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Post by Naruto on Aug 17, 2004 17:41:38 GMT -5
First off, all of the mech being posted look great. Only thing I have to add so far is something about Goldy Marg. Goldy can use Marg Cannon in both Robot mode and his Tank Mode. Does it in Alpha 2.
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Post by Imban on Aug 17, 2004 18:03:34 GMT -5
Mic Sounders the 13th (Cosmo Robo Form)Statistics: HP: 25, EN: 35, IS: 3, Size: SWeapons:1) Punch (M)- 2 damage, Cosmo Robo only. 2) Tackle (M)- 5 damage, Cosmo Robo only. 3) Bite (M)- 6 damage, Cosmo Robo only. 4) Disk M (SV)- 10 damage/EN, Boom Robo only. 5) Disk F- DESTROY, 15 EN/attack. Boom Robo only. MAP Weapons:1) Solitary Wave Blazer (I:4)- 120 damage, 10 EN/attack, Boom Robo only. 2) Solitary Wave Blazer Kai (I:6)- DESTROY, 20 EN/attack, Boom Robo only.[/color] Inherent Abilities:1) Yuusha; Usable by some rank or another 2) Boom Robo Mode: Disable Punch, Tackle, and Bite. Enable Sound Booster, Disk P, Disk M, Solitary Wave Blazer, Solitary Wave Blazer Kai, and Disk F. 3) Sound Booster4) Disk P: Same effect as Repair and Resupply. Boom Robo only. 5) Disk F: Target's Dodge Cost +5. Only usable by Yuusha pilots while in Boom Robo mode.[/color] Purchasing Cost: PCs[/color] Disk F summons a glowing, phantasmal Gaofighgar, which handily destroys its target - it's sort of a combo attack, hence the Yuusha-only requirement. Yes, it has a Sound Booster but no SES. If you're a Valkyrie Pilot, you can bring your own Sound Energy System and use Mic's amplification abilities, but no anyone-use SES here.
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Post by Imban on Aug 17, 2004 18:46:21 GMT -5
J-ArkStatistics: HP: 250, EN: 100, IS: 1, Size: LWeapons:1) Anti-Air Laser Gun (BSV)- 20 damage, 20 rounds 2) Real Time Productive Missile (SV)- 30 damage/PC 3) ES Missile (P)- KICK, 3 rounds 4) Anti-Meson Cannons (BS)- 60 damage x4, 10 EN/shot MAP Weapons:1) ES Depthcharge (I:1)- KICK, 3 rounds[/color] Inherent Abilities:1) Yuusha; Usable by Lieutenants or higher. 2) Mothership Class (30)3) Generating Armor (Armor): HP Regen 20% 4) Plug Out: Summon J-Der x1 and transform into J-Carrier mode. Ammo of Anti-Air Laser Gun, ES Depthcharge, and ES Missile carry over to J-Carrier. Replace the main pilot of J-Carrier with the second pilot (in SAMW matches) or a classless pilot (in non-SAMW matches, or if no second pilot is assigned), moving the main pilot to J-Der. Can only be used by Yuusha pilots. 5) Real Time Productive Missile: Negate all armor and barrier abilities in target(s). 6) ES Missile: Can be used by any pilot class to countershoot any attack, including status attacks. Ammo is locked and cannot be replenished in battle. 7) ES Depthcharge: Can be used to negate all attacks by one source in one round. Ammo is locked and cannot be replenished in battle.[/color] Purchasing Cost: PCs[/color] Super AM Wars Pilot Slots: 5 (Switch main pilot to second character and remove main pilot when Plug Out is performed.)J-CarrierStatistics: HP: 250, EN: 100, IS: 1, Size: LWeapons:1) Anti-Air Laser Gun (BSV)- 20 damage, 20 rounds 2) Real Time Productive Missile (SV)- 30 damage/PC 3) ES Missile (P)- KICK, 3 rounds MAP Weapons:1) ES Depthcharge (I:1)- KICK, 3 rounds[/color] Inherent Abilities:1) Yuusha; Usable by Lieutenants or higher. 2) Mothership Class (30)3) Generating Armor (Armor): HP Regen 20% 4) Plug In: If J-Der is not in battle, replace J-Carrier with J-Ark. The pilot of J-Der becomes the main pilot of J-Ark. Ammo of ES Missile carries over to J-Ark. 5) Mega Fusion: Activates when HP of J-Carrier or J-Der drops to 25% or below. Replace J-Carrier and J-Der with King J-Der and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Ammo of ES Missile, ES Deptcharge, and Anti-Air Laser Gun carries over to King J-Der. All units docked inside J-Carrier must undock during their next turns. Usable by Yuusha pilots only. 6) Real Time Productive Missile: Negate all armor and barrier abilities in target(s). 7) ES Missile: Can be used by any pilot class to countershoot any attack, including status attacks. Ammo is locked and cannot be replenished in battle. 8) ES Depthcharge: Can be used to negate all attacks by one source in one round. Ammo is locked and cannot be replenished in battle.[/color] Purchasing Cost: Transform. And junk.[/color] Super AM Wars Pilot Slots: 4 (Pilot of J-Der becomes main pilot of J-Ark or King J-Der when Plug In or Mega Fusion is performed)J-DerStatistics: HP: 60, EN: 30, IS: 0, Size: MWeapons:1) Plasma Sword (M)- 30 damage 2) Plasma Wing (MV)- 20 damage/EN 3) Leg Lauchers (BS)- 60 damage x4, 10 EN/shot[/color] Inherent Abilities:1) Yuusha; Usable by Lieutenants or higher. 2) Countercut 3) Plasma Wing: Dodge Cost -7 4) Generating Armor (Armor): HP Regen 20% 5) Mega Fusion: Activates when HP of J-Carrier or J-Der drops to 25% or below Replace J-Carrier and J-Der with King J-Der and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Ammo of ES Missile, ES Deptcharge, and Anti-Air Laser Gun carries over to King J-Der. Usable by Yuusha pilots only.[/color] Purchasing Cost: Plug Out. And junk.[/color] Super AM Wars Pilot Slots: 1 (Pilot of J-Der becomes main pilot of J-Ark or King J-Der when Plug In or Mega Fusion is performed)King J-DerStatistics: HP: 250, EN: 100, IS: 1, Size: LWeapons:1) Anti-Air Laser Gun (BSV)- 20 damage, 20 rounds 2) Real Time Productive Missile (SV)- 30 damage/PC 3) ES Missile (P)- KICK, 3 rounds 4) Melee (M)- 60 damage 5) Anti-Meson Cannons (BS)- 60 damage x4, 10 EN/shot 6) Hand Maser Cannons (BSV)- 20 damage x2/2 EN 7) J-Quath- 999 damage, 20 EN/shot MAP Weapons:1) ES Depthcharge (I:1)- KICK, 3 rounds[/color] Inherent Abilities:1) Yuusha; Usable by Lieutenants or higher. 2) Dodge Cost +5 3) Generating Armor (Armor): HP Regen 20% 4) Real Time Productive Missile: Negate all armor and barrier abilities in target(s). 5) ES Missile: Can be used by any pilot class to countershoot any attack, including status attacks. Ammo is locked and cannot be replenished in battle. 6) ES Depthcharge: Can be used to negate all attacks by one source in one round. Ammo is locked and cannot be replenished in battle. 7) J-Quath: Target's Dodge Cost +5[/color] Purchasing Cost: Mega Fusion! Yay![/color] Super AM Wars Pilot Slots: 5 (Pilot of J-Der becomes main pilot of King J-Der when Mega Fusion is performed, the other four pilots are carried over from J-Carrier)
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Post by Imban on Aug 17, 2004 20:40:19 GMT -5
Porc-AutoStatistics: HP: 30, EN: 15, IS: 2Weapons:1) 5.56mm Handy Vulcan- 2 damage, 20 rounds 2) 12.7mm Machinegun- 10 damage, 10 rounds 3) Grenade Launcher (PV)- 25 damage, 5 rounds 4) SAM Pack (PGSX)- 20 damage, 4 rounds 5) Wire-Guided Minimissile (P)- 30 damage, 4 rounds[/color] Inherent Abilities:1) Yuusha; Usable by some low rank, like Private, or higher 2) Wire-Guided Minimissile: Target's Dodge Cost +5[/color] Purchasing Cost: PCs[/color] From Gaogaigar sidestories. It sucks.
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Post by Mafty Navue Erin on Aug 17, 2004 20:49:35 GMT -5
Please explain. 1) ES Missile: a (P) KICK...? 2) Plasma Wing: Unless that thing has a good excuse, no bunshin. 3) If Worm Smasher doesn't negate barriers, I don't see how Real Time Productive Missile does, since I've heard it works almost the same way. 4) IIRC, King J-Der is a mothership. 5) Also, I do hope that these aren't all based on SRC, since despite how they make stats and everything, they're still a fan-based interpretation, which means that everything that comes from them isn't canon. 6) Change. Mirror. Shield.
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Post by Imban on Aug 17, 2004 21:05:06 GMT -5
1) ES Missile: a (P) KICK...? It's a missile that, when it explodes, creates a wormhole that sucks you far, far away. Stopping it before it explodes would stop it, though. Letting it hit you would KICK ya.2) Plasma Wing: Unless that thing has a good excuse, no bunshin. *shrugs* It doesn't really even teleport in the series, just in SRC stats. *deletes Bunshin from its stats*3) If Worm Smasher doesn't negate barriers, I don't see how Real Time Productive Missile does, since I've heard it works almost the same way. Real Time Productive Missiles supposedly phase in and out, ending up exploding inside their target rather than crashing through its armor. Worm Smasher just hits from all directions.4) IIRC, King J-Der is a mothership. Nope, I don't think it has mothership capabilities when transformed. I gave it DC +5, though, since it would be somewhat hard to maneuver.5) Also, I do hope that these aren't all based on SRC, since despite how they make stats and everything, they're still a fan-based interpretation, which means that everything that comes from them isn't canon. They are. However, I've actually seen all of (and really liked) Gaogaigar FINAL. Personally, my restats for those are because I think Mao's versions of the female Ryus are sorta weak and boring, whereas his J-Ark is plain wrong-seeming in how it works - and underarmed, both according to SRC and the show. (4 lives?!)6) Change. Mirror. Shield. Changed it - it's now a lot less of a super defense, although certainly still useful.
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Post by Mafty Navue Erin on Aug 17, 2004 21:26:42 GMT -5
Take that one up with whoever statted EnRyu originally.
Which would seem to be Eis. Actually, it's from the old, original stats even before Eis became a mod. (at least, IIRC)
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Post by Kira Yamato on Aug 17, 2004 22:32:29 GMT -5
*angelic choir* GaiGar Statistics: HP: 50, EN: 25, IS: 2, Size: M Weapons: 1) Kick (M)- 18 damage 2) Claw (M)- 15 damage x 2, 1 EN/attack 3) Drill Arm (V)- 20 damage x 2, 2 EN/attack Inherent Abilities: 1) Usable by anyone. 2) Dodge Cost -3 3) Stealth GaiGar: Dodge Cost -5 instead, Damage Recieved +5% Gao Machines must be in your AM to execute 4) Drill GaiGar: disable all weapons except Drill Arm and gains Burrow. Gao Machines must be in your AM to execute 5) Final Fusion: Activates when HP drops to 25% or below. Change into GaoGaiGar and regenerate all HP and EN. Reset all HP activated Skill, and any Mecha Inherent depletable ability. You must have the Gao Machines in your AM. Usable by Yuusha only. Purchasing Cost: (650PC?) GaoGaiGar Statistics: HP: 150, EN: 75, IS: 2, Size: L Weapons: 1) Plasma Hold- 20 damage, PARALYZE, 2 EN/attack, Sustained Paralysis 1:10 2) Drill Knee (MV)- 12 damage/PC 3) Broken Magnum- 50 damage, 3 EN/attack 4) Hell and Heaven- 150 damage, 10 EN/attack 5) Grand Pressure- DESTROY, 1 round Combo Attacks: 1) Hammer Hell and Heaven- DESTROY, 20 EN/attack Inherent Abilities: 1) Usable by Ensigns or higher. 2) Protect Shade (Barrier) 3) Dividing Driver 4) Rapid Deployment 5) Grand Pressure: Target Dodge Cost +10. Rounds are LOCKED at 1 and can't be reloaded in any way. 6) Hammer Hell and Heaven: Target's Dodge Cost +5. Ignore DESTROY immunities of mechs and items, except for SCW Event Bosses. Requires an allied Goldy Marg to execute this attack Purchasing Costs: N/A (Perform Final Fusion with GaiGar, GaoGaiGar will be available for that battle only)
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Post by Kyoryushin on Aug 17, 2004 23:34:26 GMT -5
Actually mao-nii stats is more accurate seeing that it was all taken from the Brave Saga games and the GGG website(forgot the name) and i agree with mafty some of these stat are off the wall. I dont think its wise just to rely on ONE source of information, seeing thatsometimes its not always accurate
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Post by Imban on Aug 17, 2004 23:58:03 GMT -5
I compiled most of my stats from SRC stats and a rather comprehensive Gaogaigar webpage. (albeit a fan-page, not an official page - English is good)
I suppose Mao's stats are accurate on the Ryus, but the end result is rather boring units, whereas my versions have various ways of firing their main weapons, basically. I'm not so sure on Tenryujin - having never played the Brave Saga games, I wouldn't know how it works in that, if it's in it at all. Still, I don't really think that the Shadow Curtain is much of a barrier as much as it is a blinding attack on the enemy, hence the PARALYZE.
As far as J-Ark goes, uh, I just didn't like his stats for it at all - personally, I don't think they're accurate (under-armed - a picture of J-Der will show at least the guns on its legs as weapons not listed in Mao's stats), either.
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Post by RurouninMao on Aug 18, 2004 8:02:35 GMT -5
Now for the issues: For Double Tonfa Combo Attack for En and Hyoryuu: Its still not a official COmbo attack for them, if it were wouldnt it appeared in @2 right? As i said, only Combo attack i know and heard are Super Nova. But i think that shouldnt be added as of yet. Mirror Shield: On the Contrary Mirror Shield IS a Shield, as in the one like what the gundams are totting around. If you want to know what it looks like, look at Choryujin's chest plate, thats the Mirror Shield that Enryuu carries Fuuryuu and Rairyuu: And there is no other referrence to them having barriers other than SRC. Even if i find it appealing, i rather we have stats that are correct. As for the Dodging thing, im refering to there ability to move better in Robot mode than there japanese counterparts. Rairyuu's Shock attack: I just confirmed it in BS2, he does have the 2 shock attacks, so i think those are a go, but Rairyuu's best attack is still Dian-zhuanghuo As for the removed Weapons of Gekiryujin: It might be still be able to launch the missiles, but i hardly ever heard Gekiryujin ever use the mixer hand other than using Jao Dan Ji Knuckle. As for Dian-zhuanghuo, do you think that Dump bucket can carry Gekiryujin? Because thats what the attack calls for it Koryuu: Cant help it if thats the only registered attacks she got, and flexible arm is power arm. Anryuu: She also sports a Power Arm, which she use her Missile rack to smack the opponent on the head(like Koryuu's Maser Cannon arm smacking the opponent). As for her other 2 weapon, BS2 also register as only having 2, but i need to recheck it. Also Shadow Curtain is a sensory depriving attack, i dont think it can paralyze an opponent, maybe make it into when it hits, opponents DC + 5 or something Tenryujin: Double Nail FIle should be a lot stronger than that, IN BS2 its her second strngest weapon with the Dance as the strongest. Also i think your stats is a little too complicated, maybe we just make it an SX with a DC modifier of +5, since your just blinded, not incapacitated. But i would like to thank you for the name of the barrier, which i was looking for. (me renames Shadow Curtain to Star Night Curtain ) Mic SOunders: Loose both Punch and Kick, Mic's arms and legs are too stubby to do those effectively and he is riding the sound stage thing and make Bite a (MV) as for the music selection I was thinking of it acting like Anima Spiritia, use a disk and pay un upkeep to keep it in effect for as long as you pays the upkeep. J-Ark: giving the real time missile a SV is too much, thats why i added a P stat to make it not too overpowered. And no kicks, i heard that we will do away with em entirely. Also the Messon Cannon are those things on the top of the bridge, so there actually 4 of them, but maybe i should increase the damage done. Also i forgot to add Tomoro 0117, as a sidekick, usable when in J-Ark mode and disabled when it turns into King J-Der. As for ES Missile and Depthcarge, well ill leave it up to Eis' discreation since they are correct. Also SAMW slot for J-ark is 3 since there are only 3 guys manning it, Soldat J, Tomoro 0117 and Alma J-Bird: I dont think this can be a summon, since its more the main fighter. I disagree on having this be a summon, so no J-Carrier J-Der: HP and En should be equal to GGG, since they are basically the same size, J-Der is underamred cause, he is underarmed, all he ever needs in a fight are his Plasma Swords. I was also planning on adding the Messon turrets, but then he never did used them from my knowledge(BS2 also only listed him only having Plasma Sword) As for plasma wing, its not an attack, its acts more like a speed booster that why i add it as a DC modifier. King J-Der: Hmm too many weapons that, he dont even use. What i listed is what he actually used as said here: www.goshouworld.com/GaoGaiGar/mecha_j_ark.htm and in BS 2. I know you want to have him armed to the teeth, but lets be practical about it. But maybe we can have J-Quath as a 999 attack, at least its hard to counter. Also i forgot one weapon on King J-Der: Combo Attack 1) Silverion Hammer: Destroy, 20 EN Same effect as Goldion Hammer, requires an allied Goldymarg to use.This attack was present in Blockaded Numbers (a GGG adventure game in PS1, this is also where i got Grand Pressure) Technicallly, Kind J-Der grabs the Hammer, he turns silver, he does something like this with his free hand ---> IooL (it be the I Luv You sign) and stick it inside a Zondar, the core will be stuck inside one of the holes, then he Hikari Ni Nare the poor monster. Anyway, ill fix up my stats and repost them, tomorrow On a side note, i rather you gather more info before posting stats, SRC is nice but i see some stuff tahta rent suppose to be there (T Christmas Beam for instance)
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Post by Imban on Aug 18, 2004 12:13:23 GMT -5
Wow. Rewatching GGG FINAL, I'm not sure what the hell kind of J-Ark the SRC statter was looking at. *edits his stats* EDIT : J-Ark really is armed to the teeth, Mao.
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Post by Imban on Aug 18, 2004 16:26:47 GMT -5
The enemies from Gaogaigar FINAL, the Kings of Sol! (or at least, the mech-combat-capable ones)
Pechuron
Statistics: HP: 250, EN: 150, IS: 1, Size: L
Weapons: 1) Electric Tornado (SV)- 35 damage/EN 2) Large-Sized Fan (S)- 250 damage, 5 EN/shot[/color]
Inherent Abilities: 1) Dodge cost is 20 2) Damage Received -25% 3) Tornado Field (Barrier): Block 15 damage from any one source for 1 EN.[/color]
Strange tentacled enemy faced by Gekiryujin. Rather lacking as an enemy...
Percurio
Statistics: HP: 200, EN: 150, IS: 1, Size: L
Weapons: 1) Crash Wave (SV)- 35 damage/EN[/color]
Inherent Abilities: 1) Dodge cost is 30 2) Heavy Construction 3) Damage Received -25% 4) Sound Energy System: Grants Anima Spirita ability. Using does not consume attack phase. 5) Sound Booster 6) Sound Control: May convert Song EN of pilot into normal EN of Percurio and vice versa.[/color]
King of Sol which used music as its attack. Fought against Mic Sounders.
Poltan
Statistics: HP: 250, EN: 50, IS: 1, Size: M
Weapons: 1) Dual Swords (M)- 50 damage x 2 2) Sword Throw (P)- 60 damage x 2 3) Spinning Attack- 200 damage, 10 EN/attack[/color]
Inherent Abilities: 1) Dodge cost is locked at 5 2) Countercut 3) Nihontou 4) Stealth (3)[/color]
Ninja-like King of Sol. Was opposed by Volfogg.
Planus
Statistics: HP: 150, EN: 80, IS: 1, Size: M
Weapons: 1) Cutting Lasers (B)- 20 damage x 2, 2 EN/shot 2) Lance (M)- 75 damage, Sustained Paralysis 1:50 3) Shield Lasers (BSX)- 12 damage/EN 4) Lance Rockets (PGSX)- 15 damage/PC[/color]
Inherent Abilities: 1) Dodge cost is 8. 2) Shield: Same effect as Mega Beam Shield 3) Countercut[/color]
Female knight-like King of Sol. Was opposed by Tenryujin.
P Vater
Statistics: HP: 200, EN: 80, IS: 1, Size: M
Weapons: 1) Chainsaw Arms (MSX)- 15 damage/PC 2) Pile Driver- 150 damage, 10 EN/shot 3) Circle Chainsaw (V)- 30 damage/PC[/color]
Inherent Abilities: 1) Dodge cost is 10. 2) Damage Received -25%[/color]
Armored King of Sol with a resemblance to Raijin. Fought against Choryujin in the final battle.
Pia Dekem Pit
Statistics: HP: 500, EN: 100, IS: 1, Size: L
Weapons: 1) Melee (M)- 100 damage, Pia Dekem Peak only 2) Explosive Fleet (PSX)- 25 damage/PC 3) Anti-Neutron Fleet (PSX)- 120 damage/3 PCs 4) ES Fleet (PSX)- KICK/5 PCs[/color]
Inherent Abilities: 1) Mothership Class (30) 2) Heavy Construction 3) Damage Received -25% 4) Fusion : When HP drops to 25% or below, refill all HP/EN/Ammo/Shields and transform into Pia Dekem Peak mode. In this mode, enable Melee and Damage Received -50% instead.[/color]
Battleship of the Kings of Sol. Fought against J-Ark.
Palpalipa Plus
Statistics: HP: 350, EN: 150, IS: 1, Size: L
Weapons: 1) Sword (M)- 75 damage 2) Drill Arm (MV)- 25 damage/PC 3) Dopping Cylinders (P)- 30 damage x 6 4) Poison- PARALYZE, 100 damage, 25 EN/shot 5) God and Devil- 500 damage, 50 EN/shot[/color]
Inherent Abilities: 1) Dodge Cost is 15 2) Countercut 3) Heavy Construction 4) Damage Received -25% 5) HP Regen 25% 6) Transform (Palpalipa Prajna) : When HP drops to 25% or below, refill all HP/EN/Ammo/Shields and transform into Palpalipa Prajna.[/color]
Palpalipa Prajna
Statistics: HP: 400, EN: 200, IS: 1, Size: L
Weapons: 1) Sword (M)- 100 damage 2) Drill Arm (MV)- 35 damage/PC 3) Dopping Cylinders (P)- 45 damage x 6 4) Poison Solid (SX)- 25 damage/EN 5) Chemical Nanomachines- 10 PCs/attack 6) God and Devil- 999 damage, 50 EN/shot[/color]
Inherent Abilities: 1) Dodge Cost is 12 2) Countercut 3) Heavy Construction 4) Damage Received -40% 5) HP Regen 25% 6) EN Regen 10% 7) Chemical Nanomachines: Any target which is struck by this attack loses all SP and pilot abilities of all pilots for the remainder of the battle.[/color]
Boss of the Kings of Sol. Destroyed Gaofighgar early in the series and fought Genesic Gaogaigar in the final battle.
Pisa Sol
Statistics: HP: 2500, EN: 1000, IS: 0, Size: XL
Weapons: 1) Solar Pressure (SV)- 10 damage/EN[/color]
Inherent Abilities: 1) Cannot dodge or block. 2) Heavy Construction 3) Damage Received -75% 4) EN Regen 1% 5) Fake Sun: All allied Kings of Sol units except Pisa Sol gain +20% HP and EN regeneration. 6) Revive: Pay 100 EN to restore a destroyed King of Sol to full HP/EN and restore 50 PCs to it. 7) Restore: Pay 50 EN to restore 50 PCs to any allied King of Sol. 8) Summon: Pay the remainder of Pisa Sol's EN. Summon every other King of Sol x4, each with 0 PCs. Palpalipa is summoned in Palpalipa Prajna form, while Pia Dekem is summoned in Pia Dekem Peak form. This ability can only be executed once per battle.[/color]
It's the sun.
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Post by Imban on Aug 18, 2004 18:42:17 GMT -5
King J-Der apparently has an even more destructive version of the J-Quath, the J-Phoenix. It's only usable in special, huge-spoiler-of-GGG-FINAL cases, however.
When Renais and Soldat J join hands and King J-Der is being powered by both the J Jewel and the G Stone, King J-Der gains J-Phoenix, which is an even more impressive J-Quath done with both hands out in the Hell and Heaven pose
^ spoilers above ^
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Post by RurouninMao on Aug 19, 2004 10:04:46 GMT -5
hmm, maybe we can have that as a EVO weapon like what Baikanfuu got
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