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Welcome to Terra Branford's support thread!
CHARACTER BIO
HOW WOULD SHE FIGHT?
ARGUMENTS
MOVESETS
MUSIC
SUPPORT
Click on either option on the poll and you are a supporter!
Welcome to the Returners![/SPOILER][/SPOILER]
https://discord.gg/kjGw3bN
Welcome to Terra Branford's support thread!
CHARACTER BIO
Terra is often considered to be the main protagonist in Final Fantasy VI, even though the game doesn't truly have a centralized character.
Much about Terra is shrouded in mystery, since we have no idea who is at the start of the game. In fact, she has no idea who she is at the beginning of the game, other than her name.
At the beginning, it is said that she burned 50 of the best soldiers in The Empire and was put on the mission. However, The Empire forced her to wear the Slave Crown, a device that made her obey the every command of The Empire. After encountering an Esper, she was freed from her treatment. She has no idea who she is or what her past is like.
Terra is a character who is loving, gentle, and very innocent. She can't tell what is the right thing to do since a lot of people want her for her power, including the Returners (people opposing The Empire), which she can't decide to join or not. She isn't much of a fighter because she hates fighting and gets afraid.
She also has an affinity for Moogles.
Much about Terra is shrouded in mystery, since we have no idea who is at the start of the game. In fact, she has no idea who she is at the beginning of the game, other than her name.
At the beginning, it is said that she burned 50 of the best soldiers in The Empire and was put on the mission. However, The Empire forced her to wear the Slave Crown, a device that made her obey the every command of The Empire. After encountering an Esper, she was freed from her treatment. She has no idea who she is or what her past is like.
Terra is a character who is loving, gentle, and very innocent. She can't tell what is the right thing to do since a lot of people want her for her power, including the Returners (people opposing The Empire), which she can't decide to join or not. She isn't much of a fighter because she hates fighting and gets afraid.
The source of her incredible power comes from the fact that she is half-human-half-Esper. She can transform into an Esper, but she loses control of herself in the process, having the work on taking control of her power and herself.
Her father was an Esper and her mother was a human. The Empire invaded the Esper World and captured many of them to abuse their power. She was taken by The Empire to become a weapon.
The journey Terra goes on is very philosophical, asking questions that we don't know the answers to (such as what is love) and learning to control herself and her powers.
Her father was an Esper and her mother was a human. The Empire invaded the Esper World and captured many of them to abuse their power. She was taken by The Empire to become a weapon.
The journey Terra goes on is very philosophical, asking questions that we don't know the answers to (such as what is love) and learning to control herself and her powers.
HOW WOULD SHE FIGHT?
There is a lot of inspiration for Terra. She could be a magic sword user in the same vain as Robin, but would use a larger variety of spells than Robin would. Arguably, the main spell she could use is Fire, which is one of the spells that she starts off with.
Her magic usage can represent the variety of spells in FF6, such as Lightning, Ice, Meteor, and so on. At higher percents, she could unleash a Desperation Attack that she has in FF6 called "Riot Blade", which attacks one enemy with magic.
Terra appears alongside other Final Fantasy characters in the fighting game Dissidia: Final Fantasy and its sequels Dissidia 012 Duodecim Final Fantasy and the arcade Dissidia game. The Dissidia games could be a source of inspiration as to how she could fight in Smash. In that series, she is a magic zoning character that moves rather slow; the new arcade Dissidia game refers to her as a "Shoot" character, thus suggesting she could act as a zoner in Smash Bros. Here is some gameplay from the first Dissidia game and her moveset in arcade Dissidia:
WARNING: FINAL FANTASY VI SPOILERS!
Her gameplay would be drastically different from Cloud in that, instead of attacking through brute force, you attack through being patient and being a zoner.
Her magic usage can represent the variety of spells in FF6, such as Lightning, Ice, Meteor, and so on. At higher percents, she could unleash a Desperation Attack that she has in FF6 called "Riot Blade", which attacks one enemy with magic.
She could also transform into an Esper, which would make her attacks a lot more powerful for a short period of time. This could be a source of a mechanic she could have, but it seems more like a Final Smash.
WARNING: FINAL FANTASY VI SPOILERS!
ARGUMENTS
"Why should Square receive another character? That's absurd!"
Final Fantasy is a household name and is Square's most popular franchise. Final Fantasy not only has a history with Nintendo, but gaming as a whole. It brought out the RPG genre to western audiences with the original game and basically had the poster-child for the modern JRPG with Final Fantasy VII (without that game, RPGs wouldn't be as popular).
But why Terra? Her game has gained a lot of recognition from fans; it's often said to be the best 2D Final Fantasy Square made and the game has a lot of fans in the west. The game does have a legacy for this reason; perhaps not on the same scale as VII, but it comes pretty close.
"FF6 is well-known, but Terra isn't!"
Again, FF6 is a pretty popular game among FF fans and Terra is beloved by the people who played the game (in fact, she was one of the first characters confirmed for the arcade Dissidia game). In fact, when it came down to choosing which character to represent Final Fantasy in Smash 4, Terra was considered by Sakurai, but ultimately lost to Cloud.
With a feat like that, she is definitely not obscure at all. Square is fully aware of how popular Terra and FF6 are.
"Why Terra instead of *insert FFVI character here*?"
It's true that Final Fantasy VI doesn't have a centralized character, but Terra is arguably the most important character in the game. The events in the game are all caused by her and the actions by other characters are motivated by her.
When it came to choosing an FFVI rep for Dissidia, Terra was chosen because she was used for the game's box art and advertising.
When it comes down to it, while FF6 features an ensemble cast, but Terra is given focal point the most out of all the characters.
Final Fantasy is a household name and is Square's most popular franchise. Final Fantasy not only has a history with Nintendo, but gaming as a whole. It brought out the RPG genre to western audiences with the original game and basically had the poster-child for the modern JRPG with Final Fantasy VII (without that game, RPGs wouldn't be as popular).
But why Terra? Her game has gained a lot of recognition from fans; it's often said to be the best 2D Final Fantasy Square made and the game has a lot of fans in the west. The game does have a legacy for this reason; perhaps not on the same scale as VII, but it comes pretty close.
"FF6 is well-known, but Terra isn't!"
Again, FF6 is a pretty popular game among FF fans and Terra is beloved by the people who played the game (in fact, she was one of the first characters confirmed for the arcade Dissidia game). In fact, when it came down to choosing which character to represent Final Fantasy in Smash 4, Terra was considered by Sakurai, but ultimately lost to Cloud.
With a feat like that, she is definitely not obscure at all. Square is fully aware of how popular Terra and FF6 are.
"Why Terra instead of *insert FFVI character here*?"
It's true that Final Fantasy VI doesn't have a centralized character, but Terra is arguably the most important character in the game. The events in the game are all caused by her and the actions by other characters are motivated by her.
When it came to choosing an FFVI rep for Dissidia, Terra was chosen because she was used for the game's box art and advertising.
When it comes down to it, while FF6 features an ensemble cast, but Terra is given focal point the most out of all the characters.
MOVESETS
I have my own moveset to share! Please add this to the original post!
Terra Branford SSB5 Moveset
Default Costume
Alternate Costume
Summary
In SSB5, Terra Branford is a glass cannon zoner character with powerful ranged attacks utilizing the many spells of Final Fantasy’s history and weaker close range attacks utilizing her sword. Because of this, the majority of her attacks are disjointed and neglect to protect her own body.
Very similar to her unique mechanic in Dissidia: Final Fantasy NT and Arcade, she possesses a unique charge mechanic which will power up her magical attacks. It can be thought of Cloud’s limit break mechanic in SSB4 with key differences. Represented by an ATB gauge above Terra’s percent at the bottom of the screen, this ability is passively charged and will slowly fill as long as Terra is not using magical attacks or getting hit. If both these conditions are perfectly satisfied, Terra’s gauge will fill in about 2.5 seconds, allowing her to enter her charged state. Once charged, Terra will be able to unleash an extra powerful magical attack, including her various standard attacks in addition to her specials. Because she has much more charged attacks to choose from than Cloud does his special limit breaks, her charged spells have less insane kill potential in comparison yet are more plenty. Terra’s charged state is indicated by a faint glow that surrounds her as well as the sound que of a selected attack from Final Fantasy VI.
ATB Bar example at bottom right
While charged, Terra stands as an incredible threat. To overcome her, Terra’s opponent must pressure her and deal damage at close range where she is less protected. This in turn causes her to lose access to the more powerful tools in her moveset. However, she has a trump card. Her down B special Cura is a special move on a long cooldown that essentially gives her a free charge. Use this to get out of a pinch, surprise an opponent, or stack its effect when you already have a charge available to unleash multiple powerful spells in a row.
Stats
Hurtbox: Slender yet taller than average (as tall as Zelda)
Weight: Fairly lightweight (as light as Palutena)
Speed: Slow (about as slow as Zelda)
Crouch: Terra gracefully squats down to about half height
Specials
Neutral B, Fira: Terra unleashes a small mid-range lobbing fireball with little kill potential, knocking the opponent back a short distance with moderate damage. Because it’s downward lobbing motion, it is useful as an off-stage tool in its uncharged state. In its charged state, the flame becomes enlarged in size, as tall as Terra herself. It moves forward with a slight downward motion (not quite lobbing as before) the same distance with multiple hits, greater damage, and stronger kill power.
Side B, Blizarra: Terra creates a dagger-like icicle that protrudes in front of her, lingers for one second, and later moves toward the nearest target with limited homing properties. During the cast, the player can angle the analog stick to control the direction the icicle is pointed and shot. Upon contact with the icicle, the opponent is dealt low damage and is frozen in place, vulnerable to follow-up attacks. This move possesses absolutely no kill potential. The same hitbox of the icicle applies during the icicle’s stationary phase even. In its charged state, Terra will create two larger icicles in succession, dealing increased damage and freezing enemies in place for longer.
Up B, Tornado: For her recovery move, Terra surrounds herself with a turbulent wind, allowing her to move through the air and deal weak, succeeding hits to enemies within the tornado. In execution, it is very similar to Bowser or Wii Fit Trainer’s up B move. While its horizontal movement is strong however, its vertical movement is very weak in its uncharged state. Within its charged state, its vertical movement is increased by a lot and its damage is improved.
Down B, Cura: Terra’s down special allows her to immediately recover a slight amount of damage while also gaining a free charge. While it is nearly lagless, it is limited by a cooldown indicated by a glowing white energy that appears within Terra’s free hand when it’s ready. It takes about 18 seconds for Cura to charge. In addition, the charge effect stacks. When uncharged, Cura will restore 2% and provide Terra with a free charge. When charged, Cura will restore 5% and provide Terra with two charges. Using this ability sparingly to stack its charges is incredibly effective.
Standard Ground Attacks
Jab: Terra makes two elegant thrusts of her blade toward the opponent, finishing with a swift slash. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Forward Tilt, Fire+Blizzard+Thunder Combo: At a medium distance away from her (possibly 4 feet?), Terra performs a swift combo of three weak spells—Fire, Blizzard, and Thunder in succession for moderate damage. Good priority but completely disjointed, disregarding Terra’s body. In its charged state, the range and damage slightly increase with kill power at very high percent (generally 180% and up).
Up Tilt: Terra waves her sword up above her head to protect from above. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Down Tilt: Terra makes a long thrust of her blade while crouched, resulting in a slight launch effect. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Dash Attack, Haste: Using her magic to carry her at high speed, Terra dashes forth with her body being turned into a weak hitbox for a short number of frames. Afterward, this move provides a similar effect to Palutena’s Lightweight custom move, increasing her move speed to something like Palutena’s default run speed. In its uncharged state however, the move lasts for 10 seconds yet also does not inflict a movement speed decrease debuff after use. In its charged state, this move still deals low damage but increases Terra’s movespeed by even more than this (about Shiek’s move speed) for 15 seconds. Unlike many other dash attacks, players must remember to use Haste very sparingly. Overuse can deny the Terra player her own charge as well as deny her a superior movement option at key moments.
Forward Smash, Flare: From a medium distance away from her (possibly 4 feet?), Terra focuses a spherical explosive blast with good priority, multiple hits, and strong kill power. This is one of her main kill moves. In its uncharged state, the range of the explosive sphere is not great but it remains potent. In its charged state, the range increases considerably and also increases in damage and kill power. It can be confirmed through Terra’s forward tilt if the final hit of forward tilt is canceled. It’s a strong move yet completely neglects Terra’s body with its extreme disjoint. Has considerable end lag.
Up Smash, Thundara: Directly in front of her, Terra summons a lightning bolt. This is similar to Pikachu’s down special however with half the range and less protection of the body. In its uncharged state, the attack moves the opponent down to the base of the hitbox and launches them forward diagonally with good kill power. In its charged state, the vertical range doubles with increased killpower.
Down Smash: Swiftly, Terra strikes forward with a piercing thrust while kicking backward with her sharp heel. It covers both her sides with decent priority and decent range due to the length of her sword. Lacks damage and kill power however.
Standard Aerial Attacks
Neutral Air: While in the air, Terra twirls around while striking with multiple elegant slashes of her blade for multiple hits. Low priority and low damage with a lingering hitbox that covers Terra’s body.
Forward Air: While in the air, Terra thrusts her blade forward for low damage and with low priority. The move is quick however with decent range due to her sword.
Back Air: While in the air, Terra thrusts her blade backward for low damage and with low priority. The move is quick however with decent range due to her sword.
Up Air, Graviga: Up above her, Terra creates a sphere of attracting gravity which draws all targets that are near toward it with a suction effect. It functions as a trap, completely devoid of killpower but dealing multiple weak hits to all enemies caught within it. In its uncharged state, the trap remains for 3 seconds and will retain any caught enemies within its area for the next 1.5 seconds while dealing multiple hits without any knockback. In its charged state, the trap remains for 5 seconds, retain caught enemies within its area for next 2 seconds while dealing multiple hits with no knockback, and even decreases the weight of targets trapped inside. With the added weight debuff, Terra can easily follow up her charged Graviga with a forward aerial or back aerial for a kill at higher percents (generally 180% and up).
Down Air, Meteor: Terra hurls three small and slow moving meteors beneath her, sending them moving at a downward and diagonal angle with the gradually moving apart. This is a strong off-stage projectile. In its uncharged state, the meteors launch the opponent diagonally forward and up with moderate kill potential. In its charged state, the meteors move faster, are slightly larger in size, and spike downward. A charged Terra is something for her opponent to fear while they are off-stage.
Grab and Pummel
Grab: Terra commands a miniature tornado locks her opponent within the blades of its wind.
Pummel: Terra increases the intensity of the Tornado spell for a pummel. Unaffected by charge.
Forward Throw: Terra forces the Tornado forward, inflicting multi-hit damage and knocking her target into other opponents to spread the damage. Unaffected by charge.
Back Throw: Terra flings the opponent within the Tornado backward and combos with a Holy spell. Five holy bolts are shot at the opponent for great damage. Unaffected by charge.
Up Throw: Terra forces the Tornado upward, inflicting multi-hit damage and knocking her target into other opponents to spread the damage. Unaffected by charge.
Down Throw: Terra combos the Tornado spell with a Graviga spell. A large sphere of gravity is hurled onto her opponent, dealing weak multiple hits and keeping them in place for 3 seconds similar to her uncharged up aerial attack. Deals no knockback but can be followed up. Unaffected by charge.
Final Smash: Trance
Terra’s Final Smash is a transformation move. After performing trance, she takes the form of an esper and is granted increased move speed and an altered moveset. For the most part, her moves are similar however sword moves are replaced for claw slash moves with increased damage. In addition to this, her previous forward smash Flare is replaced for a new forward smash called Riot Blade. Riot Blade is a mult-hit move that covers the range that Flare extends to but everything in between it and Terra’s body as well. The higher Terra’s percent is, the more killpower and damage it gains.
Other
Side Taunt: Terra takes out a moogle and proceeds to hug and cuddle it lovingly, speaking the line “Have you ever seen something so fluffy?”
Up Taunt: Terra takes out a piece of magicite and as the image of her father Madiun appears before her, she smiles. https://vignette.wikia.nocookie.net...duinFF6.PNG/revision/latest?cb=20110306081203
Down Taunt: Terra shyly looks down with her arms behind her and speaks the line “I suppose a normal girl would have felt something from those words…”
Victory Pose 1: Terra undoes the ribbon which ties her hair, abandoning it in the wind and allowing her hair to flow free just like in the ending of Final Fantasy VI https://lparchive.org/Final-Fantasy-VI-(by-Blastinus)/Update 47/1-25072011_134100.png
Victory Pose 2: Terra unleashes her esper form, entering the pose and expression of this concept art piece by Yo****aka Amano. https://vignette.wikia.nocookie.net...raesper.JPG/revision/latest?cb=20120725071632
Victory Pose 3: Twirling downward in her descent, Terra lands and poses with her daintily clutched fist to her chest speaking the line “I promised I’d keep the world safe… and I will!”
Entrance: Terra appears onto the battlefield with her magitek armor, descending down from it. https://vignette.wikia.nocookie.net...est/scale-to-width-down/300?cb=20120725082049
Terra Branford SSB5 Moveset
Default Costume
Alternate Costume
Summary
In SSB5, Terra Branford is a glass cannon zoner character with powerful ranged attacks utilizing the many spells of Final Fantasy’s history and weaker close range attacks utilizing her sword. Because of this, the majority of her attacks are disjointed and neglect to protect her own body.
Very similar to her unique mechanic in Dissidia: Final Fantasy NT and Arcade, she possesses a unique charge mechanic which will power up her magical attacks. It can be thought of Cloud’s limit break mechanic in SSB4 with key differences. Represented by an ATB gauge above Terra’s percent at the bottom of the screen, this ability is passively charged and will slowly fill as long as Terra is not using magical attacks or getting hit. If both these conditions are perfectly satisfied, Terra’s gauge will fill in about 2.5 seconds, allowing her to enter her charged state. Once charged, Terra will be able to unleash an extra powerful magical attack, including her various standard attacks in addition to her specials. Because she has much more charged attacks to choose from than Cloud does his special limit breaks, her charged spells have less insane kill potential in comparison yet are more plenty. Terra’s charged state is indicated by a faint glow that surrounds her as well as the sound que of a selected attack from Final Fantasy VI.
ATB Bar example at bottom right
While charged, Terra stands as an incredible threat. To overcome her, Terra’s opponent must pressure her and deal damage at close range where she is less protected. This in turn causes her to lose access to the more powerful tools in her moveset. However, she has a trump card. Her down B special Cura is a special move on a long cooldown that essentially gives her a free charge. Use this to get out of a pinch, surprise an opponent, or stack its effect when you already have a charge available to unleash multiple powerful spells in a row.
Stats
Hurtbox: Slender yet taller than average (as tall as Zelda)
Weight: Fairly lightweight (as light as Palutena)
Speed: Slow (about as slow as Zelda)
Crouch: Terra gracefully squats down to about half height
Specials
Neutral B, Fira: Terra unleashes a small mid-range lobbing fireball with little kill potential, knocking the opponent back a short distance with moderate damage. Because it’s downward lobbing motion, it is useful as an off-stage tool in its uncharged state. In its charged state, the flame becomes enlarged in size, as tall as Terra herself. It moves forward with a slight downward motion (not quite lobbing as before) the same distance with multiple hits, greater damage, and stronger kill power.
Side B, Blizarra: Terra creates a dagger-like icicle that protrudes in front of her, lingers for one second, and later moves toward the nearest target with limited homing properties. During the cast, the player can angle the analog stick to control the direction the icicle is pointed and shot. Upon contact with the icicle, the opponent is dealt low damage and is frozen in place, vulnerable to follow-up attacks. This move possesses absolutely no kill potential. The same hitbox of the icicle applies during the icicle’s stationary phase even. In its charged state, Terra will create two larger icicles in succession, dealing increased damage and freezing enemies in place for longer.
Up B, Tornado: For her recovery move, Terra surrounds herself with a turbulent wind, allowing her to move through the air and deal weak, succeeding hits to enemies within the tornado. In execution, it is very similar to Bowser or Wii Fit Trainer’s up B move. While its horizontal movement is strong however, its vertical movement is very weak in its uncharged state. Within its charged state, its vertical movement is increased by a lot and its damage is improved.
Down B, Cura: Terra’s down special allows her to immediately recover a slight amount of damage while also gaining a free charge. While it is nearly lagless, it is limited by a cooldown indicated by a glowing white energy that appears within Terra’s free hand when it’s ready. It takes about 18 seconds for Cura to charge. In addition, the charge effect stacks. When uncharged, Cura will restore 2% and provide Terra with a free charge. When charged, Cura will restore 5% and provide Terra with two charges. Using this ability sparingly to stack its charges is incredibly effective.
Standard Ground Attacks
Jab: Terra makes two elegant thrusts of her blade toward the opponent, finishing with a swift slash. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Forward Tilt, Fire+Blizzard+Thunder Combo: At a medium distance away from her (possibly 4 feet?), Terra performs a swift combo of three weak spells—Fire, Blizzard, and Thunder in succession for moderate damage. Good priority but completely disjointed, disregarding Terra’s body. In its charged state, the range and damage slightly increase with kill power at very high percent (generally 180% and up).
Up Tilt: Terra waves her sword up above her head to protect from above. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Down Tilt: Terra makes a long thrust of her blade while crouched, resulting in a slight launch effect. Inflicts low damage with fairly low priority but has decent speed and decent range due to her sword.
Dash Attack, Haste: Using her magic to carry her at high speed, Terra dashes forth with her body being turned into a weak hitbox for a short number of frames. Afterward, this move provides a similar effect to Palutena’s Lightweight custom move, increasing her move speed to something like Palutena’s default run speed. In its uncharged state however, the move lasts for 10 seconds yet also does not inflict a movement speed decrease debuff after use. In its charged state, this move still deals low damage but increases Terra’s movespeed by even more than this (about Shiek’s move speed) for 15 seconds. Unlike many other dash attacks, players must remember to use Haste very sparingly. Overuse can deny the Terra player her own charge as well as deny her a superior movement option at key moments.
Forward Smash, Flare: From a medium distance away from her (possibly 4 feet?), Terra focuses a spherical explosive blast with good priority, multiple hits, and strong kill power. This is one of her main kill moves. In its uncharged state, the range of the explosive sphere is not great but it remains potent. In its charged state, the range increases considerably and also increases in damage and kill power. It can be confirmed through Terra’s forward tilt if the final hit of forward tilt is canceled. It’s a strong move yet completely neglects Terra’s body with its extreme disjoint. Has considerable end lag.
Up Smash, Thundara: Directly in front of her, Terra summons a lightning bolt. This is similar to Pikachu’s down special however with half the range and less protection of the body. In its uncharged state, the attack moves the opponent down to the base of the hitbox and launches them forward diagonally with good kill power. In its charged state, the vertical range doubles with increased killpower.
Down Smash: Swiftly, Terra strikes forward with a piercing thrust while kicking backward with her sharp heel. It covers both her sides with decent priority and decent range due to the length of her sword. Lacks damage and kill power however.
Standard Aerial Attacks
Neutral Air: While in the air, Terra twirls around while striking with multiple elegant slashes of her blade for multiple hits. Low priority and low damage with a lingering hitbox that covers Terra’s body.
Forward Air: While in the air, Terra thrusts her blade forward for low damage and with low priority. The move is quick however with decent range due to her sword.
Back Air: While in the air, Terra thrusts her blade backward for low damage and with low priority. The move is quick however with decent range due to her sword.
Up Air, Graviga: Up above her, Terra creates a sphere of attracting gravity which draws all targets that are near toward it with a suction effect. It functions as a trap, completely devoid of killpower but dealing multiple weak hits to all enemies caught within it. In its uncharged state, the trap remains for 3 seconds and will retain any caught enemies within its area for the next 1.5 seconds while dealing multiple hits without any knockback. In its charged state, the trap remains for 5 seconds, retain caught enemies within its area for next 2 seconds while dealing multiple hits with no knockback, and even decreases the weight of targets trapped inside. With the added weight debuff, Terra can easily follow up her charged Graviga with a forward aerial or back aerial for a kill at higher percents (generally 180% and up).
Down Air, Meteor: Terra hurls three small and slow moving meteors beneath her, sending them moving at a downward and diagonal angle with the gradually moving apart. This is a strong off-stage projectile. In its uncharged state, the meteors launch the opponent diagonally forward and up with moderate kill potential. In its charged state, the meteors move faster, are slightly larger in size, and spike downward. A charged Terra is something for her opponent to fear while they are off-stage.
Grab and Pummel
Grab: Terra commands a miniature tornado locks her opponent within the blades of its wind.
Pummel: Terra increases the intensity of the Tornado spell for a pummel. Unaffected by charge.
Forward Throw: Terra forces the Tornado forward, inflicting multi-hit damage and knocking her target into other opponents to spread the damage. Unaffected by charge.
Back Throw: Terra flings the opponent within the Tornado backward and combos with a Holy spell. Five holy bolts are shot at the opponent for great damage. Unaffected by charge.
Up Throw: Terra forces the Tornado upward, inflicting multi-hit damage and knocking her target into other opponents to spread the damage. Unaffected by charge.
Down Throw: Terra combos the Tornado spell with a Graviga spell. A large sphere of gravity is hurled onto her opponent, dealing weak multiple hits and keeping them in place for 3 seconds similar to her uncharged up aerial attack. Deals no knockback but can be followed up. Unaffected by charge.
Final Smash: Trance
Terra’s Final Smash is a transformation move. After performing trance, she takes the form of an esper and is granted increased move speed and an altered moveset. For the most part, her moves are similar however sword moves are replaced for claw slash moves with increased damage. In addition to this, her previous forward smash Flare is replaced for a new forward smash called Riot Blade. Riot Blade is a mult-hit move that covers the range that Flare extends to but everything in between it and Terra’s body as well. The higher Terra’s percent is, the more killpower and damage it gains.
Other
Side Taunt: Terra takes out a moogle and proceeds to hug and cuddle it lovingly, speaking the line “Have you ever seen something so fluffy?”
Up Taunt: Terra takes out a piece of magicite and as the image of her father Madiun appears before her, she smiles. https://vignette.wikia.nocookie.net...duinFF6.PNG/revision/latest?cb=20110306081203
Down Taunt: Terra shyly looks down with her arms behind her and speaks the line “I suppose a normal girl would have felt something from those words…”
Victory Pose 1: Terra undoes the ribbon which ties her hair, abandoning it in the wind and allowing her hair to flow free just like in the ending of Final Fantasy VI https://lparchive.org/Final-Fantasy-VI-(by-Blastinus)/Update 47/1-25072011_134100.png
Victory Pose 2: Terra unleashes her esper form, entering the pose and expression of this concept art piece by Yo****aka Amano. https://vignette.wikia.nocookie.net...raesper.JPG/revision/latest?cb=20120725071632
Victory Pose 3: Twirling downward in her descent, Terra lands and poses with her daintily clutched fist to her chest speaking the line “I promised I’d keep the world safe… and I will!”
Entrance: Terra appears onto the battlefield with her magitek armor, descending down from it. https://vignette.wikia.nocookie.net...est/scale-to-width-down/300?cb=20120725082049
SUPPORT
Click on either option on the poll and you are a supporter!
Welcome to the Returners![/SPOILER][/SPOILER]
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