This Scroll is based off the following series / characters: Series: Naruto Characters: Sasuke Uchiha, Itachi Uchiha & Kakashi Hatake Series: Dragon Ball Z Characters: Goku & Vegeta Price: Either 1100 RC or Boxed (You decide in the Poll above) Description: A Scroll based on the bad blood between two brothers who fought to the death on a lie. This Scroll joins the two brothers fighting styles into one. Use your hate and decimate those who stand in your way! < Created by IGN: Draygashi > __________________________________________________________________________________________ Stance: __________________________________________________________________________________________ Command List: __________________________________________________________________________________________ Type of Combo: Knockback Knockback Distance: Same as Zin Karate's KP Combo Total Number of Hits: 3 P: A quick back-handed fist. P: A quick palm strike. P: A very quick punch to the gut. Overall, a very quick combo with good angling abilities as it doesn't move the user forward much at all. Recovery should be average on the first and second inputs, however on the final input, the recovery should be slightly exaggerated due to the pullback to reform the Scroll's Stance. __________________________________________________________________________________________ Type of Combo: Fence Edger, Chargeable Combo, Mix-Up Combo Knockback Distance: Same as Abyss BF LE's KKKK Combo Total Number of Hits: 4 P: A quick back-handed fist. P: A quick palm strike. K: A backflip kick to gain some distance from the enemy. *This input lifts the enemy into the air* P: The user lunges forward and strikes the enemy with a fist full of lightning. This combo's flow should feel exactly like the entirety of Abyss BF LE's kick combo. Angling to be able to catch people drifting should be astounding with this combo, as the final input is supposed to lunge just as far, if not FURTHER, than Abyss BF LE. Recovery should be average on the first three inputs, however on the final input, the recovery should be slightly exaggerated due to the pullback to reform the Scroll's Stance. Reference of how the combo should flow: __________________________________________________________________________________________ Type of Combo: Fence Edger, Chargeable Combo, Mix-Up Combo, Stun Launcher, Unblockable Knockback Distance: Stun Launcher knockback Total Number of Hits: 4 P: A quick back-handed fist. P: A quick palm strike. K: A backflip kick to gain some distance from the enemy. *This input lifts the enemy into the air* P: The user charges lightning in their hand, then lunges forward and strikes the enemy. *This input acts as a Stun Launcher if fully charged* This combo's flow should feel exactly like the entirety of Abyss BF LE's kick combo, with the addition of having a chargeable final input. Angling to be able to catch people drifting should be astounding with this combo, ESPECIALLY with a chargeable final input allowing users to apply an additional direction to the combo. The final input is supposed to lunge just as far, if not FURTHER, than Abyss BF LE. The chargeable hit should be made so it has the longest timeframe to fully charge. Recovery should be average on the first three inputs, however on the final input, the recovery should be slightly exaggerated due to the pullback to reform the Scroll's Stance. Reference of how the combo should flow: __________________________________________________________________________________________ Type: Quick Knockback Combo, Two-Hitter Knockback Distance: Same as Asura's PK Combo (FAR) Number of Hits: 2 P: A quick back-handed fist. K: A very fast, counter-clockwise, spin-kick. This combo should have no drawbacks other than the block stun being horrible on the final input and the obvious starter hit being a punch. With the block stun being as bad as it should be, it helps mellow this combo in particular from being abused. The combo should not move the user forward at all, and have perfect angling abilities, along side having super far knockback upon successfully landing. __________________________________________________________________________________________ Type of Combo: Juggle Launcher Knockback Distance: Same as Dragon's KKK Combo (Juggle Launcher) Total Number of Hits: 2 K: The user performs a fast side kick. K: The user performs a backflip kick while jumping forward. *This input launches the enemy into the air for a juggle* This Juggle Launcher should be just slightly slower than Bajiquan's (Pa Kua Kwon) Juggle Launcher. The final hit should move the user forward a considerable amount, dampening the Scroll's overall angling abilities. Recovery on the final hit should feel the same as Mystic Arts' Juggle Launcher, along with the hitboxes. __________________________________________________________________________________________ Type of Combo: Main Damage Combo, Mix-Up Combo, Knockback Knockback Distance: Normal or similar to Dragon's KKPPK Combo Total Number of Hits: 5 K: The user performs a fast side kick. P: A very fast straight punch to the enemy's face. P: Downwards hook with the left hand. K: A clockwise spin-kick. K: A lunging kick, similar to Dragon's kG Range and damage is this Combo's priority. Each hit, aside from the fourth input (spin-kick), should move the user forward a decent amount with the final hit having the same forward lunge as Dragon's kG. Forward hitboxes should be amazing on the first three inputs, and absurdly great on the final input. The fourth input (spin-kick), while not having great forward hitboxes, should angle perfectly due to its low forward movement and spinning animation. Recovery throughout this Combo should be average at best, with the final input having poor recovery and great block stun. This Combo should be prioritized in every Juggle scenario for maximum damage. __________________________________________________________________________________________ Type of Combo: Reverse Juggle Launcher Knockback Distance: Same as Inferno's K(G+K)P Combo Total Number of Hits: 4 K: The user performs a fast side kick. P: A very fast straight punch to the enemy's face. K: An arching side kick, similar to Agent's first kick. P: The user lunges forward off the last kick to pierce through the enemy with a fist full of lightning. *This input launches the enemy into the air for a juggle* While having the feel of Avenger's KPKP Combo, this Combo is actually a Reverse Juggle Launcher as you pierce through the enemy upon impact with the final hit. Perfect for mind games and maximizing your damage output, this Combo in particular can benefit you if your back is towards the edge. Even if the opponent is blocking, you will still phase through them exactly like Inferno does on its K(G+K)P Combo. Despite putting you behind the enemy, no matter what, this Combo should not give you frame advantage upon being blocked due to the recovery on the final input. The forward hitboxes on the final input should be just as good, if not better better than, Inferno's K(G+K)P Combo. Reference of how the final hit works: __________________________________________________________________________________________ Type: Ground Hit Total Damage: Same as Volt's Ground Hit Number of Hits: 1 Knockback Distance: Same as Volt's Ground Hit Animation Speed: Same as Volt's Ground Hit kG: The second part of Volt's kG K, without the slide/dash forward. __________________________________________________________________________________________ Pros (+) & Cons (-) Pros (+) +3 Juggle Launchers (2 of which are based off the kick combo) +Ground Hit +Chargeable Combo / Chargeable Launcher +Guard-break Combo / Guard-break Launcher +Two-Hit Quick Knockback Combo has perfect angling and far knockback +Reverse Launcher +Launcher utilizing only 2 hits/inputs +Combo diversity (Plenty of options to choose from to keep the opponents guessing your next input) +Should have amazing delay on ALMOST every hit due to the previously mentioned combo diversity Neutrals (+/-) +/- Price +/- Possible Rare +/- Default Counter +/- Default Grab +/- Flashy +/- Possibly Overpowered +/- Damage +/- Very fast paced Scroll Cons (-) -Two-Hit Quick Knockback Combo stems from a punch -PPKP Combo takes forever to fully charge up -PPKP Combo can only be a Juggle Launcher if the last input is fully charged AND hits a standing enemy
Update Log: 08/19/2017 (August 19th, 2017) -Hatred is posted again -100% complete 08/30/2017 (August 30th, 2017) -Added Shop Image -Minor post edits 10/04/2017 (October 4th, 2017) -Removed PPP Combo -Minor post edits 04/04/2021 (April 4th, 2021) -Revamped and in the process of finalizing -PPP Combo returned -K(G+K) changed to KK -KKP changed to KPKP -kG changed to Volt's Ground Hit 04/06/2021 (April 6th, 2021) -99.9% complete -FINALYZED 100% COMPLETE (again)
I don't know **** about Naruto, I'll take your word for it. Obviously a lot of thought has gone into this scroll.