[Scroll Suggestion] Volt

Discussion in 'Scroll' started by ProfessorQ, Mar 30, 2016.

?

Do you want this scroll in game?

  1. Yes

    52 vote(s)
    82.5%
  2. No

    11 vote(s)
    17.5%
  1. ProfessorQ

    ProfessorQ Member

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    This Scroll was a suggestion
    by RidleyPrime on Gamecampus.

    [​IMG]

    A few words from one of the High Council members:

    [​IMG]

    Creator's words:
    I wanted to make a scroll that not only held the feel of Lars but also went with Trixie's opinion on how it should play like. The end result is a scroll with a couple moves to go in and out of a fight quickly while also being able to punish anyone for whatever tiny mistake they could've done. Although it excels in some areas it falls flat in others. None of the combos deal decent knock back, damage is average at best, and its main damage dealer is its slowest combo. However, if you can adapt and overcome those setbacks you have a pretty nice scroll that can handle almost any situation.

    Description:

    After a freak accident in the Neo Alchemist Lab, one alchemist discovered they could harness large amounts of electricity and release it without being harmed. The Neo Alchemists and High Council saw potential in this person and soon began teaching them how to fight. The end result is not only a better understanding of voltage and how to control it within the body, but a fighting style that blends both attacks and electricity to completely immobilize opponents.
     
    Last edited: Mar 30, 2016
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  2. ProfessorQ

    ProfessorQ Member

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    Move List:

    [​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG]
     
    Last edited: Apr 11, 2016
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  3. ProfessorQ

    ProfessorQ Member

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    [​IMG][​IMG] [​IMG] [​IMG]
    [​IMG][​IMG]
    [​IMG]
     
    Last edited: Apr 11, 2016
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  4. ProfessorQ

    ProfessorQ Member

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    Stance:

    [​IMG]

    Electrical Wire
    [​IMG] [​IMG] [​IMG] [​IMG]

    [​IMG]

    80, 90, (40-40), 150 [400]

    -Little knockback
    -if you stop the combo after the third input you slide backwards the same distance as muay boran's slide in its punch combo
    -second hit blockable from the back

    Volt's basic punch combo. Coming out with fairly average speed, but falling short in terms of damage. The third input is a multi hit where each hit does very little damage and offers zero blockstun, making it easy to counter the last hit. The last hit makes up for this by offering massive blockstun but its recovery is poor and it doesn't knock the opponent very far (agent's grab for example).
    It should be noted that should you stop the combo after the third input you move backwards similar to muay boran's punch combo. Reason behind this is that with the multi hit having zero block stun, the last hit will often be countered, so this little juke is here to stay one step ahead of your opponent. With this neat little trick up its sleeve volt can overcome its weakness by safely moving out of close combat by a little bit while still staying on the offensive.

    Circuit Breaker
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

    [​IMG]

    should the last kick connect:

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    80, 90, 105, 90, 105 [470]

    -Last hit is a grab
    -Doesnt knock the opponent back at all.
    -second punch is blockable from the back

    Volt's mixup combo is where its only real source of damage comes from. However, from the first kick and on, each hit shares the exact corresponding properties as the hits in avenger's kpkp (so the kpk part in volt's ppkpk is exactly the same in terms of speed, stun, and recovery as avenger's kpkp only just a bit slower).
    Once the last hit connects you proceed to grab them and send a jolt of electricity to their neck, proceeding to snap it. Once that is done they simply fall to the ground. Although being the strongest combo for volt, it shouldn't be used if you want to edge your opponent off the map or knock them back from you.

    Controlled Voltage
    [​IMG] [​IMG] [​IMG]

    [​IMG]

    80, 130, 150 [360]
     
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  5. ProfessorQ

    ProfessorQ Member

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    -Fence edger

    Volt's quick and simple fence edger. Each hit but the last has great speed, recovery, and delay. Its only drawback is the last kick is a little slow coming out and it only lifts the opponent over the fence. It doesn't push the opponent down like redemption's ppk or white fang's kpp (so similar to born's fence edger). But once again, it only puts them over the fence, it doesn't knock them very far from it like mauy boran's punch combo.

    Voltage Source
    [​IMG] [​IMG] [​IMG]

    [​IMG]

    90, 75, 195 [360]

    -stun launcher

    Volt's stun launcher. Although it looks nice and has nice speed to go with it, actually landing it is a challenge. The first kick has medium to piss poor range (think serpent's or white fang's) and the first punch has awful recovery while also moving you forward like stinger's first punch. Worst of all, the last hit is the slowest of this combo, so unless the last two hits connected earlier chances of landing this is slim. But on the bright side if all goes well you've got yourself a stunned opponent open for a juggle.


    Capacitor
    [​IMG] [​IMG] [​IMG] [​IMG]

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    90, 75, --, 100 [265]

    -Move backwards away from the opponent.
    -Third hit deals no damage

    Volt's option B in case option A (the stun launcher) fails. As stated before the stun launcher isn't the best move out there, so this is where this move comes in. Should your attempt at the stun launcher fail, you still have the option of moving away from your opponent to avoid getting punished.
    The amount of potential this move has is enormous. Not only do you have a backup plan to use should your attempt at a stun launch fail, but the ability to move away from your opponent opens up a window of huge possibilities. However you have to be cautious when using this. The recovery on the second kick (the part where you actually step back) isn't the best move to stop a combo on, in addition to still being within the distance of one-third a slide away from your opponent. This move is powerful in its own way, but isn't a complete game changer.
    The last hit is a simple kick like sanshou's pk knockback move. But just like the punch combo, it has low knockback. It has good delay though.

    OR Gate
    [​IMG][​IMG] [​IMG] [​IMG]

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    --, 75, 80, 103 [258]

    -First input is an evade

    Volt's own version of stinger's Kg kkk. The first two punches come out incredibly quick but doesn't move the opponent at all nor has any block stun what so ever so its easily counterable. The last punch knocks the opponent back but also moves you forward as well, so this isn't a good move to use to knock your opponent off the map as you'll move yourself off as well. Worst of all the last punch has god awful recovery. The first punch does have good delay time however.
    It should be noted that since the Kg looks exactly like the counter, you can trick people by mixing up the two. While they think you countered and your open for attack you actually Kg'd and you're ready to punish them for thinking wrong

    NOT Gate
    [​IMG][​IMG]

    [​IMG]

    --, 140 [140]

    -First input is an evade
    -Kick input is a ground hit

    Volt's ground hit. Short and simple stomp like jin tekkyon's. One cool thing about this ground hit is before you stomp on your opponent you cross your arms, as if saying I'm better than you ha ha! You would proceed to stand there posing after stomping on your opponent for about 2 seconds, and you can move around to stop the animation like any macro.
    Can be can done after every move but the counter due to lack of knockback.

    Ground
    [​IMG]

    [​IMG]

    230 [230]
     
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  6. ProfessorQ

    ProfessorQ Member

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    -Blockable
    -Can connect even when behind the opponent
    -Moves the opponent as well as the player

    This is a good anti-runner attack. It comes out as fast as liberty's >>G and moves both you and the opponent the same distance as hitman's grab. Should you miss you simply do a front flip similar to viper's >>g.

    Broken Generator
    [​IMG]

    [​IMG]

    235 [235]

    -Doesn't move the opponent at all.

    Short and simple grab that knocks the opponent down where they stand and proceeds to break their arm.


    Broken Conductor
    (Back grab)

    [​IMG]

    -Doesn't move the opponent at all.

    Similar to the front grab in which you don't move the opponent anywhere. Only this time instead of their arm broken its their neck. The price you pay for leaving your back open...

    Overvoltage
    [​IMG]

    [​IMG]

    210 [210]

    The same exact move as the Kg...except now its a counter.

    if the counter connects:

    [​IMG]

    -This is NOT a double input counter.

    Volt's counter. Powerful as it is flashy and its only real move that knocks the opponent back without any drawbacks. Its only weakness is the fact that this counter has shorter frames than average. However this isn't too big of a deal, as having shorter frames mean more time to react to whatever your opponent may try to do.
    Since the counter looks exactly like the Kg it's possible to trick your opponent as to what you'll do next. A good volt user will strike fear into their opponent, making them stand blocking helplessly deciding whether you tried to counter or if there's a ppp waiting for them


    PROS
    -front and back grab
    -Kg is an evade
    -can move away from opponent
    -can play both offensive and defensive
    -uses electricity
    -can trick opponent with counter and Kg evade

    NEUTRAL
    -stun launcher
    -average to slow speed on combos
    -smaller counter window

    CONS
    -low damage
    -easy counter points in certain combos
    -little to no knockback on moves and grabs
     
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  7. Windstorm

    Windstorm Glacial Master

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    Well, if Trixie approved it, I can't really argue. Support.
    But I'll give my input as well
    • I love that grab.
    • Not feeling the >>G atm
    • Imagining this feels like Dirty + Serpent
     
  8. SoarRF

    SoarRF Well-Known Member

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    Ok but where is Ridley?
     
  9. BRUUUUUUH

    BRUUUUUUH Active Member

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    omni grab
    run z
    special counter
    5 hit combo that grabs at end for perfect angling
    dodge combo cz
    Stun launcher to make it that much easier
    OP.
    And they already have that run z in the game and its unblockable
    On the third post in this thread you're missing two moves on move list and have one extra.
     
  10. ProfessorQ

    ProfessorQ Member

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    No idea that why I grab his idea quick before the site close.
     
  11. SoarRF

    SoarRF Well-Known Member

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    I saw him online a few days ago. Weird. Anyways, I voted yes again.
     
  12. ProfessorQ

    ProfessorQ Member

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    Thanks for the support..again
     
  13. Gonsegon

    Gonsegon Active Member

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    Voted yes glad to see this back up.
     
  14. RidleyPrime

    RidleyPrime Creator of Volt

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    Wouldnt be a complete transfer if volt wasn't transferred as well :^)
     
  15. RidleyPrime

    RidleyPrime Creator of Volt

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    KG PPP got cut off
     
  16. ProfessorQ

    ProfessorQ Member

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    Oh thanks I fix it.
     
  17. SoupRa

    SoupRa Member

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    Support
     
  18. ProfessorQ

    ProfessorQ Member

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    Thanks for the support.
     
  19. Shana

    Shana Creator of Heartseeker, SF, IAS, BD & CC

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    Support!
     
  20. Autronix

    Autronix Clean Up Crew

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    SUPPORT!!!
     

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