Based off Luffy from One Piece, created by Abbx... A man who became king developed this style with the odd power he gained from eating a mysterious fruit. With his new stretching abilities, he spent 10 years perfecting its use and forming this ultra fast fighting style. After his success, he decided to teach others how to move their bodies in such a new way, imitating him as a Rubberman. Created by Abbx. THE LIMBS OF THIS SCROLL DO NOT STRETCH. THE MOVES HAVE THE SAME HITBOX AS ANY SCROLL. IT'S ALL VISUAL EFFECTS OF IT SEEMING THE CHARACTER HAS STRETCHED. Stance Optional Block Punch Combo - 4 hit [80][100][115][160] = 455 Description: 1st P: Short ranged, okay at angles. Sends a regular punch forward. Pretty fast. 2nd P: Pulls back arm. Short ranged, jabs in the stomach. Good angles. 3rd K: This kicks the enemy into the face, not knocking them into air. Has large stun and is very fast. Bad recovery. 4th P: Twists the users arm and pulls it far back, then sending it quickly forward as it unwinds itself. Takes average time to execute. If the 3rd kick does not hit with it's stun, unless you charge this hit it will most likely not hit. Angles are not good or bad. Basic. Punch Combo - Guard Breaker [80][100][115][200] = 495 Description: 1st P: Short ranged, okay at angles. Sends a regular punch forward. Pretty fast. 2nd P: Pulls back arm. Short ranged, jabs in the stomach. Good angles. 3rd K: This kicks the enemy into the face, not knocking them into air. Has large stun and is very fast. Bad recovery. 4th P: Twists the users arm and pulls it far back, then sending it quickly forward as it unwinds itself. This one GUARD BREAKS. Takes average time to execute. Basic angles. Kick Combo - 4 Hit [90][70+70][200] = 430 Description: 1st K:Angled/Diagnaled kick onto the neck. Has good angles. 2nd K: Pushes his body into the air and spins around twice, double kicking the enemy. Good angles, but allows very small delay for the next hit. Bad recovery if you stop here similarly to the third kick in the punch combo. 3rd K: Before landing from the spinning air kicks, the user turns around mid-air, executing yet another powerful kick and slashes the enemy with it right before landing. Has great angles. Good range. Moderate recovery (If the enemy is too slow you can block, but for combos like a kick combo it'll be hard if they're fast.). Juggle Launcher - 4 Hit [90][70+70][100] = 330 Description: 1st K: Angled/Diagnaled kick onto the neck. Has good angles. 2nd K: Pushes his body into the air and spins around twice, double kicking the enemy. Good angles, but allows very small delay for the next hit. Has bad recovery if you stop here similarly to the third kick in the punch combo. 3rd K: Spins over and lands on the hand, striking his leg downward onto the enemy. Very fast and average angles. Can bu juggle.
Kick + Punch + Punch - Lift combo [90][100][160] = 350 ON GROUND: [90][MISS][240] = 330 Description: 1st K: Angled/Diagnaled kick onto the neck. Has good angles. 2nd P: Palms the enemy straight into the air (lifts but not far up). Has great angles. 3rd P: Strikes the enemy with a fist to the chest, launching them up just a little bit higher than they were while being mid-air. Not very far knockback. Not enough to juggle off of, but this move has great recovery. Angles are basic; if you angled with the 2nd punch, this hit can follow up in the same direction. 3rd P on ground: If the 2nd P missed, this strikes them into the air as another lift that does 240 damage. It is not a juggle, though. It will work similarly to Murekwons final hit. Kick + Counter [90][210] = 300 Description: 1st K: Angled/Diagnaled kick onto the neck. Has good angles. K+G Counter function: Shoots a winded blast using the stretching of your skin at the enemy around you. Has great angling ability, and medium range in front of you. It has a hitbox as far as where the wind blast is located. Note: The only combo in Rubberman where stretch has a sort of gameplay effect. Special Kg + Punch - Power Up [0] Description: kG: Does nothing. Basic stance for incoming specials. OPTIONAL The first ground hit, with a punch to the ground. Can't hit standing opponents. AND ALSO OPTIONAL Reduces 20% damage from any incoming attack. Good for unblockables or trying to reduce damage from very short moves that are hard to dodge. P: Charge smoke energy around yourself through your legs. Must take 3 seconds to charge up. No invincible frames. If interrupted, the powering up will stop. Is vulnerable to attacks until powering up is finished. After a successful power up, you gain +5 Str and +5 Spd for 20 seconds. Your body starts steaming as well. Once the steam is gone, you know the stats have ended. Also consumes a total 200 HP over time. 40 HP every 4 seconds. Special Kg + Kick - Ground Hit [0][90] or if not on ground [150] Description: kG: Does nothing. Basic stance for incoming specials. OPTIONAL The first ground hit, with a punch to the ground. Can't hit standing opponents. AND OPTIONAL Reduces 20% damage from any incoming attack. Good for unblockables or trying to reduce damage from very short moves that are hard to dodge. K: The user lifts his foot into the air, stretches it, and slams the foot onto the opponent as the Optional(2nd)/Optional ground hit after the ground punch. Has somewhat 180 degree/AOE range to those coming from the left and right of the smash, or directly in front of the blast. Running + Guard [150] Description: A very fast push with both palms, executing a winded force from the speed. Does not guard break, has bad angling, but extremely far knockback if hitting the user from the front. If the opponent is blocking, instead of guard breaking it pushes the enemy the exact same way the DOT exocore pushes its enemies, but dealing 0 damage instead. Combo has large stun. [The second winded force does not hit the enemy. It appears behind them to show impact.] Grab [240] Description: Grabs the user by the shirt/neck, and sends a drilled arm punch toward the user, knocking them down onto the ground. Has medium ranged knockback, similar to Gentleman/Red Scorpion. Counter Optional Counter Animation [215] Description: Flukes the attacker, dodging them, and then swiftly appears above them, sending down a powerful smash into the enemy having them repel off of the ground. Does not move the enemy from their original spot, but it turns them around opposite direction of what they were facing. Nanmu - 13 HIT [48][52][51][43][52][45][45][39][39][47][54][65][80]=[660] Description: Nanmu: Basic Nanmu blue dash. [48] Kick: Angled/Diagnaled kick onto the neck. Has good angles. [52] Kick: This kicks the enemy into the face, not knocking them into air. Has large stun and is very fast. Bad recovery. [59] Punch: Short ranged, okay at angles. Sends a regular punch forward. Pretty fast. [43] Kick: Angled/Diagnaled kick onto the neck. Has good angles. [52] Punch: Pulls back arm. Short ranged, jabs in the stomach. Good angles. [53] Punch: Pulls back arm. Short ranged, jabs in the stomach. Good angles. [53] Kick: Pushes his body into the air and spins around twice, double kicking the enemy. Good angles, but allows very small delay for the next hit. Has bad recovery if you stop here similarly to the third kick in the punch combo. 2 HIT [39][39] Kick: Spins over and lands on the hand, striking his leg downward onto the enemy. Very fast and average angles. Can bu juggle. [47] Punch: Twists the users arm and pulls it far back, then sending it quickly forward as it unwinds itself. Takes average time to execute. [58] Punch: Palms the enemy straight into the air (Lifts but not far up). Has great angles. [70] Punch: Shoots a winded blast using the stretching of your skin at the enemy around you. Has great angling ability, and medium range in front of you. It has a hitbox as far as where the wind blast is located. [85]
Nerfing the stretch ability I have done that. It's not as crazy as it was originally was. Please take a look. Pros/Cons: Pros: - Guard breaker. - Power-up gives +5 STR/+5 Spd - Kick starting juggle. - Non-spammy/multiple hit combos to keep the scroll looking clean in-game. - Good damage. - 2 hit Ground hit. - Fast moves. - Can Bu juggle. - Lifting combo. Cons: - Hard to do angled juggles. (Unless you use a combo that has minor stretch) - No dodges. - Not very great angles on: Punch combo or the run guard, which does not guard break either. - Lose 200 HP during each power up time. - Power-up takes 3 seconds to activate, leaving you wide open. You cannot de-activate it. No invincible frames. - No grabs/counters that send opponent backward. - Has bad recovery on many air-related combos. Extras! (Meaning COMPLETELY OPTIONAL) Sound Effects: When blocking, I think this sound effect should replace the block sound, or something similar. http://www.audiomicro.com/foley-rubber-band-snap-large-sound-effects-63040 Update Log 11/13/11 - Scroll created. Thread made. Explanations/Damage implemented. 11/14/11 - Created signatures/userbars. Made Pros/Cons. Revamped kG + P. 11/15/11 - Changed 3rd kick on punch combo. Showed examples of nerfing stretches. Implemented Nanmu. 11/16/11 - Obtained Scroll picture(credit to Colornaut). Changed juggle combo. 11/17/11 - Added scroll description. 11/19/11 - Changed The Punch combo slightly, Grab slightly, and slowed down many combos for better understanding. Put in nanmu damage. 11/20/11 - Added an EXTRAS section. Put a blocking sound effect. Title and clothing listed under it, too. 11/26/11 - Added an optional block and counter animation. 11/27/11 - Increased grab range. 11/30/11 - Added clothing stats. 12/6/11 - Changed 2nd kick to have small delay for following hits due to landing after being midair. (Skipping frames would look weird.) 12/7/11 - Changed the scroll completely! Made a revamp of almost everything: Stance, Block, Punch Combo, Kick combo, Juggle launcher, Kick+Counter, Grab, Counter, kG+ P! 12/8/11 - Changed the rest! Guard break on PPKP, Kg + K, and Counter animation! Added KPP! 12/11/11 - Updated scroll shop image. 12/23/11 - Added a new suggestion for the kG. 12/24/11 - Lessened activation time for kG - P but increased the HP consumption in sacrifice. 12/25/11 - Fixed a couple descriptions slightly. 12/29/11 - Changed hair, added sandals, and pricetags for the clothes. 1/4/12 - Reduced health consumption on kG P from 250 to 200. 1/7/12 - Added new full combo demonstrations! 1/13/12 - Added a newer and improved nanmu! 1/17/12 - Changed Launcher, KPP, and Nanmu damages. Changed a function of juggle starting on KPP to Murekwon lifting. SCROLL COMPLETION! 1/27/12 - New outfit added for the set, along with 2 newly introduced items (eyes/sash), ALONG with female version! 2/3/12 - SLIGHTLY extended the length of the stance animation. 6/25/12 - After a long time of no changing things, created a newer counter, got rid of the old grab, and replaced it with the old counter! 12/7/13 - After an even LONGER time of no changes, added the factor that this scroll has no stretch mechanics in red at the top of the post, added years to the update log, and updated the supports!
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what whaaaaaaaaaaaat u were the creator??? Edit: Also, LaBeba once said both Rubberman and Katana of Darkness were reviewed by the developers. Beba said KOD couldn't be coded so it was rejected <-but Draygashi's suggestion got in anyway after like 3 years so ... Rubberman was also rejected for some other reason lol <- So, it might get in :/
why did you separate the posts and not include the combo buttons? also for anybody who keeps saying. "rubberman can't be a scroll because it stretches." have yall seen the ******** that is shadow scroll? I be getting hit and dragged across the ******* screen someone who is a full moon platform away from me. and I'm basing that platform off of the very top of moon.
look at it from the dev's perspective. We can understand that Shadow ninjitsu can be possible to design, since there are exos that did something similar (there's this one exo that shoots a running shadow at people).
shadow's design does not involve the avatar, unlike rubberman. It is designed to involve the avatar so it would also have to be programmed for shaman skin as well. Things like that require huge huge changes, and because of stuff like that, devs would rather choose an easier suggestion to work on.
if it wasn't, it would be implemented. The scroll accumulated more supports than most of the scroll suggestions
But imagine the money they can make due to a cool boxed scroll. Oh @BJJFromGJJ how did u find this? And support m8
this was rejected because they're not going to make a scroll that involves breaking rigging highly unlikely it's ever getting in
Damn yo I remember seeing this back in ogp hopefully the creator scroll get in yo http://forums.playredfox.com/index.php?threads/blistering-complete.33745/