Overview
Vigilante
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Archetype: |
Rushdown
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Health Defense Multiplier: |
- Melee: x1.25
- Ranged: x1.25
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Stagger Defense Multiplier: |
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Walk Speed: |
16
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Max Light: |
3
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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
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- Fast paced: As a rushdown character, Vigilante excels in closing the gap between him and his opponent via his nimble mobility, as well as his swift, range-extended melee attacks.
- Strings: Vigilante has access to strings from his ATK that allow him to extend his combos for a very long time while still applying bleed and tenderize. At Emo 3 this is further exemplified by his ability to use Flux for a lot of his moves and having access to his full strings.
- High damage from Bleed : 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.
- Great pokes: 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.
- Very strong end game: Upon reaching EMO Level II and III, Vigilante gains access to Sky Clearing Cut and Boost Mode respectively. The former enhances S2 scaling with Bleed . The latter increases his mobility and reduces Light Cost for his moves.
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- No blocks or evades: 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 offense.
- Limited by Emotion level: Vigilante's moveset is limited during EMO Level 0 and I, so he loses out on a lot of his flashy combos and most of Flux. It's significantly harder to win if his EMO Level stays at below II throughout the entire round.
- Ping dependant: Combos are much more volatile if your opponent has high ping.
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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)
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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First hit
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2
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1
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0.9
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0
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0
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Melee
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-
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-
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-
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-
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- Perform a quick horizontal slash.
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Second hit
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2
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0.9
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0.9
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0
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0
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Melee
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-
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-
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-
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-
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- Magnets the opponent on hit.
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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
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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First kick ATK~S1
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2
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0.9
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0.9
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0
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0
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Melee
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-
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-
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-
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-
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Consecutive kicks ATK~S1(x2-4)
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2
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1
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0.9
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0
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0
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Melee
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-
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-
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-
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-
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Last kick ATK~S1(x5)
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1
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0
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0
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Melee
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-
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-
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-
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-
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A single slash with follow up kicks.
- Vigilante can do 2 kicks at EMO 0, and one more per EMO Level reached.
- The second to fourth kick magnets opponent on hit.
- The fifth kick procs Flux at EMO 3.
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Clean Up ATK(x3) or ATK~S1(x3)~ATK
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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- 0.9 (Normal)
- 1.2 (Perfect)
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0.95
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0
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1
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Melee
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-
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-
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-
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-
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Rising upward slash
- Alternate string ender.
- Puts Vigilante in the sky so it can be used as a strong mobility tool in neutral or to access his only evade move in j.SP.
- Procs Flux at EMO 3
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Beehive ATK~S1~ATK~ATK
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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1
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0
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2
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-
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-
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-
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-
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-
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- 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 at EMO 3.
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Cloudburst S1
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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1
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0
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Melee
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-
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-
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-
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-
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- Gain Flux starting from EMO 0.
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Scattering Slash S2
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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2+(Bleed x 1.2) (rounded down)
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1
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0.8
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2
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0
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Melee
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-
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-
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-
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-
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- Damage is scaled with Bleed amount from this turn and next turn. Restore 1 Light if the opponent has 10 or more Bleed .
- Cost 1 Light during Extreme Boost Mode.
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Ferocious Assault SP (air OK)
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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Grounded
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6
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0.85
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1
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1
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0
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Melee
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-
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-
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-
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-
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- Magnets the opponent on hit. Can be used as combo extender or combo starter.
- Cost 0 Light during Extreme Boost Mode.
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Aerial
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6
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1.1
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0.9
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1
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-
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Melee
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Evade
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-
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-
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-
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- 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.
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Psyches
Sky Clearing Cut S2 (Hold)
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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(Bleed x 1.75) (rounded down)
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1
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0.8
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3
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2
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Melee
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-
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-
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-
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-
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- Does 0 (zero) damage on no Bleed target. Don't do this.
- Scales off this turn and next turn bleed.
- Must first hit the opponent with an initial S2.
- Cost 2 Lights during Extreme Boost Mode.
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Extreme Boost Mode ATK~S2 Misinput Misinput
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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-
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-
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-
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1
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2
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-
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-
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-
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-
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-
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- 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.
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Strategy
Recommended Decks
Vanisher
EL1: Cocoon
EL2: Predation
EL3: Cardless
Further improves Vigilante's mobility while giving the opponent more disadvantages as they gain Bind after each combo. This build gives Vigilante a power spike at Emotion Level 2.
Gluttony
EL1: Cardless
EL2: Gluttony
EL3: Cardless
Basic sustain build.
Pale Hands
EL1: Meal
EL2: Pale Hand
EL3: Cardless
Takes advantage of Vigilante's multi-hits to stagger his opponent easily, then heal off of their stunned state.
Theatre of Light Navigation
General
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Mechanics
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Chapter 1
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Single Entry 1
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