Combat Arms STANCE Body gyrates, fists face towards the user. Knees are bent, heels are off the ground. Shoulders are hunched. Price [Undecided] Description A passing by US Air Force officer noticed a monk practising an unusual form of matial art. The officer couldnt help but be captivated by the strong striking style of the art. He begged the Monk to teach him his art, the Monk had no problem with teaching him, however the officers hot temper caused him to lack proficiency in the style. After fully mastering the style the officer decided to incorporate his own style which everyone now refers to as "Commando". <IGN:MonsieurMonk> Guard The same as boxing Movelist: PPPP PPP{P} KK PKP KPPKK PPK PPKK kG PPPP Sonic Boom Combo Type: Knock Back 95 100 100 130 [425] The 1st input starts with a right straight which then chains into a left hook. The 1st punch comes out the fastest, and has the most range. The 2nd input is a heavy punch, it's below average in speed and has the least range. The 3rd input the spin back knuckle, spins the user in a 180° motion and does a quick backhand attack. The 4th input is the sonic boom, this move is a projectile like DESTROYER'S [KG] which knocks the opponent back when uncharged. The Sonic boom attack is fast when uncharged. The Spin Back Knuckle is well known for its good range, strength, and speed, not to mention an above average stun value. Speed: above average hit Stun: average Block Stun: below average Recovery time: above average Safe(including on block): average Range: average Angling: average Delay above: average PPP{P} Sonic Boom Combo (Charged) Type: Guardbreak, POP UP 95 100 100 180 [475] When the 4th input [Sonic Boom] is charged, it creates a cyclone which pops the opponent up into the air which the user is able to juggle off of. THIS MOVE IS A GUARD BREAK. Speed: above average hit Stun: average Block Stun: below average Recovery time: above average Safe(including on block): average Range: average Angling: average Delay above: average KK Flash Kick Type: Launcher 95 120 [215] The 1st input starts with a right kick which then chains into a flash kick.The flash kick is very fast and as a result it is useful as an anti-air. It is also good for zoning, ending combos and punishing, Flash Kick produces 'flash residue'. This is so if the flash kick misses it cannot be punished. Speed: above average hit Stun: above average Block Stun: above average Recovery time: average Safe(including on block): average Range: average Angling: above average Delay above: above average PKP Reverse Spin Kick Combo [COMPLETE] Type: Dodge, Knockback 95 [-] 150 [245] The 1st input starts with a right straight .The 2nd input is a roll which allows you to go behind the opponent and dodge any incoming attacks like JUDO'S [KG]. The reverse spin kick turns the user back and does a straight kick. This move has good range, and can hit most aerial foes (at certain angles), but is weak to being blocked. When blocked, the kicking animation is increased slightly and leaves the user vulnerable to a counter-attack. The move is often considered as an"approach". Speed: above average hit Stun: average Block Stun: below average Recovery time: average Safe(including on block): below average Range: average Angling: below average Delay above: below average KPPKK Bazooka Combo Type: Air Combo 95 100 100 100 150 [545] The 1st input starts with a right kick which is then chained into a left hook. The 3rd input moves the user forward and delivers a spin back knuckle. The 4th input is a kick which is somewhat delayed, but in return it gives this move plenty of range.This move sends the opponent into the air. This is best used as a surprise or disruptive attack. The final input performs a jumping sweeping attack whilst the opponent is in the air. Speed: above average hit Stun: average Block Stun: average Recovery time: average Safe(including on block): below average Range: average Angling: below average Delay above: below average PPK Knee Bazooka Combo Type: Launcher 95 100 150 [345] The 1st input starts with a right straight which is then chained into a left hook. The 3rd input and final input performs a jumping knee strike which sends opponents into the air. This combo is similar to pencak silat's knee combo. Speed: above average hit Stun: average Block Stun: average Recovery time: average Safe(including on block): below average Range: average Angling: below average Delay above: below average PPKK Flash Kick [COMPLETE] Type: Fence edger, knock back 95 100 100 125 150 [570] PPKK (PPKK) Mini bounces the opponent and is a double hit (PPKK) sends the opponent as far as parkour's combo, this is also a double hit. Speed: above average hit Stun: average Block Stun: average Recovery time: average Safe(including on block): average Range: average Angling: below average Delay above: average kG Ground Hit/Launcher 60-60 [120] Grab Counter Throws the opponent behind the user Credits to @Tengu @12characters @BJJFromGJJ
- description is pretty bland - looks more like its supposed to stun on full charge (instead of knockback) - combos are nice and fluid - definitely shouldnt be a rare (id imagine rares being a lot more flashy and unique like shadow ninjitsu or parkour) but other than that... not much more to say its a pretty tame and clean looking scroll suggestion, id support