"Rule number 1. Energy cannot be destroyed."
—NRG's general intro quote as he adjust his cufflinks
NRG is a rushdown character. He has a special gimmick where his meter will determine his strength and range of his moves and his movement. This is usually determined like this:
Level 0 - 1 - Poor range in his normals and specials. His mobility is very limited, almost like Phoenix Wright. He gains normal amount of meter on hit. (If you can :P)
Level 1 - 3 - Decent range in his normals and specials. Not long ranged like Vergil's but fairly decent. His mobility is also average now too. He gains less meter on hit.
Level 3 - 5 - His normals will send out a surge of energy which acts like projectiles. His specials are dangerously fast and his mobility is almost like Beserker Charge Wolverine. However, these moves will drain his meter slightly, preventing him from abusing it too much.
Born and raised in West Philadelphia, NRG is a mutant who discovered his ability on the moment Sentinels had arrived at his school. As they shot energy beams at him, he began to glow and fire back his own energy beam, reducing the Sentinels to a pile of scrap.
NRG is always donning a tuxedo regardless of the mission as he prefers to look his best whenever. He is also smack talking his opponents and enjoys an adrenaline rush.
NRG Blast (H)
NRG Pillar (M)
Runs forward with kinetic energy, like Shippuga
Level 0 - 1 - Short range and longer punishment time Dmg: 40,000
Level 1 - 3 - Longer range Dmg: 70,000
Level 3 - 5 - Almost full screen. Causes a wall bounce. Dmg: 100,000
Focuses himself to absorb potential energy from his surroundings. Gains 1 meter every 4 seconds.
A basic overhead move. Swings his fists on his opponent. The higher the level of meter, the longer the range. Cancellable into launcher.
Grabs his opponent and drains their meter. At the end, his hands explode with energy causing a hard knockdown. Good for resets. Gains 33% meter.
Level 0 - 1 - Grabs with a short range. Dmg: 50,000
Level 1 - 3 - Runs up and grabs anything in the way. Small frames of invincibility. Dmg: 50,000
Level 3 - 5 - Literally teleports and grabs anything in the way. Long frames of invincibility. Dmg: 50,000
- in front of him, short range, fast recovery
- in front of him, long range, long recovery.
- anti air
Slams his hands on the floor and causes a pillar of energy to appear depending on the button pressed. It can be cancelled with a jump. Hits OTG
Level 0 - 1 - Short range vertically and lasts for a short time. Dmg: 60,000
Level 1 - 3 - Longer range vertically and lasts longer. Dmg: 90,000
Level 3 - 5 - Hits all the way to the top and lasts very long, even after recovery of the move. Dmg: 120,000
- in front of him
- one character space away from the end.
Does not take any damage from any attack but gains meter from it, depending on the damage.
Level 0 - 1 - Short time for it to counter and longer time to be punished.
Level 1 - 3 - Longer time for it to counter.
Level 3 - 5 - Invincible all the way.
- High and Mids
Releases a wave of energy. He is fully invincible and causes a wallbounce to nearby opponents. Costs 1 meter. Great for hitconfirms.
Level 0 - 1 - 10,000 damage
Level 1 - 3 - 20,000 damage
Level 3 - 5 - 30,000 damage
"Gotta let out some of that energy"
A single hitting spherical wave of energy that emits around NRG. Causes a forced wall bounce or forced ground bounce depending on the opponent's position relative to NRG. Hits OTG.
Level 0 - 1 - Dmg: 180,000
Level 1 - 3 - Dmg: 250,000
Level 3 - 5 - Dmg: 320,000
Fires a beam super similar to Shinkuu Hadouken. Mashable
Level 0 - 1 - Dmg: 24(~48) * 9,000
Level 1 - 3 - Dmg: 24(~48) * 17,000
Level 3 - 5 - Dmg: 24(~48) * 25,000
"Think that'll work!"
Counters any projectile/beam move. Does not take any damage but gains meter depending on the move. Each hit give him about 0.05 meter. Best used against multihitting projectile hypers.
NRG must not be used as a battery character and is best off in the anchor position to utilise X-Factor and 5 meters gained by his teammates. As he gains/loses meter, he will need to change his combos to suit his new properties.
NRG's bnb: (Level 0-1)
cr. M, cr. H, f. H, S, jump, M, M, H, S, land, NRG Pillar, jump, M, M, H, jump, M, M, H, NRG Overload, NRG Pillar, jump, M, M, H, jump, M, M, H