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Combo

#1
combo would be weaker, but attacks frequent and escaping isnt easy
there are dozens of different moves you can add into your personal combos,
enemy can counter combos if they time themselves between your attacks,
stronger the attack more time there is between

when combo is made it makes scroll into inventory like custom jutsu named by user
combo is intiated like custom jutsu except you need to be 1 tile close
user can have multiple different combos

Countering:
to counter you need to do combo or punch between enemy attacks
punch = end combo
combo = start your own combo
also one doing combo can always stop combo in mid aslong as his move isnt countered
if attack comes from outside it disrupts the combo and ends it

Making Combo

combo moves are made like signature jutsu but you do each move in combo one by one
first you choose strength, after that you choose one special effect of that move

Length of combos is issued by level

Level 10 = 1 move
Level 20 = 2 moves
Level 30 = 3 moves
Level 40 = 4 moves
Level 50 = 5 moves
Level 60 = 6 moves
Level 70 = 7 moves
Level 80 = 8 moves
Level 90 = 9 moves
Level 100 = 10 moves

Strength
you can put 10 points in strenght, this adds damage but also increases counter time
1 point = 0.1x tai and 0.1 seconds between attack
so with all points its 1x tai and 1 seconds between attack

special effects
stun - cant counter next hit adds 0.3 seconds between attack
cripple - chance to cripple on hit, adds 0.1 seconds between attack
bleed - causes bleed on hit, adds 0.2 seconds between attack
element - causes elements effect on hit - adds 0.3 seconds between attack
knockback - stops combo and knocks enemy back, no effect on time
shunshin - teleports behind enemy, can be used to gain better position or continue combo after knockback





----------------------------------------------------------
Clan and Proff stuff can be done seperately
----------------------------------------------------------
Clan Unique effects - clans would get 2 moves along with normal moves to add into combo
jyuuken - does takes chakra and blocks tenketsu, no effect on time
kuushou - knockback, adds 0.3x dmg, adds 0.2 seconds between attack
dog - dog joins to do combo with you, time between attacks lower by 0.1
tsuuga barrage - does move 3 times in one, adds 0.1 seconds between attack
shar freeze - will make enemy unable to counter next two hits, adds 0.3 seconds between attack
genjutsu - catches enemy in genjutsu, adds 0.1 seconds between attacks
yanagi no mai - does yanagi no mai, ends combo (cause it knocksback)
tsubaki no mai - adds bleed on hit, no effect on time
bubun baika - knockback, adds 0.5x dmg, adds 0.3 seconds between attack
nikudan sensha - does move 3 times in one, adds 0.1 seconds between attack
shinranshin - will make enemy unable to counter next hit, adds 0.1 seconds between attack
shintenshin - user gains control of enemy body, combo ends, adds 0.5 seconds between attack
mushidama - drains 20% of enemy chakra, adds 0.3 seconds between attack
kidaichu - does 0.2x extra damage, adds 0.1 seconds between attack
kage mane - catches enemy, ends combo, 0.5 seconds between attack

Proff unique effects - proffs would get 1 move along with normal moves to add into combo
place clay - puts clay on enemy for user to blow with katsu, adds 0.2 seconds between attack
gogyuo fuuin - seals enemy stats half, adds 0.2 seconds between attack
tsutenkyaku - knocks enemy and anyone near, ends combo, adds 0.3 seconds between attack
puppet summon - puppet joins to do combo with you, time between attacks lower by 0.1
dokuken - poisons on hit, adds 0.1 seconds between attack
goken - increases damage by 0.2x, no effect on time
[Image: Indigo-ItachiSig.png]
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