Umbra-v3

Discussion in 'Scroll' started by 12characters, Nov 22, 2016.

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  1. 12characters

    12characters Well-Known Member

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    Umbra
    [​IMG]

    Note: Despite the character's appearance, this scroll is not Android only.



    This scroll is inspired by the character "Emerl" from the Sonic the Hedgehog franchise. He has the ability to copy the characters moves, so you can consider this a Sonic the Hedgehog scroll.

    [​IMG]
    Price: Rare/1100 RC


    Description:
    "The almighty technique of the Dark Guardians, passed down from generation to generation, has finally surfaced to the world. Brutal and soulless Dark Guardians would channel their negative energy into destructive aura to show their opponents no mercy whatsoever. Created by Aporia / SamuraiWay

    Combos:
    PPPP
    PPPKP
    KKKK
    KKP
    KP
    KP *charged*
    kG
    >>G

    Stance:
    [​IMG]

    MODIFIED JUMP PUNCH
    [​IMG]
    Umbra features a modified jump punch. This jump punch will be a hammer fist aimed in front AND directly below the user. Any opponent struck by this punch will be slammed down to the ground, unable to use saver (but still able to recovery in any other way). A juggle cannot be started after the jump punch connects.

    Demonstration with dummy:
    [​IMG]

    Combo 1:
    [​IMG]
    PPPP 80, 120, 110, 155 [465]
    Punch 1:A straight right punch.
    Punch 2:A twisting punch. When this punch is executed, the user does a fast twist, and then punches the opponent.
    Punch 3:A quick jab very similar to the first but slightly faster and moves less.
    Punch 4:A left hook sending the opponent spinning

    Combo 2:
    [​IMG]

    PPPKP 80, 120, 110, 95, 55-55-85 [600]
    Punch 1:A straight right punch.
    Punch 2:A twisting punch. When this punch is executed, the user does a fast twist, and then punches the opponent.
    Punch 3:A quick jab very similar to the first but slightly faster and moves less.
    Kick 4:A basic kick that knocks the opponent into the air
    Punch 5: A burst of dark power that that hits 360 degrees around the user , hits 3 times, and lifts the opponent even when grounded (kick input misses)

    Combo 3:
    [​IMG]
    KKKK 100, 95, 125, 100 [420]
    Kick 1: An axe kick. The user brings up his foot and kicks downward. Since this is the first kick, if it strikes the opponent, the opponent cannot block after this hit if the combo was fluently executed. This input also angles perfectly to the right. The main trick is to pressure using the high stun and high damage of this kick to rack up damage easily and body your opponent.
    Kick 2: A spin kick to the stomach. The kick slides the user a bit.
    Kick 3: A single hand spinning kick which has a super wide hitbox that's capable of angling anywhere because of its 180 degree hitbox
    Kick 4:The user twists around and follows up with the final kick sending the opponent as far as muscle busters last kick.

    Combo 4:
    [​IMG]

    KKP 100, 95, 130 [325]
    Kick 1: An axe kick. The user brings up his foot and kicks downward. Since this is the first kick, if it strikes the opponent, the opponent cannot block after this hit if the combo was fluently executed. This input also angles perfectly to the right. The main trick is to pressure using the high stun and high damage of this kick to rack up damage easily and body your opponent.
    Kick 2: A spin kick to the stomach. The kick slides the user a bit.
    Punch 3:User turns around and performs a swift chop to the opponent stunning him/her

    Combo 5:
    [​IMG]
    KP 100, 110 [210]
    Kick 1: An axe kick. The user brings up his foot and kicks downward. Since this is the first kick, if it strikes the opponent, the opponent cannot block after this hit if the combo was fluently executed. This input also angles perfectly to the right. The main trick is to pressure using the high stun and high damage of this kick to rack up damage easily and body your opponent.
    Punch 2: A backhand fist. Knock back. simple..

    Combo 6:

    [​IMG]
    K.. P *charged* 100, 90-130 [320]
    Kick 1: An axe kick. The user brings up his foot and kicks downward. Since this is the first kick, if it strikes the opponent, the opponent cannot block after this hit if the combo was fluently executed. This input also angles perfectly to the right. The main trick is to pressure using the high stun and high damage of this kick to rack up damage easily and body your opponent.
    Punch 2: A backhand fist powered with dark power hitting the opponent 2 times, guard breaking , and being powered up so much that it increases the knockback

    Counter
    (G+K) [235]
    The counter initiation is standard counter initiation.

    When the counter is connected, it looks like this:
    [​IMG]
    The user uses a force-field that strikes the opponent, and they are knocked back in front of the opponent.

    Grab
    (G+P) [240]
    [​IMG]
    The grab initiation is the same as any other scroll. Upon succession, you punch your opponent, teleport behind them, kick them, teleport back in front of them, preform a chop, teleport behind them, axe kick them, then preform the final teleport and hit them with an explosion.

    Standard Special [ kG ]

    [​IMG]
    kG [200]

    When you press the kG input, you throw a projectile. When your opponent comes into contact with this projectile, the user teleports behind them and kicks them. Basically, this is a ranged grab.

    There are things that should be noted though.
    - This projectile could be blocked. If it is blocked, the grab does not go through.
    - The duration is not that long at all... the projectile is only in the air as long as the duration of the blade spirit dash.
    - The distance is medium range. It would be the distance of a spiked nade being thrown on a flat platform.
    - If the projectile hits the opponent while they are in the air, the opponent will just fall, without the grab being executed.
    - The projectile well elevate you to the same elevation the opponent is struck at. For example, if you throw it at an enemy that is on a platform a little higher, you will be on that platform as well.
    - The projectile force's the opponent to face you - so when you teleport behind them, the knock back will always occur.

    Running Special
    >>G
    [150]
    [​IMG]
    Consider this a watered down version of the Ivan Boss Exocore skill. All you do is Guard while running, and you do a very quick dash. This skill's dash goes as far as Z Exocore's dash. You are not given invincibility frames, and you go through players while doing this.

    When you activate it on an exposed opponent, it will cause them to trip, like so:
    [​IMG]
    This skill is not a grab of any sort, so it will affect multiple players, not just one, if they are in line with the dash.

    However, if you are using this skill on an opponent that is blocking, you will simply go through them, like this:
    [​IMG]

     
  2. 12characters

    12characters Well-Known Member

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  3. SacredSwordJr

    SacredSwordJr Well-Known Member

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  4. TheDL6Incident

    TheDL6Incident Creator of Buki

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    Are you that Sonic guy that made The Wind?
     
  5. SacredSwordJr

    SacredSwordJr Well-Known Member

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    No dude
     
  6. 12characters

    12characters Well-Known Member

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    no
     
  7. TheDL6Incident

    TheDL6Incident Creator of Buki

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    Coulda sworn he did something like this too. Oh well
     

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