Jin Shidokan Price: 1050 RCS or 49,000 Carats Description: A combination of three traditional martial arts, this art utilizes the styles of Muay Thai, powerful stand-up Karate punches, and the strong grabs of Judo. Inspiration: I took the combos of the original Shidokan and extended them by 1 input. Mostly just a balanced scroll that is a mix of many fighting styles! Combos P - P - P - P - P P - K - K P - K - (K) K - K - K - K - K K - K - K - G+K KG Stance A very basic, passive stance. Supiningutorunēdo ken P - P - P - P - P 80 - 115 - 110 - 90 - 45 - 45 [485] A basic punch combo that combines the elements of Muay Thai and basic karate. The large chop is used to create a delay for the final two punches, and the final two punches knock back a good distance, and also makes the enemy get knocked down. Bad angling with the last two punches. Jettokikku P - K - K / P - K - (K) 80 - 180 - 75 / 85 / 100 [335 / 345 / 360] A nice sweet kick combo that ends with the right foot knocking the opponent to the opposite direction (similar to Red Leg's grab). The last kick can be charged, and the charging animation is just the character slowly bringing their leg up for the kick. The damage for an uncharged kick is 75, for a semi-charged kick 85, and for a fully charged kick, 100. Raundo hausu shiage kikku K - K - K - K - K 90 - 90 - 100 - 100 - 90 [470] Your basic, 5 hit, kick combo. Nothing much to say here, except for the fact that the 4th kick is a launcher that doesn't launch high enough for a juggle, and the 5th kick kicks the enemy forward, so the last two kicks function as a fence edger. Kikku shiage torikumimasu K - K - K - G+K 90 - 90 - 100 - 110 [390] This is your launcher combo, the G+K is a grab. The grab is a Bounce up launcher. The launcher launches as high as Stalker's counter, which is pretty high. Once the grab is connected, it cannot be paniced just like a real grab. The grab can be angled well to the left and to the right. The grab does not work on blocks, though. It still functions like a regular hit. Furainguchoppuendā KG [120] on standing opponent [80] on grounded opponent Just a normal ground hit! The jumping animation does not faze through people, and the chop will be to the ground in game. The chop on a standing person does not knock them down, it just knocks them back a little bit. Saishū-tekina nage Grab [230] And finally, your cool custom grab. The animation is pretty self explanatory, but the grab pulls the opponent down in the opposite direction, then pulls them up again and throws them. The final throw knocks back the enemy a very far distance, because all the strength is used to pick up the grounded opponent. Other Notes If it gets into the game, I would not want any newgen effects on the combos. This scroll has good hitboxes just the the original Shidokan, so it makes it hard to miss your combos. Don't forget to support!
Looks pretty interesting. Also, if ya got a combo that can charge, the uncharged and full charged count as two different combos in the combo list ;o PPK PP(K)