taekkyon/pyung first punch (p) chinese kenpo second punch (p_pp) xinyi liuhe quan third kick (88% speed) (k_kk_kkk) taekkyon/pyung fourth kick (k_kk_kkk_kkkk) replacing the slow right straight of the original scroll is the palm strike from kenpo's punch combo. the range and stun of this punch help to catch a moving opponent. both the third and fourth inputs consist of spinning kick animations, giving them a wide peripheral range that will ensure the connection of subsequent attacks taekkyon/pyung first punch (p) [ground hit] taekkyon/pyung 2-hit finisher (p_pk) the scroll's 2-hit knockdown gains the ability to hit grounded opponents. this ground hit does more damage than kg, but it can only connect after a juggle or a knockdown from the back taekkyon/pyung first kick (k) taekkyon/pyung second kick (k_kk) taekkyon/pyung third kick (k_kk_kkk) jin taekkyon fence clearer (k_kp_kpp) pencak silat fourth kick (k_kk_kkk_kkkk) taekkyon/pyung's kicks have phenomenal peripheral range and stun. the drawback, however, is their unimpressive frontal range. it is not uncommon for an opponent to walk out of taekkyon/pyung's kicks mid-combo. adding the cartwheel kick of the actual taekkyon scroll helps to alleviate this by enabling you to flip your way back into striking range. finally, pencak silat's spinning heel kick adds a stylish way to finish your opponents off taekkyon/pyung first kick (k) white fang third kick (k_kk_kkk) [juggle launcher] jin taekkyon special juggle launcher (kg_kgk_kgkk_kgkkk) make opponent spin the juggle launching combo is not as good as the main kick combo. white fang's third kick does not have a full sweeping arc like taekkyon/pyung's kicks, so you will have a harder time hitting opponents to your side. unlike pyung se's brother taekwondo se, you must plan carefully before performing a juggle launcher [ground hit] shidokan ground hit (kg) you cannot be hit by low attacks like recovery kicks blockstun comparable to combat sambo's kg [juggle launcher] hitman juggle launcher (p_pp_ppk) bounces opponent up in the air shidokan's ground hit is capable of connecting after ppkk and kkkkk at the cost of being weaker than the pk ground hit. some added perks to this ground hit are its invincibility to recovery kicks and increased blockstun. pressing kick while in the air will perform hitman's bu juggle launcher; if your timing is good enough, you can avoid a recovery kick while launching your opponent. the high blockstun of the ground hit will guarantee your safety if the attack is blocked. on the other hand, the succeeding juggle launching attack does not have advantageous blockstun and its recovery is cripplingly slow, making it extremely unsafe on block bye
to go with the scroll's arsenal of spinning kicks is red leg's sideways grab, which knocks opponents to the left and turns them around because taekkyon/pyung is slower than taekwondo and requires you to get rather close to the opponent to hit them, it needs a defensive option like sanshou's counter. this will turn the opponent around and can be followed up with either a pk or kg ground hit
This makes Tiny's 4th scroll that got into the game, lets not count map, how many things have you added into the game ( ͡° ͜ʖ ͡°) ?
Oh those were actual suggestions and not someone snooping through files? I'd be pissed if that happened to one of my suggestions...
Koroshu should be a BF LE in my opinion since you mentioned it. Do you think we're gonna have more "Another _____" Scrolls?
I wouldn't count that as "Another" since it isn't like the others with the Blue Scroll image and Blue Hit effects
Gumgen SE will always top above the rest of the SE's. That **** is on mystic arts tier. Boxing se is garbage. Will have to see taekyon se hitboxes ingame b4 i can judge this properly. Looks promising.