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Kage Nanashi

PostPosted: Fri Oct 29, 2004 5:46 pm


User Image - Blocked by "Display Image" Settings. Click to show.

The trek is long and arduous...hiking through winding mountainous trails and avoiding perilous falls. It seems like hours of all but aimless walking through dry and difficult mountain range. As you begin to truly doubt the reasoning behind your journey, you come across a large, lively green meadow. A clear pond sits conveniently in the midst of this meadow and a smooth breeze caresses you, making you feel very comfortable. It is a mystery how this meadow thrives being surrounded by mountains and seemingly in the middle of nowhere. Suddenly you come across a large sign planted into the ground that reads, "Shadow Mountain Dojo--Bring your own food!" You begin to hear the sounds of combat in the distance...yells, explosions, and collision of metals and woods. You notice a small group of people seeming to do battle with each other. Before you can finish wondering how violence could be inspired in somewhere so peaceful, a sudden lust for combat all but consumes you, then suddenly disappears. As you ponder this, a tall man approaches you, dressed in a lightly knit top and loose fitting warm-up pants. "Welcome to the dojo, friend. You've come a long way. Take your shoes off and relax. Your training will begin soon."
PostPosted: Fri Oct 29, 2004 5:47 pm


Rules and Whatnot

1. For rules to our fight system, it is recommended you go here
2. If you come here and are serious, then always listen to me or other authorities (Flip, Tarotess, ZhangHe, etc). If you're too disrespectful you can be kicked out and if I can't get along with you, I'm not too sure Flip can...so you might just get banned from the bar too.
3. Be REAL careful about profanity. In fact, I strongly recommend you don't even bother with it. I am a little more lenient than Flip but that doesn't mean I like to hear it all day. Keep it PG-13 or nicer, people.
4. Love don't live in the ring. If you've got a loved one cheering you on that's cool. If you want to chat or snuggle during breaks then whatever. However, if I am training you or you are in combat, your attention better be on keeping your arse alive. You can snuggle later.
5. All V1 training, fights, and basically anyway you acquire style points here count exactly as if you were trained in the bar. For all matters of stats and leveling up you must PM Backflip or ZhangHe. I can now update your stats and level you up myself!I recommend if you have room to keep your stats updated in your siggys...it's just convenient that way.
6. This isn't an open and close bar so bring your own food and drink or survive on fresh mountain spring water like the rest of us. There will be no alcohol...trust me I don't like that rule either but we're here to train not party.
7. Rules are subject to change or be updated as time goes on so be sure to check often. Any questions, comments, suggestions, etc. feel free to PM me. Newer rules will be in bold with a date next to them. Updated or edited rules will probably be in red.
8. We've been given Allen, the ex-replacement training bot who stood in for Robby ages ago, as our new training dummy. All training matches will done against him and he will be used for study. Don't worry, he can handle it.
9.(2/24/05) Disclaimer/Invincible Kage Clause: This is just a warning, especially for those who choose a more RP oriented training course. There may be moments where I will interject and you will face me directly. During this time I will be invincible and most of the time won't even let you hit me. This is DIFFERENT than godmoding! It is done purely for the sake of RPing a way to teach you how to fight, exploit weaknesses, or instruct in some lesson relevant at the time. I will not abuse this method of RPing and will only use it when justifiably appropriate. It will not affect your stats in any way and is not official classic system training.Update! Invincible Kage sessions will potentially help your stats! If you can prove to me that you have some serious skill you can be awarded 1-5 style points! I am not responsible for any deflated egos or asses that are sore from hitting the ground too much cool .
10.The Pay to Play Clause: Now that the dojo is slightly updated, keeping it improving and moving is gettin...well...pricey sweatdrop . As such I gotta stick with the times and ask upon my students for help. Training here like at the bar is always free the first time. However if you want extended or multiple sessions of training I will now have to ask for a charge of 50g per session. It's a flat rate that doesn't increase, each time you want more than one standard session of training, just send me 50g. Your contributions are always appreciated. Thanks whee

Kage Nanashi


Kage Nanashi

PostPosted: Fri Oct 29, 2004 5:48 pm


Forms of Training

1. Classic System Stat Boosting--Just the same training you could get at the bar where I simply put you to the test against Allen to enhance your abilities or ref a fight between two willing combatants. Obviously you should already know the classic system to ask for this, and it's not something you sign up for. This is either done by request or at times when the bar is busy. This is also included in all other forms of training at some point. As of yet, I do not do challenge fights or scenarios...for that, PM Backflip.

2. V1 The Basics--For the entry level combatant, I show you the basics of the Classic System and help you focus on things such as when to weak attack and when to strong, when to counter and when to defend. It's a short and simple few sessions and will be different for some people depending on the type of fighter they want to be. ((Ex. someone who picked S:8 A:4 I am not gonna teach to be defensive sweatdrop )) Sign up for this by PMing me. I can also help you decide your initial stats if you wish, so you do not have to PM me your stats.

3. V1 Advanced--For the existing members of the bar's fight system and the fighters well versed in the Classic System. This course reviews the basics and offers strategies for using the Pass ability, delving into magic using maneuvers, and choosing the right special move for your character. Sign up for this by PMing me with your name and stats. This course lasts as long as you want it to and ends when you feel comfortable with your skills.

4. The Fight! Beginner--Intermediate: This is a more RP oriented training course that focuses on how you fight. It will be your chance to RP a little about yourself, where you come from, why you fight, etc. This is also a chance for me to show you how to do more stylish and accurate moves according to what type of fighter you are. This also lasts as long as you like and is bent more on making fights you have more entertaining and less on actual stat building.

5. The Fight! Advanced+: For the already talented RP fighter as well as high level classic system combatant. This RP is for those who probably know as much as me or even more. I teach and demonstrate what I know of magic and advanced fighting maneuvers to help offer ideas to boost fights to even more interesting levels. I work on a slightly more equal level with my students here, and sometimes even I will learn something. (ZhangHe is automatically signed here, as it gives him an excuse to train me in my own domain xd ) RP drama is allowed here... sweatdrop

6. New V1 Focus Training--Agility: I am in the beginning stages of creating a couple alternative methods of stat building at the dojo. These methods will focus particularly on one individual stat and you will improve based on success and repetition. For agility, there is a shark demon waiting to test you in the pond. You hop in and avoid his constant attacks for up to 10 rounds ((Block or Counter, etc)). This is based on a XP system. Every successful block within those 10 rounds will grant you 100XP, each successful counter will grant you 200XP. Upon reaching 1000XP, you will automatically earn one stat point in agility. You can ONLY block or counter, and the shark cannot be defeated. Training ends when you get your point or the 10 rounds are over. More advanced levels are available and in need of testing.((Shark demon HP: Infinite S:7)) ((Intermediate HP: Infinite S:12 M:7...Advanced HP: Infinite S:17 M:16 L:1...Ultimate HP Infinite S:22 M:20 L:5 twisted ))

7. New V1 Focus Training--Strength: I am in the beginning stages of creating a couple alternative methods of stat building at the dojo. These methods will focus particularly on one individual stat and you will improve based on success and repetition. For strength, I have acquired command over a small robotic infantry. Each bot has been programmed well in defensive fighting styles and they have formed a fighting gauntlet for you to try your hand at. You get 10 rounds to defeat 3 of these bots in a row. Each destroyed bot is worth 250XP. Destroy all 3 and you earn 1000XP, automatically giving you a stat point in strength. Only a STRONG attack can dent their strong metal alloy. Training ends when you get your point or the 10 rounds are over. More advanced levels are available and in need of tweaks. ((Bot HP:10 A:8 )) ((Intermediate Bot HP:10 A:13...Advanced Bot HP:15 A:18 2x damage, worth 350XP...Ultimate Bot HP:20 A:21 4x damage, worth 500XP)) twisted

8. Magic System!

That's right, Kage's expansion to the classic magic system is here for beta testing. This system uses the same classic rules with extra spicing and flavor to give people a fresher look at using magic. This style is only practiced here and not affiliated with the bar..as of yet. So I present you with the beginning of the new Mage Battles. Currently looking for guinea pigs with patience and decent RP skills


Becoming a Mage

Magic in the classic system is a way to do more powerful damage than normal at the cost of your health. . Kage's system operates on the same principle, only giving you more options. This system also offers training methods that work on the classic MSP system (magic style points, 15 points=1 magic point added to your stats) and also improving our XP system (magic experience points, traded in for abilities and bonuses). Since this is just a test, magic points earned will be labeled for students as "MP" and not added to your actual classic system "M" magic stat. However, your current "M" magic stat does carry over into your "MP"


Mage Training

Students who wish to become a mage must choose a school to align with and pass the qualifier training. The qualifier training is different for each school, but passing the tests will qualify you as a mage of that school and you can participate in battles with mages of other schools or your own. You automatically gain 1MP, 5MSP, and 1000MXP for qualifying, to help get you started. The main point of qualifiers is to test your ability to RP and give you some practice.

Earth qualifier: Tremor Test--You are granted a miniscule amount of earth power to see what you can do with it. A boulder lies near the edge of a cliff. Use your power to shake the earth hard enough to cause the boulder to fall. (You have 10 chances to post action roll a d10 result of 6 or higher 3 times...you can simply post roll 10 10 sided dice)

Fire qualifier: Ifrit's Challenge--You must have power to gain power. Wield your strength any way you can to battle the fire demon. (He has S:10 A:8 M:2 and 30HP) If you have the advantage or at least enough energy to stand and fight after 5 rounds, you have passed the test. (This is a normal classic fight.)

Water qualifier: Shark's Bite--It's the return of the violent and mysterious shark demon that roams the small waters of the dojo. As in agility focus training, you must survive a full 10 rounds, showing true patience, resolve, and survival skills worthy of the ways of water. (see agility focus training)

Wind qualifier: Kage's Test--Being a natural practitioner of wind magic, Kage himself will be directly involved in the training. You will be given a hint of wind energy to use against Kage in a race around the dojo. Be ahead of him and you pass. (It's a battle of d10 post action rolls. Each player posts 5 rolls, RPing a race. The sum of their rolls is totalled, highest result wins.)

Arcane qualifier: Blood Skull Ritual--To delve into arcane arts, one should be able to stomach blood and dealing with life and death. You must concentrate and reach into a pool of blood, searching for a mystic skull. If you can hold onto it, you are ready to face the darkness. (You post a random number between 1 and 20. You get three chances to post a number higher than 12 to pass.)

Magic Training

There were no ways to train in raising magic. You simply earned it in victories, until the classic system created MSP (Magic Style Points) that you could earn in place of regular style. In this system we will use the MSP as a way to gain MP (Magic Power). To aid you in gaining MSP, as with most other accelerated training sessions here, we have new mystically enhanced robots at our disposal to train you in mage combat. (Beginner MP: 5, Intermediate MP:10, Advanced MP:15, Expert MP:20. A level beyond expert will be implemented when and if necessary) For those interested in the arcane arts, they must do battle with demons. Demons innately have all arcane abilities and are stronger than robots. (Beginner MP:8, Intermediate MP:12, Advanced MP:18, Expert MP:22, levels beyond will be implemented when and if necessary) Raising MP is important not only to stay competitive, but certain perks apply to those with high magic power, relative to the school they are aligned with.

Fire school
10MP+...Fire abilities cost 2 less HP to cast.
20MP+...you radiate pure fire energy, causing your opponent to lose 2HP every third turn.

Earth school
10MP+...successful shields absorb all damage
20MP+...You have a natural stoneskin, magic attacks/abilities do 2 less HP damage to you.

Water school
10MP+...Water magic attacks do an additional 2HP damage
20MP+...You are composed of more water than an average being, so you automatically heal of 2HP every third turn.

Wind school
10MP+...Air blast attacks reduce an opponent's defense roll by 4 instead of 2
20MP+...You are one with the wind, and all wind magic attacks/abilities reduce the roll of your opponent's next move by 4.

Arcane school (mystically enhanced MP does not count...)
10MP+...Arcane magic costs you 2 less HP to cast
20MP+...You are linked with souls, and all magic abilities that drain an opponent's HP drain twice as much.

MXP Training

Earning magical experience points is important. It allows you to increase in your school and learn more abilities. (Note: As time goes on, more abilities will be available) Also, if the test of this system succeeds, MXP will be allowed to be traded in for HP, MP, and other perks. As a mage you can gain MXP by winning fights and completing special MXP Training routines, guided by Kage. These training sessions are meant to be opportunities to enhance your RP skills and practice. Details will be given by Kage at time of instruction.
PostPosted: Fri Oct 29, 2004 5:49 pm


Students

Ou Shinsa Otokomae: V1 Advanced, The Fight! Beginner--Intermediate, New V1 Focus Training--Strength
XP:350
Wind Mage HP:30 (Air Blast)
3MP 20MSP 4000MXP Luck:1

Rabid Chihuahua: V1 The Basics, New V1 Focus Training--Strength
XP:0

Matt Blue: The Fight! Beginner, New V1 Focus Training--Agility, New V1 Focus Training--Strength
XPA:0, XPS:1000

R-do: New V1 Focus Training--Strength
XP:2500
Fire Mage HP:25
MXP:1000 MSP:5 2MP

Kyo: Earth Mage HP:30 (Magnitude)
3MP 15 MSP 2500MXP Luck:1

Kage Nanashi


Kage Nanashi

PostPosted: Fri Oct 29, 2004 5:51 pm


Mage Battles


Mage Battles are a new type of fight style for those interested in exploring magic. These fights are currently only allowed in the dojo. To do a mage battle, you must sign yourself up as a mage and align yourself with one of our magic forms. Currently we have available five different schools of magic. You may only align with one (for now), but doing so and completing training will give you access to unique abilities. Mage Battles are of course battles in where combatants use ONLY magic moves. The only stats to be concerned with are HP and MP (and of course Luck). In battles the only stats compared are MP and Luck. Before a Mage Battle begins, all combatants gain +10HP for the purposes of casting (and surviving) magic. In the future you will be able to invest MXP into gaining more HP at the start of a battle. There are NO finishers, though desperations are allowed. Let's cover some other rules and whatnot.

Mage Combat Tactics

Initiative
The one whose turn it is to attack is the one with initiative. Initiative is kept by landing successful attacks, or successfully defending yourself against an attack. Initiative will come into play with certain moves.

Magic Combat

Since there are no normal blocks or counters, I've designed a very simple magic blocking move called the Shield. Every mage automatically earns the Shield ability. If successfully rolled, the Shield will cut the damage you would receive in half, and grant you the initiative. It costs nothing to cast, so it's a fair compensation. Shields CANNOT kill you. It will reduce your HP to as low as 1 if you rolled successfully. (see last stand clause)Please RP this move relative to the magic school you are aligned with.

If you wish to counter, there is the devastating REFLECT ability innately in the system from Classic. If successful, you can deal damage to your opponent equal to what you would have suffered, but if you fail you suffer an additional -2HP. Some moves cannot be reflected, it will be stated if so. Abilities identified as skills cannot be reflected. For balancing reasons, reflects will cost 1hp to cast. The regular magic attack is the same as the classic system. It costs 1hp to cast and can deal 6 damage. All special attacks and blocks/counters follow the same principle as normal ones unless stated otherwise. Now I think we can go on to:

The Good Stuff--Magic Schools/Abilities

Here's how it works. You pick one of the schools to align with and you undergo training to earn the title of a mage in that school. Upon becoming a mage you can participate in mage battles and gain the benefits therein, as well as have access to training methods that will lead to you learning special abilities within that school. Training methods are listed above. So here's to show you what all the training can pay off for:

Fire School--The aggressive school, focused on harnessing the destructive power of fire and unleashing it on opponents. Naturally this is the most costly school. Play with fire and get burned. Abilities:

"Flame Attack" (2000MXP)--A special fire based magic attack, costs 4HP to cast, but burns opponent for additional -2hp if successful.

"Immolation" (5000MXP)--Fire based magic counter move. Costs 6HP to cast, but if successful, it counters the opponent's attack and deals 3 instant damage, then burns the opponent for 2HP each turn for the next three turns.

"Fire Coffin" (8000MXP)--Fire based magic skill. An attack skill that encases your opponent in a prison of fire. If successful it stuns your opponent (they cannot attack or defend next turn) and does random damage, depending on a random number post action between 1-20:
1-5: 2 damage 6-10: 5 damage 11-15: 8 damage 16+:1/3rd opponent's HP
Costs 8HP to cast. Can only be done once per fight.

Water School--The passive school, focused on wearing opponents down and weakening resolve by demonstrating the near indestructible powers of water, eroding an enemy's will. Abilities:

"Dispersion" (3000MXP) --A water based magic block. It costs 1hp to cast. If successful, your opponent causes no damage to you this attack. You do not gain the initiative.

"Absorption"(6000MXP)--Water based skill. Costs no HP to cast Must be cast when you have initiative (you give up a chance to attack for it). Requires a d20 roll result of greater than 10. If successful,
on your next defense, you gain HP equal to the damage you would've suffered instead.

"Deep Freeze" (9000MXP)--Water based magic attack, using the deadly power of ice. Costs 5HP to cast. If successful, it does 8HP damage and has a 50% chance to stun your opponent. (Roll a d10, result of 5 or greater will succeed. Your opponent cannot attack or defend next turn)

Earth School--The balanced school. Potential for great damage and defense, though luck is not always in favor of the caster, for the earth is fickle. Abilities:

"Magnitude"(2000MXP)--An earth based magic attack that costs 2HP to cast and does random damage depending on the casters' d10 dice roll. (minimum damage is 2, max is 10. Damage affects all players except caster, though you still choose a target.) Defending players post a defense and, instead of referee rolls, they must post action roll a d10 higher than the caster in order to succeed in defending against the attack. This move cannot be reflected.

"Stoneskin"(6000MXP)--Earth based skill. Must be cast when you have initiative (you give up a chance to attack for it). Requires consecutive d20 results of greater than 10. Starting from your next defense, each turn you successfully roll, you will suffer 3 less HP damage from all attacks. This is in addition to your defensive moves. Once you fail to roll greater than 10, stoneskin is no longer in effect and must be cast again. Costs 3HP to cast.

"Call Lightning"(10,000MXP)--Earth based magic skill. Must be cast on your initiative. You must have more than 10MP to cast. Costs 10HP to cast. You can only cast it once per fight. Roll a d20, whatever the result is the damage this move will do. However, you must channel most of your energy into the earth, appealing to the earth itself to call its mighty lightning. You must survive 3 turns before the attack goes through (you can only defend). There is NO defense to this move. ((this might change in the future))

Wind School--The disruptor school, masters of the wind can wield the very air around an opponent and interrupt their concentration. Abilities:

"Air Blast"(2000MXP)--wind based magic attack. Costs 3hp to cast, does normal magic damage. Opponents suffer a -2 penalty to rolls against this attack. Example: Windmage casts Air Blast, defender uses shield. Ref rolls a natural 13 for the defender. Air Blast makes it into a 11 roll.

"Wind Surge"(4000MXP)--wind based skill. Must be cast when you have the initiative. Requires d20 roll of less than 10. If successful, you have the initiative for the next 3 turns, whether or not you land a successful attack. Costs 3HP to cast.

"Gale Force"(6000MXP)--wind based magic attack. Costs 5HP to cast. If successful, it does no damage to your opponent, but it stuns your opponent (they cannot attack or defend next turn) and your opponent's next move, either attack or defense, will suffer a -4 penalty to its roll. This attack CAN be reflected for interesting results.

"Blur Image"(5000MXP)--wind based magic block. Costs 3HP to cast. If successful, it uses air to project an illusion that there are multiples of the defender, reducing the opponent's accuracy. (opponent suffers a -3 penalty to attack roll)

Arcane School--The school full of dark and mysterious power, centered on manipulating souls and powers over life and death, often at various high costs. This school has many abilities, and is difficult to learn. Abilities:

"Blood Pact"(4000MXP)--Arcane magic defense move. Costs 3HP to cast. You gain +3MP to help you defend against the attack. If your opponent's attack misses, you drain them of 2HP. (They lose 2HP, you gain 2HP)

"Shadowbolt"(5000MXP)--Arcane magic attack move. Costs 5HP to cast. If the attack is successful, it deals 4HP damage to your opponent, and drains them of 2HP each turn for the next 2 turns, regardless of who has initiative. This move cannot be reflected. (They lose 2HP, you gain 2HP)

"Mystic Curse"(8000MXP)--Arcane skill. Can only be cast when you have initiative, and you give up your turn (like a pass). Costs 8HP to cast. All magic costs your opponents double the HP to cast for the next 3 turns. This is instant and does not require a roll. Can only be cast once per match.

"Soul Feast" (9000MXP)--Arcane magic attack move. If successful, it does no damage and stuns your opponent (they cannot attack or defend next turn) and draws energy from their soul. On the following turn (when they are stunned) roll a d10. Whatever the result, they lose that much hp and you gain that much hp. Can only be cast once per fight. Costs 5HP to cast.

"Summon Demon" (10,000MXP)--Arcane magic skill. It does not require a roll to cast, but costs 10HP. A demon will be summoned whose MP is the average between your current HP and MP (HP+MP/2). The demon will attack and defend for you for 3 turns (only magic attacks/shields/reflects). You can attack or defend as well, effectively turning the match into a temporary handicap match. (The demon only has 5HP, but magic does not cost it any HP to cast. Can only be cast once per fight. Once the demon dies, you lose 5MP for the rest of the fight.)


Last Stand Clause
At the event of any fighter being at only 1hp left, he/she makes a last stand. He/she cannot cast any abilities, but regular magic attacks, reflects, and shields cost nothing to cast. Also, if you roll successfully, shields will absorb all damage. Never give up, this could turn the tide for you.
PostPosted: Fri Oct 29, 2004 5:54 pm


*Kage takes a brisk but enjoyable walk around the meadow, soaking in the comfort and freedom that seemed to emanate from the ground* Ahh...yes...things will begin here, under the tutelage of the clouds and sky. *nods to himself and sighs* I've got a lot of work to do...

Kage Nanashi


Just_Shin

PostPosted: Tue Nov 02, 2004 12:06 am


*wanders into west evin. Sees Kage, approaching him he speaks*
Kage, is this were you plan to build the Dojo? And if so, may I be your first student ? I am not opposed to hard labor. I can help build this sacred training ground with you and Jysca. Please accept me. *he kneels, holding his arms out joined at the fists, one hand over the other*
PostPosted: Fri Nov 05, 2004 1:34 pm


Ou Shinsa Otokomae
*wanders into west evin. Sees Kage, approaching him he speaks*
Kage, is this were you plan to build the Dojo? And if so, may I be your first student ? I am not opposed to hard labor. I can help build this sacred training ground with you and Jysca. Please accept me. *he kneels, holding his arms out joined at the fists, one hand over the other*


*smiles* all you see around you...that is the Dojo. It is a freedom of expression and a freedom of mind, designed to encourage your warrior senses. All are welcome and accepted. So come, show me your stance.

Kage Nanashi


Just_Shin

PostPosted: Fri Nov 05, 2004 1:37 pm


* Places feet a shoulder width appart, left foot slightly behind the right. Crowching slightly he slowly extends his claws, barring his teeth*
PostPosted: Fri Nov 05, 2004 1:40 pm


Ou Shinsa Otokomae
* Places feet a shoulder width appart, left foot slightly behind the right. Crowching slightly he slowly extends his claws, barring his teeth*


*nods* not bad not bad... *Kage enters his defensive stance, starting with feet shoulder width apart, then arcing his right foot farther back behind the left and pivoting it. He raises his arms, left hand as a fist covering the face, right hand extended and open in a claw like fashion* ok...now I want you to try to attack me. ((RP Moment: You can't land a hit for this session..this is just to analyze your moves)) *smiles* go for it

Kage Nanashi


Just_Shin

PostPosted: Fri Nov 05, 2004 1:44 pm


* STRONG *

At the invitation to attack, the hair on the back of Shin's neck bristles. A deep low war growl rises up from his gullet. He charges Kage, looking to slash with his claws from left to right, downward across the chest.
PostPosted: Fri Nov 05, 2004 1:49 pm


Ou Shinsa Otokomae
* STRONG *

At the invitation to attack, the hair on the back of Shin's neck bristles. A deep low war growl rises up from his gullet. He charges Kage, looking to slash with his claws from left to right, downward across the chest.


*Kage smiles and responds by using his raised left arm to grab Shin's wrist in mid strike. He then lands a palm strike to Shin's face with his right hand, and quickly shifts his weight sideways, turning and rotating Shin's wrist, causing the warrior to helplessly fall to the soft meadow ground*

good aggression...but save your claws for more threatening moments. The sense of danger they impose on your opponent may only make them a stronger defender.

Kage Nanashi


Just_Shin

PostPosted: Fri Nov 05, 2004 1:51 pm


Weak
*shaking off the cobwebs and retracting his claws, Shin, suddenly turns and springs for a spear*
PostPosted: Fri Nov 05, 2004 1:57 pm


*Kage watches Shin rush forward and deftly sidesteps the attack, making a hard sidekick to Shin's ribs as he dives by to emphasize an exposed region*

Ok...the spear maneuver has got to go. It is far too reckless and aggressive. What I recommend instead is a rolling sweep. You can make the same frontward diving motion only you switch to a roll past your opponent and then extend your legs in a sweeping arc from the floor position aiming just above the back of the knee. You might just catch them by surprise and advantageously have them on the floor next to you.

Kage Nanashi


Kage Nanashi

PostPosted: Fri Nov 05, 2004 2:01 pm


let me see a couple more of what you can do and then we'll move on *smirks*
Reply
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