Terra
From the acclaimed Japanese role-playing game Final Fantasy VI, Terra joins Rivals of Aether Workshop! A mysterious young woman born with the gift of magic, Terra was once enslaved by the Gestahlian Empire. Now free of their grip, she fights to protect others. As a spacing oriented zoner, Terra boasts a wide arsenal of spells from the Final Fantasy series.

Inspired by Terra’s passive charge mechanic from Dissidia: Final Fantasy NT, Terra can empower her spells through a meter that passively fills as long as she avoids damage and uses spells sparingly. Each time she suffers damage or casts a spell, she will lose meter proportionally.
Maintain spacing away from your opponent to build meter and unleash an empowered spell when full using a strong input! Each charged spell has increased damage, increased range, and an added special effect.
To force an uncharged spell when you have full meter, use an attack input rather than strong input. For specials, input special+attack.
Terra gains 50% of meter on successful parry.

Casting Blizzara, Terra creates an ice shard which can be activated later as a homing projectile. The charged variant applies freeze even to opponents in the air.

Casting Fira, Terra shoots a fireball which can be angled up and down to hit opponents at varying angles. The charged variant applies burn on opponents.

Casting Tornado, Terra travels upward surrounded in turbulent winds. The charged variant dramatically increases the vertical speed and distance Terra travels. It can be canceled with a shield input.

Casting Drain, Terra attempts to draw magic from an opponent. On hit, her meter is restored to full and her double jump is restored if already used. Terra can also use Drain on her Blizzara ice shard to gain quick meter and double jump. Using Drain on charged Blizzara restores full meter. Using Drain on uncharged Blizzara restores a portion.
Terra casts lightning forth with the spell Thundaga. The charged variant increases the kill potential.
Terra unleashes a mighty deluge with the spell Flood. The charged variant increases the kill potential.
Terra fractures the ground underneath her with the spell Quake. The charged variant applies a bury effect.
Terra unleashes a volatile explosion with the spell Flare. The move has a lengthy start up but high kill power. The charged variant increases the kill potential.
Casting Bio, Terra attacks with 4 consecutive bursts of poison. The charged variant applies poison status.
Casting Holy, Terra summons above her a burst of purifying light. This move has a kill sweetspot and a weaker sourspot. The charged variant increases the kill potential and trades away the sweetspot and sourspot for one hitbox.
Casting Graviga, Terra forces downward a slow moving orb of gravity. The charged variant becomes a multihitting projectile.
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Art, Animation, and Code by RubyNights. Follow me on Twitter!
Like the mod? Consider supporting me on Patreon[www.patreon.com].
Thanks to the Extended Workshop Balance team for giving Terra a very successful Beta, specifically Slimepuffen. Thanks to Muno for providing the meter function.
Disclaimer: Terra Branford and Final Fantasy VI are properties of Square Enix.
Tags: Terra Tina Branford Final Fantasy VI 6 FFVI FF6 Magitek Esper Narshe Cliffs