Difference between revisions of "User:Jaskrendix"

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  * Norris Kick: An acrobatic, spinning kick, capable of avoiding attacks or creating space. The Norris Kick can be used to quickly close the distance and catch opponents off guard, setting them up for a devastating combo or submission hold. The attack's speed and agility also make it an effective tool for avoiding counterattacks, allowing the user to stay one step ahead of their opponent. (inspired to Chuck Norris spinning kick)
  * Norris Kick: An acrobatic, spinning kick, capable of avoiding attacks or creating space. The Norris Kick can be used to quickly close the distance and catch opponents off guard, setting them up for a devastating combo or submission hold. The attack's speed and agility also make it an effective tool for avoiding counterattacks, allowing the user to stay one step ahead of their opponent. (inspired to Chuck Norris spinning kick)
  * Dragon Palm: A powerful, open-handed strike, capable of generating shockwaves or pushing opponents back. The Dragon Palm can be used to create an opening for a quick combo or grapple, as the opponent struggles to regain their footing. The attack's sheer force can also stun the opponent, leaving them vulnerable to a quick submission hold or finish.
  * Dragon Palm: A powerful, open-handed strike, capable of generating shockwaves or pushing opponents back. The Dragon Palm can be used to create an opening for a quick combo or grapple, as the opponent struggles to regain their footing. The attack's sheer force can also stun the opponent, leaving them vulnerable to a quick submission hold or finish.
  * Takedown: A grappling technique designed to throw the opponent, leaving them open to a devastating combo or submission hold. The Takedown can be followed up with a ground-and-pound or submission hold, allowing the user to finish off the opponent quickly. The attack's power and control also make it an effective tool for dominating opponents, setting them up for a quick finish.
  * Grizzly Takedown: A grappling technique designed to throw the opponent, leaving them open to a devastating combo or submission hold. The Takedown can be followed up with a ground-and-pound or submission hold, allowing the user to finish off the opponent quickly. The attack's power and control also make it an effective tool for dominating opponents, setting them up for a quick finish.


Melee Techniques:
Melee Techniques:
  * Dragon's Maw
  * Core (Dragon's Maw, Tiger's Claw)
* Tiger's Claw
  * Advanced (Bear's Hug, Eagle's Eye)
  * Bear's Hug
  * Exotic (Samurai Slash, Dragon Palm, Grizzly Takedown)
* Eagle's Eye
  * Samurai Slash
* Dragon Palm
* Takedown


Ranged Techniques
Ranged Techniques

Revision as of 05:52, 6 August 2024

Fighting is below "Heroic" (Reserved technique for Humanoid?)

-> add monster -> purge the existing move -> add 2 CORE, 1 ADVANCED, 1 EXOTIC -> start a tournament

Expanded Martial Arts Techniques

Core Martial Arts (Recharge = 1) + (Power <= 1.5) + (Accuracy 100%)

* Dragon's Maw: A powerful, biting strike targeting the opponent's torso, capable of crushing their defenses and leaving them reeling. The Dragon's Maw can be followed up with a grapple or throw, allowing the user to take control of the opponent and set up a devastating combo. The sheer force of the attack can also knock the opponent back, creating distance and giving the user an opportunity to counterattack.
* Phoenix's Flare: A rapid, fiery series of strikes targeting the opponent's arms or legs, designed to overwhelm and disorient. The Phoenix's Flare can be used defensively to parry or deflect attacks, creating an opening for a counterattack. The speed and ferocity of the strikes can also set the opponent up for a devastating combo, as they struggle to keep up with the flurry of attacks.
* Tiger's Claw: A crushing, clawing strike targeting the opponent's head, capable of knocking them out cold. The Tiger's Claw can be combined with a ground-and-pound follow-up, allowing the user to rain down additional blows and finish the opponent off. The attack's sheer power can also stun the opponent, leaving them vulnerable to a quick submission hold or grapple.
* Crane's Wing: A high-flying, sweeping attack targeting the opponent's chest, designed to disrupt enemy formations or aerial combat. The Crane's Wing can be used to knock opponents off balance, creating an opening for a quick combo or grapple. The attack's range and speed also make it an effective tool for keeping opponents at bay, allowing the user to control the pace of the fight.
* Viper's Fang: A low, venomous strike targeting the opponent's legs, capable of inflicting a debilitating poison or bleed effect. The Viper's Fang can be combined with a quick escape or dodge, allowing the user to create distance and avoid counterattacks. The attack's stealthy nature also makes it an effective tool for catching opponents off guard, setting them up for a devastating combo or grapple.

Advanced Martial Arts (Recharge > 1 <= 4) + (Power > 1.5 <= 2.5) + (Accuracy 100%)

* Monkey's Gambit: An evasive, deceptive strike targeting a random body part, designed to set up combos or counterattacks. The Monkey's Gambit can be used to create uncertainty and confusion, making it difficult for the opponent to anticipate the user's next move. The attack's unpredictability also makes it an effective tool for catching opponents off guard, setting them up for a quick combo or grapple.
* Bear's Hug: A powerful, grappling technique designed to immobilize the opponent, leaving them open to a devastating combo or submission hold. The Bear's Hug can be used to absorb a moderate amount of damage, allowing the user to counterattack while the opponent is stunned. The attack's crushing force can also knock the opponent's wind out, leaving them gasping for air and vulnerable to a quick finish.
* Eagle's Eye: A precise, piercing strike targeting the opponent's eyes, capable of temporarily blinding or disorienting them. The Eagle's Eye can be used to create an opening for a quick combo or grapple, as the opponent struggles to regain their vision. The attack's precision also makes it an effective tool for targeting specific weak points, setting the opponent up for a devastating finish.
* Cheetah's Pounce: A swift, leaping attack targeting the opponent's back, designed to initiate a combo or escape from a grapple. The Cheetah's Pounce can be used to quickly close the distance and catch opponents off guard, setting them up for a devastating combo or submission hold. The attack's speed and agility also make it an effective tool for avoiding counterattacks, allowing the user to stay one step ahead of their opponent.
* Scorpion's Tail: A low, stinging strike targeting the opponent's ankles, capable of tripping or disabling them. The Scorpion's Tail can be used to create an opening for a quick combo or grapple, as the opponent struggles to regain their footing. The attack's stealthy nature also makes it an effective tool for catching opponents off guard, setting them up for a devastating finish.

Exotic Martial Arts (Recharge > 4) + (Power > 2.5) + (Accuracy 100%)

* Samurai Slash: A clean, precise sword-like strike, capable of cutting down opponents with a single blow. The Samurai Slash can be charged for increased power, allowing the user to deal massive damage and finish off opponents quickly. The attack's precision also makes it an effective tool for targeting specific weak points, setting the opponent up for a devastating finish.
* Shadow Dance: A rapid, elusive series of strikes, designed to be combined with stealth or shadow-based abilities. The Shadow Dance can be used to create an opening for a quick combo or grapple, as the opponent struggles to keep up with the user's speed and agility. The attack's unpredictability also makes it an effective tool for catching opponents off guard, setting them up for a devastating finish.
* Norris Kick: An acrobatic, spinning kick, capable of avoiding attacks or creating space. The Norris Kick can be used to quickly close the distance and catch opponents off guard, setting them up for a devastating combo or submission hold. The attack's speed and agility also make it an effective tool for avoiding counterattacks, allowing the user to stay one step ahead of their opponent. (inspired to Chuck Norris spinning kick)
* Dragon Palm: A powerful, open-handed strike, capable of generating shockwaves or pushing opponents back. The Dragon Palm can be used to create an opening for a quick combo or grapple, as the opponent struggles to regain their footing. The attack's sheer force can also stun the opponent, leaving them vulnerable to a quick submission hold or finish.
* Grizzly Takedown: A grappling technique designed to throw the opponent, leaving them open to a devastating combo or submission hold. The Takedown can be followed up with a ground-and-pound or submission hold, allowing the user to finish off the opponent quickly. The attack's power and control also make it an effective tool for dominating opponents, setting them up for a quick finish.

Melee Techniques:

* Core (Dragon's Maw, Tiger's Claw)
* Advanced (Bear's Hug, Eagle's Eye)
* Exotic (Samurai Slash, Dragon Palm, Grizzly Takedown)

Ranged Techniques

* Crane's Wing
* Cheetah's Pounce
* Norris Kick

Hybrid techniques:

* Phoenix's Flare
* Viper's Fang
* Monkey's Gambit
* Scorpion's Tail
* Shadow Dance

Combat Formula

Attack Power (AP):

* Melee Attack: AP = (Ml \* (1 + (Ht / 10))) \* (1 + (Wt / 20)) \* (1 + (GnMod / 100)) \* (1 + (HtAdv / 100))
* Ranged Attack: AP = (Rn \* (1 + (Ht / 15))) \* (1 + (Wt / 30)) \* (1 + (GnMod / 100)) \* (1 + (HtAdv / 100))

Armour Value (AV):

* AV = Ar \* (1 + (Wt / 25)) \* (1 + (GnMod / 100))

Dodge Chance (DC):

* DC = Dg \* (1 + (Sp / 10))

Combat Resolution:

* Roll a random number between 1 and 100 for the attack roll.
* If the roll is less than or equal to the Attack Power (AP), the attack hits.
* Roll a random number between 1 and 100 for the defense roll.
* If the roll is less than or equal to the Armour Value (AV), the attack is partially blocked.
* If the roll is less than or equal to the Dodge Chance (DC), the attack is dodged.

Damage Calculation:

* If the attack hits, calculate the damage dealt: Damage = AP - AV
* If the attack is partially blocked, calculate the damage dealt: Damage = (AP - AV) / 2
* If the attack is dodged, no damage is dealt.

Additional Factors

Gender Modifier (GnMod):

* Male: GnMod = 5
* Female: GnMod = -5 (or +5 to Armour Value)

Height Advantage (HtAdv):

* If it's 20% taller than its opponent: HtAdv = 10
* If it's 20% shorter than its opponent: HtAdv = -10
* Otherwise: HtAdv = 0

Legend

* Ml: Melee statistic
* Rn: Ranged statistic
* Ht: Height is measured in meters (m)
* Wt: Weight is measured in kilograms (kg)
* GnMod: Gender modifier
* HtAdv: Height advantage
* Ar: Armour statistic
* Dg: Dodge statistic
* Sp: Speed statistic