[Scroll Suggestion] Tosa Karate

Discussion in 'Scroll' started by Swifttiger, Mar 14, 2016.

?

Do you want this scroll in game?

  1. Yes

    83.3%
  2. No

    16.7%
  1. Swifttiger

    Swifttiger Member

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    [​IMG]
    Tosa
    Karate


    By Swifttiger

    IGN: Samaritan


    *Event

    For the release event if you buy Tosa within the first 7 days you get the a yellow scarf and it adds +2 speed and +2 strength. It would be considered a rare item.


    Description:

    Nothing beats Tosa Karate! Tosa Karate utilizes heavy mix-ups, counters and brutal custom Karate techniques to "beat the pants" off your opponents.


    Command List


    K(P) (2 hit chargeable combo)

    PPPP (4 hit grab combo)

    PPP(K) (4 hit chargeable unblockable angle combo)

    PKK (5 hit fence edger)

    KK(G+K) (3 hit bu sweep launcher)

    KKKK (4 hit kick combo)

    >>G (anti-air hit/anti-ground hit/groundhit)

    G+K (special counter)

    (KG) (command grab stun launcher)

    G+P (front grab)


    Block

    [​IMG]

    Stance

    [​IMG]

    Happens ever time you stand still Like Zin Karate or Muhon's stance



    K(P) 2 hit combo Chargeable

    A fast dash punch that is chargeable. If you charge it all the way it does major block stun like blood wind ninjutsu's two hit. Decent knock back. Wide hitbox. Grab punishable. You get after image for using this move. The kick has very nice range and if you just use it once it doesn't move you forward at all just like Kenpo's first kick.
    [​IMG]


    PPPP 4 hit combo.

    A small step in punch with small range but very good recovery. 2nd punch moves you and quickly closes the distance has nice hitstun and a nice hitbox but it's linear. 3rd punch is a cross chop with a 180 hitbox and very heavy hitstun hit can be delayed. Last punch is actually a grab down with the left hand so it has a nice hitbox, you grab your opponent and body slam them, they bounce forward twice before stopping. Very good knock back you can ground hit afterward since you can move as soon as you throw them.The grab connects in a juggle
    [​IMG]
    Grab on PPPP
    [​IMG]


    PPP(K)
    The kick on this combo is chargeable and can angle like the chargeable on Zin Taekwondo but unlike Zin Taekwondo's chargeable it's unblockable when it's fully charged. The charge color is green.
    [​IMG]
    Fully Charged
    [​IMG]


    PK(K) 5 hit combo

    This combo knocks over fences. The knee is short range but has very good hitstun.If the knee of this combo connects the last hit will always connect. The Hurricane kick drags your opponent in and the last kick sends them flying forward over the fence similiar to Chiwoo exocore. The last kick makes you stay in place so you don't move and has a 360 hitbox but horrible recovery so this move can be punished with a grab or combo the last kick can angle 90 degrees like BWN's 2 hit.
    [​IMG]
    Kick Effect
    [​IMG]



    KK(G+K) 3 hit Launcher.

    First kick has the nice poke decent hitstun, Second kick has delay and a wide hitbox and doesn't move you much. Last kick is a wide sweeping launcher similar to Hitman's groundhit. It launches like coldblood but it launches high enough to bu. The last kick has a wide hitbox. Epic delay on launcher
    [​IMG]


    KKKK

    This combo has the most knockback. The 3rd kick angles nicely decent hitbox and does push back like default's second kick, the kick pushes back enough so that if your opponent panics you won't be hit by it. The last Kick get's Invinciframes (You can't be hit once your start the kick which means if someone tries to panic or hit you on the 4th kick it doesn't effect you and the opponent will still get knocked back. This kick has a wide hitbox and major knock back like getting hit with the last kick of Muscle buster or Kenpo's fully charged 2 hit, it has epic delay after the 3rd hit similair to the last hit of Karate's KKPK combo. However it is blockable and the recovery isn't so good so the last kick can be punished easily with a grab use this combo at your own risk but know that for the most part if someone get's caught by this combo there's little chance they'll panic in time however it's still a gamble. Again this kick has the most knockback out of all the combos.
    [​IMG]


    G+K(special counter) 5 hits.The counter knocks back as far as android's counter.
    [​IMG]





    Command Grab Stun Launcher

    (KG) This command grab is 360 and it can even break exo dashes like souless scroll's launcher if timed correctly. It is a stun Launcher so at end of the animation your opponent would be standing as if they got hit with Wing Chun's or Muhon Ninjutsu's launch starter. This cannot be blocked. Like Souless' Command grab it has a slow startup and leaves you vunerable if you vunerable if you whiff. Imagine Soulless' command grab only unblockable and you'll get the picture.

    Success
    [​IMG]

    Miss
    [​IMG]


    G+P(Front Grab)

    The opponent is grabbed and head butted they stagger a bit and fall. It goes as far as Hitman's front grab. You can groundhit after it.
    [​IMG]



    Anti-Air/Anti-Ground/GroundHit

    >>G (2-hits)

    This kick can knock back oppenent's that are in the air as if they got hit by a ram or murekwon's fence edger. If it hit's a standing oppenent they get knocked back. If it hit's a grounded opponent they get hit once. If use use this while going over a ledge it still continues. It is a double hit the second hit acts as the groundhit which can be seen below. Here are examples below
    [​IMG]
    Run-G
    Air:
    [​IMG]
    Stand:
    [​IMG]
    Ground(second hit):
    [​IMG]
     
    Last edited: Mar 17, 2016
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  2. ZxZTheLoves

    ZxZTheLoves Well-Known Member

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    Support
     
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  3. BRUUUUUUH

    BRUUUUUUH Active Member

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    Every combo op

    Chargeable 2 hit combo? Ok I guess
    Punch combo with a grab? -_- ok... easy angling kingpin copy..
    PPPK chargeable unblockable lol wtf -_-
    PKK with another op angling bs move. Easy spam edging like white fang cz
    OP bu juggle like hitman when they punch you and you kick them they still go up in the air and get juggled
    A kick combo with even more knockback than the rest? When I thought we were calming down..
    Forward counter that will throw them as far as android? o_O
    Cz special stun launcher grab lolololo can even stop exo dashes? lolololol gtfoh wait and its unblockable?
    Grab wow finally something not op.
    And how is your OP run z going to have two different animations? You have to take out ground hit.

    I thought scroll was dumb and op then I read your descriptions and it got worse.


    To make my post constructive, take off charging on 2 hit combo
    take off animation on pkk spin kick. Kick just knocks people around you down like plum ninjitsu
    default counter
    op cz not unblockable
     
    Last edited: Mar 16, 2016
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  4. Swifttiger

    Swifttiger Member

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    Thanks for your input
     
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  5. BRUUUUUUH

    BRUUUUUUH Active Member

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    read again you replied in b4 i edited
     
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  6. Negrosaki

    Negrosaki Well-Known Member

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    Kinda OP just a little bit with some of the combos, But Support because it has not flashy effects.
     
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  7. Gearman

    Gearman Active Member

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    BRUUUUUUH I think the cz works more grapple base than attack base but is explain wrong so its suppose to be like muscle buster's tornado throw if its attack based then that's lolz since its can be countered.
     
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  8. RumbleNomad

    RumbleNomad Well-Known Member

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    Oh a Makoto scroll...I approve of the usage of "Not Ryu's Little Brother" Support.
     
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  9. Jin70

    Jin70 Active Member

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    Omg that's makoto from Street fighter I'm going to love this thank you so much and do u think by any chance u can make a taekwondo scroll off of rig from dead or alive pleaaase
     
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  10. Draygashi

    Draygashi World Record (Al Hata), Clean Up Crew

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    Supported again
     
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  11. Yusuke

    Yusuke Best Dressed

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    Support :O
     
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  12. Yoshi

    Yoshi New Member

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    Strange grab and counter, but everything else is great. Supported.
     
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  13. Windstorm

    Windstorm Glacial Master

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    I like the scroll, just the kG is...er..
    It looks really tedious, like a XLQ kG, but worse.
    Imagine this:
    P1 rolls nearby the edge, but not exactly on the edge

    P2 (using Tosa Karate) kG
    P1: "Oh no.." (can't panic)
    P2 : Juggles using PKK (sends opponent forward)
    P1 : *off the edge*

    Please take this note into consideration.
    +1 Support
     
  14. Gonsegon

    Gonsegon Active Member

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  15. Tengu

    Tengu Creator of Savate

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    :eek: Okay so the typical powerhouse scroll has a 1-4 punch to kick combo ratio, i.e. Rage Wing Chun & Blood Wind Ninjitsu, or access to at least 2-of-3 of either a kicked-based launcher, kick-based 2hit, kick-based fencer, a guard breaker or a charge move. This scroll has twelve combos with a 4-4 ratio :confused:

    Yeah, no :oops:
     
    Last edited: Apr 9, 2016
  16. Shir0R0se

    Shir0R0se Member

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    support :D
     
  17. RumbleNomad

    RumbleNomad Well-Known Member

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    We need more scrolls to box tbh. And you also need to take into account how much they can easily butcher from scrolls.
     
  18. Tengu

    Tengu Creator of Savate

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    A scroll isn't boxed because it was made for a box it's boxed because of it's difficulty to reward ratio and not how overstuffed the scroll is.
     
  19. Gonsegon

    Gonsegon Active Member

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  20. Mexican

    Mexican Well-Known Member

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    Make it yourself it's easy
     

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