Based off of Blue Mary (Thanks Sajin) Description:This style is named and made after a female combat sambo user who was said to be small in stature, but compensated for it with her big heart and dreams. She quickly became known for tossing opponents double her size with ease, so fast that all her opponent saw was a blue blur send them crashing to the mat. This fighter's name is long forgotten, but her trademark large dreams live on in this Sacred Scroll to help you beat opponents black and blue with this scroll, Blue Dreams! Made by: Reptile Price:52,000 Carats Legend: Angle Ability=Which way a attack can be moved Counter Points=Which points during a combo a attack can be countered Damage=Hitpoints done to the opponent Delay=How long a attack can be withheld during a combo Hit Range=How much reach a attack has HitBox:Area of effect for an attack or the area in which the opponent will get hit by the attack Juggle Damage=60% of the original damage done to a opponent in the air KnockBack=How far the enemy flys back after the final hit of a combo Misc=Any special attributes to a attack Recovery=Time it takes for a command movement to recover back to stationary position Speed=How fast a attack comes at the opponent Stun=Force done to a blocking or unblocking to which time they can't respond back with a attack Type=What kind affect it has on the opponent(ex:fencer edger,stun etc....) Stance: Guard: Run: Combo Layout: PPPPP KKKKK KPP >>G K>G Counter Stance:K-G Damage:[260] Juggle Damage:[0] Type:Backward throw counter Counter:A reversal guillotine choke Speed:Fast HitBox:Wide HitRange:Small Recovery:Good Delay:Low Stun:Low Angle Ability:Either Left or Right KnockBack:Low Counter Point:No Misc:A stationary counter with little to no knockback to your opponent and no movement on your own character. Punch Combo:PPPPP Damage:[80][90][90][100][110]=[440] Juggle Damage:[48][54][54][60][66]=[282] Type:KnockBack 1st Hit:A straight left punch Speed:Fast HitBox:Small HitRange:Medium Recovery:Fast Delay:None Stun:Small Angle Ability:Either Left or Right KnockBack:None Counter Point:Yes Misc:Nothing 2nd Hit:A crouched right punch Speed:Fast HitBox:Small HitRange:Medium Recovery:Medium Delay:Medium Stun:Medium Angle Ability:Left Side KnockBack:None Counter Point:Yes Misc:Nothing 3rd Hit:A hard left elbow Speed:Medium HitBox:Large HitRange:Far Recovery:Medium Delay:Long Stun:Large Angle Ability:Right KnockBack:None Counter Point:Yes Misc:Nothing 4th Hit:A left spinning backfist Speed:Medium HitBox:Large HitRange:Far Recovery:Medium Delay:Medium Stun:Large Angle Ability:Right KnockBack:None Counter Point:No Misc:This combo pulls back the user to a safe distance if not continued like BWN's kkpkk combo. Ex: 5th Hit:A left shoulder thrust Speed:Slow HitBox:Wide HitRange:Far Recovery:Low Delay:Excellent Stun:Medium Angle Ability:Right KnockBack:Koroshus Punch final Counter Point:Yes Misc:None Kick Combo:KKKKK Damage: [90][100][100][110][130]=[550] Juggle Damage: [54][60][60][66][130]=[370] Type:Fence Edger/Grab Kick 1st Kick:A high left kick Speed:Fast HitBox:Medium HitRange:Far Recoveryecent Delay:Bad Stun:Good Angle Ability:Either left or right KnockBack:None Counter Point:Yes Misc:None 2nd Kick:A spinning jump right kick Speed:Fast HitBox:Large HitRange:Medium Recovery:Good Delay:Good Stun:Good Angle Ability:Either Left or Right KnockBack:None Counter Point:No Misc:None 3rd Kick:A low left kick to the shin Speed:Fast HitBox:Small HitRange:Low Recovery:Good Delay:Good Stun:Small Angle Ability: Mostly to the right KnockBack:None Counter Point:Yes Misc:None 4th Kick:A left axe kick Speed:Fast HitBox:Wide HitRange:Medium Recovery:Low Delay:Good Stun:Medium Angle Ability:Either left or right KnockBack:Fence edges like defaults punch combo final Counter Point:no Misc:This attack lifts the opponent into the air. 5th Kick:A jumping right high kick Speed:Fast HitBox:Small HitRange:Far Recovery:Low Delay:Good Stun:Medium Angle Ability:Either left or right KnockBack:None Counter Point:No Misc:This is a kick grab that jumping leg locks your opponent to bring them down so they don't get knockbacked. Mix Combo:KPP Damage:[90][140][120]=[350] Juggle Damage:[54][84]=[138]/The jumping grabs damage if hit on a juggled opponent is still [120] Type:Bounce Juggle Launcher/Jumping Grab 1st Kick:A high left kick Speed:Fast HitBox:Medium HitRange:Far Recoveryecent Delay:Bad Stun:Good Angle Ability:Either left or right KnockBack:None Counter Point:Yes Misc:None 2nd Hit:A right downward hammerblow Speed:Medium HitBox:Wide HitRange:Far Recovery:Low Delay:Good Stun:Good Angle Ability:Right and sometimes left KnockBack:Small Counter Point:Yes Misc:None 3rd Hit:A jumping pile driver grab Speed:Fast HitBox:Wide HitRange:Far Recovery:Low Delay:Good Stun:None Angle Ability:Right and sometimes left KnockBack:Small Counter Point:Yes Misc:A jumping grab with likeness to Soulless's grab in that it can be blocked/countered,but if your hit while trying to do this on a opponent it can still do the attack although you won't be in the animation. Run Guard: >>G Damage:[240]/[90] on Ground Juggle Damage:[144] Type:Running kick grab Grab:A right flip kick into a jump into a falling armbar Speed:Fast HitBox:Wide HitRange:Small Recovery:Low Stun:High KnockBack:Small Counter Point:Yes Misc:A blockable grab like Soulless's Kick to Guard:K>G Damage:[200] on Standing/[130] on ground Juggle Damage:[200] Type:Ground hit/Kick Grab On Standing Opponent: On Grounded Opponent: Slide:A running left slide kick Speed:Standing/Slow,Ground/Fast HitBox:Wide HitRange:Far Recovery:Bad Stun:Medium KnockBack:Small/none Counter Point:Yes Misc:This is a running kick grab with different animations on hitting a standing opponent and on hitting a grounded opponent.The standing animation has little knockback while the grounded has none.This grab is blockable and couterable like souless's Grab: Damage:[260] Juggle Damage:[0] Type:Reverse throwing grab Grab:A 360 spin grab Speed:Medium HitBox:Wide HitRange:Small Recovery:Low Delay:None Stun:None Angle Ability:Either Left or Right KnockBack:VERY FAR! Counter Point:No Misc:Opponent twirls through the air with tornado like effects surrounding him as he flys. Back Grab: Damage:[240] Juggle Damage:[0] Type:A variation of the regular back grab Grab:A flow around german suplex Speed:Fast HitBox:Wide HitRange:Small Recovery:Good Delay:None Stun:None Angle Ability:Either Left or Right KnockBack:Far Counter Point:No Misc:Nothing Thanks yous:Thanks to colornaut for the signature Thanks to GodCardinal for the banner Thanks to Shadoweyesclan for reviews Thanks to Sajin Shasaya for reviews Edits: 18 Mar 2012 at 11:24pm New front grab added. April 5th at 10:49pm New kk-gk combo added,special start removed,one ground hit removed,run z made blockable. +2 5 Hit Combos +Two hit juggle launcher +Bu Juggle Capability +Two ground hits +360 Grab +Run Guard +Decent Damage -All combos are grab punishable on the final 2 hits 2/9/2013 At 12:18am Stance Changed KK-GK combo removed K-G replaced with K-GK KKKKK turned into KKKK Punch combo Changed Grabs switched New Descriptions to combos made Full Combos added 2/13/2013 At 6:15pm RUN GP changed to RUN G New jump gradded to launcher 3/1/2013 At 3:58pm Kick combo changed Arm bar effect added 3/12/2013 At 6:17pm New punch combo New kick combo Hit dummy combos added New Banner added New Blue Mary Pic added 3/19/2013 At 9:24pm New k-g aded Damage on kick combo lowered. Credits:MasakiHayashi-For helping improvements with it Fightersgeneration for sprites along with spriters resource for hit dummie sprites. ColorNaut-for signature GodCardinal-For banner. Old Thread: Signatures: (Thanks colornaut)
Well it's made after blue mary and its about a smaller woman taking out bigger opponents hints Blue Dreams.
op Front grab op back grab 2 hit bu juggle with a follow up op run z run z ground hit op adv juggle op kp p p kkkkv KG can't do that it would have to be KG-G, KG to slide, G to grab them.
-Counter based on the animation you move a character space back and it will be changed due to the fact that rumble fighter characters are not grounded face first unless they are defeated. -Given how things are that back grab will most-likely just become a default back grab and not a variation of it. -Running G looks weird and K-G looks like a running guard but goes into a grapple somehow. -Please no wind effects on the tornado throw variant as it being a tornado throw is all it needs for flashiness, ex. muscle buster. -Only one non grab combo so I would say this scroll wouldn't be the best thing to bring for bm, imo. side note: Oh that description on how it contradicts itself.
Well scroll suggestion is 4 years old so it could use some updates I guess.So how doe's the description contradict itself?
Sambo uses ideas from judo, jujitsu, and other wrestling styles which all teach the user in how to off balance the opponent to basically throw or bring them down. Basically the lady most-likely was taught how to throw people twice her weight or size from combat sambo and it not being a new development from her training and experience.
She became known for doing that since most of her opponents I'm would be a lot bigger than her if she competed in matches.Her learning how to to do so for some holds while the other throws are her tossing people away.I think it kindas fits.
I'm saying Blue Dreams kG would be like Avenger's kG leading into a grab........ tl;dr Blue Dream's kG would be like Abyss' dash kG
nice job making this scroll my dude but the question is is it going to be a 1v1 scroll or all- round scroll that good for everything? because i use elctro....... u can hate on it........... but elctro can be easly overpowered by the kp and the damage is balance and good! 2 ground hit aka ground grabs