Theatre of Light/Vigilante: Difference between revisions

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{{Content Box|header=Passive|content=
{{Content Box|header=Passive|content=
===Tenderize===
===Tenderize===
[TBA]
Each kick will add up to a hidden number that will be used to apply Bleed after using certain bladed attacks.
===Flux===
===Flux===
[TBA]
Every Attack Combo Enders will have the same charging property as S1 at EMO III, dealing more damage.
}}
}}
===Normal moves===
===Normal moves===

Revision as of 23:28, 18 March 2024

Overview

Vigilante
TOLVigilantePortrait.png
Archetype: Rushdown
Health Defense Multiplier:
  • Melee: x1.25
  • Ranged: x1.25
Stagger Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Walk Speed: 16
Max Light: 3

Vigilante is a close-ranged rushdown character with quality offensive tools at his disposal in exchange for his lack of defensive options. Additionally, he possesses the ability to inflict the unique status effect Bleed that deals damage upon being hit by his opponent. Vigilante acquires more tools within his moveset as the battle progresses and his EMO Level increases, eventually snowballing him into a greater formidable foe, even more so if he is equipped with the right Abnormality Cards.


Strengths Weaknesses
  • Fast-paced Valor: As a rushdown archetype, Vigilante excels in closing the gap between him and his opponent via his nimble mobility, as well as his swift, range-extended melee attacks.
  • Combo Vacuum: All of his moves are able to be used in a combo string. Additionally, certain attacks of Vigilante can reposition/magnet opponent into the front on hit, allowing easier continuation for his combo.
  • Sever Thy Veins: Bleed becomes a secondary type of damage. The status effect becomes lethal as it is easily stacked subsequent each combo. Furthermore, Bleed mechanism causes combo-reliant characters to suffer from their own attacks.
  • Poking Vermin: Vigilante is able to safely do subtle damage and apply Bleed moving in and perform a free combo that costs 1 Light which can be recovered after turn ends, then return to neutral.
  • Timing is Valued: The passive Flux grants incredible damage multiplier for most of Vigilante's Combo Enders, especially his S1. It is encouraged to time his moves efficiently to bring out the most damage.
  • End-game Vendetta: Upon reaching EMO Level II and III, Vigilante gains access to Sky Cearing Cut and Boost Mode respectively. The former enhances S2 scaling with Bleed. The latter increases his mobility and reduces Light Cost for his moves.
  • Vulnerable: Has only one evasive option that is accessible at EMO Level I. Said evasive option also requires set up and the cost of his most valuable approaching tool, which is frail towards the opponent's usual fast offensibility.
  • Emotion-Reliant Victim: Vigilante's moveset is limited during EMO Level 0 and I, which is prone to being pressured by other characters early in the battle. His lost is almost guaranteed if his EMO Level stays at below II throughout the entire round.
  • Card-Reliant Victim: Vigilante becomes dependent on Abnormality Cards due to being vulnerable at low EMO Level and shortage of defensive option. He is also limited to certain choices of Abnormality Cards instead of being given a vast freedom of build. Activating these Cards may decide his victory.
  • Ping Victim: Combos are easy to drop if you or your opponent have high ping.

Move List

Passive

Tenderize

Each kick will add up to a hidden number that will be used to apply Bleed after using certain bladed attacks.

Flux

Every Attack Combo Enders will have the same charging property as S1 at EMO III, dealing more damage.

Normal moves

Cloud Cutter
ATK (x2)
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
First hit 2 1 0.9 0 0 Melee - - - -
  • Perform a quick horizontal slash.
Second hit 2 0.9 0.9 0 0 Melee - - - -
  • Magnets the opponent on hit.


Killer Kick Combo
ATK~S1(x5)
when adding the images here please just put all the kicks in one image
when adding the images here please just put all the kicks in one image
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
First kick
ATK~S1
2 0.9 0.9 0 0 Melee - - - -
Consecutive kicks
ATK~S1(x2-4)
2 1 0.9 0 0 Melee - - - -
  • A single slash with follow up kick. Vigilante can do 2 kicks at EMO 0, and one more per EMO Level reached.
  • The second to fourth kick magnets opponent on hit.
Last kick
ATK~S1(x5)
  • 3 (Normal)
  • 6 (Perfect)
1
  • 0.9 (Normal)
  • 1 (Perfect)
0 0 Melee - - - -
  • The fifth kick procs Flux [EMO III].


Clean up
ATK(x3) or ATK~S1(x3)~ATK
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 4 (Normal)
  • 6 (Perfect)
  • 0.9 (Normal)
  • 1.2 (Perfect)
0.95
  • 1 (Perfect)
0 1 Melee - - - -
  • A series of sword attack for more hitbox, or numerous kicks that both begin and end with a sword slash for more Bleed stack.
  • The final attack sends Vigilante into the sky. On hit, it will also knock the opponent up.
  • The final attack procs Tenderize, and Flux [EMO III].


Beehive
ATK~S1~ATK~ATK
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 12 (Normal)
  • 14 (Perfect)
1
  • 0.9 (Normal)
  • 1 (Perfect)
0 2 - - - - -
  • An advanced string providing decent damage and bleed amount.
  • The hop into double kick will magnet opponent on hit. This does not happen in Backstage.
  • The final attack procs both Tenderize and Flux [EMO III].


Cloudburst
S1
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 4 (Normal)
  • 17 (Perfect)
  • 1 (Normal)
  • 1.2 (Perfect)
  • 0.8 (Normal)
  • 1 (Perfect)
1 0 Melee - - - -
  • Gain Flux starting from EMO 0.


Scattering Slash
S2
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2+(Bleed x 1.2) (rounded down) 1 0.8 2 0 Melee - - - -
  • Damage is scaled with Bleed amount. Restore 1 Light if the opponent has 10 or more Bleed.
  • Cost 1 Light during Extreme Boost Mode.


Ferocious Assault
SP
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
Grounded 6 0.85 1 1 0 Melee - - - -
  • Magnets the opponent on hit. Can be used as combo extender or combo starter.
  • Cost 0 Light during Extreme Boost Mode.
Aerial 6 1.1 0.9 1 - Melee Evade - - -
  • Grants evasive frame and acts as a nice anti air tool.
  • Aerial version magnets opponent to below the Vigilante.
  • Cost 0 Light during Extreme Boost Mode.

Psyches

Sky Clearing Cut
S2 (Hold)
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
(Bleed x 1.75) (rounded down) 1 0.8 3 2 Melee - - - -
  • Does 0 damage on no Bleed target. Must first hit the opponent with an initial S2.
  • Cost 2 Lights during Extreme Boost Mode.


Extreme Boost Mode
ATK~S2
Misinput
Misinput
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 1 2 - - - - -
  • Gain an Install which allows you to consume less Lights on certain moves and faster attack speed.
  • Lose 1 Light after each turn. Lose the Install once current Light is 0.

Strategy

Recommended Decks

Vanisher
EL1: Cocoon
EL2: Predation
EL3: Cardless
Furtherly improves Vigilante's mobility while giving the opponent more disadvantages as they gain Bind after each combo. This build gives Vigilante a powerspike at Emotion Level 2.

Voracious
EL1: Meal [1] / Cardless [2]
EL2: Pale Hand [1] / Gluttony [2]
EL3: Cardless
Combination [1] helps Vigilante's multi hit to stagger his opponent easily, then heal off of their stunned state. Combination [2] is the basic build giving him easy access to healing.

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight