IGI: The signature jump. Descprition: This form of fighting apparently went outta style but has now been resurfaced by non mainstream fighters, equipped with grabs and special combos this art is full of old school favorites that makes the sky the limit for you and the enemy. by Juice/Colornaut STANCE: User bob forward and back transitioning both hands up and down. IDLE TRANSITION: Then the user leans back with their right leg in a defensive position raising their right arm to their head and lowering their left arm. Best Appearance of basic stance. LEGEND: Type = Type SPD = Speed Del = Delay REC = Recovery CPs = Counter Points when blocking. COMBOS: PPPPP PKKP KKP KPP K+G >>G COMMAND ACTIONS: PPPPP BeatlessBloom - HITS: 6 Damage: PPPP(P)P: 80, 70, 75, 50, 70, 140 [485] 1. A straight forward finger chop. HITS: 1 2. A right jab. HITS: 1 3. A turning straight double hammer. "turning left" HITS: 1 4. User keeps spinning left into two punches. HITS: 2 5. User stop and jumps poping out their arms and legs. HITS: 1 Combo Analysis: A very speedy basic punch combo packed with a two hit. Type Punch based knockback / Pressure / Damage SPD Moderate Del Moderate REC Very fast EFFECT: Basic knockback CPs PP"P"PP Special Effects: Pixel-like assorted colored squares pop out from "last punch". PKKP Steps of Nostalgia - HITS: 5 Damage: P(K+G)KP: 80, 120, 100*, 100* [400] 1. A straight forward finger chop. HITS: 1 2. A jumping high uppercut and stomps on the skied opponent in the air. HITS: 2 3. Stomps on the opponent in the air. HITS: 1 4. Double handed smash downward. HITS: 1 Combo Analysis: The most fun part of the scroll this combo rises higher than BWN stomping on your enemy in the air or can be used to move out of harms way. "Climbs like Stairs" Type High Fence Edger / Punish SPD Very Fast Del Very Little REC Very Slow upon landing. EFFECT: Keeps the user and enemy in the air if conected. If not blocked the User stomps on the opponent from the skies. Special Effect: Pixel-like assorted colored squares pop out from "each air stomp". PROPERTIES: This combo works over edges. Very lethal to user and opponent. Eash air attack landed raises the user and enemy a little higher in the air. Each air hit knocks the enemy as far as Stinger's last kick. The PK alone serves as a somewhat fence edger/ or a air quick knockback. KKP Advent Trigger - HITS: 3 Damage: KKP: 90, 100, 100 [290] 1. Jumping right roundhouse. "Turning Left" 2. Low spin kick. 3. Rising Uppercut Combo Analysis: A basic kick based launcher. Type: Kick based Launcher SPD: Fast Del: Moderate REC: Fast EFFECT: Launches opponent. CPs: KP"P" PROPERTIES: Very stiff but great angling. The punch does not spin the user once executed the user snaps back their arm and body quickly. KPP SideScroller - HITS: 3 Damage: KPP: 90, 100, 150 [340] 1. Jumping right roundhouse. "Turning Left" 2. User spins into a left high punch. "Turning Right" 3. User lastly leans back as if holding a weapon or bat and swings a Double handed right hammer. Combo Analysis: A short but special kick based knockback that sends the opponent spinning to the left. Type: Special kick based left side knockback. SPD: Fast Del: Moderate REC: Moderate EFFECT: Sends opponent spinning left. PROPERTIES: Very stiff in distance on the last input but great angling. This combo is meant to give variety to the short kick combo. It is disadvantaged and advantaged to the point where you can't shoot your opponent straight ahead, yet to the left. Sol Sender - HITS: 1 Damage: kG: [180] 1. Tumbles down in a dodge and harshly japs the opponent with on finger. Combo Analysis: A close combat move that takes use in wake up games to gain sudden advantage over the enemy of just a simple edge, it can also be used for a quick escape. Type: Special Dodge/Heavy Stun"Blocked"/Mid-Knockback SPD: Medium Del: None REC: Near Instant EFFECT: User hit the opponent knocking them a fair distance away and tho blockable its high stun keeps the user safe. Special Effect: A single after image upon start. RANGE: Dodges a good distance but the attack has mediocre yet oddly wide range. Earth Bounder - HITS: 1 Damage: >>G: [220] (132) 1. The user runs up and front flips into a bottom down smash. Combo Analysis: The move equipped by all notable old school heroes "the ground-pound" move is a nice running strike to use for either landing groundhits or stalking opponents. Type: Running ground-hit / strike SPD: Fast Del: None REC: Good "Upon impact the user bounces up and lands on their feet" EFFECT: Ground hits opponents or knocks them down if standing. Special Effect: Breaks ground on landing. PROPERTIES: This move works over edges. GRAB: The Ejector Damage: (P+G): [240] 1. The user grips the opponent's chest and headbutts them twice, then swings around and throws them forward. Combo Analysis: A nice special grab that throws the opponent forward. Type: Forward front grab. / Edging SPD: Grab Del: None EFFECT: Average distance forward grab. Back Grab: Game Ender Damage: (P+G): [240] *animation sprited and animated by me* 1. User grabs opponent by the top of their head then slams them into the ground grinding then sliding them away spinning. Combo Analysis: A back grab slides the opponent back a fair distant Type: Backward Back grab / Advantage SPD: Grab Del: None EFFECT: Moderate distance back throw. Opponent spins while being grind into the ground. COUNTER: Default Strongest Juggle: HITS: 11 + 1 if Ground-hits KKP P P PPPPP ">>G" Damage: [290] + 48 + 48 + [291] + [132] = (806) NANMU: HITS: 13 NORMAL: Special Effects: PIXELS PROS Long punch combo Fence edger Quick Knockback Special knockback Special Grab Back Grab Ground hit Special CONS No basic kick combo. 1 Possibly lethal combo. NO kick based straight knockback. Short kick combos Default Counter No chargeable moves NEUTRAL: 1 Combo of great movement. 1 Combo that keeps the user airborne. 2 Mixed combos 2 kick based combos