FLATLINE Description: This fearsome scroll is all that remains of a once-legendary kickboxer. Consumed by greed and his overwhelming desire to win, he accidentally killed one of his opponents in a match, tarnishing his undefeated name and forever casting himself out from the competitive scene. The resultant humiliation drove him to insanity, leading many to fall victim to his insatiable thirst for violence in unchecked street fights. Now, only the few beyond sanity’s reach can tap into the primal, fighting force that is Flatline - and given a taste of true power, striking completely without restraint with a flurry of brutal punches and bone-shattering kicks. by Tengu and Galdeira Price: 1060CC Overview: Stance: Rippling with power, there should be only one thought on your opponent's mind - fear.
Deadhand 80, 85, 90, 105 - [360] Causes dizzy/knockout on last hit. (when last hit connects) (dizzy/knockout example) The core of Flatline's pressure game - fully connecting PPPP stuns the opponent, leaving them in the same animation as if they were hit by Taurus' or Relentless' Mace's ground-slam skill. If the last hit connects, a followup attack is guaranteed: a truly terrifying prospect. The combo itself is quite fast - stuns and range are all very similar to original Boxing. Because Flatline's kicks are rather unsafe to use on their own, Flatline's playstyle should prioritize landing punches in order to ensure the safety of normally risky combos. Can be used to guarantee a KPP or kG launch. Cannot infinite since the 2nd punch can be turned and blocked. Offshoot 80, 135, 190 - [405] Not turnblockable 2nd hit is a bouncing pop up High fences a short distance Flatline's reliable option for its punches. Unlike the PPPP, PKK is never turnblockable and will always connect no matter the opponent's distance from the user, provided you're hitting from the back. In comparison the payoff for this combo is far, far less lucrative than if you had landed a PPPP, and only comes with the advantage of being more difficult to block. Because the scroll has no groundhit and this move only knocks forward, it is difficult to capitalize on the knockdown by it. Generally, it is reserved as a more reliable option to hit from the back with, if you're unsure of committing to a PPPP. Havoc 90, (70 70 210) - [440] Second input hits three times. (slowed down) Flatline's kick combo is wild and reckless, and compared to other scrolls, doesn't do much damage for the full combo. Sticking back and spamming kicks is an option for most other scrolls, but not for Flatline - only the first kick is relatively safe, having decent range and recovery. Meanwhile the second kick moves a crazy amount making the combo as a whole rather unreliable. Falling back on this combo as a punishment is option is available, but ultimately it is not very effective. As the scroll's strongest grounded combo, KK mainly serves use as juggle damage fodder. Gutwrencher 90, (40 40 40), 115 - [325] Second input hits three times. Grab launches, throws behind you. Uses /haha macro instead of default. (miss) (if last hit connects) Flatline's juggle launcher is very, very rewarding, but at the same time, very, very risky. While landing it successfully automatically places the opponent's back to you (much like Soulless' grab launcher), the time window to juggle is very tight and the second input is horrendously unsafe. The dangerous second input multi-hits but lacks the priority of a similar combo, Rage's KKP, and has far worse recovery. If the last hit misses or gets blocked, you're left crippled with a huge recovery time. Overall an extremely risky combo to use on its own - it almost necessitates landing a PPPP beforehand to guarantee it lands.
For Shame 90, (80 80) - [250] Second input hits twice, doesn't knockdown. Causes emotional damage. Flatline's two-hit combo. Unlike other quick-knockbacks, this attack does not knock down - instead it pushes the opponent a little, leaving them open for further pain. It grants some sizable frame advantage on hit, but like similar moves (Default's PPK, Sumo's KP) it doesn't guarantee damage after it. By using this combo, you will trade even more reliability for the potential of even more damage. On block, this is very punishable. Godhand [255] Stun launcher Unblockable Flatline's special is a devastating haymaker with tremendous startup time and massive damage. The user stands completely in place for the startup, but it hits a very wide area in front of and slightly above the user. It is unblockable, and is another and very rewarding move to crack through a turtle's guard. Wary opponents can easily interrupt the startup, or simply just walk away if they see it coming, however. Overall this is comparable to Shoot Boxing's kG - although this attack stun launches, doesn't move nearly as much, and only during the active frames of the hit. This attack can combo from PPPP. Nemesis' Bane 125, 180 - [305] Has brief invincibility on startup. Last hit is a grab hit, throws to character's right. (miss) (success) Flatline's dodge-to-hit attack - upon success it sends the victim flying off at an angle. If used correctly this move can entirely negate an opponent's attempts to strike back and instantly regain momentum - however it is very difficult. The invincibility window is extremely tight during the >>G and it cannot break some moves which last for too long. The >>G input also necessitates quick fingers and can be hard to execute in a heated situation. While the >>G portion of the move is safe on block (but frame-disadvantageous), if the last P fails, the Flatline user is left wide open for punishment. This move does not work down ledges. Gatling Fist FRONT GRAB [260] Very small knockback Flatline's front grab deals a huge amount of damage and places the opponent at an optimal position for wakeup game. It does not, however, throw the opponent very far. Should punch them in the stomach like Blackout's grab and not the back as shown in the animation. Flatline has default counter. ~~~~ Strongest Juggle: KPP P P KK - [685] Strongest Combo: (from back) PPPP KPP P P KK - [1045] Strengths: + Obscene potential damage + Strong offensive game + Dizzy Setup Attack +2 Launchers, 1 reverse bounce and 1 stun + Powerful in 1v1 Weaknesses: - Very difficult to control - Unreliable kick options - Very poor defensive game - Very 1v1 centric; weak edging game - Grab has no knockback distance - No ground-hit
I said before at GC, and I'll say it again; I really, really like the idea of this scroll. It sounds super fun to me because that PPPP also sets up for Exocore combos. Even better is that it looks like it would combo into Noxia. PPPP V KPP (orb returns) B P P KK Of course, I don't know if the KPP's grab-hit works on mid-air opponents like Giant King's, or if it acts like Meriken's KKP in that regard where it becomes a normal hit. Either way, it'll make for some crazy sick combos. <3 Definitely supported.
One of the better looking scrolls I've seen in a while. Support. Still waiting one someone to make a decent Bryan Fury scroll.
Always loved your scroll suggestions, really unique, have always inspired Nimonix. This looks amazing. SUPPORT.
You know what else is cool? I can already see one of the advance combos. PPPP KPP P P KPP VPPPPPPPPPPPPP It could be even crazier if one of the punches in the nanmu did what the punch combo's last hit did, cause then it would be PPPP KPP P P KPP VPPPPPPPPPP KPP P P KK <3
Making it a multi-hit would be a MAJOR buff to not only the overall damage of the scroll but the effectiveness of the combo as it would make it MUCH easier to get people stuck in the final hit. The last punch's recovery is fast enough to allow the kG stun launcher to land despite it's warmup but the block stun ratio is adjusted to compensate... plus you can always just block the 2nd punch.
@Tengu The only way I could see the damage being buffed is if the multi hit lands a critical. And you only subtly mention not being able to land the punch combo in the PKK section of your scroll. I triple checked but still don't see anything about the 2nd punch being unsafe from the front. I'm pretty sure you included it on GC.
Dont forget by changing it from a single hit to a triple hit you the combo your strength bonus 2 additional times. There was a bit in the prior version about the PPPP not being turn-blockable at point blank like The Wind but Galdeira doesnt realize how it'd be too easy to infinite. PKK's naturally arent turnblockable so I just left it there to draw contrast between itself and the PPPP which could be turned.
More hits = more chance to fall into the finisher i.e. Mystic's PPK. You are right about the PPPP's description entry which is now fixed, I dont know how I didnt notice this.