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- Double Jumps: These are Jumps that occur after a first Jump, as if the second (or even third or fourth) Jump was made off of a solid invisible platform suspended in the air. Double Jumps cost 1 FS (a Triple Jump or Quadruple Jump would cost this same amount again, i.e., 2 or 3 FS). Outside of combat, a Director might allow the creative use of the Double Jump “physics” to allow a character to reach a height normally inaccessible (even beyond the extraordinary leaping abilities normally on display in shounen anime). If a Double Jump is used in conjunction with an Evasion, the combatant spends the necessary FS and then gains a + 2 (or +4 or +6 respectively for a Triple or Quadruple Jump) to his Defense Total. If the Evasion is successful, the combatant must move 2 Ranges, which still costs 1 FS to do. Double Jumps only provide a bonus to Evasion; they cannot be used as an attack. As an optional rule for all combatants, this ability is usually restricted to Double Jumps. As a Technique, however, some fighters might be able to do triple or quadruple jumps, or even do a double or triple jump above a Super Jump (thereby increasing the bonus to Evade if they are targeted during the Super Jump; see below). Each additional “level” of jumping beyond the established campaign limit would count as a separate Technique.
- Air Escape: Similar to a Breakfall, an Air Escape prevents a fighter from being juggled forever. When hit by a Juggle or Launcher Combo, the Fighter can spend 2 FS to negate the extra damage from those Elements. For an additional 1 FS, the Fighter also lands on his feet, negating the Knock Down.
- Back Dash: A Back Dash is a modifier to the Jinking Defensive Response (Which means it uses tactics you schmeboygah). If a combatant chooses in advance to use this response against an attack, he can spend 2 FS to perform a Back Dash. This provides a +4 bonus to
- the Defense Total. If successful, the combatant moves back 2 Ranges rather than 1. As noted above,
- because a character can only spend as much FS as his Power Level in any given instance, a PL 1
- character cannot use this option even if the campaign allows it.
- Chain Combos: Chain Combos are very common in fighting games. This is a specific Combo pattern often consisting of a light Basic Move followed by a medium Basic followed by a heavy Basic Move. To emulate this, if a Combo is composed solely of Basic Moves, the Control cost for the whole Combo is reduced by two.
- Move Reading (Beta): Using the same tactic over and over again is bound to make you more predictable, isn't it? Using the same attack, or opening a combo with said attack, twice in a row lowers that move's accuracy by two. Using it again will lower it by three, etc etc. This penalty lasts a round before resetting. By spending FS equivalent to the attacker's PL, the defender can make it so this penalty is instantly increased to -three and lasts a round longer.
- Breakfalls/Techrolls:
- Both of these options presume that the defender failed to avoid the attack that caused the Knock Down effect. A character cannot just choose to Tech Roll as a reaction to an attack that missed or to one that hit but did not cause a Knock Down. The FS cost to perform either of these is 2. If a campaign is using both options, this cost must be paid twice in order to gain both effects. Because a character can only spend as much FS as his Power Level in any given instance, this means that a PL 1 character cannot use either of these options even if the campaign allowed them, and only a PL 4 or higher character could use both at once if both were allowed. A Breakfall reduces the damage inflicted to 1/2 (round up). It also eliminates the loss of the defender’s next action (whether in the current turn or in the next, as applicable) and the consequent die size penalty to Initiative. Essentially, the Knock Down does not occur. A Tech Roll allows 2 Ranges of movement. This movement can occur in either direction, including through an opponent, but the movement must be 2 Ranges; the Fighter cannot choose to move only 1 Range. This movement still costs the defender’s next action however, just like the effects of a normal Knock Down. This applies even if a Breakfall is also used at the same time.
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