[Sacred Scroll] Rage BF LE

Discussion in 'Scroll' started by SeeJest, Dec 2, 2016.

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  1. SeeJest

    SeeJest Bushido

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    RAGE BF LE
    A little late or very early, but here is my rendition of a possible Rage in the BF LE format/version, thank you for reading if you choose to do so, enjoy! This is more for fun than a serious scroll suggestion hoping to get in, just so ya know.

    Cost: TBD
    Creator/Adjuster: SeeJest

    [​IMG]
    Scroll Description: Rage scroll in Black Friday Limited Edition!

    Stance:
    [​IMG]
    Simply the same stance as normal Rage, duh.
    Not the entire stance animation in this GIF but you get the idea, don't you?

    Rage BF LE Combo List - Six Combos
    [​IMG]

    GRABS
    Front Grab

    Front Grab will remain the same, being the default grab.
    1 Hit
    200 Damage.
    Back Grab
    Back Grab will be added. Back Grab will be a series of quick punches to the foes back causing them to fall forward after the punches are completed, this is a short distance grab like Hitman' BF LE's short distance back grab suplex.
    [​IMG]
    1 Hit
    250 Damage.

    This is to be adjusted to hit the foe in the back, instead of the front which is shown in the GIF above.

    Punch Combo
    PPPP

    [​IMG] [​IMG] [​IMG]
    Punch Combo

    Third input in the PPPP combo which was a uppercut is now replaced with the consecutive punches, 4 hits, within the KKPP combo. This amplifies the combo's damage and goes well with the notion of Rage and the scroll which generally has a high combo hit count.
    8 Combo Hit Total
    Damage - (80)(70,80)(40,40,40,40)(150) (540 Total)

    Kick Combo
    KKKKK

    [​IMG]
    Long Kick Combo
    Generally the animation/movements in the long kick combo will stay the same except for the fourth kick, which will be slightly more extended and cause a knock up on hit, which leads into the last kick being a knock back. This turns the long combo into a low fencer combo as well.

    6 Combo Hit Total
    Damage - (90)(70,80)(90)(100)(120/180) (550/610 Total)

    Higher numbers are damaged dealt on standing/non airborne foes.

    KKG+K
    [​IMG] [​IMG]
    Quick Kick Launcher Combo
    The last input in this combo which was a two quick kick fencer is changed to a two quick kick launcher. This new launcher is the same as Plum Ninjutu's launcher hits in it's PPK combo. This just seemed like a very natural evolution between the kicks so I went with it, flows very well too.
    Note: There are two kicks in the final input, but it is the second of the two which actually launches the foe on hit.

    5 Combo Hit Total
    Damage - (90)(70,80)(90,100) (430 Total)


    KKPK
    [​IMG] [​IMG]
    Kick/Punch Stun Launcher
    The last hit in this combo is replaced with a knee kick which stuns hit foes. This knee is similar if not exactly like Black Out's stunning knee kick. This combo is a launcher like the previous one but longer. The knee also has a much larger area of effect on the hit and less movement when used compared to normal Rage's KKPP uppercut launcher.
    8 Combo Hit Total
    Damage - (90)(70,80)(40,40,40,40)(130) (530 Total)

    KP

    [​IMG]
    Everyone likes a two hit for a quick edge, so the KP is untouched. Perhaps slightly farther knock back and increase to the punch's damage, but that is all.
    2 Combo Hit Total
    Damage - (90)(160) (250 Total)

    KG K
    [​IMG]
    This combo is changed a lot so pay attention. The initial KG dragon kick distance is increased by 1.5x and still knocks up foes on hit. The secondary hit afterwards now launches standing foes, this launch acts like Hitman's PPKK launcher, causing the foe to get hit down and launch up from the strike. Hitting a foe with the KG then K will have the same effect as normal Rage.
    2 Combo Hit Total
    Damage - (180)(100/200) (280/380 Total)

    Higher Numbers are dealt on standing/non airborne foes.


    Summary
    Rage BF LE gains 2 more launchers, making 3 in total, KKG+K, KKPK and KG K.
    Most of the combos gain more hits.
    Long kick combo becomes an easier fencer than the old fencing combo.
    Angling becomes somewhat better, especially on the launchers.
    Slightly higher damage output.

    If you've gotten this far, thank you for reading :D. All comments and votes are appreciated lel
    Making possible scroll mock ups is pretty fun isn't it?
     
    Last edited: Dec 3, 2016
    SacredSwordJr likes this.
  2. SeeJest

    SeeJest Bushido

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    Res
     
  3. Frostwich

    Frostwich Active Member

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    rage is already basically le scroll
     
    BJJFromGJJ likes this.
  4. 12characters

    12characters Well-Known Member

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    the two kick launchers make no sense
     
  5. SeeJest

    SeeJest Bushido

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    Two kicks are within the input but it's the last kick that launches
     
  6. 12characters

    12characters Well-Known Member

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    you should just take one out. everyone's just going to use the kkpk. or... just leave kkpp and the kkk+g (fence edger) there and make a new combo because you hardly changed anything.

    all you did was add a new launcher replacing the fence edger and swap a regular launcher for a stun launcher .
     
    BJJFromGJJ likes this.

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