Years ago I made this post on OGP. Figured it be fun to bring the post back here xD Raijinken - Thunder God Fist - 雷神拳 This scroll is based on Kazuya Mishima from the Tekken series. ====================================================================== Scroll Info Story Long ago in the battle between the Shadow King and the ancient Guardians, there were those who could harness the power of the basic elements in their fighting styles. After the sealing of the Shadow King, these ancient arts were taught down in fear of his return. This scroll contains the ancient art of Raijinken (Thunder God Fist). This ancient martial art focuses on decimating your opponent with the power of thunder and the speed of lightning. Fatal and explosive, this art is worthy of its name - the fist of the Thunder God himself. ====================================================================== Scroll Technicality Stance Arms crossed similar to Cyclone but legs are spread out. Head faces the front turns to the side and then back every 3 seconds or so ---------------------------------------------------------------------- Guard ---------------------------------------------------------------------- PPP(*) Electric Slayer For non charged last P Damage - 80, 100, 120 [300] Type Medium Knock Back For semi charged last P Damage - 80, 100, 140 [320] Type Medium Knockback When fully charged, this can guard break Damage - 80, 100, 160 [340] Type Guard Break, Medium Knock Back ---------------------------------------------------------------------- PPKKK - Thunder Fang Damage - 80, 100, 90, 90, 50(50) [460] Type Short Knock Back PPKKK (the two K's can borrow animation from Koroshu's first two hits on KKKK combo. The last hit is a double hit can use Kungfu's first K animation) Main damage combo plus mixup for P combo. Need to adjust the range and hitstun on the two Ks to make it more fluid. Last K is a double hit and should pop aerial enemies to the ground like last hit in Azteca i.e. not far knockback Should be electricity effects on both hits on last K. ---------------------------------------------------------------------- KKKK Lightning Sweep Damage - 90, 100, 120,130 [440] Type Medium Knock back KKKK ( just use the Jin Tekkyeon kG KKK animation and last two K can be from Taekkyon 2nd or 3rd hit in KKKK with tweaks (speed, hitstun, & recovery needs to be adjusted) The first K needs to be modified to come out faster and pushes you forward a bit rivaling the reach of Wing Chun's first K. Each K should be delayable to an extent similar to Zin Taekwondo. Last K should have the same knockback animation as Fearless's KKKK combo Add electric visual and sound effects on last K ---------------------------------------------------------------------- KPP Electric Slaughter Damage - 90, 100, 150* [280] (Remember, there's an attack that pops the enemy up in this combo. So the number with the * will have -40% damage) Type Anti-Air, Fence Edge, Medium Knock Back KPP (can use Cold Blood's P for the second P animation and Azteca's last P animation for the last hit) Fence edge combo. Second P pops opponent in the air similar to Muay Thai's PPPK & Azteca's 3rd hit in PPPP with the same aerial knockback properties. 2nd hit P should have electric effects ---------------------------------------------------------------------- K, G+K Devil Scissors Damage - 90, 140 [230]. Type Short Knock Back / Ground Hit K, G+K (can use the Praying Mantis >>G or Exile's kG for the K animation) This move's second hit is actually a groundhit with the same properties as Praying Mantis >>G i.e. falls on the ground state and can recover dive or kick on wakeup. The second hit propels the user greatly forward The groundhit can follow up after Electric Slayer(full charged), Lightning Sweep and maybe connect with strict timing similar to Rage's kGK where the second hit is a ground hit. ---------------------------------------------------------------------- KKP Spinning Demon Damage - 90, 100, 85 [275]. Type Stun Launcher KKP (stun launcher ) [animation to use - Jin Tekkyeon's kgKK and Plum Ninjutsu's last hit on kGP ] Instead of the knockback, the last hit will stun the opponent just like Lightning's last hit in KKP. ---------------------------------------------------------------------- KKPK Spinning Devil Damage - 90, 100, 85, 150 [425]. Type Far Knock Back KKPK [add a Dirty's or Azteca's last hit on PK combo ] Part of the stun launcher combo mixup. The last K should be delayable like Hitman's PPKK combo. The last K should have the same knockback animation and distance as Muscle Buster's last hit in its KKKK combo. Note that the last hit can connect if the opponent is stunned but should share the same hit animation. ---------------------------------------------------------------------- kG Lightning Dodge Damage - NA Type Invincibility kG does a 360 spin like red leg's kG can even use the same animation with the same iFrames. ---------------------------------------------------------------------- kG, P Lightning Fist For non charged P (not held) Damage - 180 [180]. Type Short Knock Back kG, P 720 spin plus lightning effects. Works similarly to Red Leg's kG+P. For full charged P (held) Damage - 220 [220]. Type Guard Break, Fence Edge, Short Knock Back kG, P (full charge) This can guard break for the punch can use Gentleman's uppercut last hit in its PPPKP combo or Murekwon's Uppercut in its PPPP combo. Can fence edge, knockback should be the same distance as Murekwon's last hit in PPPP 1080 spin plus lightning effects. Works similarly to Red Leg's kG+P(charged). ---------------------------------------------------------------------- kG, K Lightning Step Damage - NA Type Movement kG, K (this will be a "Side Step" following the kG dodge, you will step to the right/down similar to the video below) ---------------------------------------------------------------------- >>G Thunder Step Damage - NA Type Invincibility >>G (dashes forward just like Mach Knuckles K or Stinger's kG but farther, has iFrames but less than Lightning Dodge) ---------------------------------------------------------------------- >>G, P Thunder God Fist Damage - 150 [150]. Type Launcher >>G, P (should be a launcher too...) [can use the same animation as Stinger's kG+P but needs to come out much faster with lots of lightning effects!] ---------------------------------------------------------------------- >>G, K Thunder Strike Damage - 230 [230]. Type Omni Grab >>G, K (uses the same animation as white fang's kG but this works as a grab instead) ---------------------------------------------------------------------- Grab - Lightning Strike (same grab animation as Lightning's kG+K) Damage - 250[250]. Type Front Grab Same grab animation as Lightning's kGK same move pretty much minus initial dash. Note this is not an omni grab ---------------------------------------------------------------------- Counter - Demon's Awareness (animation for the delay counter) if counter is successful use the Fearless counter Damage - 210 [210]. Type Delayed Counter ---------------------------------------------------------------------- Nanmu - Demon's Wrath Damage - 50, 49, 49, 52, 53, 51, 53, 50, 52, 55, 70, 80 [664] Type Nanmu ---------------------------------------------------------------------- Highest Damage Combo KKP P P PPKKK = 90, 100, 48, 48, 48, 48, 60, 54, 54, 30(30) [610] KKP P P Nanmu = 90, 100, 48, 48, 30, 49, 49, 52, 53, 51, 53, 50, 52, 55, 70, 80 [930] _________________ IGN: IzanagiOkami
should be. would bring a nice touch to 1v1s. i mean, the combo does side step. Not actually pressing a button to side step.
Honestly, they need to make a ranking system for scrolls because they have such different categories. If this scroll were to be added where would it fit in? Interesting scroll but at this point, I don't think it'll meet Rumble Fighter's standards.
Support. Only thing is idk how >>G+P won't come out as a dash cancel throw 50% of the time. Same with >>G+K coming out as a dash cancel counter half the time. Unless you meant like >>G,K and >>G,P