*Note* For if and when Shaolin Kempo gets implemented be sure to cast a vote and comment! For every 50 votes i'll give away 1 Shaolin Kempo scroll!(If it so happens to get boxed i'll gift the box set that it's in) Supports! 10 [x] 20 [x] 30 [x] 40 [] 50 [] 60 [] 70 [] 80 [] 90 [] 100[] Creators Words: It was A long time coming! Chun Li (Also known as the 1st lady of fighting games) Has been around since the very beginning, so just like Dark Hado I feel as though it's only right that I brought this idea to light! As for Yang. His brother has made his way into RumbleFighter(Kenpo) So I figured why not him also! Shaolin Kempo mixes a wide variety of Chinese martial arts including Kung Fu and Kenpo! So I saw that as an awesome opportunity to mix the two! Shaolin Kempo focuses on nimble strikes to leave your opponent battered and beaten. Price: Carat:80,000 Credit:1050 Description: After fighting countless warriors of differing styles, a young fighter was ready to unveil their own style of martial art to the world. Shaolin Kempo! This hybrid martial at utilizes nimble linear attacks to to leave it's foe defeated. Move List Stance Block -Default Grab Dmg:250 -Small knock-back The user forces the opponent to the ground.
Hazanshu Dmg:80,90,110,120(400) -Hard knock-down -CANNOT saver recover -No knockback -2nd input is blockable from the back SK's punch combo. This combo has an average to fast pace and has average angle capability. The 4th input can be greatly delayed, great for playing mind games with your opponent. If the 4th input connects it will hard knock-down the opponent.(similar to El Lucha's KG or Red Strom's Run Z) which you CANNOT saver recover from. The 4th input also has above average block/hit stun and also has poor recovery. Kintekishu Dmg:80,95,115,120(410) -Juggle popper -4th input pushes opponent SK's juggle popper. this combo has an average to fast pace with average angle capability. The 3rd input has the same hitbox as Zin TKD's juggle popper. The 4th input has the same hitbox as Mystic Art's 4th input on the KPPPK and works just like it. The 4th input also has above average delay. What makes this combo so awesome is that if you miss the juggle popper, you can fallow up with the push. And what that allows you to do is get your opponent to wonder what you're going to do next. You could fallow up with a grab, go for the combo again, ect.. Awesome for mind games. Tenshin Senkyutai Dmg:95,110,80[100](385) -Fence edger -3rd input attacks twice SK's kick combo. This combo has an average pace and average angle capability. The 3rd input's 2nd hit(which is the fencer) works like Kung Fu's KG+K K. The 3rd input has above average delay but this combo has below average recovery allowing your opponent to punish you severely if you misuse the combo.
Mantis Slash Dmg:95,110,110,115,115(545) -Average knock-back SK's longest combo. This combo has an average pace with average angle capability. The delay on the last 3 inputs are below average. However, the last 3 inputs carry above average hit stun making this combo very formidable. The last 3 inputs work similar to Red Scorpion's KKKK. The 3rd input has below average block stun making it counterable Zenpou Tenshin Dmg:95,115(210) -Invincibility frames for both the user and the opponent -Opponent stays in place SK's grapple. If the opponent's back is facing the user the grab will turn the opponent around to face the user. At the end of the animation the user will be facing the opponents back giving the user an edge. The thing to be wary about is that if you do this combo and the opponent is on the edge you will basically edge yourself. Be mindful of that! Hazanshu Dmg:115 -Ground hit -Hard knock-down SK's ground hit. This Hazanshu has an AOE effect and a slightly bigger hitbox. Counter -Default animation Raishin Mahhaken Dmg:200 -Invincibility frames for both the user and the opponent -CANNOT saver recover -CANNOT fallow up with a ground hit Housenka Dmg:200 -Invincibility frames for both the user and the opponent -Juggle popper SK's counters. Raishin Mahhaken animation works similar to Cyclone's counter animation. The only difference is that the difference is that the opponent stays in place and falls down. Housenka's animation works similar to Lightning's counter animation with the difference being that the kick launches the opponent to be juggled afterwords. What I like about both of these counter is that not only does it keep your opponent guessing it gives you utility to be able to respond to different situations that your in! Not only that it's an awesome mix of both Chun Li and Yang respectively. Pros -Can be played for both offensive and defensive play styles -Able to move away from your opponent -Great for playing mind games -Nice delay -2 juggle poppers Neutral -Average paced Cons -No back grab -KG has poor recovery and could potentially be situational. Creator VisionEyes Credit @SeeJest @SteevoTheGod @Eggtoastham
I really like this! I love the Mantis slash! do that about 5 times, and the guy's hp is down to 0! Support from me dude!
Nice scroll keep up the good work I'm liking your scrolls soo far one day I hope it gets implemented : )
S/o to Slain S/o to Monk S/o to Submit Vision is taking over, we making big moves over here! Support.
Reminds me of two suggestions I made on GC called Shaolin Kenpo and Fist of the North / Northern Shaolin neither of which were selected to be made. Too copy/pasted from street fighter move lists for my taste. Look them up if you want ideas to improve upon this.