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Move Approval V
(06-17-2018, 05:35 PM)Dane Regan Wrote: The super attacks are approved.

Thanks. ^_^

(06-17-2018, 05:35 PM)Dane Regan Wrote: For your super defences, can you add a rough distance you'd expect Hijiri to travel, since you specified it lets him go faster than usual. Super defences can be used without dodging a specific attack - so if you used this to quickly zoom away and begin an escape or something that'd be useful information. Even if your distance is more implicit like with "he can travel as far as could normally move in 2 seconds (with super speed), or just far enough to avoid a super move - whichever is furthest".

Okay, cool. The way I had written it previously meant that (unlike other SDs) it couldn't actually work that way (as it specifically said that he could only activate it when an SA was heading his way)... but if it's fine to have it able to be activated just whenever... then sure, I'll change that up.

(06-17-2018, 05:35 PM)Dane Regan Wrote: Just note that You Can’t Match My Speed doesn't technically need a SPD requirement.

Okay, sure, I'll edit that bit out.



[spoiler]
Quote:You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.


————


You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[/spoiler]
[Image: Hijiri_Name_Sig.png]


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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