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Designing a Fighting Game Part 4: Melee DPS

Here, I will be covering the melee DPS jobs in Final Fantasy XIV to fighting game characters in the same manner that I covered converting the tank jobs in the previous article. I will be going over a brief overview paragraph discussing each job's identity in the MMO and how I plan to adapt it, and then an organized list including the character representative, identity keywords, archetype, special moves, unique mechanics, moves tied to the unique button, limit breaks, and concerns I have regarding the designs.


Melee DPS Role Identity

While the tanks tend to share similar tools, the melee DPS tend to be quite different from one another due to the overall low amount of utility they bring. While all have access to the Feint action to reduce incoming raid-wide damage and most have some sort of raid damage buff, these elements are a minute part of each job's kit. Instead, each job focuses on maximizing personal damage through different means and mechanics.


There are some common trends within the role such as powerful mobility tools, straightforward action combos, and above average APM. One specific mechanic that is shared between the melee jobs is positionals, which are attacks that deal additional damage or gain additional damage when attack an enemy from a certain direction. However, positionals would not translate well to a 2D fighter and wouldn't necessarily add appreciable depth to the game if included.


To emphasize the mobile and aggressive nature of the role, most of the jobs will have a unique mobility option or other powerful mobility tool and solid damage. However, they will have fewer setplay and space control tools compared to the other roles.


Monk

One of the most reworked jobs in the MMO, the Monk has had several identities throughout the game's lifespan. Most recently, it shifted from a job focused on maintaining a stacking buff which increased its attack speed to a job that always has the increased attack speed and instead focuses on performing special attack combinations to unlock powerful finishers. However, the big constant of the job has been its stance system. Rather than having linear 1-2-3 combos like other melee jobs, it can freely mix and match different attacks of the same stance. Each stance (Opo-Opo, Couerl, and Raptor) has 2 single target attacks and 1 AoE attack, and when the Monk uses an attack of a given stance, they automatically transition to the next stance. The stance system is also used to unlocked Beast Chakra in the current version of Monk, where under Perfect Balance the Monk can perform three attacks in the same stance or one attack in each stance to unlock a powerful finisher. This design makes for an excellent stance character, with the Unique button being used to select a stance.


Character Representative:

Lyse is the best representative for Monk as she has the most story relevance of any Monk character as well as leaning into the heuristic of the "kung fu girl" fighting game archetype shared by Jam Kurodaberi, Chie Satonaka, Litchi Faye Ling, and Miyako Arima.


Identity Keywords:
  • Technique

  • Kiai

  • Speed

  • Brainmelting

Archetype:

Pure Rushdown. Has the shortest effective range in the game but has strong mobility, incredible pressure, and absurd damage.


Special Moves:
  • Thunderclap (air ok), a flash step movement tool that allows the Monk to quickly travel to either side of the screen. Has a version that travels to the far left, a version that travels to the far right, and a version that travels directly in front of the opponent. When used in the air, instead performs a fast-fall that travels in an angle based on the version inputted. Can be cancelled into itself, Shoulder Tackle, and Steel Peak.

  • Shoulder Tackle, an attack that rushes the opponent and knocks away on hit, but is safe on block.

  • Steel Peak, a an advancing tetsuzanko that armors through strikes and projectiles and delivers a powerful, but very punishable attack. On hit, launches and wallbounces the opponent. Can be held to cancel the attack and reset pressure.

  • Six-Sided Star (air ok), a highly active anti-air and reversal tool. Has two versions, one that does high damage and sees use in combos and another that is primarily used as a reversal.

Unique Mechanic:

Perfect Balance, Beast Chakra, and Nadi. Perfect Balance allows the Monk to enter Opo-Opo, Raptor, or Couerl forms. Each form has three attacks, corresponding to A, B, and C respectively, and the forms and form attacks can be cancelled back into any forms themselves up to two times (for a total of three forms per cancel sequence) on hit or block. Whenever the Monk lands one of these form attacks, they generate a Beast Chakra of the type corresponding to the form used. The Monk can stack up to three Beast Chakras at a time, and any additional Beast Chakra generated replaces the oldest Chakra. When the Monk has generated three Beast Chakra, Masterful Blitz is replaced by a different move depending on how many different types of Beast Chakra have been generated. One type of Chakra results in Elixir Field, two types results in Celestial Revolution, and three types results in Rising Phoenix. When one of these attacks hits or is blocked, the Monk generates a Nadi. These power up the Monk and increase the damage of the Phantom Rush Limit Break.


All stance attacks cannot be special or super cancelled except into Masterful Blitz or Phantom Rush.


Chakra Effects:

Lunar Chakra (Elixir Field): Reduces damage taken by 10%, adds invulnerability to Phantom Rush.

Solar Chakra (Rising Phoenix): Increases damage dealt by 10%, adds a better knockdown to Phantom Rush.

Stellar Chakra (Celestial Revolution): Increases movement speed, adds faster startup and greater range to Phantom Rush.


Unique Button Attacks:

Opo-Opo Form:

  • Bootshine: A fast string of mid attacks that allows the Monk to safely end pressure or be stance cancelled to RPS with other stance normals. Knocks the opponent away on hit.

  • Dragon Kick: A leaping overhead strike followed up by a mid attack. Has invulnerability against lows but can be mashed against. Unsafe when not cancelled. Launches the opponent up and away on hit with a hard knockdown, can be followed up for high damage in the corner.

  • Shadow of the Destroyer: A low attack with several mid followups. Has fast startup, advances with each hit, and each individual hit can be stance cancelled, but all stance cancels are unsafe on block. Leads to combos midscreen.

Raptor Form:

  • Twin Snakes: A slow, armored attack that crumples the opponent on hit. Unsafe on block and the stance cancel leaves a notable gap where the opponent can RPS.

  • True Strike: A slow, unblockable strike that wallsplats the opponent on hit. Can be followed up with Shoulder Tackle midscreen or large combos in the corner.

  • Four Point Fury: A mid attack with invulnerability to lows. Vacuums in the opponent on hit or block. On block, can be safely stance cancelled but has no gapless followups. On hit, allows for combos.

Couerl Form:

  • Snap Punch: A medium speed, ducking strike that is invulnerable to highs. Safe on block due to pushback and crumples opponents on hit.

  • Demolish: A 5-hit series of mid attacks. Punishable on block without a stance cancel, launches on hit for a combo. Has fast startup to frame trap mashers.

  • Rock Breaker: A slow, low projectile that's plus on block, but has notable pushback. Launches the opponent on hit. Allows for a pressure reset in the corner but is easily mashed against.

Masterful Blitz:

  • Elixir Field: A moderate speed, plus on block attack with notable range. Is designed to encourage the opponent to try and RPS against the stance cancels. Has low invuln and launches the opponent into the air on hit for a hard knockdown but no meterless combo.

  • Rising Phoenix: A fast combo ender that does high damage but does not grant okizeme. Highly unsafe on block.

  • Celestial Revolution: A fast combo extender that launches the opponent up for a short followup. Unsafe on block.

Limit Breaks:
  • Phantom Rush (1 bar): A combo ender super that gains unique properties based on which Nadis are active.

  • Meteodrive (1-3 bars): A projectilve invuln command grab super that starts by rushing forwards a short distance, entering super flash, and then rushing the opponent with the grab. At point blank range, it's +0 after the flash, so it cannot be jumped on reaction when used as a close range mixup. On hit, the Monk may spend additional meter to increase the damage of the attack. Only grants good oki if 3 bars are spent.

  • Final Heaven (3 bars), an immensely damaging strike and the strongest combo finisher for Monk, but crosses up on hit, so best saved to close out a round.

Design Concerns:

Out of all the jobs so far, the Monk is the one I'm afraid may lean into its unique mechanic a bit too much, but the stances themselves don't do that many different things. Since each stance can be roughly boiled down to a safe-ish mid and two mixup options (counting frame trap vs slower but plus option as a mixup) which largely cover each other. While I certainly want players to feel free to route into whatever Beast Chakra they want, I do not want the stances to feel interchangeable. Finally, I am concerned that opponents will not feel rewarded enough when successfully escaping stance pressure/mix. Being put in a massive blender and then not being sufficiently rewarded for defending correctly multiple times in a row feels rather unsatisfying.


Dragoon

In contrast to the Monk, Dragoon has received no major overhaul throughout its lifespan despite existing since the earliest days of the job system in FFXIV 1.23. As such, it has quite a broad and loose identity with multiple distinct, but discrete aspects. Thematically, it's identical to Dragoons in prior Final Fantasy games: dragonslayers who leap high into the air to deal devastating dive attacks with their spears. Mechanically, it diverges significantly. Rather than jumps being long, high-commitment affairs that leave the Dragoon invulnerable, jumps are instead fast gap closers and ranged attacks that are weaved between its core GCDs. These GCDs are comprised of a looping 10 button sequence that are just pressed in order of 1-2-3-4-5-1-6-7-5-4. In addition, one of its jumps, Mirage Dive, lets it enter an empowered Life of the Dragon state, unlocking additional oGCD attacks. As it stands currently, the two halves of the kit don't particularly interact with one another in a unique way, so I will instead be focusing on the most unique aspects of the job: the Jump attacks.


Character Representative:

Estinien is the most obvious candidate to represent the Dragoon. After all, he embodies everything about the Dragoon in its lore and is central to both the Dragoon quests and the main story.


Identity Keywords:
  • Linear

  • Acrobatic

  • High-Flying

  • Simple

Archetype:

High Mobility Midrange. Doesn't have the strongest offense or zoning, but has big buttons and good command movement to mix up their approach and evasion.


Special Moves:
  • Piercing Talon (air ok), a relatively standard projectile with multiple different versions that cover different angles. The air version halts air momentum and lifts the Dragoon slightly.

  • Sonic Thrust, a rapid series of thrust attacks. Can be mashed to increase the number of hits and deals notable chip damage on block. Quite negative, but safe due to spacing and difficult to punish due to ambiguous active frames.

  • Heaven's Thrust (air ok), a moderate speed, safe on block launcher where the Dragoon plants their spear, spins atop it, and then uses their body weight to swing the spear upwards. Can be feinted by holding the attack to reset pressure. When used airborne, it instantly halts the Dragoon's air momentum and sends them directly downwards, with the spear hitting opponents directly below the Dragoon. Can be cancelled into Jump.

  • Mirage Dive, a projectile that travels upwards, goes offscreen, and then travels back down a set distance away based on the button pressed. Good for aerial space control and has okizeme applications.

Unique Mechanic:

Jump and Dive. The Dragoon has a unique command jump whose trajectory depends on the direction inputted when pressing the Unique Button. After Jump has been used, the Dragoon can use air normals, air specials, or the Dive attack by pressing the Unique button again. The Dive attack rockets the Dragoon with an angled thrust. If performed immediately, Dive has poor blockstun, but if the Dragoon waits until the apex of their Jump, Dive is powered up and becomes advantageous on block and starts combos on hit.


Unique Button Attacks:
  • Jump (air ok), a command jump that has the Dragoon leap in one of three directions based on whether they are holding forward, backwards, or neutral. Can be cancelled into air normals, air specials, and Dive.

  • Dive (only after Jump), a diving thrust attack that rockets the Dragoon at a downward angle depending on the direction held. If used before the apex of the Jump, the attack is minus on block and leads to little on hit.

  • Elusive Jump, a command dash with low and throw invulnerability. Can be used forwards or backwards and can be cancelled into Jump or air specials.

Limit Breaks:
  • Dragonfire Dive (1 bar, air only), a falling strike that covers a wide area. Is advantageous on block but has notable pushback, allowing the Dragoon to potentially start offense while still giving the opponent the opportunity to contest.

  • Wyrmwind Thrust > Stardiver (1-2 bars, air okay), a large projectile used to punish zoning from fullscreen. Can be followed up with Stardiver for extra damage and a stronger knockdown on hit or frame advantage on block.

  • Dragonsong Dive (3 bars), a rather standard combo ender super that deals high damage and has invuln on startup. Launches the opponent far away but gives the Dragoon enough frame advantage to close the gap somewhat.

Design Concerns:

After a brief reflection, the Dragoon is remarkably similar to BlazBlue's Mai Natsume, and I would not doubt if Mai was inspired by Final Fantasy's Dragoons. However, I am concerned that this Dragoon design is a bit too similar to Mai, as both are designed to be easy to learn, straightforward characters with a command jump, great buttons, and a rapid thrust attack. Hopefully, with Dragoon using standard gatling structures instead of command strings, it will feel different enough.


Ninja

The first melee DPS added to the game after the launch of A Realm Reborn, the Ninja is sort of the red-headed stepchild of the melee DPS. While the other melee DPS jobs utilize the Strength stat for their damage output, Ninja instead uses Dexterity. As such, the Ninja has its own exclusive gear type for its armor and uses the same accessories as the physical ranged DPS jobs. These specifics, while largely unimportant to gameplay in the MMO, can help establish Ninja as a sort of hybrid between the melee and ranged DPS jobs in a fighting game. It has the impressive rushdown and brawling capabilities of the melee DPS, but the evasiveness and screen control of the physical ranged DPS. The screen control aspect is particularly emphasized by the Ninja's signature mechanic: Mudras.


Character Representative:

Yugiri is the most fitting candidate for a Ninja representative as she has the most story relevance while also serving as a female Au'Ra for visual diversity purposes. He small size and stature also help sell the pixie nature of the job.


Identity Keywords:
  • Pixie

  • Bag of Tricks

  • Rapid Execution

  • Glass Bones

Archetype:

Pixie. The Ninja has excellent mixup of every type, top-notch mobility, and solid space control but has very little life and needs to work hard for their damage. Notably, their buttons are rather small and their regular special moves are best used up close, but their Ninjutsu abilities are powerful tools at range and in combos.


Special Moves:
  • Trick Attack, a crossup special which dashes through the opponent and stabs them from behind. Not the fastest mixup option and can be mashed, but easy to set up and safe on block. Startup looks similar to Assassinate.

  • Assassinate, a reaction check command grab that dashes forwards swaps sides on hit. Has notably low recovery on whiff, but can be mashed. Startup looks similar to Trick Attack.

  • Mug, a close range hit-grab that does little damage, but steals Limit Break meter from the opponent and restands them. Unsafe on block, but has use as a combo ender for consistent, albeit somewhat poor, advantage.

  • Hakke Mujinsatsu, a reversal that hits on both sides of the Ninja. Has excellent horizontal reach and active frames, but has poor vertical reach and is somewhat slow. Activates Hollow Nozuchi when used.

  • Shukuchi (air ok), a mobility tool which allows the Ninja to teleport forwards, vertically (up when grounded, down when airborne), or diagonally forwards (up when grounded, down when airborne).

  • Hide, turns the Ninja partially invisible, improving their mixup potential.

Unique Mechanic:

Mudra Stance, Mudras, and Ninjutsu Techniques. By pressing the Unique Button, the Ninja can enter the Mudra Stance. While in Mudra Stance, pressing any of the other three buttons activates a specific Mudra (Ten, Chi, or Jin). These Mudra do nothing on their own, but when the Unique Button is pressed again, the Ninja activates a Ninjutsu based on which Mudras were pressed and in a given order.


Unique Button Attacks:
  • Mudra Stance (air ok), enters the Mudra Stance to perform various Ninjutsu techniques. If performed in the air, halts air momentum and slowly floats downwards.

  • Kassatsu, an install move that powers up the next Ninjutsu technique.

Ninjutsu Techniques:

Basic Techniques:

  • Rabbit Medium, performed by any invalid Mudra combination (no Mudras or repeating the same Mudra). Causes a rabbit to appear on the Ninja's head that then jumps forwards and runs away. The rabbit's jump has a hitbox. Essentially a glorified taunt/failstate, but always deals its minimum damage so has use at the end of heavily scaled combos. Under Kassatsu, the rabbit grows much larger and deals twice as much damage.

  • Fuma Shuriken, performed by using only Ten, Chi, or Jin. Launches an oversized, multihit shuriken projectile. Depending on the input, the shuriken travels at a different angle. Under Kassatsu, the shuriken travels in a loop, dealing damage on the return trip.

Two Mudra Techniques:

  • Katon (Two mudras ending in Ten), a slow moving projectile that travels in an arc before exploding upon contact with the ground. If the initial projectile hits the opponent, it still passes through to explode later. Is quite slow and leaves the Ninja open, but is very active and advantageous on block. Under Kassatsu, the explosion reaches high into the air and launches the opponent.

  • Raiton (Two mudras ending in Chi), a high damage projectile that hits about half a screen away or the corner, whichever is closer. Covers a large degree of vertical space and causes a small launch. Under Kassatsu, it is followed up by a lunging attack that serves as a combo extender but is unsafe on block.

  • Hyoton (Two mudras ending in Jin), a close range projectile that freezes the opponent, allowing for a restand or combo extension. Unsafe on block. Under Kassatsu, the initial projectile is followed up by a flurry of frozen shuriken, extending the duration of the freeze while dealing additional damage.

Three Mudra Techniques:

  • Huton (Three mudras ending in Ten), an install state that increases the Ninja's mobility. Under the effect of Huton, the Ninja gains an additional airjump, an additional airdash, and enhanced movement speed. Under Kassatsu, the duration is extended and the Ninja's movement speed is enhanced further.

  • Doton (Three mudras ending in Chi), creates a persistent AoE field in front of the Ninja that constantly damages opponents who stand in them. Under Kassatsu, the damage is increased and using Hakke Mujinsatsu activates Hollow Nozuchi, a launcher centered on the Doton that also makes Hakke Mujinsatsu more difficult to punish.

  • Suiton (Three mudras ending in Jin), a close range water jet that launches the opponent into the air. Useful for starting combos. Under Kassatsu, the water jet comes back down with a crash, dealing more damage and becoming more active.


Limit Breaks:
  • Ten Chi Jin (1 bar, air ok), roots the Ninja in place in Mudra Stance. Upon activating a Mudra, the Ninja performs a Ninjutsu based on the Mudra pressed (the first one is always Fuma Shuriken). After the first Ninjutsu, the next button pressed activates an additional Ninjutsu based off of the button pressed as well as the previous Mudra (Katon, Raiton, Hyoton, or Rabbit Medium). After the second Ninjutsu, the Ninja can activate a third Mudra with the same properties (performing Huton, Doton, Suiton, or Rabbit Medium). The Ninja cannot move until all three Ninjutsu are performed.

  • Bunshin -> Phantom Kamaiitachi (2 bars), a temporary install state that creates a clone of the Ninja that copies their attacks. Essentially adds extra hits to every attack, improving frame advantage, damage, and allowing new combos. Can be activated again to perform Phantom Kamaiitachi, a strong projectile finisher that grows in power based on the remaining duration of the install.

  • Chimatsuri (3 bars), a fairly standard high damage combo ender/reversal. Deals significant damage and grants excellent oki, but is horribly unsafe on block.


Design Concerns:

One of my concerns with the Ninja is that it's rather discrete in its functions. It's buttons and regular specials are powerful melee attacks, but I'm not sure whether the Mudras and Ninjutsu Techniques supplement that well or instead create a somewhat confused job. In addition, I am always wary of the pixie archetype, as characters who excel at everything but are just particularly fragile tend to be frustrating to fight against.


Samurai

Added in the Stormblood expansion, the Samurai serves as the "selfish" melee DPS. This means that it lacks any unique party-wide utility and instead focuses on extremely high personal damage output. While this isn't entirely relevant to a 1v1 fighter, it does mean that the Samurai has a wide variety of attacks to pull from for its special moves. Many of these attacks are tied to Sen, which are used to activate powerful Iaijutsus, or Kenki, which is used for a variety of oGCDs. As Iaijutsus are the most iconic ability of the Samurai, they will be tied to the Unique button, while the more generic Kenki abilities will be used for regular specials.


Character Representative:

While the ideal candidate for roster variety would be Gosetsu, as he has a currently unused body type (male Roegadyn), the animations and general stylings of the Samurai do not feel suited to a big-body character. However, he would sell the high-damage nature of the job rather well. Hien would serve as an alternative representative.


Identity Keywords:
  • Anticipation

  • Devastation

  • One Shot

  • Control

Archetype:

High damage stancel character. While lacking in meterless mixup, the Samurai has extremely high damage and can greatly vary their pressure through stance cancels.


Special Moves:
  • Hissatsu: Goten (air ok), a typical lariat. Is a fast, safe, advancing move that allows for combo followups on counterhit. When used in the air, it acts like a mid-hitting divekick, stalling air momentum briefly before attacking.

  • Hissatsu: Yaten (air ok), a retreating jump accompanied by a slash. Quickly and safely creates distance between the Samurai and the opponent. When used in the air, it halts air momentum and then propels the Samurai upwards and hits overhead, allowing for TK overheads.

  • Hissatsu: Senei, a pair of damaging slashes that serves as a powerful combo extender/starter, especially on CH. Massively unsafe on block.

  • Hissatsu: Guren, a short ranged projectile with decent frame advantage.

  • Hissatsu: Chiten, a guard point special that blocks highs and mids and allows the Samurai to counterattack with Hissatsu: Seigan or Zantetsuken

Unique Mechanic:

Sen and Iaijutsu. Whenever the Samurai lands a Unique normal (on hit or block), they gain a Sen corresponding to that attack. The types of Sen are Setsu, Getsu, and Ka (Snow, Moon, and Flower) and no more than 1 of each can be had at a time. These Sen are spent by using Iaijutsu special moves, which are activated by entering Iai stance and pressing an associated button. No matter which Iai stance move is executed, all Sen are spent, though each move has a minimum amount of Sen before it can be used.


Unique Button Attacks:
  • Yukikaze (air ok, grants Setsu), a leaping slash followed by a thrust. Has low and throw invuln and a little bit of forward movement. Unsafe on block, but special cancellable on hit. When used in the air, it has slightly more forward movement.

  • Gekko (air ok, grants Getsu), a downwards slash in the shape of a crescent moon. Knocks down on both ground and air hit.

  • Oka(air ok, grants Ka), a spinning slash that has the Samurai leap upwards slightly. Has use as an anti air and can be jump cancelled on hit.

  • Iai Stance (air ok), enters the Iai Stance to activate the various Iaijutsu. When used in the air, the Samurai fastfalls to the ground.

Iaijutsu:

  • Higanbana (1 Sen), a fast, long ranged multihit attack. Causes a crumple state on hit and pushes the opponent far away on block. The more Sen you have when used, the greater range it has.

  • Tenka Gohen (2 Sen), a medium speed sword wave that launches the opponent into the air on hit. The more Sen you have, the higher the hitbox.

  • Midare Setsugekka (3 Sen), the slowest of the Iaijutsu. Performs two powerful strikes that causes a wallbounce on hit and massive chip damage on block.

  • Iai Cancel, activated by holding the Iai Stance input. Causes the Samurai to enter and exit the Iai stance, granting frame advantage after various attacks land on the opponent.

Limit Breaks:
  • Tsubame Gaeshi (1 bar): A unique super that can be used only immediately after an Iaijutsu. Repeats the previous attack.

  • Zantetsuken (2 bars): A super that can be performed after using Hissatsu: Chiten. Can be activated even if the guard point hasn't triggered, but if the guard point has been triggered, the attack becomes unblockable.

  • Doom of the Living (3 bars): Another rather standard super that deals massive damage and has invulnerability on startup. Has good pushback but is still very punishable on block.

Design Concerns:

The Samurai blends elements of multiple eastern swordsman characters (Johnny and Baiken in particular), but I'm concerned that the Samurai's shorter katana would not work well with the stancels. In addition, the inputs for the Iaijutsu could change how the character functions dramatically. The current plan for Iaijutsu stance is that you enter it using 63214U and the attacks are activated by pressing A, B, or C for Higanbana, Tenka Gohen, and Midare Setsugekka individually. However, this might be less user friendly than having 3 different motion inputs and then using the buttons to cancel out of stance.


Reaper

The newest melee DPS, the Reaper is an incredibly edgy, scythe-wielding job which utilizes the powers of darkness to summon and fuse with a Voidsent (essentially, a demon). While an ultimately straightforward job, it uses what I refer to as a "resource pyramid." Its normal combo generates a resource for enhanced attacks, those enhanced attacks then generate a second resource for an install state, and that install state has its own two resources. On paper, it is quite complex, but in practice it's both intuitive and easy to execute with.


Character Representative:

Zenos yae Galvus is by far the most suitable candidate. He's a primary antagonist, a unique body type, and one of the very few Reaper NPCs in the MMO.


Identity Keywords:
  • Ebb and Flow

  • Flashy

  • Savage

Archetype:

Puppet-lite and Install character. While it doesn't have the full degree of simultaneous control like proper puppet characters, it can act in tandem with its Voidsent akin to Dizzy from Guilty Gear or most characters from Persona 4 Arena. Uniquely, it needs to swap between puppet and puppetless modes, each with its own strengths.


Special Moves:
  • Hell's Ingress/Egress -> Regress (air ok), a teleport that allows the Reaper to move either forwards or backwards, leaving a portal behind as they do that persists until the Reaper gets hit. Activating the move again performs Regress and teleports the Reaper back to the portal.

  • Gibbet/Void Reaping, a fast multihit move which launches the opponent away and knocks them down. Relatively safe on block, but unrewarding on hit. Under Enshroud, it becomes Void Reaping, becoming faster, dealing more damage, and allowing for followups in the corner.

  • Gallows/Cross Reaping, another multihit move, but slightly slower than Gibbet. Launches the opponent on hit but is less safe on block than Gibbet. Under Enshroud, it becomes Cross Reaping, becoming faster, dealing more damage, and launching higher on hit.

  • Soul Slice, a somewhat slow two-hit move that vacuums the opponent in and is slightly plus on block. Has an anti-air version that vacuums in jumping opponents, allowing for unique combo conversions. Under Enshroud, it becomes more advantageous on hit and block.

Unique Mechanic:

Voidsent Puppet, Enshroud, and the Soul Gauge.


The Soul Gauge, rather than being a traditional resource, represents the Reaper's control of their Voidsent Avatar. The gauge is built by performing summon attacks with the Voidsent in normal mode and drained by using unique and special attacks while in Enshroud mode. If the gauge ever reaches full or empty, the Reaper is forced to switch modes and suffers a lengthy recovery period where they are exposed to hefty punishment.


Voidsent summon attacks involve summoning a ghostly avatar to strike the opponent after a short delay. While summoning the puppet, the Reaper enters a brief summoning animation, but can freely move and attack afterwards. Hitting the Reaper, making the Reaper block, or hitting the Voidsent all cause the Voidsent summon to disappear. After performing an attack, the Voidsent will disappear after a brief period of time unless a new Voidsent attack is used. When a Voidsent attack is used while it is already out, the attack originates from the Voidsent's current location rather than the Reaper's.


Under Enshroud, the Reaper's own attacks become faster and gain additional properties such as better frame advantage, larger reach, more damage, etc. Each Enshroud unique attack can cancel into the other Enshroud unique attacks at the cost of additional Soul Gauge.


Unique Button Attacks:

Both Modes:

  • Enshroud/Doff Shroud, changes the Reaper between Enshroud and Puppet modes. Switching modes has a decent amount of recovery, making it very dangerous to use during pressure.

  • Shadow of Death, a low-damage combo ender that marks the opponent with a debuff that causes Voidsent and Enshroud attacks to drain the opponent's health on hit or block. Unsafe on block, but still applies the debuff.

Puppet Mode:

  • Blood Stalk (air ok), the fastest and least committal puppet attack. The voidsent simply rushes towards the opponent and swipes its clawed hand at them. Deals little damage but juggles airborne opponents and is a useful harassment and pressure tool. Builds the least amount of Soul Gauge. It has slight vertical tracking. When performed in the air, the summon animation stalls the Reaper's air momentum.

  • Grim Swathe, a slow, short ranged projectile that crawls along the ground and persists for some time. The Voidsent positions itself directly behind the Reaper when used. Controls a solid amount of space on the ground for okizeme or space control. Builds a moderate amount of Soul Gauge.

  • Gluttony, a projectile that takes the form of a large and highly active column in front of the Voidsent. Incredibly active, patrols a large amount of space, and locks the opponent down for a long time, but builds an obscene amount of Soul Gauge. When used, the Voidsent travels into the air between the Reaper and the opponent.

Enshroud Mode:

  • Lemure's Slice (air ok), the fastest and cheapest Enshroud attack. Performs a fast claw swipe upwards that's slightly advantageous on block, allows for pressure on hit, and launches on counterhit or air hit. When used in the air, it attacks straight downwards beneath the Reaper and lifts them back up into the air with little recovery.

  • Lemure's Scythe, a moderate speed, moderate damage attack that is safe, minus, and vacuums the opponent in on block. Causes a small launch on hit allowing for combos by cancelling into special moves or Lemure's Slice. Costs a moderate amount of Soul Gauge.

  • Communio, a fast and large projectile that has priority over non-super projectiles. On contact with the opponent, it explodes, dealing massive damage and launching he opponent into the air for followups. Has a lengthy recovery, but the explosion makes it safe on block. Costs a large amount of Soul Gauge.

Limit Breaks:
  • Plentiful Harvest (1 bar): A rather standard fullscreen projectile super. Travels fast and blows through other projectiles. Swaps modes when used.

  • Harvest Moon (2 bars): A lockdown super that involves the Reaper hurling a spectral scythe at the opponent. On hit or block, the scythe locks the opponent down in hit/blockstun, allowing for the Reaper to start pressure. Horribly unsafe on whiff.

  • The End (3 bars): Standard melee DPS cinematic reversal/ender super. Does significant damage and has invulnerability on startup, but very punishable on block.

Design Concerns:

As an install character whose two modes are supposed to be roughly equal in power, I am concerned that one mode will overshadow the other in terms of power or ease of use. For instance, the summon mode might not have enough restrictions and be too useful to give up in favor of the enhanced close range power of the Enshroud mode. In addition, I am concerned that the core special moves of the job (Gibbet, Gallows, and Soul Slice) don't gel well with the rest of the job as they are rather generic tools to slap onto an otherwise unique character. My final concern is that Enshroud is presented as more of an enhanced state in the MMO rather than an equally powerful, alternate state. Players who are looking for install super-oriented gameplay similar to the original may be disappointed by the Reaper.


Concluding Thoughts

While the melee DPS roster is rather diverse, I do wish the LB3 abilities of each melee DPS had greater distinctions rather than being high-damage combo enders. However, this aspect is entirely faithful to the source material, where melee DPS limit breaks are entirely indistinguishable apart from animations.


Next time, I'll be covering the highly mobile Physical Ranged DPS jobs: Bard, Machinist, and Dancer.

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