[Scroll Suggestion] The Forgotten

Discussion in 'Scroll' started by HumoLoco, Jun 3, 2016.

?

Support?

  1. Yes

    47 vote(s)
    79.7%
  2. No

    12 vote(s)
    20.3%
  1. HumoLoco

    HumoLoco Clean Up Crew

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    The Forgotten

    Description:
    Once upon a time, the longest-living deadman, perishes in a monstrous battle, his spirit is said to bind to those sacred and forgotten before him. They become as one, inseparable in death. It is rumoured that his combative ancient techniques were so comprehensive, they mastered all combative arts. There is only one way you will take combative, forbidden sacred scroll from the forgotten namesake. Once you wield this forbidden sacred scroll, it will tell you that world throwing us into a state of nothing, but death and decay. Everyone remembered his quote were, the “I am everything. I am nothing. I am powerful. I am forgotten.” Created by HumoLoco

    On note: This is going to be exoscroll and full powerhouse.

    Stance: a stance for about few seconds then start stanceless. For animated stanceless look like cold blood's stance.
    [​IMG]

    something like this
    [​IMG]



    Block:
    [​IMG]
    Description: Defend like a boss.

    Omni-Grab:
    [​IMG]
    Damage: 215
    Description: Grab and throw like a boss.
    Grab all in way. Middle long.

    Counter:
    [​IMG]
    Damage: 220
    Description:
    Just like this animated. A little delay counter for 2 seconds. On left side and the enemy is, on 220 degree angle, behind the user's back left side. Near middle long range.


    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Feb 11, 2018
  2. HumoLoco

    HumoLoco Clean Up Crew

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    Combo: PPPK
    [​IMG][​IMG][​IMG][​IMG]
    Damage: 100,115,205, 130
    Description:
    --
    both of his first punch are similar to shoot boxing that pressure to someone.
    1. Throw left jabs. If the juggle, it will have to step to keep carry the opponent in the air.
    2. Right hook punch. Great delay.
    3. Another right hook punch, grab him drive on the ground. Great angle. Grab. The user unable to active their saver.
    4. Left lower kick. Ground hit.
    All are great at recovery.

    Combo: PPKP
    [​IMG][​IMG][​IMG]
    Damage: 100, 115, 110, 210
    Description:
    1. Throw left jabs. If the juggle, it will have to step to keep carry the opponent in the air.
    2. Right hook punch. Great delay.
    3. Throw left kick. Hitstun. Bad angle.
    4. Grab their back and throw them from left side, a 180 degree angle. similar to el volador's 30 degree angle but this is 180 degree angle. Like you can throw them off the bridge from his left side. Safest to/on land. The opposite player will be rolling a short range similar to stalker's back grab.

    Combo: PPKK
    [​IMG][​IMG][​IMG]
    Damage: 100, 115, 110, 210
    Description:
    1. Throw left jabs. If the juggle, it will have to step to keep carry the opponent in the air.
    2. Right hook punch. Great delay.
    3. Throw left kick. Hitstun. Bad angle.
    4. Dash-Grab. Very fast to grab. Similar to jin tekkyon's counter, but the range is longer than jin tekkyon's counter's range. Great angle. Safe to/on land.
    1-2 are great at recovery.
    3-4 are good at recovery.


    Combo: KKKKKK
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Damage: 115,140,73, 73,150,155,170
    Description:
    1. Right lower kick. Also, this lower kick is hard to hit them such as a precision, unlike any normal kick. Ground hit, since its lower kick. Great recovery. A decent angles.
    2*. Right middle kick. Good recovery. Near enough fast. The opponent is able to counter this.
    3. Left middle knee, then middle kick. Good recovery. Very fast. The opponent is not able to counter this part.
    4. Left leg long kick from 3's animated. If stop on 4th kick, it will a strong throw look at the example on below, if successful it will push them in a far away and if the user wish to continue the chain combo there will be very short time of amount of the delay before complete stop at 4th kick. Good delay. Good recovery.
    5. Right leg kick down from 4's animated. Semi juggle launcher. Mid recovery. Good delay. Cannot be juggle. Hardly to nanmnu such as can nanmnu on the wall. Only over any low fence like fortress. Good recovery.
    6. Left high kick. Knockback, over low fence like fortress. if last 5th combo is not successful, this will be another semi juggle launcher, but cant be juggle and can be nanmu without the wall. A decent angles. Fast recovery. No knockback, just airborne.


    On 4th of description's note; on 4th input, this is what looked when stop on 4th input:
    Example of this,
    [​IMG]
     
    Last edited: Jul 27, 2017
  3. HumoLoco

    HumoLoco Clean Up Crew

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    Combo: PKKK
    [​IMG][​IMG][​IMG][​IMG]

    MIDDLE:
    [​IMG]
    FULL:
    [​IMG]
    Damage: 100, 130, 150, 140(If charge is active, mid-charge 30,30,30,30, full charge at the end, 30,30,30,30, 130)
    Description:
    1. Throw a left jabs. If the juggle, it will have to step to keep carry the opponent in the air.
    2*. Throw a left middle kick. Good delay. Good recovery.
    3. Left high kick. Knock their head and drive them on the ground similar to blackout's counter. Great angle. Great delay. The user is not able to active their saver, because they are black out for a moment. If juggle, it will force them down to the floor. Very slow recovery.

    4. Left lower kick on the ground hit. If K is MIDDLE charge, it will slide tackle them as a ground hit multi hits. If K is FULL charge, it will slide tackle them then airborne them and can be over low fence like fortress' fence. Airborne. Ground hit. If full charge, unblockable. The K charge will be hold 0.2~0.5 second before they get up.
    1-5 are great recovery.

    Juggle Launcher/Fence/Charge combo: KG+KKKK
    [​IMG][​IMG][​IMG][​IMG][​IMG]

    MID:
    [​IMG]
    This middle charge will allow the user to cancel the charge. Instead this will do the ground hit.

    FULL:
    [​IMG]


    Damage: 115, (80,80), 145, 160(80* due to air), 150(if it is turn into a ground hit, 50,50,50,90. If it is turn into a floating, 25*,25*,25*,35* *due to the air.)
    Description:
    1. Right lower kick. Also, this lower kick is hard to hit them such as a precision, unlike any normal kick. Ground hit, since its lower kick. Great recovery. A decent angles.
    2. Heavy front flip both kick. Unblockable. Hitstun, the enemies will be stun for 0.4 second to allow the opponent have a 50% chance to escape or block after before opponent being juggle. Greatest angle. Poor recovery.
    3. Left high kick. Start juggle. Decent angles. Great recovery.
    4. Right high-down kick. If the 3rd input is failure to hit, then 4th input will be another juggle launcher, hit the opponent into flip-trip in the air similar to the Hawkhunter's last input of "kkk+g" and can be sent them over any middle fence like dos plamas fence. If 3rd is hit successful, can be sent them over any high fences like cactus. If no fence, drive the opponent down on the ground. Great recovery. Decent angles.
    5. Throw a right high kick to created the aura to drive the opponent off like Staff of Eternity's V skills. Short~middle long on the ground hit. Knockback. Near recovery as not bad.

    .
     
    Last edited: Feb 12, 2018
  4. HumoLoco

    HumoLoco Clean Up Crew

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    Charge juggle launcher: PK
    [​IMG][​IMG]
    Damage: 100, 140
    Description:
    1. Throw left jabs. If the juggle, it will have to step to keep carry the user in the air.
    2. A quick charge to start juggle. It can be over fence. Great recovery. Great at angle.
    When you charge on the second punch it will be start to juggle. 0.1~2 second hold charge. Hitbox, similar to Pencak Silat


    Full charge juggle launcher: PK
    [​IMG][​IMG]
    Damage: 100, 190
    Description:
    1. Throw left jabs. If the juggle, it will have to step to keep carry the user in the air.
    2. A semi-charge to start juggle. It can over the fence. Unblockable. Great recovery. Great at angle. Fast charge, 0.8~1 second hold charge.
    When charge is holding, it will be released. This charge is really fast as reach semi. Launch juggle. Unblockable. Hitbox, similar to Pencak Silat.

    Quick to end: KP
    [​IMG][​IMG]
    Damage: 100, 220
    Description:
    1. Right lower kick. Also, this lower kick is hard to hit them such as a precision, unlike any normal kick. Ground hit, since its lower kick. Great recovery. A decent angles.
    2. Very similar to Lucha Libre's grab or Volador's kkkk"p". Very great angle. Safe to land. Quick recovery. 50 angle degree. Short range but near middle range it still throw off.


    Special: KG
    [​IMG]
    be sure add the effect of skull like this should be on the first animated[​IMG]

    Damage: 0
    Cost: Cost one bar of SP and half of the current hp. One time to active in a round game. And the forgotten user is not able to use the exocores the rest of round game. So same for Boss mode.

    Description: This turn the forgotten user into immortal, and grant the opponent damage deal to the forgotten user about 5% more. The amount of damage convert to healing on the forgotten user's health. Everytime the forgotten user have to damage to their opponent is receiving the heal. the lifesteal is about 20% per damage; for a percentage of all on-hit physical damage the forgotten user's damage dealt, lifesteal is only apply to the forgotten scroll's damage. No god mode or no iron skin.

    Example:
    Black = converted. 20% into 0.20
    Red = damage.
    Green = heal.

    Heal = Damage * Convert;

    100 * 0.20 = 20
    115 * 0.20
    = 23
    110 * 0.20
    = 22
    210 * 0.20
    = 42

    In total of 535 * 0.20 = 107

    The forgotten user received 107 healed on his health in total of he damage to his opponent.




    Nanmu:

    [​IMG]

    Damage: 75, 80, 85, 80, 80, 85, 95, 80(60* due to the air), 85(65* due to the air), 95(75* due to the air), 35, 100
    Description: This is a juggle nanmu.
    At 7th and 11st is the launcher and all after are in the air similar to agent's nammu, but after 7th is continue juggle as a regular juggle. At 11st it's push the air up after the dash has a delay then grab the perfect connection. Can't be a mistake, it will grab which similar to kingpin.

    1. Throw a left jabs
    2. Right high knee
    3. Right lower kick
    4. Left middle knee kick
    5. High left kick.
    6. Left leg push down
    7. Left high kick. Start juggle.
    8. Right lower kick.
    9. Left middle knee kick.
    10. Left leg push down.
    11. Left high kick. Start juggle.
    12. Quick dash. But it is similar to slide as stop the player before grab the player.
    13. Grab and blast off. Knock off.


    Thank you for your time and interesting to be my supporter.


    PROS:
    Very unique styles.
    Good angle. Very safe to land, some not.
    Great recovery. Very smooth.
    Fast speed.
    A lot of potential. This scroll, grants you to beyond your skills, can handle any map and situation that can give them a lot of situational.
    Healing itself if active the special.

    NEUTRAL:
    Two hit launcher.
    Four juggle launchers. Two juggle launchers is easy to juggle, but other two juggle launchers might be hard to juggle, unless if user master able to do.
    Omni grab.
    Special.
    The charge is too quick to release.

    CONS:
    Difficult to master.
    Short combo in combat.
    Special take exocore away in one round game if active the special.
    Short nanmu(maybe?)
     
    Last edited: May 5, 2018
  5. HumoLoco

    HumoLoco Clean Up Crew

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    Update notes:

    Updated animated.
    Updated damage calculated.
    Updated description completed.
    Updated nanmu.

    Completed.


    Update notes part 2; 11142016:

    Added new combo.
    Added some **** clear description.
    Added another new combo. Some replaced.
    Added new combo for KP.
    The block stance have been changed, and the combo list have been added. Also some of them description have been edited.
    The special have been changed.
    The special animated have been added and new animated for the charge on KG+KKKK.
     
    Last edited: Feb 11, 2018
  6. 12characters

    12characters Well-Known Member

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    you should change the kicking inputs to punches on the punch combo
    like PPPK
    PK PK*charge*
     
  7. SacredSword

    SacredSword Well-Known Member

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  8. HumoLoco

    HumoLoco Clean Up Crew

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    I changed PPPK cuz typo.

    And cant be change PK cuz animated.
    I will fix it soon.
     
  9. LordWiFi

    LordWiFi Well-Known Member

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    [​IMG]
     
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  10. HumoLoco

    HumoLoco Clean Up Crew

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    op :>
     
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  11. CityCat

    CityCat Member

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    The handsome devil Adelheid brought to RF life! Please make this happen...
    Love the full charge juggle and counter =]
    Supported!
     
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  12. HumoLoco

    HumoLoco Clean Up Crew

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    <3
     
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  13. Mach9Recoded

    Mach9Recoded Active Member

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    OMFG I AM A SPD ADDICT I NEED THIS (support)
     
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  14. HumoLoco

    HumoLoco Clean Up Crew

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    :>
     
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  15. Stimuli

    Stimuli Well-Known Member

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    kg sounds OP

    support
     
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  16. HumoLoco

    HumoLoco Clean Up Crew

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    Hell yea :>>
     
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  17. Mach9Recoded

    Mach9Recoded Active Member

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    question humo, what do you mean in the description of the scroll?
     
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  18. Mach9Recoded

    Mach9Recoded Active Member

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  19. HumoLoco

    HumoLoco Clean Up Crew

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    Alright I am glad to explain it.

    "When the wielder of this oldest forbidden sacred scroll perishes in battle, their spirit is said to bind to their sacred scroll. They become as one, inseparable in death."

    Means that forbidden sacred scroll has dreadful happened in the battle and a person merged with the sacred scroll (which is sacred scroll is alive and take over person who touch it). Dead stay with death.

    So it means the forgotten person as that person has never existing.

    "The rumors said that he comprehensive combat technique that masters all combat arts."
    He's simply mastered all combat arts to become a god.

    Sound interesting? :>
     
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  20. pr0dz

    pr0dz Well-Known Member

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    I support cuz Sage needs to get smaKed off.
     

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