CharactersCementoss

Hero

Cementoss

Create sturdy platforms with cement! A fortress of protection keeps enemies at bay.

Battle Style
1
Costumes
36
Emotes
9
Voice lines
11
Emblems
31

Cementoss

Battle Style

Cementoss Original

Battle Style

Original

A style that lets you use original Quirk Skills.

  • HP350
  • Released Season 1
  • Location FoundDefault

T.U.N.I.N.G.

Run Speed+ Increases your Run speed

Level1234
Value1.011.021.031.04

Special Tuning Skill

Revenge Support Restores the HP of allies in a certain area around you for a set amount of time if your Guard breaks. Level up to increase effect time.

Level1234567891011
Value33.544.55101112131415
Fixed values
  • HP restored per tick: 7
Skill level

Quirk Skill α

Pillar Split

Fires a cement ball that becomes a pillar on impact. Fire at your feet to ride it upward.

Pillar Split
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 100
404346495153555760
Pillar
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 100
606366707274767880
Ammo555666667
Ammo used per use111111111
Reload time (s)2.52.52.52.52.52.52.52.52.5
Reload delay (s)111111111
Penalty reload time (s)8.58.58.58.58.58.58.58.58.5
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

Load-Bearing Wall

Creates a cement wall in a straight line ahead. Expands horizontally based on movement input timing. After it expands horizontally, can be further manipulated forwards/backwards.

Load-Bearing Wall
Hit
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 200
125135145155160165170175180
Ammo111222223
Ammo used per use111111111
Reload time (s)444333332.5
Reload delay (s)1.51.51.51.51.51.51.51.51.5
Penalty reload time (s)444666667.5
Penalty delay (s)333333333
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Reload Speed+, Size+

Quirk Skill γ

Structural Slab

Fires a cement ball that forms a platform at the impact point.

Structural Slab
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
444648505254565860
Pillar
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 100
7377818588919497100
Ammo222222222
Ammo used per use111111111
Reload time (s)999888887
Reload delay (s)1.51.51.51.51.51.51.51.51.5
Penalty reload time (s)12121210.510.510.510.510.59
Penalty delay (s)333333333
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Size+

Special Action

Defensive Wall
Lifts a distant downed ally with cement and revives them. Can be used through walls.

Special Action
Value
Special Action
  • Projectile
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
0
Ammo1
Ammo used per use1
Reload time (s)50
Reload delay (s)0
Penalty reload time (s)50
Penalty delay (s)0

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 50
30
Ground Melee 3
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 25
25
Ground Melee 4
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
25
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
60
Air Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
80
Air Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
80
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP
350
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
L

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.15
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

6 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 2 no limit
Unique1 30 no limit
Unique2 50 no limit
Unique3 Shot 2 no limit
Unique3 30 no limit
Special 20 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

36 released

Emotes

9 released

Voice lines

11 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Cementoss GUI assets

Face icons 8

Battle Style 4

Quirk Skill 4

Special Tuning Skill 1

Costumes 111

Emotes 30

Emblems 6

Click an image to open the file at full size.