Maze [Sacred Scroll Suggestion]

Discussion in 'Scroll' started by Gearman, May 5, 2017.

?

Do you want Maze to be implemented?

  1. Yes

    100.0%
  2. No

    0 vote(s)
    0.0%
  1. Gearman

    Gearman Active Member

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    Maze

    Scroll Description
    Tommy Maze, a famous actor, decided to boost his fame by opening a school to teach fans and others his signature fighting style. This scroll doesn't cover all that is Tommy Maze, but it will leave your opponents' wondering how they just got mazed. ~ Mosapi
    [​IMG]
    Note: If glowing effects have to be changed they should be changed to purple like this, 00000.

    Stance
    [​IMG]

    Idle Stance
    [​IMG]

    Command List

    PPPPK
    PPKK
    KKKK
    KP
    K~G
    K+G

    P+G
    -------------------------
    PPPPK : Damage / Knockback
    [​IMG]
    Details
    : The most damaging and longest combo in the list, their are no attacks in this combo that lifts or launches and the final attack will have a spinning knockback.

    PPKK : Low Fence
    [​IMG]
    Details
    : In this version of the punch combo the spinning roundhouse will lift the opponent up so the final attack can fence, however if the opponent is hit with the final attack without being airborne they will have a sliding knockback similar to Red Storm or Muscle Buster pure kick combos final attack, however unlike them this attack will move the player quite a bit forward so it is best not to finish this combo when facing edges.

    KKKK : High Fence
    [​IMG]
    Details
    : Like PPKK the third input will also lift the opponent up this time similar to Kingpin's PPKKP combo, the player will then do a flip to go for a high fence however this attack is really unsafe on blocks as the player will be vulnerable like a Lightning User after using the final attack in the KKKK combo. Also unlike PPKK if the user only lands the final kick it would only work as a low fence.

    KP : 2 Hit / Launcher
    [​IMG]
    Details
    : A two hit launcher that lowers the player down, not the most damaging by itself but it gets the job done, however since the player will have to exit the split its not the best thing to spam as you will be open if you miss.

    K~G : Trip / Ground Hit
    [​IMG]
    Details
    : A bit faster than the Hitman Sweep but this will not launch the opponent and its not very damaging but you might be able to catch a saver with it, so it will give you a laugh if they spam saver but you might get hit with a recovery attack if your not careful.

    K+G : Fence
    Counter Pose
    [​IMG]

    Counter Attack

    [​IMG]
    Details
    : Similar to the KP combo this will stun launch them but only to be hit with an uppercut that will fence them, so its not a counter launcher by any means, think of it as Tengoryu Karate's PPKK being lumped into a multi attack.

    P+G : Forward Throw
    [​IMG]

    Time Reference
    [​IMG]
    Details
    : As you can see its not the slowest grab by far.

    Nanmu
    VPPPPPPPPPP : 12 Hits / 11 Inputs / Fence
    [​IMG]
    Note : The attacks on hit 10 and 11 are from the counter so input 10 is multi attack input but hit 10 will no stun the opponent and hit 11 will only lift them enough for hit 12 to land.
     
    Last edited: Sep 1, 2017
    OJuiced likes this.
  2. Gearman

    Gearman Active Member

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  3. Shana

    Shana Creator of Heartseeker, SF, IAS, BD & CC

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    First!

    Gearman finally made a scroll!

    Support cuz Gearman
     
  4. Panthaero

    Panthaero Well-Known Member

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    Maze?
     
  5. Gearman

    Gearman Active Member

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