Savate Price 970rc Description Developed by sailors and perhaps the only style of kickboxing in which the fighters habitually wear shoes, Savate ("Old Shoe") is a traditional French martial art which uses the hands and feet as weapons combining elements of western boxing with graceful kicking techniques. Only foot kicks are allowed unlike other styles which allow knee strikes like Muay Thai. The combat techniques of Savate create quick reflexes while at the same time maintain a peaceful poise and relaxed attitude. Made by Tengu Personal Description Unlike other boxing scrolls, Savate has very light punches but makes up for it with powerful kicks loaded with stun and a dodge with multiple options. At first glance one could assume this is better than Stinger/Mach but it lacks the generous stun ratios found in nearly every Boxing scroll which forces to user to be quick on their toes as punishment will come faster. In addition, as anyone who has used Limen Baguazhang knows, having a short forward grab and counter greatly limits your kill options on stages but, like Judo's SideGrab + Counter, can neatly control your opponents zone while laying on some serious damage. This scroll is meant to depict the sport of Savate, not to be confused with Savate de Rue ("Old Shoe of the Street") which allows knees, headbutts, holds and other techniques. Stance A sideways boxing stance Guard Same as Boxing Command List PPPKK PPK KKPK KPPP KPK kGPPP kGKK Low Fencer Combo (Koppo's/Born's PK) 80 90 90 105 145  The 1st input's jab has long, straight reach like Fearless's 1st punch. The 2nd punch's right cross slides forward a moderate distance then arcs the end of it's hit box slightly to the left. The 3rd input's left hook has about the same properties as the KP input from Fearless but less block/hit stun to compensate for it's wider arcing hit box. The 4th inputs kick is very heavy with an odd yet wide arcing hit box giving it improved angling but the combination of it's slow wind-up and the prior input's light block stun makes this kick able to be countered if the prior punch was blocked. The final attack will lift the opponent with it's impressive leap similar to Born's PK high knee and fast recovery making it easy to follow up with a ground hit but angles poorly. All punch inputs have moderately light stun ratios. 1st Punch Reference Emphasis on range over being up close. 4th Input Kick Reference Blowout Launcher (Hitman kG) 80 90 155  Launcher input moves forward about the same distance as the prior input. Hit box has a gigantic arc which angles better than perfect to the left but at times very poorly to the right. Can be delayed longer than the 3rd punch input.