[Sacred Scroll] Trigger (Scroll and Set)

Discussion in 'Scroll' started by Prizmo, Dec 22, 2016.

?

Yo! You want this scroll fully in-game or what?

  1. Do you not see how awesome this scroll is? Of course I do!

    89.5%
  2. No, I'm too lame to wield such raw power..

    10.5%
  1. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Banner coming soon..
    Credit
    @Gonsegon for help with animations.
    @SajinShasaya for inspiration with scroll.
    YohDreams for button input.
    All animations are done by me unless stated otherwise.
    ________________________________________________________________________________________
    Scroll Description
    A fighter named Prizmo fought for the Guardians, but was never able to unlock the hidden potential within and thus caused his team to fail an important mission. Because of this, he was looked down upon and was forced to leave the front lines. It was only after finding his friends brutally injured by members of the Dark Guardians, he lashed out at the dark guardians, all of them rendered useless to defend against his fast attacks and energy manipulation techniques, defeating their army all on his own, unlocking this power. Break through your limits! Created by Prizmo.

    Price: Scroll: 1,100rc
    Set with scroll: 1,700

    Class:
    All classes
    Created and developed by IGN: Prizmo.


    Creator's Words
    Revived from an old project, this new style mixes different martial arts, including "Ansatsuken" (Assassin's fist), and utilizes them to create adaptive pressure while also maintaining a defensive side. I used a few characters - Terry Bogard, M. Bison, Rouga Zanma, Charlie Nash, Kyo Kusanagi, K', Akuma, Evil Ryu, Ken Masters, Rugal, Dee Jay, Rock Howard, and Susano'o (who is my personal favorite) - to put together a scroll with defensive capabilities and offensive ones. I used bits and pieces from in-game scrolls such as Abyss, Fearless, Blood Wind Ninjutsu, and Telos. I loved Rumble Fighter for years, so I figured why not contribute in a cool way? I'm mainly a moon player myself, and I do love a good PvP match every now and then, but I didn't just base Trigger off of my casual gameplay, I got feed back from others and what they wanted in a scroll. I figured I'd apply these ideas to my scroll. I tried my best not to overstuff the scroll with useless gimmicks and redundant combo. This is made similar from the ashes of my old scroll, "Rekka”, but this is completely new.

    Fun fact: My favorite anime of all time is “Gurren Lagann”, followed by “Kill La Kill”. Both of which were produced by the studio called “Trigger”, and also inspired some elements of the scroll. The starry effects, the fighting spirit, down to the moves!

    _______________________________________________________________________________
    [​IMG]
    Stance:
    [​IMG]
    Description
    : Naoto Kurogane's stance from the BlazBlue franchise. Rocks back and forth (similar to fearless), cracks neck, and crosses his arms and resumes stance.

    Block: DeeJay's block.

    [​IMG]
    Description: User lifts the left knee up and sort of scrunches him/herself to brace for an incoming attack.

    ________________________________________
    [​IMG][​IMG]
    I'm right behind you..
    Type: Mind-game counter that staggers (phases through opponent)
    DMG: No damage inflicted
    Overall Speed: Fast
    Angling Average: Average
    Miss/Input animation
    [​IMG]
    Success:
    [​IMG]
    Description: User puts up right arm, taunting their opponent to attack. If connected, user does a quick phase through the opponent, causing a push-back or stagger animation. This phase does not inflict damage but staggers.

    ______________________
    [​IMG][​IMG]
    Death's Touch
    Type: Fast counter (similar to El Luchador's counter)
    DMG: 270
    Overall Speed: Fast
    Angling Average: Average
    Miss/Input animation
    [​IMG]

    Success:

    [​IMG]
    Description: User puts up right arm, taunting his/her opponent to attack. If connected, user does a right low sweep to trip opponent that will trigger a grab sequence, mid-air grab with left leg and throws the opponent with same left leg behind them. If the right low sweep does not connect, the entire move will not finish, and they will just spin around until they face the direction of the enemy. The opponent will bounce, making it possible to do a ground hit right after. This counter has the same properties as Hunter (the way it picks you up, holds you in the air and throws you the opposite direction), Choi li Fut (in terms of how the grab is using a foot to pick you up), and Fearless' grab where as the enemy bounes.
    _________________________________________________________
     
    Last edited: Jul 4, 2020 at 11:08 AM
    NeoStrayFox likes this.
  2. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    [​IMG]
    Trigger Style: Sword of Absolution
    Type: Far Knockback
    DMG: 470
    Color of effects (sword): white, if possible.

    [​IMG]
    P: Left elbow (80 damage)
    P: Right gut jab (120 damage)
    P: Left elbow (110 damage)
    P: Two-hit far knockback input (80 + 80 = 160 damage)

    A five-hit knockback combo with a sword finisher with mid-range distance. The fourth input is two hits that initiate a spin knock back upon impact. The energy sword animation cannot be countered since it is not physical. The hitbox is large enough to hit more than one enemy. The "slash" effect is like Cancer Exo's attack effects.


    [​IMG]
    Trigger Style: DEATH'S EMBRACE AWAITS
    Type: Knockback
    DMG: 460

    [​IMG]
    P: Left elbow (80 damage)
    P: Right gut jab (120 damage)
    P: Left elbow (110 damage)
    K: Rising knee that initiates a command grab (150 damage)
    A unique four-hit knockback combo. The fourth hit starts a command grab on hit, but will whiff if missed and leave the user open. If connected however, the user will spin and grab the enemy (sort of like Red Storm's KP(P)P grab) by the face and slam the enemy on the ground, making them tumble backwards, exactly the grab in King Pin’s PPKK(P) combo finisher effect

    [​IMG]
    Trigger Style: Have a nice dream..
    DMG: 490
    Overall Speed: Moderate
    Type: Far Knockback
    Color of effects: Black lighting
    Miss/Input animation for (G+K)


    [​IMG]
    Success:

    [​IMG]
    P: Left elbow (80 damage)
    P: Right gut jab (120 damage)
    (G+K): Eagle Claw KG input-like grab. (290 damage)
    This combo has high angling capabilities with a high knock back, and decent delay. The recovery is decent as well. After the first two punches, the user jumps forward grabs the opponent's face and slams them down to the floor, hitting it with an energy charge, and then proceeding to throw them away like a pile of garbage.

    [​IMG]
    Trigger Style: Piston Kicks
    Type: Fence edger
    DMG: 430
    Overall Speed: Moderate (first two kicks) to Fast (last three hits)

    [​IMG]
    K: Right low kick (90 damage)
    K: Left torso kick (120 damage)
    K: Jump spinning left kick (60 damage)
    K: Left kick (60 damage)

    K: Right kick (60 damage)
    This kick combo starts off as a right low kick then aright roundhouse, followed by three airborne hits. Each hit can be ended prematurely, just like Infinite Ninjutsu's KK(G+K)K combo.

    [​IMG]
    Trigger Style: Muzzle Flash
    Type of attack: Far knockback combo
    DMG: 300
    Overall Speed: Fast
    Color of effects: Red


    [​IMG]
    K: Low right kick (90 damage)
    P: Sage Scroll-like multi-hitting move. [30]+[30]+[30]+[30]+[30]+[30]+[30] = (210 damage)

    Low right kick, then user's eyes flash and performs a multi-hit energy move that knocks far. The second attack hits for a total of seven hits, and can catch more than one opponent if they are too close! Animations are similar to that of Sage's with the properties of Seven Nights Exo Core Skill 1 (the counter), but instead knocks the enemy back.


    [​IMG]
    Trigger Happy
    Type: Main Launcher
    DMG: 270
    Overall Speed: Moderate
    Color of effects: Black

    [​IMG]
    K: Right low kick (90 damage)
    K: Left torso kick (120 damage)
    P: Bu Launcher (60 damage)
    A three-hit, fast reflex attack. Starts off with a right low kick followed by a left roundhouse and finishing with a spin overhead kick, causing the enemy to bounce up. Works just like Liberty juggle launcher.

    [​IMG]
    Trigger Style: Trick Shot
    DMG: 350
    Type: Reverse fence edge combo
    Overall Speed: Moderate


    [​IMG]
    P: Left elbow (80 damage,)
    G: Phase Refer to Abyss' >>G (No damage, but will stagger)
    K: Two hit fence (150 damage + 120 damage, first kick lifts)
    Angling is decent, while damage is mediocre. After the phase, user lifts the opponent with the right knee, and finishes with a double kick while in mid-air. The phase staggers the opponent much like Choi Li Fut's second nanmu phase does, but it does not inflict any damage and does not affect block.
     
    Last edited: Jul 4, 2020 at 11:11 AM
    NeoStrayFox likes this.
  3. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    [​IMG]
    The gun show's just beginning..
    DMG: 250
    Type of grab: Front Grab/ Second Launcher

    [​IMG]
    The scroll's second launcher, user grabs the opponent's head, slams it down to the ground, then launches them into the air to set up a juggle. This is similar to Inferno’s grab whereas the user pins them down on the floor, but they get launched afterwards.

    [​IMG]
    BANG!
    DMG: 250
    Type of grab: Back grab

    Color of effects: Black
    [​IMG]
    User grabs the head of the opponent, turns them around, drops them then shoots their gut with a shot of energy that blows them back. Reminiscent to Abyss BF’s KG and Tempest's back grab.


    [​IMG]
    I won't even break a sweat!
    Type: Command input
    DMG: 0
    Overall Speed: Moderate

    [​IMG]
    User taunts before initiating an attack. Can be hit, so do be careful.

    [​IMG][​IMG]

    TRIGGER STYLE: 9 BEAT CLIMAX
    Type: Multi-hit command input fence edger
    DMG: [30]+[30]+[30]+[30]+[30]+[30]+[30]+[30]+[30] = [270]
    Overall Speed: Moderate

    Color of effects: black

    [​IMG]
    User taunts, then hits the opponent with a stun attack, then hits the enemy with a nine hit combo attack. It works just like Inferno's counter P animation and can be whiffed like such. The second to last attack bounces the enemy up and the last attack knocks them forward, fence edging them.

    [​IMG][​IMG]
    Stay down!
    Type: Ground hit
    DMG: 110
    DMG (when opponent is standing):180
    Overall Speed: Moderate

    [​IMG]
    This ground hit is basically a grounded Hawkhunter KG with the same pace and Tengoryu Karate's K K+G but the leg is being swung at a 180 degree angle. User swings the left leg forward leg up and brings it down for a powerful strike, slamming their foot on the opponent. The recovery of the ground hit is normal.
     
    Last edited: Jul 4, 2020 at 11:15 AM
    NeoStrayFox likes this.
  4. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Trigger Set
    Note for NimoniX: PLEASE implement this set with the scroll. I’ve worked hard with coming up with complete ideas for the entire scroll and set. It will feel incomplete if the scroll came without the set itself. A lot of my supporters actually love the set and have told me in-game that they’d love to own it, and this is how I view my Rumble Fighter character. This would mean everything to me!
    [​IMG]
    "Prizmo" by Tovio Rodgers, designed for me (really great guy, his art is dope too).

    Head (Shaman Exclusive): Brown locks that has two white locks coming down the forehead. The hair ends in a huge pony tail.
    Stats: NONE

    Torso: White crop jacket with shoulder armor (similar to Adventurous Top, but bigger)
    Stats: Arm +3, STR+2, 1 Gem Socket.

    Pants: Black baggy pants.
    Stats: Arm +2, SPD+ 3, 1 Gem Socket.

    Gloves: Arm gauntlets that have knuckle armor that come up to the elbow.
    Stats: 1 Gem Sockets, Arm +3

    Shoes: Boots that cover the entire foreleg (similar to the Rocker shoes).
    Stats: 2 Gem Sockets.

    Accessories: Prizmo mask.
    Stats: HP+100

    Female version coming soon!



    _____________________________________________________________


    Pros & Cons

    Pros
    • Has two launchers.
    • Isn’t too flashy.
    • Has a lot of pressure game due to the grab being a launcher, the phase counter and the PGK phase move.
    • Does above average damage.
    • A lot of options for movement and mind game play.
    • Every combo has a purpose, whether that be to “edge” the opponent, deal MASSIVE damage, get them far away from you or simply get out of a tough spot.
    Cons
    • PPPK might have a lot of end lag.
    • KG+P can be whiffed.
    • Move list is kinda stuffed.
     
    Last edited: Jun 18, 2020
    NeoStrayFox likes this.
  5. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Update Log!
    12/23/16 - Trigger Posted! Too tired to finish.. We also got one supporter, so.. woo.
    12/23/16 - Updated PP(G+K) combo by adding a miss/input demonstration. Fixed some button animations that we're missing. Later fixed placing of Combo list, made KKKKK into KKK and moved it to match the template due to feedback (thx Ridley <3). Edited showcase button inputs (the inputs above combo name)
    12/24/16 - Woah, 6 votes on the first day. Thanks to those who voted!

    1/2/17 - Did some editing. Changed up the second and third punches in PPPP, as well as adjusted PP(G+K) and its miss input demonstration. Added new effect to PPPP's last lunch. Removed old grab and made a new frontal one. Removed KKK and added back KKKKK. Updated damage on (G+K) in PP(G+K) by 20. Added dummy demonstration to counter P variation. Updated descriptions to counter, grab, PPPP, and KKKKK. Our first "No" supporter goes to @FUCKNIGGERS. Now obviously this is an alt or someone who is insensitive and must be a Trump Supporter.
    1/11/17 - Changed third punch in PPPP. Moved the counter demonstrations above description (they were below them which made no sense, lol). Changed P(G+K)K to PGK so inputing the combo should feel more comfortable. Edited the Counter P in order to signify that the phase happens at the same time as the regular counter blowback animation. Edited scroll template yet again, spaced out the combos to give it more of an "in-game" look. Obviously removed P(G+K)K combo and replaced it with PGK.
    1/13/17 - Changed the stance to Akuma's stance from SF4. Felt like the combos would come out weird due to the stance for the longest, but I'd never change it due to me never finding another stance I liked and I loved Oni's stance. I might change it back if people like it.
    1/25/17 - Edited some descriptions in the first half of the post. Changed PPPP from knock back/fence to just knockback. Edited grab and PGK animations.

    2/1/17 - Sawp. Made third kick into a bu launch to give more versatility to the scroll. There was a little confusion as to how it would work in the first place. Plus, it's just hella satisfying to see that. Made the phase input in PGK to stagger the opponent, but not damage.
    2/23/17 - Been busy at work so mb. Uhhhh, edited the counter K description.
    5/7/2020 - IM BACK AND IM BETTER. New combos! Reverted KKKKK to it's original form. Redone KP combo, now does more hits (looks flashy). Reanimated the grab, now launches! About three more changes coming till the scroll is complete. Excited!
    5/8/2020 - New punch combo (PPPK) Stayed up ALL NIGHT doing animations..I am so tired. Q_Q
    5/9/2020 - New backgrab and stance! Minor changes to the post descriptions as well.
    5/10/2020 - Made the PGK combo faster (the last two kicks).
    Scroll is 95% done!
    5/11/2020 - Edited some descriptions.
    5/13/20 - noticed the price said “cc” instead of rc lol.
    5/14/20 - Male set added!
    5/15/20 - Added set and pack prices (might adjust later)
    5/17/20 - PP(G+K) animation redone. Fun fact, I originally wanted this form of the grab, but I couldn't find the file or program for it for so long so I gave up. This took me a couple of hours to make, but it was worth it! Also edited the set description.
    5/18/2020 - Added set price!
    5/21/2020 - edited some descriptions for the devs.
    5/30/20 - Readded and edited the punch combo, not sure how I left it out lol. Edited some descriptions.
    6/5/2020 - Edited some descriptions again. Mainly references for details.
    6/8/2020 - New punch animations! I realized that the first two punches were identical to Agent's first two punches.
    6/9/2020 - New KG animations: KG+P and KG+K (groundhit)!
    6/12/2020 - added “color of effects” to certain moves with effects.
    6/22/2020 - Added some more details to certain moves for a better reference. The sets will be coming sooner than later!
    7/4/2020 - Added some new texts and references.
     
    Last edited: Jul 4, 2020 at 11:15 AM
    NeoStrayFox likes this.
  6. 12characters

    12characters Well-Known Member

    Joined:
    Mar 25, 2016
    Messages:
    597
    Likes Received:
    808
    hot.
     
    Prizmo likes this.
  7. SacredSwordJr

    SacredSwordJr Well-Known Member

    Joined:
    Nov 11, 2016
    Messages:
    638
    Likes Received:
    344
    Thhose input is gonna be so hard for me to remember.Beside that I might as well support, so people dont get butthurt. But fr tho this looks awesome, nice animation lol
     
    Last edited: Dec 23, 2016
    Prizmo likes this.
  8. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Thx bby .
    It will take practice, but just think about grabbing the person after the first two punches. Thx 4 da support.
     
    SacredSwordJr likes this.
  9. RidleyPrime

    RidleyPrime Creator of Volt

    Joined:
    Mar 7, 2016
    Messages:
    362
    Likes Received:
    512
    Hi, it's ya boy. I'm typing this on my phone in my bed so some things my not make sense, so just ask for clarification yo

    Counter: I'd say keep one of them or find a way to combine them. Because most likely knowing nimonix (or nimX for short) they'll add in a small recovery time in the g+KP phase through, giving your opponent a chance to react. g+kk on the other hand look OK, but then when you think about it, what's really the difference between grabbing this way and using default grab (g+p) after a counter? If you're on moon sure the direction you throw them matters but in a 1v1 scenario a grab is a grab.

    Why is the combo list posted after the counters? Format issues?

    Punch combo: pretty solid, basic. I don't an elbow hit lifting up an opponent though, unless you mean like Darksider's third hit?( if you delay it)

    Ppg+k: to make it clearer you should make the last move a grab, instead of the same elbow hit. It still passes as a grab substitute though. As for the grab itself I think it's a little too flashy. Like a flashy upgrade to inferno's grab. Maybe reduce it so it either knocks them to the ground or sends them flying?

    KP: simple. I like it.

    Kkp: I suggest changing the inputs to kkg+k. It seems off how the last input is a punch but the move is a (double) kick. But pretty good overall.

    PG+kk: seems wonky, very hit or miss. Not a big fan of it personally. I'd prefer a simple knock back or even a stun launcher over a fence edger. But a simple phase through with amazing recovery will do well too.

    Kick combo: Most definitely nimX will either combine the last three hits into one or cut this move all together. I just don't think it's possible, like if you delay the fourth input, what happens? Does the opponent magically fly into the air for the hit or if the third hit misses can they just walk away from you all together?. I think it's best if you make this into a kkk combo.

    Grab: animation looks wonky after reading it I get it. Maybe turn it to an uppercut then kick? Iunno.

    Overall it's a good suggestion in the rough. There's improvements can be done. But you should pay attention to the fact that right now you have 3 grabs and two phase through moves. Those aren't bad, but it's the sign of an overloaded kit. And we all know how much the RF community love op scrolls ¯\_(ツ)_/¯
     
    NeoStrayFox and Prizmo like this.
  10. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Lol no biggie.

    - Sh*t, I did that on purpose but that makes sense.
    - I'll edit the counter if need be, but I see what you mean. I think I should make it phase through the opponent, making them do that animation they do when pushed, (DOT's V special that pushes ppl back).
    - Hmm.. That makes a lot of sense.
    - Upper cut kick?


    Thanks for the input, Rid! Would have taken me a while to see these errors.

    edit: fixed most of the things you listed, also the elbow wasn't supposed to lift, typing error. Lols.
     
    Last edited: Dec 23, 2016
    NeoStrayFox likes this.
  11. tinythe2ndplace

    tinythe2ndplace Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    436
    Likes Received:
    1,156
    third punch should be changed to uppercut and second punch might have to be changed as well because the animation is bad. don't bother trying to suggest any important information through text because nimonix will not read it and they will make the transitions clunky

    ppg+k looks good but is mostly a useless combo right now. consider turning it into kp

    kkp is fine. having a kick launcher in a punch input already exists in the game, i.e. white fang

    pg+kk can be turned into pkk to make the scroll feel more fluid because g+k is a very cumbersome input. also your combo list says pg+kp

    kick combo is possible and it will work

    current grab animation will not work for a grab. it would be better suited for a kg p attack. and you put the counter button for this
    for the grab you can use akuma's palm thrust grab in street fighter 5 that knocks forward because your counter can throw backwards
     
    BJJFromGJJ and Prizmo like this.
  12. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    - I'll look for a second punch. Yeah I figured they don't like to read.
    - KP? eh... Explain how it's useless to you.
    - Cool cool.
    - Hmm.. I can see why. I'll consider it and see what I can do. Also, F*CK.
    - Cool cool.
    - KGp? That's interesting, but how come it won't work? Idk why I put the counter button there, I was up late last night doing this with a headache. Did they rip SFV sprites yet?

    Thanks Tiny! <3
     
    NeoStrayFox likes this.
  13. tinythe2ndplace

    tinythe2ndplace Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    436
    Likes Received:
    1,156
    ppg+k does the same damage as pppp or less if the damage values account for reduced air time damage so the only instances where it would be used is to quickly edge someone, and a 2-hit combo would be better for that because it won't be paniced. 2-hit grab combo might be too cancer though like combat taekkyon so you could also integrate the grab into the punch combo, which would make it not a fence edger so you can have the third kick in the kick combo knock up to compensate. looking at the animations nimonix would probably make the third kick knock up anyway

    the grab animation won't work because after you grab you will immediately go into the wind-up punch animation which doesn't make sense and the opponent would be standing there doing nothing until he gets hit. that would look dumb like hunter's counter.

    here is a gif
    [​IMG]
     
    NeoStrayFox likes this.
  14. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    - I can edit damage values, but I do like the idea of a two hit grab (like PK)
    - The two hit grab combo isn't supposed to edge, forgot to mention that. Also. I will delete the few frames because it's not supposed to have the build up making it look like Hunter's coutner.
    - Was trying to stray away from using video made gifs.
     
    NeoStrayFox likes this.
  15. tinythe2ndplace

    tinythe2ndplace Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    436
    Likes Received:
    1,156
    what why you ruin kick combo
     
    Prizmo likes this.
  16. SeeJest

    SeeJest Bushido

    Joined:
    Mar 23, 2016
    Messages:
    179
    Likes Received:
    131
    PPGK cuz making GIFS is fun!
    [​IMG]
     
    Last edited: Dec 23, 2016
    tamirtov, NeoStrayFox and Prizmo like this.
  17. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    Thanks for the demonstration, Jest.
     
    NeoStrayFox likes this.
  18. tinythe2ndplace

    tinythe2ndplace Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    436
    Likes Received:
    1,156
    the 5-input kick combo will work in game
     
  19. Prizmo

    Prizmo Well-Known Member

    Joined:
    Mar 5, 2016
    Messages:
    639
    Likes Received:
    462
    O mighty tiny, tell us how you know (no seriously because you both make sense).

    edit: Wouldn't the last three hits work like White Fang's last three kicks in KKKK?
     
    Last edited: Dec 23, 2016
  20. tinythe2ndplace

    tinythe2ndplace Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    436
    Likes Received:
    1,156
    infinite ninjutsu kkg+kpp

    the difference is this kick combo is more fluid because the third kick moves you up along with your opponent. the entire animation of both the fourth and fifth kick would have you sustain your y-axis position until the window for delayed attacks is over
     
    Prizmo and BJJFromGJJ like this.

Share This Page