Name: Savage Vanguard (name pending)
Class: Melee
Description: The Savage Vanguard was once a great warrior, the best in his village. He wields
dual Pata Blades. Also the most athletic and agile of his peers, the Pata Blades fit him perfectly. Being able to deliver both slashing and jabbing attacks in rapid succession gives the Savage Vanguard the upper hand against slower opponents, paired with the above average defense, this mercenary is great for beginners.
Speed: Slightly slower then Kage Ninja
Power: Average damage output.
Jump: SV can't double jump vertically, but it can double jump horizontally. Pressing the jump button after jumping once makes the SV somersault twice with blades out, damaging enemies below you and impacting anyone near you when you land. This manuever is useful, but has very low damage.
Dash: The Savage Vanguard runs with both arms trailing behind it. Its above average speed makes its dash attack a reliable tactic.
Jump Attack-D,D,D/Hold D: The SV swings from left to right with the left arm, then swings backhanded with the right Pata after spinning from the first slash. the last hit can do one of two things. The regular D finishes the combo with a spin holding both blades out and hitting the enemy twice and then launching them higher into the air, going back slightly. The Hold D is a powerful downward slash with the left Pata that impacts the enemy into the ground.
Ok, the combos are like other mercs like capo, where you can interchange with D's, and Hold D's. So I'll just list the individual attacks.
1st D: Forward jab with the right Pata.
1st Hold D: Powerful jab with both blades.
2nd D: Forward jab with left blade.
2nd Hold D: Knee to the stomach.
3rd D: Spiraling upward jab launching them into the air.
3rd Hold D: Put both blades into the ground and kick with both legs.
4th D: Jab into the enemy holding them in the air and stunning and then slash downard causing them to impact.
(Trolololol)
SD-Gale Force-Knocked Down: Leap back up with a vicious spin, knee fainting the people around you, the range of a Windmill.
Standing: Dash to the nearest enemy at high speed, then tackles them leaving them stunned. After they are stunned you jump into the air and spin downward in a drill like fashion with both blades fainting the stunned enemy, aswell as anyone within a P.R. radius.
In Air: Automatically aims at the nearest enemy(blizzard range), and perform five quick slashes, the 4th fainting, the last launching into the air.
ASD-Parry: A passive armor that when guarding, knocks away melee attacks ending the combo, and causing the enemy to overextend not being able to move for a second. It is good for starting your own combos, but it is useless against anything that isnt using melee attacks.
AD-Opening: This is mainly a counter skill, you can use it in the instant you are hit, or while being hit. It knocks the opponents weapon away randomly within a blizzard sized radius, and then faints them with a jab. IT CANT EDGE A WEAPON.
AS-Champions Pride: You take out a piece of tapestry with some characters on it, and it increases attack, defense, and speed until you are hit by a skill.
OPness....Gonna start doing ranged now.