[Sacred Scroll] Trigger

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!

    91.1%
  2. No, I'm too lame to wield such raw power..

    8.9%
  1. Prizmo

    Prizmo Well-Known Member

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    Banner coming soon..
    Credit
    @Gonsegon for help with animations.
    @SajinShasaya for inspiration with scroll.
    YohDreams for button input.
    @12characters for the ground hit animation and some of (G+K).
    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 then after finding his friends brutally injured by members of the Dark Guardians, he had enough. Filled with rage, he lashed out at the dark guardians and defeated their army all on his own, unlocking this power. Unlock your hidden potential and fight with the power of will! Created by Prizmo.

    Price: 1,100cc / 85,000 carats

    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, and Rock Howard - 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 combos, but the scroll is still in need of work. Because it is made similar from my old scroll, "Rekka", it does have some of the old inputs from the old scroll. However this will be nothing like Rekka.
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    [​IMG]
    Stance:
    [​IMG]
    Description: Akuma's Stance from Ultra Super Street Fighter IV.
    Block: DeeJay's block.

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

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    [​IMG][​IMG]
    I'm right behind you..
    Type: Mind-game counter (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. It's fast enough to go through the opponent while they are still in the normal counter stagger animation. This phase does not inflict damage.

    ______________________
    [​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, mid-air grab with left leg and throws the opponent with same left leg behind them. The opponent will bounce, making it possible to do a ground hit right after. This counter has the same properties as Hunter, Choi li Fut, and Fearless' grab.
    _________________________________________________________
     
    Last edited: Feb 23, 2017
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  2. Prizmo

    Prizmo Well-Known Member

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    [​IMG]
    Lock and loaded
    Type: Knockback
    DMG: 460

    [​IMG]
    P: Left jab (80 damage)
    P: Right gut jab (120 damage)
    P: Left elbow (110 damage)
    P: Right palm thrust (150 damage)
    A standard, four-hit knockback/fence combo. It knocks back relatively far. Moderate damage and angling is good along with normal recovery. Last palm thrust is like a mixture between Azteca's final punch in PPPP with knockback and Abyss's last punch in PPP with the black effect.

    [​IMG]
    BEGONE
    DMG: 490
    Overall Speed: Moderate
    Type: Far Knockback
    Miss/Input animation for (G+K)

    [​IMG]
    Success:
    [​IMG]
    P: Left jab (80 damage)
    P: Right gut jab (120 damage)
    (G+K): Grab (290 damage)
    This combo has high angling capabilities with a high knock back, and decent delay. The recovery is decent as well. The (G+K) input has the same properties as Aikido's last punch input in PPPP. After the first two punches, the user grabs the opponent's face and pins it down to the floor, hitting it with an energy charge, and then proceeding to throw them away like a pile of garbage.

    [​IMG]
    Type: Fence edger/Secondary Launcher
    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: Right Axe Kick (60 damage, bounce launcher)
    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. The third kick bounces the opponent and after that, the user can choose to juggle or finish with the last two inputs. This combo rely's on damage alone and is very versatile.

    [​IMG]
    Piston Punch
    Type of attack: Regular knockback combo
    DMG: 300
    Overall Speed: Fast
    [​IMG]
    K: Low right kick (90 damage)
    P: Forward left jab (210 damage)
    A quick, two-hit knockback. Similar to Pencak Silat's KP combo.


    [​IMG]
    Trigger Happy
    Type: Main Launcher
    DMG: 270
    Overall Speed: Moderate
    [​IMG]
    K: Right low kick (90 damage)
    K: Left torso kick (120 damage)
    P: Two hit launcher (30 damage + 30 damage)
    A three-hit, fast reflex attack. Starts off with a right low kick followed by a right roundhouse and finishing with an upward momentum spinning two-hit kick launcher. The launch is similar to Agent's launch where the opponent is in the air for a little more time than usual. It is also similar to White Fang's juggle launcher in regards to movement. Flow work makes the combo fast and decisive, however, if predicted, the opponent can punish directly.

    [​IMG]
    BANG
    DMG: 350
    Type: Reverse fence edge combo
    Overall Speed: Moderate

    [​IMG]
    P: Left jab (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.

     
    Last edited: Jan 31, 2017
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  3. Prizmo

    Prizmo Well-Known Member

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    Front Grab
    DMG: 250
    Type of grab: Front Grab


    [​IMG]
    User hits the opponent with a force so hard they go flying backwards.

    [​IMG]
    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: Jan 25, 2017
  4. Prizmo

    Prizmo Well-Known Member

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    Pros & Cons
     
    Last edited: Dec 24, 2016
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  5. Prizmo

    Prizmo Well-Known Member

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    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.
     
    Last edited: Feb 23, 2017
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  6. 12characters

    12characters Well-Known Member

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    hot.
     
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  7. SacredSwordJr

    SacredSwordJr Well-Known Member

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    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
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  8. Prizmo

    Prizmo Well-Known Member

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    Thx bby .
    It will take practice, but just think about grabbing the person after the first two punches. Thx 4 da support.
     
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  9. RidleyPrime

    RidleyPrime Creator of Volt

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    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)_/¯
     
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  10. Prizmo

    Prizmo Well-Known Member

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    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
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  11. tinythe2ndplace

    tinythe2ndplace Well-Known Member

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    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
     
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  12. Prizmo

    Prizmo Well-Known Member

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    - 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
     
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  13. tinythe2ndplace

    tinythe2ndplace Well-Known Member

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    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]
     
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  14. Prizmo

    Prizmo Well-Known Member

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    - 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.
     
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  15. tinythe2ndplace

    tinythe2ndplace Well-Known Member

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    what why you ruin kick combo
     
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  16. SeeJest

    SeeJest Bushido

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    PPGK cuz making GIFS is fun!
    [​IMG]
     
    Last edited: Dec 23, 2016
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  17. Prizmo

    Prizmo Well-Known Member

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    Thanks for the demonstration, Jest.
     
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  18. tinythe2ndplace

    tinythe2ndplace Well-Known Member

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    the 5-input kick combo will work in game
     
  19. Prizmo

    Prizmo Well-Known Member

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    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

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    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
     
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