Daibo Solo

Daibo

Daibo, the Flamma Majesty, is a Vessel amongst the Talon Regime's Tannin Jaegers. He is a runaway prince of a prideful kingdom that's escaped and is commonly seen in valley sites. Causing people to spread rumors that affected his reputation and the general perception of him. Some that know him may even say the rumors live up to what they give on. Daibo joined Elpis to reclaim his long-lost pride, but otherwise is mostly wanting to get a kick out of anything within the Talon Regime.

- Personality -

Daibo is almost everything someone would want out of a boyscout. He lives and dies off of his sense of fun and devotion for his work. Being well-determined, Daibo has a consistent amount of glamor and energy amongst the Tannin Jaegers as part of his eagerness to regain his pride. Even being so talkative that he'd chat up the room to fill up the silence. Allowing him to forget bad things the easiest. His can-do attitude thrives on challenges and he enjoys entertaining new ideas to see what type of turns a situation can take. Sometimes using it to go the extra mile whenever the status quo is sinking down. However, this makes him the most reckless and impressionable of the group. Most likely as part of how he's comfortable with outsiders. He doesn't really think on a moment critically and rather just basks in it. Almost basking too much to annoy someone like Lightstreak. Due to how Daibo is willing to get himself in danger to get the sense of success for his bravery. He stands out through that sense and thus doesn't back down easily.

These aspects of his glamorous energy of course are a double-edged sword. As he's perceived as impulsive and stubborn with his habits, even if not having Lightstreak's arrogance. Considering how he doesn't like talking about himself on an internal level instead of an external one. So it's usually one ear in and out the other with how he takes feedback so he doesn't have to face any problems. Rarely would he seem to struggle with what's he hearing if it seems to actually get to him. One lesson he did happen to listen on did stick with him though. He follows a code to not kill people due to how he's willing to see the better in people. As long as it's the ones who deserve to be heard out, viewing it as worth. If it actually happens to work out, he attempts to be as welcoming as possible in an effort to change the person. Somewhat like his father, wonder what happened to him.

- Relationships -

Elpis Avatar

  • Elpis: Daibo was inspired through Elpis and Lyra, joining the Tannin Jaegers in awe. He appreciates Elpis' blunt and honest way of speaking, which makes him feel like they are on the same level and can trust each other. He tries to break through Elpis' tough exterior with his cheerful and optimistic attitude, hoping to help him open up and express his emotions more freely. He is fascinated by the Ultfinites and their mysterious powers, and he wants to learn more about them and their origins. He respects their individuality and autonomy, and he wants to show Elpis that there is more to life than violence and fear, while Elpis teaches him to be more realistic and cautious.

Lyra Pose Transparent

  • Lyra: Daibo consistently follows Lyra around almost like a cub. Always seeking to capitalize off of the steps in her leadership to make the best effort. He often respects her decisions due to how well-thought they can be, rarely ever showing any disagreements to how she does things. He rarely questions her choices, trusting that she knows what is best for their group. He sees her as a role model and a friend, and hopes to someday be as capable and respected as she is.

  • Lightstreak: Lightstreak often butts heads towards Daibo, the latter usually not retaliating. This is due to how Lighstreak is often choosing to surprise Daibo when he least suspects or engage him for small talk when he's by himself. As a way of mentally preparing him. This is due to how Daibo lacks the patience to deal with Lightstreak's "traffic" way of formulating things up. However, even if Daibo does see something to hold in how Lightstreak or Elpis influence him, he does see the gaps within their teachings. Daibo wishes Lightstreak would be more flexible and diplomatic, especially when dealing with sensitive issues. Thus wants to be able to use it by his own moral agenda. He sometimes feels that he doesn't care about his feelings or opinions, and that he only sees him as a tool for his goals.
  • Pumba and Timone: Daibo considers Pumba and Timone as his best friends, but yet he does so as a result of them being his only friends in a while. In their friendship, Daibo adopted a philosophy known as Hakuna Matata, which causes him and the 2 to lose any sense of concern or responsibility over things so they can enjoy themselves more. Engaging in many contests with Pumba and becoming so used to the lavish lifestyle that he shares. He knows it's a bad influence due to Daiyu but can't help himself after knowing these two for so long. Internally wishing to change Pumba and Timone to his new lifestyle so that they can continue being friends. Promising that he'll make sure to give them a better means for the care they've given him over the years.

  • Coraline: Those that see how Coraline interacts with Daibo may empathize with the thought of being spoiled. She infantilizes him due to him being a teen and is oblivious to his past life, but isn’t aware of how unintentionally condescending she can be to him sometimes. Causing him to occasionally have to spout that he’s not Cricket to try to shoo off Coraline. But to her it doesn’t matter. As a result of this, Daibo hides various injuries from Elpis or Coraline to try to show that he’s trying his best at enduring the worst for his growth. Coraline may sometimes play along his Hakuna Matata gag, even if she doesn’t fully grasp what’s the meaning behind it. Daibo craved lots of attention as a child, but doesn't know how to feel about it now when he's been separated from his parents for a while when living with Pumba and Timone. Though he inevitably has to accept these welcoming arms in order to move to his new life.
  • Seirya: Daibo enjoys theatricism, so when he found out that Seirya's ambition is to become a celebrity actor, he was attached. Almost easily in-fact. Daibo likes to imitate scenes and gestures from his favorite movies and shows, especially when he interacts with Seirya. He thinks it makes him more charming and impressive, Whether it be in scrap fights with Seirya or generally acting showy with him off-missions. Daibo doesn't care much about what others think of his antics, except for Larasu, who he sees as a rival for Seirya's attention.
  • Wukong: TBA

  • Daiyu: Daibo avoids Daiyu as much as possible, because he sensed she wanted to be alone, but he also wondered what secrets she hid behind her silence. Daibo rarely shows his worst, always gaining Daiyu's wonders of why he acts this way. Not knowing that her secretive behavior can annoy Daibo when everyone else is active but her. Daiyu seemed to be always lost in her own thoughts, brooding over some trouble that he couldn't understand. She was quiet and spacious, but she also listened carefully to everything he said. Daibo may have some admiration for Daiyu, but he doesn't know if she holds the same admiration for him when it's rarely expressed. He wants to earn her respect and trust, but he also wants to challenge her authority and test her limits.
  • Gerda: TBA
  • Larasu: Daibo has both admiration and spite for Larasu, due to how objective he can be. He always poked his nose into his business, but he also helped him out of trouble. He annoyed Daibo, but he also made him laugh. He challenged him, but he also supported him. Daibo didn't know what to make of his feelings for Larasu, but he knew he couldn't ignore them. Daibo tries to keep Larasu in check, but he also admires his skill.

- Abilities / Neo-Gen (Regal Marigold) -

Daibo dual-wields steam pressure of fire that he mixes with other kinetic energies via methane akin to that of compounds. He uses steam pressure to boost kinetic particles into sparks through compressing heat with his fingers in a snapping motion that revs up heat. Allowing Daibo to enhance things such as the range or volatile power of his attacks through the kinetic sparks' steam pressure increasing the kinetic energy of surrounding atoms. Building up his enhancements through temperature. The kinetic energy of these atoms are read in the form of vibrational cosmic winds with the density of surrounding oxygen. He can treat his revs as a utility for various situations such as using shotgun-like shots of quick combustions for a boost coating something in a fireball like his attacks or someone else, absorbing heat around an area, reshaping metal through rapid vibration such as coating his arms in a metallic layer while charging for maximum output. Allowing him to cause the metal to be turned into various bent structures for matter surfing or causing the metal to wither into lesser objects for more rapid attacks by formulating his snaps for heat constructs with the metal.  He's able to boil sources of hydrogen with his steam, potentially giving him a leverage of either making obscuring the area with enough oxygen around the area to produce a pyrocumulus firestorm through a chain reaction. Daibo can cause ice to vaporize into more steam for him, using it as projected waves or sheathed traps to catch an enemy. Daibo's projectile usage involve rapid fireball punches that leave an impact in the form of a volatile bolt and has a massive wave beam in the form of a flamethrower breath.

Daibo has great predator senses of a lion. He's able to detect radiation signals as pathways of heat through his sense of smell, allowing him to detect various species from far away. His sight is decent during the night, giving him an edge to see something incoming but isn't to the same sight range as Daiyu. His ears are able to adjust in the direction a noise is coming from. Daibo has an immunity to magnetism and electricity due to his plasma, giving him an electromagnetic link to the sources it comes from. He uses this for his digestive system by consuming the heat of it's plasma with the link, keeping up his heat as mass energy. On the defense, Daibo accumulates kinetic energy to harden his skin and redirect fire, coating it in aerial vibrations. While redirecting energy, Daibo can either create sentient creature/plant-like constructs of solar energy, burn it out to create smoke illusions, etc.

  • Compressing heat causes Daibo's blood pressure to rise, potentially giving cramps or nausea.
  • Daibo's reflexes are average when he's not using his abilities
  • Daibo's snaps have to be perfect, and abilities are useless in the water of high temperatures due to how it makes his snaps slippery and cools down his steam via the amount of oxygen in the water decreasing.
  • Daibo only bends the shape of metal through his heat, not melting it
  • Firestorms require tons of oxygen

Magna and Miyon

Twofold Firestorm: Daibo's dual greatswords that help him properly concentrate his abilities, nicknaming them Magna and Miyon but doesn't put any thought into which of the blades suit those names. Composed with hydrocarbon materials to harness energy after being boiled in high steaming temperatures of a vernal equinox. Daibo utilizes these greatswords to perform claw-like slashes as part of his natural weaponry, Making it decent for leaving multiple lacerations carving away at enemies without a proper pattern. Instead relying on pure determination and no proper direction. Leaving nuclear scorches through it's energy exhaustion in singular attacks. Occasionally using flexibility in his movement such as spinning his blades like a flail before releasing them, rapidly spinning while running or his combustive thrusts while in mid-air.

- Gameplay and Moveset Plan -

  • Daibo's fighting style has less precise melee but is instead based upon being overwhelming through his raw power with his continuous DPS and knockback through how wide his attacks hit and how easily his moves connect to each other. He compliments Daiyu well as a tag character due to his survivability. Having 2 combat styles known as Leonis, his base style and Runic Forge, his ranged style that specializes in spell card abilities. Though his greatest weaknesses in playstyle are his lack of decent projectiles and the windup after his attacks especially if his attacks don't properly land in. His projectiles are often singular but have good knockback helping against crowds or long-range enemies. And he has a lack of delay within his moves allowing him to attack well while moving. His heaviest attacks can cause holy firestorms through a series of devastating slashes after utilizing his steam-snap.
  • His steam-snap serves as his means of nexeratics and is tied to his charged moves and taunt effects in his styles, puffing up slots in his energy gauge for smelted compounds that lead to him unlocking elemental buffs. These elemental buffs makes him tankier with occasional invulnerable attacks, enhanced dashes, counterattacks, etc. These buffs are useful in either combo-enders, stocking attacks to send them out rapidly later-on, arranging the middle of a combo or Daibo's general mobility. Affecting Daibo's charges to allow him to send out attacks to overlap with each other to send steaming blue attacks with great pressure, modifying and extending his spell cards. Steam-snap makes Daibo hold his fingers for a snap with his swords, producing a clawing flame as he pushes enemies away through a field. Each steam-snap causes a steam puff on Daibo's attacks covering it in flames through similar buffs of his Enigma Trigger, charging the attacks for a recoil. This recoil is usable to destroy secret terrain of passages, boosting Daibo or deflecting an incoming enemy with the steam puff. Enemies caught in Daibo's aura in the middle of him charging will cause him to rush toward them for a grapple. If an enemy is burning after the combo-ender, Daibo's strong attacks will absorb the flames for a stronger result. These nexeratics can also affect the Cryo-Ichi element as extra ammunition. Heavy attacks or charged projectiles that are held after being performed cause steam to spread.
  • Runic Forge helps with Daibo's range and upgrades his air agility. He stacks his nexeratic buffs from his steam-snap and recovers energy quicker through his passive spell cards to make the most out of what he has in his energy gauge. Stocking in the middle of attacks helps Daibo deal with how he has delay in order to extend attacks. He also will have less mid-air time when using steam-snap thus requires to be committal to his attacks. 
  • Has side-rolls and a crouch. Can use his attacks in the air to move. His leaping jump can reach great height and he has somersaults when going on walls.
  • Passive spell cards for Daibo are assists from Pumba and Timone
  • Leo Rave Combos: Daibo's slashes involve swings and cross slashes. Slash combo has 4 slashes with the first slash doing small damage that is doubled with the third and fourth. The fourth slash causes Daibo to do a slide during the attack. Has a 2-hit combo when crouched and his downward slash has a decent arc. Following up his downward slash will make Daibo cross his blades upward. Each hit can be held for charged attacks. Pausing mid-combo leads to him performing a rapid attack that can be continually pressed for him to use his claws. His third combo has him use his claws in a somersaulting combo of slamming punches and sweeping kicks, sending streams of flames and can hold each hit to increase the output before he bursts at the end with a cross-slashing light formation.
  • Mane Crossclaw: Runic Forge changes Daibo's 2-hit combo to hit from both in front and from behind of him or from both of his sides with multi-hitting claws sending Magna and Miyon. Finishing his combos with a special input causes him to perform staggering blue attacks.
  • Flamma Nacht: A stance in Runic Forge that alters Daibo's attacks, with one side maintaing his light plasma, and another using cold smoke attacks. Charging attacks twice causes Daibo's next follow-up to turn into claw barrage attacks through his steam-snapping, making a shotgun impact with his hits. Held steam-snap finishers cause shockwaves of light plasma and cold smoke. Daibo can plant his Twofold Firestorm down, granting him direct melee attacks enhancing his moves with the Style not chosen. Daibo's blocks absorb damage by holding downward, redirecting damage when charging attacks to send out plasma/light that causes explosions of smoke but becomes slower.
  • When back-dashing or cancelling a dash, Daibo has 2 quick swing jabs that repels enemies. If he's dashing after an attack with Runic Forge, Daibo projects a long-reaching double attack.
  • Undefeatable: Daibo's block is stylized as a clothesline grab. When working successfully, Daibo catches the enemy and bashes his leading forearm into the target's face. However, misusing this block makes Daibo flinch easier to an incoming attack. Parrying projectiles causes Daibo to charge it so he can send it back. This can also be done in mid-air, making Daibo slam the enemy down with him. When using Runic Forge, Daibo's block is a clap with the edge of his blade before leading to a series of rapid punches through grabbing an enemy.
  • Crash Bunker: Daibo grabs a nearby enemy by their neck, lifting them above his head as he ascends before he spirals downward heating up, exploding the ground as he slams down.
  • Sunburst Roar: Runic Forge has a steam forcefield-shaped roar that either confines an opponent to Daibo's range to obscure them with smoke afterimages of his attacks that cause more range, or push them away granting plasma vibrations of heat to surround his charged attacks on follow-ups. Forcefield can be absorbed and released as a combusting shield pushing enemies away
  • Thermotenic: Dashes causes Daibo to dive into an enemy with his multiple flaming slashes in front of him and can lead into a whirling launch continuously pressed for a rapid follow-up attack via steam-snap. His back-dash doesn't require charging. After dashing, Daibo's attacks vary more with blue attacks in Leonis. Charging his dash with Runic Forge causes him to briefly coat himself in aura before rushing forward with a lion afterimage. If the dash is timed right, Daibo will have attacks burn up. If the dash isn't timed right, Daibo will have attacks cool enemies with smoke.
  • Thermotenic Leap: Doing a dash jump allows Daibo to perform a curved flip with a claw slash over multiple enemies that can be held to lead into a turning slam.
  • Hazy Rainbow and Maneuvering Bash: Afterimage dodge for Daibo, enveloping him in a heat haze to mask the length of his counterattack after evading.
  • Luminary Maul: Double-slashing launch that has Daibo diagonally slash. Can be immediately used on downed enemies to continue his combo, reaching from high to low. In Runic Forge, this uppercut is upgraded through stocked nexeratics to have an overarching range and can be comboed into.
  • Mid-air flurry of attacks that does light damage in rapid succession. This can be followed with a thrusting rapid stab that makes Daibo dash into an enemy impaling into them. Being usable for downwards to make Daibo to pounce enemies. In Runic Forge, Daibo's mid-air attacks turn into overarching slashes with nexeratic buffs. Pausing in the middle of the mid-air slashes causes Daibo to repeat his upward slash, which can happen up to 2 times.
  • Rockin and Rollin: 2 mid-air kick slashes that makes Daibo diagonally dive into a target to claw outward, combusting his leg but can be timed to be used as a doubled jump. This can be turned for Daibo to kick behind him. With Runic Forge, this mid-air kick becomes a stomp that releases a lion maw on enemies upon a timed swing with increased knockback.
  • Meteoric Smite: Daibo's descending attack from mid-air has him curled into a flaming ball that rolls to the ground, followed by a sweeping attack from his blades stylized as a kick.
  • Fervent Lunge: Thrusting stab on ground has Daibo run into enemies for slashes, dealing multiple damage. Holding this has Daibo grab an enemy for a rolling slam. The steam-snap version has Daibo spin with clawing slashes at the enemy.
  • Fires a scattering volley of fireballs into the air before it rains down, homing onto enemies. Charging it stocks 3 scatter shots.
  • Starstruck: Traps an enemy with a flurry of clawing punches before dunking them whether on ground or air. Charging it causes 2 follow-up punches that leave multiple blasts of plasma and light.
  • Ballista Quake: Inwards dunking claw smash that's chargeable for ground and air that causes the ground to erupt, having 2 quick follow-up attacks that reach wide. Slashing multiple enemies.
  • Ember Geyser: Runic Forge-exclusive attack that hammers the ground with his claws sending debris flying. In mid-air, he performs a haymaker claw.
  • Knuckle Edge: Double hook with his claws that goes left to right before drilling forward with his fists
  • Circle of Life: Spell card that creates sentient creatures of fire to attack enemies. Daibo will have extra claws on him in the form of rockets.
  • Flame Twister: Attacking after a dash makes Daibo spin rapidly into an enemy with his blades, winding through an enemy for ground and air. Doing a downward attack after a dash causes Daibo to send a wave in front of him. Can be held to create a firestorm.
  • Clear Radiance: Runic Forge, Daibo slashes in a 360, releasing two arcing slashes in mid-air that can be retracted and extended with Daibo's block or his steam-snap for a layer of slashes.
  • Burning Splash: Charged flame swipe attack of Daibo swiping his hand forward with steam claws surging his opponents in a wave of flames with 4 variations via Runic Forge. The final variation being a spinning flame punch that's a combo-ender surging in energy, having Daibo draw a ring of steam that drains energy trailing behind him as he lands his punch.
  • Luminary Maul: Fires multiple lion constructs at an enemy, ending with a charged slash that swings around him
  • Quenched Claws: A clawing slash that can be continually pressed to cross from left and right dealing increasing damage. The end has him surrounds enemies from all sides with light from his blades' claw augmentation.
  • Fierce Earthshaker: Slashes down at the ground with his claw-augmented Magna and Miyon before continually slashing, sending waves of flame but has a slower windup. Can hold down to release a burning wave through impaling his blades into the ground and releasing them in a jump
  • Ember Spread: Daibo's horizontal projectiles are shotgun-like, having a volatile knockback albeit it's range is short to medium. When firing, Daibo can slash his projectiles so they can get sent further before making contact with an enemy. In Runic Forge, Daibo's projectiles turn into rapid fireball punches that do multi-damage but without knockback in exchange for range and keeping the enemy stationary to attack them more. In mid-air he's able to summon 3 fireballs at once. If Daibo finishes his combos with a downwards slash, the fireballs detonate to release it's stocks. Charging it fires off a beam from his swords.
  • Tusk Sweeper: Weapon throw for ground and mid-air with Daibo chucking one of his swords like the tusk of a warthog, resulting in a combustive shot blasting enemies that it goes behind of. When throwing the weapon backwards however, it will blast Daibo forward. But winding the weapon throw after a dash causes Daibo to flail the weapon around him in a ring, whipping enemies that come near. With steam-snap, this move extends turning the shots into flamethrowers alternating position 3 times.
  • Using the whipping swing of Daibo's blades causes the blade to extend before performing an arcing slash that can be retracted before being done again through another blade being thrown. Daibo can throw both of his Twofold blades and home into either one of them as a dash
  • Solstice Blade: Spell card where Daibo charges his blades before unleashing a wide slash, bringing down meteors and turns his blade into a beamsword causing projectiles to be sent with each hit. Meteors can be moved with lock-on unless he's hit.
  • Coral Napalm: Rains explosive magma from above
  • Final Dawn Spell card where Daibo drops a sun that sprays out orb shots before he slashes onto it from above, spraying solar beams
  • Million Flash: Spell card that coats Daibo's blades in light during a rapid combo that's held for follow-ups, sending out beams with each hit before Daibo's blades bend in consecutive slashes to form a dragonic lion.
  • Delta Sun: Spell card that throws out wheel-like solar blades in a delta formation
  • Dragonforce: An energy-draining flamethrower attack that draws out steam before emitting flames in any direction, which can be used in the middle of each hit for extending combos. Daibo can propel into the air and cover area in a sweeping flamethrower that moves as a wave beam, controlling it's direction through his movement. Converts Daibo's projectiles upon draining energy with it.
  • Ultimate Attack is Heliacal Bount, where Daibo envelops his blades in plasma-like blue flames before he crosses his blades together and dives into an enemy rapidly slashing with a firestorm sending out claw slashes before unleashing a final slash that emerges a sun-like blast

Enigma Trigger/Ultimatrigger: Daibo shifts into blue and gold a form known as Regulus. Where his blood pressure shifts his kinetic energy into having blue heat through his heart and gives him more physical traits of a lion. Releasing a radioactive roar that pushes away those surrounding him through imposing his will. Gets empowered from sources of heat like the Sun. Has a super bite. Uses his leap with consistency allowing him to start attacks up easier when catching his prey. Nexeratics shifts his arms together with his blades, and will not require steam-revving. Daibo is now able to utilize his electromagnetic link of plasma to turn his attacks into multi-damaging waves of flames through repelling frequency. Allowing to coat his steam in the shared plasma through frequencies, changing up his attacks. Such as turning his firestorm into protruding vortex spikes, making his volatile bolts zap him in and out, and conjuring up beams from his blades that cut into almost anything. Is said to not be proper due to Daibo lacking his energy conduit, puffing up or spreads out wildly. Overflowing blue heat with bazooka-like feet and arms, having dynamite tree-like paddings and a methane moss in exchange of regenerative health to perform enhanced moves.

  • Takes more damage and drains energy gauge somewhat quick
  • Projectiles become never-ending streams of shots. Using a held projectile in mid-air beneath Daibo will launch him left or right via vortex beams. Using steam-snap with Runic Forge makes beams be produced in wide claw formations, affecting his flamethrower as well.
  • Daibo's blocks cause a detonative shift in damage

- Trivia -

Daibo was based on a knight character from Proto-BMC of the same name. Who had a cybernetic counterpart named Cybo.

Daibo is themed after Simba from The Lion King

Daibo's initial hairstyle was based on Asta from Black Clover

The ends of Daibo's Twofold Firestorm reference Leo Whitefang's weapons from Guilty Gear

Magna and Miyon's names come from the alternate names of Regulus. Regulus is the brightest star of the Leo constellation and is considered the heart of the lion.

Daibo's block is a reference to Hatsugane from King of Fighters. His descending attack references Phoenix Arrow.

Daibo is the youngest Tannin Jaeger, being 16. Though he originally going to be 15.

Daibo is German

- Gallery -

This image has an empty alt attribute; its file name is Daibo-and-Daiyu-1.png

Leave a Reply