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Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Mar 21, 2013 1:25 am


razieltheprince

The nunchucks look good. I'll edit it up a little bit though before adding it to the list to give the last stage a couple more skills.
PostPosted: Sun Mar 31, 2013 8:52 pm


roninhope

Change this style to Kick-Boxing. Its more fitting considering that this doesn't really fit as a "weapon" style. We'll add gear or gauntlets to the weapon shop to help improve the power of these skills as well.

Next you should edit all of the stage descriptions and add in details to include what kind of training is required for a student to learn the skills included in each stage.

Light Foot: I'm not sure if this skill still works with the change to Kick-Boxing. If you still wish to keep then I need you to detail how many posts it lasts before cool-down.

Palm Thrust lvl 2: B-rank is a little too high in power for a technique of this stage. It should be moved to stage 3 at the least. Also what do you mean by this technique "replaces" its predecessor? Are you implying that this technique makes the user unable to use the level 1 version?

Dash: Cannot be passive. Please explain the movement behind this technique because "run at quick bursts" is a little too vague.

Low Kick: Take away the dice roll and just say that multiple hits from this skill can cripple the leg, so long as the opponent is of the user's level or lower.

Light Punches: See Light Feet

Uppercut lvl 2: "to slam them on the ground."

Moving Flow: You should mention the direction the parry works with, such as if this parries punches aimed at the user's front. Otherwise people will get the impression that this attack can parry any bare-handed techniques B-rank or lower coming from any direction, which is too powerful to be allowed.

Block Punch: Please explain what you mean by a "protective block status". Also include that the user cannot move or use any other skills while in this stance.

Earthquake: What do you mean by "hype-up" in this sense, and to what extent does this skill "stun" an opponent? Does it stun them in the sense that they can't move around for the next post? Does it mean they can't use any skills next post? Or does it simply imply that they will have a difficult time recovering from the hit?

Ultimate Strike: Add in that the user cannot use any other skills during their two charge posts.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Pandora Green

Aged Gaian

PostPosted: Thu Apr 18, 2013 9:55 am


Fencing


User Image

___Description: Fencing. A style that was created by a noble who believed the civilities of the world has been corrupted by wants and attempts to making the fastest style, or the strongest. This viewing of the combative arts, brings about the creation of Fencing. Turning the death of the opponent, into a swift, majestic sight.

___Notes:
• Must utilize a rapier, foil, cutlas, or epee or like a sword of it's likeness.
• This style is about precision, not strength. (Although there is one technique that does have more strength involved)
• With each stage the practitioner learns to be more precise with their strikes, becoming faster and more fluid with each passing day.
• This style works heavily around knowledge of the body. Normal foils with a blunted tip are REQUIRED for practice do to the lethal nature of this style. Every strike is aimed at important places of the body. Joints, arteries, nerve clusters, and major organs are all prime targets.


___S t a g e O n e [1]
The study of ones own balance and biology is necessary for a fighter to be efficient with this style. Before even picking up a blade, the user must have a working knowledge of the human body and its vital pathways that lead to ones heart. They know exactly where to strike and how to strike, but haven't quite developed muscle memory to make things entirely fluid yet.

The Guard
Simple // E rank
It is the pinnacle of all Fencing. Knowing how to stand, move, and hold your weapon. In this stance, the user is squatted down with 65 percent on the back leg, and 35 percent on the front leg. From there, the weapon wielding hand is leading, with the secondary hand remains near the lower hip of the user.

Reduced Earth
D rank
With a burst of speed, the user closes the distance upon his/herself with the opponent. Can be used to close distances between retreating opponents within a reasonable distance (15 yards away), or likewise with opponents the user is currently engaging. Great follow up for many techniques, utilizing speed for the run, and the power that is behind it.

Basic Lunge
E rank
The lunge follows the arm thrust outward. As soon as the user begins to thrust the weapon, raise they will raise the tip of the foot slightly and then move your front foot forward, powered by the quick straightening of the back leg. At the end of the lunge, the arm, the leg, the leading foot and the shoulder should be in line with one another and pointing directly toward the target. A basic move that does quite some damage (being it a simple thrust of the sword) but nothing compared to the higher levels of the style.


___
S t a g e T w o [2]
After the user learns where to strike with their blade, they take the next logical step. Learning how to not get hit of course! Who needs to learn how to strike. Silly people that's who. At this stage, the majority of focus goes into learning how to never get hit with a weapon again. Because that hurts. Sometimes it hurts a lot. If your opponent swings, dont be there. If your opponent swings and you have to be there, block. If the first to are undoable, at least die well.


Parry
D rank
Since the blades utilized in this style are so small and more so for striking very important areas within the body, the blocking of the weapons ( such as Katana's or b*****d swords) must be different. The creator saw this problem, and took advantage of the nimble stancing of his style and sword, and utilized it against his opponent. Re-direction is key. Instead of meeting strength with strength, the user will meet strength it re-direction. Moving their attack to the side, and opening them up for a deadlier strike.

Basic Lethal Acupuncturist
D rank
Physical art, isn't all that is needed to create a superb swordsmen. Knowledge, is as well. Unlike most styles, the creator behooved his practitioners to study the human body. Get the main scope of the muscle make up, and understand at least the basic tendons of the body. Upon learning, the user can then apply this basic knowledge in combat, and attack their opponent's various tendons and blood supply lines.

Double Tap
D rank
A simplistic move that leads into something much greater should the practitioner get to that level. Double tap, is a series of lunges, that are then thrust at their opponent. Stabbing out at the aggressor with vigorous and high speed stabs directed at precise areas of the body. Such as muscle tendons and joints in the body, that would rather debilitate them to prevent from attacking further.

Circular Parry
C rank
Takes the attack incoming to the user, and strikes the attacker's attack at a point where the attack can be easily manipulated. From there, the user will spin and re-direct the attack in such a position, that the original attack will put the opponent in a bad position, and the user in a perfect position to add a counter-strike.

Four Taps
C rank
Using the knowledge of the striking, the user will then strike at major points of the body at blinding speeds. Or rather, infusing their striking arm with ki to increase the strike speed, the user will do a series for four stabs to the opponent, at vital areas in the body.

Arm lockup counter
D rank
The user, set in their guard stance waits for a strike made with an overhead swing. When their target attempts to execute said strike, they will make a very simple, fast, and effective thrust into the targets armpit. Either will suffice as this strike is made to do one of two things based on the current condition of their weapon. When using a blunt tipped weapon, typically for a spar, this will strike a nerve cluster located in this spot on the body. When it is struck, the brief spark of pain will cause the brain to send a supply of potassium throughout that side of their body. This is to speed their healing, but the strike causes another reaction from this nerve cluster being hit. In addition to the supply being sent, this will cause the entire arm and shoulder of the person to lock in position for roughly 30 seconds while the body deals with the overload in that general area. This tightens the muscles in the hand on their weapon, preventing it from being dropped or moved for one post.

The later effect is for a weapon that isn't blunted and is a serious issue to be hit with. Behind the nerve cluster is a major artery that will be severed if the weapon strikes here without a blunted tip. This artery has a nasty habit of shrinking behind the ribcage to where it cannot be pinched off, thus requiring IMMEDIATE medical attention.



___
S t a g e T h r e e [3]
Upon learning the proper way to defend ones self, the user must now apply the two previous stages to create openings to strike with. After creating these openings, the user uses their knowledge over the body to shut it down mercilessly.


Hiplock
B rank
A very simple strike, that can be utilized to counter if the opponent is a hand to hand fighter. Similar to the arm lock, the user strikes at the inside thigh near the groin to hit another cluster of nerves, locking the leg in whatever position it was in for a brief time. This also has the added benefit of causing a numbness to shoot through the entire body for a split second on that side of the body. This tends to be quite unsettling.

Reduced Air
C
Like "Reduced Earth" the user will burst towards an opponent or to close the distance of a fleeing target. The distance range is still the same but the speed is increased now that the induction of ki is created. Upon putting ki into the muscles, the user can slightly increase their speed. At the cost of a +2 post cool down, before being able to use the technique again.

Whipping Elegance
C rank
Here is where the character begins to do something that most styles leave it up to the practitioner to do. Upon learning "Whipping Elegance" the user learns how to fight two opponents. With the flexibility and reaction speed the style provides, it gives the user the ability to spin or "whip" themselves elegantly from one opponent to another. Of course at this stage, it is rather basic and can only handle one opponent of your rank, and another two ranks below you.


___
S t a g e F o u r[4]
Now that the user has learned to apply his knowledge to his weapon, he finally learns how to strike. In this stage the user becomes much more fluid in their strikes, learning how to make them flow from one to the next with grace and lethal intent.


Parry Primus
B-rank
Starting from "The Guard" position, but will purposely show more of their body, then waits until the very last second to strike. Utilizing their enhanced reflects to make the move possible. Upon taking the attack, the user will wait until the physical attack is within a deadly distance and simply tilt their body away from the attack to let it pass them and use the while of their weapon to smack a vital point of the body. ( Either the wrist of a physical attack, or the wrist of the sword wielding hand) Making the attacker not only be off balance but also further redirected due to the added smack of their weapon. If successful, it puts them in position for perfect striking of the back which, through the thinking of a Fencing user, strike the vital ligaments, tendons, or muscles of their opponent.

Mega Lance
B rank
Like "Reduced Air" the user will burst towards an opponent or to close the distance of a fleeing target. The distance range is still the same but the speed is increased now that there is more induction of ki with a greater cool down period. Upon putting ki into the muscles, the user can decently increase their speed. At the cost of a +3 post cool down, before being able to use the technique again.

Jousting Tornado
A rank
This technique, is to basically provide a defense should they be cornered, or utilize their exceptional accuracy to strike multiple small targets. By spinning around in one spot, the user will thrust their weapon out at either random ( to strike as many times as they can), or in specific areas. The spinning makes it difficult to hit them, specifically, when their weapon is being thrust out at high speeds and in complete three-sixty. But due to vertigo, the user will be at half their speed, for 1 post. ( 1 post cool down )

Problem and Solution
B rank
Elegance, beauty, and vicious annihilation. This is what this technique is based on. The user, like so many techniques like it will wait until the opponent is striking within the Fencer's lethal range. With as minimal utilization of the arm, the user will flick their wrist to redirect the weapon or attack down, when with the same minimal movement tilt the blade to be aimed straight for the solution to the problem; the opponent's neck. True the technique seems very simple be the speed in which it is executed can even give a dragon a run for their money for that one strike at least.

___
S t a g e F i v e[5]
The user after long hours of study, hardship, and likely several welts from their instructor now has to learn another element involved with their specialized weapon. They have an advantage with their reach over most weapons. The user learns to bend, stretch, and really reach out to touch people, striking in odd ways most cant.


The First Stance Lunge
A rank
Sometimes within the mist of a battle, the Fencer will not be able to maneuver attacks as easily. The creator found this to be a problem, and decided to find the solution to the problem with this technique. The user will get into a back stance, or a stance that has one foot in front that is slightly tilted towards the back leg; most of the weight will be on the back leg. The blade of the users choosing (Rapier, Saber) will be held parallel to the body with the blade angled to the side. One's finger will be tracing the side of the blade that's close to the body which determines aim and makes the attack precise. When the user has his target, they will kick back on the leg that's behind them, and in a temporary boost of speed. Charging the opponent in an attempt to lance them, whilst at a shorter distance.

Has a 3 post cool off period per usage.


Second Stance Lunge
Prerequisite: First Stance
A rank
In this further advanced move, the user is now able to do First Stance Lunge, from the air-down.Should the event occur that they are in the air, or thrown in the air, with this technique they can not be so helpless.. As with the other moves,with ki and power sent into this attack,it and be devastating even with a miss. Mostly because of the sheer power from the technique. There is another ability that the user will be able to use and that's 'After Imaging.' Where the user uses a sharp amount of ki into each portion of their body and make them vanish and leave an image. This can be used for defensive and offensive purposes. In which they can counter-act their opponents speed.

Third Stance Lunge
A rank
At this stage,it envelops on what the person learned in the third stage. Gatotsu Sanshiki,is an anti-aerial attack. If an opponent tries to jump and attack the user, the practitioner will launch themselves into the air, with the tremendous force (Utilizing ki through their legs) and impale the opponent from the ground up. The hand positioning is the same as with the stance on the ground. The only thing different is that the user is aiming upwards instead of parallel to them. Issuing ki to the legs, they will launch themselves into the air and attack. The more ki pushed into the legs the faster and harder the strike will be. At this level, all the training before hand, leads to give this technique "power".

___
S t a g e S i x[6]
The user at this stage is a master. They are capable of teaching this style to others, should they have a willing student, and next to no one can escape their blade if they wish them stuck. All their previous lessons blend into their style, a dance of elegance and death.


Zero Lunge Stance
S rank
One of the ultimate techniques of Fencing; the only technique that denies the finesse for agility and strength. It is a point blank attack that usually surprises opponents as all the other technique's usually requires the user to get into the stance before the technique. The stance is same as always except the stab isn't until the last second. The user will use the years of training to master get to this level the fullest extent. They will charge at the opponent with destructive speed when they come within feet of the practitioner. There is only milliseconds in which the opponent maybe be able to dodge the technique as this move has rarely missed; and if it does it comes only at the cost of severely wounding the opponent instead of the kill. Because of ki being delivered to the legs, arms, and back, the user is granted the power that makes this technique so powerful. The draw back, is the lunging arm, gets over-extended and makes it rather unusable for further sword play, until medical treatment is given.

Ultima Parry
S rank
This is a passive technique, that makes the Fencing Style so purely unique. Most styles, only focus on really fighting one opponent. Upon learning "Ultima Parry" the user learns how to combat multiple surrounding opponents. Wasting less time in just attempting to hit the opponent and spending more time on re-directing the strikes until a vital spot is open to be struck; whether that vital spot is lethal or not.
PostPosted: Thu Apr 18, 2013 10:30 am


I like what I'm seeing, but...as a general rule of thumb, every technique requires ki. Sorry.

Valentine Valtieri
Vice Captain

Blessed Hunter


Pandora Green

Aged Gaian

PostPosted: Fri Apr 19, 2013 9:32 am


Valentine Valtieri
I like what I'm seeing, but...as a general rule of thumb, every technique requires ki. Sorry.
I can swap that out easily. Wish you would have quoted me though >< i could have responded alot sooner.
PostPosted: Fri Apr 19, 2013 1:35 pm


Holy Rinaku

Also, every stage needs a stage description under it. I want to know what the student is learning, and what specific kind of training they have to do in order to learn it. Keep in mind that this doesn't grant any passive abilities, but rather tells us what kind of trials and hardships the student has to go through in order to be good enough to use the stage's techniques.

Fist of the Bro Star
Captain

Shirtless Seraph


Pandora Green

Aged Gaian

PostPosted: Fri Apr 19, 2013 4:40 pm


Fenrir Graveheart
Holy Rinaku

Also, every stage needs a stage description under it. I want to know what the student is learning, and what specific kind of training they have to do in order to learn it. Keep in mind that this doesn't grant any passive abilities, but rather tells us what kind of trials and hardships the student has to go through in order to be good enough to use the stage's techniques.

Facedesks and twitches-

Got it done but now my coding is all ******** up and...- grumbles
PostPosted: Mon Jul 01, 2013 8:34 pm


Rock Wrecker
User Image

--While not as rare as the Stolen Sands Gene X mutation, the Rock Wrecker mutation is one of a similar strand comparable to Stolen Sands. Yet unlike the sand style that is currently known, Rock Wrecker does not necessarily corrode away objects but breaks apart the earth with surges of Ki and manipulates it as a whole to deliver hardened strikes or lacerations with sharpened glaives of earth. From coating the body with heavy rocks for defense to flinging beach ball sized boulders, Rock Wrecker stays true to its name by breaking the earth and wrecking the opponent with the power of stone. Members of this style typically are heavyset and generally fight defensively or purely offensive and have a tendency to have an affinity to crush their opponent from afar with rock. The use of Rock Wrecker normally deals with the legs or some way to emit pressure to break the ground or rock in order to use the style; this leaves the legs to make this style easier to use the style with while the arms can direct their Ki to launch the attacks. However it is not unknown to punch, send waves of pure energy (Ki) or just use a weapon to aid this style either. --


Stage 1
--Enter Description Here--

--Enter Skills Here--


Stage 2
--Enter Description Here--

--Enter Skills Here--

Stage 3
--Enter Description Here--

--Enter Skills Here--


Stage 4
--Enter Description Here--

--Enter Skills Here--


Stage 5
--Enter Description Here--

--Enter Skills Here--




(( U / C ))

A Mechanical Soldier

Married Genius


KnightsRoyal

Desirable Hunter

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PostPosted: Sun Sep 29, 2013 9:29 am


PROFESSIONAL-TYPE WRESTLING
(This is a Newly Revised Version of the Wrestling Style.)

Brutal, Entertaining, Strong
Wrestling pic

Before the development of weapons, prehistoric man grappled to settle their differences. Since then it developed as a sport, and then finally progressed into entertainment. However, it still exists in some forms today as both a strong and brutal fighting art.


Stage 1
Here is where the user learns the basics. The user will practice various basic strikes and principles. Training is done by through stretching, practice, and building upper body strength, mostly through power lifting as to work the back and allow the user to lift opponents up. It'll help with the throws later on.

Chest Slap
Rank: E
A very basic attack where the user brings their hand back and slaps their opponent's chest. Normally this doesn't do much damage, but it does cause a lot of pain, especially with repeated hits. And it can be performed easily when the user is exhausted, and thus great for keeping their opponent back while they try to catch their breath or regain some energy.

Drop Kick
Rank: D
User jumps up and kicks their opponent with both legs, generating a massive amount of power capable of knocking just about any sizeable opponent to the ground. However, because it kicks with both legs the user will usually fall to the ground as well. If performed from a run this attack deals C-rank damage. This skill can be used with Ring Creation for the known dropkick: Missile Dropkick. It will cause B-ranked damage.

Sledgehammer
Rank: D
User brings both of their fists together and hold them over their head as they leap forward and bring them down on a single opponent's skull or back. Like the Drop Kick this move uses a powerful blow that although not as damaging as other attacks, can successfully knock nearly any opponent to the ground in a heartbeat.

Grip of Paralysis
Rank: C
This is the basic skill absolutely necessary for all wrestling techniques. It trains the user to inject a wave of paralysis through the opponent's body via their own ki, immobilizing them during the user's attack. It was around this skill that the entire style of wrestling was created around. However, in a way it works much like the hypnotic tempo of the Capoeira style, in that the skill only works for wrestling techniques only, and even then it requires that both hands be placed on the opponent. Once the user deviates away from the style then the paralysis of this skill wears off instantaneously. The opponent can also negate the effects of this technique by sacrificing an amount of Ki higher than C-rank. This skill is passive once learned. Only lasts for one post. 2 post cool down.

Disruptful Spirit
Rank: C
The counter to the Grip of Paralysis, this skill allows the user the disrupt the Grip of Paralysis so that they may break away from another wrestler's attack. Note that just because you can move doesn't mean you'll be able to instantly break away from the attack. This skill can only disrupt the Grip of Paralysis on attacks that are lower rank than the user. This skill is passive once learned.

Elbow Drop
Rank: C
The user drops down on their opponent, striking with their elbow. This can cause solarplexes, ribs, or even skulls to break depending on how high the user can get. For B-rank energy the user can even jump fifteen feet into the air to gain their own height before coming down on their opponent, though the damage done remains the same. This skill can be used with Ring Creation for a much more powerful Elbow Drop. It will cause B ranked damage if it connects.

Irish Whip
Rank: E
A basic throw that forces the opponent to run the direction of where they are whipped.


Stage 2
In this stage the user begins will learn the locks and throws that come with wrestling. Some are meant to create extreme pain as well as immobilization for their enemies, making it particularly useful in combat. After this stage is learned then the only way to forcefully escape from any of these locks is for the victim to have a strength rating higher than the user. However, locks also don't use the Grip of Paralysis technique to immobilze their opponent while they hold the lock. Training is again usually done with a partner, and whatever upper body training the user didn't do in the first stage is definitely required here. Furthermore, endurance training starts to be introduced, as oftentimes locks become a battle over who has the most strength and who can hold out the longest. Aside from that, training is also done by lifting and throwing large human-shaped stone objects. The reason behind this is so that the user can get used to throwing people of different sizes and weights, and this kind of training will be prevalent throughout the style. Aside from that, a lot of upper body strength is required to master the throws, so push-ups and weight lifting is essential in training.

Arm/Leg Submission
Rank: D
The user grabs their opponent's arm or their leg and applies a submission hold to cause damage to it over time. The more damage done to the limb, the higher in rank damage it becomes. Arms that are bleeding that are put into a submission hold are immediately strained on a breaking point. If the opponent doesn't give in on the third post of the hold on a damaged limb, it will break that limb.

Back Breaker
Rank: D
Description: The user lifts the opponent up with both arms and then brings their back down on an extended knee. The user rolls the opponent off afterwards. At higher levels, this maneuver can be used with a single arm.

German Suplex
Rank: C
The user grabs their enemy from behind, wrapping their arms around their waist, and then bend backwards, pulling the opponent with them until either the back of their head and neck slam into ground. Also if the user wants they can release their opponent just before they hit the ground to instead fling them behind the user where they will skid for 5-10 ft before coming to a stop. This attack will usually knock an opponent out. This attack deals B-ranked damage if the opponent is slammed into a hard object as well, such as a steel chair or through a table. This can be used with Ring Creation for the Super German Suplex, or the combined form known as the Spider Suplex. Both of these moves cause B-ranked damage, but require the user to be at level 5.

Vertical Suplex
Rank: C
Description: User wraps their arm around the opponent's head from the outer side of their arm so that the inside of their wrist is pulling up into the opponent's throat. They then use their other hand to pull up the opponent's leg or midsection and lifts up with their knees to push the opponent vertically upside down over their head. Then the user simply falls backwards to let gravity do all the damage.

Wake-up Taunt
Rank: E
Description: The user does a taunt to a downed opponent, aiming to get them up onto their feet. This results in a wrestler's momentum shift and to end the match, giving them a small strength boost that lasts only for the next two posts.


Stage 3
Perhaps the most creative of all the stages, the third stage deals primarily with area skills. To a wrestler, the ring is their life. The arena lives within them. For that reason they learn to channel their energy into optimizing their experience in the ring, making it fight for them. Among other things that are involved with this the user learn different drops and aerial assault moves. Training is all done within an official ring so that they can familiarize themselves with its exact layout. Fighting in an environment is much easier when you know exactly where everything is in contrast to the fighter.

Clothesline
Rank: D
User extends their arm at height with an opponent's throat, chest, or their head. The strike will throw the opponent onto their back and the back of their head hard. This skill can be used on two people at once with the same effects, but less in rank damage. At higher levels, the damage on two people will become normal as if they were hit by a single clothesline.

Body Slam
Rank: D
The user places their left hand onto the left shoulder of their opponent and their right hand on the opponent's right waist and scoops them up to an upside-down position before the user slams them down with as much force as they could onto their backs.

Ring Creation
Rank: C
One of the few area spells in martial arts, a wrestler uses this skill to create a literal 20ftx20ft ring out of wherever they're standing. The idea is that the user's will and connection with the ring helps them to use their inner ki to naturally shape their environment with their energy to create this familiar arena. The materials the ring is made out of varies depending on the environment its used in. For example if used in a jungle then nearby tree vines could become the ropes of the ring, while using it at a volcano could cause rocks to lift three feet high out of the lava and serve as the floor.

Cage Creation
Rank: B
Requires: Ring Creation
User creates their normal Ring in this skill, but with one added feature. The wrestler's ki extends up around the ring to create a cage of energy up to fifteen feet high. Like any metal cage match the cage can be climbed by grabbing onto the links and it has a little bounce to it. The cage however cannot be broken by anything less than an S-rank powered attack. This is great to locking an opponent inside, as the only escape is a small closed door in the corner. For A-rank ki the user can make the cage barbed, giving it cutting and shredding damage against whoever may stumble into it.

Stunner
Rank: B
The user kicks the opponent in the gut to get them to lean forward before the user grabs their head in a three quarters facelock and drops to their rear slamming the enemy's jaw down onto the user's shoulder. This move could potentially break the enemy's jaw. If the opponent's head has been damaged by a previous Stunner, if done again, it will stun the opponent for one post. IF THEY ARE LIFTED, they can reverse out of the the hold.

Spinebuster
Rank: B
A heavily modified form of the skill Backbreaker as the wrestler uses their entire body to lift the foe up. The user grabs the opponent, shoulder planted against their abdomen before lifting them up to where they are draped over the user's shoulder. Using both arms to keep the enemy in place, the wrestler twists their body while lifting their right leg up. As they turn, the wrestler falls with the foe, slamming their opponent's back had onto the flat surface that is the ground. If done four times, this can break the enemy's back on a normal surface.


Stage 4
This stage is more open on counters and top rope skills. A wrestler has to be prepared for anything, and must be willing to go high risk to take their opponent down while risking straining their own body. A great wrestler's suplex is always there to help in training them for moves like this. Stage 4 can be available to learn if the user has done 50 suplexes throughout their fights.

Samoan Drop
Rank: C
This maneuver can be used as a counter move as the user leans down and lifts the opponent onto their shoulders while they are running at them and drops them down onto their back hard.

Superplex
Rank: B
Requires: Ring Creation/Area with good height places
The user puts the user into a front facelock before draping their arm over the user's head before lifting them up while they are at a good height before dropping to the floor, slamming the opponent onto their back hard. This move harms the user in the process and causes C-Ranked damage to the user.

Diving Double Ax Handle
Rank: B
This is a largely improved version of the standing sledgehammer skill in the first stage. The user climbs onto a high platform, measuring up their opponent while they raise their hands. Using their motivation and the feeling of the swing of momentum, the user leaps up off of their high platform towards their enemy on a lower platform. They have their hands up above their hand, intertwined together to form a ball-like strike as they slam it onto the top of their foes to knock them backwards and then down as they use this to feel a bigger momentum shift.

Double Leg Takedown -> Giant Swing
Rank: B
The user either grabs their opponent from around their shins or the backs of their knees, sometimes as a counter, and forces them down onto their back. The user then stands up, arms wrapped around their shins as they proceed to slowly spin at first to get the enemy into the air for four to five rotations before tossing them to the side.

Body Avalanche
Requires Ring Creation & Opponent to be groggy against the second ropes
Rank: A
The user runs to the ropes, opposite of where the opponent is before using the ropes as leverage and a speed boost before jumping up and sliding their entire body onto the opponent's head as they leave the ring through a jump.

Butterfly DDT
Rank: A
The user fiercely kicks their foe in the abdomen, forcing them to bend over in pain. The user then grabs their head and pulls them in for a front facelock, keeping their grip tight around the head of their foe. They then slip their right arm underneath their foe's left arm, placing their right hand on their back before doing the same for their holding arm to go underneath the foe's right arm, but using their upper arm to keep the foe's head in place. They soon raise their right leg up and kick out with it, causing them to drop back with the head of their foe to slam them firmly onto the top of their skull, and with the arm placement, the user can flip the opponent over them.

Piledriver
Rank: C
A normal piledriver, the user kicks and stuns the foe from the gut if the kick were to connect. The user then grabs the foe's skull, pulling them and placing them between their legs, facing downward of course. As if reaching for a powerbomb, the user wraps their arms around the foe's waist and lift them up to where the rear-end of said foe is close to the user's face. With a single hop, the user falls backwards onto their rear-end to slam the crown of the foe onto the ground.


Stage 5
Finally here is where the advanced skills are learned. These are both the most entertaining and the most powerful techniques of the style. Almost all of them require an immense amount of upper body strength so lots of weight lifting training is required. Other than that training is mostly pretty typical and basic. Learning this stage comes at a cost, you must create your own show name to keep your real identity a secret.

Spear!
Rank: C
User charges their legs with energy and then blast off in an incredible burst of speed to slam their shoulder into an opponent's stomach and tackling them to the ground, usually knocking the wind out of them as well. While a simple technique, its power lies in its speed which can allow them to cover a great distance in under a second. Three post recharge time. Can only be used for offense, never to get away. Can only move in one direction, otherwise the attack is canceled, though most opponents are sent to the ground before they even know what hit them.

Choke Slam!
Rank: B
User grabs their opponent's throat and lifts them into the air while continuing to choke them. This gives the opponent a sense of being hanged, and is extremely painful as well as terrifying. Then the user slams them on their backs, causing more pain and dizziness for three posts from the lack of oxygen mixed with a slight concussion. Can be used with only one hand if level 6 or higher.

Power Bomb!
Rank: A
User picks up their opponent with Herculian strength and flips them over so that their legs are over the user's shoulders, facing the user. Then the user drops uses the same strength to whiplash them down to the ground, the user usually falling on their behinds in the process to pull them down for a second longer and thus build up more speed before their opponent's sudden impact with the floor. This attack can very easily kill an opponent, and what it doesn't kill it knocks out.

Signature & Finisher
Sometimes Requires: Ring Creation
Rank: S
The user creates their own signature maneuver and will follow it up with a finisher. THIS IS A MUST FOR ANYONE WITH THE PROFESSIONAL WRESTLER STYLE and they have to make sense on coming together. This is a two part attack.

Delayed Vertical Suplex Powerslam
Can Require: Ring Creation
Rank: A
A devastating suplex slam that requires the user to go for a gut kick first. They put the foe into a front headlock, grabbing their left hand to drape it over the back of the user's neck. They then grab the hem of the foe's pants and lift them up into the air slowly. With their display of strength, the foe caught is put into a stunned state as they are lifted vertically up and kept there for a few moments. The user then releases the hem of their pants while turning, grabbing past between the foe's legs as they use the momentum and their body to slam the enemy's chest and back into the ground. This can put enemies through breakable objects like a table. If done off of a higher platform, it increases the damage by a rank, but the higher it is done, the more damaging it can be, but causes rebuttal damage.

Bulldog(Variations)
Can Require: Ring Creation, Tables, or chairs.
Rank: D-C ranks
The user charges at their foe from behind, grabbing the enemy by the hair as they jump with a single hand, or wrapping their arm around the head of their foe. They lean back with their forward motion to cause the enemy to slam face first into the ground. Can be used off of top-ropes, to send a foe through a chair, or even through a table. This is a fast acting move, best used for surprising the enemy completely.


Fist of the Bro Star
PostPosted: Mon Oct 28, 2013 3:26 pm


Broken (Dual Knives) [U/C]
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Once upon a time there was a teenager who prided himself on his usage and precision with knives. He wasn't originally very good with a knife, but one day, he had to kill another living being with a weapon. It was an excellent kill, and he enjoyed the rush it gave him when the light faded from his target's eyes. He got a taste for killing, and eventually developed his own style of murder. It started off as a single knife, but as his mind began to deteriorate, he switched to two knives causing his style to become more gruesome than before. The switch in choice of weapon didn't seem to affect his style much, as he was still very precise with his kills. Now that he is once again back in to fighting others for their lives, the use of the style naturally came to him again. Those who see this style should probably head in the opposite direction, as he doesn't show mercy when it comes down to it. He is a murderer, first and foremost, and shows this mentality when he's cutting off faces.

The only real requirement for this style is to be Devin Locura...after so long of using it, it has been refined to him alone. As far as what the style is based off...for the most part, it is meant to deal damage over time, and rather than instantly kill an enemy, cause them to suffer. It's a frustrating style as it is meant to cancel out a majority of enemy actions with its crazy motions, trips, spins, and strikes. Fighting against this style is similar to fighting a crazy person, as it uses elements of all types of fighting. It maintains some types of speed, strength, control, and protection, but the biggest traits are speed and "protection" if it is seen that way.


Stage 1
The first stage of this style touches a little bit on everything. The real importance is to learn to switch "stances" in the first stage, which allows for different movements when they are in effect. The three other main points are defending, attacking, and countering if it actually comes down to that. These moves are very elementary, however, and aren't very useful against highly trained fighters.

A Taste of Heaven
Rank: E
Description: A paramount skill which increases the user's speed by one level, but their strength by one for as long as it is active. It causes Devin to enter a manic state by force, giving him access to moves he wouldn't be able to use otherwise. Maintaining this skill requires E-Rank energy as a start-up, and D-Rank energy for the rest of the time it is active, disallowing the user energy regeneration. Most skills require Devin to be Manic before use. To cancel or change his state of being costs C-Rank energy if he is in battle.

A Taste of Hell
Rank: E
Description: A paramount skill which increases the user's strength by one level, but their speed by one for as long as it is active. It causes Devin to enter a demented state by force, giving him access to moves he wouldn't be able to use otherwise. Maintaining this skill requires E-Rank energy as a start-up, and D-Rank energy for the rest of the time it is active, disallowing the user energy regeneration. Most skills require Devin to be Demented before use. To cancel or change his state of being costs C-Rank energy if he is in battle.

Piercing Guilt
Rank: E
Description: A trick move that can be used under any conditions if the user has use of their legs and arms. They trip the opponent based on the leg the enemy uses for balance. While the enemy falls towards the ground, the user generally moves fast enough to stab the enemy while they're falling and speed their impact to the ground. This can be fatal if the user aims in the right place, but people who focus will easily see the opponent trying to trip them up.

Out of Mind
Rank: E
Description: If the user is attacked by an enemy at close range, they have a chance to disrupt the enemy's focus by cutting across their body in an X-Pattern with both knives. While the cuts are generally shallow, the user often opens the enemy's chest up by sending both arms sideways with their cuts. If the user can see the enemy's chest, they will have their chance to deal fatal damage when they follow-up. The only reason this costs ki is because of the minor speed increase the user gets, which allows for them to quickly follow up to attack.

Never Letting Go
Rank: E
Description: A move that allows the user to always keep an enemy close to them during a battle.If the user stabs the enemy, a small amount of ki will keep the enemy hooked on the user's knife. The user can twist it any which way, and only breaking the knife, or D-Rank energy will allow the enemy to slip off the knife's blade. While very weak in comparison to some other skills, this skill itself counts as a very effective ki-drainer, and it can be used to kill if the user happens to stab an important part of the body.
Note: Blood loss is a very real thing.


Stage 2
--Enter Description Here--

Grave Meeting
Rank: D
Description: The user slids on the side of their body, swinging their blade in a swift motion to cut the enemy off at the foot. The drop on the ground normally means the user can avoid attacks aimed at their head if they're fast enough, but they do not gain any speed increases that they don't already have. The user also kicks off using their ki to push their body and give it slide where it has none. The general result is the enemy face-planting on the ground when tripped.

Circle of Scorn
Rank: D
Active: Demented Stance
Description: The user begins to spin both knives fast enough at the handle to make them appear as disks. When approached by an enemy they will lash out with both spinning blades, stopping if they get distance from the enemy, or if the blades cut all the way through. This normally leaves a sickening amount of gashes on an enemy's body, but many of the cuts turn out shallow because of how they are delivered.

STAY DOWN!
Rank: D
Active: Demented Stance
Description:

Soul Eater
Rank: D
Active: Demented Stance
Description:

Laugh A Little
Rank: D
Active: Manic Stance
Description:

Phantom Meal
Rank: D
Active: Manic Stance
Description:

Devil's Smirk
Rank: D
Active: Manic Stance
Description:

Stage 3
--Enter Description Here--

--Enter Skills Here--


Stage 4
--Enter Description Here--

--Enter Skills Here--


Stage 5
--Enter Description Here--

--Enter Skills Here--


Valentine Valtieri
Vice Captain

Blessed Hunter


KnightsRoyal

Desirable Hunter

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PostPosted: Sun Mar 30, 2014 2:03 pm


Miscellaneous Weapons?
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Highly unorthodox, rumors speak of such a style being non-existant due to the use of various items. One student speaks out about the style and was interviewed about it, giving great amount of info.

Student's Interview
"Okay, this style is suppose to represent three items and the three marks of ranges. Due to it's.... unbelieveableness in use... it's been kinda kept hush amongst us students. Not many teachers know of such a style, but I've been doing my research and found out what those three items are. It covers a single ball, like a soccer ball or a kick ball, a whip... mainly leather when it's used right, and a full set of arm and kick guards. There isn't any form of close range combat, but those things still have a use not known to the actual public of Ludus. Here's the list of skills it has."


Stage 1: Stance Modes
--Certain skills can only be used in one of the 4 stances this stage has to offer. While they may seem weird, these stances signify a personal form of greatness depending what is in use. While this may seem like you're only learning stance techniques, it also grants you knowledge to one technique each for each one of the stances. Be forewarned... you can only change stances once per post, so choose wisely as to what you become. You cannot change stances while using techniques.--

--Range Stance--
Rank: E
The user pulls out the ball and mainly uses it for this following stance. The ball is already charged with energy once the user switches to this stance, giving the ball the ability to return to the user once it hits something, or be used with a skill. The ball has to be charged with E rank energy prior to every skill use in this stance to make sure it returns to the user. This stance signifies precise aiming.

--Strike Stance--
Rank: E
The user switches to holding a whip, the handle in their dominate hand, some lax from the handle leading to the other hand. In the other is the rest of the whip, laced with energy to obey the user's commands for striking. In this stance, it signifies power and control over their use of a free-willed whip. The user is capable of striking multiple times while in this stance, usually striking at Mid-range as the whip comes out quickly. After every strike, the whip's length is returned to the user's less dominate hand to wrap around it to be ready to attack once more.

--Defensive Form--
Rank: E
The user switches to a full set of arm guards and kick guards, lacing the protective areas with their energy so it can absorb attacks. This stance, as the name states, signifies the power of defense and the health of the user. This has rarely any skills, but a variety of defending abilities as the user can protect themselves and others. The main skill of this style is "Greater Guard" being capable of giving better defense than without the skill.

--Defiant Stance--
Rank: E
The user equips their set of guards, the whip wraps around the user's dominate hand, holding the whip and all of it's length wrapped around it. They act as protective knuckles to make the fist harder to strike with, in doing so, they hold the ball in their less dominate hand. This technique works well for balance, but it keeps to mid-range as this style represents mastery over everything. This does NOT have access to all the skills of the other stances as this is mainly combo techniques.

--Range: Ball Throw--
Rank: D
The user hurls their ball at the opponent, striking them anywhere it hits and giving a burst of energy to harm the foe before using it's remaining energy to return to the user. The burst of energy where it strikes gives it harsh damage and dangers as it can hit anywhere else besides the body and still return to the user.

--Strike: Double Hit--
Rank: D
The user gets the whip out quickly and strikes out of swiftness, hitting the enemy twice at two spots. As simple as this is, this can be used at close range without the worry of the whip wrapping around the enemy. The energy lacing the weapon gives it a more sturdy use as it strikes as hard as a bat when the user doesn't wish to ensnare their opponent.

--Defense: Great Guard--
Rank: D
The user enters a guarding stance, and can keep ahold of it by giving more energy into the stance. The guards are increased with D rank energy to give them a light glow while the user summons up their aura. As this may seem like the guards are the place to avoid hitting for damage, the aura is creating a protective skin-tight shield around the user, reducing damage they could take.

--Defiance: Strike Combo 1--
Rank: C
The user strikes with their whip fist, the energy over-charge in this skill allows them to strike once, but the energy will whip out of the hand to strike the enemy a second time. The user then knees the foe in the gut to have them double over before the ball is forced into their face to get them back. Using this changes the user straight to their range stance however due to charging all the weapons at once. Once in the range stance, the user cannot switch into any other stance for 2 posts. This cannot be fully done unless the user manages to land the first strike with the whip fist.

Stage 2: Assault Modes
--This part of the style, gives no new modes, but gives the user plenty of techniques they can use as do the others. This is more beneficent to the Strike Stance as it has more combo techniques and other various attacks. While this may seem to be out of the ordinary, the user is now able to control the whip freely with the energy that runs through the lacings as performed in the following set of skills.--

--Strike: Limb Ensnare--
Rank: D
The user strikes out with their whip at specifically one of the limbs of their foe as it will wrap around it as the user will try to either trip them up or pull them down. This can be used for free for grabbing anything objectional except in combat, i.e. a branch, pole, or an artifact.

-- ->Strike: Pull Kick--
Rank: E
The user tugs on the whip that is ensnared on any kind of opponent and launches themselves towards them. They shift into a kick stance as the length of the whip quickly shortens and releases the foe on impact of the kick. This can be used in conjunction with the free use technique form of "Limb Ensnare" to kick something down.

--Strike: Crashing Whip Combo 1--
Rank: C
The user spins the whip around them, entering the 2nd form of the Strike stance as they get their energy flowing inside of the whip. They soon swing the whip down diagonally to the left and diagonally to the right before they swing it horizontally at them. The impact will send them flying back a few feet as the whip will return to the original Strike Stance.

--Range: Spin Ball--
Rank: D
A ball entrusted with a very good curl as it makes it hard to dodge the ball, making it act like a homing missiles on the enemy. One impact the ball will return via the trail it came from back to the user using the energy from the Range stance technique. This can be good for hitting foes around the corner due to the spin it has, and contact with anything but the target will make the ball bounce and spin even longer till it hits the opponent.

--Defiant: Bullet Punch--
Rank: C
The user learns the ability of using their energy freely, giving them the ability of using the first part of the previous combo technique of the defiant style. Using this skill 3 times in a row however will force the user to change into their strike style for 2 posts with the 2 post cooldown. This skill is very useful in quick strikes as it has the added power of the whip to make it more forceful.

Stage 3: Advanced Stances
--The user is capable of switching their starting stance into a more powerful form of that stance, as well as having access to stronger techniques. These new stances all have a form of gratitude to learning them as it maximizes Energy Output in the weapons. Do not underestimate how simple the stance appears, for it can prove to be quite devastating in attacks.--

--Momentum Stance: Striker--
Rank: C
The user begins to swing their whip around, the movements giving it more power as it all goes towards the tip. If the user swings their whip and it strikes anywhere with the tip, a burst of energy will shoot out in a basketball shape area(D rank Damage). The user will have to return to either spinning the whip or going back to the previous Strike Stance.

--Momentum Combination--
Rank: B
The user spins the whip at a rapid rate before swinging it at one of the 4 diagonal strikes at the enemy. It is then followed by two horizontal swings to cause the opponent to spin before the user spins it vertically and swings it down hard. This causes the entire whip to slam onto the ground, creating a line of destructive explosive energy.

--Prepped Power Shot Stance--
Rank: C
The user switches into their Range stance and appears to normally hold the ball for throwing. Instead they charge the ball with C rank energy and begin to bounce it like a basket ball as it stays in it's charged state. The ball can be bounced with any part of the body, so long as it has a physical touch hitting it per bounce. After any skill used in this form of the Range stance, the user must charge the ball up with C rank energy to use another skill.

--Power Blitz--
Rank: B
The user bounces the ball twice on the ground with their hand first, before spinning and kicking the ball down to build up it's energy to B rank and sending it up into the air. If the enemy is hit with the downward kick, they'll be bounced off the ground with the ball and into the air. Soon the user will jump up, spinning horizontally while slowly falling to the left head first before kicking the spherical ball towards the enemy. On contact, the ball creates a displacement of gravity, causing the enemy to lose balance and float up if they are hit with it.

--Forceful Defender--
Rank: B
A greater advanced stance compared to the original, fulfilled with B rank energy and the users aura to improve self defense. The user can now strike while in this stance as their arms are more loose with the arm guards still one. The legs now have more space to ensure better center of gravity as this stance decreases the chances of the user being knocked down or knocked out.

--Sentinel Striker--
Rank: B
This move has three forms of an attack, Defensive, Neutral, Hostile. It is the form of a charge attack, the user can charge the technique with one of two energy shifts: Range or Striker. If the user charges the attack for a single post and releases it on the next with range power, the user summons up a physical barrier to protect the user from a single B rank attack while it absorbs 5 C ranks. If the user charges the attack for a single post and releases it on the next with Striker power, the user comes charging out with the wind breaking all around them in a spiral as they thrust their first for a corkscrew blow. If they choose not to charge it, they will simply thrust their hand forward while it is coated in their aura, protecting the arm from another B rank attack.

--Definite Block--
Rank: B
A special kind of technique, known to both block, and attack at the same time. The user strikes with their right hand to appear blocking, followed by the left hand, the arm guards both facing the opponent. The user then knees up with the right leg, followed by the left leg kneeing up as the user soon jumps into the air for a quick whirlwind kick.

--Defiant: Strike Combo 2--
Rank: A
Starting off in this attack, the user lets the whip extend itself and uses it to wrap around the waist of the opponent. The user then pulls with all of their might to bring the opponent towards them while jumping for a spinning single whirlwind kick to have the opponent wrap the whip more around their waist as they spin from the kick. The user lands and knees the opponent in the chest before pulling the whip's handle to send them back spinning before throwing the ball at their face to knock them down. Like the previous Combo attack, this cannot be used unless the whip manages to get around the waist of the opponent. After the use of this skill, the user returns to their 1st Range stance for the two post cooldown and cannot change.


Stage 4: Greater Power
--After learning how to master the newer stances, the user can finally gain access to stronger techniques, both for the 1st stances, and the second stances. This stage focuses on the main three of all the 4 stance styles: Striker, Range, and Defensive. This shows how the user can perfect their techniques and slowly learn how to bring them all together. All of these skills can only be used in their stance style, so as they learn how to bring them together, you cannot use the weapons at the same time except in Defiant Stance.--

--It's a HOME RUN!--
Rank: B
The user must be in the Prepped Power Shot Stance to use this skill. The user bounces the ball once with their left hand, sending the ball up into the air via the bounce. As such, they pull out the whip, lining it with power as they jump up, rearing back before they swing the whip downward at the ball. It launches the ball with a devastating rupture effect on where it connects before bouncing off of the opponent and to behind the user. This changes the user out of the Prepped stance and into the Striker Stance form 1, cannot be used during the two post cooldown of the Defiance skills. The user cannot change into Range stance for three posts.

--Whipping Frenzy--
Rank: B
The user must be in the Momentum Stance in order to use this skill. The user begins to swing the whip Violently around them, letting it lash at the ground all around the user. It reaches at a 10 ft radius around the user and can be considered devastating as it strikes 5 times at the foes who are in the diameter of 20 ft around the user. The technique can be abruptly ended with a D rank full circle swing to avoid heavy property damage.

--Crash Planet--
Rank: A
The user swings the whip out to have it wrap around the foe's waist before bringing the enemy in with a forceful tug. The user's left hand has an arm guard on it as they grab the skull of their foe and bring the back of their head down onto the ground. It creates a small crater from where the back of their head landed as the arm guard has a glow around it to allow the user to do such a thing.

--Three Point Shot--
Rank: B
The user tosses the ball up into the air from their Range stance, switching to their Defensive Stance and punching it at their opponent. The ball is infused with B rank energy and returns to be struck again by the user with their other fist. As the ball bounces off the opponent again, the user turns and performs a backflip kick to send the ball straight into the opponent, intentionally giving them a superheated ball as it tries to land in their gut and their grasp. This can be used as a Single B Rank move with 3 C rank damaging attacks, or a three B rank move to damage three enemies with each strike.

--It's a REAL Kicker--
Rank: C or A
The user must be in the Prepped Power Shot to use this skill. The user sets the ball down before getting into a football kicking stance, channeling their energy into their kicking leg and the ball. The user can use C rank energy to wait a post to charge the energy before kicking it, or use A rank energy to fully charge it and kick it in the same post. The user stands up, takes a single step with their non-dominant leg, and then kicks the ball as it is sent skyrocketing towards the enemy. Upon contact, the enemy will be sent flying backwards 15ft before the sphere bursts with explosive energy, sending the enemy back an extra 3 ft.

--Meteor Draw--
Rank: B
The user must be in Momentum Stance to use this skill. The user spins the whip a bit faster, giving it more energy to do more damage before the user pulls out their ball and throws it into the air. The user then swings the whip up to grab ahold of the ball, wrapping it around before bringing it down and begins to spin with the whip. The energy inside of the ball will mix with the Whip and begin to draw in both energy and enemies into the 7 ft radius of doom. After the user hits their 5th rotation, they release the ball towards any enemies as any that were at least 8 ft away from the user, will get struck by a super heated ball as it bounces to each enemy that is 8 ft away from the user.

Stage 5: Defiance at it's Finest Hour
--The user has been taught everything they needs to know about the stances to the point where they can finally learn the final set of skills for the entire style. This stage requires focus and dedication to learn how to use everyday objects to their deadly potential. Your Defiant Stance will be greater than it has originally been, getting stronger with it's new found power in this stage.--

--Defiant Stance Mk. II--
Rank: A
This stance is an upgraded form of the Defiant stance of the first stage, allowing the use of the Stage 4 skills. The user cannot change out of this stance once entering until they either run out of energy or use the style's ultimate technique. This has many combo attacks, but the main weakness is that the first attack HAS to connect. The stance appears as such: The whip is wrapped around the entire right arm of the user while the armguards glow red with violent energy. The ball is coated with energy and floats around the user as the user keeps a single leg up to add protection with the leg guards.

--Defiant: Combo 2--
Rank: B
The user strikes forth with their right arm, aiming to strike the opponent in the chest with their first. Soon the whip comes alive to wrap around the torso of the user before they raise the enemy up and allow the ball to fly up to strike the enemy several times. The amount of energy put into the whip gives it a shock value to keep the enemy still to let the ball hit the enemy at least 5 times before the user drops them from the sky as the ball flies and hits them in the gut to push them back.

--Defiant: Whip Braver--
Rank: A
The whip that wraps around the arm slips off as the user strikes it forward, filled with bursting energy. It releases electric volts off of the whip, but the tip creates a spear piercing energy that brings the user in for a forceful 10 hits. It burns 10 energy from the enemy if it all connects as the whip stays out for a post to try and drag the enemy closer to the user. If the enemy is brought to the fist that holds the whip, the user will kick them away as if they were trash.

--Defiant: Demented Sphere--
Rank: B
The ball that floats around the user becomes condensed, filled with the user's energy before the ball is sent flying right at the foe. It's a single hit and it causes the enemy to crash hard as the dense ball forces them back and into the ground. It creates a trail line as the user can bring the ball back with a snap of their finger. This can be used via a kick or punch if the ball is on the ground and not filled with energy.

--Defiant: Guard Breaking Fist--
Rank: A(x2)
The user uses their whip hand and punches a single time, filling it with the power of the weather. The attack is swift and powerful at the same time, requiring concentration to even use this technique. The attack is coated with lightning and any defense this encounters that is strictly defense, will break through it like nothing. This technique is special as it requires double the A rank energy for both concentration, and to perform the technique.

--Ultima: Finest Hour!--
Rank: S
The technique starts with a single jump kick towards the chin. If the attack were to connect, the user will transition to a single punch to the chest, followed by another one punching the gut. The user then chains into a rising uppercut that sends the enemy into the air. The foe is struck in the back to be kept in the air by the sphere while the user unravels their whip. They soon use it to wrap the opponent and the ball together as they began the spin like in Meteor Draw. This begins to wane as the user soon soon brings the enemies up and slamming them down with the concentrated energy, causing the ground to break and slowly create a crater. The user tugs on the whip to bring them in close as they soon drive their left arm into the sternum of the opponent. The armguard soon turns pitch black as they drive the enemy deeper into the ground, the crater getting bigger.

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