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Daibo

Main Characters

Daibo

November 29, 2023 /Posted byBioMassCore x ULTIMATE / 14 / 0

[cs_content _p=’15016′][cs_element_section _id=”1″ ][cs_element_layout_row _id=”2″ ][cs_element_layout_column _id=”3″ ][cs_element_text _id=”4″ ][cs_content_seo]Daibo, the Flamma Majesty, is a Vessel amongst the Talon Regime’s Tannin Jaegers. He is a runaway prince of a prideful kingdom that’s escaped and is commonly seen in valley sites. Causing people to spread rumors that affected his reputation and the general perception of him. Some that know him may even say the rumors live up to what they give on. Daibo joined Elpis to reclaim his long-lost pride, but otherwise is mostly wanting to get a kick out of anything within the Talon Regime.
– Personality –
Daibo embodies many qualities one would expect from an ideal Boy Scout; determined, energetic, and unwavering in his devotion to his work. He thrives on fun and camaraderie, radiating an infectious enthusiasm that keeps the Tannin Jaegers on their toes. His eagerness to reclaim his pride fuels his relentless optimism, making him one of the most spirited members of the group. He’s also incredibly talkative, often filling any silence with chatter, a habit that helps him push past unpleasant thoughts with ease. Daibo’s can-do attitude shines when faced with challenges, and he enjoys exploring new ideas to see where a situation might lead. If things start to stagnate, he’s the first to shake things up, sometimes going the extra mile to keep momentum alive. However, this adventurous mindset also makes him the most reckless and impressionable of the team. His openness to outsiders and willingness to embrace new experiences mean he often jumps into situations without critical thought, preferring to simply immerse himself in the moment. This carefree approach can be frustrating for more grounded individuals like Lightstreak, as Daibo’s tendency to take risks for the thrill of success often puts him in danger.
While his vibrant energy is one of his greatest strengths, it’s also a double-edged sword. His impulsiveness and stubbornness can make him difficult to reason with, though he lacks the arrogance of someone like Lightstreak. He avoids deep self-reflection and struggles to process personal feedback, letting advice go in one ear and out the other to avoid confronting his own issues. Rarely does he seem troubled by criticism—unless it truly strikes a nerve. One lesson that did leave a lasting impression on him, however, is his personal code against killing. Daibo firmly believes in seeing the good in people, choosing to spare those he deems worthy of redemption. If given the chance, he strives to be as welcoming as possible, hoping to guide others toward change rather than destruction. In this, he takes after his father—though what became of the man remains a mystery.
– Relationships –

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

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

Lightstreak: Lightstreak often butts heads towards Daibo, the latter usually not retaliating. This is due to how Lighstreak is often choosing to surprise Daibo when he least suspects or engage him for small talk when he’s by himself. As a way of mentally preparing him. This is due to how Daibo lacks the patience to deal with Lightstreak’s “traffic” way of formulating things up. However, even if Daibo does see something to hold in how Lightstreak or Elpis influence him, he does see the gaps within their teachings. Daibo wishes Lightstreak would be more flexible and diplomatic, especially when dealing with sensitive issues. Thus wants to be able to use it by his own moral agenda. He sometimes feels that he doesn’t care about his feelings or opinions, and that he only sees him as a tool for his goals.

Pumba and Timone: Daibo considers Pumba and Timone as his best friends, but yet he does so as a result of them being his only friends in a while. In their friendship, Daibo adopted a philosophy known as Hakuna Matata, which causes him and the 2 to lose any sense of concern or responsibility over things so they can enjoy themselves more. Engaging in many contests with Pumba and becoming so used to the lavish lifestyle that he shares. He knows it’s a bad influence due to Daiyu but can’t help himself after knowing these two for so long. Internally wishing to change Pumba and Timone to his new lifestyle so that they can continue being friends. Promising that he’ll make sure to give them a better means for the care they’ve given him over the years.

Coraline: Those that see how Coraline interacts with Daibo may empathize with the thought of being spoiled. She infantilizes him due to him being a teen and is oblivious to his past life, but isn’t aware of how unintentionally condescending she can be to him sometimes. Causing him to occasionally have to spout that he’s not Cricket to try to shoo off Coraline. But to her it doesn’t matter. As a result of this, Daibo hides various injuries from Elpis or Coraline to try to show that he’s trying his best at enduring the worst for his growth. Coraline may sometimes play along his Hakuna Matata gag, even if she doesn’t fully grasp what’s the meaning behind it. Daibo craved lots of attention as a child, but doesn’t know how to feel about it now when he’s been separated from his parents for a while when living with Pumba and Timone. Though he inevitably has to accept these welcoming arms in order to move to his new life.

Seirya: Daibo enjoys theatricism, so when he found out that Seirya’s ambition is to become a celebrity actor, he was attached. Almost easily in-fact. Daibo likes to imitate scenes and gestures from his favorite movies and shows, especially when he interacts with Seirya. He thinks it makes him more charming and impressive, Whether it be in scrap fights with Seirya or generally acting showy with him off-missions. Daibo doesn’t care much about what others think of his antics, except for Larasu, who he sees as a rival for Seirya’s attention.

Wukong: TBA

Daiyu: Daibo avoids Daiyu as much as possible, because he sensed she wanted to be alone, but he also wondered what secrets she hid behind her silence. Daibo rarely shows his worst, always gaining Daiyu’s wonders of why he acts this way. Not knowing that her secretive behavior can annoy Daibo when everyone else is active but her. Daiyu seemed to be always lost in her own thoughts, brooding over some trouble that he couldn’t understand. She was quiet and spacious, but she also listened carefully to everything he said. Daibo may have some admiration for Daiyu, but he doesn’t know if she holds the same admiration for him when it’s rarely expressed. He wants to earn her respect and trust, but he also wants to challenge her authority and test her limits.

Gerda: TBA

Larasu: Daibo has both admiration and spite for Larasu, due to how objective he can be. He always poked his nose into his business, but he also helped him out of trouble. He annoyed Daibo, but he also made him laugh. He challenged him, but he also supported him. Daibo didn’t know what to make of his feelings for Larasu, but he knew he couldn’t ignore them. Daibo tries to keep Larasu in check, but he also admires his skill.

– Abilities / Neo-Gen (Regal Marigold) –
Daibo dual-wields steam pressure of fire that he mixes with other kinetic energies via methane akin to that of compounds. He uses steam pressure to boost kinetic particles into sparks through compressing heat with his fingers in a snapping motion that revs up heat. Allowing Daibo to utilize steam pressure to enhance his range, volatility, harden his skin to redirect energy, create air-vibrating plasma, sentient creature/plant beings of fire, temperature affects speed to cool or burn up from his feet or extra claws with rockets. Building up his enhancements through temperature. The kinetic energy of these atoms are read in the form of vibrational cosmic winds with the density of surrounding oxygen. He can treat his revs as a utility for various situations such as using shotgun-like shots of quick combustions for a boost coating something in a fireball like his attacks or someone else, absorbing heat around an area, reshaping metal through rapid vibration such as coating his arms in a metallic layer while charging for maximum output. Allowing him to cause the metal to be turned into various bent structures for matter surfing or causing the metal to wither into lesser objects for more rapid attacks by formulating his snaps for heat constructs with the metal.  He’s able to boil sources of hydrogen with his steam, potentially giving him a leverage of either making obscuring the area with enough oxygen around the area to produce a pyrocumulus firestorm through a chain reaction. Daibo can cause ice to vaporize into more steam for him, using it as projected waves or sheathed traps to catch an enemy. Daibo’s projectile usage involve rapid fireball punches that leave an impact in the form of a volatile bolt and has a massive wave beam in the form of a flamethrower breath.
Daibo has great predator senses of a lion. He’s able to detect radiation signals as pathways of heat through his sense of smell, allowing him to detect various species from far away. His sight is decent during the night, giving him an edge to see something incoming but isn’t to the same sight range as Daiyu. His ears are able to adjust in the direction a noise is coming from. Daibo has an immunity to magnetism and electricity due to his plasma, giving him an electromagnetic link to the sources it comes from. He uses this for his digestive system by consuming the heat of it’s plasma with the link, keeping up his heat as mass energy. On the defense, Daibo accumulates kinetic energy to harden his skin and redirect fire, coating it in aerial vibrations. While redirecting energy, Daibo can either create sentient creature/plant-like constructs of solar energy, burn it out to create smoke illusions, etc.

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

– Playstyle and Moveset Plan –

Daibo’s fighting style has less precise melee but is instead based upon being overwhelming through his continuous DPS, stagger-laceration, survivability and high knockback through how wide his attacks hit and how easily his moves connect to each other. Utilizing fast attacks but lower damage, making hits continuous with light plasma. Though his greatest weaknesses in playstyle are his lack of decent projectiles and the windup after his heavy attacks especially if his attacks don’t properly land in. His heaviest attacks can cause holy firestorms through a series of devastating slashes after utilizing his Roaring Snap.
His Enkindled Ferocity Gauge serves as his means of nexeratics and is tied to his charged / continuous moves, puffing up slots for smelted compounds that lead to him unlocking elemental buffs that make him tankier with enhanced moves and large AoE attacks that make him invulnerable. Upon Roaring Snap, held or rapid attacks in Daibo’s basic combos can cancel into other attack strings after briefly pausing to coat his attacks in light boosting him with rapid shots to extend duration of his attacks while making his charges quicker. Roaring Snap is a reload system for Daibo’s effects that finishes and extends combos, auto-cancelling non-heavy attacks. Every third Roaring Snap in a sequence enhances Daibo’s area damage, connecting his attacks faster with instant plasma-infused explosions. The first time deals continuous damage, second does a stunning explosion, and the third triggers an enemy-sweeping firestorm. When Daibo chains heavy hits together via Roaring Snap, he creates a plasma-infused attack that paralyzes and knocks away enemies. Increasing the size of Daibo’s elemental hits.

Roaring Snap:

Activation: An instant action that can be performed at any point in a combo (even cancels). Briefly pauses Daibo’s momentum, lets out a fiery roar that knocks back nearby enemies, generates a steam burst similar to Enigma Trigger, and applies a temporary buff based on the Roar Counter.
Roar Counter: Tracks the number of consecutive Roaring Snaps used. Resets if Daibo takes damage or a long time passes between activations.

Short-Tap Heavy Attack = A fast, wide-area plasma burst, causing weak enemies to stagger.
Hold Heavy Attack = Summons a focused infernal pillar, lifting enemies into the air. Compresses energy, releasing a short-range plasma detonation that ignites all enemies in range and instantly refills part of the Climax Energy gauge.
Combo-Based Heavy Attack = Sends plasma waves outward, expanding his AoE.

Gauge Augments:

Allows use of Roaring Snap in mid-air for combo extensions and repositioning. Reduces delay after air attacks.
Significantly increases the rate at which Daibo’s Climax energy refills for each use of Roaring Snap
Gives Roaring Snap a small projectile effect allowing it to hit enemies farther away. If Daibo lands 5 Roaring Snaps consecutively without getting interrupted, his next charged attack automatically gains armor and uninterruptible status.
Whiffing a heavy attack now creates a lingering flame on the ground, damaging enemies that walk into it via adding reach to Daibo’s follow-up attacks but leaving Daibo momentarily open.
Reduces stagger from hits while increasing Daibo’s resistance to knockback.
4th Roaring Snap in a row triggers a plasma burst pulse around Daibo, staggering enemies instead of just knocking them back.
Every fifth hit releases a heatwave, burning enemies and boosting Daibo’s Climax Energy gain. Converts all rapid attacks into plasma bursts, causing heavy knockback and additional flame shockwaves that extend Daibo’s hitboxes. 

Roaring Snap makes Daibo hold his fingers for a snap, producing a clawing flame as he pushes enemies away through a smoke field. This adds plasma trails on each hit that can deflect attacks/projectiles, destroy obstacles and boost Daibo. Enemies caught in Daibo’s aura in the middle of him using Roaring Snap will be staggered and allow him to rush toward them for a special attack. If an enemy is burning after the combo-ender, Daibo’s heavy attacks will absorb the flames for a recoiling plasma-infused attack.

– Pressing heavy attack after Roaring Snap lets him chain into a unique finisher based on the previous combo path.
If Daibo delays a follow-up attack after Roaring Snap, he releases a residual plasma wave that deals a second hit right after the initial slash, punishing dodging enemies.
If Daibo cancels into Roaring Snap right after a heavy attack, the recovery is reduced by 40% and next light attack automatically lands a critical hit. This lets him loop back into his momentum.
After performing a heavy attack, the plasma smoke lingers for a second, allowing Daibo to immediately follow up with a light attack inside it, essentially making it safer to commit to heavy hits.

Stocking in the middle of attacks helps Daibo deal with how he has delay in order to extend attacks. When Daibo fills his Enkindled Ferocity gauge, Roaring Snap enhances his next three attacks for plasma explosions with his heavy input to boost stun (Roaring Snap). 

Torchbearer’s Grace: Daibo’s dual rocket-gauntlets with claw attachments, nicknamed Ember Magna and Runic Miyon. Composed with a seismic lantern and a hydrocarbon materials to harness energy after being boiled in high steaming temperatures of a vernal equinox. Daibo utilizes these gauntlets to perform claw-like slashes as part of his natural weaponry, Making it decent for leaving multiple lacerations carving away at enemies without a proper pattern. Instead relying on pure determination and no proper direction. Leaving nuclear scorches through it’s energy exhaustion in singular attacks.  Ember Magna uses heavy claw swipes with plasma burns, while Runic Miyon uses passive seismic-based slashes with explosive aftershocks via jabs.

Daibo’s attacks forge different Roaring effects based on how many hits he lands, letting him control what buffs he gets in real-time. This makes him enter a special stance using his flamethrowing claws for a quick EX move / combo. 
5 Hits: Continuous light plasma ignites enemies over time.
10 Hits: Attacks release smoke AoEs, slowing enemies. Enemies caught insides uffer 1.5x damage from heavy attacks, and Daibo’s hitbox extend with plasma claws.
15 Hits: Next attack triggers a pulsing chain explosion upon rapid inputs, charging Daibo’s hits with reduced cooldown.
20+ Hits: Next attack purifies an area, causing an unstoppable firestorm finisher.

Ignites enemies on combo end, causing lingering burn damage.
Can create shockwave traps that interrupt or zone enemies.
After 3 consecutive successful hits, unlocks “Fault Pulse” — an auto-triggered burst causing enemies to flinch and creating openings.

Basic Moves

Leo Rave, Crossclaw Mane, and ? Combos: Daibo’s first combos involve explosive punches and double swings in a 4-hit combo. Pausing after 2 hits makes Daibo perform a rapid combo that hits from both in front and from behind of him or from both of his sides with multi-hitting claws sending Magna and Miyon. Pausing after the first hit makes him  use his claws in a somersaulting combo of slamming punches and sweeping kicks, sending streams of flames and can hold each hit to increase the output before he bursts at the end with a cross-slashing light formation. Finishing his combos with a special Roaring Snap input causes him to perform staggering blue attacks. Each hit can be charged for continuous damage.
Has a 2-hit combo when crouched and his downward slash has a decent arc. Following up his downward slash will make Daibo cross his blades upward.
Luminary Maul:  Chargeable launch where Daibo performs a series of double-clawing uppercuts and can be comboed into with a damaging jump that bounces enemies. Snapping afterward causes launched enemies to be hit in a short combo. Can be immediately used on downed enemies to continue his combo, reaching from high to low.
Meteoric Smite: Daibo’s descending attack from mid-air has him curled into a flaming ball that rolls to the ground, followed by a sweeping attack from his blades stylized as a kick. Holding it makes Daibo leave a damage zone of flaming swords.
Exotesla and Juggernaut: Wide projectile shots with a scattering volley of fireballs. Charging it does a maneuverable explosive chainblast with volatile knockback and increased range. With Runic Miyon, Daibo’s projectiles turn into rapid fireball sword-gauntlet punches that do multi-damage but without knockback in exchange for range and keeping the enemy stationary to attack them more. In mid-air he’s able to summon 3 fireballs at once. If Daibo finishes his combos with a downwards slash, the fireballs detonate to release it’s stocks. Charging it fires off a beam from his swords during Enigma Trigger.
Aerial version of Exotesla and Juggernaut
A special stance for Daibo’s gauntlets to fire either rockets or a flamethrower in altering directions.
Vesper: Fires a stream of mini-rockets that lock onto multiple enemies.
Fires a scattering volley of fireballs into the air before it rains down, homing onto enemies. Charging it stocks 3 scatter shots.
Roaring Snap: A quick claw-snap, sending a heatwave shock and leaves a smoke cloud that serves as an aura shield to Daibo. Causes Daibo’s next follow-up to turn into claw barrage attacks through his steam-snapping, making a shotgun impact with his hits. Held Roaring Snap finishers cause shockwaves of light plasma and cold smoke.
Variation of a heavy attack that changes based on if the enemy’s close or far away, affecting Daibo’s snapping jab to use Ember Magna or Runic Miyon. Ember Magna performs a heavy slashing combo infused with plasma fire that leaves burning trails and stuns enemies, while Runic Miyon performs an  explosive seismic slam that causes AoE explosions, knocking back enemies and generating small plasma aftershocks that deal ongoing damage.
When holding Roaring Snap, Daibo generates a field of flame plasma that briefly engulfs nearby enemies in damage over time. Enemies caught in this burst suffer plasma burns, which trigger an explosion when hit by Daibo’s follow-up attacks.
Upon hitting an enemy, Daibo can trigger an instant Snap as a quick attack to apply a small flame debuff / cancel. Chaining a series of these in a row causes his attacks to become more explosive with a wide-reaching claw combo.
Special attack on enemies caught in Daibo’s snap, rushing in for a grapple, performing a seismic clawing strike. If the enemy is burning, the attack absorbs flames, causing a delayed explosion. Deals bonus AoE damage if used after 15+ Enkindled Ferocity hits.
Performs a simultaneous attack on burning enemies via his aftershock, affecting them with either Ember Magna or Runic Miyon. Ember Magna causes critical stun, dealing explosive plasma damage around enemies while applying a “Burnout” debuff, increasing burn damage for a short period. If Daibo lands a combo with Runic Miyon, a delayed aftershock could trigger a seismic tremor that stays in place, stunning enemies around Daibo and leaving them vulnerable to follow-up heavy attacks.
Hazy Maneuver: When dodging or cancelling a dash, Daibo has 2 quick swing jabs that repels enemies with a swirling blade of smoke. When charged, Daibo projects a long-reaching attack with plasma shockwaves as he envelops himself in a heat haze to mask the length of his next attack.
Growling Flourish: A special attack string using Roaring Snap upon achieving a high Flow Chain rank, causing either a wide slash with high knockback igniting enemies with chained damage (Ember Leonis) or a concentrated aura launching projectiles. The size, power scale, and projectile count scales based on how high the gauge is. Works in mid-air.
Daibo grabs a piece of rubble from the ground and throws it at enemies. The rubble then becomes a damage zone of blue fire that Daibo can break into different formations.
Daibo forms a pillar as a platform that propels enemies into mid-air.
Roaring Snap absorbs back his flames and smoke to create a charged seismic AoE. Alternatively, he explodes his flame trails and smoke.
Undefeatable: Daibo’s block is stylized as a clothesline grab with a special Roaring Snap. When working successfully, Daibo catches the enemy and bashes his leading forearm into the target’s face. However, misusing this block makes Daibo flinch easier to an incoming attack. Parrying projectiles causes Daibo to charge it so he can send it back. This can also be done in mid-air, making Daibo slam the enemy down with him.
When using Roaring Snap during a parry or being hit, Daibo’s block is a smoke clap that activates Sunburst before leading to a series of rapid punches that will enable Enigma Trigger properties on Daibo’s next attack.

Parry Levels:

Solar: Short-range burn pushback, applies scorch stacks.

Iron: Stuns enemies, opens for combo continuation.
Dusk: Silences & bleeds, triggers mini detonation on affected enemies.

Sunburst: When charging a full gauge, Daibo creates a steam forcefield-shaped roar that either confines an opponent to his range with smoke afterimages of his attacks that cause more range, or push them away granting plasma vibrations of heat to surround his charged attacks on follow-ups. Forcefield can be absorbed and released as a combusting shield pushing enemies away. Snapping spreads out it’s explosions. Depending on the Roaring Snap level, this forcefield can alter between a staggering blast with high knockback, a barrier creating terrain that shields Daibo, or propels him in any direction with a steam blast.
Thermotenic: Dashes causes Daibo to dive into an enemy with his multiple flaming slashes in front of him and can lead into a flurry of plasma claws before performing a wide launch.
Upon repeated inputs during a move or combo, Roaring Snap can be used for Daibo to hit an enemy with a special finisher that boosts how much stun he applies to the enemy.
During a dash or dodge, Roaring Snap causes Daibo to perform a special cancel that can be extended into a follow-up attack upon repeated inputs.
Savannah Pounce: Back-to-forward attack in mid-air that makes Daibo dive toward an enemy and grab them.
Daibo briefly coats himself in aura, creating a lion afterimage that increases his movement’s reach. This can make him teleport via the heat haze and debuff countered enemies.
Blackening Smelt: A flurry of attacks that does light damage in rapid succession. Works in mid-air.
Rockin and Rollin: A mid-air combo of 3 clawing punches. Pausing mid-combo makes Daibo perform upward kicks that combusts his legs for an outward attack. With Roaring Snap, Daibo turns with a timed swing to form a lion maw attack that hits enemies all around him, allowing him to move in another direction.
Performs a haymaker in mid-air.
Fervent Ballista: Thrusting stab on ground has Daibo run into enemies for slashes, dealing multiple damage with a held follow-up that dunks the enemy for a rolling slam. The Roaring Snap version has Daibo spin with clawing slashes at the enemy that can be done continuously with follow-ups that hit multiple enemies.
Hellpyre Suja: Creates a plasma sigil that stays in place with multi-damage to catch in enemies, covering area.
Daibo spins on his claws before sweeping his arm in a flarekick and propeller slash sending out rocket blades with multi-damaging plasma trails.
Spins in mid-air to fire out plasma beams.
Geyser: Charges a claw blast that jackhammers the ground, raising a mountain of fire to send away debris. Follow-up does a leap that can be done in any direction to affect the next attack.
Daibo stocks his rockets to rapidly fire.
Daibo rides with his rocket like a drill to impale into enemies with it’s projectile.
Latom – Ascension Finisher: Daibo detonates his forcefield and blasts an enemy with his palm.
Brass Heater: Sends out rings of fire.
Air Taunt: Daibo performs a rapid punch that multiplies damage of next charged hit via stocked points
Starstruck: Traps an enemy with a flurry of clawing punches before dunking them whether on ground or air. Charging it causes 2 follow-up punches that leave multiple blasts of plasma and light.
Knuckle Edge: Double hook with his claws that goes left to right before drilling forward with his fists
Circle of Life: Spell card that creates sentient creatures of fire to attack enemies. Daibo will have extra claws on him in the form of rockets.
Flame Twister: Attacking during a dash makes Daibo spin rapidly into an enemy with his blades, winding through an enemy for ground and can be held to send a wave. Roaring Snap version creates a firestorm.
Clear Radiance: Roaring Snap-exclusive attack, Daibo slashes in a 360, releasing two arcing slashes in mid-air that can be retracted and extended with Daibo’s block or his Roaring Snap for a layer of slashes.
Burning Splash: Charged flame swipe attack of Daibo swiping his hand forward with steam claws surging his opponents in a wave of flames with 4 variations via Roaring Snap. The final variation being a spinning flame punch that’s a combo-ender surging in energy, having Daibo draw a ring of steam that drains energy trailing behind him as he lands his punch. A follow-up via mode switching makes Daibo do a slam then sweep a large wave.
Luminary Maul: Fires multiple lion constructs at an enemy, ending with a charged slash that swings around him
Quenched Claws: A clawing slash that can be continually pressed to cross from left and right dealing increasing damage, lengthening Daibo’s plasma claws. The end has him surrounds enemies from all sides with light rockets.
Fierce Earthshaker: Slashes down at the ground with his claw-augmented Magna and Miyon before continually slashing, sending waves of flame but has a slower windup. Can hold down to release a burning wave through impaling his blades into the ground and releasing them in a jump
Tusk Sweeper: Weapon throw for ground and mid-air with Daibo chucking one of his rockets like the tusk of a warthog, resulting in a combustive shot blasting enemies that it goes behind of. But winding the rocket throw after a dash causes Daibo to flail it around him in a ring, whipping enemies that come near. With Roaring Snap, this move extends turning the shots into flamethrowers alternating position 3 times.
Using the whipping swing of Daibo’s rockets causes the blade to extend before performing an arcing blade that can be retracted before being done again through another blade being thrown. Daibo can throw both of his Twofold blades and home into either one of them as a dash
Delta Solstice: Spell card where Daibo charges his claws before unleashing a wide slash of wheel-like solar blades in a delta formation. These solar blades bring down meteors and turns his blade into a beamsword causing projectiles to be sent with each hit. Meteors can be moved with lock-on unless he’s hit.
Coral Napalm: Spell card where Daibo drops a sun-shaped rune that sprays out orb shots before he slashes onto it from above, spraying solar beams. Works in mid-air. Thee rune that reacts to Daibo’s attacks by shooting out blades to stab enemies.
Durendal Flash: Spell card that coats Daibo’s blades in light during a rapid combo of zipping claw slashes that can be held to send out beams with each hit before Daibo’s blades bend in consecutive slashes to form a dragonic lion, knocking away enemies. Leaves behind a lion summon and a Sunburst field.
Dragonforce: A flamethrower attack that draws out steam before emitting flames in any direction, which can be used in the middle of each hit for extending combos. Daibo can propel into the air and cover area in a sweeping flamethrower that moves as a wave beam, controlling it’s direction through his movement. Converts Daibo’s projectiles upon draining energy with it. Works in mid-air to hover.
Ultimate Attack is Heliacal Bount, where Daibo envelops his blades in plasma-like blue flames before he crosses his blades together and dives into an enemy rapidly slashing with a firestorm sending out claw slashes before unleashing a final slash that emerges a sun-like blast emitting out fire dragons.

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

Projectiles become never-ending streams of shots. Using a held projectile in mid-air beneath Daibo will launch him left or right via vortex beams. Using Roaring Snap makes beams be produced in wide claw formations, affecting his flamethrower as well.
Daibo’s blocks cause a detonative shift in damage
Flaming lion-shaped afterimages on heavies.
Slashes leave scorched aura, stacking delayed damage and hits multiple enemies at once
Roaring Snap now resets heavy attack windups completely and grants increased attack speed.
Light combo ends cause fire waves at max Flow Chain.
Super armor on follow-ups and charged moves.
Parry Roar stuns in radius.
Enemies that touch plasma trails ignite, making them explode when hit with Roaring Snap or heavy finishers.
Heavy attacks cause large crescent-shaped plasma slashes that can hit multiple targets in front of Daibo
Punch finishers leave craters, launch enemies airborne.
His attacks now leave burning trails that deal light plasma damage over time. Enemies struck by Daibo’s combos are gradually set ablaze, causing more explosive effects when hit with his heavy attacks with create sweeping plasma slashes that release holy firestorms.
Daibo becomes invulnerable during first attack startups in this mode.

– Trivia –
Daibo was based on a knight character from Proto-BMC of the same name. Who had a cybernetic counterpart named Cybo.
Daibo is themed after Simba from The Lion King
Daibo’s initial hairstyle was based on Asta from Black Clover
Daibo was originally going to have dual swords named Twofold Firestorm. The ends of Daibo’s Twofold Firestorm reference Leo Whitefang’s weapons from Guilty Gear
Magna and Miyon’s names come from the alternate names of Regulus. Regulus is the brightest star of the Leo constellation and is considered the heart of the lion.
Daibo’s block is a reference to Hatsugane from King of Fighters. His descending attack references Phoenix Arrow.
Daibo is the youngest Tannin Jaeger, being 16. Though he originally going to be 15.
Daibo is German
– Gallery –

nnDaibo Redesign 2Daibo Redesign 1Daibo Redesign 4Daibo Redesign 3This image has an empty alt attribute; its file name is Daibo-and-Daiyu-1.pngDaibo and Daiyu[/cs_content_seo][/cs_element_layout_column][/cs_element_layout_row][/cs_element_section][/cs_content]

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Daiyu Solo
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