Credit goes to me.
CUE THE THEME SONG!
https://www.youtube.com/watch?v=my_Efk19OJwPlay^ Rekka Scroll DesignStory: One day, shaman named Prizmo began to fight for the Guardians, but was never able to develop his skill as a fighter and one after the other, lost all of his fights. Because of this, he was continuously looked down upon. After finding his friends brutally injured by the Dark Guardians, he had enough. In a fit of rage, he lashed out at the dark guardians and defeated their army all on his own. His will blossomed into a fearsome fire in his heart and he fluently poured all his burning passion for fighting into every attack and developed a scroll with extremely close combat capabilities. He discarded all remains of his old Argent clothing and even destroyed his his old War Helmet. Defeat your opponents with this graceful, extremely fast and deadly scroll!Price: 1100cc / 85,000 carats
Creator's words: I wanted to create a scroll that reflected my burning passion for Rumble Fighter and fighting all together. This scroll was basically made to be a quick countering, comeback scroll with hard knockbacks, mind-game gimmicks, and decent damage, (I dont want an overpowered scroll, lol, there's no fun in that).The scroll itself takes from many scrolls in the game such as Hawkhunter, Pencak Silat, Dirty, Azteca, The Wind, White Fang, Inferno, Lightning, and a few more. I mostly took bits from Abyss and Inferno, seeing as those two are mind-game-made scrolls. I based it upon my favorite characters from SSF4 and KOF since I am a competitive player myself. These characters include Akuma, Evil Ryu, Gouken, Ryu, DeeJay, Bison, Makoto, Rock Howard, Rugal and Ken. It's basically just a beat-em-up scroll, but with more mix-ups and unpredictable movement. I hope you guys have as much fun using this scroll as I will!
Created and developed by: IGN: Prizmo
Animations done by: IGN: Reptile
If this is implemented, please also gift IGN: Reptile the scroll for help with animations.
Class: All classes.What is "Rekka"?
The word "Rekka" is japanese for "Raging Fire", symbolizing the pressure and the aggressiveness in this scroll. The style is originally called "Ansatsuken" (Assassin's fist style) but enhanced.Important note 4 NimoniX: If the name "Rekka" can not be use, please use Ansatsuken.IndexAngling CapabilitiesBelow averageAverageAbove average Refer to Pencak Silat's KP angling.Speed Levelsslow
Moderate
Fast Refer to Abyss's KG dash animation or The Wind's KGP animation.If the combo doesn't have anything next to the damage, the speed level is moderate.
Ex. P= Forward punch (80 damage) = Moderate speed.-------------------------------------------Stance:
Description: Oni Akuma's Stance from Ultra Super Street Fighter IV. User has left hand open above the head but not directly, right hand open, palm facing downward. Small, barely visible black effects rise up from the user's body. This is the first scroll to have this is mechanism for a stance.
Contingency plan: If there is any confusion as to how this stance would affect the combos, use this gif as a reference to the stance. If not,
please do not use this gif.
What is this? What am I looking at?: As Oni Akuma finishes an attack, he does a small animation to fix himself back into normal position. The same can be done when the user finishes a punch combo.
Block: DeeJay's block.
Description:User lifts the left knee up and sort of scrunches him/herself to brace for an incoming attack.
Death's Touch.Type:Fast counter, similar to El Luchador's counter.
DMG:270Overall Speed: FastAngling Average: AverageDescription:Does Evil Ryu's Satsui no Hado power up animation taunt with small black effects flaring up from the user's body, then M.Bison's back grab. If connected, right low sweep to trip opponent, mid-air grab with left leg and throw with same left leg. The distance is decent enough to be able to ground hit after.
Note 4 NimoniX: Counter input animation is faster than Inner Fire's counter input animation.See here:
Miss/Input animation
Success

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Combo List! Credit goes to YohDreams for the picture inputs.





























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InfiltrationType:Knockback/Fence
DMG:460Overall Speed: Moderate

: Left jab (80 damage,
Average angling)

: Right downward punch (120 damage,
Average)

: Left upper (110 damage,
Average)

: Right palm thrust. (150 damage,
Average)
Description:A standard, four-hit knockback/fence combo. The third upper lifts. It knocks back relatively far. Moderate damage and angling is good along with normal recovery. Last palm thrust takes from Azteca's final punch. The movement of this combo isn't strict however. It is relatively smooth between each transition into each input, rivaling that of Hitman.
Note 4 NimoniX:The downward punch or the second punch doesn't have a pause to it, it's just like Abyss' second punch in PPP/PPKK.

Demon's FuryDMG:400Overall Speed: ModerateType: Far Knockback
NOTE: Please do not include the small step forward. User simply raises his/her left leg (as shown in the next demonstration) and kicks forward, extremely similar to Lightning's PPKK.
: Left jab (80 damage,
Average)

: Right downward punch (120 damage,
Average)

: Focus left kick (200 damage,
Fast,
Above average)
Description:This combo has high angling capabilities with a high knock back, and decent delay. The recovery is decent as well. User raises left leg and extends outward on the last kick, exactly like the last kick in Lightning's PPKK. Movement is decent.


Demon's WrathDMG:Full charged: 430Type: Far knockback with guard breaker.Overall Speed: Moderate


: Left jab (80 damage,
Average)

: Right downward punch (120 damage,
Average)

: Focus left kick (230 damage,
Fast,
Above average)
Description:When the last kick is charged, the user knocks back the opponent further than the normal knockback, guardbreaking anything in it's path. Distance and knockback animation is similar to Serpent's last kick in KKKK. The user emits black aura instead of the usual default charge animation, so it's basically Black Zin Taekwondo's PKK charge. Decent damage and good angling capabilities, coming close to being faster than Pencak Silat's KP. It's delay is decent.


You shall know pain!DMG: 310
Type:Reverse stun combo. Second launcher.
Overall Speed: Moderate

: Left jab (80 damage,
Average)

: Phase
Refer to Abyss' >>G (No damage,
Average)

: Stun elbow (230 damage,
Above averageDescription: This is not your average mind-game trick combo. After doing the left jab, the user folds arms and raises the left leg and phases behind the opponent, turns around, and performs the same spin elbow from KP and stuns the opponent, leaving them vulnerable to anything and everything. The phase is just like Abyss's phase (hence why I said refer to Abyss's >>G) because it turns around, but speed wise, it's a tad bit slower than the Wind's KGP/KGK, but it's faster than Abyss's >>G. The phase last about 2 1/2-3 steps, making it possible for the user to appear behind the opponent.This was specifically designed to outwit and counter not only your opponent's movements, but their thoughts as well. The phase itself emits black frames instead of the usual white phase though frames and can be angled very good and the delay between the combos are decent. The spin elbow has the same frames as KP's, making it also have a very small portion of dodging time. Recovery is all around good. Transitioning from the punch to the phase-through is as Inferno's KK K+G combo, making this an agile addition to the scroll's arsenal.
Note 4 NimoniX: If possible, use the teleport portrayed in KK G+K and >>G (further down the post).

Rest in PiecesDMG: 350
Type:Reverse fence edge combo
Overall Speed: Moderate

: Left jab (80 damage,
Average)

: Phase
Refer to Abyss' >>G (No damage,
Average)

: Two hit fence (150 damage + 120 damage
Average)
Description:This combo is like a double-edged sword. One one hand, if the opponent is blocking, the short teleport will place you quickly and directly behind the opponent, giving you the upper hand. But on the other hand, if you are up against an opponent who is familiar with this scroll and has experience with 1v1ing, you will undoubtedly be punished with a grab. Angling is decent, while damage is mediocre. After the tele, user lifts the opponent with the right knee, and finishes with a kick while in mid-air, similar to Redemption's last kick in PPK whereas the user knocks them straight down. The phase takes straight from Abyss' >>G.

Red ThunderType of attack: Regular knockback comboDMG:290Overall Speed: Fast

: Low right kick (80 damage,
Average)

: Spin elbow (210 damage,
Above average)
Description: A quick, two-hit knockback. Starts off with a low right kick and finishes with a fast spinning left elbow. It's basically Agent's spin elbow in KG P, but with a different positioning. Nothing special, nothing fancy. Angling capabilities are amazing, and it's speed is as fast as Pencak Silat's KP. Delay is decent and the frames of the spin have a small percentage of invisibility, making it able to dodge an attack if the opponent decides to block the first kick and attack right after.




Dread Embracer Type:Fence edger.
DMG:430Overall Speed: Moderate (first two kicks) to
Fast (last three hits)


: Right low kick (90 damage)

: Right roundhouse (120 damage)

: Right diagonal launch kick (100 damage,
lifts,
Fast speed.)

: Left kick (60 damage,
Fast speed )

: Right upward kick (60 damage,
Fast speed.)
Description:This kick combo will scare your opponents and pressure them into hitting that panic input more than once! Starts off as a right low kick then aright roundhouse, followed by three airborne hits. The third kick lifts, similar to the Shishun Exo whereas the V special lifts, hits a couple of times, then launches back ward. After that, opponent stays in mid-air while the user does the last two kicks. Last kick knocks back. This combo rely's on damage alone, angle capabilities drop a bit after the third kick since it's air-borne, but angling is great with the first two kicks and the third kick. Last kick is the same kick where
Caution 4 Users: Be careful using this attack! If you miss, you are very well subjected to punishment.


IMPACT!Type:Main Launcher
DMG:270Overall Speed: Moderate 

: Right jab kick (90 damage,
Average)

: Left jab stab (120,
Average)

: Left upper (60 damage,
launches,
Average)
Description:Ah, one of Rekka's unique combos. A three-hit, fast reflex attack. Starts off with a right low kick followed by a right roundhouse and finishing with a left standing upper that launches. The launch is similar to Agent's launch where the opponent is in the air for a little more time than usual. For the first 2 seconds after the launch, the user's hand is shaking a bit. Don't worry though, you shouldn't need to take a step forward to make the juggle. This combo takes the punch from Dirty's PPKPK combo. Flow work makes the combo fast and decisive, however, if predicted, the opponent can punish directly. Angling capabilities are a little lower than decent, but makes up for it with the delay.
Note 4 NimoniX: User returns back to normal stance, not the stance you see at end of animation.

Fool!Type of attack: MindgameDMG: 210
Overall Speed: Fast

: Right low kick (90 damage,
Average)

: Right roundhouse (120 damage
Average)

: Short phase back (0 damage.
Below average)
Description: A mind-game gimmick used to simply "get away" for a better plan, *wink* *wink*

. This literally bites off of Inferno's KK G+K combo, but it has a greater purpose other than to get away from the opponent. The user folds their arms together, raises their left leg up, and glides away.Angling is decent and the delay is decent. The phase goes through everything, but the phase is really short and a little difficult to angle. Delaying is decent. The user only phases only 3 steps back. A smart opponent may predict this and dash kick forward or simply move in a different direction, so be cautious when using this mindgame. The phase frames are not white but are instead jet-black.
Axe kickType:Ground hit
DMG:110DMG (when opponent is standing):180Overall Speed: Moderate
Clearer Image:
Description: This ground hit is basically a grounded Hawkhunter KG with the same pace and TengoryuKarate's K K+G but the leg that is being swung is wider. User swings the left leg forward leg up and brings it down for a powerful strike. The recovery of the ground hit is normal.
Front Grab: Rekka BarrageDMG: 250
Type of grab:Front Grab
Overall Speed: Moderate

Description: This grab knocks back
really far, similar to Inferno's grab distance. User grabs the opponent from the front and unleashes 3 hit attack finishing with a red explosion knock-back. The blast that is shot at the end is red instead of blue.
Rekka users are urged to make a macro with this grab. Something along the lines of "Get Rekka'd!" or "You just got Rekka'd!" Why? Cause saying corny one-liners while knocking someone off the map/defeating them makes it all the more fun to use this scroll!
2nd Grab: BackstabberDMG:250 Type Of Grab:Back Grab
Overall Speed: Moderate
Description:User grabs the opponent from their arm, similar to Judo's backgrab, and throws them hard on the floor with a powerful force, making them bounce up and the user proceeds to kick their back knocking them outward. User does not move from the spot in which they grabbed their opponent.
SoullessType: Omni grab/Stun launcher/
DMG: 190
Overall Speed: FastAngling: Average
Description:A short-phase grab combo. User folds their arms and does a short phase, 2 steps long, and does a grab animation. If connected, the user will unleash an onslaught of attacks, leaving the opponent stunned. The phase itself does not go through players but acts as a dodge, making it go through attacks and items, but not actual players, so it will dodge enemy attacks until the actual grab animation happens. This grab
is blockable, making it a combo that you cannot miss. If you miss, this creates a blind spot, inviting rams, 2-hit launchers, or anything along those lines, not to mention while doing the 4 attacks, you are also vulnerable so use with caution. Angling is alright and out-classes Redemption's KGP angling, but is very suicidal near edges. The recovery is really good.
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Nanmu:Surprise me.
But if anything, do not make it like Redemption's nanmu.
Thank You!Update Log!EDIT 7/11/14: New Grab!
EDIT 7/21/14: Updated PPK (Gouken's focus attack and round house input).
EDIT 7/24/14: Banner by ToastGuy. New positioning of format. New combos such as PK and PPP.
EDIT 7/25/14: finished 1:13 AM: Completely finished! (Sorry, I lied - 2/12/15)
EDIT 7/26/14: New Block.
EDIT: 8/3/14: Fixed KP launcher. Clearer Ground hit animation demonstraiton.
EDIT: 8/4/14: Fixed KP launcher (again), KKPPP ---> KKPPK
EDIT: 8/5/14: PP K+G combo.
EDIT: 8/9/14: Full combos added: PPP, PPK, PK, PP K+G, KKKKK, KKPPK,
EDIT: 8/12/14: New format. Combos updated with speed types. Damage adjusted on a few combos, (PPP, PPK, KKKKK, KKPPK).
EDIT: 8/19/14: Removed KKPPK, added KPPK. PPP --> PPPP, added an extra kick to the launcher (KP --> K-(K)-P)
EDIT: 8/21/14: KKP combo added ( awaiting full combo demonstration. ) Added black effect details in some combos.
EDIT: 8/23/14: Full combos added, (PPPP, KKP)
EDIT: 9/9/14: New UI format, updated.
EDIT: 10/12/14: Changed original grab to back grab. Removed KPPK phase combo to a animated frontal grab. New UI, stance change.
EDIT: 10/31/14: New Dash Guard combo.
EDIT: 1/28/15: New combos! KK K+G, KP, and remodeled KKP.
EDIT: 1/30/14: Ground hit is now a second launcher.
EDIT: 2/12/14: PKP edge combo, added grab! Full combos added.
EDIT: 2/15/14: Fixed Format.
EDIT: 2/18/14: Improved descriptions. Adjusted dash guard (>>G) combo.
EDIT: 2/20/14: Replaced PKP with P G+K K. Minor fixes and adjustments to description.
EDIT: 2/25/15: Animations added for P K+G K, >>G.
EDIT: 2/26/15: Shortened grab.
EDIT: 3/1/15: Minor description fix. Took out >>GP combo due to no animation.
EDIT: 3/5/14: Groundhit is no longer a launcher. P K+G P stun launch will be added.
EDIT: 3/11/14: Fixed last two kicks in kick combo (KKKKK). Finally added the
final combo of Rekka: PK+GP.
EDIT: 3/14/14: Added a carat price!
EDIT: 3/21/14: Raised cc price and minor adjustment to combo description KKP.
EDIT: 3/22/14: CUE THE THEME SONG!
EDIT: 4/2/15: Format Improvement.
EDIT: 4/3/15: Title: 102 voters!
Thank you guys!Scroll is now completed! Any edits after this will be minor fixes such as format and details about individual combos or combo fix ups..EDIT: 4/7/15: Change around some numbers. Amped up the damage where it needed to be amped.
EDIT: 4/11/15: Edit some bits and parts to some descriptions to further explain their purpose.
EDIT: 5/21/15: Important note on name.
EDIT: 6/23/15: More specific detail on the ground hit due to implementation of TengoryuKarate.
EDIT: 7/6/15: Shorter version of backgrab animation.
EDIT: 7/8/15: Added minor information to some descriptions and notes.
EDIT: 8/8/15: Added another version of the axe kick below the original.
EDIT: 8/815: Replaced the Axe kick gif with a newer version.
EDIT: 8/16/15: New Banner made by me.
EDIT: 8/17/15: Changed the speed level on the >>G from moderate to fast.
EDIT: 8/28/15: Made references to the speed and angling levels.
EDIT: 9/16/15: Added a bit more description to PG+KP about the phase.
EDIT: 9/17/15: Added a TINY bit more detail to the phase in PG+KP's phase....again...
EDIT: 9/19/15: Edit to title ( Cause I don't think anyone thought I was done ).
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Support and spread the word about Rekka with this sig!
Credit goes to ankyt for making the gif sig.Pros and ConsPros:+Good mind games.
+Detailed descriptions.
+A lot of capable mix ups.
+Good inventory of combos to vary from.
+Balanced for use on any map.
+Fast counter.
+All around scroll with equal attack and speed capabilities.
+Combos flow good together.
Neutrals +/- Flashy.
+/- Relies somewhat on set ups.
+/- 1 phase through and tele.
+/- Front grab throws very far.
+/- Omni grab.
+/- Front and back grab.
+/- DashG stun grab is omni, however it's blockable.
+/- +Two priority launchers: P(G+K)P and >>G
Cons:-Has a generic phase through animation.
-Stance might complicate flow of combos.
-Grab is punishable due to the stance after the completed grab.
-Relies on set ups.
-Might be considered OP due to two phases, the dash grab, and the three launchers.
-Needs setups for high damage potential.
-Takes a lot of
borrowed moves from scrolls, (Inferno, Fearless, and Lightning.)
If I see any more pros/cons of Rekka, I will surely update.--------------------------------------------------------------
Thank you so much for viewing this scroll!Now that you've seen the scroll, I know what you're thinking. . .
A awesome scroll such as this needs a set right?Got it covered! And here it is: viewtopic.php?f=988&t=152466Creditankyt for sig.
ColdBloodedKing for help with animations.
YohDreams for button input.
12characters for the Axe ground hit animation.