Price: 985 RC A forgotten art passed down by Dark Guardians, this sacred scroll combines certain chi techniques with quick, multi-hit strikes to destroy the enemy as fast as you can. < Created by IGN: Frostwich > Inspiration: A popular reskin based on Rock Howard in MUGEN, named Gale. This may look a tiny bit like Fearless, but for the most part the mechanics are different. A basic open handed stance. A tilt forward from the basic stance with elbows bent more. [110] This grab works on grounded opponents. You bend down to the ground, and pick them up and throw them with electricity bouncing off of you. This can double as your "ground hit". Grab can be sided just like a regular omni-grab. This grab does not work on standing opponents, but >>G will be your primary grab.
80 - 100 - 120 - 140 [440] Type: Knockback, Grab This is your basic punch combo except it ends with a grab. The grab functions like other scrolls with grab combos, the green counter animation comes up, and then the grab is done. The grab can catch a juggle, so the full combo will be able to be done in a juggle. The grab knocks back a good distance. 2nd punch has great hitboxes. Combo is a little slow. 80 - 60 - 60 - 80 - 95 - 120 [375+120] Type: BU Launcher, Mindgames This functions just like Hitman's PPKK combo, where there is an extra kick at the end that does not connect with the launcher, only used for mindgames. Good delay for the last kick. The 2nd kick in split into 3 stutters and then the bringing down of the leg is the launcher. The third "stutter" kick on the 2nd kick input launches them up, and then the bringing down of the leg bounces them back down and then up for a BU launcher. 90 - 110 - 100 - 55 - 55 - 55 - 70 [535] Type: Spiral Knockback This is your most damaging combo. The last kick is split into 3 stutters and a final kick, just like Rage. The knockback is supposed to be like Zin Karate's KKK combo. The 3rd input is a little slow, which can be good for mindgames, but not the best for juggling. But, you can still juggle people regardless of the speed of the punch using this combo. The 3rd stutter can hit opponents that are in the air. 90 - 110 - 155 [355] Type: Knockback A quick knockback combo finishing with an elbow that has decent angling. Nothing really special about this combo. Good for small platforms because it does not move you far. 90 - 100 - 150 [340] Type: Launcher Your main launcher, other than PK. The small wave is it's own hitbox, but it stays connected to your punch. Very short and simple launcher, but the last punch has bad angling anywhere. Bad recovery on the last punch, but enough to start a juggle. This launcher does higher damage than PK. [245] Type: Running Grab, Fencer Your running grab, when the spinning punch connects with the opponent, it launches the opponent up and kicks them downwards, similar to Marang Ninjutsu's KKKP combo. Very good for fencing people in maps like Moon, and not very suicidal, because the kick does not move you very far. Type: Signature Another way of showing that you support the scroll! Right click and copy the image address, and then paste it into your signature box. Thank you for supporting!