I made this scroll from scratch(animations) Vigilante Scroll type: Pressure/Versatility Description: Samaritan an alchemist also known as "The Officer" during his days as a Gaurdian, created and polished this lawless combat style to capture and punish fleeing criminals when he felt the Guardian method was too tame. Command List PPP(P) (4 hit combo/unblockable) PPPKP (5 hit combo) PPK (3 hit combo/grab combo) K(K)KKK (6 hit combo/5 button input/Launcher/Fence edger) KP (2 hit combo/grab combo) (KG) (KG)P (KG)K >>G (Launcher/Groundhit) Back Grab (Fence edger) *If something is bolded it's very important Stance You crack your fingers and get into a battle stance PPPP P A right straight P A heavy left hook P A sharp uppercut P A step in punch with all your weight behind it. This is chargeable and once fully charged it's unblockable. Analysis The first punch has very nice reach like the first punch of zin karate and but the hitboxes,knockback,hitstuns and angles of this scroll are the same as BWN's kick combo. Imagine this combo as the punched based version of BWN's kick combo. The last punch is chargeable and fully charged it becomes unblockable. Like the last kick of Koroshu's kick combo the last punch can also hit opponents from behind and has the same recovery. Has the same charge time of IBN or BWN's punch combo. It is a deceptive unblockable because it has no charge energy just like telos' unblockable. The last punch has a 180 degree hitbox and can anti air just like telos' unblockable so if you side block you can still be hit by the last hit. PPPKP P A right straight P A heavy left hook P A sharp uppercut K A straight side kick P A sharp elbow Analysis The Kick has very nice poke if you hit your opponent with it while trying to edge them and just stop without even blocking you can't be hit by a panic. The elbow quickly closes the space between the side kick and your opponent like the last punch of zin taekwondo's punch combo and it angles very nicely not moving you too much so it's safe to use on a bridge like Dragon's KKPPK combo. The kick does pushback like the kick in default's PPK combo. Has very nice recovery. PPK P A right straight P A heavy left hook K A quick grab Analysis This combo is nice very edging and if you get the second hit on your opponent then the grab that follows after will always connect. The last hit angles well like the last punch of PKK's Punch combo. The grab connects in a juggle and you can follow up with a groundhit. K(K)KKK(Launcher/FenceEdger) K A front low kick to the shin (K) A double kick consisting of a knee and high front kick(launcher) K A heavy stomp following the high kick K A wide sweep kick K A hook kick with nice reach Analysis This combo angles and delays as well as Vale Tudo's KKPPK combo allowing you to generally control which direction you'll send your opponent flying. The first kick doesn't have such good reach as the 1st punch of Vigilante's punch combo but it has heavy hitstun and gets first priority and recovers as quickly as Agent, Lucha or Blackout's 1st kick. The 2nd Kick does a double hit and is the launcher similar to PBN or BWN's Launcher and takes as long to launch your opponent. The 3rd kick is a heavy stomp following the High kick and has heavy hitstun. The 4th kick has a 180 hitbox and popups up your opponent. The last kick is a hook kick following the sweep kick and lets you decide which direction your going to send your opponent with it's great angling(I'm thinking of changing the last kick to a hook kick). You can groundhit afterward. The first 3 inputs of this combo resemble the Wind's KPP combo in that you can attack after the launcher only in this case the 3 kick extends the combo instead of knocking back same type of delay as well. The last kick acts just like the last kick of Vale Tudo's KKPPK combo. KP K A front low kick to the shin P A grab aimed at the chest Analysis The punch input makes you grab your opponent by the collar and pull their face into a knee which sends them stumbling backward as if they had got hit by Zin karate's counter. It's knockback is the same as Dragon's two hit. Because of the stumble you have plenty of time to follow up with a groundhit. The pro of this is that unlike a lot of 2 hits it won't send your opponent in the opposite direction if you hit them from the back because it's a grab. The grab can hit more than one person. The grab connects in a juggle. (KG) A very fast sprint. Analysis This quick sprint has invinciframes like Agent or The wind's KG input. It goes about the same distance as Agent's KG slide. (KG)P A neckbreaker into a achilles leg lock. Analysis This special has the ability to take away your opponent's jump for 3 seconds. When you hit the P input you jump onto your opponent's shoulders and break their neck with your thighs stunning them you then front flip landing behind them and do a reverse somersault tripping them while you grab their leg at the same time going into the leg lock. You lever your opponent's leg until you begin to stress their achilles tendon putting all your weight on it until it snaps it then stand back up almost like Sambo's counter but with a leg. The no jump symbol appears over their head I would like for this skill to take away your opponent's jump for 3 seconds but if that isn't possible then this skill does A LOT of damage. You can groundhit after this special. The animation is pretty quick but it can leave you open for an attack. Your opponent can hit you on the start up but it works like Kungfu's running G, even if you get hit while your doing it, the skill still goes through. This Skill also connects in air if your opponent jumps just like lightning's dash grab. (KG)K You dash behind your opponent. Analysis This skill allows you to get behind your opponent going through them like the wind's KG P or KG K.. >>G A running sweep kick Analysis This is a GROUNDHIT as well as a LAUNCHER. It comes out as quickly as Cyclone's >>G and the same recovery only it does one hit and you stop after the sweep. The launcher knocks your opponent up as if they were hit by Hitman's KG or if that isn't possible then they get launched as if they were hit by muscle buster's BU launcher. You can use this to follow up after a backgrab and regular grab as well just like destroyer's >>G. This groundhit continue over ledges just like cyclones >>G. Backgrab A heavy throw followed by a spinning kick Analysis Lifting your opponent up and over your head you smash them into the ground with enough force for them to bouce up. Then jumping up from your balancing leg to send them flying with a hovering spin kick. The knockback is the same as Cyclone's alternate grab and you can groundhit afterward. This backgrab can fence edge meaning it goes over fences like Muhon's PKK combo. Even though in the animation it looks like the grab moves you far it doesn't you a little more or less stay in the same spot just like Lucha or Pro wrestlings back grabs.
i liked the punch combos the ppk ifeel falls short on the k but its not bad the kick combo also looks good i cant get behind it though because of the first kick first kicks usually need to have reach nimonix always makes kick combos hit hard but slow and to limit yourself to a short sweep leaves your opponent the advantage of overpowering you with their own kick short sweeps are best when placed as the second hit