Fortissimo Created by: MwiddaO Co: Sigure Description: A music arts scroll; 'Fortissimo' created by Italians to express their love in music, in a fighting style. Attacks are harmonious, punches are very loud upon impact and kicks are pianoissimo but lethal. 'Fortissimo' was described as the most graceful way to take down an enemy. STANCE: BLOCK: The block performs like RedLeg. Grab : Dynamic Grab. Uses the performers elbow to push the enemy forward(slightly). Grab: Dynamic Grab(Omni and back). Uses a spinning motion to send enemy foward. Z + P Performs these grabs. Damage: [260] Counter: High-Pitched Punch, This counter stuns the enemy putting them into a position to be juggled. Performs this counter Damage: [235] K Tempo: Dodge, Alternative Launcher; The 1st input's dodge goes over the opponent like metatron leaving the opponent slightly stunned like sumo's KP. The final input, kicks the opponent leaving them fully stunned(kick faces towards the enemy). Damage: [125] Speed: above average hit Stun: average Block Stun: below average Recovery time: above average Safe(including on block): average Range: average Angling: below average Delay above: below average PPP [Can be held] UPbeat: Punch Combo, PP hold P(unblockable) (When charged fully it produces a music note) Additional damage when charged all the way; Damage: 60, 70, 90 (220) Charged: 60, 70 110 (240) A Heavy punch, also known as an Upbeat punch is the most powerful punch combo with the most range and power, but often have below average stun. Speed: above average hit Stun: below average Block Stun: below average Recovery time: above average Safe(including on block): average Range: average Angling: average Delay above: average Melody: K Z+K Juggle launcher: (High enough Bu) identical to the end of gentlemen’s PPPKP Combo but leading into a juggle launcher. Damage: 75,90 [165] Speed: average hit Stun: above average+ Block Stun: above average+ Recovery time: below average- Safe(including on block): below average Range: average+ Angling average Harmony: KKK (Can be held) KK hold K (unblockable) (when charged fully it produces a music note) Damage: 75, 80, 95, (250) Charged: 75, 80, 90 (245) The first kick imitates dambe leading in to a straight kick then a roundhouse kick which pushes the enemy away. Heavy kicks, also known as hard kicks or roundhouses, are usually angled upwards and are very powerful. When full combo is used they easily trip the foe. In most cases, the user spins around while delivering a round house kick. Speed: average hit Stun: average+ Block Stun: average Recovery time: average Safe(including on block):average+ Range:average+ Angling: average Delay: above average+ Pianoissimo: KP 2 - hit combo: able to fence edge. First kick works as a ground hit Damage: 75, 60 [135]
Tempo 2nd stage: Dodge, Stun(Music note appears) Damage: [130] Speed: above average hit Stun: average Block Stun: below average Recovery time: below average Safe(including on block): average Range: average Angling: average Delay above: below average Harmonious Spin: Damage: 75, 80, 120 [275] Non-fence edger. This combo pushes the opponent further than any other combo in the list. Speed: above average hit Stun: average Block Stun: below average Recovery time: above average Safe(including on block): average Range: average Angling: below average Delay above: below average UpBeat Spin: Damage: 60, 70, 90 [220] Fence edger. This combo performs like gentleman's PPKP. Speed: above average hit Stun: average Block Stun: below average Recovery time: average Safe(including on block): average Range: average Angling: average Delay above: average
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You need format Concept need work Put animations together and stop throwing sh*t together. Pm me if you need help.