Vier

Vier is a character in Dissidia Calamitas Infinita associated with the story Idle Series. He is an amnesiac working under private military contractors.
==Appearance==
Vier appears as a young man of lanky physique and somewhat of a androgynous face which he covers the right side of it with long bangs. His outfit regularly consists of black singlet overlay with a plain shirt and a pair of long pants. Formally, he wears a stylized dark jacket.
;Alts
Left to right: Default (/Vagrant), Zephyr, Makoto Yuki, Beyond the Grave, Spike Spiegel
==Battle==
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VierStrayed – Invade. Assassinate. Evacuate.
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Vier is a Strayed, specializing in quick bursts of sudden aggression to overwhelm unsuspecting foes. With a new-type armored unit, Vier is able to retain movement (but he cannot do anything else) while entering mech form by hitting any direction of the D-Pad, and there are no delays in alternating forms or performing any actions. Also, unless noted, Vagrant will always appear beside Vier upon being summoned.
A mini meter called "EN Meter" that is divided into four cartridges is present below Vier's health bar; switching mode at specific frames/action will allow Vier to perform Switch-Cancel, which revert his form while having the mech retaining its specific actions at the cost of 1 cart. This makes mode switching important to reinforce Vier's consecutive attacks. The mecha is also immune to flinching when hit with a Brave attack, though all damage received will be multiplied by 2 and removes 1 cart from the EN Meter. Furthermore, if Vier himself is hit in his mech form, the mech immediately cancels the attack. If the EN Meter is empty, Vier cannot enter mech mode; though the meter will restore itself overtime. Vier always start out the match with 2 cartridges on the EN Meter.
==Personal==
Move 	Type 	Input 	Priority 	Effect 	Damage type 	 	
Purseowner.	Ground 	 	N/A 	Self 	N/A 	 	
Purseowner.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.	Twirls handgun and mock-fire it at head. The buff Vier receives when taunting depends on which Mode he's in; In normal form, all of his gun-based attacks will restore his EN Meter on hit-confirm. In mech form, the first Vagrant's attack, when used in Switch-Cancelling will only deplete half a cart. If the taunt is done in Ex Mode, Vier's EN Meter will invariably be re-charged fully, the first Switch-Cancelling will also not deplete any meter.
==Brave Attacks==
<tabber>
Normal=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Trice (ground) 	Ground 	20 (10) 	100 	Special 	Evasion 	N/A 	Initial
Trice (ground) 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use. 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.
Stickup (ground)	Ground 	20 (10) 	90 	Melee Low 	Wall Rush 	Physical 	2
Stickup (ground)	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects.
Heat Barrage 	Ground 	20 (10) 	90 	Ranged Mid 	Wall Rush 	Physical 	10
Heat Barrage 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun. 	[Mid]Vier draws his handgun and shoots the opponent 4 times. If is rapidly tapped during the firing duration, Vier twirls his handgun and stunlocks the opponent with a string rapid-fire bullets. Vier can lift the opponent airborne during the rapid-firing by tilting the directional stick.Can be Switch-Cancelled whenever Vier starts twirling his gun.
Trice (midair) 	Aerial 	20 (10) 	100 	Special 	Evasion 	N/A 	Initial
Trice (midair) 	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.	[Movement]Vier performs a quick dash that allows him to slip through any attacks that has lower priority than 'High' and bypasses the opponent. Can only be used twice in succession; executing a third Trice will cause Vier to enter a cool down for 1.5 seconds.If input is held when Vier collides with the opponent, he uses their body as a platform to jump into the air. Will always restore 1 jump for Vier (no effect if he hasn't used extra jumps). Does not reset the Trice counter.Can be used as Switch-Cancelling during Mech Mode (assuming input does not overlap) doing so automatically switch forms.Performing Trice on a wall/platform/pillar will result in Vier kicking off the surface wall, that dart towards a specified direction. Restores 1 Trice counter use.
Stickup (midair)	Aerial 	20 (10) 	90 	Melee Low 	Chase/Wall Rush 	Physical 	3
Stickup (midair)	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects. 	[Close~Mid]Vier pistol-whips the opponent twice, then finishes off by firing the handgun, blasting the opponent away. Can combo without hitting.Can be Switch-Cancelled just as the second pistol-whip connects.
Smack Down 	Aerial 	20 (10) 	90 	Ranged Mid 	Wall Rush 	Physical 	27
Smack Down 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired. 	[Mid]Vier dives down and unloads a barrage of rapid-fire bullets sending the opponent towards the ground. If the opponent is slammed to the ground by Vier's shots, his/her EX Gauge depletes out as EX Force(s). Vier will always fire 30 bullets.Can be Switch-Cancelled after any 20~27th shot, but it has to be cancelled precisely the specific bullet fired.
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Mech=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Force Entry (ground) 	Ground 	20 (10) 	100 	Melee Mid 	Chase 	Physical 	Initial
Force Entry (ground) 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends.
Duststriker 	Ground 	20 (10) 	100 	Melee Mid 	Wall Rush 	Physical 	5
Duststriker 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects. 	[Mid]Vagrant and Vier slides forward and repeatedly grind the opponent with blade for a total of 8 hits.Can be Switch-Cancelled just as any 3rd~7th hit connects, but it has to be cancelled precisely the specific hit connects.
Overhead Stinger (ground)	Ground 	20 (10) 	150 	Melee Mid 	Wall Rush 	Physical 	13
Overhead Stinger (ground)	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects. 	[Close]Vagrant jumps into the air and does a diving sword stab.Vier can pick up the combo by Switch-Cancelling 2 frames after Vagrant's dive bomb connects.
Force Entry (midair) 	Aerial 	20 (10) 	100 	Melee Mid 	Chase 	Physical 	Initial
Force Entry (midair) 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends. 	[Close]Vagrant performs a two quick sword slashes while stepping forward with each attack. Can be used consecutively to deal a total of four slashes, though Vagrant enters a cool down for 1.3 seconds after the fourth slash.Can be Switch-Cancelled just as any first two hits ends.
Overhead Stinger (midair)	Aerial 	20 (10) 	150 	Melee Mid 	Wall Rush 	Physical 	16
Overhead Stinger (midair)	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational. 	[Close]Vagrant does a diving sword stab.Can be Switch-Cancelled 2 frames after Vagrant's dive bomb connects, though picking up the combo is situational.
Hangman 	Aerial 	30 (15) 	200 	Melee High 	Chase/Wall Rush 	Physical 	28
Hangman 	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.	[Long]Vagrant appears and hangs in the air for a 10 seconds, then performs a homing dive bomb that launches the opponent on hit.Can be Switch-Cancelled anytime between Vagrant appears and up until it attacks, switching form again causes Vagrant to immediately initiate the dive bomb. Keep in mind that Vagrant is completely open to attack during the whole hanging animation.
</tabber>
==HP Attacks==
<tabber>
Normal=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Backstab (ground)	Ground 	20 (10) 	90 	Melee High 	Evasion 	Physical 	Initial
Backstab (ground)	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled.
Spike Burst 	Ground 	20 (10) 	90 	Ranged High 	Wall Rush 	Physical 	12
Spike Burst 	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.	[Mid]Vier unpins a grenade and kicks it towards the opponent, creating an explosion.Can be Switch-Cancelled anytime after Vier unpins the grenade and before his leg touches the grenade.
Backstab (midair)	Aerial 	20 (10) 	90 	Melee High 	Evasion 	Physical 	Initial
Backstab (midair)	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled. 	[Close]Vier slides behind the opponent delivers a quick stab with his knife before kicking him/her away. Cannot be Switch-Canceled.
|-|
Mech=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Windmill (ground)	Ground 	30 (10) 	90 	Melee High 	Wall Rush 	Physical 	Initial
Windmill (ground)	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close~Mid]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled.
Zigzag (ground) 	Ground 	20 (10) 	150 	Melee High 	Evasion/Wall Rush 	Physical 	13
Zigzag (ground) 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range.
Redeye 	Ground 	30 (10) 	200 	Melee High 	Wall Rush 	Physical 	36
Redeye 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear. 	[Mid]Vier performs quick dash past the opponent leaving a quick handgun shot. On hit, Vagrant comes from the sky and does a diving sword plunge. Vier has the same properties as 'Trice' during the dash animation and the shot has Just-frames properties; in which releasing the moment Vier pulls the trigger causes it to be unblockable. Can be Switch-Cancelled 2 frames after Vier fires the shot, but Vagrant will not appear.
Windmill (midair)	Aerial 	30 (10) 	90 	Melee High 	Wall Rush 	Physical 	Initial
Windmill (midair)	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled. 	[Close]Vagrant grips the blade with its leg and breakdances in a circular motion, hitting anything caught in the radius for a total of 5 hits. Cannot be Switch-Cancelled.
Zigzag (midair) 	Aerial 	20 (10) 	150 	Melee High 	Evasion/Wall Rush 	Physical 	16
Zigzag (midair) 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range. 	[Mid]Vagrant appears beside Vier and quickly rushes forward, even bypassing the opponent before performing a sharp reverse to deliver a crushing blow. Vagrant has the same properties as 'Trice' during the dash animation.Can be Switch-Cancelled just as Vagrant hits the maximum limit of its dash range.
Wild Card 	Aerial 	20 (10) 	150 	Melee High 	Wall Rush 	Physical 	40
Wild Card 	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).	[Close~Mid]Vagrant enters a draw stance, then performs a quick horizontal slash. On hit, Vagrant swaps the blade into its leg and delivers a flurry of deadly slashes. Damage increases with each slashes connect (effect stacks with each Wild Card executed and caps at 7th execution), but has considerable cool-down if attack whiffs. Can be mitigated by Swith-Cancelling (requires 1.5 cart).Can be Switch-Cancelled just as Vagrant starts buffering for the initial hit and before Vagrant delivers the final blow (cancels finisher).
</tabber>
==EX Mode==
Vier's Ex Mode is Nth Breaker, where he removes his glasses while Vagrant gains 8 ethereal blades that augments its attacks. Apart from the standard Regen for both forms, the additional buffs he receives depends on what form he is in; in his normal form, he gains the ability Ghost Trick, which allows him to perform Trice 9 times in a row without requiring cool down. In mech form, Vagrant gains the ability "Bounded Vector", which the 8 ethereal blades increases its attack range/damage and cuts all damage received by 90% (after multiplied by 2). Everytime Vier enters Ex Mode, his EN Meter will be fully recharged and performing Switch-Cancel will only consume 1/2 cart.
Vagrant also gains a new HP attack, Overbound, triggered by pressing R + , where Vagrant roars and release a circular red line extending forth, knocking away the opponent in its vicinity. If Trice is inputted during Overbound's hit-confirm, Vier automatically performs a free Switch-Cancel and teleports towards the opponent. 
Vier's Ex Burst is Grave Execution. In his Ex Burst Vier commands the 6 Bounded Vector to lock down the opponent. The player must then perform at least 80% Switch-Cancels during the lock-down sequence, in which Vier reinforces the attack with his gun. A perfected Ex Burst result in Vagrant hauling up the opponent into the air before slamming him/her to the ground. Vier then fires a shot commanding the Bounded Vector to pin the downed opponent, ending with Vagrant charging forward at lightning speed to cut down the opponent with an supercharged Heatblade. His failed Ex Burst ends with Vagrant performing a powerful sword rend with its leg instead.
==Equipment==
Vier can equip the following: Daggers, Guns, Shields, Bangles, Hats, Clothing, Thrown, and Grappling.
===Exclusive Weapons===
Name 	Description
.22 Short 	Machines have no memories.
.22 Long Rifle 	Machines will replicate.
.45 Colt 	Machines cannot be destroyed.
.30-06 Springfield	Machines are finite.
===Related Accessories===
Name 	Description 	Effect	Obtained
Wristwatch 	A life spent saying goodbye? 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
Silicon Cube 	"You can double something that is priceless? What were you thinking!?"	LUK+4 	Battlegen from the Illia Friend Card
Vagrant's Desire	N/A 	LUK+1 	Battlegen
Vagrant's Dream 	N/A 	LUK+2 	Battlegen
Vagrant's Hopes 	N/A 	LUK+3 	Battlegen
==Stage==
Terminus-Velveteen
"I was told to choose to be what I chose to be."
==Musical Themes==
*Main Theme: Funky Dealer
*World Map Theme: Footsteps in the Night Sky
*Battle: The Lucky One
*Infinity Vier: Let's Go
===Rival Battle===
*Vs Redrum: Baroque Virus
*Vs Sanna: Call
*Vs Nelo: Eon/Paul Udarov Remix
*Vs Concord: Dominator
==Quotes==
<tabber>
Default=
;Encounter
*"It's go time."
*"Target acquired."
*"Beginning combat."
*"Hostiles Sighted."
*"No rest for the wicked, huh?"— If HP is low
*"Give me a break."— when opponent is stronger
*"Gotta strike while the iron's hot."— when opponent is weaker
*"Fire away."— when opponent is weaker	
;Victory
*"So long."
*"Give the devil my regards."
*"Hasta la vista, baby."
*"I'm billing you for repairs."— If HP is low
*"Hah! I'm not dying today."— If HP is low
*"Possibilities are endless and I like it."— when opponent is stronger
*"Not really a fair fight, was it?"— when opponent is weaker	
;Defeat
*"Ugh... damn."
*"What's gotten into me?"— when opponent is stronger
*"That's not how it goes."— when opponent is weaker	
;Taunt
*"In and out, nice and easy."
*"My bullets are a one-way ticket down."
*"Here it goes."— against Sanna
*"Sport, mere sport."— against Redrum
|-|
Default specific (A)=
|-|
Default specific (B)=
|-|
Default specific (C)=
*Ragnarok: "Applicants? I’m not here for a job."
*Genesis: "Every new beginning comes from some other beginning's end."	
*Eris: 
*The Embodiment:"Free time to free minds or for falling apart?"	
*Amaterasu: "Looks to me that Heaven isn't saturated at all."
</tabber>
Category: Characters