Based on bison. - Scroll shop image Description: Havoc, a reminding piece of a scroll that was created by an unknown master. Designed to annihilate the opponent utterly. This scroll contains destructive energy and whoever doesn't deserve its power will not have the pride to use it to its fullest potential. - SevenKnights - Price 1021 RC. - Stance Description: Very similar to Korosu's stance. - Guard Description: A different or new type of guarding animation for RF players. - Counter if connects: Description: "Death counter", same transmission as Muay Boran,Pencak Silat, and Red scorpion's counter. - Command list 1. PPPKK 2. PPKP 3. PPG+K 4. KKKK 5. KPPPP 6. KPPPK 7. KG+KK 8. >>G+PP
Description: Damage -80,102[76,76]105,118 = 557 Type: Fence popper/fence edger 1st input is similar to Pencak Silat's 1st punch but instead the punch will be much faster and have much more mass to it, creating a powerful strike to the target's beautiful face.2nd input is similar to Pencak Silat's 2nd punch but it'll be a quick upper cut to the target's beautiful chin,it will have the same cockback animation as Pencak Silat's 2nd punch .3rd input is a quick multi punch,both 3rd and 4th punch will look like Pencak Silat's 2nd punch input but the 3rd punch will be opposite to the 4th punch ( -3rd punch = left fisted/arm- ).4th input is similar to the 2nd last kick from Pencak's PPPPK ( -without the jump knee attack/knee jump attack- ) a.k.a the supporter to the 5th input . Instead of being the left knee it'll be the right knee like Red Scorpion's PKP combo.5th input is a flying knee attack/flying knee kick.5th input will have light blue lightning animation.The distance of the finisher will be the same distance as the one below: Spoiler: 1st punch reference Spoiler: 3rd-4th punch reference Description: Damage -80,102,110,125/215 = 417 Type: High fence edger/stay in place knockdown This combo is similar to Marang Ninjutsu's KKKP combo, 3th input will send the target up to the air.The user will then clap his/her hands together and then a gust of wind will hit the target down ward, same distance as Marang Ninjutsu's KKKP. If the target is one stubborn player and they dont wanna get hit by the 3th input or get caught in it. If they unblock/un guard when the 4th input hit them they'll be planted onto the ground similar to El Lunchador/Red Storm's run z.When they are planted to the ground they wont be able to use saver.4th input can hit more then 1 player a.k.a an AoE, it will have large AoE. If success: Description: Damage -80,102,132 = 314 Type: Grab This combo is call " The trap zone of DooM" reason being is because you can mind game or trick/play around with your target with 3rd input. 3rd input will be activated/act as a grab that is similar to Inferno's grab.If success with the 3rd input the user will pin down the opponent to the ground, shattering the Earth's crust.Lava rock will come out when the opponent shattered the Earth crust similar to Quake's V skill but instead it'll surround the target and the user. Spoiler: Animation reference for last input -Note : In order for the scroll to turn out beautiful please use the reference I show you (-Nimonix-).!!!!!!!!!!! -Note : Dont add any animation unless it is noted in description.!
If connects: Description: Damage - Type: Grab 1st input is similar to Hunter's 1st kick but instead it'll be more to the opponent's knee,making more power and mass to the kick* short reach,large hit box*.3rd input is a quick multi hit *average hit-stuns*,the user will quickly crouch and continuing to kick the opponent's knee. The finisher is a grab input *high block-stun*, similar to Savate's 1st kick input.The user will kick the opponent's right knee the opponent then will crouch down and the user will climb up to the target and kick * with the left foot* the target's chest. After the grab is finished the user will jump back to safety * gif above *, the distance of the jump back will be shorter distanced then Cyclone's jump back from the KKKK combo. The user can ground hit afterwards,same distance & knock back animation as White Fang's kG.This combo have perfect angling capability,fast recovery timing,fast speed paced and moderate delays cap,the speed pace is compared to Telos and delay is compared to Electro. Description: Damage - Type:Far knock back This combo is like Hitman's KPPP/KPPK combo, the second and third punch will have huge hit-stun, 4th input is like Hitman's 3rd punch.When charging the last punch,the user's left hand will hold the right wrist. The user's palm will be fill with lightning energy, it'll be a multi hit like Lightning's charge from PPKK. Finisher will have same distance and same knock back animation like Asura's PK.5th input have the same mechanic as Pencak Silat's KP, Electro's KP, and Kenpo 's KP,the user can turn to many direction as they would like . The charge takes bout the same times as Plum Ninjutsu's charge/hold. Do not add any of the blue flame animation that is shown with the gif. This combo have perfect angling capability,fast recovery timing,fast speed paced and moderate delays cap,the speed pace is compared to Telos and delay is compared to Electro. Ex of the charge/hold animation: Description: Damage - Type: Spin Launcher Last hit is a spin launcher similar to Cold Blood's KKG+K or launcher.This combo have perfect angling capability,fast recovery timing ,fast speed paced and moderate delays cap,the speed pace is compared or will be the sTelos and delay is compared to Electro. Ex:
Description: Damage - Type: Quick stun launcher/reverse dash This is a quick stun launcher like Electro's KG+K,2nd hit will have large hit-box .If the stun launcher happen to miss the opponent. The user can follow up by the 3rd input a quick reverse dash, the dash will show afterimage of the user and the afterimage will have some lightning animation involved as well. Reference is down below: Description: Damage - Type: Bu launcher/ground hit/grab The run z will be the same as Fearless's kG * Act as bu launcher, quick dodge,ground hit*but it'll be faster, bigger hit-box, and have better recovery time,the user will have enough recovery time to jump onto the cactus and do a drop juggle with the opponent.There will be lightning animation when the user does the flip.The run z will continue to process if the user happen to fall down the cliff. 2nd input will have far reach but small hit-box,follow up by the 3rd input a grab that does a reverse knock back.The grab is unblock able ... but wait there's still more to the grab .If the grab fails to connect with the opponent the user will have a hard time recovering. Do not add any fire animation but do add explosion animation to the grab when the user press onto the target's neck.Then the user toss the target be hide, distance of the reverse throw is the same as Leviathan's grab distance. Reference of the grab: res res