GALE Description "Created by a practitioner in wind-based martial arts, Gale utilizes powerful wind element techniques with centrifugal force theory to blow away foes. A flawless mixture of martial arts and science, it is highly respected by the Neo-Alchemists." Scroll Image Price Range 980 - 1030 CC Combo List Front Grab Added Effects Reference > One Hit Combo [240] Damage Average Knock Back - Backwards As shown above, this counter is from Slash. The wind animation from Cyclone's front grab will be added upon this grab to complete it for Gale's use. The grabs in Slash and Wind are almost identical other than one throws forward and the other backwards, and the animation effect. Second GIF shown above is reference for the added animation effects.. Counter Added Effects Reference > One Hit Combo [240] Damage Short Knock Back - Forward Shown above is Abyss' counter, a lot of rotation is present so it fits Gale quite well. Similar to Gale's grab this counter will have an added wind effect, specifically from Tempest's counter. So as the counter rises, a small tornado will cover around the user and foe. Abyss' own animation hits during the counter will remain. Second GIF shown above is reference for the added animation effects.. PUNCH COMBOS Four Hit Combo [80] [95] [115] [150] - [440] Damage Far Knock Back This four hit, punch combo has great delay, good angling and average knock back. The combo has a lot of step-ins to close the distance between the user and foe, along with high reach on the final hit. The final hits angling is average on its own. Might change the final hit in this combo .. Five Hit Combo [80] [95] [110] [125] [150] - [560] Damage Far Knock Back This five hit, punch/kick combo has great delay and angling with a very far knock back. This combo is similar to the PPPP combo above due to how much it steps in with the first few inputs. The spinning kicks also increases the capacity of angling. The final hit itself doesn't angle very well but provides a far knock back and larger than average hit box (straight line). This along with the starting inputs to position yourself accordingly, works extremely well together. Four Hit Combo [80] [60,60,60] - [280] Damage Average Knock Back This two hit combo, has average delay and incredible angling capabilities with an average knock back. The final input hits three times and due to it's huge hit box will almost always hit no matter the angle. Very useful two hitter, for edging or just general knock back.
KICK COMBOS Added Effects Reference > Five Hit Combo [90] [95] [105] [115] [140] - [545] Average Knock Back/ Fencer This five hit, kick combo has great delay and angling and acts as a knock up/fencer when completed (fourth input acts as a knock up, while the final is the knock back). The kicks work in arcs and spins which increases the ability to angle greatly, along with good delay, utilize these aspects to position yourself properly for the final two hits. The final hit's effect will be replaced with the full charged PPP from Tempest, reference image shown above, second image. Four Hit Combo [90] [95] [105] [130] - [420] Launcher This four hit, kick/punch combo has the same qualities of the KKKKK combo above, duh. The final hit, a short-range uppercut acts as a launcher and has little reach but great angling on hit if foes are in range. Final hit adjusted to have more height than the previous version, details remain the same otherwise. SPECIALS Added Effects Reference > One Hit Combo [180/90] Damage Launcher/ Ground Hit This ground hit, Hitman's ground hit. This ground hit functions the same way as Hitman's, with decent range, small invic. frame and launching/ground hit effect. The second GIF shown above is the effect animation which should be used on top of the Hitman KG. One tornado spin effect will be used upon the KG, maybe two performed quickly to match the KGs speed. No Hit No Damage Dash Pass Through KG and >>G, work in progress
Looks awesome! Love the color on the scroll tbh, they're all so bland. Can we see combos? (Maybe I was a little too quick to the draw. oopsies)
Typo on the pk, says 5 hits but only shows the damage for four. No big deal just letting you know o-o
Why do you dislike the dash? I think it's pretty helpful tbh. Pretty good for getting out of sticky situations like charge attacks or un-blockable dashes.. ;P
Eyo, I added some written details beside the reference GIFs, so hopefully it's explained better which is the actual counter/grab so on GIFs.
KG changed to low spinning kick (Hitman's KG) with added wind effects from Tempest's KG. I believe it fits the rotation/wind theme well.