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Hecker4118

every move in tsb

Aug 17th, 2024
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  1. % means damage so if its like 50%, that means 50% damage. but if its %50 then that means cooldown is 50 seconds.
  2. i dont really know the players max health but one shot means they just die when they get hit with whatever it is
  3. moves for saitama:
  4. Normal Punch (Close Range Hit)
  5. 30%
  6. %20
  7. The user pulls back and winds up a punch, causing anyone in front and close to user to be take heavy damage and launched forward.
  8. Can't be blocked.
  9. Long windup.
  10. Can hit multiple people.
  11. Normal Punch (Not Close Range Hit)
  12. 10.5%
  13. %20
  14. Due to how much force the user's punch is, it causes a shock wave to knockback the opponent.
  15. Can be blocked.
  16. Causes standing opponents to roll.
  17. Does not damaged ragdolled opponents.
  18. Flings ragdolls opponents.
  19. Can be countered.
  20. Consecutive Punches
  21. 14.5%
  22. %15
  23. The user performs a consecutive barrage of punches.
  24. Stuns opponent during the duration.
  25. Halts the M1 reset-timer.
  26. Can hit grounded opponents.
  27. Can be blocked.
  28. Shove
  29. 15%
  30. %20
  31. The user winds their fist back, before punching upwards, jumping and launching their target up into the air.
  32. Can't be blocked.
  33. Can hit grounded opponents.
  34. Long windup.
  35. Can evade during the rolling state if in midair.
  36. ultimate moves for saitama:
  37. Death Counter
  38. one shot%
  39. %20
  40. The user activates a counter that has a window of 10 seconds. This does not have any indicator that it was activated to other people other than health regeneration. If you successfully counter someone, you will teleport behind the person that you countered with your fist raised up. Then the screen will display 死 (Japanese for "Death," hence the name). Next, it will show you with glowing white eyes and a fist with wearing a red glove, as your fist continuously gets closer to the screen with wind particle effects, finally punching your opponent, sending them flying and creating a large AOE punch similar to serious punch. If one gets caught by this skill, it is a guaranteed death.
  41. 10 Second window.
  42. Certain moves cannot be countered.
  43. I-frames during cutscene.
  44. Table Flip
  45. 0-one shot%
  46. %20
  47. Upon activation, the user pushes nearby opponents away from them with wind. The user then digs their right hand into the ground, creating an outline of were they will table flip into the ground, before pulling upwards violently, creating mass destruction to the ground and launching the players in front of them along with debris into the sky. The damage on table flip depends on how many and how far you are from the player using table flip.
  48. Causes stun instantly if opponent is too close during the windup.
  49. I-Frames during animation.
  50. Stun can be blocked.
  51. Bypasses Armor
  52. Serious Punch
  53. 30-70% (210% if victim is stunned)
  54. %20
  55. Upon activation, a cutscene begins where the user readies up their fist, pushing nearby opponents away from them with wind. The user then brings their fist back, before slowly sending it forward, crafting a giant AoE punch, knocking opponents back. The damage on Serious Punch depends on the player distance between the user triggering it. Serious Punch will kill anyone instantly if they get hit by the wind in the startup.
  56. Causes stun if opponent is too close during the windup.
  57. I-Frames during animation.
  58. Stun can be blocked.
  59. Bypasses Armor
  60. Omni-Directional Punch
  61. one shot% (70% for people that was around it)
  62. %20
  63. Upon activation, the user spins around then stomps the ground, causing debris and the opponent to fly into the air. The user then leaps onto a floating piece of rubble in the air, causing an enormous shockwave on the ground, then leaps from rock to rock at such high speed it forms afterimages on each rock. The user's afterimages and the user closes in on the opponent, striking it from all angles. The grab range is around 4 tiles in front of you.
  64. I-Frames during windup and cutscene.
  65. Surrounding players get launched in the air after leap.
  66. Bypasses Armor
  67. moves for garou:
  68. Flowing Water
  69. 23.5%
  70. %17
  71. The user strikes forward and unleashes a barrages of fists into the opponent before delivering the final blow pushing them away.
  72. Armor on Grab.
  73. Can't be blocked.
  74. Increase in knockback if blocked.
  75. Can hit multiple players if the attack is directed on them.
  76. Lethal Whirlwind Stream
  77. 17.5%
  78. %20
  79. The user grabs their opponent by their neck, locking on and dragging them across the floor brutally before throwing them onto the ground, launching the target into the air.
  80. Armor on Grab.
  81. Can be blocked.
  82. AoE is UNCOUNTERABLE (Death Counter, Death Blow).
  83. AoE can be blocked.
  84. Hunter's Grasp
  85. 9.3% (13.3% if thrown at another player) (10.5% if thrown at a wall, tree or trashcan)
  86. %15
  87. The user grabs their opponent by their neck, locking on and dragging them across the floor brutally before throwing them onto the ground, launching the target into the air.
  88. Armor on Grab.
  89. Can be blocked.
  90. AoE is UNCOUNTERABLE (Death Counter, Death Blow).
  91. AoE can be blocked.
  92. And if the victim collides with something:
  93. The victim that is thrown will deal damage to anyone they collide with.
  94. Can't be blocked.
  95. Cannot be Countered (Death Counter, Death Blow).
  96. Prey's Peril
  97. 21%
  98. %17
  99. The user immediately puts their hand up to their face in a defensive position. Upon taking damage, the player does a series of punches before pushing the opponent away with both hands.
  100. Armor during the attack.
  101. Drags the opponent towards the user or the user to the opponent.
  102. AoE
  103. Deflects projectile based attacks.
  104. ultimate moves for garou:
  105. Water Stream Rock Smashing
  106. 25%
  107. %8.5
  108. The user performs a barrage of punches and slams them down. This attack can attack ragdolled players
  109. Can be Countered (Prey Peril, Split Second Counter)
  110. Can't be blocked.
  111. The Final Hunt
  112. 68.9%
  113. %42
  114. The user spins and slams the ground with their leg. If a successful hit occurs, the victim gets launched upwards and then suspends in the air, spinning. The player then jumps up and follows with a downward slam, dealing a total of 68.9% damage to the target and creating a shockwave.
  115. Bypasses Armor
  116. Gains 55% HP when killing someone.
  117. CANNOT be COUNTERED (Death Counter, Death Blow).
  118. Armor during startup & I-Frames during hit.
  119. Rock Splitting Fist
  120. 38%
  121. %14
  122. The user performs a powerful double-handed spin chop, launching the target upwards before pushing the opponent with both fists, sending them rolling.
  123. Can catch any non-protection until landed dash type move if timed correctly.
  124. Armor during startup and hit.
  125. Rock Splitting Fist (miss variant)
  126. 25%
  127. %14
  128. If the spin chop doesn't hit a player, but they get caught by the final hit, they get knocked away and ragdolled.
  129. Crushed Rock
  130. 26%
  131. %9.5
  132. After a short delay, the user dashes forward with blue trails. If this hits an enemy, the user goes behind the target and suplexes them to the ground.
  133. AoE is UNCOUNTERABLE (Death Counter, Death Blow).
  134. Armor during hit.
  135. moves for genos:
  136. Machine Gun Blows
  137. 20.8%
  138. %15
  139. The user performs a barrage of punches followed by a left hook and a high kick with the right foot, which ragdolls the target upwards.
  140. Can be blocked.
  141. Can hit grounded opponents.
  142. Moves the user forward into the direction being used.
  143. Freezes the user in the air if used in mid air.
  144. Ignition Burst
  145. Front Blast:
  146. 26%-23% (Ragdolled opponents)
  147.  
  148. 15%-12% (Standing opponents)
  149.  
  150. 13.3% (Blocked)
  151. Back Blast:
  152.  
  153. 10.5%
  154.  
  155. 9.8% (Blocked)
  156. %17
  157. The user propels forward with their arms, then holds their arms out for a front blast, which deals a good amount of knock back.
  158. [Double Press]: Using the move during the dashing phase let's the user shoot for much earlier.
  159. [Air Variant]: The user is able to blast vertically and horizontally in any direction they look at.
  160. Front Blast
  161. The ending part of the attack.
  162.  
  163. Ragdolled and Blocking opponents will roll on hit.
  164. Ragdolls standing and rolling opponents.
  165. Back Blast
  166. The initial start of the attack behind the player.
  167.  
  168. Causes opponents to roll.
  169. Cannot be blocked.
  170. Blitz Shot
  171. Normal:
  172. 15%
  173. 5.3% (Blocked)
  174. Charged:
  175. 25%
  176. %25
  177.  
  178.  
  179. The player holds up their glowing hand, charging up a projectile.
  180. [Charge]: If the user holds the attack for 3 seconds, it will deal additional damage.
  181. [Air Variant]: If the opponent uses the attack in mid air, they're able to aim in any direction but are unable to move themselves.
  182. Can be interrupted.
  183. AoE.
  184. Can be deflected.
  185. The projectile curves.
  186. Can move around while aiming.
  187. Normal
  188. Ragdolls standing opponents.
  189. Blocking opponents will roll.
  190. Charged
  191. Cannot be blocked.
  192. Ragdolls standing opponents.
  193. Jet Dive
  194. 20%
  195. 2%-8% (Blocked)
  196. %17.5
  197. The player uses their mechanized feet to boost upward. They then kick their left leg up and use rockets to hurtle themselves into the ground whilst moving forward.
  198. Can be blocked.
  199. AoE.
  200. Ragdolls standing opponents.
  201. ultimate moves for genos:
  202. Thunder Kick
  203. 40%
  204. 20% Missed Variant
  205. 14% Missed and Interrupted
  206. %15
  207. The user spins towards the direction they're facing with orange energy before creating an outburst of electricity into a kick.
  208. If a successful hit occurs, the victim will be sent flying. The player will then teleport directly above the target after a short delay before crashing down.
  209.  
  210. If missed, the player stamps their hands into the ground and charges up, causing the area around them to explode and doing AoE damage. Getting interrupted while charging up will generate a shorter blast which deals less damage.
  211. Armor during startup.
  212. I-Frames upon successful hit.
  213. Speedblitz Dropkick
  214. 50% (30% if opponent is ragdolled)
  215. 20% (AoE)
  216. 5% if blocked (AoE)
  217. %20
  218. The user unleashes a large amount of energy to launch themself towards the direction they are currently facing. If this hits an opponent, the user will lock their victim between their legs and launch both of them upwards, before slamming the target head-first into the ground, creating a large crater and dealing AoE damage.
  219. I-Frames upon activation.
  220. CANNOT be COUNTERED (Death Counter, Death Blow).
  221. Flamewave Cannon
  222. 35%
  223. %24.8
  224. The player opens their left arm to reveal a cannon. The user then releases a large beam that pushes opponents back, followed shortly by a more powerful laser that deals more damage and pushes the opponent back farther.
  225. Can be redirected during the first seconds of the move.
  226. Armor on a successful hit.
  227. Incinerate
  228. 30% - 210%
  229. %100
  230. The player engages in a stance and clasps their arms together. Shortly after fully opening their arms to reveal a massive and complicated cannon, the user creates a ginormous blast of heat that renders players unable to move and slowly pushes everyone caught in its path backwards.
  231.  
  232. This will almost always deal 30% damage from afar. However, the maximum damage one can do with this move is 70% if a victim gets caught by this skill in close range without getting caught in any objects such as walls or trash cans and is not lagging. Very effective for killing low-health targets if they're unable to escape the range of the attack.
  233.  
  234. Armor upon activation.
  235. Can be redirected during windup with Shift Lock.
  236. Does NOTbypass Death Counter.
  237. Bypasses Death Blow only if it is far.
  238. moves for speed-o-sonic:
  239. Flash Strike
  240. 15%
  241. %17.5
  242. The user moves at a very high speed leaving a trail of slashes behind which damages players.
  243. This skill can be blocked.
  244. Whirlwind Kick
  245. 12%
  246. %20
  247. The player teleports forward and stuns the opponent, before spinning around and kicking the target(s) downwards. Teleporting to a blocking opponent will not apply stun to the opponent. However the kick will bypass block.
  248. Scatter
  249. 17%
  250. %21
  251. The player dashes and moves forward in the direction they are facing while constantly slashing, dragging the player along with them, and ends with a dash while the target(s) get knocked to the user's location.
  252. This skill can't move ragdolled players.
  253. Final hit cannot be blocked
  254. Enemies blocking take increased knockback if the final hit connects.
  255. Explosive Shuriken
  256. 15%
  257. 10% if blocked
  258. %17.6
  259. The player launches a shuriken that explodes upon contact. If the shuriken comes in contact with something that is not a humanoid it will attach to the object that it landed on with a delayed explosion.
  260. If this variant hits an already ragdolled player, the opponent will roll up and forward instead, similar to Blade Master's move "Pinpoint Cut."
  261. Can be reflected
  262. Explosive Shuriken (Air Variant)
  263. 10%
  264. 7% if blocked
  265. %17.6
  266. The player jumps and throws a shuriken below them at an angle.
  267. The more downward momentum the user has, the straighter the shuriken will go.
  268. Can be reflected on a direct hit
  269. ultimate moves for speed-o-sonic
  270. Twinblade Rush
  271. 40%
  272. %20
  273. The player instantly charges forward. If this attack lands, the player and an afterimage slash through the target rapidly while move upwards and then swiftly cut downwards before kicking them away.
  274. Can be canceled.
  275. Armor on Grab.
  276. Can't escape with ragdoll cancel once hit.
  277. Bypasses Death Blow.
  278. Straight On
  279. 30%
  280. %16.8
  281. The player breaks into a sprint and after 3 seconds the user dashes forward with high speed, after 3 more seconds the user teleports forward and damaging anyone getting caught in its path.
  282. [DOUBLE PRESS]: Pressing the move again will slash the user forward early.
  283. Stun can be blocked.
  284. Can be canceled.
  285. Armor on strike.
  286. Carnage
  287. 17.8%
  288. %25.2
  289. The player flickers for a second then teleports into the air, before unleashing a massive amount of Explosive Shurikens and creating a line of destruction in front of the user.
  290. Causes the opponent to be ragdolled and flung in the air.
  291. Can bypass Death Blow.
  292. Can be inconsistent.
  293. Fourfold Flashstrike
  294. 35%
  295. 20% if blocked
  296. %25.2
  297. The user splits into 4 afterimages and strikes forward, slashing the opponent. They spin their katana around before pulling it back dealing additional damage.
  298. Armor during windup.
  299. Can be redirected while winding up.
  300. On hit, has armor on end-lag.
  301. Can hit stun ragdolled opponents.
  302. Does NOT bypass Death Blow
  303. Can be blocked to reduce the damage similar to Strength Difference
  304. moves for metal bat:
  305. Homerun
  306. 15%
  307. %17.7
  308. The player swings their bat upwards before then launching the opponent diagonally to the right.
  309. Can't be blocked.
  310. Can grab grounded opponents on the floor.
  311. Armor is applied if successful hit.
  312. Reflects incoming projectiles on the first hit if timed right.
  313. Homerun (Miss Variant)
  314. 10%
  315. %17.7
  316. If the upward swing doesn't hit, the player dashes forward before slamming the bat down.
  317. Can't be blocked.
  318. Longer end lag.
  319. Can hit grounded players
  320. Beatdown
  321. 16.3%
  322. %23
  323. The player dashes forward and hits the target 6 times with their bat whilst slowly moving forward. The last hit will leave players ragdolled on the floor.
  324. Can be blocked.
  325. Can grab ragdolled mid air and rolling opponents.
  326. Armor if successful grab.
  327. Grand Slam
  328. 17%
  329. %20
  330. The user jumps into the air in an arc and slams their bat on the ground, causing a small crater. Standing enemies will be ragdolled, but ragdolled enemies will roll. This move does not grant armor when used so you can be punished after the jump.
  331. Can't be blocked.
  332. Ragdolls standing and blocking opponents.
  333. Applies Rolling effect against Ragdolled opponents.
  334. Has AoE.
  335. Grand Slam (Air Variant)
  336. 11.1%
  337. %20
  338. If said arc connects with an opponent mid-air, the user suspends mid-path and hits the enemy down to the ground, bounce a bit and spin in place, and then roll away.
  339. This variant will apply knockback after a delay.
  340. Can't be blocked.
  341. Can grab ragdolled and rolling opponents.
  342. Foul Ball
  343. 15%
  344. %23
  345. The user makes a small leap, slams the ground, and launches a large clump of debris forward, which is affected by gravity and will keep travelling until it hits a wall, the floor or an opponent.
  346. Causes the opponent to roll if the opponent is Ragdolled or blocking.
  347. Deals AoE damage.
  348. Can be reflected.
  349. Foul Ball (Grab Variant)
  350. 13.1%
  351. If the first hit connects with an opponent, they will grab them then slam the target down, bouncing them off the ground and hitting them away with the bat.
  352. Grab based attack.
  353. Can't be blocked.
  354. Can't use Evasive during rolling period.
  355. Long end lag if missed.
  356. Armor if successful grab.
  357. ultimate moves for metal bat:
  358. Savage Tornado
  359. 24%
  360. 15% (AOE)
  361. %17
  362. After a short windup, the user spins 3 times, creating three large tornadoes that suck anyone that stands in its path into the whirlwind, with the third one lasting longer. Any player that gets caught by the tornado will take extra damage if they do not cancel their ragdoll before impact.
  363. During the windup, the player is vulnerable to interruptions, but they can cancel into Death Blow by using it before the windup ends. However, this does not reset the skill's cooldown.
  364. Can be interrupted. (Windup)
  365. Can't be blocked.
  366. Brutal Beatdown
  367. 50%
  368. %30
  369. After a short windup, the player kicks the bat into the air, grabs it and unleashes a 4-hit combo that takes the victim(s) with them, before running a bit and then hitting them 5 more times. They then form a small tornado, sending the target(s) into the sky in a rolling pose before performing a large jump followed by a powerful slam, creating a massive crater. The shockwave will always deal 30% damage, regardless of the distance between the victim and the center point.
  370. During the windup, the player is vulnerable to interruptions, but they can cancel into Death Blow by using it before the windup ends. However, this does not reset the skill's cooldown.
  371. Can be interrupted.
  372. Can't be blocked. (Windup)
  373. Final hit can hit through Death Counter and Death Blow
  374. Armor during startup for 1 second.
  375. Strength Difference
  376. 65%
  377. 43% (Blocked)
  378. 20% - 50% (AoE)
  379. %62 (Sucessful Hit)
  380. %20 (Missed)
  381. The user drags their bat on the floor before unleashing a powerful diagonal swing. Directly hitting an opponent will trigger a cutscene with the player delivering a devastating blow to the victim's chest, launching them away and forming a massive shockwave around the player. If the player dies from the attack, they get launched further away, causing a crater where they land.
  382. This skill is inescapable (cannot break away with a Ragdoll Cancel) once the player gets hit.
  383. Can be blocked to reduce damage by a little similar to Fourfold Flashstrike.
  384. Block breaks
  385. Armor during startup and cutscene.
  386. Death Blow
  387. 125%
  388. 30% (AoE)
  389. %100
  390. Counter
  391. The user raises up their metal bat into a defensive position. Upon being hit, the user shoves back the opponent before turning around and slamming the metal bat's tip into the opponent's stomach. The opponent backs away while looking down, and they panic, looking right and left franticly before then turning around and seeing red eyes and the metal bat behind them as the world goes dark. The user, with all their might, presses hard against them as the opponent tries to push away the bat to no avail and gets crushed legfirst on the ground.
  392. Can be used during Savage Tornado and Brutal Beatdown windup.
  393. I-Frames during cutscene.
  394. Can be bypassed (more info below).
  395. Awakening timer will be slow-down during cutscene.
  396. Armor during startup and cutscene.
  397. Death Blow (Miss Variant)
  398. 25%-55%
  399. %100
  400. Slam Variant
  401. If no damage is taken during this period or the enemy is far enough when damaging the user, they will slam the bat down and create a massive crater.
  402. I-Frames during slamming animation.
  403. CANNOT be COUNTERED (Death Counter, Death Blow)
  404. Bypasses armor.
  405. moves for atomic samurai:
  406. Quick Slice
  407. 18.3%
  408. %20
  409. The user dashes backwards and quickly performs a barrage of slashes, inflicting damage on whoever is inside them.
  410. Can be blocked
  411. Can hit ragdolled opponents.
  412. If blocked/miss, increases end lag.
  413. Can be countered.
  414. Both the backwards dash and slashes can be aimed to an extent.
  415. Atmos Cleave
  416. 2.5% (Stomp) + 15.8% (Slashes) = 18.3%
  417. %22
  418. The user stomps the ground, tripping anyone caught around before swinging swiftly while rotating and bringing them in the air, In which the final hit sends the opponent back down ragdolled.
  419. Stomping phase breaks block, but blades themselves do not.
  420. Can evade during the attack.
  421. Can hit ragdolled opponents.
  422. Long windup.
  423. Can be countered.
  424. Pinpoint Cut
  425. 5% (Kick) + 10% (Slash) = 15%
  426. %17
  427. The user quickly dashes forward and kicks the enemy up followed by a powerful upward slash that rolls them up and away from the user.
  428. If blocked it will ragdoll (shorter duration) opponent(s) instead.
  429. Kick phase block-breaks, blades themselves does not.
  430. Can evade during the attack.
  431. Can be countered.
  432. Pinpoint Cut (Air Variant)
  433. 10% or 17.5% (If opponent is mid air)
  434. %17
  435. The user instantly jumps in the air and slashes downward at an exact 45° angle, damaging anyone caught in this attack.
  436. Blocking/Ragdolled will roll away on hit.
  437. Distance increases the higher you are.
  438. Can be countered.
  439. Split Second Counter
  440. 10% or 30% AOE (Deals 15% for the initial stun + 15% opponent is nearby the countered target still.)
  441. %17.4
  442. The user immediately raises their sword in a defensive position. Upon getting hit, the user instantly dashes behind the opponent, before sheathing the katana shortly afterwards, damaging the opponent.
  443. Single target counter attack.
  444. Teleports user when triggered.
  445. Deals UNCOUNTERABLE AOE to anyone near the opponent.
  446. Does not deflect projectiles.
  447. Armor during animation.
  448. I-Frames during Finisher.
  449. ultimate moves for atomic samurai:
  450. Sunset
  451. 63%
  452. %15
  453. After a short windup, the user performs a 4-hit combo that drags the opponent(s) with them, before plunging the sword into the target's chest, creating a large explosion and inflicting splash damage to surrounding enemies.
  454. Can't be blocked.
  455. Each slash dashes user forward.
  456. Multi-grab.
  457. Can be interrupted.
  458. Armor on successful grab.
  459. Initial start causes enemies to Roll.
  460. Animation lasts for 7 seconds.
  461. Solar Cleave
  462. 29% or 40% (maximum distance)
  463. %15.2
  464. The user holds their sword in an attacking stance and quickly dashes forward in a line, bringing the opponent(s) with them. At the end of the dash, the user performs a diagonal slice that hits anyone nearby and ragdolls them.
  465. Can't be blocked.
  466. Armor during attack.
  467. Does NOT bypass Death Counter.
  468. Can bypass Death Blow.
  469. Sunrise
  470. 47%
  471. %20
  472. The user dashes forward kicking anyone they run in into the air. they step back, charge their sword with fire, and prepares a barrage of cuts. After the consecutives slices, they sheath their sword as the opponent blows up.
  473. Can't be blocked.
  474. Single target.
  475. Armor during cutscene.
  476. Animation lasts for 6.5 seconds.
  477. Can be Countered (Prey Peril, Split Second Counter)
  478. Atomic Slash
  479. one shot% or 40% (indirect hit)
  480. %100
  481. Engaging in a stance, the fire flowing around the sword grows brighter and brighter. Blade Master cuts into the opponent with such precision that a singular atom gets sliced in half, causing a chain reaction of explosions. This attack extends the target's ragdoll time.
  482. Cannot be COUNTERED (Death Counter, Death Blow).
  483. Cancels any armor move.
  484. Multi Target.
  485. Armor during windup.
  486. Can be redirected during windup.
  487. I-frames during cutscene.
  488. Kills regardless of health when hitting directly.
  489. Can hit an indefinite amount of people without damage reduction.
  490. Explosion after cutscene can kill anyone near the target.
  491. moves for tatsumaki:
  492. Crushing Pull
  493. 11.5%
  494. 12.5% (AoE)
  495. %22
  496. The player raises their hand, releasing a pulse of energy
  497. Can be blocked.
  498. Can grab ragdolled players.
  499. Can be interrupted.
  500. Can't be countered (Prey's Peril, Split Second Counter.)
  501. Crushing Pull (Variant)
  502. 7% (Grab)
  503. 15% (AOE)
  504. %22
  505. If the player jumps during the attack, the usey directly on the enemy they're aiming at, before pulling them in and slamming them to the ground, dealing AoE damage to surrounding players.
  506. Can grab ragdolled players.
  507. Can be interrupted.
  508. Can't be countered (Prey's Peril, Split Second Counter).
  509. Cannot Evasive for the first few seconds.
  510. Cannot be COUNTERED (AOE) (Death Counter, Death Blow).
  511. Windstorm Fury
  512. 7.9%
  513. 4.7% (Blocked)
  514. %20
  515. The player jumps and spins in the air. The user then creates a small greenish tornado in front of them that slowly moves forward, damaging players caught by it.
  516. Can hit ragdolled players
  517. Can be escaped using evasive
  518. Can be blocked.
  519. Can be interrupted.
  520. Can't be countered ( Prey's Peril, Split Second Counter.)
  521. Stone Coffin
  522. 11.7%
  523. 3% (Blocked)
  524. %25
  525. The player puts their hands on the ground, using their psychic powers to lift up two pieces of rock from the ground and crushes anyone who gets caught between them. If someone is caught by this attack, they will roll towards the user after being caught. If missed, the stone coffin will last about 8 seconds before disappearing.
  526. Can be blocked to deal less damage and prevents stun.
  527. Can hit ragdolled players.
  528. Can't be evaded if caught.
  529. Can be countered (Prey's Peril, Split Second Counter).
  530. Can be interrupted.
  531. Expulsive Push
  532. 12.5%
  533. %19
  534. Seconds The player flies in the direction the camera is facing for about a second. If the player uses this move again before it ends, the player blasts everyone near them away.
  535. [DOUBLE PRESS]: Using the move again during the attack will cause an explosion.
  536. Can't be blocked.
  537. Can hit ragdolled players.
  538. Can be countered (Prey's Peril, Split Second Counter).
  539. Can be interrupted.
  540. ultimate moves for tatsumaki:
  541. Cosmic Strike
  542. 52.3% (Stun + AOE)
  543. 50% (AOE)
  544. %30
  545. The player flies up into the air, knocking back and stunning everyone around. They then summon a massive meteor and throw it in front of them with a gust of wind.
  546. The meteor can be aimed with Shift Lock.
  547. Just before impact, three rings of green air can be seen moving diagonally to the ground.
  548. Can be interrupted.
  549. Can evasive out of the stun.
  550. Psychic Ricochet
  551. 40.5%
  552. 20% (AoE)
  553. %15
  554. The user performs an uppercut, causing their opponent to be lifted, and then grabs them by the leg. They spin aroud many times while rocks raise up in the air before throwing the opponent into one of the rocks, bouncing off all the rocks before the opponent is left in the middle of it all, the rocks then converge into the opponent before slamming them back into the ground.
  555. Cannot be blocked.
  556. Single target grab.
  557. Armor on Grab.
  558. Terrible Tornado
  559. 94.7%
  560. %100
  561. The user extends their arm towards the enemy and create a big green-black flash which pulls the opponent towards the user. They slam the opponent into the ground, dragging them around before slamming them forcefully. After this, a cutscene then appears showing the opponent flying into the air as the user draws back their arm to deliver a devastating blow that breaks the opponent's skull, causing a massive storm surrounding the user and the opponent.
  562. Can be ragdoll canceled out of (pull part).
  563. Does NOT bypass Death Counter.
  564. Can be blocked.
  565. I-Frames during cutscene.
  566. Armor during startup and cutscene.
  567. Sky Snatcher
  568. 27%
  569. %17
  570. The user flies up the air in any direction, if it collides with a player, the user will grab the player for the duration until the enemy gets launched very far away to the ground, causing a shockwave where they land. (Distance depends on height, damage does not scale the higher you are)
  571. Can't be blocked
  572. Single-target Grab.
  573. Armor on Grab.
  574. moves for suiryu:
  575. Bullet Barrage
  576. 15.1%
  577. 15% (AOE)
  578. %20
  579. The user executes a barrage of kicks and then kicks their opponent into the air three times before slamming them down onto the ground.
  580. Multi-grabs after initial barrage.
  581. Can be blocked.
  582. Can hit ragdolled players.
  583. Causes opponent to roll on final hit.
  584. AoE is blockable, opponents take full damage but don't ragdoll.
  585. AoE can't be countered.
  586. Vanishing Kick
  587. 7.5%
  588. 12% (Colliding Damage)
  589. 12% (Double Press)
  590. %23
  591. The user dashes forward while blinking with some afterimages, and kicks their opponent with a burst of void energy.
  592. Can't be blocked.
  593. Increase knockback if blocked.
  594. Decreased knockback if used on ragdolled opponents.
  595. Opponents hit will roll in the direction kicked.
  596. Can hit ragdolled opponents.
  597. After successfully kicking the opponent, the user can press the move again to activate the second part of the move, where the player dashes, flips backwards and slams down.
  598. 3.5 second time frame.
  599. Pulls user towards the opponent (any range).
  600. Can't be blocked
  601. Cannot be activated if initial attack didn't strike the opponent.
  602. Armor during animation.
  603. Can be used during certain attacks.
  604. Whirlwind Drop
  605. 12%
  606. %15
  607. The user leaps into the air while spiraling, then slams down onto the ground, causing a shockwave.
  608. AoE
  609. Ragdolls standing opponents.
  610. Blocking opponents take full damage but don't ragdoll.
  611. Does not go up if used immediately after M1 hits. (Not the 4th M1, though.)
  612. Head First
  613. 17.5%
  614. 15% (AoE and Initial)
  615. 1% (blocked)
  616. %20
  617. The user spin kicks, hitting the opponent into the air. The user then pushes off the ground with their arms, hitting the opponent in the face with both legs, launching them up into the air together. As they reach the top of their flight, the user grabs the opponent and they spiral down, smashing the opponent into the ground.
  618. Can be blocked.
  619. Has AoE.
  620. Can grab grounded opponents.
  621. Deals damage nearby opponent if a opponent is grabbed during start up.
  622. ultimate moves for suiryu:
  623. Rising Fist
  624. 20%
  625. %13
  626. The user picks the victim up with a powerful corkscrew punch to their chest, making a swirling wind burst and sending the victim flying while spinning from the initial strike.
  627. Grab type move.
  628. Can grab grounded opponents.
  629. Twin Fangs
  630. 40%
  631. 15%
  632. Upon the move startup, the user will start using the Void fighting style to combo the opponent, while the user swipes their arm through the air, causing purple energy and slash strikes in the form of claw scratches When the move ends, the user will slow down and kick the victim on their head. The user then wraps their leg around the opponent’s head and spins around whilst a purple wind ring forms around both the user and the opponent. The user then finally slams the opponent downward, causing a small crater.
  633. User gains invincibility, either landed or not.
  634. Earth Splitting Strike
  635. 61-70%
  636. %30
  637. The user stomps his foot on the ground, creating multiple shockwaves that move forward. If any of the leading shockwaves collide with an opponent, a platform comes off of the floor and the opponent gets launched into the air and the user starts running to the platform. The user jumps off the platform and kicks the opponent into the center of the platform, making a hole in it and making the opponent land on the ground. the opponent stumbles back a few times before regaining their footing. the user then teleports closer to the opponent using afterimages and raises their arm up before putting it infront of the opponent's chest, a brief cutscene plays showing the user's dragon in the background, the user and the opponent are in the middle (colored white). the cutscene then ends and the user touches the opponent's chest before channeling all strength and force into an one-inch-punch, sending the victim flying away.
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