Shadow ------------------Raijin (Slasher's theme) Scroll Description: This sacred scroll contain the legendary power of a famous mercenary known as "Slasher". Legend has it that Slasher was a money hunger assassin that will do anything at the cost of others in order to achieve his goal. He strike as fast as lighting, swift as the wind, and as stealth as the lonely night in the dark. Some say when they saw him in action, there will be a glimpse of Slasher moving so rapidly, you'll only see his shadow and after images. When he eradicate his foes, all you hear is a roaring BANG overhead... what's left is a chaotic mess, with typhoon and lightning hollering over the battle field. -[DEVILIvIAN] Scroll Template Price 1250RC Comes with 3 Orichalcon gems. Stance Details: The fearsome, legendary;Slasher Slasher Slasher Slasher. Guard Grab res* Counter Details: The idle stance will stay locked in as long as Another Serpent's. On hit: [10][10][10][10][150]=[190] Details: When successful, this counter is like Tengoryu Karate's, no need for extra input. Last punch is a fully charged attack. It'll knock opponents over high fence with a powerful knock-back. During this time the opponents cannot do anything. The user cannot be interrupt. Pros: Fast High fence edger. Conss:Move too much, can be suicidal. [Note] the vfx doesn't have any hit-box. the first animation will have afterimages. Combo List -------------------------------> 1st attack combo: Even the shadows can't keep up. [60][75][185]=[320] [60][75][225/260]=[360/395] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st punch: Swift and light, straight forward reach and hit-box. 2nd punch: Has a 180 degree arch hit-box. Safe on panic. 3rd punch: Lunges forward, on impact causes the opponents to airborne over high fence. Far Knock back. Good delay, decent reach, long hit-box. The hit-box is really odd, it can reach opponent from behind the user. Same siding and recovery mechanics as Zin Taek's. Small AoE. Pros: Fast 3 hit fence edger. Cons: Weak stuns. From behind the opponent can turn and block. Spoiler: 3rd punch ig visual 2nd attack combo: res* -------------------------------> 3rd attack combo: So much painz [90][60][60][45+45+55][200]=[555] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st kick: The acceleration of the first kick should come out extremely fast. Has good reach, stuns, wide arch hit-box, and good recovery. 2nd kick: Since the animation is asymmetrical, due to it being a shoulder-attack instead of a kick, the 2nd input will have less range and will never connect if you side the input. Fast recovery. 3rd kick: A quick jab to the opponent's head. Low hit-box. Decent range. Good delay. 4th kick: This input does multiple hit. The very last hit, will push the opponent forward like Mystic Art's KPPPP combo, this will give you an edge, having better recovery time than your opponent. Can easily pressure your enemies into panicking. All three of the kick animation will have high hit-box, good range. Same siding properties like Mystic Art's. Good recovery. 5th kick: The animation will move the user forward a little bit, ex: muhon ninjutus's ppp[p]. This finisher will hit your opponent like a truck but will leave you open up for so much painz. On hit, it'll send the opponent forward really far, spinning recklessly to their end. Cannot side this attack on its own. decent delay, Bad on block, low hit-box, large AoE. bad recovery. Pros: This combo have decent delay mechanics. Heavy stun mechanics like Shoot Boxing's kick combo. Cons: Finisher is bad on block. Has weird hit-boxes, making it harder to juggle than usual but not impossible, it is comparable to Asura's kiick combo. [Note] The spin animation will look like Tempest's rear grab. All lightning VFX should be the same color as the punch combo. During juggle, this combo will play out like Abyss's KPPPK combo. -------------------------------> 4th attack combo: Menacin Method [90][60][125][95]=[365] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st kick: The acceleration of the first kick should come out extremely fast. Has good reach, stuns, wide arch hit-box, and good recovery. 2nd kick: Since the animation is a shoulder-attack instead of a kick, it is so asymmetrical, the 2nd input will have less range and will never connect whenever you side the attack. Fast recovery. Good Delay. Low hit-box. 3rd kick: The user will dash forward, hitting the opponent with a large 180 degree hit-box, comes with great stun, causing the opponent to stop exactly where they are. The travel distance will be as far as Asura's pp[p]. 4th kick: The user will leap into the air and then clash down upon his opponents. This finisher is a grab. Due to air resistance, the opponents can block the final punch if they are quick enough. Input has less range, smaller hit-box but safe. Since this is an air-borne assault, the damage is weaker than usual and just like Red Storm's it'll always connect. Pros: Safe finisher. Cons: Opponents can block the last input. [Note] The VFX should be resized when implemented into the game. The VFX does not have any hit-box. On hit: The user will grab the opponent by the neck and chuck them backward really far like Crasher's. Opponent cannot be body blocked. res* ---------------------------------------------------------------------------------------------------------------------------------------------------------------------> to be continued...
5th attack combo: [90][200]=[290] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st kick: The acceleration of the first kick should come out extremely fast. Has good reach, stuns, wide arch hit-box, and good recovery. 2nd kick: The second kick is a replica of the first input with equal mechanics but with different hit-box and recovery. The hit-box is higher up, easily grabbing mid-air enemies and like Red Storm's it has large AoE, good siding properties. But to add salt to injury, the recovery will be horrible like Asura's PK, where the user will be "stucked" if his opponent blocked it(The recovery is only BAD on block). Which is kinda impossible due to hit stun but it can happen. Just like red storm's, it'll always connect. Pros: Quick 2 hit grab combo. Cons: Bad on block. On hit: The user will slash the opponent with a lightning bolt causing them to knock-back forward. Distance is the same as Red Storm's. Opponents can be body blocked. res* -------------------------------> 6th attack combo: [90][90][93]=[273] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st kick: The acceleration of the first kick should come out extremely fast. Has good reach, stuns, wide arch hit-box, and good recovery. 2nd kick: Same mechanics as Agent's 2nd punch. 3rd kick: The last punch will bounce the opponent up into the air very high and with a far knock back. This is your only launcher. Same mechanics as Jin Taekwondo's kkg+k. The best delay in the scroll. Pros:BU launcher. Safe. Cons: Weak damage.YOUR ONLY LAUNCHER. -------------------------------> 7th attack combo: [90][90][58+58][118]=[414] Details: This combo will move forward like Zin Taekwondo's. {F A S T} 1st kick: The acceleration of the first kick should come out extremely fast. Has good reach, stuns, wide arch hit-box, and good recovery. 2nd kick: Same mechanics as Agent's 2nd punch. 3rd kick: This input hit 2x, eventually the last animation will move the user back to safety. Poor delay, siding properties, small hit-box, however the user will have crispy recovery with good range/reach . Input will advance or come out fast. Safe on block. 4th kick: Same mechanics as Cyclone's PPG+K[P]. Unlike Cyclone's, the user will have a much better time delaying and furthermore it'll ignore the 3rd hit rule and connect in juggles(For some odd reason it doesn't connect with Cyclone's). The knock-back distance will be like Wicked Flare's PK. Pros: Cool game mechanics. Good recovery. Cons: Bad delays, can't side and weak knock-back.