Created by SeeJest Inspired and highly based on Doppo Orochi 1020 RC or 72 000 Carats Description "This style was created by a Karate Master known as the "Tiger Slayer" in his prime. Orochiryu Karate emphasizes overwhelming power and precision, utilizing specialized offensive and defensive techniques. It is said that once mastered, this style allows the user to shatter bone and steel alike." Hits SFX These SFX arent shown in the below GIFs but will be in the stills to show where they belong Spoiler: STANCE Tenchi Jouge stance, also called the Stance of Overwhelming Annihilation. Spoiler: FRONT GRAB Backward throwing front grab, Tengoryu Karate's front grab. Damage: [230] [1 Hit] Spoiler: HYAOU AU'ORA *reference image Specialized Jump Kick Description: The jump kick is more dramatized, with the body more folded together and head downwards. Spoiler: GO CHOKU ZUKI Damage: [80] [90] [100] [120] [150] = [550] [5 Hit] Description: Five hit, long and slower than average punch combo, high damage, great delay, recovery and angling with a very far knock back. *very far knock back Spoiler: MUEI MUGEN ZUKI *reference for final hit feel and flash on hit SFX, will be red/purple Damage: [80] [90] [95] [140] = [415] [4 Hit] Description: Four hit launcher combo with higher than average height on launch, speed and recovery ex. Rage's launcher, but low range. *very high launcher height
Spoiler: MAWASHI MAE GERI Damage: [90] [95] [70, 80] [130] = [465] [5 Hit] Description: Average speed five hit kick combo, with average delay and great angling. On airborne enemies, the final input slams them straight downwards. *final kick, slams airborne enemies straight down Spoiler: KAWARI NO GERI Damage: [90] [130] = [215] [2 Hit] Description: Two hit launcher, slightly lower than average height. Great speed, recovery and angling but poor range. Final input also acts as a ground hit, hitting floored enemies. Grounded hit targets aren't moved very much. *launch height lower than average *final input also hits floored enemies [halfed damage, [65] Spoiler: TENGOKU ZUKI Damage: [---] [150] = [150] [1 Hit] Description: This two input combo acts as short evade, followed by a far knock back. Final punch is the same as PPPPP's final input. Second input can be angled but not delayed. * very far knock back Spoiler: CHIJO ZUKI Damage: [---] [120] = [120] [1 Hit] Description:This two input combo as as a short evade, followed by a ground hit. The final input hits in a small AoE around the user, knocking back all nearby enemies, similar to Plum Ninjutsu's PPPP final input. *final input hits in a small AoE around user *effects on final hit will be replaced with a red/purple flash, along with the area of hit being cracked, similar to PLUM NINJUTSU's PPPP final input SFX IMPORTANT NOTE: The two above specials, KGP and KGK have an evade for their first inputs, this input has a complete 360 evade, it is very short but can dodge one attack from any direction. Changes Dec. 18/ 17 - Removing CHOKU ZUKI NI GERI (PPK) and MAWASHI MAE KEN DE (KKG+KP).. Replaced with MUEI MUGEN ZUKI (PPKP) Jan. 17 - PPKP changed to PPG+KP, damage remains same
Orochi = Snake/Serpent If youre trying to do a Tengoryu (Tengo = Tengu King because adding 'O a name means Lord/King, Ryu in a martial arts sense = style/art) thing the whole gag behind it being named that is because they based it on a suggestion I made entirely out of Mr Karate GIFs called Sojobo's Karate, Sojobo being the King of the Tengu lol My scroll had the burst punches, the 1st kick, the launcher followed by an uppercut and some similar animations. GM Labeba liked it and sent it off but I never finished it.
The scroll is suppose to be based off Doppo Orochi's style of Karate, but Shinshinkai Karate also works for the name, still deciding