Scroll - Elemental Description : Master the elements, and conquer all who stand in your way. Purpose : High risk, High reward, High mobility and High pressure. Personal Opinion : Big mindgame scroll w/many evasive + offensive options. The tricks up your sleeve will keep their backs to a wall and easily force their panic(s). My intentions when making this scroll were to find a way to deal damage without being heavily reliant on launchers and look cool at the same time. Combo Layout PPKP PKKK KKK KKPKKK K K+G PKP kG P kG K G+K K Main juggle K G+K PKP - P P - PPKP - kG PK 11 hits
- Stance - Guard ; Default - Combo Layout PPKP - Mixed punch combo. Spoiler: Combos P - Backhand P - Elbow K - Roundhouse P - Grab animation, hits enemy twice and sends them forward a short distance. PKKK - Alternate Mixed Punch Combo Spoiler: Combos P - Backhand K - Rising Knee K - Ice Kick K- Rolls far forward after landing. KKK - Trip Combo Spoiler: Combos K - Kick K - High Kick - Decent recovery K - Sweep kick - Trip animation KKPKKK - Trick Combo Spoiler: Combos K - Kick K - Backflip kick- Decent recovery P - Spin kick while descending - Good recovery K - Reverse Roundhouse kick - Poor recovery. K - Backstep K - Charge forward with a fistful of lightning. High knockback. K K+G PKP - Unique Mindgame Launcher Spoiler: Combos K - Kick - K+G - Steps forward and enchants fist - excellent recovery - P : Chargeable hit. Decent recovery. - K : Second ground impact, hits in front only. Good recovery. - P : Move slightly forward with a hop and smash the ground. Launches enemy in the air. ***K K+G P fully charges after 1.5 seconds. Full charged effects include high blockstun on guard, pushes back slightly when not blocking. kG P - Groundhit / Stun launcher. Spoiler: Special 1 kG - Element stance P - Sun symbol appears and stuns anyone nearby. Groundhit & stun launcher. Weak hitstun. kG K - Multi-hit AoE Spoiler: Special 2 K - Moon symbol appears and hits four times in a small AoE radius. Doesn't groundhit or knockdown. Weak hitstun, decent recovery. - Special Grab ; Shade of Darkness User pushes opponent forward and shoves a hand in their face, blinding them with darkness for a half second. (ex. reference - Raven Exocore's V skill). Does not knock down. - Special Counter ; Sun Flare : G+K - Regular counter K - User shoves their hand into the opponent's gut, petrifying them. Stun launcher. Nanmu - Developer's idea
I NEED THE FEEDBACK MAN I WAS THINKING ABOUT INCLUDING AN OMNI GRAB REMOVING SLIDE KICK ADDING A >>G And more. This is currently the most balanced imo. I wanna hear from you guys though. See what other eyes do.
I would support if the scroll got fleshed out more. For example : You can't have 3 combos that start with K but begin with different moves, no way it can be done. Otherwise, I think it would make a good scroll with if it gets edited.
I don't think you got what I was trying to say. 3 of his moves begin with K so the first hit has to always be the same. That's not the case here as the scroll has 3 moves that begin K but the first hit is different for each one.
What he's saying is that there's no possible way to give the scroll a different first kick for every combo. That's not even logical. Think about it. If you put on Zin TKD the first punch of the PPP combo is the same punch for the PKK combo. I'm surprised most of these people didn't notice. You can't just have the opening punch animation randomly come out differently for the SAME input. Pretty much have to redo the whole thing, or at least everything that starts with a K. You should take the criticism. Otherwise you got no chance. On top of that, you've got stuff that isn't even doable. Like the KPK combo. How would you smoothly transition from that high leg lift to a sweep with the same leg? Either the animation would look choppy as hell or there would be a huge delay. And I mean massive. Enough to block AND attack you mid-combo. It takes a lot more thought to make a scroll than people realize.