#akuma/chipp function, the Tact. knife

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tired quarry
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my mission with this barely coherent half actual mech loadout idea half shit post is as the title describes. A weapon that is just a single knife paired with a secondary open hand.
pros:
A high pressure offensive game plan with varied powerful attacks meant to keep the enemy on the back foot
Cons: everything else, No funky movement, no serious defenses. This weapon puts the pedal to the metal to either cross the finish line or roll over the overpass.

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base properties:
*the tactical knife doesn't clash: If two moves that would normally clash land against each other, you just lose out. If two people use tact. knife attacks against one another they just hit each other, same idea as two people using H.slash offset with each other. The tactical knife doesn't enter RPS at all.
*No block, no parry: You didn't pay 0 dollars to hold the block button, the tactical knife can't do this, it swings, and it swings viciously. Hit buttons.

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Swipe: Range: 1 Damage: 4 Priority: max

this is the closest this weapon gets to defense, it beats dodge and trades with burst meaning if you're bursted you still do your damage but then are knocked back and stunned as would otherwise be normal. This insane speed is juxtaposed by the fact it has the shortest possible range it can be given. If someone attempts to dodge this they're stunned in place, this is Tact. knife's happy place.

tired quarry
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trip Range: 3 Damage: 10 Priority: normal + 1 step if you miss

This operates as a grab however instead of picking them up and chosing a direction to move them you sweep your enemy's leg. Unlike sword grab this ability just knocks them down, it doesn't actually move them but instead stuns them and does some damage. Trip does nothing to an already stunned enemy save for 10 more damage. Trip does no flanking damage.

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swing Range: 5 Damage: 5 Priority: high

A wide swiping attack that hits the square directly in front of you, to your front diagonals, and immediate sides without necessarily pivoting, This is used for sword's typical jab trade but simply wins because it doesn't necessarily pivot. Also because tact. knife immediately loses all clashes as established earlier.

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strike: Range: 3 + advance 1 space Damage: 8 Priority: High

An advancing stab attack, After using it your mech advances one space forward. this attack is a parallel to H slash on the tact. knife in that it catches out people attempting to dodge out of your range. additionally the fact that it advances means you can use this tool to approach your enemy by sitting a square outside of their attack range, and striking into attack range, it is meant to dodge the attack similar to move 1. This is also your knockback attack further parralleling H slash for sword.

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dervish Range: 9 + advance 2 spaces Damage: 10 Priority: Very high Requires momentum

This move moves you similar to how sword's lung attack does, however it covers all side of your mech as they slide forward. The difference here is that Tact. knife can decide its facing with this attack after it spins forward. Allowing for scary approaches that smother the opponent or tricky set ups for their next attack. You would decide the facing you have as you make the attack but the attack will always hit the same 9 squares ahead of you as you rush the enemy. This attack doesn't pivot, you simply do a very high priority attack in the direction you were already facing, end up in the orange square, and are facing the direction you picked.

tired quarry
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grab

As normal, tact. knife can just grab you the same way you'd normally grab people with sword.