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Daughter of High Summoner Braska, High Priestess Yuna takes the Stage!

RaintheCriminalWhirlwind

Smash Journeyman
Joined
Sep 18, 2019
Messages
412
Welcome all to the one and only Support page for the Final Fantasy X Summoner, Yuna!



So I know what you all must be thinking: "Who?" Well I shall tell you who she is.

Yuna is a playable character in Final Fantasy X, and the main protagonist of Final Fantasy X-2.



In Final Fantasy X, Yuna becomes a summoner like her father before her, and embarks on a pilgrimage to expel Sin, a monstrous creature that terrorizes the world of Spira. She meets Tidus who teaches her there is more to life than sacrifice. In Final Fantasy X-2, Yuna is a sphere hunter on a personal quest to uncover the mystery behind a movie sphere, and becomes involved in rising political tensions and an ancient force that threaten to end Spira's Eternal Calm.

Yuna in Final Fantasy X is the only character who can summon aeons into battle, with her Overdrive allowing her to summon an aeon with their Overdrive already full. Her Sphere Grid path grants her curative and defensive Wht Magic abilities, and she equips rods and rings. Her Celestial Weapon, Nirvana, gives all her spells one MP cost.


In Final Fantasy X-2, Yuna is no longer a Summoner but now is a sphere hunter, where she now battles with the abilities of the Dresspheres.


Dresspheres are an integral part of the battle system in Final Fantasy X-2; each character has to choose a dressphere to use in battle, which roughly translates into a job system from previous Final Fantasy games; however, dresspheres are a little more encompassing than previous job systems. Dresspheres determine the character's weapon, base stats, and appearance and there is no equipment to control these choices.

It also helps that Yuna has been in two games that showcase her abilities. Final Fantasy Dissida and Final Fantasy Dissida NT


So her backstory and abilities have been covered but what stages? Hehe, Introducing...THE FAHRENHEIT!

This airship is collected near the end of the game and can travel to all of the locations that Yuna and her Guardians have visited throughout her journey. They even fight on it at one point but if that doesn't convince you then here is another option...



This Stage is known as the "DREAMS END" and this is where Yuna and her Guardians battle her Father's Final Aeon as seen in the picture below.



DREAMS END and THE FAHRENHEIT are two perfect stages to come with her if she became a Smash fighter.

Still not convinced? Well let's look at the music selection!

Let's start with the most obvious song first:

Second song:

Third song:

Fourth song:

And her victory theme:

All in all, while I know it may never happen, I will not let this dream end quite yet so I hope Yuna gets all the support she needs and maybe one day, we'll see her name on that familiar Smash Splash Screen
 

Sibre

Smash Rookie
Joined
Apr 20, 2020
Messages
3
Been thinking about Yuna in Smash a lot lately. First, FFX-2 is one of my favorite RPGs, ever. Second, Smash characters have about 18 moves, depending on how you count them; in this case, counting all throws/pummel as one, and not counting floor/ledge get-up moves, gives us 5 aerials + 7 standing basic attacks + 4 specials + 1 grab + 1 dash attack = 18 total. Yuna has 16 regular dresspheres (i.e. jobs) in FFX-2 in later releases, so I think it'd be amazing to have her using a different costume for most every move she does. You could do things like have her Trainer send out her dog to grab and throw an opponent back to her, then Lady Luck up-tilt to release a flurry of cards and launch them up, then finish with a Gun Mage up-smash to shoot them out of the sky, costumes changing fluidly as she attacks. It'd represent not only Yuna, but also a multitude of jobs from Final Fantasy as a whole.

Because I seem to have too much free time lately, I did a whole write-up as to how this might work, which I've pasted below. Another mechanic I added was something I've missed since Melee - incentive for a player to use every single one of their moves in a match. Remember the All Aerial, All Ground, and All Variations bonuses? No? Well, I do. In this case, using all moves in a match (and landing them, otherwise it's too campy) allows Yuna to use her Special Dressphere, the Floral Fallal, for a super attack. Meanwhile, her Final Smash would of course involve summoning. She can't summon anymore in FFX-2, but Smash Balls don't care about that.

I also made an image that shows off what some of her alternate costumes might look like. Since limiting her costumes to single colors would be a bit boring, I thought it'd be better to distinguish them by hair color, much like Shulk. Also like Shulk, she has a special 8th costume - Summoner from FFX. It plays the same as the others, but her costume never changes. Here's the link if the picture doesn't embed properly: http://imgbox.com/9CDgAggl




YUNA


General: Starts in a costume based on character color selection (default starts in Gunner and has colors based on FFX-2, alternates have different hair colors as well as costumes to distinguish them). After that, all attacks will instantly change Yuna’s costume and weapon seamlessly. She will retain them until using a different attack (other than jab or forward smash, which use the most recent job). Costumes stop changing when Great Whirl is ready, but her weapons still change to allow all attacks (except Dance). One of Yuna’s costumes is just Summoner from FFX, which functions no differently but never changes costumes (besides Floral Fallal), only weapons. In general, all animations are the same (except maybe idle/dashing) regardless of the costume. Note that Yuna’s “primary” jobs from the games: Songstress, Gunner, White Mage (role if not costume), and Summoner - all appear as specials or the Final Smash.
Note: jabs vary in speed and function, but all forward smashes should have at least the same startup time, to give opponents a chance to react.
Mobility: not sure, but due to the power and versatility of her attacks, she probably shouldn't be the most mobile. Since she often has good range but isn't a zoner, moving similarly to Cloud or Palutena should work. Definitely not as slow as, say, Zelda.

Songstress:
  • Neutral special - Dance - Auto-charges and emits a wave of energy that causes a status effect on release. Charging longer increases range accesses better effects: blind (puts darkness over Yuna, concealing her movements), flower, silence (prevents special moves), sleep (doesn't affect enemies in the air), slow time, freeze, and bury (meteor smashes enemies in the air). Cycles back to beginning if charged further, but range remains at maximum. An icon near Yuna indicates which status effect will be used. Can be cancelled, but not stored. Can also be used in the air (slows fall speed), but getting to freeze or bury takes far too long to use these aerially. Silence is possible, but won’t hurt someone who’s already using their recovery special. Note: Summoner costume uses a different animation, specifically Yuna’s Sending dance from FFX.
    • Why this? Songstress is one of Yuna's signature jobs in FFX-2, and it's the first one we see in the game. The two FMVs where she sings in this outfit are arguably the most memorable in the game. Translating its function is hard, though: it has two main abilities, Dance, which causes status effects on enemies or buffs on allies only as long as she keeps dancing (so she is utterly incapable of exploiting her own dancing and must rely on her allies to attack), and Sing, which provides minor buffs to the whole group. Neither is perfect for Smash, but I decided to go with a variation on Jigglypuff's Sing, but with a greater area and more varied effects. As a downside, it's harder to get the exact effect you want.
  • Jab - swings her mic.
  • Forward smash – shout-sings into her mic, causing a cone of destruction straight ahead. Can aim up or down (also changes the pitch sung). Strength: medium to weak, depending on proximity.

Gunner:
  • Side special - Trigger Happy - pulls out guns for the duration of a visible timer, during which tapping Special fires straight ahead (can press Up or Down to aim about 10° higher or lower – still won't hit short characters who are too close though). Can be cancelled with shield, but can't be used again until timer runs out. Similar to Bayonetta’s Bullet Climax in terms of damage and distance, but can't be charged. Also has a chance of activating Cat Nip - damage and base knockback is increased (enough to prevent more than one bullet from hitting under normal circumstances), and knockback growth is very high, making it a good if unreliable KO move. Chance is equal to Yuna's damage % divided by 1000 - so 10% chance at 100% damage, 20% at 200%, etc. Activates per timer, not per bullet, and when activated, all bullets during that timer have the Cat Nip effect (typically this is only useful against multiple opponents, as the first bullet to hit will knock one away). Cat Nip’s activation, or not, is not visible unless it hits something, which has a special sound effect (possibly a cat’s meow). Optionally, if this is too randomly powerful, it might only start having a chance of occurring after she gets to 100%, making it more risky and in line with, say, Terry’s Super Special attacks.
    • Why this? Gunner is Yuna's primary dressphere in FFX-2, so of course it needs some good representation here. Here it works almost exactly like in FFX-2, except that it can be cancelled (as getting stuck in it would hurt). To distinguish it from Bayonetta's, it can't charge, and she compensates for the higher firing height by being able to aim a little. The Cat Nip is a big selling point, of course. That's based on an Accessory in FFX-2 that allows the user to do 9999 damage with every hit when she's at critical health. With Trigger Happy, it becomes the best and fastest way to take out stronger enemies and bosses - but it carries the risk of dying if the enemy gets in one good hit. It's not chance-based in FFX-2, but having it always on would be way too strong, so I compromised.
  • Jab - pistol whips twice. Similar to Peach's jab.
  • Forward smash – jumps forward in an arc while flipping and twisting. As she jumps, she fires her guns at the spot that was in front of her when she started. She can land on platforms or go off ledges, though she'll recover as soon as she passes ground level. Charging the attack has her jumping higher and further, and also increases the number of bullets fired, and thus damage. This also moves the spot she fires at further forward. Early shots move opponents toward Yuna's target spot while the last one knocks them away. Could potentially be used for gimping at the edge, as some bullets will travel diagonally downward if she starts at the edge. Strength: medium-strong if all shots hit. Low KO power.

White mage:
  • Down special - Reflect/Shell - creates an orange spherical barrier around herself, negating the first projectile that hits. Can't be held, but remains for a several seconds after use - long enough for one full use of Trigger Happy (allows Yuna to use Trigger Happy semi-safely against reflectors at high percentages). Does no damage, but it does push away enemies slightly when used. The barrier fades until it wears off. When first cast, a blue disc briefly appears in front of Yuna. If a projectile hits this disc, it is reflected and Yuna keeps her Shell. Otherwise, the Shell and projectile are negated (even lasting ones like Simon’s Cross). Counts for Great Whirl when used at close range to push, or with a successful negation or reflection (which does not need to hit anyone).
    • Why this? White Mage is one of Yuna's main jobs, especially in FFX, but it doesn't have a lot of attack options, to the point that they don't even have the Attack command in FFX-2. Heals and protective spells tend to be rare and limitedl in Smash, but that's almost all a White Mage does in Final Fantasy. However, they also (in FFX and FFX-2 at least) cast Reflect, which is a near-standard Smash ability. I originally had Reflect as basically a duplicate of Hero's Bubble, but that would easily make it the best Reflector in the game. So instead, I added the Shell functionality. It still gives her excellent protection against projectiles, but it's not quite as broken. Also, it protects her from a reflected Cat Nipped Trigger Happy, which was another goal of mine. She'd have to single-fire it against someone who can reflect, but it's better than nothing.
  • Jab - swings her staff horizontally ahead (like FFX basic attack). If it hits, she then heals herself for 2% or so. Too slow to be spammable.
  • Forward smashHoly - casts a small burst of white light directly in front of her. If it hits, a number of white orbs strike the enemy from above, juggling them up before the last one launches. Strength: medium-strong, more vertical knockback (~70°).

Psychic:
  • Up special - Teleport - does no damage, but very fast. If it lands on or very near an enemy (counts for Great Whirl), Yuna will appear behind them with reduced end lag (as long as there is solid ground there). Energy attacks that touch Yuna during the move will be absorbed (nod to element Eater abilities the Psychic has in FFX-2).
    • Why this? Psychic is only in later releases of the game, and it's not a signature job for Yuna, but she doesn't have a lot of other vertical movement options in her home games (Kimahri has access to a Dragoon-like Jump, but Yuna never does). But Teleports are always excellent recovery options, and I think the little twist of being able to pop behind an enemy is useful and a nice reference to the move's function in FFX-2.
  • Jab - pushes with both hands and white energy. Ultra-fast attack with minimal damage but decent base knockback, ideal for interrupting enemies after teleporting behind them. Longish end lag.
  • Forward smash – Telekinesis - lifts up close enemies with blue energy then launches them away. Strength: very weak damage, very strong knockback.

Festivalist:
  • Neutral aerial - spins with bangles outstretched, doing light fire, ice, and shock damage
  • Jab – 3-hit combo with bangles
  • Forward smash – kicks off a sandal. Hits for minor damage and knockback, but if it lands, it casts a random elemental spell based on which side it lands on. From weakest to strongest, each spell has about a 50/30/15/5% chance of happening. Only one sandal can be out at a time. Strength: varies.

Black mage:
  • Forward aerial – casts Water, Blizzara, and Thundaga spells straight ahead with each button press, similar to Bayonetta's FAir. Each hits harder than the last, and Thundaga will meteor smash if it hits, but the three spells generally don't combo into each other. Only has time for Water on a short hop. Blizzara can freeze, but only briefly.
  • Jab – swings her staff and creates a small burst of fire just in front. Both can damage, but the fire is a sweetspot.
  • Forward smash – casts a small explosion directly in front of her. If it hits, it extends into a powerful Flare (explosion-type damage, not fire) that hits a much larger area. Strength: medium-strong.

Mascot (Moogle):
  • Back aerial – swings her Moomba plush backward, decent KO potential. The Moomba occasionally makes a little roar (the sound they make in FF8).
  • Jab – hands a balloon forward and releases it straight up. If touched, it pops for minor damage, but it can be attacked to pop it safely. Kinda useless, except for possibly Sudden Death.
  • Forward smash – releases an antenna blast with decent range. Strength: medium.

Alchemist:
  • Down aerial – fires straight down like a Mii Gunner’s up aerial. Like that move, enemies will get moved to the end of its range if airborne and then launched up. If the enemy is on the ground, it won’t do much knockback, but is a fairly safe strafing option that will at least interrupt them. Good for racking up damage but not for KOing.
  • Jab – lobs a grenade that does random elemental damage. Shorter range than Snake’s, and much less damage. Can’t be grabbed, though Yuna can still be damaged if she runs into it.
  • Forward smash – fires her rifle straight ahead, virtually identical to Mii Gunner. Strength: medium-weak.

Warrior:
  • Up aerial – swings sword overhead for light water damage that leads into the second hit, an overhead kick modeled after Tidus's Sphere Shot. Does decent horizontal knockback, making it a solid off-stage KO or stage spike move.
  • Jab – 3-hit combo.
  • Forward smash – Liquid Steel – upward sword slash. Does water damage, leaves a water trail with a lasting hitbox, and Yuna sometimes announces "Liquid Steel" when it hits. Strength: medium.

Samurai:
  • Forward tilt – spins, swinging sword horizontally
  • Jab – thrusts sword hilt forward
  • Forward smash – swings sword horizontally, has sweet spot on tip. Strength: medium, or strong if sweet-spotted.

Lady Luck:
  • Up tilt – leans back and releases a whirl of cards that can hit several times and launches up. Decent set-up for up smash.
  • Jab – spins and slices with her hand of cards
  • Forward smash – slowly throws two giant dice ahead. These only do a tiny amount of damage and knockback, but after landing (if they land), they explode in a small radius a number of times equal to the total shown on the faces. They only do about 1% per hit, but can trap opponents for a while if it's a high roll. Strength: varies.

Gun mage:
  • Up smash – shoots single Fiend Hunter (Smash Hunter?) projectile straight up - small, but creates a large explosion on hit, with KO potential.
  • Jab – Blue Bullet: 1000 Needles – jab infinite, conical area
  • Forward smash – Blue Bullet: Flame Breath – shoots a fireball that travels a short distance. Charging increases its size. Strength: medium-weak.

Thief:
  • Down tilt – swipes knives low, can swing again to lift enemy up.
  • Jab – Reaches forward to Steal an item. Negligible damage, but will steal any held item (not badges or transforming items, though). Can also catch incoming items with more of a grace period than just pushing attack.
  • Forward smash – attacks twice with blades. Strength: Strong, but weak knockback.

Dark knight:
  • Down smash – low spinning sword sweep - on a full charge, also releases Dark Wave for extra range, but damages Yuna a little. Both the sword and the Dark Wave can hit separately if opponent is close.
  • Jab – kicks forward once.
  • Forward smash – swings sword downward. Powerful, but damages Yuna a little. Strength: strong.

Berserker:
  • Dash attack – rolls into enemies, jump-uppercuts them on unshielded hit
  • Jab – claw combo w/ infinite
  • Forward smash – single powerful swipe attack. One of her strongest, but very short range. Strength: strong.

Trainer:
  • Grab – sends out Kogoro to grab enemy. Can be at a distance or close, but does not reel in enemies. Can throw back to Yuna – if she's far – for a combo (back throw has low knockback growth to assist with this). Adds elemental effects to different directions - fire, ice, thunder, holy - though this is purely cosmetic unless playing with Spirits. Yuna commands the throws – and pummel – with different whistles, as a nod to the importance of whistles to Yuna and Tidus in both FFX and FFX-2. Getting attacked will turn Kogoro back into pyreflies instantly, so unlike most extended grabs, this will lose to attacks even if they don’t hit Yuna.
  • Jab – whistles, commanding Kogoro to bite straight ahead. Does nothing if Kogoro isn't present.
  • Forward smash – fires Kogoro off her arm to hit enemies (like Angelo in FF8). Strength: medium-weak.

Fighter ability: Floral Fallal:
  • Great Whirl - once all dresspheres have been used at least once and hit (even if shielded), neutral special becomes this. Jabs and forward smashes also count for whatever costume/weapon was used. Costumes stop changing to indicate that it is ready, and Up taunt can also be checked. The move is unblockable/unreflectable. Player is given control of a special targeting reticule. A magic glyph appears in front of her and spins, shooting beams that curve toward the reticule and explode. It is possible to avoid them by moving constantly, so it might be best used when the enemy is offstage. Yuna has super armor for the duration, but cannot move the reticule behind her. Yuna cannot use Great Whirl during any player’s Final Smash, nor can anyone use a Final Smash during Great Whirl.

Final Smash:
  • Grand Summon - Yuna summons an Aeon to use its Overdrive on the stage. Aeons are chosen using stick and button inputs (random if nothing is pressed) - not impossible to avoid them, but Yuna is free to act and invincible for the duration. Yuna is in her Summoner costume for duration and cannot use or charge Great Whirl (though if charged, it can be used as soon as the Final Smash ends.

Summons:
  • Valefor – flies across the top of the stage, then goes to the background and swipes a laser across the floor of the main stage. This does no damage, but the floor then explodes, launching rocks upward. These are blocked by the underside of platforms.
  • Ifrit – creates a fire orb that traps enemies in the center of the stage, then gets in the foreground and throws a chunk of rock at it to detonate it.
    Shiva – ice chunks create a damaging ice ceiling and floor, then Shiva stands in the background and freezes outward from the center, so only the middle of the stage is safe. Anyone frozen stays frozen until Shiva snaps, destroying all the ice and doing heavy damage to frozen targets.
  • Ixion – creates several sustained lightning bolts vertically across the screen. These move around somewhat, and touching one carries opponents up a bit before launching diagonally, possibly into another bolt.
  • Bahamut – flies to one side of the stage, charges up, and fires a massive beam across the entire stage. Very dangerous on flat stages, though grabbing the opposite ledge is safe.
  • Anima – rises into the background. Charges up and casts Pain several times (number of opponents +2), each time targeting a random opponent. Fairly easy to dodge them, but inflicts massive damage and knockback with each.
  • Yojimbo – approaches from the background and slices through the stage. Most of the time, uses Wakizashi, and cuts diagonally, centered on a random opponent. Sometimes (25%, or more if Yuna is losing), he'll instead use Zanmato, which cuts the entire screen and Instant KOs anyone not dodging or invincible. Timing the dodge isn't hard unless Yuna is interfering.
  • Magus Sisters – act like three independent Assist Trophies, and can even be KO’d (though they can also heal/revive each other, and it doesn't give any points). They mostly use weak attacks, though some like Passado, Camisade, and Razzia are strong. The main event occurs if any one opponent gets hit at least once by all three sisters. If so, the three will cast Delta Attack (even if one or two Sisters were KO’d) on that opponent for a near OHKO in a cutscene before disappearing. The best defense is probably to either avoid one sister’s attacks for the duration (Cindy has fairly slow movement speed, though Camisade has good range), or try to repeatedly KO one to waste their time reviving and healing (Mindy has the lowest HP).



Idle animations/taunts may vary on costume/weapon, but Up taunt always has Yuna check her garment grid on a sphere - this reveals that Yuna is using a special Smash garment grid with every job, and gives an indication of Great Whirl state. Nodes aren't connected; instead they're arranged in groups according to buttons used to activate them, and light up when a move hits. If used during Final Smash, Yuna will instead watch sphere of Shuyin/Tidus from FFX-2.

Forward smashes from weakest to strongest (in terms of damage, not knockback): Psychic, Trainer, Gun Mage, Alchemist, Dancer, Mascot, Warrior, Gunner, Black Mage, White Mage, Samurai, Dark Knight, Berserker, Thief. Psychic and Thief have inverted KO power, though. Lady Luck and Festivalist have variable damage based on how the sandal/dice land.

Victory screens vary on costume, not weapon, so something hard to KO with like Festivalist can be seen by completing the Great Whirl charge with it. Also, one could switch costumes after the final blow but before the game ends. Floral Fallal has its own win screen, and Summoner has three so that her 8th costume doesn't get boring. Most can be taken directly from FFX-2 dressphere intros, exits, or victory stances.

Costume color ideas:
  1. Default, FFX-2 colors. Brown hair. Starts as Gunner.
  2. Blond hair, colors reference Rikku's outfits. Starts as Alchemist (Thief might be more appropriate, but I just like the Alchemist costume better)
  3. Gray/silver hair, Paine's colors. Starts as Warrior.
  4. Red hair, Wakka or Tidus colors (primarily yellow). Starts as Dancer.
  5. White hair, Auron colors (hair doesn't match, but whatever. Primarily red). Starts as Samurai.
  6. Black hair, Lulu colors (mostly black/silver monochrome). Starts as Black Mage.
  7. Ronso Yuna. Blue skin (with muzzle?), white hair, and horn (refers to her Ronso statue in FFX-2). Costume colors reference Kimhari (primarily green). Starts as Berserker.
  8. Summoner Yuna. FFX design, never changes costume, only weapons.
A few other ideas: if players want to keep one and only one costume the whole time, they can hold A while a match starts. The first move they do that isn’t a jab or forward smash will change her dressphere one time only. After that, she keeps that costume on for the rest of the match. So, you could start Trigger Happy (even if you immediately cancel it) and keep the Gunner outfit. Gameplay remains unchanged, though there won’t be any indication that Great Whirl is ready, other than checking her Up taunt. Maybe she could glow subtly like with Wario’s Waft.

Optionally: her side taunts rotate through her dresspheres without attacking. This is actually closer to how FFX-2 changes dresspheres, but it’d be a little cumbersome in Smash. Gameplay-wise, though, it might allow certain good jabs or smash attacks (like the Dark Knight’s) to be used without the massive telegraphing that they normally require.

I'm open to feedback!
[Edit: I decided Gunner having a long range jab and smash attack wasn't a good idea. They're short-range now]
[Edit 2: Decided Reflect being a consistent version of Hero's Bounce is just too good. Changed it to Reflect/Shell, which now has a brief one-time Reflect followed by a lasting Shell that destroys the first projectile to hit]
 
Last edited:

Sibre

Smash Rookie
Joined
Apr 20, 2020
Messages
3
im in

id prefer a summoner based moveset
I thought about that, and while I admit to being biased because I think FFX-2 is the superior game (in basically every respect expect for the music), how would that work?
It works in Dissidia because, from what I've seen, that game has almost unlimited fighting space, so the size of summons doesn't matter, but that's not the case in Smash. I guess she could summon parts of the Aeons, but that seems too similar to Bayonetta for my taste. Or, she could directly control them like Pokémon Trainer, but even then they'd have to be shrunk to tiny proportions (except for Shiva and the Magus Sisters). That's why I thought it'd be best to leave summoning to the Final Smash, because those can be as big as you please.
I'll admit that Valefor could be a pretty sweet Up-Special.
 

fogbadge

Smash Obsessed
Joined
Jun 29, 2012
Messages
21,361
Location
Scotland
I thought about that, and while I admit to being biased because I think FFX-2 is the superior game (in basically every respect expect for the music)
now theres a rare opinion

It works in Dissidia because, from what I've seen, that game has almost unlimited fighting space, so the size of summons doesn't matter, but that's not the case in Smash. I guess she could summon parts of the Aeons, but that seems too similar to Bayonetta for my taste. Or, she could directly control them like Pokémon Trainer, but even then they'd have to be shrunk to tiny proportions (except for Shiva and the Magus Sisters). That's why I thought it'd be best to leave summoning to the Final Smash, because those can be as big as you please.
I'll admit that Valefor could be a pretty sweet Up-Special.
well it could work in a similar vain to dissdia nt where rather than summon the aeons she instead summon their attacks
 

Sibre

Smash Rookie
Joined
Apr 20, 2020
Messages
3
I know it doesn't matter, but I had some thoughts about stages and Spirit Battles.

Stage: Farplane

Why: It's an important place in the lore in FFX, and even moreso in FFX-2, where it is visited multiple times (and this excellent music plays: Farplane Abyss). The Dark Aeons and the final boss are fought here. There's several areas to the Farplane, many of them extremely beautiful, so I imagine the background could shift like in Castle Siege. Even in Battlefield/Omega variants, the background could provide a nice change of scenery.

Switches between a main stage and three sub-stages, always reverting to the main stages in between. The main stage, based on FFX-2’s Road to the Farplane, is in a rocky cavern, dark but filled with pyreflies. There is a Final Destination-sized main platform, with several possible configurations of floating platforms. These may be fully free-floating, but more often are connected to the main platform by a brown webbing in the background. Here's some of the concept art, though the game itself has it looking more rocky and less connected.



After about a minute or so, the stage changes to one of three sub-stages:

1 – FFX’s Farplane – platforms are more rocky and less organic. Lighting looks like sunset, and there are waterfalls on both edges of the stage. The water will quickly sweep anyone who tries to land on them toward the center and down, making them dangerous. The waterfalls continue into the background, and below the stage, a field of red flowers is visible. In the far background, a lake is visible with pillars of water rising into the sky.



2 – FFX-2's Farplane Glade – bluer than the first, with higher, non-interactable waterfalls. In the background, an aurora is visible, and the main platform is covered in purple and white flowers. This variation has no floating platforms besides the main one.



3 – FFX-2’s Heart of the Farplane – crystalline and menacing, with rising prism structures holding up platforms as well as decorative. The background is gray storm clouds that occasionally flash lightning. The main platform is the same size, but no longer floating; instead, it is a disc atop another crystal column. Crystal platforms continue up into the middle background, forming a kind of mountain. Vegnagun is sometimes present atop the mountain, but doesn't interfere with the fight.



After about a minute in the sub-stage, a whistle is heard, signaling a return to the main stage. The platform configuration may be different (after the switch, platforms fade out over about two seconds, allowing those atop them to jump away), and if stage hazards are on, a Dark Aeon will be present upon return to the main stage. These are identical to Yuna's summons, but their attacks will affect everyone. The platform configuration depends on the Aeon - for instance, if Bahamut appears, there will always be some high platforms on which to avoid his beam attack. Yojimbo can still use Zanmato to attempt instant KO’s (25% chance if he appears), but will never use it in a Stock battle if anyone has only one stock left. If hazards are off, the Aeon will appear, but just stand in the background until the next shift.



Spirit Battle ideas:


Rikku – Joker, item rule: explosives.

Tidus – Shulk, item rule: soccer balls

Paine – Corrin, starts with a Killing Edge

Lenne – Songstress Yuna, favors neutral specials.

Blitzball – fight a Wii Fit Trainer team in the Swordplay Colosseum of Wuhu Island. Item rule: soccer balls. The stage is also flooded, making for a strange but hopefully amusing fight (“Swimmer” ability helps, and all the enemy team has it). Stamina battle, otherwise it could take forever.

Tonberry – stamina battle on Omega stage against a single green Squirtle with Armor Knight and a Killing Edge (it never uses special moves or throws the weapon). Player has 1 HP.

Chocobo – Banjo & Kazooie squad, enemy can damage by dashing and loves to dash

Cactuar – Mr. Game and Watch squad (all green and equipped with Super Scopes that they rapid-fire), followed by a huge Mr. Game and Watch (also green)

Guardians of the Summoner – first, fight against Wii Fit Trainer as Wakka, Incineroar as Kimahri, Joker as Rikku, Zelda as Lulu, and Ike as Auron. Then, fight Yuna along with Shulk as Tidus.

Leblanc Syndicate – Bayonetta (in red with white hair) as Leblanc, Wario as Ormi, and Luigi (with Waluigi colors) as Logos

Seymour – Robin (favors special attacks), with the Anima Aeon periodically appearing to assist.

Yunalesca – stamina battle, Bayonetta (with Healing Sprout), followed by a giant Bayonetta (with Fairy Bottle). Player has Zombie status the entire time: all healing instead does damage. Item rule: healing items only, computer is easily distracted by them (and she will throw healing items at the player when possible). The Yunalesca spirit, once won or purchased, protects against Zombie (can also use No Items to make this fight much easier).

Shuyin – Shulk, assisted by a huge metal super-armored R.O.B. Timed battle, only Shulk needs to be KO’d. R.O.B. doesn't move (other than recover if somehow knocked away), but a few seconds before time runs out, it is given a Sudden Final Smash, though it doesn't matter much if it hits or not, as the player loses when time runs out. The player can also win by KO’ing R.O.B. (most likely with an Instant KO move), but it's difficult. Shulk gets increased speed and attack power when either enemy has high damage.

Yu Yevon – Galeem, assisted by an invisible Yuna. Same as the first Galeem fight, though it never creates clone fighters. The invisible Yuna does not need to be KO’d and actively avoids combat: she is only there to get Sudden Final Smashes and use her Aeons on the player. Eliminating her is very difficult, but would make the fight much easier.
 
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