[personal profile] divineemperor
The Emperor is described as a Trap Master, and his arsenal consists of various traps, such as exploding mines and crests of energy which can paralyze the opponent. Most of his attacks, including his Flare HP attacks, allow the Emperor to continue moving and attacking to pressure the opponent, or give him time to charge up his signature Starfall attack.

As a downside, his victory largely depends on the terrain and plane - in smaller areas his traps are more difficult to avoid, but in larger areas he has more room to lay said traps and for his Flare spell to track enemies. Most of his Brave attacks can be blocked or dashed through, and some can be reflected to damage the Emperor.

Of particular note is that if the opponent uses a guard-crushing attack to reflect the Emperor's Flare, it will begin to track the Emperor himself instead.


Dissidia

Bravery Attacks

Ground

Landmine:
Throw two mines onto the ground that explode on contact.

Thunder Crest:
Form a circle of lightning on the ground that draws in opponents, damaging and stunning them over a period of time.

Bombard:
Hit opponent with staff, knocking them back and planting mines on their chest that explode to launch them into the air. Can be used to reflect attacks.

Dynamite:
Charge and fire an orb of orange energy that sticks to walls and ceilings. Can trap and stun enemies for a period of time before exploding. If the opponent blocks the attack, the orb will absorb and damage the Emperor instead. Third tier defense crushes.

Light Crest:
Conjure a field of magic on the ground that shoots projectiles upwards when the opponent comes close. The projectiles bounce off walls and barriers and curve in the air to track the opponent.

Aerial

Mine:
Throw two floating mines that explode on contact. The mines bounce off walls and barriers before resting into position.

Light Crest:
Conjure a field of magic that shoots projectiles forward when the opponent comes close. Sigil turns to track opponent. The projectiles shoot forward and bounce off walls and barriers and curve in the air to track the opponent.

Dynamite:
Charge and fire an orb of orange energy that sticks to walls and ceilings. Can trap and stun enemies for a period of time before exploding. If the opponent blocks the attack, the orb will absorb and damage the Emperor instead. Third tier defense crushes.

HP Attacks

Ground

Flare:
Fire a slow-moving sphere of blue fire that tracks the enemy. Can be reflected with Melee High priority attacks to track and damage the Emperor.

Dreary Cell:
Create a spark of light in the air that expands into a crest of energy and surrounds opponent with exploding mines when they come close enough

Starfall:
Charge energy to summon a barrage of fireballs around opponent before a meteor drives them downward.

Aerial

Flare:
Fire a sphere of orange fire that hovers in place. The sphere is destroyed if hit with a Melee High priority attack.

Dreary Cell:
Create a spark of light in the air that expands into a crest of energy and surrounds opponent with exploding mines when they come close enough.

Starfall:
Charge energy to summon a barrage of fireballs around opponent before a meteor drives them downward.


EX Mode Power of Hellfire
Regen:
Recovers HP over time during EX Mode.

Critical Boost:
Doubles Critical Hit Rate while in EX Mode.

Blood Magic:
Any HP damage the Emperor inflicts on the opponent with his attacks (not traps) will be converted into HP for himself.

Absolute Dominion: EX Burst Video of EX Burst
The Emperor conjures a powerful spell, and requires the player press a sequence of buttons as they light up, and will end in the ability Entice if executed perfectly. If not, he will end the Burst with the weaker attack, Cyclone


Final Fantasy II

Human:
-Barrier VIII
-Blink VIII,
-Haste VIII
-Slow IX,
-Thunder X

Emperor of Hell:

Starfall X,
Blind XVI,
Curse XVI,
Dispel XVI,
Flare XVI,
Slow XVI,
physical attacks Drains HP

Emperor of Heaven:

Holy XVI,
Dispel XVI,
Starfall XVI,
Flare XVI,
Slow XVI,
Blaze XVI