MOVESET
MIDNIGHT THE UNKNOWN
OUTCOME MEMORIES
OVERVIEW
Midnight has very versatile gameplay. Using one of his abilities, he can switch between three different combat styles for his basic attack: Fighting, Plasma Blade, and Darkstrike MK. II. Each style has its own functionality, but while the fighting style is unlimited, the others are temporary. This encourages the player to manage their options, switching while a certain style is on cooldown.
BASIC STATS
(Red text means it may be changed if needed)
SWITCHABLE M1
FIGHTING STYLE is his default and main style, fast and to the point, used while the others are unavailable. Midnight's basic attack doesn't work like other exes, but instead of using his hands he uses his legs, dealing a couple of kicks as a combo similar to Akiyama from Yakuza 4.
PLASMA BLADE is his main means of brute damage, but at the cost of slowing him down. Midnight projects a plasma blade from his left arm. The blade has a large forward-facing attack area with a longer hit cooldown. The blade has a fuel indicated by a bar. When depleted, it will gradually recharge and can be used again once the bar is fully charged.
DARKSTRIKE MK. II, or just Darkstrike or arm gun, is the best option for finishing off survivors. Midnight uses the weapon built into the communicator on his right arm. It works basically like V1's gun, but with a lower fire rate and without being able to shoot through walls. After the ammo runs out, the weapon reloads itself for a moment. Its ammo is limited, and after it runs out completely, the weapon becomes unusable. Midnight can restore the ammo by killing survivors using his any other mode.
ABILITIES
Each combat style has its own abilities. Using the SWITCH ability switches combat styles, along with abilities.
GENERAL ABILITY - SWITCH
Simply switches combat styles, with a very short cooldown.
FIGHTING STYLE
ABILITY 1 - SPINNING KICK
Midnight activates the boosters on his boots and performs a quick forward leap into a spinning kick. Hitting a survivor will cause Midnight to kick them in the head, dealing high damage and launching them away as ragdoll. If they hit someone else, they also take damage and get ragdolled.
ABILITY 2 - SHADOW TRAVERSAL
Midnight enters his own shadow, becoming one with it. He gains a large speed boost, intangibility, highlight and the ability to “climb walls”. When deactivating the ability, Midnight quickly jumps off the ground causing a "shadow explosion," dealing 20 damage to anyone near the explosion area. When using the ability, Midnight leaves a shadow in the original location, with a limit of 5 shadows. When the limit is exceeded, the last shadow will be replaced. During the ability, all shadows will be highlighted, aiming and clicking on one of the shadows will cause Midnight to automatically teleport to it, dissolving it.
ABILITY 3 - DARKNESS TENTACLES
Midnight extends his hand, creating a circular area in red at the cursor's position (only he can see it). When activated, shadow tentacles quickly emerge from the ground, stabbing any survivor in the area and throwing them into the air with ragdoll.
PLASMA BLADE
ABILITY 1 - TEMPORAL LEAP
Midnight performs a temporal leap, becoming invisible to survivors for a short period of time, as well as extremely fast. During this brief moment, Midnight will drag his blade across the ground, creating a trail similar to Sonic Frontiers' Cyloop. After this moment, Midnight will become visible to survivors again, and the trail he left behind will form a chain reaction of plasma explosions that deal considerable damage upon impact.
ABILITY 2 - CHARGED STRIKE
Midnight positions his blade behind him and begins to accumulate plasma, charging it. Depending on how much it has been charged, Midnight lunges forward a bit and fires a plasma slash that travels in a straight line, dealing more damage depending on how much it has been charged. If charged to the maximum, he fires 3 slashes.
DARKSTRIKE MK. II
ABILITY 1 - SHADOW FLAMES
Midnight creates a wall of flames from the shadows in a straight line, which can be used to block paths. No one but Midnight can pass through the wall, dealing constant damage upon contact and causing a burning effect. After a few seconds, the wall dissipates.
ABILITY 2 - SHADOW GRIP
Midnight conjures hands from the shadows that emerge from the ground, conjuring up to two hands that float around the area. If a survivor enters the hand's detection area, it focuses on the survivor and begins to follow them. If hitting them, the hand grabs the survivor and begins to squeeze them, holding them in place. The survivor is only released if they mash buttons, take damage, or are saved by another survivor.
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