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| ==Overview== | | ==Overview== |
| ===Lore=== | | ===Lore=== |
| WIP. Complete Later.
| | River Montoya sees sword fighting as an elaborate dance. She loves the performing arts such as dancing, singing, and acting, and considers her fencing yet another kind of dramatic performance. |
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| ===Character Stats=== | | ===Character Stats=== |
Revision as of 03:57, 13 March 2024
Overview
Lore
River Montoya sees sword fighting as an elaborate dance. She loves the performing arts such as dancing, singing, and acting, and considers her fencing yet another kind of dramatic performance.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
80 |
Poking |
5 |
River Rhythm. Whenever you open with a normal dodge, fetch an X or Y card from your discard pile.
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Stance Mechanics
- When you enter River's Finesse Stance (or Hyper Finesse Stance), set aside your hand and deck; use your 5 stance cards as your new hand.
- While in a stance, you have no main phase, can't draw or discard cards, and can't interact with your discard pile.
- At the end of each combat, revert to your normal form (by switching back to your regular hand and deck) unless one of your cards told you to stay in your stance. In that case, all 5 cards from that stance return to your hand.
Strengths |
Weaknesses
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- En Guarde! Once River gets into stance, she forces the opponent onto the back foot with a powerful, looping mix-up that requires no resources - the opponent must hit her to escape! Each of River's pokes in Finesse stance will deal a solid chunk of damage in addition to allowing her to drain the opponent's resource, while her own remain safely un-used in her normal hand. Instead of looping her offense, River is also able to cash-out the situation by entering into Hyper Finesse stance, a much empowered version of the stance that doesn't loop into itself. Best of all, River's Hyper Finesse options are on par with most characters' super moves, but require no meter to use!
- Can't Touch This. River has a myriad of great defensive options that keep her slippery and difficult to pin down while running her own powerful stance offense. Her ability allows her to recur her dodges for free and she has access to a powerful, safe on block super reversal. The crown jewel of her defense is her special Z dodge, which against many characters, is an un-punishable dodge - often the opponent's best strategy against Z is to just dodge!
- Card Up Her Sleeve. River's stance allows her to not have to expend cards in hand or meter to run a powerful offense; this makes her playstyle very low-cost in terms of cards and meter. Best of all, on top of her already fuel efficient play style, her innate, X, Y, and ability all draw her cards! River is very rarely left without a couple cards up her sleeve.
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- Sting Like a Butterfly. River's damage output is very low until she is able to get into Hyper Finesse stance. Even within Hyper Finesse, her "damage cash-out" is only on-par with the average damage many characters get off a single super attack. This weakness means that River has to constantly thread the needle in a match, continually taking measured risks as she slowly pokes the opponent into submission - the opponent on the other hand can afford to take bigger risks against her, as they typically need to win far fewer combats to score the KO.
- Flowchart Foiled! Despite her ability to confound and frustrate the opponent in neutral, River's playstyle exudes a fairness that many other offensive powerhouses ignore. Her best options are locked behind potentially multiple turns of set-up as she attempts to snowball into her stance pressure. On top of this, unlike many other character's advantage states, River's stances actually give the opponent a lot of wiggle room. Especially moving into the late game, her opponents will often be able to set-up strong or highly rewarding counter-play to her basic stance mix-ups.
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Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
2
|
0
|
8
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Chain Combo
|
1
|
Low
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B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
3
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0
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8
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Chain Combo
|
1
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Low
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C. Medium Attack
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
4
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0
|
7
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Chain Combo
|
1
|
-
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D. Heavy High Attack
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
5
|
0
|
7
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Chain Combo
|
1
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High
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E. Power High Attack
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
6
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-
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1
|
High
|
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Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
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-
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-
|
-
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-
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On block: Draw a card. Recurring.
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High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
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-
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-
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-
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-
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On block: Draw a card. Recurring.
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Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Dodge
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-
|
-
|
-
|
-
|
-
|
-
|
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Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Throw
|
7
|
-
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5
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Starter
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2
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Knockdown
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Special Moves
X. Accent Thrust
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
7
|
3
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7
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Ender
|
4
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If you didn't get hit: draw a card then transition to Finesse Stance.
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Y. Adagio Flunge
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
9
|
3
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4
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Can't Combo
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-
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Beats dodges. If you didn't get hit: draw a card then transition to Finesse Stance.
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Z. Legato Step
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Dodge
|
-
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-
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-
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-
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-
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Avoids attacks and normal throws. You may punish strikes with any single attack or throw.
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Super Moves
S1. Bladestorm
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
10
|
2
|
14
|
Ender
|
2
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Costs 2 Super Meter. On hit: transition to Finesse Stance.
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S2. Quintet
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super Attack
|
10
|
2
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12
|
-
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-
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Costs 1 super meter. Unsafe on Block. Pump 2 Super Cards: +9 damage/card.
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Ability Card
Up the Tempo
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
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-
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-
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-
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Fetch a dodge from your discard pile. If you fetch a normal dodge this way, draw a card and get the edge.
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Finesse Stance Moves
F1. Retreat
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Block
|
-
|
-
|
-
|
-
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-
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If you blocked a strike attack, deal 5 damage and knock down the opponent. If you didn't get hit, stay in Finesse Stance.
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F2. Half Step
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
11
|
2
|
9
|
Can't Combo
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-
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Low. On hit or block, gain the Edge. If you didn't get hit, stay in Finesse Stance.
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F3. Crescendo
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
9
|
-
|
4
|
Can't Combo
|
-
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Unblockable. If you didn't get hit, transition to Hyper Finesse Stance.
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F4. Counter Lunge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
13
|
4
|
7
|
Can't Combo
|
-
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High, Unsafe on Block. If you didn't get hit, stay in Finesse Stance.
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F5. Riposte
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Dodge
|
12
|
-
|
-
|
-
|
-
|
Avoid attacks. If you dodge any attack, hit back for 12 damage. If you didn't get hit, stay in Finesse Stance.
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Hyper Finesse Stance Moves
HF1. Nimble Backstep
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Block
|
-
|
-
|
-
|
-
|
-
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If you blocked a strike attack, deal 5 damage and knock down the opponent. If you didn't get hit, stay in Hyper Finesse Stance.
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HF2. Full Step
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
17
|
2
|
12
|
Can't Combo
|
-
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Low. On hit or block, gain the Edge. On hit: gain +1 super meter.
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HF3. Perfect Harmony
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
14
|
-
|
5
|
Can't Combo
|
-
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Unblockable. If you didn't get hit, draw 3 cards as you leave this stance.
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HF4. Counter Lunge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
22
|
4
|
9
|
Can't Combo
|
-
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High, Unsafe on Block. On hit: gain +1 super meter.
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HF5. Riposte
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Dodge
|
20
|
-
|
-
|
-
|
-
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Avoid attacks. If you dodge any attack, hit back for 20 damage and knock down the opponent.
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Combos
Basic
WIP. Complete later.
Strategy
Basic Game Plan
WIP. Complete later.
Matchups
Geiger
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Something about gears.
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