack up the poison debuff quickly, and enough shots in rapid succession are able to break open an enemy's guard and Tag them as well. Tapping the button creates a shotgun-like blast that deals increased damage and knockback, ideal for a finishing blow or getaway tool, while holding the button creates a long-range stream of shots that act as a form of machine gun. Blast Spray attacks drain the Drive Bar when used.
Performed using a Superstinger input. Sarin will transform into a graffiti-like arrow and leap upwards in a quick arc, splashing down onto the ground with a large AoE explosion of poison. This attack deals considerably more damage to Tagged enemies and will home in on them; if multiple Tagged enemies are around, Sarin will leap towards the one she has locked onto, or onto the nearest one if the player has not locked on. This lets the player create chains of Arrow Dives.
Performed when Flowdashing. Sarin reduces her body into a puddle of toxic sludge, capable of moving fluidly along surfaces and reducing the size of her hitbox. Contact with this form harms enemies slightly, making it a unique option for both traversal and evasive maneuvers.
Ridley Evans was once a mild-mannered woman who was college roommates with Malphea Kiurala. Eventually sharing a relationship that reached beyond the platonic, the couple's sweet life came to a screeching halt when Ridley was diagnosed with a rare blood-based illness that threatened to take her life. In spite of everything Malphea did, nothing could stop her infection, and the heartbroken scientist eventually deemed the one she cared about medically dead... However, years later, the cryogenically preserved Ridley emerged from stasis, her memory largely erased from years of inactivity and her body a shambling wreck. Seeing a need to take vengeance, she dedicated herself to the destruction of Malphea, who she only remembered for sealing her away- now, however, her feral rage must be turned to defeating Tiera.
While Ridley's basic combat style- a rushdown character capable of dealing massive amounts of damage in a short time span if played correctly- is not necessarily difficult to grasp for newcomers, her unique quirks make her very challenging to master. The bulk of Ridley's strongest techniques require the use of her own blood, and as such, expend her health to use rather than her Drive Bar
. Playing as her requires mastery of the balancing act her kit possesses, expending health with her strongest attacks while healing off the damage with her weak basic attacks or through her Blood Rush technique.
Ridley possesses Superstrength
and is capable of Flowdashing
Ridley's Secondary Attack button is dedicated to the use of her large mechanical cannon, which utilizes her own blood to create shotgun-like bursts of energy that shred through enemy health and defenses. Bloody Reign can be weaved in and out of her basic combos and attacks with ease, and by holding down the button, the player can charge the attack to have even greater power and size- at the cost of more health. Bloody Reign cannot kill the player, always leaving them with 1 HP, but the move cannot be charged in this instance.
If Ridley kills an enemy with Bloody Reign, a button prompt appears as time slows to a crawl. If the player managed to hit this button prompt, Ridley will dive into the enemy and rip out one of their organs, crushing it to absorb their blood. This completely heals Ridley, but the timing gets progressively harder the longer a fight draws on.
Performed by using a Stinger input in midair. Ridley will drop to the ground with a sweeping kick that resembled a guillotine, smashing anything directly in front of her. A good air-to-ground mobility option and means of opening up enemies to attack.
Performed by holding the Secondary Attack button while guarding. Ridley enters a charging stance and begins draining her Drive Bar in order to restore health. More cost-efficient than Raune's Focus, but slower and riskier depending on the situation. Crucial for keeping Ridley in the fight.
Born Darian Palaso, heir apparent to the Palaso real estate empire, this agent of the organization formerly known as SYNDERS joined up after a falling out with their family over personal issues with their body. Dalia has served the group faithfully for years, using her ability to control and generate neon energy to become an arrogant and dominating sniper-like assassin to carry out the orders of her leader. With Katarina gone and SYNDERS demolished with her loss, however, Dalia is confined under the care of the Iliad Organization as they fight to retake the world. Dalia wants nothing more than redemption... But are her captors willing to provide?
Dalia is one of the game's simpler characters, having an emphasis on basic melee combos which are augmented by her neokinetic abilities. All of her attacks fire off sparkling beams of light with incredibly long range, letting her chip away at foes regardless of distance. This makes her ideal for knocking aerial foes out of the sky or acting as an anchor character when facing larger enemies, relying on her teammates to swoop in and assist. The biggest thing to keep in mind when playing as Dalia is to focus on prioritizing targets to chip them down quickly. While she has some tools to deal with crowd control and AoE damage, she's much better built to take on singular foes.
Dalia is capable of Flowdashing
Performed with a basic Stinger input, though can be aimed in any direction. Dalia will perform a slide on the floor in the chosen direction, gaining temporary i-frames and sliding under attacks. As she slides, she rapidly fires forward or at her targeted enemy, dealing rapid chip damage. Good tool for approach or evasion.
Performed with a basic Cyclone input. Dalia sweeps her arm forward, firing off a wave of neon blasts in an arc in front of her. This is Dalia's best tool for dealing with groups of enemies and has decent strength, but has a bit of startup lag before she fires.
Performed with a basic Charge input. Dalia points upward, gathering a ball of energy on the tip of her finger before firing it forwards. Can be woven into the middle of any combo string and deals heavy damage, shattering enemy guard and staggering most foes in a single strike.
Performed by pressing the Secondary Attack button. Dalia blows forward a fine mist that travels forward in a wave-like motion, knocking over enemies and dealing minor damage. If the wave is shot with a neon bullet, it explodes for heavy damage. Using Stinger and Cyclone inputs can influence the direction that the mist takes.
Elton Hask is a man with a rough, sordid past. Formerly a Harenmarcan soldier who fought in multiple wars, the man was thrown out into poverty when the conflict was over, with nary a shred of credibility or recognition to his name. SYNDERS, however, managed to give him so much more than those- it gave him a mission, a purpose, and even a devoted and caring lover. Hask has fought against the Iliad Organization repeatedly in his efforts to bring about Katarina's vision for world peace; his mission to bring about a better and more caring world has not stopped with Tiera's awakening, and even now, he fights for a better reality. Will the wartorn soldier be able to make peace with the land he once attempted to raze? Or will his fate as a villain be sealed for good on his deathbed?
Hask is an aggressive, tanky character built upon charging into battle haphazardly, generating superarmor to shrug off blows and shredding through enemy defenses to draw aggro and soften up anyone who comes near. While his mobility is lacking, and he lacks ranged combat abilities, his skill in tanking through enemy blows makes him an incredibly useful and viable party member, giving him unique defensive options that no other character possesses. In addition, his basic attacks tend toIt is up to the player to put these heavy duty skills to the test in whatever way they see fit...
Hask possesses Superstrength
Performed with a basic Stinger input. Hask dashes forward with a large blade of iron formed around his hand. If he collides with an enemy, he freezes in place as the blade explodes into a massive flurry of iron spikes, which deals incredible damage and knockback. Has extended endlag if the move does not hit a target, and Hask can be knocked out of the dash if he takes strong enough damage.
Performed with a Charge input in midair. Hask extends a large pillar of crystal from his hand at a downward diagonal angle. If this move strikes an enemy, Hask will deal heavy damage to them before throwing them away. If the move misses an enemy, Hask will be lodged in place, and can swing around to alternate locations using the pole to parkour.
Performed by holding down the Secondary Attack button for a short time. While holding down, Hask flexes his muscles before coating his body in metal. In this state, he has permanent superarmor, letting him shrug off damage; the amount of HP the armored shell possesses scales with the player's level. If the player performs a Drive Form input while in Metalhead Mode, the armor will break in a large explosion, the damage being dependent on how much HP the shell had remaining.
The summoning process slowly consumes a full Drive Bar before activation; if the player is hit out of the activation, the cost will be refunded.
Performed by pressing the Secondary Attack button after an Ukemi. Hask will grow massive spikes of metal and extend them far beyond the reaches of his body, striking everything in a wide radius of him with heavy damage. Automatically puts Hask into Metalhead Mode for a shorter time.
Nobody is truly certain of the past of Itoki Takana, a woman who has been the heavy-duty enforcer of SYNDERS for years. All that can be gleaned from this Shianese woman is that she has had a rough and abusive past prior to joining up with the organization, as evidenced by the numerous scars across her body and her issue with both opening up to and controlling affection for other people. Rarely speaking, Itoki is the organization's silent killer, only speaking her mind during absolutely crucial moments. With SYNDERS gone and its leader fueling a divine monstrosity, Itoki has more or less gone completely silent... but that doesn't mean her desire to save the world from ruin is dampened. Even with the Iliad Organization seeing her as more of a threat than an ally, she will put all of her immense strength to the test as she enters the heat of combat.
While Itoki seems like a heavier character at first glance, owing to her massive amount of strength and slower-paced moveset, she's actually an incredibly fearsome and agile force. This is largely due to the ice-based nature of her powers; many of her attacks allow her to create patches of ice on the ground, letting her move at increased speed and gain limited superarmor as she skates. Logically, these attacks can be used to freeze enemies as well, making them immobile and open to counterattack. Her largest combat weakness is the lack of defensive options she has aside from the skating superarmor- coupled with her slower attack speed, this puts Itoki in a situation where she possesses multiple weak spots in her animations that players must take care of.
Itoki possesses Superstrength
Performed with a basic Stinger input. Itoki charges forward, her mechanical hand engulfed in freezing smoke as she attempts to grab an enemy. If the attack lands, she blasts them with a frigid burst of energy before slamming them onto the ground, staggering them. Missing covers the area around Itoki in icy patches.
Performed with a basic Superstinger input. Itoki launches an icicle forward as a projectile, piercing through foes. Capable of freezing enemies on low health. The icicle leaves behind icy patches over the course of its trajectory, creating a linear path to help Itoki get from point to point. If the icicle collides with a wall, it breaks and creates a larger patch of ice around the impact site.
Circle of Ice
Performed with a basic Cyclone input. Itoki stretches her arms outward and spins, spraying the area around her with bursts of icy smoke. Deals little damage and knockback, but has a high chance to freeze enemies. Covers the area around Itoki in ice, giving her a get-out-of-jail option in case of emergency.
Performed by holding backwards in midair and pressing the Primary Attack button. Itoki will throw two large icicles in front of her at a diagonal angle, crashing to the ground and dealing heavy damage on impact. The icicles leave large icy patches once they hit the ground or an enemy. Good for spacing out opponents.
Performed by holding down the Secondary Attack button. Itoki will begin glowing light blue and have icy vapor emitting from her gauntlets constantly while held down; in this state, all of her attacks and movement spread icy patches, and her movement while inside them is much swifter. COnstantly drains Drive Bar while held.
The unlockable cast of Breach not accessible from the game's start, these characters require additional work to become playable. Many of these characters, being crossovers from other Pyro Enterprises media not directly tied to the Pyroverse: Breach storyline, can be fast-tracked if data from their respective games are detected on the console.
Unlocked by reaching Floor 50 in Palacio de Sol or having completed Sunset Maiden save data present on the console.
A mysterious woman found by the Godslayers deep in the catacombs of Palacio de Sol. Little information could be gleamed from her, but the strange woman Malya appears to be a former resident of the ruin with a deep connection to its history, having aged very little over the course of thousands of years. Accompanied by an array of ancient technology and weapons, as well as a strange floating sprite named Wisp which she seems to despise, Malya accepts the team's call for assistance and joins the fight as she adjusts to the strange new world she has finally resurfaced into. What secrets will finally be unsealed at her hand?
The bread and butter of Malya's kit is her ancient bow, Curselight, which fires highly dangerous beams of ethereal energy at her foes. Mapped to the Secondary Attack button, Curselight's moves rely on Malya's Drive Bar
and can be woven in and out of combos with ease, giving her an advantage at range or when dealing with clusters of enemies. While she is a fragile glass cannon sort of character, this is mitigated by Wisp
, who periodically rams into enemies, stealing HP that it can then return to Malya or her allies to keep them alive. Playing as Malya effectively requires the player to battle on three fronts: striking with white-hot melee attacks to build up Drive, keeping track of Wisp's position, and lining up the best shots possible with Curselight.
Malya is capable of Flowdashing
and possesses a Drive Form
: Eclipse Form.
A passive skill that takes effect whenever Malya is in the party. The mysterious sprite-like entity known as Wisp overs around the player, occasionally swooping down at enemies to attack. This attack steals a small amount of HP and Drive energy from the target, causing Wisp to glow brighter the more times he succeeds in striking the opponent. If the player attacks Wisp, he will drop the collected HP and Drive, and picking it up will recover the player's gauges. Wisp has a cap on how much energy he can store, with this cap being signified when he turns bright red.
By holding down the Secondary Attack button, Malya enters a third-person state where time slows down as she summons Curselight to her side. In this state, aiming the reticle that appears over an enemy will tag them, with the player being able to tag a total of 15 targets at a time- enemies can be repeatedly tagged. Upon releasing the button, Malya unleashes homing arrows of light which home in on every target she tagged. Using this move consumes a lot of the Drive Bar
, but the targeting can be canceled out of by dodging rather than firing.
Performed by pressing the Secondary Attack button in the middle of a combo. Malya will interrupt her basic attack string using a beam from Curselight, which acts as a hitscan attack and strikes the opponent almost instantly. Good for following up on an enemy you have knocked far away with a launcher. Uses a little bit of the Drive Bar
If the player performs Burst Cancel
but holds down the Secondary Attack button, the charge will be stored, indicated by Malya's body taking on a golden glow. When the button is released, Malya will fire out a bright blue bolt of energy that explodes on contact- the nature of this move means that it can be used any time mid-combo and an explosive finisher or mixup tool. Uses a bit more of the Drive Bar
than Burst Cancel
Performed with a Stinger input using the Secondary Attack button. Malya fires off a barrage of blade-like beams directly forward, which have the capacity to juggle enemies. Incredibly dangerous if all the beams hit, this move is good for breaking through guards as well as setting up juggle strings and striking groups of enemies from afar. Malya can turn slightly to either side while firing the barrage. Uses a fair bit of Drive Bar
By moving the opposite direction of an enemy after a Ukemi, Malya will perform a graceful backflip, launching herself high into the air. The backflip itself has many i-frames, making it a useful escape option, but pressing the Primary Attack button mid-Backflip allows her to perform a powerful and precise Divekick that deals major damage and knockback.
Unlocked by reaching defeating 9,999 enemies or having completed Kotomo save data present on the console.
A young man from another dimension, accompanied by a strange golem-like creature he refers to as Dainamech around others and as Ren in private. Though he refuses to explain his background to the Godslayers, the power present in both Dainamech and the strange pendant around his neck are undeniable, leaving Nyxiel to ponder the mysteries of the strange world he appears to have come from. Desiring to prove himself the very best- as well as fulfill the strange voice in his dreams that tells him he has the makings of a hero- Blade agrees to join with the heroic team and fight off Tiera's forces.
Despite his edgy, offputting lone wolf personality, Blade actually builds his entire fighting style off of the concept of teamwork. While his own simplistic punches and kicks barely do any real damage, Dainamech fights alongside him at all times, and the player is able to control both to either concentrate damage onto one source or to split up the offensive. Inversely, however, Dainamech's strong attacks do not build up any of the Drive Bar
at all, while Blade's own weak attacks are some of the best at generating Drive in the entire game. With Dainamech's ability to remain active while performing certain actions even when Blade switches out, and Blade's ability to generate massive amounts of Drive quickly, he becomes a useful asset in any team composition.
Blade possesses Superstrength
through the use of Dainamech as well as a Drive Form
: Heavenly Form.
Dainamech floats alongside Blade at all times, and will automatically lock on to enemies as designated by a golden circle that overlaps the traditional targeting notation/healthbar. Holding down the Secondary Attack button allows the player to move Dainamech freely inside a wide circle around Blade's body, as well as allowing access to four Special Moves that run off cooldowns. Tapping the button causes Dainamech to rush whatever enemy he is aimed at, automatically pursuing them with his own attacks; tapping again recalls him. While Dainamech is pursuing an enemy, he can take damage and be knocked down, forcing him back to Blade's side. While performing a Special Move or pursuing an enemy, Blade can switch to another character while Dainamech remains active.
Performed by holding Secondary Attack and pressing X. Dainamech will summon a large crystalline sword, spinning in place before sweeping upward in a rising sword strike. The spin attack portion of the move gathers up enemies and draws them in with multi-hit damage, with the final strike launching them upwards. Cooldown of 20 sec.
Performed by holding Secondary Attack and pressing Y. After charging for a second, Dainamech summons a quickly rotating ring of sharp stones around it, which stay in place for 15 seconds and deal rapid damage to anything in close proximity to Dainamech. Cooldown of 30 sec.
Performed by holding Secondary Attack and pressing A. Dainamech charges energy in its central core before firing it out in the form of a laser that sweeps forward, resulting in explosions appearing in the beam's path that deal heavy damage. Cooldown of 25 sec.
Performed by holding Secondary Attack and pressing B. Dainamech summons a large smoldering rock and smashes it downward, planting it in the ground. After 3 seconds, this rock detonates, damaging everything nearby. If performed in the air, Dainamech will have a hitbox as he descends. Cooldown of 15 sec.
Performed by holding Secondary Attack for a certain amount of time without moving Dainamech or performing a Special Move. The circle barrier around the pair visible shatters as Dainamech acts as it chooses, hunting down enemies all on its own without direct command from the player. Good for getting time to recuperate safely or for switching to another character. After 10 seconds, Dainamech will take a short rest before either returning to Blade or despawning.
Difficulty: ✦✦✦ - Drive Cost: 3 Bars
Blade's Drive Form
- rather than using the energy to improve his own abilities, Heavenly Form uses the power of Drive to augment Dainamech, making it even more powerful and further symbolizing the bond the two have between each other. While Blade does not change at all in Heavenly Form, Dainamech gains massive stat boosts in practically every single category, becoming a true force to be reckoned with. Don't count Blade out of the action just yet- the amount of Drive he builds up with his attacks can help keep Heavenly Form active for much longer if he remains in the fray!
Last Stand Dainamech
While in Heavenly Form, Dainamech has constant superarmor that cannot be broken, preventing him from being knocked down. His tackle is also much faster and deals more damage, letting him blitz between enemies at high speed to deal heavy damage.
An upgrade to Crystal Sword, this variant of the move has enhanced strength, extended reach, and finishes off with a massive explosion of light energy rather than the upwards slash attack. An amazing crowd-clearing tool.
An upgrade to Astral Ray, this variant of the move becomes much larger and deals more damage, dropping the trail of explosions in exchange for becoming a much more powerful ranged weapon. Can sweep up multiple foes in the blast if aimed correctly.
Unlocked by defeating 100 enemies with offensive items or having Skullpunk save data present on the console.
The Fantasma is a ghostly being hailing from a world long abandoned by Tiera, a place where the dead roam through the afterlife peacefully in a land known as Muertopia. This being, like all other Fantasma, is typically more occupied with simplistic teenage ideals of fun and excitement, spending its afterlife playfully feuding with its kind in intense battles involving the use of spectral flame. When push comes to shove, however, their skill with the strange weaponry that fuels their battles helped them fend off the spirits known as the Alebrije... and with the whole universe, even the departed, being threatened by Tiera, it's about time they join the Godslayers as well.
The Fantasma plays entirely differently form any other character in the game; rather than playing like an action game character, they take to combat utilizing third-person shooter controls, being the only character who utilizes gyro camera controls outside of dedicating aiming modes. They're not a true combo-oriented character at all, but the player is still encouraged to rack up streaks of enemy defeats and use the fire spread by their attacks to charge up their Drive Bar
and boost their mobility. Though they're one of the most unorthodox characters in the entire game, if used well, they can be an amazing offensive powerhouse and can rack up damage on larger targets incredibly fast. They're also exceptional when you have a good teammate to back them up and run defense- just like their home universe!
Relic Shot/Firing Modes
The Fantasma wields the ancient weapon known as the Relic Shot from Skullpunk's singleplayer Warrior Mode, and rather than possessing a normal attack, the Primary Attack button serves as a means to fire the weapon and shoot flaming projectiles at the enemy. Defeating an enemy or missing the target leaves patches of flame on the ground, which deal damage over time to enemies and increase the player's movement speed, refreshing their Dash constantly.
Tapping the button allows for burst fire, while holding the button enters an automatic firing mode. Burst fire is more accurate and possesses longer range and impact, while automatic fire is good for spreading flame or racking up close quarters damage. Firing the gun too long can lead to it overheating, as displayed by a flashing red HP meter, and in this state, the player cannot attack outside of using Cross techniques.
The Fantasma's Secondary Attack button is dedicated to the Vacuum and Burst techniques, which enable them to control space using wind power. Holding down the button creates a small vortex of air out of the barrel of the Relic Shot which sucks up energy-based projectiles and flame on the ground to charge the player's Drive Bar, as well as cool down the Relic Shot and reduce overheating. If the player catches a non-energy-based projectile in the vortex, it will become lodged in the barrel of the gun, letting the player fire it back at maximum velocity for heavy damage.
Tapping the button triggers a Burst, which is a massive cone-shaped blast of wind that can push enemies away. The size of a Burst is dependent on how much the gun has heated, with larger Bursts having the ability to stagger large groups of enemies at once.
Using the D-pad, the player is able to select one of four subweapons that can be utilized by pressing the controller's left bumper. Subweapons use a lot of heat, but can be very useful given various circumstances.
- Flame Grenade- a grenade-like subweapon that can be thrown in an arc and detonates soon after hitting a surface, bursting into an explosion of flame. Holding the button cooks the grenade, letting it explode on impact.
- Proxi Bomb- a C4-like subweapon that sticks to objects and enemies and detonates soon after something enters its radius. Less damage than the Flame Grenade, but higher range and knockback. Can be remotely detonated.
- Sparkle Grenade- a firework-like subweapon that can releases a trail of sparks through the air as it flies, releasing a larger cloud upon impact with a surface. These sparks deal impressive damage over time and can be ideal for crowd control, though they do no direct knockback.
- Skyrocket- a rocket-like subweapon that takes off into the air after hitting a surface, carrying nearby enemies upwards with a multihit attack before exploding. If the initial rising hitbox misses an enemy, the rocket will aim towards the nearest enemy at peak height and flip around in the air to dive at them, exploding.
Each Subweapon has an associated Special Attack, which costs 2 full bars of the Drive Bar
to utilize and can be triggered by pressing the Drive button. Each Special Attack has uniquely powerful abilities and can be incredibly impactful in the right situation.
- Char Bomba- a massive bomb that is thrown in an arc like a massive Flame Grenade after a short delay. Mash all buttons upon summoning to inflate the bomb, making it stronger and hit enemies in a larger blast radius, as well as increasing the size of the patch of fire it leaves behind.
- Ring of Fire- the player summons a ring of skulls around them that erupt into a tall pillar of flame, which damage enemies heavily on contact. The pillar is immune to damage and blocks projectiles, letting it be used as a safe place of respite, or can instead be placed directly in a cluster of enemies to release maximum damage.
- Rocket Rider- the player pulls out and begins riding on a large rocket that moves quickly and deals damage on contact. After a short time period, the rocket explodes in a large burst of flame. The attack can also be cancelled early by jumping off, which causes the rocket to fly straight forward and explode on impact.
- Burst Cannon- a massive gun that can be aimed before the player fires with Primary Attack. Upon firing, the cannon releases a spiralling gust of wind and flame that travels forward, piercing through cover and guards and sweeping up enemies in its wake before exploding.
If the Fantasma dies, they will revert to a small orb-like state in which they can roll around to avoid damage. While existing as a Soul Ball, the player will slowly lose their Drive Bar until resurrecting and gaining temporary invincibility. Every subsequent resurrection reduces the amount of HP that they revive with, and getting hit in Soul Ball state will instantly kill the player. If the player depletes their Drive Bar or dies without having any, they will die without entering Soul Ball mode.
Unlocked by hitting 12 hours total playtime or having completed Ammomancer save data present on the console.
The mysterious gunslinger known only as the Ammomancer hails from a universe abandoned by Tiera, a medieval world which fell to darkness when a mighty evil slew the four heroes meant to stand against it. The blacksmith father of one of the heroes, distraught and seeking revenge, took it upon himself to forge his world's first firearm and take on the identity of the Ammomancer. Under this guise, he sought to cleanse his world of evil, making a multitude of sacrifices along the way. He returns to save another world from evil, and even though he has arrived in a world in which his gun is no longer unique, there's no better sharpshooter in reality than him.
While most 3-Star difficulty characters are marked as such due to their expansive and complex moveset, the Ammomancer is marked as such for the precise reflexes needed to truly master him. Rather than possessing any form of direct attack, the gunslinger uses the power of the Goddess Shell around his neck and his thick cloak to parry attacks, building up his Bullet Gauge
under his HUD. Once the gauge has built up enough, the Ammomancer can headshot an opponent to instantly kill it- the more HP an enemy possesses, the more the gauge must be built up, meaning that coordination with teammates to take down enemy HP can be truly crucial. While the Ammomancer's inability to fight back traditionally may seem like a hinderance, truly mastering his unique set of skills will lead to throngs of enemies dead at your feet.
Any input utilizing the Secondary Attack button will cause the Ammomancer to throw his cloak forward, parrying any attacks that strike it and bouncing back non-energy projectiles. Parrying an attack in this manner will fill the Bullet Gauge. Inputting Cyclone, Stinger, and other inputs cause the hitbox for the parry to reach in those directions.
Holding down the Secondary Attack button slows down time for everything but the Ammomancer, including teammates, while slowly draining the Drive Bar. Releasing the button snaps time back to normal and has the Ammomancer perform a Cloak Parry. Ideal for newcomers who need to become comfortable with parry timing, or for situations where you merely need to step away.
Performed by hitting the Primary Attack button. The Ammomancer quickly draws and fires at an enemy they have targeted, killing them instantly. Requires Bullet Gauge to perform- the more health a target has, the more gauge is required to perform a Final Shot.
As the Ammomancer lacks traditional attacks, summoning him for a Cross Attack or Cross Rush will have him slide across the ground as a unique attack. This slide knocks enemies up into the air, setting them up for a follow-up attack chain.
Unlocked by collecting 25 total Intelligence Cores or by having Titan's Legacy save data present on the console.
A small girl hailing from yet another timeline abandoned by Tiera and left to rot. Human society having dwindled to a primal state, the diminutive Mouse managed to reactivate one of the long-dead protectors of her race- the mechanical giant known as Titan-01- and accompanied it on a quest across the world, maintaining and caring for it as it protected her. Now inseparable, the girl and her robot find themselves being called to another world to aid in its protection as well, putting Mouse in the greatest battle of her life. Will either of the two be able to survive?
Mouse is a diminutive character with a focus on agility and speed over power, fighting with only a measly wrench as her weapon. While she can evade attacks and traverse ground easily, she takes more damage from attacks than most characters and cannot put up much of a fight herself, relying on her teammates to aid her in combos that she uses her skills to set up. Ultimately, this is personified in her use of Titan-01, who requires Drive Bar
to summon- this titanic robotic ally becomes the bulk of Mouse's damage, attacking enemies autonomously and helping out with combos even more than usual. On the whole, Mouse is a very bipolar character, and one which takes considerable mastery to perfect... even among other duo-themed characters.
Mouse is capable of Flowdashing
and possesses a Drive Form
Performed with a basic Stinger input. Mouse dashes forward, flipping in a circle with her wrench. This attack is good for breaking shields and launches enemies upwards, setting them up for an aerial combo.
Performed with a basic Cyclone input. Mouse spins around in a circle, striking anything nearby with her wrench. High stagger power and knockback, making it useful for clearing space or hitting large crowds of enemies.
By holding down the Secondary Attack button, Mouse will pray to summon Titan-01, charging her Drive Bar while she does so. Praying reduces her movement speed and prevents her from attacking, making her more vulnerable, but this wonderful ability becomes viable for any team composition. Filling a bar causes a burst of energy around Mouse that stops the charge and knocks away enemies.
Difficulty: ✦✦✧ - Drive Cost: 4 Bars
Taking the form of a traditional Drive Form
, the powerful cybernetic protector Titan-01 is summoned forth when Mouse manages to obtain the energy required to pull him out from the aether. A massive offensive force, Titan-01 is one of the most powerful beings in the entire game, automatically striking at enemies with his extending limbs and eye beams. The might of this Titan is a true force to be reckoned with, and can be a valuable asset to any team. While Titan-01 cannot truly die, the Drive Bar
is reduced if he is attacked, so be wary of how much damage he is taking!
When summoned, Titan-01 will explode out of a nearby surface to begin his assault, be it through a wall or floor. Enemies near his appearance point take heavy damage and are sent flying. Additionally, certain walls can be brought down with this technique to reveal hidden secrets or shortcuts.
On top of his basic punching and kicking attacks, Titan-01 possesses powerful eye lasers which begin aimed at his feet before being sent forward as he looks up. Having infinite range and high power, these lasers are the strongest move in the titan's arsenal, though they are more suited to a combo finisher than something to keep one going.
While Titan-01 is typically controlled by the AI, by dashing into him with any character, the player is able to take manual control and use his skills for themselves. Punching and kicking are handled by the Primary and Secondary Attack buttons, respectively, and Eye Beams can be triggered through the use of a Stinger input with the Secondary Attack. While this prevents Titan-01 from joining in on player-lead combos, it lets the player focus down targets more specifically, and also allows the mechanical fighter to act as a shield to defend the player's own HP.
The Via Spectrum location known as the Underbelly is host to a myriad number of arcade games, the majority of which act as distractions in order to give the player a bit of relaxation time from the main game. Many of these arcade attractions offer in-game rewards such as G and Materials, and can be played online for inter-player interactivity.
The roster of enemies that the player will have to deal with on their quest to save the universe. Listed in order of chronological appearance throughout the game world.