Update Log Jan 22,2017 -Changed Katsumi Suzaku to Neck Breaker(Counter) -Changed KKG to KKP -Added scroll shop image Feb17,2017 -Added a 7th combo(PKP) -Changed KPKP to KPKK -Changed animations for KPKK -Changed scroll command tab -Changed the grab animation for PPPP(Connects) Feb 20,2017 -Changed scroll name from Shinobu to Ninpo Feb26,2017 -Scrapped Tsuijigoe(KPKK) Entirely -Changed Tsumuji's KPPPK to KPPKK -Changed the command list. -Updated Some Descriptions. March 23,2017 -Changed the 2nd input on Tsumuji(KPPKK) -Added in a spreadsheet *Note* For if and when Ninpo gets implemented be sure to cast a vote and comment! For every 50 votes i'll give away 1 Ninpo scroll!(If it so happens to get boxed i'll gift the box set that it's in) Ninpo's Spreadsheet! Creator's Words: For me i'm a huge fan of Ibuki and felt that A scroll based on her would be incredible to say the least. I feel like Ninpo should be a reflection of the Ibuki in terms of combos and mix ups and thats the direction I took when I decided to make it. So, with that being said. Ninpo excels in fast strikes and mix ups to leave its opponent confused and beaten. Even though that may be the case, one of the draw backs of Ninpo is that the damage output is lower than your typical sacred scroll. However if you can adept to it and master the combos I feel as though Ninpo would make for a pretty formidable scroll. Description: After defeating the Dark Forces, an ancient clan isolated them selves and studied their art. But when the Dark Forces came back, they had no choice but to come out of isolation and defend their world! The clan sent a young prodigy to Neo Alchemist City were she not only protected the people but also taught them the ways of Ninpo! Move List Stance Block Jump Punch(Kunai) Damage:90 -The kunai's distance will go a bit farther than Ninjutsu Anothers Shuriken -The kunai's speed is similar to Ninjutsu Another's Shuriken -The kunai also acts as a ground hit This is a special. With it you throw out a kunai knife at a downwards angle. Grab(Yoroitoshi) Damage:200 -Far Knock-back Ninpo's front grab. The user grabs the opponent's arm and delivers a blast of energy to the mid section. The grab itself comes out at a slow to average speed. Also the knock back distance is the same as Muay Boran's grab. Counter(Neck Breaker) Damage:300 -Same distance as neck breakers grab. -Invincibility frames for both the user and the opponent during the animation A very flashy counter.
Kunai Ikkinage If it connects. Damage:80,90,110,130(410) -No knock-back -Last hit is a grab -Last hit cannot grab you if you're blocking -The 1st and 3rd hit has a fast recovery -The 2nd hit is blockable from the back Ninpo's punch combo. The combo itself is average pace to fast pace in terms of speed, and what it lacks in damage the speed makes up for it. the 3rd input grants some block stun. Also for the 4th hit, if you miss the grab you'll be left open as it has a low recovery rate. Sazan (Reference) (The Slide Animation) Damage: 80,90,120(290) -Edger This combo is fast with great delay for the 3rd input. The drawback about this combo is that if the last hit doesn't connect, or if the opponent blocks you can be punished as the 3rd input offers no hit stun so that's something to be mindful of. If the last hit does connect you'll send the opponent flying in the opposite direction. the 3rd hit works just like Red Rock Ninjutsu's >>Z and Parkour's PPK. Kazekiri Damage:80,110,115(305) -Fencer -3rd input cannot be countered -2nd input is a juggle popper Ninpo's fencer. A quick combo that lifts the opponent off the ground with a rising kick! The 2nd input can fence the opponent. The 3rd input has fast recovery and average angle capabilities.
Tsumuji Damage:90,110,115,130,140(585) -Small knock-back -The 4th and 5th input are fast This is Ninpo's longest and highest dealing combo. Tsumuji is an average to fast pace combo with average recovery. However, if the opponent is blocking during the 5th strike, it does offer block stun. This combo offers excellent delay(Except for the 4th and 5th input) to keep your opponent on their toes. As far as angling goes it has average angling capability.
Kasumi Gake Damage:90,110,--(200) -3rd input phases through the opponent -3rd input has really fast recovery -Invincibility frames during the phase -Moves far enough away to were you wont be hit by opponents panic Short, sweet, and simple. You phase through your opponent to keep the mind games going. It's also a great option for getting away from an edge if your defending close to one. The combo itself is fast paced and has average recovery. Raida Damage:90,110,140(340) -Stun Launcher -Grab -3rd input can be blocked Ninpo's 2nd juggle launcher option. Just like the KKG+K This combo is fast paced and has average recovery. The 3rd input can be delayed quite a bit. Just like the grab, you lift the opponents arm up and deliver a blast of energy to the opponents mid section. Leaving them immobilized. Kunai Hoju Damage:135 -Opponent stays in place after input. Ninpo's ground hit. The awesome thing about this ground hit is that you can choose to have a bit of range between you and your opponent if you wanted to! You throw several kunai knifes at the opponent. The start up animation for it is a bit slow and it has slow recovery. Pros -Fast Paced -Can be played for both offensive and defensive play styles -Able to move away from your opponent -Great for playing mind games -Nice delay -Flashy Neutral -Stun launcher -Far front grab distance Cons -Poor recovery on most end combo inputs -Small knock-back distance -Overall low damage output -No back grab -KG could potentially be situational.(Like how Inferno's and Ninjutsu Another's are) Creator VisionEyes Credit SeeJest @SeeJest
I actually really like that jump punch But I wonder what would happen if thrown off a cliff. Does it travel with infinite range?
Yes, it would! It will keep going until it hits something! Let me go ahead and explain that more! Thanks for your feedback @Shana
ok counter will make the opponent look stupid as they stand there doing nothing until they get hit by the kunai ppk reference kpk reference there is no point in having the stun launcher be kkg. change it to kkp
I appreciate the references! Also, in regards to the counter It won't be stupid if they execute the animation fast enough! And I myself like the KKG for the fact that not many other scrolls have it besides Parkour. In fact, I think Parkour is the only scroll with it lol. But anywho, thank you for your feedback! It's highly appreciated!
you are currently asking the worst animators in the world to make something not look stupid. the odds are not in your favor kkg only makes it easier to screw up kkg+k. parkour is a super special elite mega awesome rare scroll with unique attacks that can't easily be categorized as punches or kicks so it gets to have a guard input