Lightstreak (Nicknamed LS), the Blurred Jolt, is an Armiger within the Talon Regime's Tannin Jaegers. He is a former officer of the Nebulous Sential that joined to serve his country and honor his father, first being rejected due to how he was perceived as someone frail until deciding to take his life for a change. He eventually left out of embarrassment for his idol, and is currently searching for an old friend he lost in World War X. He currently serves as the tracing counselor and messenger of the Talon Regime.
- Personality -
Lightstreak is a disciplined tactician who's driven by ambition, often competing for leadership of the Tannin Jaegers in order to honor his father's legacy. With a strong moral compass and unwavering loyalty, he prides himself on keeping his word and always being true with others. Which has earned him reputation that likens him to a devoted K9 or "man's best friend" in his past. However, following his loyalty no matter what has led him to a somewhat isolated existence as a result of his perfectionism clouding his judgement regarding the strength of his peers. His constant fear of failure, a remnant of his pressure to impress Minerva, causes him to be skeptical and untrusting of those with equal skill to him. Often tinged with snark and subtle confrontational behavior.
Lightstreak views war as a confluence of uncontrollable factors that can only be fully controlled through winning smarter. Believing that true success can be achieved through proactive, calculated maneuvers to produce the desired results and expand influence, which he refers to as "personal traffic management" This idea was gained through his father and Minerva, whom he idolized as epitomes of leadership and justice. As a former officer, his growth was initially marred by insecurity and perceived frailty, a label that stung deeply, especially given his desires to follow in his father's footsteps. Which is why he sees a younger version of himself in Daibo that he wishes to release. He fought his fear through engaging in mental exercises, immersing himself in martial video tapes made by legendary figures such as Insho the Shiv. This not only built up his mental fortitude, but also unwittingly imbues him with mannerisms resembling Tokusatsu heroes. (Unbeknownst to him, as only Seirya would know) He craves calmness and focus, being an avid enjoyer of Eurobeat by performing a mix of skating and Irish step-dancing when listening to it.
- Relationships -
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- Minerva: TBA
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- Coraline: Initially, Lightstreak didn't feel anything much about Coraline due to finding her unappealing. But through seeing how she interacts with others, his interest was caught due to how he finds her almost familiar. This developed hidden feelings to her that he's unable to actually express well due to how he acts out from his fear of failing to her. He feels this certain way with her due to how she reminds him of Minerva. Thus is why she's the one person he's able to open up to about his vulnerabilities. And as such when he's around her, he doesn't believe in himself, but rather in her to believe in him. Coraline may find him awkward due to how he'd make advances to her in chaotic situations to try to seem suave, but adores it. Due to her, Lightstreak often kids around with Cricket since Coraline is in charge of caretaking him.
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- Elpis: TBA
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- Daiyu: Lightstreak treats Daiyu like a combative teacher to him due to her more direct nature and how knowledgable she is. Together they often meditate, but Daiyu sometimes overtakes it by discussing her philosophies. To which Lightstreak almost always cannot understand what she's getting at. Daiyu often gets at him whenever he performs various martial arts wrong, thinking he's modernizing the art too much. Occasionally he may unintentionally offend her through how he has a different understanding of her culture through only watching Insho videotapes. They sometimes have fits of small bickering, few of them being how Daiyu calls out his advances to Coraline as cheesy. On multiple scenarios, Lightstreak had went completely serious during spars with Daiyu without any awareness, showing signs of how potentially dangerous he could be when he's in complte focus.
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- Seirya: Though Lighstreak often avoids Seirya due to the latter lacking subtlety or any general means of a smooth and stealthy style, Lightstreak tries to act fair to him whenever he's not busy. When discovering about Seirya's background, Lightstreak began to understand of how people aren't taking away his life opportunities away from him as it seems. As a result of this, he doesn't feel like being brash to Seirya but rather wants to let him be him even if Seirya finds Lightstreak's martial arts amusing and attempts to occasionally mimic it. The two treat each other as drinking buddies.
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- Daibo: Unlike how he treats Seirya, Lightstreak treats Daibo as brimming with potential thus is always attempting to keep Daibo on defense. But he really wants Daibo to be on the smarter offense. However Daibo doesn't yet understand this vague persuasion thus makes him often be skeptical in worry of Lightstreak's next move. The constant surprises that Lightstreak gives Daibo has conditioned him into calling LS a "big horn" as a sign of hidden respect but LS finds it as some type of joke. Daibo had developed a belief that to fully be embelished in the type of mentality LS has, is to be in a near-death experience by his side which makes Lightstreak almost in the same worrying sentiment as Minerva.
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- Larasu: TBA
- History - Origin -
Thomas Emer, a man of both Irish and Scottish descent was an unwanted nobody that was overlooked by the rest of the world but wanted to be something more with ambitions born out of a desire to serve his country. These were ignited through inspiration of stories told to him by his father, whom served as an officer within the early days of the Nebulous Sential before retiring. He viewed his father as the perfect man and someone that he could replicate in his future. Through-out his life he would stay onto the dream of being enrolled as an officer, carefully managing resources within his life and constantly pondering the type of lifestyle he would've entered beyond it. When he entered for recruitment, people saw him as frail and someone that was biting more than he could chew, and thus was rejected at first sight. But to Thomas, it wasn't over until he won. He was defended by two people known as Thystos and Minerva when nearly being beaten in a fight by a group of harassers, both being superiors that had sympathy toward Thomas. To thank them, Thomas desired to be friends with them and be trained as their rookie. In his luck, they agreed. However, he had a tendency to overdo things that it was noticeable that he'd get worn out with time passing. Yet Thomas would never stop training, and upon finalizing his training, Thystos was responsible for getting him enrolled within the Nebulous Sential before going into the battlefield in preparation for World War X against a hidden organization and leaving him with Minerva.
Thomas was ill-prepared for the world he would face when now achieving his dream. Communities were complex for him to handle, and there were blurred lines within criminal activity. He felt somewhat inferior to Minerva as an amateur rookie and believed his antics weren't worth anything to the citizens that took authorities for granted. During a crime investigation that he had went solo on, a criminal was stealing from an odd ram herd of a town suffering a plague in World War X and were depending on animals and crops to be preserved with a tunnel network. The criminal had attempted to bribe Thomas into letting him go with more of the herd, it had almost seemed like Thomas was going to accept it. But Thomas outsmarted the criminal and returned the herd's resources to the town saving the townspeople within it as the criminal was imprisoned. And in exchange he was given mysterious tech relating to the herd's originating network, believed to be from a musical healer. This tech was the Rift Engine, originating from a Fermial race associated with Hermes, the god of speed thus had a stone that originated from a fragmented structure. At first Thomas didn't know what to do with this new-found gift, keeping it and would check on it if necessary. He would do favors for the town by performing conductions for those that suffered in World War X, bringing messages of newly gathered info to his superiors at the Nebulous Sential that end up worrying Minerva. But Thomas would simply brush off the worries feeling like he was getting somewhere within the Nebulous Sential's works.
Unknowingly to him, the prior criminal had broken out of imprisonment, somehow enhanced with tech that Thomas had never seen before and was intending to get revenge via killing him. Thomas didn't know how to adapt to the situation, and was thus shot in the legs before being able to properly respond to his predicament. Before being nearly killed, Minerva gets in front shooting the criminal within the lower joints of his arms but had taken the fatal shot for Thomas. The criminal then escaped, leaving Thomas to desperately attempt to recover Minerva. But Minerva didn't want him to try so hard to help her, as she felt that the criminal would return later regardless, and simply wanted Thomas to find out where the criminal's tech came from. Minerva had then passed away, and Thomas was unable to rely on the superiors of Nebulous Sential to inform him due to how their information flow was extremely classified. Thus Thomas had left the Nebulous Sential out of shame and regret, crippled and having no proper place to go to. He pondered about the Rift Engine's origins and if it could parallel to the acquired tech. (TBA Rework)
- Abilities / Neo-Gen (Grigora Force) -
Lightstreak's Arcane Drive, known as Turbo Godspeed, is designed akin to a train, containing thrusters to support his abilities and uses a cellular shift within it's inner gears to bond to his DNA for natural growth. He is able to shift directional velocity and momentum via a sustained acceleration converting the body into photonic particles after releasing it for a various amount of time. Building acceleration through friction with the ground. He can quickly-release his acceleration to evade through using a reflex booster, leaving behind blurred afterimages of distorted aelophis through braking his feet to the opposite direction with a spin or disappearing quick in a high-speed dash. converting his body into photonic particles after releasing sustained acceleration. This ability not only grants him incredible speed but also a danger sense that enables him to quickly evade attacks by leaving behind blurred afterimages or disappearing in a high-speed dash. He's able to alter the momentum of others to either slow them down or propel them at incredible speeds.
Lightstreak is a skilled combatant, learning a combination of Taekwondo and Muay Thai while he uses a combination of step-dancing and skating for his general movement when running through the chakrams on his feet. Accelerating his movement through applying pressure on his feet thus generating heat. He utilizes braking to release powerful sonic bursts of saw waves as part of his attacks as part of him suddenly stopping his movement. Generally preferring to first wind up his movement. Whenever he chooses to use his skills that are suited for his upper half, he prefers to split his harpe rod into baton-sabers and support it with elbowing via his Dambuster arm-guards that are shaped akin to riot shields. During his runs, Lightstreak leaves behind particles from his feet that could leave waves such as if he's running over water. He's able to sense more information toward the brain, gaining info based on how he reads the movement of others. Lightstreak can brake back his feet for amplification then engage in his Neo-Overdrive, Hyper Accel. Which allows him to release his amplified energies in a photonic shockwave that allows him to perceive things quicker. Zipping across points for a small amount of time before unleashing a final dash at a low stance that leaves behind a photonic burst in the shape of a ram. In his Neo-Overdrive and spell cards, he envisions the road like a racing track.
A disadvantage of Lightstreak's armor is a lack of flexibility thus cannot curve directions when fully running, thus he compensates for it via rolling into a sawblade chakram by spinning himself in an accelerated flip to recharge his velocity before dashing into speed. He can also use this to roll into others or bounce across multiple targets like a pinball. A side-effect from Lightstreak's neo-gen is that he talks and acts slowish with some afterimage delay, it also makes his aging somewhat faster which could induce a potential burnout. He cannot use his abilities without Turbo Godspeed due to extreme friction potentially breaking down the flesh and bone on his legs thus will avoid accelerating to the speed of light due to how it could cause immense pain when braking his feet. When avoiding this, LS uses his harpe rod as a way to give himself extra distance and boosts himself. Lightstreak keeps his calories that he burns consistent through eating a lot, giving him more energy.
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- Turbo Godspeed contains an Arcane Drive program titled the Rift Engine, which causes molecular transmutation whenever Lightstreak's body is converting into photonic particles. It also fuels LS' weaponry with a mixture of mana in the form of photons, electrons, tachyons and protons.
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- Turbo Godspeed is activated via the Rift Engine's disguised form of a checker-patterned liscense that has multiple modes. These modes allow it to shapen into a phone, a scanner that determines the guilt of someone that will place them in a prison of antimatter.
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- Lightstreak cannot fully affect time with Hyper Accel, nor affect immobile forces.
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- Lightstreak's velocity is based on frequency within the electromagnetic spectrum of the Miraculous Wavesong that he taps into when converting
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- Can be boosted in speed by those that control vectors
- Playstyle and Moveset Plan -
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- Lightstreak is a mobility-oriented character that relies on afterimages and positioning through using jumps, dashes and dodges during attacks to modify his moves via using a light trail of kinetic energy that spends his Momentum's portions for flexible maneuverability. His moves are based on speed, moving in a skating-like motion whenever he's speeding up and is able to gain points easily by maintaining speed during a combo, making his attacks faster and allows to chain multiple attacks and spell cards quickly. He also works well against defensive enemies to eventually break their guard, albeit having to work his way with enough speed to boost his damage, the points he gains, and how long his attacks last. Once he breaks the guard on enemies or causes them to be downed, he can use special finishers that are activated via his Turbo Momentum Gauge with different effects on both ground-to-air and vice versa.
- Lightstreak's Climax Gauge is his Turbo Momentum that rises whenever he builds up speed during attacks or using special moves, making him expand the amount of light trails that follows his attacks, allowing his attacks to be done without interruption while his batons attack on their own with automatic shots, while his shield does contact damage and he uses beam shots during his fast hits. It is sorted by 3 revving gears which can be preserved to perform boosts and close attacks on enemies as spell cards, affecting his momentum through having less delay the more he can combo. However, Lightstreak's Momentum lowers when he's not attacking. Thus has to maintain his Momentum through performing lengthy combos that balance his speed then gradually builds it up with mixtures of light attacks, heavy attacks, special moves and spell cards.
- Lightstreak cannot overuse his spell cards, as it will gradually lower his speed and make his cooldown after it increase if his Momentum's low.
- Can adjust how many attacks he does in a row and wind up his moves for for extra damage / attack duration in the middle of a combo by using Momentum for a Jet Boost with an omni-directional dash cancel to work for dodges, repositioning during combos, a mid-air hover for aerial attacks, finishers and extenders while his basic attacks use quicker and stronger follow-ups. Releasing his riotshield's heavy attacks quickly sends a sonic burst that does knockback and multi-hitting AoE damage equal to his Momentum and allows for dash attack follow-ups/cancels which can be used after a series of light attacks based on how much damage is done and cancels into spell cards or finishers. Whenever Lightstreak holds his attacks, he creates photonic afterimages that copy his moves and leave behind wide trails to stun enemies as bouncing projectiles. This also happens whenever he holds his dashes then cancels them, baiting enemies. These afterimages briefly stun enemies upon contact or create temporary platforms for ofllow-up attacks, with their duration and number scaling via Momentum.
- Lightstreak's secondary weapons are his electric SMG batons and riotshield. His batons can combine into a polearm mode with slower hits but can sweep enemies with AoEs, perform guard-breaking hits, and do grabs on staggered enemies. While his riotshield uses a cannon for counter-defensive properties with projectiles.
- Has a Gear Charge dash that can be sent into any direction and has similarities to Elpis' slide, setting up rails in front of him. But is limited to only 3 at a time due to his short invulnerability during a dash. Stopping his dash will leave a shockwave that Lightstreak jumps out of. He can use multiple dashes in a row for continuous movement.
Talaria: (TBA) Lightstreak's jet-infused legs
? (TBA): Lightstreak's SMG-infused batons that can fuse into an electrified polearm rod. Each hit increases the rate of hits and extends combo duration with stocks, causing his next attack to be electrified with shockwaves upon full stocks.
Fulgor Dambuster (TBA): Lightstreak's riot shield that has a vapor cannon mechanism to fire out shockwaves. Upon hitting surfaces or enemies, Lightstreak can trigger a bumper that creates a short AoE shockwave with high stun and recoil via using Momentum. He can also activate a short-ranged flipper that sends enemies launching into walls or hazards with additional damage.
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- Gear Charge - Flipper: Lightstreak's 3 damaging dashes that can be sent into any direction, setting up rails. If a dash is held, he can enter a vehicular sprint mode where he runs quick and can rapidly attack. Lock-on dashes makes Lightstreak teleport and can get him out of trouble when he's attacked, downed or in mid-air. Lightstreak's dodges are chargeable for him to perform overhead homing attacks that can be marked with multiple enemies to teleport across.
- Afterburner: Lightstreak adjusts the direction of his dash when held. Holding attack creates afterimages that independently attack after the dash ends. The number of afterimages scales with Momentum.
- Highway to Heaven: Lightstreak can simply run up walls by treating them as highway rails compared to the normal surface he's running on. Treating obstacles in missions as pinball bumpers to elevate his speed while enemies can be used as active flippers to redirect his attacks or boost him.
- Green Light: Building speed to run around an enemy will make Lightstreak's attacks create a loop-de-loop trail around an enemy to leave them unsuspecting whenever he moves during attacks, using continuous baton hits that can be held for a thrust. Can be braked for Lightstreak to dropkick into the enemy with a buzzsaw, or be used for all trails to be linked together for continuous damage, forming jetstreams on Lightstreak's legs. This boosts points upon being done efficiently.
- Yellow Line: Timing comboes via Gear Charge or Jet Boost causes Yellow Line to trigger with an electrical field on hit for each of Lightstreak's attacks, building up stun damage that adds up on each other. Lightstreak can start a combo whenever he stops his running by a Brake Kick cancel during Gear Charge, following up with any other attack or bouncing him when held. He can also grapple enemies for closer kicks through held attacks onto them, sawing into them with his sonic-augmented kicks.
- Red Zone: Lightstreak's guard is him temporarily stagnating his body to avoid an incoming attack, countering via locking an enemy in taser cuffs and leaving behind shockwaves in the form of afterimages when Gear Charging after the release. During double dodges, Lightstreak steers to sweep enemies with a held shield attack, but is extremely punishing against incoming enemies at the cost of some Momentum. Performing an attack after a dodge causes Lightstreak to flare-styled kick that transitions into a launching suplex. During Red Zone, he's able to switch his Gear Charge dash mode into Parked (Stationary rapid attacks), Reverse (Evasive attacks), or Full Drive (Moves while attacking).
- Blue Streak: Lightstreak forms a temporary rail with Gear Charge. Grinding on these rails will continuously build Momentum and provide a sprint boost, enabling him to chain attacks and maintain his speed while repositioning. When performing a series of quick dashes, Lightstreak creates multiple afterimages that can be detonated for combo extension and gaining extra Momentum via synchronized attacks.
- Loop-de-Loop: Lightstreak's jumps do multi-damage, spinning upward like a saw as he throws out grenades. Using Gear Charge mid-jump allows him to lock-on to multiple enemies to dash across them. With his vehicular mode, he can do a double jump.
- Officer's Justice Combos: Lightstreak's basic 5-attack combo is an overhead kick, jab, hook attack and a jumping roundhouse kick. His alternative basic 6-attack combo kicks upward. These combos are good at interrupting the opponent's attacks, with the hook attack hitting high or low while the backhand can stun for follow-up attacks.
- Lightstreak has a 4-hit combo in mid-air with wide hits that can be paused to extend to 6 hits. Using his baton guns is a continuous attack, while his shield is only 3 hits with cannon shots.
- Lightstreak spins batons in a propeller-like motion before sending them around him with his shield, freely moving on it's own with automatic attacks before returning. Works in mid-air.
- Tag Gambit: Lightstreak fires a concentrated hook of electricity from his polearm, hooking in enemies and grappling onto points. This chains lightning between multiple enemies, scaling with Momentum. Works in mid-air.
- Continuous bicycle kick that reaches up to mid-range as Lightstreak kicks saw-shaped waves, ending with a crossed baton shot. Works in mid-air.
- 3-hit combo with baton guns. Pausing and using heavy leads to a continuous 5-hit combo where Lightstreak handstands while spinning his batons to fire out shots, before batting away enemies around him.
- Whirls his batons in mid-air with shots sent in all directions.
- Aims his batons in different directions to hit enemies from different angles.
- Riot Fire Combos: Does 5 wide swings with the riot shield before slamming out shockwaves of light. This can cancel out sprint dashes.
- Lightstreak uses his afterimage to swap positions, catching in enemies as a trap and counterattack.
- Sundering Caduceus Combos: Performs a 7-hit combo in polearm mode. Pausing extends to 9 hits with continuous damage as he does sweeping hits with his afterimages, then does a charged finisher.
- Performs a 5-hit combo in mid-air with polearm mode. Pausing extends to 7 hits with continuous afterimages juggling enemies before doing a charged slam kick that creates a field of light.
- Splits his polearm rod into batons at the end of a move, sending out electrified waves. Works in mid-air.
- Retro Haste: Reversal-styled feint move that leaps to hit enemies from backwards then Lightstreak kicks off of his polearm rod.
- Shock and Awe: Summons lightning strikes with his trails via his polearm rod, causing trails to strike enemies over time while Momentum is maintained. Multiple strikes can be used depending on how many trails have been left behind, enhancing any spell cards and Ultimate Attack by charging it. Works in mid-air.
- Suspension: Hovers in mid-air via holding his polearm rod.
- Fires out a splitting shot of electric rounds from his SMG batons. Works in mid-air. This causes a wide electrocuting field when performed after charged shots.
- Hits enemies away with his polearm rod then sweeps back, with a wide anti-air hit. Works in mid-air. Holding makes the polearm rod follow Lightstreak in consecutive hits.
- Circuit Protocol: Does a series of timed baton hits then charges up his polearm rod to form a symbol of light that he fires out with wave projectiles.
- Blindspot: Lightstreak charges mid-combo to do a polearm rod slam that cancels into other attacks, ramping upward and leaving behind lightning trails. This works in mid-air.
- Lightstreak fires out held baton shots with continuous recoil up to 3 times at the cost of Momentum. This works in mid-air and can be used during dashes, dodges, sliding, or during attack cooldown.
- Does 3 bashing swings with his shield in mid-air before smashing down.
- Cancels out a dash with a polearm rod thrust that maintains speed, or a shield blast that leaves a shockwave in place. Can be done in mid-air.
- Holographic Array: Lightstreak creates an afterimage that mimics the final hit of his previous combo. Any baton attacks in quick succession will use these afterimages to converge his light trails for multi-hits, allowing for heavy attacks that create a temporary sonic zone slowing enemies down.
- Lightstreak positions himself with his riotshield to fire large cannon shots in a wide spread, being able to dodge and do teleporting counter shots. Works in mid-air.
- Hasta La Vista: Lightstreak does a charged cannon finisher with his riot shield, slowing enemies as he fires a continuous beam that sends out bouncing shots. Works in mid-air. This can be used to place stationary projectiles on the ground or mid-air as traps.
- Tackles enemies while Lightstreak rides upon his shield in any direction, working in mid-air. Heavy attacks will knock him off.
- Stabs forward with his baton guns then continuously launches forward with his polearm rod as he creates a burst of tachyons / electrons above himself. Follow-up to launch makes him do rapid shots upward.
- Great Dam: Bashes enemies back with his shield twice with heavy hits during a combo, and can hold the end to do a slamming grab attack. Using it during parries boosts stun.
- Performs an explosive cross shot of orbs that has a follow-up upon charging, as Lightstreak spins around. Works in mid-air.
- Interceptor: Lightstreak charges his batons to form a riot shield and rod for a series of continuous heavy attacks. This can be used mid-combo, during cooldown or the start-up attacks to charge up his Climax Gauge's Gears quicker.
- Lightstreak does a flipping slam with his polearm rod, creating an AoE with it's cannon shot that can catch in enemies with damage zones. This works in mid-air.
- Descends from mid-air with swirling SMG shots before stomping down.
- Tipsy Bullet: Spell card where Lightstreak performs teleporting shots, requiring a timed input on each hit. This can be used at the end of a string of light attacks. Lightstreak's attacks are able to cancel into one another with wider range.
- Terminal Operation: Lightstreak's riotshield splits out 5 missiles at once. This can be used in mid-air.
- Performs an air dash while firing at enemies. He can also perform an air back dash.
- Aims a cannon shot to above, forward, or below. It's direction will be enhanced when there are light trails, extending the amount of area it covers.
- Barred Magnum: Places down an EMP turret to fire at enemies. Lightstreak can manually detonate the EMPs to cause raining bullets to fall on that area as a prison cage, as well as create light AoEs by connecting the EMPS together.
- Drops EMP turrets from above
- Free-wheeling Raptor: Lightstreak swings his batons above his head in a windmill for a charge before snapping at an upward angle with an anti-air crescent kick then slams downward. He's able to extend this with a 3-hit attack.
- Revenge: Whenever Lightstreak is recovering from being knocked down by an enemy, he can perform a sweeping kick to recover quickly as he leavesa trail.
- Phi-Lasso: Rapid-jabbing baton attack with a wide multi-damaging blast from the gun hilts that creates an energy flux that can be thrown out with his shield when held, sending orbs along the the ground and sweeps in enemies. Works in mid-air.
- ?: Sweeps in enemies with his thrown shield or keeps them in place with constant lightning damage.
- Stormcaller: Lightstreak dashes to his thrown shield, catching it as he descends in a shockwave impact. Works in mid-air.
- Uses riot shield to stack walls behind enemies at the cost of Momentum, creating projectiles on the walls that increase damage for when the enemies are knocked into them. They can also be used as thrown items.
- Using Lightstreak's side kick twice results in a hopping double kick with his vehicular mode, striking with both of his knees.
- Pull Over: Lightstreak provokes enemies with a taunt while holding himself in a heavy stance with his shield allowing for weave attacks using his batons. To stop an incoming attack or projectile, Lightstreak quickly performs a Tetsuzanko-styled move to negate the attack, countering with a parry that reflects damage as a shockwave and gains a portion of Momentum for super armor. It can also work as a knockback attack whenever Lightstreak receives damage, albeit timed. This does not do well with enemies that are far away with him however.
- Synaptic Repulse: If Lightstreak's near a wall, he can bounce off to do an overhead baton slam at an enemy. He can Jet Boost across multiple walls.
- Kicks/throws nearby items or enemies, causing heavy recoil.
- Disarms an enemy to take their weapon, allowing Lightstreak to temporarily use enemy weapons.
- Lightstreak charges to combine his riotshield and polearm rod together for a combo attack sending out continuous spiked trails. Works in mid-air.
- Performs a cancel with his combined riotshield and polearm rod that can be used for a follow-up.
- Combined riotshield and polearm rod charges up a burst of afterimages around Lightstreak, unleashing a flurry of rapid shots before unleashing a powerful slash.
- Pick Up The Gas: Lightstreak has a baton-shooting slide move with anti-air properties, allowing him to get underneath enemies and dash to cancel into attacks or spell cards. If he flips away during this attack, it causes him to send a wave shot that goes across the floor.
- Jet Boost: Cancels or extends attacks with an omni-directional dash that maintains speed and leaves afterimages to deflect enemy attacks, passing through them with extra damage. Using this during a combo allows to repeat a previous attack twice, and charges up the next attack. Works in mid-air.
- Round Pulsar: Performs 2-3 shin kicks while crouching, holding in the middle of it with a back input makes him perform a sweeping handstand sweep with his riot shield followed with an upward baton flip.
- Kinetic Bumper: Lightstreak spins with his riot shield with a chargeable 360 attack pushing enemies away with light and heavy, before slamming down creating a zone of light around him. Causing continuous damage with light trails that can be combined with Jet Boost to last longer and interrupts enemies on hit, causing Lightstreak to bounce into a different direction. Any locked on enemies that are guard-broken with this are marked for Lightstreak to do a follow-up dash for a continuous attack.
- Cancels out a projectile with an afterimage-infused dash that works in mid-air, damaging enemies by contact.
- Fires out 3 waves at once for Talaria projectiles on ground and mid-air through rapid kicks.
- Grenade throw that creates small damage zones that catch enemies inside, expanding via Momentum and attaches to them to make afterimages automatically target. This works in mid-air, and can be followed up with a quick shot to detonate into a spread of lightning and light.
- Lightstreak bashes his baton on an enemy then crosses inward. This can be held to fire rapid shots upward, forward, or downward before doing a sharp kick.
- ?: An axe kick that can be used to cancel out or extend a combo as a heavy shield attack upon timing it after attack cooldown.
- Nitro Drift: Lightstreak alters his direction during dashes and dodges, activating a slide.
- Emergency Strafe: Held dodge for Lightstreak activates his vehicular throttle, speeding him up as he sprints while firing his gun baton with afterimage shots around himself, slowing down everything around him as he cloaks. Creating a Jet Gear upon timing it to evade or cancel cooldown up to 3 times, boosting his Flow Chain and and causes area denial. Lightstreak can cancel out of it with a rushing shield attack where he spins rapidly and sends out wide shots instead of performing a held counterattack launch.
- Combo finishers flashes during held attacks or combo enders for a vehicle attack such a cycle flip, rapid stomp, cycle sweep, rapid dash / dash grab, etc.
- Vehicular somersault kicks that are go either forward or backward, as Lightstreak shoots upward during a flip then jumps back to slam his foot from behind an enemy. When Lightstreak's close enough to enemies, he can flip over them with a vehicular reversal that hits enemies both next or behind him.
- Overdrive Combo: A kick combo after a leap hop causes Lightstreak to perform a spinning elbow bash and a triple 540 kick with his riot shield. Useful for guardding enemies. Doing a quick and easy combo on a cornered enemy makes Lightstreak perform a series of baton attacks onto them, as he elbow bashes into them then does a timed palm attack with his shield before kicking it into an enemy.
- Wave Excavator: Crosses his batons then scrapes the ground with shockwave trails of light that disrupts nearby enemies. This can cancel out of dash-jump leaps or sprinting.
- ?: In mid-air, Lightstreak performs a baton divekick that leaves behind a trail
- High Ramp: Lightstreak flashkicks enemies upward with a chargeable knee kick, lifting himself with his baton rod as he sends a wave. This can be done multiple times in a row during a combo for Lightstreak to bounce, accumulating higher points. Follow-up has Lightstreak do a double leg stomp on aerial enemies.
- Does a left and right hook with his batons before doing a palm blast.
- Air Taunt: Lightstreak changes his traffic color, affecting his tachyons differently. Green makes his fast quicker, multiplying energy gained based on how many points are being stocked. Yellow slows down enemies with heavy hits that stun them, allowing for cancels with spell cards. And red stops enemies, allowing for finishers and grabs.
- Dead Racer: Lightstreak grabs an enemy to rapidly knee into them before kicking them away. This can be done during a leap hop for ground and mid-air.
- Poses at the end of a combo, using his light trails for an AoE boosting Lightstreak's Climax gained while buffing his Gear based on traffic colors. The effect alters based on how high his Flow Chain is.
- Whenever Lightstreak is in mid-air, he can charge his kicks and release them to repel himself with a dropkick, sending buzzsaws towards an enemy. He can do this up to 3 times.
- Lightstreak has a spin kick when in mid-air and has a short combo when attacking downward.
- Gliding Rail: Creates temporary light rails on surfaces such as the ground or wall to bounce Lightstreak, increasing his bonus points, attack speed and hit properties when Gear Charging across multiple rails. Lightstreak is able to dash through enemies with invulnerability, boosting his next combo with a barrage of afterimage trails.
- Elbow uppercut that can be charged to send an enemy back with his polearm rod, with a follow-up being a turning backfist. Can be used as a dodging attack.
- Throws out his vehicle that fires out a tornado-like spread of light shots before Lightstreak does a homing elbow dash with a baton. This can be attached to enemies or obstacles for Lightstreak to do a direct dash.
- Roadkill: Charging an attack and releasing it when gaining speed will make Lightstreak spin into a buzzsaw towards an enemy with a headbutt. Is good against unsuspecting enemies for a stun.
- Lightstreak drives up a track that spirals upward, having him flip kick enemies
- Lockdown: Is able to use injured enemies as slides or rods to propel himself forward to continue running or to launch himself into other enemies
- Is able to kick when riding vehicles, albeit limited to his non-basic ones.
- Lightstreak's Ultimate Attack is Hyper Accel, performing a series of extremely fast attacks between his 3 weapons with bursts of photonic energy, culminating in a massive AoE. The damage and duration of the attack are directly proportional to the amount of Momentum spent. Low Momentum makes this slower and weaker, while higher Momentum makes this longer with extended hits.
- Trivia -
Lightstreak's motif is based off the ram, an animal which represents the greek god Hermes, whom he is based on.
Lightstreak was originally going to be equipped with chakrams in the shape of wheels and a nitro rocket launcher that fires magnum shots of vapor-powered missiles as part of his riot shield, which would've been titled Hasta La Vista.
The way of Lightstreak using passive obstacles and active enemies to propel his speed is akin to the functions of Pinball
Lightstreak's face and hair was originally meant to be representative of Million Knives from Trigun. Another has similarity to Leorio from Hunter x Hunter, which has led to the idea that Lightstreak doesn't show his eyes at all.
Lightstreak's schtick of believing in Coraline to believe in him is a reference to Kamina from Gurren Lagann.
Lightstreak's liscense drive for Turbo Godspeed is inspired by the Delta Morphers of Power Rangers SPD
Lightstreak was originally going to be Norwegian. However, his nationality was swapped with Aviatron of the Gravewardens, this would then lead into a concept of the two having a rivalry starting in the lead-up events to Generation 3.
Lightstreak was going to be Elpis' foil, but this was changed.
Lightstreak's father is Irish while his mother is Scottish.
Lightstreak was originally going to have a son as of Generation 4. This was recycled into him treating Cricket like a son.
Lightstreak was salvaged from two concepts of Proto-BMC. Those being Hooch and Officer Mikfo. Hooch was meant to be a futuristic FBI-themed character that came to the past of Uranus to deal with an incoming threat and would be part of a storyline involving the protagonist Aran Favre. While Officer Mikfo was a communication officer within a group of space rangers. Hooch eventually had a panther motif to replace his canine motif, though both were scrapped.
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