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Do you want to see Psych implemented into Rumble Fighter?
Yes 94%  94%  [ 198 ]
No (Leave a Comment Explaining Why) 6%  6%  [ 12 ]
Total votes : 210
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 Post subject: [Scroll Suggestion] Psych (189 Yes Votes! It's no use!)
PostPosted: Thu Apr 17, 2014 1:59 pm 
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Location: A Super Secret Underwater Volcano Lair in Space
Sacred Scroll: Psych
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This scroll is inspired by Silver the Hedgehog of the Sonic the Hedgehog Franchise and his known ability of Telekinesis/Psychokinesis.

Description: The mind is noted for its seemingly endless amount of potential purposes. One potential use that the mind can have is utilizing it as a weapon with efficiency rivaling that of the finest weaponry. This state of being is reached through intense meditation and exercises that train the mind, body, and in turn bypass the physical and mental limitations on the body. Once unlocked, the power of Telekinesis influences ones body in many positive ways and unlocks many powerful, unseen abilities. By Luigirasendori (IGN: DougTHX).

Class: All
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(Scroll Image by my good buddy SajinShasaya)
(Scroll Image should be based on the COUNTER STANCE as a note for the devs.)
Price: 64,000 to 70,000 Carats

Note to the Devs (This is very important): Please try to follow the scroll below to the best of your abilities, all the attacks should contain the basic traits, animations, and proper inputs as listed. Most importantly, THE PRICE IS TO BE 64,000 CARATS! I cannot stress that enough. Thank you very much for your time reading this. The Bold parts are important.
(To GC Staff) If implemented, the scroll is to be gifted to IGN: DougTHX

Stance
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Stance description: User stands with their arms at an angle and hands clenched into fists at their sides in a sort of battle-ready stance. They move as shown on the sprites.
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Guard
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Guard description: User squats down slightly and clenches their fists, their left arm in front of their face and their right arm in front of the forehead. Their chest is slightly guarded with the left arm.

Index
Damage text
Speed text
Type text
Delay text
Hit Stun text
Block Stun text

Delay Levels
Good
Above Average
Average
Below Average
None

Stun Levels
Poor
Below Average
Average
Above Average
Good
Guard breaker.
(Hit Stun is not measured on attacks that knock opponents upward or knock back opponents.)

Command List
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JUMP + Image
Image (Front Grab)
Image (Back Grab)
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Punch Combo:
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P: This first punch has a slightly hunched over hitbox but has good forward reach and movement. A rather basic and fast jab with the right fist.
Speed: Moderately Fast.
Hit Stun: Poor (Like all First Punches).
Block Stun: Poor (Like all First Punches)
P: This 2nd punch has a similar animation to The Wind's first punch. This as a result gives it similar properties to the said first punch, boasting moderate speed and good recovery. Another jab, this time with the left fist, has the same range and properties as the first punch and can angle decently but has a slightly higher up hitbox.
Delay: Average
Speed: Moderately Fast
Hit Stun: Average.
Block Stun: Average.
P: This third punch can be angled quite well and has slightly more linear forward range but great peripheral range. It also has rather quick recovery, speed and can be delayed okay. It also shares similar pullback and effects to Cyclone's second kick, but is overall easier to land and or angle. The user moves slightly clockwise, shooting their right arm forward again, delivering a super fast backhand-like punch, then pulling their hand back.
Delay: Above Average
Speed: Extremely Fast
Hit Stun: Average.
Block Stun: Below Average.
P: The last punch has great range and decent recovery and can be delayed very well, owing to the chargeable property. The user clenches their left fist and takes a small hop forward, striking the opponent with an straight open palm, knocking them back the average distance.
Delay: Good
Speed: Moderately Fast
Block Stun: Below Average.

Type: Pressure/Knockback.
Damage: 80, 90, 120, 160. Total: 450
Overall: Psych has your relatively standard, run of the mill punch combo. Boasting decent speed, recovery, damage, and range, Psych's punch combo is the main pressuring combo that also has a boon of good delays similar to that of Lucha Libre's punch combo. The first two punches have fairly decent range, speed, and recovery and link into each other relatively quickly and smoothly, which should make the punch combo hard to interrupt if successfully used from the back. The third punch has little movement and a fair amount of peripheral range that allows it to have good angling that can be followed up with the fourth punch if one chooses to do so along with very fast speed and recovery. However, the third punch has lower overall stun than the second punch, but slightly more than the first punch. The last punch has fairly good range and makes the user step forward a little, similarly to Cyclone's first kick, but less disjointed. It can still land if one uses it after angling the third punch successfully. The last punch also has great delay and can angle twice owing to the chargeable property of it. Psych's punch combo is meant to work as a standard knockback combo that can pressure decently and lay on a few mind games with delays. However, the overall stun is fantastically average.

Charged Punch Combo:
ImageImageImageImage*A new type of Guard Break, read carefully Developers! Works like DOT or Exorcist ExoCores' pushes*
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P: This first punch has a slightly hunched over hitbox but has good forward reach and movement. A rather basic and fast jab with the right fist.
Speed: Moderately Fast.
Hit Stun: Poor (Like all First Punches).
Block Stun: Poor (Like all First Punches)
P: This 2nd punch has a similar animation to The Wind's first punch. This as a result gives it similar properties to the said first punch, boasting moderate speed and good recovery. Another jab, this time with the left fist, has the same range and properties as the first punch and can angle decently but has a slightly higher up hitbox.
Delay: Average
Speed: Moderately Fast
Hit Stun: Average.
Block Stun: Average.
P: This third punch can be angled quite well and has slightly more linear forward range but great peripheral range. It also has rather quick recovery, speed and can be delayed okay. It also shares similar pullback and effects to Cyclone's second kick, but is overall easier to land and or angle. The user moves slightly clockwise, shooting their right arm forward again, delivering a super fast backhand-like punch, then pulling their hand back.
Delay: Above Average
Speed: Extremely Fast
Hit Stun: Average.
Block Stun: Below Average.
P: The charge up time is about the same as Blood Wind Ninjutsu's charge animation and the charge animation allows the user to angle the combo twice if needed. The user clenches their left fist and stays in that position for a little bit charging up cyan psychic energy, they then take a small hop forward, striking the opponent with an straight open palm, creating a cyan circular burst of psychic energy PUSHING the opponent back as if they were hit by DOT's projectile skill except the sliding opponent is pushed back at a slightly faster speed.
Delay: Good
Speed: Moderate
Block Stun: Guard breaker (Fully Charged).

Type: Chargeable guard breaker Push back/Mind Game.
Damage: 80, 90, 120, 200. Total: 490 (Full Charge) Total: 475 (Semi-Charge)
If you don't understand, here's a picture of how the fully charged punch would work.
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Overall: Psych can charge the last input of it's punch combo to become unblockable, have good delays, and angle twice. It takes about as long as Blood Wind Ninjutsu's last punch to charge. If it succeeds in landing, Psych's charged last punch will boast a unique push back effect akin to that of the Exocores Exorcist or DOT, but the opponent slides forward and recovers a little faster. This can lay on the pressure, extra damage, and mind games since the opponent is left vulnerable during the push animation.

Juggle Launcher Grab:
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How the Juggle Launcher will Work if it Connects.
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P: This first punch has a slightly hunched over hitbox but has good forward reach and movement. A rather basic and fast jab with the right fist.
Speed: Moderately Fast.
Hit Stun: Poor (Like all First Punches).
Block Stun: Poor (Like all First Punches)
P: This 2nd punch has a similar animation to The Wind's first punch. This as a result gives it similar properties to the said first punch, boasting moderate speed and good recovery. Another jab, this time with the left fist, has the same range and properties as the first punch and can angle decently but has a slightly higher up hitbox.
Delay: Average
Speed: Moderately Fast
Hit Stun: Average.
Block Stun: Average.
K: This input leads into a grab like Meriken's juggle launcher, but slightly faster. The user leans forward and holds their right arm out, their right hand in an open palm. This portion of the launcher leads into a grab animation if successful. When the "grab" animation is successful in catching the opponent, the user raises up their open palm, the opponent forcibly being flown upward into the air, setting up the juggle. The successful "grab" makes the opponents go up the same height as Xinyi Liuhe Quan's/Meriken's Juggle Launcher and recovers about the same as well.
Delay: Above Average
Speed: Moderately Fast
Block Stun: Poor

Type: OMNI-GRAB Juggle Launcher.
Damage: 80, 90, 140. Total: 310
Overall: Psych's juggle launcher deals relatively standard damage for three hits. The last grab works similar to the grab from the launcher for Soulless or the last kick of Pro Wrestling but is a little more iffy on the angling due to the changed grab animation. When it lands it will deal a launch similar to that of Xinyi Liuhe Quan's grab launcher, flying opponents high into the air. The downside is that the launcher stems off the punches which means that intelligence must be used in order to initiate a juggle properly. The last input does also have some decently good delays similar to the third punch of the punch combo, but it is unsafe if an opponent guards against it due to a slightly slower recovery and low stun.
Main Juggle
PPK + P + P + KKKK + kG


Advanced Nanmu Juggle
PPK + P + P + PPkS1 Spam P + kG?. (You must quickly push V/S1 during the "Grab" Input much like Kingpin's Advanced Nanmu Juggle. It is rather easy to pull off as a result.)


Kick Combo:
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K: This first "kick" reaches forward a good distance and has some alright hit and block stun. It's not too bad, but not too good either. A straight attack with the right hand in an open palm.
Speed: Moderately Fast.
Hit Stun: Average.
Block Stun: Average.
K: This second "kick" shares similar properties with the first kick, reaching forward a good distance and having some okay hit and block stun. Another straight attack with the left hand in an open palm.
Delay: Above Average
Speed: Moderately Fast
Hit Stun: Average.
Block Stun: Below Average.
K: This 3rd "kick" starts the Fence Edger. It reaches forward a decent distance, albeit slightly shorter than the first two "kicks" and has decent stun and hitboxes, and okay angling. The recovery is slightly slower than the first two kicks though. A right open palm strike upward which knocks the opponent into the air high enough to fence edge from, but not to juggle off of.
Delay: Above Average
Speed: Moderate
Block Stun: Above Average.
K: This fourth "kick" is fast much like all the other kicks but is a little harder to delay than the other kicks. It can be angled EXTREMELY well though. The user hops into the air and crosses their arms, swiping them outward both ways, striking the opponent and knocking them away in the air, working as a very effective fence edger, then the user proceeds to land. It has good peripheral range and recovers moderately well but slightly lacking in forward range. Can ALWAYS be followed with a ground hit.
Delay: Below Average
Speed: Moderately Fast
Block Stun: Below Average.

Type: High Fence Edger/Punishment.
Damage: 90, 110, 130, *130. Total: 460
* - Damage done when opponent is in air.
Overall: Psych boasts among the more decent of kick combos in the game. The combo leads into a basic high fence edger (Like those on Dos Palmas) and is composed of open-handed strikes rather than actual kicks. The first hit has good reach, decent block and hit stun, and can function as an effective poking tool, similarly to Serpent's first punch, though otherwise it has average speed and recovery. The second hit has a good potential ability to be delayed into or delayed itself. It is also very similar to the first hit, but it has slightly less block stun and deals more damage. The third hit also has a fairly decent delay, is slightly slower than the first two hits, deals more block stun overall, and knocks the opponent a short distance up into the air. The last hit has less delay overall, but has a boon of having very wide range and little movement, allowing it to angle fantastically, and it knocks the airborne opponents backward. The combo can be used for mind games thanks to its decent delays and decent range for poking. It is also one of the primary damage dealers for Psych due to it being the most damaging combo that the scroll has, particularly when combined with the ground hit, which can always follow the combo under normal circumstances. However, despite these strengths that help it compete with other scrolls, the combo suffers from being rather linear overall, which means that the user will have to be a little careful with the combo. Overall, it is not as big of a problem as it is with a scroll like Rage, which is also relatively uncontrollable with its kicks. The recovery also grows slower and slower as the combo progresses, akin to the punch combo for Avenger.

Quick Knockback:
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K: This first "kick" reaches forward a good distance and has some alright hit and block stun. It's not too bad, but not too good either. A straight attack with the right hand in an open palm.
Speed: Moderately Fast.
Hit Stun: Average.
Block Stun: Average.
P: This input has great peripheral range, can angle really well, has decent recovery and can be delayed well enough. The forward range is a little lacking though. The user crosses both of their arms and swipes them outward, knocking the opponent back the usual distance of a quick knockback attack.
Delay: Average
Speed: Moderately Fast
Block Stun: Poor.

Type: Quick Knockback.
Damage: 90, 160. Total: 250
Overall: Psych has a standard kick based quick knockback maneuver that knocks opponents forward a short distance like a normal quick knockback. The boon of the combo is the punch input following the first kick has perfect angling due to the very wide range and minmum movement, making it a very nifty asset on edging maps. While not an all-around combo, this is a good combo to use for a quick edge kill if needed.

Ground Hit/Alternative Push Back:
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If the Ground Hit hits an unguarding, standing opponent.
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kG: This kG has extended 360 range like Plum Ninjutsu's last punch. The user raises their palm and quickly smacks it against the ground, a circle of cyan psychic energy moving out a small distance around them. The open palm can ground hit opponents. The psychic energy circle causes opponents to stumble back like they were hit by Sumo's push combo or a panic attack and it can also be guarded like said attacks. The psychic energy circle can also ground hit, giving it great range for it.
This Ground Hit should be able to be used after:
PPPP (Back Only)
PPP(P) (Fully charged or Back Only)
PPK (And any juggle following it)
KKKK
KP
kGPP (A little strict with the timing)
A Back Grab (Strict Timing)
A Counter
A Nanmu (Strict Timing)

Speed: Moderately Fast
Block Stun: Below Average.
Type: 360 Push Back/Ground Hit
Damage: 140 (On Standing Opponents) 84 (Grounded)
Overall: Psych also has a relatively standard ground hit with a boon of a 360 range similar to Plum Ninjutsu's last punch. Similar to Sumo's KP two hitter, this combo causes unguarding opponents to stumble back like they were hit by a panic attack, which may leave them open to Psych's alternative combo options. While it has good range, the start up on the ground hit is a tad bit slower than the average, the damage is not very high on grounded enemies, and it has poor stun if an opponent guards it. It still is a nifty asset as a good cZ ground hit option, leading into Psych's crazy alternative combos, and could POTENTIALLY trick Saver users.

Alternative Fence Edger:
ImageImageImage
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How it will work when it lands on the airborne opponent(s).
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How it will work if the last hit hits a standing opponent.
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kG: This kG has extended 360 range like Plum Ninjutsu's last punch. The user raises their palm and quickly smacks it against the ground, a circle of cyan psychic energy moving out a small distance around them. The open palm can ground hit opponents. The psychic energy circle causes opponents to stumble back like they were hit by Sumo's push combo or a panic attack and it can also be guarded like said attacks. The psychic energy circle can also ground hit, giving it great range for it.
Speed: Moderately Fast
Block Stun: Below Average.
P: This hit has some good forward movement and knocks opponents a short distance into the air, enough to fence edge off of but not juggle. The user quickly gets up and slides forward, swiping their arm upward. When successful, the user knocks the opponent into the air with the swipe.
Delay: Above Average
Speed: Moderately Fast
Block Stun: Below Average.
P: This hit causes far aerial knockback like Muay Thai's fence edger on airborne opponents and knocks grounded opponents back a short distance. The user then sends their other hand forward, striking the airborne opponent with an upward palm strike, sending them backwards in the air a fair distance.
Delay: Average
Speed: Fast (Slightly slow recovery)
Block Stun: Average.

Type: Alternative Far Fence Edger (Like Muay Thai)
Damage: 140, 80, *80. Total: 300
* - Damage done when opponent is in the air.
Overall: Psych's first alternative combo option is an altenative fence edger option with far aerial knockback and short knockback on grounded opponents. The two P inputs are not necessarily safe if guarded against and can be punishable but if they successfully lands, the aerial knockback is quite high, similar to the fence edger for Tempest, making an edge kill an utmost possibility. The first punch input cannot be angled, but the last punch can somewhat be angled.

Running Guard Phase-through Dodge/Push Attack:
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How the P input will work if it lands successfully:
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>>G: This running guard is very similar to Redemption's, except it does not turn the user around. As such, it is very fast and can continue off of edges. The user quickly dashes forward off the ground with the power of telekiensis.
Speed: Extremely Fast
P: This punch input functions similarly to Serpent's kGP in that it can interrupt the dash animation at any point to initiate the attack and can also be used off of edges and still function properly. It also pushes opponents back like Default's PPK or PK combos. The user quickly stops in their telekinetic dash and deals a quick palm strike forward that pushes opponents back a short distance.
Delay: Good
Speed: Moderately Fast
Hit Stun: Good. (Causes a pushback as well)
Block Stun: Below Average.

Type: Phase-through Dodge into Push Hit
Damage: 0, 180. Total: 180
Overall: Psych's running guard dodge boasts great speed and covered range like Redemption's running guard, except it doesn't turn the user around. The follow up hit shoves opponents back similarly to Default's PPK or PK combos with high hit stun, except it recovers a little faster so it can potentially lead to some set ups for more damage output if the user can succeed with it. The block stun is pretty subpar though.

Running Guard Phase-through Dodge/Turnaround Push Attack:
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How the K input will work if it lands successfully:
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>>G: This running guard is very similar to Redemption's, except it does not turn the user around. As such, it is very fast and can continue off of edges. The user quickly dashes forward off the ground with the power of telekiensis.
Speed: Extremely Fast
K: This punch input functions similarly to Serpent's kGP in that it can interrupt the dash animation at any point to initiate the attack and can also be used off of edges and still function properly. It also pushes opponents back like Default's PPK or PK combos. It is also similar to Hellhand Gauntlet's KKP combo in that it quickly turns the user around to do turnaround hit. The user quickly stops in their telekinetic dash, turns around, and deals a quick palm strike that pushes opponents back a short distance.
Delay: Good
Speed: Moderately Fast
Hit Stun: Good. (Causes a pushback as well)
Block Stun: Below Average.

Type: Phase-through Dodge into Turnaround Push Hit
Damage: 0, 180. Total: 180
Overall: Psych's running guard dodge boasts great speed and covered range like Redemption's running guard, except it doesn't turn the user around. This secondary follow up hit quickly turns the user around to hit opponents potentially from behind and shoves them back similarly to Default's PPK or PK combos with high hit stun, except it recovers a little faster so it can potentially lead to some set ups for more damage output if the user can succeed with it. The block stun is pretty subpar though.

360 Jump Punch:
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Jump + P: This jump punch can deal around five to six extremely fast, multiple hits, but all of the hits add up to the same damage as a normal jump punch. This jump punch has slightly less reach than a normal one, but the hitbox is around the entire user to compensate. The user unleashes a psychic aura of electrical energy around them, dealing multiple hits and pushing grounded opponents away or carrying airborne opponents in the hits.
Speed: Fast
Hit Stun: Good. (Due to the multiple hits)
Block Stun: Average (But the multiple, rapid hits can leave the opponent stuck guarding longer unless they react properly.)
Overall: Psych will have a different jump punch akin to fellow Carat scroll Metatron. Psych's jump punch is unique in its 360, but slightly shorter range and its six rapid hits. This jump punch can be used to trick opponents into staying guarding, push them away a little to get the user some extra safety, or carry airborne opponents into the damage, which carries them a little further than a normal jump punch could. It overall would boast more utility than a normal jump punch, which is usually outclassed by the jump kick.

Front Grab:
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How the Grab will Work.
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This grab shares characteristics with Lucha Libre's and Inferno's respective grabs. The user holds up an open palm, catching the opponent with their Telekinesis and floating them very slightly up from the ground, they then hold back and throw their arm forward, sending the opponent smacking down forward in a similar way to Lucha Libre's grab. This grab does NOT move the user from their standing position.
Type: Front Grab.
Speed animation: Moderate
Damage: 240

Back Grab:
Image
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How the Grab will Work.
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Shares similarities with the Default front grab. The user floats their opponent up in the air and then moves their open palm over their head, tossing the opponent over their head around the same distance as the default grab, except the opponent bounces off the ground a little and their feet is to the user rather than their back. This grab moves the user back slightly, about the same as the default grab.
Type: Back Grab.
Speed animation: Fast
Damage: 240

Counter:
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Counter Stance. When the counter button is pressed, the user turns slightly and holds out their left arm, their left hand in an open palm. If nothing happens, they go back into the normal scroll stance after a short time that is up to the devs. Much like Kingpin's counter stance, this counter stance does not move you forward and has a slightly more lengthy hitbox due to the extended out arm.

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Counter. If successful, the user quickly holds their arm back, then shoots their hand forward, knocking the opponent down with a telekinetic palm strike. It knocks the opponent back in a similar manner to Red Scorpion's counter.

How the Counter will Work.
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Type: Forward Hitting Counter.
Speed animation: Fast
Damage: 200

Nanmu:
ImageImageImageImageImageImageImageImageImageImageImage [11 HIT]
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How the last input will work if it lands.
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V: The Nanmu Dash.
P: A rather basic and fast jab with the left fist.
P: Another jab, this time with the right fist.
P: A rather basic and fast jab with the left fist.
P: Another jab, this time with the right fist.
P: The user moves slightly clockwise, shooting their right arm forward again, delivering a super fast backhand-like punch, then pulling their hand back.
P: A straight attack with the left hand in an open palm.
P: A straight attack with the right hand in an open palm.
P: The user crosses both of their arms and swipes them outward.
P: The user clenches their left fist and takes a small hop forward, striking the opponent with an straight open palm.
P: The user leans forward and holds their right arm out, their right hand in an open palm. This leads into a grab animation if successful. If successful in grabbing, the user deals two open palm strikes to the opponent, then deals an upward strike that knocks the opponent upward, then the user uses their telekinesis to slam the opponent back down into the ground with minor knockback. This is a unique input that can only be seen in the Nanmu. Think Meriken's and Inferno's respective Nanmus in that regard.

Type: Nanmu with a grab at the end/unique input.
Speed animation: Fast
Damage: ???. Total: ???

---
Please remember to add all of the psychic effects as shown!
---
Pros/Neutral/Cons
Pros:
Very good variety.
Fantastic potential mind games by utilizing delays, maneuvering, and certain aspects of its unique combos.
Decent angling on parts, primarily the last hit of the quick knockback and the last kick.
Has both a Front Grab and a Back Grab with good knockback.
Decent overall speed on most inputs. (Some parts do get a bit slower though.)
Not the hardest scroll to pick up and use, though not the easiest either.
Neutral:
Custom Guard(?).
Is Flashy and introduces a new element scroll to the game.
3-hit Juggle Launcher.
Front Grab throws really far and back grab is like the default grab (Good for edging but not really as good for 1v1)
No 5 input or multiple hitting combos.
Cons:
Mostly AVERAGE properties outside of delays or range at times.
The block stun on the punches is not overly fantastic.
Outside of the last kick, the kick combo can prove to be rather linear overall.
Alternate kG option can prove to be relatively unsafe unless used intelligently.
Grabs leave opponents feet to you. (Not good for getting an advantage over opponents)
Punch-based Juggle Launcher.

(Credits to people for the in game button images.)
(Credit to Axeyy/Sai for the push guardbreaker idea.)
(Credit to all the Proper Sprite creators, mainly SEGA obviously and SonicBleachFan, the creator of SonicvsLF2.)
----------------------------------------------------------------------------------------------------------------
Support Signatures! (By Vocal123)
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Last edited by Luigirasendori on Fri Jan 01, 2016 3:36 pm, edited 82 times in total.

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 Post subject: Re: [Scroll Suggestion] Psych
PostPosted: Thu Apr 17, 2014 2:02 pm 
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That OP scroll for carats? I support ^-^

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 Post subject: Re: [Scroll Suggestion] Psych
PostPosted: Thu Apr 17, 2014 2:05 pm 
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56k?

LMAO

more like 72k

other than that support.

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Thu Apr 17, 2014 6:01 pm 
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Supported once more good friend.

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Thu Apr 17, 2014 8:02 pm 
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56k
OP Scroll
Sage Master Like
I Support Fully i hope this goes in game!

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Thu Apr 17, 2014 8:03 pm 
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Support this. Looks very nice, but a little under priced. I would say raise the price just a bit and you are set.

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Thu Apr 17, 2014 8:51 pm 
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That Back-Grab looks like a bit too much but other then that,

I support!

(It'll probably be a rare for being too over powering lol)

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Thu Apr 17, 2014 11:55 pm 
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this scroll is EXTREMELY OVER POWERING! omni grab fencers charge attacks ground attack and then some. usually scrolls have one thing very good but lack others like charge attack with no ground hit or fencers with no omni grab but if it is to one day get released i would like to say i totally support this BAD APPLE SCROLL because i do love it!! most likely will become a rare but it will be a rare i own because its just WOW!

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 12:56 am 
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Wow this op scroll,

Oh why not, I support

Edit: What is the program for making those animations o.o

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 8:57 am 
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I forgot to ask you-

You mind taking a look at my "Clothing Suggestion" ?

Here:

viewtopic.php?f=976&t=140594

Click support at the top, if you like it.

Thanks!

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 9:45 am 
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Location: Italy
i SUPPORT The scroll but i disagree with the things...that is carat....i hate farming carat.. :(

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 12:12 pm 
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@Some Peope Yeah, I have been thinking of raising the price up some. If we can all suggest a reasonable higher price, I can get that changed up quickly.

@Stavi Sowwy to hear that.

@Xiao I can dig it, maybe get some clearer references for the clothing suggestion now.

@Harris I animated them in Game Maker 7, then used a site on the internet to make the GIFs able to loop.

@iWhom The idea of this scroll is to have many options but the properties to be mostly relatively average, besides somewhat excelling at delays. If you've seen the suggestion, then think of it like the scroll suggestion Inferno from SuperChaosMaster and muleaccount1 at the former OGPlanet forums.

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 2:21 pm 
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Location: Land Of Shaman's
i always wanna to play with this scroll but i think it well be a rare but i will support

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 4:00 pm 
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I increased the price from 56k to 64k Carats. It's about the halfway point between 56k and 70k and also because Nintendo 64.

I wish those two mysterious No voters would of came up and said why they voted no... Also people, try not to think it is as overpowered as it may seem. :c

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 Post subject: Re: [Scroll Suggestion] Psych (Leave Feedback)
PostPosted: Fri Apr 18, 2014 8:12 pm 
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I support this, really cool scroll!

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