02-24-2018, 11:51 AM
(02-18-2018, 01:10 PM)Albert Wesker Wrote: Just a little (very) pre-emptive planning and sorting out of a few moves and such, for...down the line. Way, way down the line, but I wanted to get things sorted while it was on my mind.
[spoiler]Cobra Strike -- 300 OM (Requires: Physical Strength)
A deceptively simple martial arts strike, consisting of an open-palmed blow to a target's chest. It takes about a second to wind up and deliver, making it fairly quick, but requires Wesker being quite close to the target and a decent hit can interrupt his balance. When executed, the strike does moderate damage, but its primary purpose is the sheer force it delivers, capable of completely flooring a foe and sending them flying several feet to crash into the ground. It only requires one arm to perform, and with its relatively quick windup can even be thrown into a sequence of regular melee to serve as a surprise for an unwary foe, and can be fairly reliably used without significant fatigue.
Panther Fang -- 300 OM (Requires: Physical Strength, Debuff)
Another deceptively simple maneuver, involving an open-handed hook strike delivered directly to an opponent's head. It necessitates only a half second of windup, and inflicts only minor damage, but can stagger and disorient a foe severely, leaving their balance off-kilter and senses blurred. The debilitating effects only last approximately three seconds before wearing off over the course of another second, but are quite severe in their duration. The strike does require great precision and focus to land in an optimal place, and so despite its short windup it is easy to interrupt or miss altogether if a foe strikes him even with a fairly weak attack.
Jaguar Kick -- 300 OM (Requires: Physical Strength, Burst Movement, Debuff)
A lunging kick, delivered to his target's stomach. The maneuver requires a full second of windup, and he can cover up to ten feet with the initial lunge behind the kick. Upon impact, the strike propels the target backward as well as driving all the fight out of their body, leaving them gasping for air (or equivalent, for those who do not breathe, at the writer's discretion) and in great pain, unable to fight effectively until they manage to collect themselves. The effects last for roughly five seconds before fading away over another second. The windup requires a bit of distance, and the strike itself is fairly telegraphed for an observant foe, relying more on its speed to catch foes than anything, and the sudden lunge makes its fatigue cost a little on the high side for such a simple attack.
Tiger Uppercut -- 300 OM (Requires: Physical Strength)
A fierce uppercut, with Wesker's hand open in the fashion of claws. The blow takes roughly half a second to wind up and deliver, and should it hit sends the target flying several meters into the air. The blow inflicts little in the way of any real damage, but rather relies on the impact with the ground when the target lands again for the majority of its damage. Its real purpose is to simply break a foe's guard and leave them open as they fall back to earth; though, obviously, flying foes can disregard this risk entirely. It is a quick maneuver, and given its rough nature and reliance on brute force over precision it is difficult to interrupt, though a sturdy enough blow can still knock him off balance. The sheer brutality of it makes the fatigue cost relatively high for the simple attack it is.
Mustang Kick -- 300 OM (Requires: Physical Strength)
An extremely powerful side kick, that strikes like a piledriver and tends to throw its target flying several meters through the air. It does require nearly two full seconds to wind up, and has only his melee reach as far as range goes, however. Difficult to use on its own, and rather straining to perform in anything resembling rapid succession, but not overly fatiguing with proper management in a prolonged fight.
Phantom Move -- 300 OM (Requires: Enhanced Senses, Foresight, Burst Movement)
Wesker's keen senses give him an almost supernatural awareness and let him respond to, counter and dodge attacks easily, even those he cannot actually see coming normally. When doing so, he reacts with a blur of motion, moving so quickly he leaves behind blurred clouds of mist and black smoke. Often he only performs simple dodges; twisting, ducking, spinning, flips and cartwheels, staying relatively in the same place. At need, he can perform such a dodge and immediately burst into movement toward his foe to close distance quickly, capitalizing on a perceived opportunity or simply surprising them by erupting from his own smokescreen so suddenly. The chief aspect of this move is both the brief cover it creates from the blurred smokescreens left behind, as well as the capability to react to multiple attacks or opponents easily and simultaneously. It does, however, require intense focus, requiring Wesker to move at no more than a slow walk, and keep his senses alert to his surroundings. Under a rapid assault, such quick movements and reactions can quickly exhaust him, making it an ill-advised method to use in prolonged fights, but providing a stalwart defense for brief moments.
Phantom Trap -- 300 OM (Requires: Burst Movement, Area Attack)
When engaged with a foe in melee combat, Wesker can opt to evade their attack in a similar vein to his Phantom Move technique, leaving behind a similar shroud of obscuring smoke. In this brief window, he puts distance between himself and his foe, using the cover to drop a powerful mine in his wake. The explosive will go off after a one second delay, producing a blast with a three meter radius. It is fairly powerful, though Wesker only carries two of the explosives on his person at any time. When depleted, they each take fifteen seconds to summon more. The attack is more of a surprise for unwary foes, as despite how quickly it comes out it is still a counter option rather than a true offensive tool.[/spoiler]
Cobra: Seems good.
Panther: This is fine, but you could easily replicate this without a move if you wanted (and just write Wesker hitting someone in the head with a hook punch and stunning them - because that's something that would normally happen if someone didn't see the punch coming). But if you want an insurance policy, sure.
Jaguar: *Thumbs Up*
Tiger: Awesome Sauce.
Mustang: This looks good.
Phantom Move: "spinning, flips and cartwheels" would need Master Acrobat. As far as I understand, he basically dodges on the spot within a smokescreen for however long he wants (but it's really tiring). And might burst movement out to surprise someone (which isn't part of this move, but a suggestion for something he could do). I reckon it looks fine - you might want to note some potential counters though (like a foes ES can see through the smoke, he can't really use this as well if a foe has suppression and a good TEC, this sucks against AoEs, etc.).
Phantom Trap: Looks cool.