Shattering Hand Description: Long ago deep in the snowy mountains there was once a Karate Dojo famous for it's extreme tameshiwari board breaking training. Victory and defeat, good and evil. These concepts meant little to practitioners of this style. Even pity and pride become lost until the only thing that matters is power and the fight itself. Though the Dojo and it's students may now be lost to time, their tradition lives on through this devastating scroll. ____________________________________ Price: 1155 Redfox Credits Stance: *Basically horse stance, but with the LEFT hand limp behind the LEFT leg. ______________________________________________ [COMBO LIST] G+K PP G+K K PPPP PPK PKKK KKK KKPKKK kG ______________________________________________ Grab: DAMAGE: 230 *Same as Tengoryu Karate's grab ______________________________________________ Counter: G+K PP DAMAGE: 70 95 130 - 295 Spoiler: ALL TOGETHER *Stun Launcher This first punch in this counter launcher is the right hand chop. Similar to Merikens counter, it can not angle well; but in spite of that, both hits come out smooth and quick. ___________________________________________________________________ G+K K DAMAGE:70 240 - 310 Spoiler: ALL TOGETHER *Simple Knockback This unique input is a straight flying kick to the opponents chest, hitting about the same as Dragon's kG. This combo comes out quick as well. ______________________________________________ JUMP PUNCH: DAMAGE: 170/102* *GroundHit **Lowers Hitbox similar to Merikens JUMP PUNCH. This input is quite different from other scrolls JUMP PUNCH, solely because this doubles as a groundhit. The hitbox on this move is lower to the floor, similar to Merikens JUMP PUNCH. ______________________________________________ PPPP: (POP FENCER) DAMAGE: 85 110 130 150/90* - 415 Spoiler: ALL TOGETHER For a four hit combo, this packs a punch. It has beautiful recovery, and the first two hits have a decent amount of range. First hit has the highest rate of range, similiar to Zin Karate.______________________________________________ PKKK: (TRIP) DAMAGE: 85 120 150 210 - 565 Spoiler: ALL TOGETHER A unique trip combo. Because it uses the previous first punch, it has a decent amount of range, but so does the second input (the kick). The kick to the knee (third input) is greatly angle-able and so is the last hit. ______________________________________________ PPK: (KNOCKBACK) DAMAGE: 85 110 190 - 395 Spoiler: ALL TOGETHER A very quick and simple knock back combo. Used to put space between you and the enemy. Once again, due to the first hit being the same, that range is good in the beginnning, while the second punch lacks in range, it makes up in stun. ______________________________________________
KKK: (BU LAUNCHER) DAMAGE: 90 120 160 - 370 Spoiler: ALL TOGETHER *Launches up as high Ice Breakers KP Similar to Kenpo's kick combo launcher, this launcher lacks speed, but makes up in range, excluing the first kick. Last hit is a bu launcher. This combo is pretty linear so you have to play it safe. ____________________________________________ KKPKKK: (DAMAGE COMBO) & (FENCER) DAMAGE: 90 120 110 130/102 - 552 Spoiler: ALL TOGETHER The longest, dangerous combo and also the damage dealer. This combo has moderate stun and starts of slow due to the first kick. But due to how many kicks there are, the enemy can easily be confused easily, allowing many mindgames. Last hit is a consecutive two hits in one, similar to Vipers last hit in the Kick combo. This combo can force edge over small gates. All of the kicks have incredible frontal range and movement, all of the kicks have horrible peripheral range and recovery excluding first kick.______________________________________________ kG: (ALTERNATE GRAB) DAMAGE: 220 Spoiler: ALL TOGETHER (Example: Grab skill similar as White Fang or Infinite Ninjitsu) This combo is a grab cinematic, with the range of White Fangs kG. A hit to the chest will start the cinematic, in which the user with headbutt the enemy making him stumble back, like Dirty's grab. ____________________________________________________________________________ [Pro/Con LIST] + Damage driven. + Good amount of stun on each combo. + Very heavy hitting. (Similar to Kingpin and Combat Sambo) + Quite versatile. + Unique and powerful counter. -/+ Slower scroll. (Similar to Ice Breacker) -/+ Recovery is OK, not the best but not the worst. - Quite slow. (Stated again.) - Very linear, some combos are either hard to angle or cannot at all. (For Example: KKK and PPK combo) Meaning that you have to make sure you will hit the opponent, otherwise leaving you open to be attacked. - Some hits are unsafe on block, leaving you open once again. (Last Kick in KKPKKK) - Only two combo's can fence. So its not very EDGY.