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Negimafan
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Registered: ‎06-30-2012
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Movelist/Unlockables, Dart from Legend of Dragoon

[ Edited ]

lod-dart-feld.jpg

I'm trying to put together a move-list for Dart from The Legend of Dragoon if he were playable in Playstation All-Stars Battle Royale. This first-party game still has a devoted fanbase 13 years after its release.

 

Since LoD is a turn-based RPG, I've made PlayStationSquare.png and PlayStationTriangle.png into the melee buttons and PlayStationCircle.png the item button (combat in LoD is mainly divided by Additions, Dragoon-transformations and Items). All his Additions can be seen here.

 

CombosLoD's main form of melee attacking is a series of timing-based button commands called Additions in which the player quickly hits the PlayStationCross.png button in rhythm with the strikes. Once an Addition is completed the character will automatically use a powerful finisher while shouting the name of the attack. I thought a good way to translate Additions into fighting terms would be to make Dart combo-heavy fighter, despite the floaty, aerial gameplay of PSASBR (making him focused on his ground-game). When Dart completes an Addition without missing a single hit on one or more targets, he'll add a final, AP-Draining Finishing Strike (these will artificially activate the Infinite Prevention/AP-Burst System, ending a combo no matter how much AP it yielded). Again, all his Additions can be seen here.

 

Due to the nature of the Additions System and the initial slash used to start all his combos, his ground-based  PlayStationSquare.png  and  or  PlayStationSquare.png  attacks are functionally identical, besides a slight difference in forward movement. This gives Burning Rush and the Moon Strike a certain edge over the other Additions.

 

As of 1/19/2013, I'll be adding in some extra information on the logistics of the attacks, and I'll be using lingo from the Official Prima Guide. I want to make this build something SuperBot/SCE Santa Monica could theoretically implement.

 

As of 4/3/2013, I've changed the Level 2 Super from the Burning Wave item to Final Burst (originally a move used during his Level 3 Super). I've also edited the commands for the Flame Shot and Explosion quite a bit: Flame Shot now covers the entirety of the PlayStationTriangle.png button and has some improved utility while Explosion has been given a few more options.

 

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Note: Dart's Sword is 2 character-lengths in length, the same as with Raiden and Dante. An example is a character length would be those boxes/tiles seen in Practice-Mode. They're wide enough to hold most of the roster while standing straight (except Big Daddy, though he looks like he should occupy 2 character-lengths of space while he instead occupies only 1½).

 

 

PlayStationSquare.png , Pause = Double Slash

  • Properties: Upon using a neutral PlayStationSquare.png attack, if the button map is idle for a second, Dart will begin an animation for a second sideways swipe added on. This follow-up counts as an AP-Draining Finisher.
  • Hit-Effects and AP-Gain: 5 AP for the opening strike, 30 for the finisher. The opening strike causes a Butt-Drop on grounded targets and a short Lift on aerial targets. The Finisher causes an Eject Tornado on hit.
  • Movement: The first strike moves Dart a character-length forward. The Finisher plants him in place after that.
  • Cancels Into: Effectively everything after the opening strike has finished.
  • Timing: The opening strike is instant while the Finisher takes about 1 second to arrive.

(Air) PlayStationSquare.png = Aerial Slash

  • PropertiesBasically, this is the Dart's standard slash seen at the start of his every Addition, but done from the air. Aimed downward, this move covers nearly 180 degrees in front of Dart while knocking targets back to earth where you most want them.
  • Hit-Effects and AP-Gain: Single attack for 20 AP. Causes an instant/Hard Knock-Down.
  • Movement: None, to the point that Dart's falling-rate is reduced to practical flotation while using it.
  • Timing: Instant.
  • Note: This is an original attack.

PlayStationSquare.png ,  PlayStationSquare.png ,  PlayStationSquare.png = Volcano

  • Properties: A 3-hit combo, 4 if you can complete it. If you can land all three attacks perfectly, Dart will add an upward stab. This follow-up counts as an AP-Draining Finisher.
  • Hit-Effects and AP-Gain: The first two strikes net 5 AP each, the third strike gains 10 AP and the the Finisher nets 20 AP for a total of 40 AP. The first three strikes causes normal standing Hit-Stun on hit, while the Finisher causes an Eject Roll on grounded targets and an Eject Tornado on aerial targets.
  • Movement: The second, third and Finishing Strike travel a character-length forward each, while I detailed above that the opening attack travels ½ a character-length, making for 3½ character-lengths of distance covered.
  • Cancels Into: None. Once you've pressed PlayStationSquare.png twice in a row, this becomes a full commitment.
  • TimingInstant, like any melee combo. The Finisher arrives at less than 0.5 of a second (not quite instant, but still hardly escapable under most circumstances).

 or  +  PlayStationSquare.png ,  PlayStationSquare.png = Burning Rush

  • PropertiesA 2-hit combo, 3 if you can complete it. If you can land both strikes, Dart will add an upward slash. This follow-up counts as an AP-Draining Finisher.
  • Hit-Effects and AP-Gain: The opening and second strike hits for 5 AP each while the Finisher hits for 20 AP. The opening and second strike cause standard Hit-Stun while the Finisher causes a short Lift on hit.
  • Movement: Unlike neutral PlayStationSquare.png , this version of the opening strike along with the Moon Strike mentioned below moves Dart 1½ of a character-length forward. The second strike travels 2 character-lengths while the Finisher travels 1½ for a total of 5 character-lengths of distance across the entire attack.
  • Cancels Into: Moon Strike for the first hit only.
  • Timing: Instant for the first two attacks. The Finisher arrives arrives at less than 0.5 of a second.

(Air)  or ⇒ PlayStationSquare.png ,  PlayStationSquare.png ,  PlayStationSquare.png Volcano Emission

  • PropertiesThis performs a slightly faster version of the Volcano's first three strikes in the air, meaning it lacks the AP-Draining Finisher.
  • Hit-Effects and AP-Gain: The first two attacks hit for 5 AP each while the third attack hits for 30 AP for a 40 AP total. Causes an Eject Spiral on finish.
  • Movement: None.
  • Cancels Into: Rising Dance, Falling Moon, Heavy Slash, Blazing Kick, Dynamo Drop
  • Timing: Instant.
  • Note: This is an original attack.

Hold Down PlayStationSquare.png = Crush Dance Inception

  • Properties: After Dart's opening slash has ended, he'll begin an animation for a new combo-tree by spinning in place twice with his blade swinging 360 degrees around him for 3 hits inside a single button-press, maybe more since it covers both sides. Also note that the properties I provide here apply to every other move in this combo-tree.
  • Hit-Effects and AP-Gain: The opening strike and second spinning attack cause 5 AP damage each. They both give off standard Hit-Stun.
  • Movement: The opening strike remains the same while the second attack plants him in place.
  • Cancels IntoPlayStationSquare.png or PlayStationTriangle.png
  • Timing: The spin arrives at less than 0.5 of a second.
  • Note: This is an original attack.

Hold Down PlayStationSquare.png , PlayStationSquare.png = Quick Crush Dance

  • Properties: After performing the Crush Dance Inception, Dart quickly thrusts the sword forward for a 3-hit combo. This happens to be the 4th strike of the Crush Dance.
  • Hit-Effects and AP-Gain: The third strike causes an Eject Roll on hit.
  • Movement: The third strike pushes Dart ½ a character-length forward.
  • Timing: The third strike is instant.
  • Note: This attack is indistinguishable from an actual Crush Dance, making it the perfect fake-out tactic. The main difference is that this causes an Eject Roll while a normal Crush Dance's 4th strike is meant to set your target up for the Finisher. You'll be using this if you absolutely need to expel an enemy from your personal space. Also note that this is an original attack.

Hold Down PlayStationSquare.png PlayStationTriangle.png ,  PlayStationTriangle.png = Crush Dance

  • PropertiesThe full version of a four-hit combo that can potentially become a 5-hitter if you're able to land the whole thing. After performing the Crush Dance Inception, Dart spins a second time in the other direction (also 360 degrees). After this, he thrusts his sword forward and continues onto the Finisher by jumping high up, slicing the blade vertically from their hide. This jumping follow-up counts as an AP-Draining Finisher.
  • Hit-Effects and AP-Gain: The 3rd, 4th and final strike gain 10 Each for a total of 40 AP for landing the entire attack after combining these figures with those of the Crush Dance Inception. The 3rd strike (PlayStationTriangle.png) gives off standard hit-stun, the 4th (second PlayStationTriangle.png) causes a Butt-Drop, and the final strike causes a Lift on completion.
  • Movement: The 3rd strike plants him in place, the 4th strike moves Dart a character-length forward and the Finisher plants him in place as well but covers a large vertical area.
  • Timing: The 3rd and 4th strikes are instant, the Finisher is so fast that it may as well be instant (about 0.25 of a second, enough time for a character with a counter to stop him).

 or  +  PlayStationSquare.png , PlayStationTriangle.png , PlayStationTriangle.png = Quick Moon Strike

  • Properties: A 3-hit combo for if you for some reason can't commit to the entire Moon Strike. After completing the first two slashes of the attack, Dart slams the blade upon the enemy from his diagonal right. This happens to be the 3rd strike of the normal Moon Strike.
  • Hit-Effects and AP-Gain: The first two slashes gain 5 AP each while the final slash gains 10. The 2nd slash (PlayStationTriangle.png) causes a Kneel/Knee-Drop while the finishing blow causes an instant/Hard Knock-Down.
  • Movement: Identical to the movement-level described in Moon Strike (3½ character-lengths total)
  • Timing: Instant.
  • Note: This is an original attack.

 or  +  PlayStationSquare.png , PlayStationTriangle.png ,  PlayStationSquare.png , PlayStationSquare.png = Half-Moon Strike

  • Properties: A 4-hit combo for if you for some reason can't commit to the entire Moon Strike. Upon completing the first 3 slashes of the attack, Dart skips the 4th slash and instead stabs the enemy to end it.
  • Hit-Effects and AP-Gain: 5 AP each for the first 3 hits, 10 for the final stab. Like the above attack, the 2nd slash (PlayStationTriangle.png) causes a Kneel/Knee-Drop while the entire move finishes with an Eject Roll.
  • Movement: Identical to the movement-level described in Moon Strike (4 character-lengths total)
  • Timing: Instant
  • Note: This is an original attack.

 or  +  PlayStationSquare.png , PlayStationTriangle.png ,  PlayStationSquare.png , PlayStationTriangle.png PlayStationSquare.png , PlayStationSquare.png = Moon Strike

  • Properties: A 6-hit combo, 7 if you can complete it. It starts with a series of 4 slashes before Dart stabs the target twice and finishes with a downward thrust, planting the blade deep into the enemy's face/head. This stab follow-up counts as an AP-Draining Finisher.
  • Hit-Effects and AP-Gain: The first 4 strikes all gain 5 AP each, the 5th and 6th strike net 7 and 8 AP respectively while the finishing strike deals out 15 AP for a total of 50 AP for landing the entire thing. As with the rest of the combos in the Moon Strike tree, the 2nd slash (PlayStationTriangle.png) as well as the 4th causes a Kneel/Knee-Drop, the rest cause normal Hit-Stun while the Finishing strike causes an instant/Hard Knock-Down.
  • Movement: Like the Burning Rush mentioned above, this version of the opening strike moves Dart 1½ of a character-length forward (this applies to every other attack within this combo-tree). The 2nd, 3rd and 4th strikes move a character-length each, and the 5th, 6th and Finishing strike move ahead by ½ a character-length each for a total of 6 character-lengths across the entire attack.
  • Timing: The entire move is mostly instant while the Finishing Strike takes half a second to activate.

 + PlayStationSquare.png (Ground and Air) Rising Dance

  • Properties: This single-hit attack is taken from the Crush Dance (and happens to be its Finishing Strike without the AP-Draining qualities). Dart jumps upward, raising the sword in a wide-area vertical slice. You can see this particular attack here (minus the stab). It covers a nearly180 degrees in front of Dart's face and leaves him in the air on completion.
  • Hit-Effects and AP-Gain: Single hit for 20 AP. Causes a Lift on hit.
  • Movement: Less than a single jump in height, horizontally plants Dart in place.
  • Timing: Instant.

 + PlayStationSquare.png , PlayStationSquare.png (Ground and Air) = Falling Moon

  • Properties: Note that these controls apply to the ground version. The aerial version requires a simple  + PlayStationSquare.png . This is a variation of the Moon Strike, using its last two hits (minus the AP-Draining qualities). Dart stabs the opponent in front of him before planting the sword into the stricken target, flooring them instantly. Using it from the air will cause Dart to skip the initial stab and instead drop heavily towards the ground, catching grounded opponents in the stab. You can see this move here.
  • Hit-Effects and AP-Gain: The first attack hits for 5 AP while the sword-planting stab gains 20 AP. Causes an instant/Hard Knock-Down on finish. Used from the air, the attack releases a small shockwave on landing that gains10 AP. Because of the Knock-Down, it's impossible to catch a single opponent in both the shockwave and the stab (but you can catch multiple opponents in either attack).
  • Movement: The initial stab plants Dart in place while the follow-up moves him ½ a character-length forward.
  • Cancels Into: If you only use the initial stab, Rising Dance, Heavy Slash, Crush Dance Spin.
  • Timing: Instant.

PlayStationTriangle.png (Ground and Air) Heavy Slash

  • Properties Dart simply performs the second strike of the Double Slash (is chargeable). Much like Kratos' Plume of Prometheus, this move is very easily canceled from a neutral PlayStationSquare.png (though only the first hit). It exists as just another road you can take in your combo-options.
  • Hit-Effects and AP-Gain: Single hit for 25 AP, 35 on charge and can guard-break when charged. Causes an Eject Tornado on hit.
  • Movement: A single character-length forward, which helps differentiate it from a normal Double Slash; it can also move another character-length atop this when charged for a total of 2. When used in the air, it travels 2 character-lengths automatically.
  • Timing: About 0.5 a second on start-up, but this can be mitigated when it cancels from PlayStationSquare.png . It has a pretty long cool-down on whiff (0.75 of a second).

 or  + PlayStationTriangle.pngPlayStationTriangle.png (Ground and Air) Crush Dance Spin

  • Properties: A move taken from the 2nd and 3rd strike of the Crush Dance. Dart quickly spins, winding up to slash in front of him before turning to slash again, swinging the blade 360 degrees both times. Used in the air, Dart will fall at normal speed while using it. The move can be seen here.
  • Hit-Effects and AP-Gain: Twos hits on either side for 5 AP per swing. Causes standard Hit-Stun.
  • Movement: Plants Dart in place.
  • Timing: Requires 0.5 a second of start-up.

 + PlayStationTriangle.png (Ground and Air) Blazing Kick

  • PropertiesThis is a technique taken from his ultimate Addition, the Blazing Dynamo (which I've also made his Level 1 Super). Dart flips upwards and performs a flying kick in the air, affecting a reasonably-large area. Similar to Parappa's Uppercut, if the player holds it down, the move is angled downward, and the jump-height of the initial flip should give him a clear shot of the opponent's head if they're around Kratos or Drake's height. If the player simply taps the command, Dart will kick more upward, angled to affect any opponent at jump-height. The move lacks the initial flip when used from the air, and Dart simply performs the kick from where he is (this version is angled downward by default).
  • Hit-Effects and AP-GainSingle hit for 30 APCauses a different hit-effect depending on how it's aimed and how the opponent is hit: it causes an Eject Tornado at the higher angle while throwing opponents into an Eject Roll at lower angles. All Aerial Opponents are sent into an Eject Tornado by default.
  • MovementLess than full jump-heightmoves him ½ a character-length horizontally.
  • Cancels Into: When used from the ground, during the initial flip and before the kick activates, Volcano Emission, Falling Moon, Rising Dance, Crush Dance Spin and Dynamo Drop.
  • Timing: The flip is instant but the kick takes 0.25 of a second to start. The kick is instant when used in the air.

 + PlayStationTriangle.png (Ground and Air) = Dynamo Drop

  • PropertiesThis is also a move taken from the Blazing Dynamo (it's also normally the finishing move for the entire attack). Dart jumps upward (nearly indistinguishable from a Blazing Kick) and spins vertically with his sword held above his head, slicing anyone he comes into contact before performing a three-point landing with a heavy slash that has his full weight pressed into the blade. As with Blazing Kick, the move lacks the initial flip when used in the air; Dart simply starts the attack immediately. You can see these last two moves here.
  • Hit-Effects and AP-Gain: The move covers a circle around Dart per spin, but when used from the ground Dart will perform only one full spin before landing (you can reasonably expect to hit a ground opponent standing in front of you twice in total). When used in the air, he can perform 3 revolutions before stopping (or reaching the ground). Any successful slash nets 5 AP while the landing nets 20 AP. Both versions of the attack cause standard Hit-Stun for each sword swipe while causing an instant/Hard Knock-Down on landing.
  • MovementLess than full jump-height. Used from the ground, the attack moves him ½ a character-length horizontallyThe falling speed for the attack is slightly faster than usual falling speed.
  • Cancels IntoWhen used from the ground before the spin starts, Volcano Emission, Falling Moon, Rising Dance, Crush Dance Spin and Blazing Kick. If the attack is in full effect after the flip ends, it becomes a full commitment.
  • TimingThe flip is instant but the spin takes 0.5 of a second to start. The entire attack is instant when used in the air.

 

Special Note: Neutral PlayStationCircle.png can be pressed during any combo to end it immediately.

 

 PlayStationCircle.png + (Fast) PlayStationSquare.png = Quick Slash

PropertiesAfter you've used PlayStationCircle.png to cancel an active combo, you can use this move to trigger a reset and start a new one. Much like Heihachi's Electric Wind God Fist and Demon Breath, this requires some finger-speed. In the right hands, you could potentially do several Additions in a single combo (so long as you don't activate any of the AP-draining finishing strikes), more than likely pushing the Infinite Prevention/AP-Burst System pretty frequently. The Hit-Effects, AP-Gain, Movement, Cancel-Opportunities and Timing for this attack are identical to Neutral PlayStationSquare.png .

 

 PlayStationCircle.png + (Fast) PlayStationTriangle.png Quick Heavy Slash

Properties: This is another cancel-possibility after using PlayStationCircle.png . Should you desire to do so, this move can let you cancel your active combo and send your enemy flying into an Eject Tornado with the Double Slash's finishing strike. As with the above, the Hit-Effects, AP-Gain, Movement and Timing are identical to Neutral PlayStationTriangle.png .

 

Item Moves: All of these look identical when thrown; a bright object which Dart will toss in some way and activate where it lands. Dart is allowed to hold onto them for a second, and they're carried around like standard in-game items to be used on the release of PlayStationCircle.png . They all come with a default trajectory, but upon release, some of them the player can input  or  to throw them forward like Hedgehog Grenade or a Sackbot. As a small homage, Dart is given a unique animation for throwing items that more closely mirrors the item-throwing animation used in his home game.

 

 or  + PlayStationCircle.png = Burn Out

  • PropertiesThis Attack item creates a tall, persistent flame in a small area. It can be seen here.
  • Hit-Effects and AP-Gain: 10 AP per second when opponents stand in the fire for a possible 30 AP. Catches victims in standard Hit-Stun Flurry, pushing them away until they're ejected from the center of the flame.
  • Timing: Instant upon landing. Lasts 3 seconds.
  • Note: This item can be only be thrown forward in a standard item-arc.

Hold Down PlayStationCircle.png = Gushing Magma

  • PropertiesThis Attack Item creates a localized eruption in which a series of geysers explode with magma around a large area. It can be seen here. Since Neutral PlayStationCircle.png happens to be the combo-ender, a good strategy would be to start a combo, neutralize it then quickly throw a Gushing Magma where you stand. Doing this will also shorten the Gushing Magma's charge-time. The move is a bit wider than a Burn Out.
  • Hit-Effects and AP-Gain: 5 AP per 0.5 of a second for a possible 45 AP gained. Causes a Twitch-Effect on hit.
  • Timing: Instant upon landing. Lasts 4.5 seconds
  • Note: This item is thrown at Dart's feet by default, but can be thrown forward in a standard item-arc by inputting  or  upon release.

 + PlayStationCircle.png = Psychedelic Bomb X

  • PropetiesThis non-elemental Attack Item creates a swirling maelstrom of multiple colors, which Dart would throw above his head. It can be seen here. The move is rather large (bigger than Teslite Grenade) but takes the longest to start up of all the items.
  • Hit-Effects and AP-Gain: Hits 4 times at 5 AP for 20 AP total. Has the interesting effect of pulling opponents into its center before exploding, launching them into an Eject Tornado.
  • Timing: When thrown normally, the item will uniquely activate in the air at jump-height, but requires 1 seconds to fully begin. If thrown, the item raises up to jump-height and begins after 1.5 seconds.
  • NoteThis item is thrown above Dart's head by default and will activate in the air, but can be thrown forward in a standard item-arc by inputting  or  upon release.

 + PlayStationCircle.png = Spirit Potion:

  • PropertiesDart will stand in place and throw a shiny object upon himself, which generates AP for him
  • TimingOnce completed, Dart can't do this move until 15 seconds have passed. If he attempts to, he'll be forced to stand in place, going through the animation without the chance to block on-coming attacks
  • NoteIn his own game, the Spirit Potion builds up your Special Power meter, which allows you to become a Dragoon.

 

 + PlayStationCross.png = Back Dash

Properties: Since it's a turn-based RPG, characters jump backwards a long distance to their original standing position after completing an attack. Giving him a back-ward dodge is a tongue-in-cheek way of acknowledging that. Most ground combos can be canceled into this, making it useful in a pinch.

 

Throws = Madness Hero: This six-hit combo is one of his Additions, but it wouldn't fit with the combo-scheme I have going. To make it look somewhat unique, it lacks Dart's usual initial slash that opens the rest of his Additions. In LoD, it happens to be quite weak but generates a lot of Special Power, which fits in pretty well with throws depleting AP. The entire attack can be seen here.

  •  or  + Throw = Madness Hero Part 1: Dart uses the second a third strike of the Madness Hero in which he slashes upward before quickly moving into a diagonal slash from his right that sends enemies flying.
  •  + Throw = Madness Hero Part 2: Dart uses the fourth and fifth strike of the Madness Hero in which he performs a side-ways slash from his left before raising the blade diagonally upward from his right to send enemies into the sky.
  •  + Throw = Madness Hero Part 3: This is the final strike of a completed Madness Hero in which Dart slams the blade hard upon the enemy from above his head, flooring them instantly.

 

Block = Standard animation for the "Guard" command.

Dodge = Standard animation for the backward dash, which I've made a move as well (see Back Dash).

 

Level 1 Super = Blazing Dynamo (AP Cost: 150)

  • PropertiesThis is Dart's ultimate Addition, for a total of eight powerful hits. The entire move can be seen hereThe main draw-back is the sheer length of the Super and the fact that it locks him in the direction he's facing for the entire process, leaving him open to a counter.
  • Movement: The first 4 attacks each move him forward ½ a character-length while the final 4 hits move him a full character-length each (this isn't totally consistent with the moves I've taken from this Addition detailed above) for a total of 6 character-lengths.
  • Timing: Instant activation. While ideally it'd be faster than its LoD incarnation, it's still a very long-lasting Super at 3 seconds (the same as Ratchet's RYNO).

Level 2 Super = Final Burst

  • Properties: Dart enters his Dragoon transformation during the brief slow-down seen in all Level 2 Supers. Afterwards his wings ignite in flame and he envelopes himself in a veil of fire. He then flies forward like a bullet, his sword pointed outward to rush past (and likely incinerate) anything in his path, leaving a steady flow of lava; once complete, he'll release a wave of fire from a single flap of his wings, which go back to normal after this. See it here. The move is a bit larger than Cole's Ionic Freeze, but Dart has to put himself at risk by personally ramming the opponent.
  • Movement: Reaches 10 character-lengths in 0.5 a second (very fast, to say the least, about the same as Jak's flight during his Level 3).
  • Area-Effect: The lava-flow covers 4 character-lengths on the site of the first kill while the flaming wave covers 3 character-lengths around Dart for a short second.
  • Timing: Upon input, the move requires 1.5 seconds to activate (Dart enters a short cinematic).

Level 3 Super = Dragoon Spirit of the Red-Eyed Dragon (AP Cost 750)

  • Properties: This is a Transformation in which Dart is able to use Dragoon magic, fly/float and his attack-style becomes wildly different but still based around swordsmanship. You can see the transformation here (though it would have to be shortened significantly). Because he's constantly hovering in this mode, there's no distinction between ground and aerial attacks; any move causing him to touch the ground will only do so inside that instance, and he'll be back in the air after it ends. Most of his Dragoon magic has a wide area of effect, so each spell comes with a notably lengthy activation.
  • Timing: Lasts 12 seconds.
  • Music: Dart's Theme (a remix) plays (kind of like when he first transformed and thrashed Kongol).

 

Dart_dragon1.jpg

 

Dragoon Controls:

 

 or PlayStationCross.png = Dragoon Flight

  • PropertiesThis has him ascend, descend or rush rapidly within less than a second through the air. This is mildly directable after use.
  • Movement: 15 character-lengths of horizontal distance or half the height of Practice Stage (Large) when fully held down. 
  • Timing: 1 second to reach full distance.

(Fast) PlayStationSquare.png ,  PlayStationSquare.png ,  PlayStationSquare.png ,  PlayStationSquare.png ,  PlayStationSquare.png = Dragoon Addition

  • PropertiesThis accesses a floaty, 5-hit combo, which Dart uses wherever he's standing (it requires very fast mashing to pull the entire thing off). See it here.
  • Movement: Dart covers a wide length of area with this one. The first attack travels at least 7 character-lengths until it reaches someone, the next two attacks both move 3 character-lengths while covering a large vertical space and the the finishing drill/explosion travels 5 character-lengths with the explosion covering 3 character-lengths of space at the impact-site for 6 character-lengths total.

 or PlayStationCross.png , PlayStationSquare.png = Dragoon Slash

  • Properties: This has Dart fly forward for a quick swipe with his sword. This is basically the first strike of the Dragoon Addition mentioned above.
  • Movement/Timing: The same as Dragoon Flight.

  PlayStationCross.png PlayStationSquare.png , PlayStationSquare.png Dragoon Dive

  • PropertiesThis move causes Dart to fly up high and then dive bomb downward with powerful slash. Shortly after this he takes to the air again and rushes diagonally downward to do a side-ways swipe of his sword on any enemy encountered. This is essentially the second and third strike of the Dragoon Addition mentioned above. This move has tremendous mobility, so it could honestly be hard to control in some ways.
  • Movement/TimingThe same as Dragoon Flight.

 PlayStationCross.png , PlayStationSquare.png = Dragoon Finisher

  • PropertiesDart rushes diagonally downward, spinning like a drill and leaving a large blast where he lands. This is basically the last two hits of the Dragoon Addition mentioned above.
  • Movement/TimingThe same as Dragoon Flight.

PlayStationTriangle.pngFlame Shot

  • Properties: This has him volley a very large fireball down to the ground in front of him, which leaves a small-sized lingering fire. See it here. The shot shoots forward by default, but can be aimed upward with  ,downward with  or can be held anywhere under 3 seconds to fire it anywhere within 360 degrees.
  • Timing: 0.5 of a second to activate.

 or  or ⇒ PlayStationCircle.png = Explosion

  • Properties: Dart jumps upward before dropping heavily, plunging his sword into the ground to create a traveling stream of flames which, past a certain point begins spraying out exploding fireballs over a large area. It can be seen here.
  • Area-Effect: The Explosion's stream has no drop-off range, and activates as soon as the stream touches or travels under an opponent, blasting across 4 character-lengths on either side in that a area for 8 character-lengths total.
  • Timing: The move takes 1.5 seconds to activate and the explosion lasts just as long.

 PlayStationCircle.png = Quick Explosion

  •  Properties: This move has Dart send the Explosion stream just 5 character-lengths out front of himself. It's a bit smaller than a standard Explosion.
  • Area-Effect: 6 character-length sized blast.
  • Timing: 1 second to activate and lasts the same amount.

Neutral PlayStationCircle.png = Burst

  • PropertiesThis move has Dart unleash a wave of fire from a single stroke from his wings, taken from the ending of his Level 2 Super, the Final Burst.
  • Area-Effect: The wave covers 4 character-lengths on either side of Dart for 8 in total.
  • Timing0.5 of a second to activate.

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Secondary Costume: Dressed in roughly the same armour as his father, Zieg Feld

 

Zieg.jpg

 

 

DLC Costume: Black clothes and armour with silver lining across its surface. Essentially a Dart-esque version of Lloyd (his sword however does not become the Dragon Buster). His Level 3 would become a Divine Dragoon-influenced version while wearing this outfit, minus the giant arm-cannon, extra wings and bulky armor.

 

LoD_Llyod.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Intro 1: Enemy Attack

  • Dart walks up the screen in a fashion identically to the official artwork I posted (shoulder forward, sword held back) at the top of the page, before taking his distinctive fighting stance

Intro 2: The Young Flame

  • Dart swing his fist determinedly before reaching for the hilt of his sword

Intro 3: A Dragon's Soul

Intro 4: Experience from a Journey

  • Dart performs some impressive sword tricks

 

 

Outro 1: A Battle Won

  • Dart nearly throws his sword downward to his side before thrusting it into the air as if stabbing the sky (taken from the first half of his standard victory animation)

Outro 2: A Battle Taken

  • Dart crouches slightly while clenching his fist (taken from the second half of his standard victory animation)

Outro 3: A Step in a Journey

  • Dart slashes his sword to either side of himself while keeping it pointed forward, starting with his right. This looks similar to a transition between Ko Gasumi to Te Ura Gasumi stance in Kenjutsu  (taken from the first half of his Dragoon victory animation)

Outro 4: A Great Campaign

  • Dart swings his sword to his side before training the point of the blade into his direct line of sight (taken from the second half of his Dragoon victory animation)

 

 

Losing Screens if using:

  • A Battle WonDart drops to one knee as if at Critical/Red health with his sword hanging weakly at his side.
  • A Battle Taken: Dart crosses his arms, leans on his side and taps his foot.
  • A Step in a JourneyDart slouches forward with his knees bent slightly, looking ready to drop his sword as if under the Dispirited status effect
  • A Great Campaign: Dart Collapses in the same way a character dies in LoD

 

 

Stats Screen (Victory): Dart has his head nearly turned away as if staring wistfully, with his right side facing towards the screen. Basically an updated version of his profile headshot seen during the Experience Screen. It would probably look a bit similar to Vergil's win screen in UMvC3.

25134-the-legend-of-dragoon-playstation-screenshot-menus.jpg

 

Stats Screen (Lose): The camera slowly pans around Dart's corpse.

 

 

 

Taunt 1: The Hero

  • Dart waves to an invisible crowd that's cheering for him, just like at the Hero Competition in Lohan

Taunt 2: The Travelling Swordsman

  • Dart shouts "Too slow!" while performing a few sword tricks

Taunt 3: A Certain Childhood Friend

  • Dart leans on his side, puts a hand on his hip and tells the opponent “Shana’s cooking is scarier than you.”

 

 

Victory Music 1Boss Battle 1 Victory

Victory Music 2Boss Battle 2 Victory (remix)

 

 

Minion: Shana

Shana_Profile.jpg

 

Icons and Backgrounds (credit goes to Playstation-Jedi)

pasbr_icon_and_background_ideas__dart_by_playstation_jedi-d5y8z7a.jpg

 

Cut-Scene Music: The Legend of Dragoon Title screen (extended)

 

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I'm mainly intending this as a pitch to Santa Monica to consider Dart for the roster, maybe as DLC or maybe in the sequel. Since RPGs tend to have lengthy cinematic attacks, some of his moves would have to pared down, sped-up or given a certain amount of range to make sense, but I think this set-up could work.

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Cannon Fodder
TFreitas69
Posts: 5
Registered: ‎07-16-2012

Re: Movelist for Dart from Legend of Dragoon

Dude, this was amazing! It's great to see other LoD fans on here in support of Dart, and seeing as there have been a lot of comments in favor of him, he may have a chance!  The level 3 super you described was good as well, and it can be similar to Jak's level 3 when he flys around in light Jak form. I want his divine dragoon form to have a presence, but I don't know where it could fit in.

 

But anyways good work!

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Cannon Fodder
Borisso
Posts: 3
Registered: ‎07-16-2012

Re: Movelist for Dart from Legend of Dragoon

Mind = Blown

 

Awesome post!

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I Only Post Everything
Negimafan
Posts: 999
Registered: ‎06-30-2012

Re: Movelist for Dart from Legend of Dragoon

Thanks. I didn't think this thread would ever get revived.

 

I might have to revise it after seeing some of the latest footage.


TFreitas69 wrote:

 I want his divine dragoon form to have a presence, but I don't know where it could fit in.


I have no idea either, but I went with the Red-Eyed Spirit because I think it's probably more iconic

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Grease Monkey
mx2itb
Posts: 381
Registered: ‎06-06-2012

Re: Movelist for Dart from Legend of Dragoon

This is sick. Dart is deffintely my #1 wanted character. But you should make the spirtit potion a super or something cuz someone could just spam it to buill AP

Photobucket

Current Mains: Ratchet, Sir Daniel, Raiden

The journey to know today begins - The Legend of Dragoon

Dart Feld for All Stars
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I Only Post Everything
Negimafan
Posts: 999
Registered: ‎06-30-2012

Re: Movelist for Dart from Legend of Dragoon


mx2itb wrote:

This is sick. Dart is deffintely my #1 wanted character. But you should make the spirtit potion a super or something cuz someone could just spam it to buill AP


A valid point. I'll add in a long wait between potions so they can't be spammed.

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Lombax Warrior
Tankmen404
Posts: 245
Registered: ‎08-30-2009

Re: Movelist for Dart from Legend of Dragoon

Dude you are awesome! why are you not with super bit to help them on this game? You have some epic ideas.
Photobucket Pictures, Images and Photos
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Grease Monkey
WarriorofWinds94
Posts: 358
Registered: ‎07-14-2012

Re: Movelist for Dart from Legend of Dragoon

dragon.gif

The dragons come alive.

 

This is probably going to be the best character I will see in PSASBR fighting against all the other great characters. The move set is really stunning and so close to the original Legend of Dragoon game. I've never played it but I have seen my big brother play it and it was a pretty awesome game.

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You forgot to take the safety off, rookie.
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Survivor
boboMELOSHE
Posts: 2,385
Registered: ‎06-10-2012

Re: Movelist for Dart from Legend of Dragoon

Cant see a better Dart being implemented, good work man :smileyhappy:
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Cannon Fodder
xThomasx94
Posts: 6
Registered: ‎07-23-2012

Re: Movelist for Dart from Legend of Dragoon

YES!  All though I would love to see Dart use the Divine dragoon as well.  Maybe try to implement a way to use both dragoons, kinda like how Jak is able to use Dark eco as a level 2, and then Light as his level 3.  Either way I 120% agree that dart NEEDS to be in This game!

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