Umbra 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. Price: 1100 CC Combos: PPPP KKKK KKK(K+G) KKKP K(K+G) kG >>G Stance: NEW JUMP PUNCH MECHANIC - Forced down 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: NEW AIR KICK MECHANIC - Lifted knock up [image coming soon] Traditionally, the air kick just lifted an airborne enemy a bit or just hitstunned an enemy on the ground. In Umbra, the air kick lifts both airborne and grounded enemies just a bit, enough to raise somebody over the fences of moonlight valley. So if the user and enemy were in the air and the Umbra user air kicks, not only would they land first, but they have time to set up for some type of combo. Combo 1: PPPP PPPP 80, 120, 110, 155  Punch 1: A swift chop. A standard first punch animation. Punch 2: A forward punch. A punch stronger than the first. Your opponent cannot block this punch if the first punch attacks your opponent from the back. Punch 3: A twisting punch. When this punch is executed, the user does a fast twist, and then punches the opponent. Punch 4: A backhand fist. Knock back. The final strike of this combo. The recovery is fast, since this is a swift punch combo. The knockback is standard, and should be identical to the average knockbacks for a punch combo. Combo 2: KKKK KKKK 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. Kick 2: A regular kick to the side. The kick slides the user just a bit. It's just a kick to the side. Kick 3: Another side kick. The user twists around and follows up with another kick to the side. Kick 4: A sweeping finisher to the combo. The recovery is poor, but there is a heavy stun on opponents that block this kick to compensate. ALSO, the knockback for this kicks the person to the right side of the user. Combo 3: KKK(K+G) KKKK(k)(k) 90, 70, 70, (80, 80, 105)  (all three hits of the last kick occur near-simultaneously, like the two hits in Blackout's first kick) 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. Kick 2: A regular kick to the side. The kick slides the user just a bit. It's just a kick to the side. Kick 3: Another side kick. The user twists around and follows up with another kick to the side. Kick 4 + 5 + 6: Spinning screw kick. Knock back. Following up from the third kick, the user spins in the air and preforms three kicks. These attacks are similar to blackout's first kick, like how it has a double attack in one kick. The recovery is very poor on this kick, and is punishable if used incorrectly. Combo 4 (Launcher): KKKP (The blasts are still purple, the animation just messed up) KKKP - 90, 70, 70, 100  (the launcher is similar to Telos's KPP; the opponent falls faster than normal) 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. Kick 2: A regular kick to the side. The kick slides the user just a bit. It's just a kick to the side. Kick 3: Another side kick. The user twists around and follows up with another kick to the side. Punch 4: A small Area of Effect attack that will affect anybody within its range. Juggle launcher. Yes, this is a bit of an AoE attack. Anybody who is in it's area would be attacked, but the area of effect is somewhat small. The recovery is moderate. This launch is different than most. It is like Telos; the launch causes the opponent the fall faster than usual, making it harder to juggle. Damages from juggle: KKKP P P PPPP  + 48 + 48 +  =  KKKP P P KKKK+G (the last kick will always miss due to its properties, but the juggle will knock the opponent very high) [first hit missed = highest damage]  + 48 + 48 +  =  Combo 5 (Lift): K(K+G) K(G+K) 90, 135  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. Lift 2: An upwards kick. Lift. A unique lift, yes. It is similar to Murekwon's last punch from its punch combo. So this lift also knocks the opponent back at the same time, not just lifts them in front of you. Counter (G+K)  The counter initiation is standard counter initiation. When the counter is connected, it looks like this: The user uses a force-field that strikes the opponent, and they are knocked back in front of the opponent. Grab (G+P)  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  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  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: 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: Nanmu 50, 47, 48, 49, 50, 51, (20 20 20), 50, 51, (20 20 20), 80, 100  Strike 1: Standard nanmu dash. Strike 2: Second punch from the punch combo. Strike 3: Third punch from the punch combo. Strike 4: Fourth punch from the punch combo (no knock down). Strike 5: Second kick from the kick combo. Strike 6: Third kick from the kick combo. Strike 7 + 8 + 9: Fourth kick from the mix combo. (No knock down) Strike 10: Second kick form the kick combo. Strike 11: Third kick form the kick combo. Strike 12 + 13 + 14: Fourth kick from the mix combo. (No knock down) Strike 15: The running special skill. Does not trip opponent. Just goes through him. Strike 16: The standard special skill. Once connected with the opponent, you teleport to the opposite side and knock them down. Demonstration with dummy: Note: If anything in the scroll seems impossible or hard to create, please feel free to substitute it for something else that works, developers.