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Buster's Primary: Boxing - Lightning Speed Style [WIP]

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Skill Name: Boxing - Like Lightning
Skill Type: Martial arts
Skill Information:
Boxing is based on pugilism, a martial art that was developed in ancient times to protect one's self with their fists. Using the fists, one had the ability to defeat opponents with great destructive power, and accurate shots to the body causing external and internal damage based on a person's skill at employing the style. It was considered an easily learned style that over time, lessened. This was because more styles opened that gained more popularity and flashiness, and thus boxing used as an actual combat style was dwindling yearly until only a few practiced the art.

Buster, had learned the style from his "brother", Sev. Sev however used far more force in his martial style, while Buster who was much less of a threat physically couldn't keep up. To remedy this inefficiency, Buster had instead modeled his boxing around speed and counter attacking the opponent to give him an edge in battle. He became more calculating, aiming for weak points and striking when the opponent least expected him to. His skills had earned him a knack for speed in combat, thus he was basically the "blue" to the "red" that was Sev (speed vs power).

His martial arts relies far more on accurately hitting points on the opponents body, outpacing his opponent with his excellent movement and reactive speed and placing himself in highly risky situations earning him a calm thinking manner to earn him victories in combat. This is because of his lack of durability and punching power compared to other hand to hand fighters which has given him a lack of finishing power on his own.

Skill Strengths:
Speed. Buster has impeccable reflexes and movement speed which he uses amply in combat. His punches are extraordinarily fast, swaying is top notch and rhythm in combat allow for him to outclass many people he comes across with that pure ability. His dash is also very fast too, thanks to that explosive speed which he takes in battle. He also has great stamina in his heart and lungs to keep up said speed for long periods of time, though prefers to wait and strike.

Accuracy. Thanks to being a style that not only uses speed, another very important point of this style is the accuracy one must employ. Hitting and pin-pointing the weakest locations an opponent isn't capable of countering best against and knocking the opponent out as fast as one can are very important to the style. Counters are also used, which involve timing and patience to perform, traits all people with good hand-eye coordination should have.

Flexibility. Buster has also trained his body to be flexible and relaxed in battle. Due to his lack of durability he can be seen as a target for easy punches with extreme force. Because of this he needed to be capable of moving his torso wherever he could to avoid being hit. He practiced daily, swaying his body from many different angles, and complex forms to be capable of dodging anything that could come his way and quickly. This of course doesn't mean he can dodge ANYTHING but it gives him a fighting chance against many enemies that come to fight him.

Skill Weaknesses:
Power. Buster lacks the physical strength to finish battles in one strike against stronger foes without some sort of technique or skill. He just can't seem to catch up to Sev, thus he decided to rely more on his speed and technical prowess to outmatch his strength.

Durability. Buster isn't very durable. He can't take many hits to his body, lacking the power to do so, he relies on his agility, and flexibility as well as overwhelming speed to get the job done.

Restraining. Binding the legs in any way, when this style participates so heavily in footwork demerits the use of it to its fullest potential, especially when Buster relies on speed and dodging to win. This also means enclosing spaces so he has less ability to move is also a great priority for him. The same for the arms, one needs actual fists to be capable of punching.


Code:
[b]Tier 1 Technique Name:[/b] Counter Knowledge #1
[b]Tier 1 Technique Type:[/b] Support; Passive
[b]Tier 1 Technique Cooldown:[/b] N/A
[b]Tier 1 Technique Description:[/b] Buster has always had an affinity for counter punching, using the opponent's own force against themselves, so much that he makes it an art form and one of his main sources of attack. The skill places that to good use. Every counter punch which hits allows for twenty-five percent of the power the opponent uses to be mixed in with the power of the user itself giving the attack greater force than usual. The user should they miss while performing a counter will take the same amount of damage applied to the opponent instead.
[b]Tier 1 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
[b]Tier 1 Technique Weaknesses:[/b] Counter punching relies on the opponent's own force so one cannot perform a counter against an opponent who isn't in motion. Countering means that the other side is true to, should the user be in motion while performing a counter they will be susceptible to countering as well with the same effects as the technique itself.  An aggressive mind, or angered individual cannot think clearly, counters are made to be done while one is calm and focused on the opponent meaning that anything that hinders the ability to think rationally (such as an irritating sound, a loss of your train of thought, extreme pain, etc.) will make the user incapable of performing a counter.

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[b]Tier 2 Technique Name:[/b] Counter Knowledge #2
[b]Tier 2 Technique Type:[/b] Support; Passive
[b]Tier 2 Technique Cooldown:[/b] N/A
[b]Tier 2 Technique Description:[/b] Buster has always had an affinity for counter punching, using the opponent's own force against themselves, so much that he makes it an art form and one of his main sources of attack. The skill places that to good use. Every counter punch which hits allows for fifty percent of the power the opponent uses to be mixed in with the power of the user itself giving the attack greater force than usual. The user should they miss while performing a counter will take the same amount of damage applied to the opponent instead.
[b]Tier 2 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
[b]Tier 2 Technique Weaknesses:[/b] Counter punching relies on the opponent's own force so one cannot perform a counter against an opponent who isn't in motion. Countering means that the other side is true to, should the user be in motion while performing a counter they will be susceptible to countering as well with the same effects as the technique itself.  An aggressive mind, or angered individual cannot think clearly, counters are made to be done while one is calm and focused on the opponent meaning that anything that hinders the ability to think rationally (such as an irritating sound, a loss of your train of thought, extreme pain, etc.) will make the user incapable of performing a counter.

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[b]Tier 3 Technique Name:[/b] Counter Knowledge #3
[b]Tier 3 Technique Type:[/b] Support; Passive
[b]Tier 3 Technique Cooldown:[/b] N/A
[b]Tier 3 Technique Description:[/b] Buster has always had an affinity for counter punching, using the opponent's own force against themselves, so much that he makes it an art form and one of his main sources of attack. The skill places that to good use. Every counter punch which hits allows for seventy-five percent of the power the opponent uses to be mixed in with the power of the user itself giving the attack greater force than usual. The user should they miss while performing a counter will take the same amount of damage applied to the opponent instead.
[b]Tier 3 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
[b]Tier 3 Technique Weaknesses:[/b] Counter punching relies on the opponent's own force so one cannot perform a counter against an opponent who isn't in motion. Countering means that the other side is true to, should the user be in motion while performing a counter they will be susceptible to countering as well with the same effects as the technique itself.  An aggressive mind, or angered individual cannot think clearly, counters are made to be done while one is calm and focused on the opponent meaning that anything that hinders the ability to think rationally (such as an irritating sound, a loss of your train of thought, extreme pain, etc.) will make the user incapable of performing a counter.

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[b]Tier 3 Technique Name:[/b] Jolt Counter Knowledge #1
[b]Tier 3 Technique Type:[/b] Support; Passive
[b]Tier 3 Technique Cooldown:[/b] N/A
[b]Tier 3 Technique Description:[/b] The jolt counter is a more powerful and dangerous version of the counter. The user strikes with their entire weight into the target, bringing the momentum into the punch as well as the physics of the counter itself creating a punch that can produce staggering damage when it's done. The momentum gained in the punch increases the force exerted, magnifying the force by twice the damage done by the counter. But if the user misses and is caught by a strike while the counter is being performed, the user takes that damage instead.
[b]Tier 3 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
[b]Tier 3 Technique Weaknesses:[/b] Counter punching relies on the opponent's own force so one cannot perform a counter against an opponent who isn't in motion. Countering means that the other side is true to, should the user be in motion while performing a counter they will be susceptible to countering as well with the same effects as the technique itself.  An aggressive mind, or angered individual cannot think clearly, counters are made to be done while one is calm and focused on the opponent meaning that anything that hinders the ability to think rationally (such as an irritating sound, a loss of your train of thought, extreme pain, etc.) will make the user incapable of performing a counter.

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Code:
[b]Tier 4 Technique Name:[/b] Counter Knowledge #4
[b]Tier 4 Technique Type:[/b] Support; Passive
[b]Tier 4 Technique Cooldown:[/b] N/A
[b]Tier 4 Technique Description:[/b] Buster has always had an affinity for counter punching, using the opponent's own force against themselves, so much that he makes it an art form and one of his main sources of attack. The skill places that to good use. Every counter punch which hits allows for one-hundred percent of the power the opponent uses to be mixed in with the power of the user itself giving the attack greater force than usual. However, should the user miss or be cross countered and hit by an opponent's strike, he takes half that damage instead.
[b]Tier 4 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
[b]Tier 4 Technique Weaknesses:[/b] Counter punching relies on the opponent's own force so one cannot perform a counter against an opponent who isn't in motion. Countering means that the other side is true to, should the user be in motion while performing a counter they will be susceptible to countering as well with the same effects as the technique itself.  An aggressive mind, or angered individual cannot think clearly, counters are made to be done while one is calm and focused on the opponent meaning that anything that hinders the ability to think rationally (such as an irritating sound, a loss of your train of thought, extreme pain, etc.) will make the user incapable of performing a counter.

[b]Tier 4 Technique Name:[/b] Jolt Counter Knowledge #2
[b]Tier 4 Technique Type:[/b]
[b]Tier 4 Technique Cooldown:[/b]
[b]Tier 4 Technique Description:[/b] The jolt counter is a more powerful and dangerous version of the counter. The user strikes with their entire weight into the target, bringing the momentum into the punch as well as the physics of the counter itself creating a punch that can produce staggering damage when it's done. The momentum gained in the punch increases the force exerted, magnifying the force by twice the damage done by the counter. But if the user misses and is caught by a strike while the counter is being performed, the user takes that damage instead.
[b]Tier 4 Technique Strengths:[/b] Counter punching becomes second nature to the user as they are capable of understanding where and when to punch. Strength is not required for this mastery, only only the ideal reflexes and quickness are needed to perform it. A counter can likely come from any angle so long as it's possible to see an opening, and the opponent is in a peculiar motion to be stricken.
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