Log February 22, 2018 -A spreadsheet will come soon explaining individual inputs. Creators word's Deva Path Pain is an antagonist from the Naruto series with with a very unique ability to propel and repel objects people or himself. I feel like a scroll based off of Pain will not only reintroduce rarely used mechanics that RF already has but it'll also give players that love Naruto and RF something i'm sure they'd love to see implemented! This scroll will revolve around pushing and pulling your opponent for the win. References Pulling References And Animation Pushing Reference And Animation Description On a mundane winter evening a mad scientist was frustrated from travelling back and forth to certain locations on foot. He felt as if he needed a new method to get to the destination he wishes go. The scientist decided to create a new invention to fulfill his needs. This experiment consisted of manipulating the law of gravity in his favor to "push" or "pull" him in certain areas. The experiment didn't go as planned, followed by a laboratory meltdown. The scientist collapsed under a beam and slipped into a coma. Once he had awaken from his coma after some time he had realized his fists could maneuver objects in a forceful manner. This was the birth of a new fighting style. Move List Stance A cross between Stalker's and White Fangs stance. Gaurd Similar to Seven Knights gaurd Grab Default Grab Damage:350 Counter Default Counter Damage:350
Universal Pull Damage:80,80,90,110,130(490) -Can be blocked from the back after 2nd hit -Small knock-back Repulsion's punch combo. This is Repulsion's longest combo and utilizes the pull mechanic. During the 4th input you will strike your opponent causing them to come towards you allowing you to fallow up with the 5th input. All and all this combo is mid paced with above average delay. Also, during a juggle the 4th input will lift your opponent a little higher so that the 5th input can connect. Also, this cannot be an infinite. By the time you’re able to rest to try and repeat your opponent would’ve already done so. Pulse Bomb Damage:110,115,130,145(500) -Fencer -Juggle Popper Repulsion's fencer combo and secondary juggle popper. The user slams the ground with magnetic energy causing your opponent in front of you to lift off the ground.The 4th input allows you to follow up with your opponent in the air leaving a log substitution were you were and striking your opponent back to the ground. This combo is mid paced with above average delay. Almighty Push Damage:110,130(240) If Charged.. Damage:110,150(260) -Edger -A fully charged 2nd input is unblockable -Uncharged pushes the opponent -Charged becomes an AOE attack Repulsion's edging combo. The uncharged variant has great angling capability to check drifters and allows the user to potentially change the course of the match with proper predictions. The charged variant becomes a small AOE pushing everyone around you back. The charged time is above average.
Gravitational Lift Damage:120,125,150(395) -Juggle Popper -3rd input acts as a grab Referecnces Poor Hinata Juggle Animation Repulsion's primary juggle popper. During the 3rd input you grab your opponent and lunch them high into the air. Gravitational Push/Pull Damage:300 -Ground Hit -AOE -Pushes a standing opponent Damage:300 -Ground Hit -AOE -Pulls in a standing opponent. Reference Get back! Repulsion's Ground hit and special. Gravitational Push works just like Almighty Push's 2nd input(charged) but with a slightly bigger hitbox allowing you to repel anyone around you. Gravitational Pull works the same except it pulls in nearby opponents.
PROS -High Damage Output -Reintroduces rarely used mechanics -Can be played both offensively and defensively -Nice delay -Mind games NEUTRAL -Overall small knock-back distance -Average counter CONS -Mid-Slow -No back grab -Poor recovery on most end combo inputs Creator VisionEyes And there you have it guys! Repulsion! 1st suggestion of the year lol. Be sure to leave your thoughts in the comment section. Would really like to see your thoughts on this!
Forgot to also mention that the pull animation won’t happen during a juggle! And by the time you’re able to reset you’re opponent would’ve already done so!
Overall great concept. Just needs some minor updates to the sprites to make them look less choppy. You have my support.
Thanks for the feedback! If you could help me smooth out the animations or know anyone who could help I’d highly appreciate it!
Love it!There is only one bad thing about it but does not effect the scrolls content.That is being to op and making it rare box material . I probably wont stumble upon this scroll unless it has 2016 Christmas box rates. Its a good scroll though.SUPPORT!!!