Signature moves
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- Vinny
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- Bender of physics
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Signature moves
It crossed my mind that in the course of years' worth of playing out moves in the three venues, plenty of people have come up with a particular way that they play out certain moves, adding a flavor and essence to it that is all their own. So bring forth your favorite moves and your pet names for them, from all the dueling realms!
DoM- Cold Shoulder (Arctic blast) and The Evil Green Penguin of Doom! (Nether Ray)
DoF- Copyright Infringement (stealing your signature move and using it either against you or when you're watching). With this, I forsee a lawsuit from Cory about my judicious use of that uppercut of his.
DoS- Dropping the Hammer (a violation of G 3:16), and River In Egypt (use your imagination on this one)
DoM- Cold Shoulder (Arctic blast) and The Evil Green Penguin of Doom! (Nether Ray)
DoF- Copyright Infringement (stealing your signature move and using it either against you or when you're watching). With this, I forsee a lawsuit from Cory about my judicious use of that uppercut of his.
DoS- Dropping the Hammer (a violation of G 3:16), and River In Egypt (use your imagination on this one)
Who would have thought that becoming God would prove to be such a hollow victory? -Thanos of Titan
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- G
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- Ric Flair
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Re: Signature moves
That 3:16 has spawned something else entertains me more than you know.Vinny wrote: DoS- Dropping the Hammer (a violation of G 3:16)
It's kind of a legacy of mine. Like, if I were to go, I know that people'd be referring to G 3:16 long after I'm gone, and to affect a game enough to do that gives me a warm fuzzy feeling.
The only two moves I've changed o make them G's are well known.
1. G'nort 3:16, which is mainly the effect of beating your opponents slash.
2. Plinko!!™, which is a personalized version of the Fancy Circ parry.
I've done Reverse Plinko!!™ for a fancy lat, but it doesn't really have that Oomph for me. And I always have G up in arms for when someone claims to do "Plinko!!" and threaten to sue. ICly, the only ones he said ok to use the move to were Tareth and sort of Grayson(Who always does a "Psuedo-Plinko")
I invisioned the manuever to be similar to an attack used in Battle Arena Toshinden by a character whose name escapes me. It's sort of a triple block and attack move. Naturally, it's over the top because it blocks in a low arc, turns around and knocks it the opposite direction, then knocks it back in the original direction before laying an attack across the midsection finally. 'Course, it's fancy so it should be a little dramatic.
I rarely play out the whole thing because it's kind of a wrist cramper to explain properly. So, I called Plinko!!™ after a game on The Price Is Right that I totally loved. It was catchy and all.
Two other ones I've done is a "Fancy Pirouette" for a fancy sidestep, and a "Conspirocy Theorist" for any successful slash. Kind of the defense for 3:16.
Fun stuff here.
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In trying to regularly promote the history of the sport and pay homage to past great duelers I often try to role-play a specific move while trying to give credit to the appropriate duelers I believe made it their signature move. It is always about the timining and circumstances of course, but just because you executed the technical move that you associate your signature move with doesn't mean you always do your signature move when you do that actual DoS matrix move.
Fandral Kurgen, a.k.a. Shadowrun, a.k.a. "the Bishop" first named to me what he called the "old school Darelir" dueling style after his character's teacher, Xenograg Darelir. Being as Xenograg was probably the first dueler to legitimately win the Overlord title in a challenge, he also started the first "dueling dojo" which was the first such group of dueler players to try to be successful with some of the techniques that made Xenograg successful in the initial era of the sport. Like Lowcutting after a Thrust by either dueler, or bookend parries or other things most duelers now take for granted as the basic fundementals for solid percentage chances to be successful facing a variety of options..
"The Bishop", who was a dueling character teacher for one of my first and most known previous characters, Elijah Basia-Uhr, basically initially was the one who explained the "psychology" of the duel to me. That "psychology of the duel" as he explained it basically is trying to out guess your opponent while trying to figure out their out-guessing scheme. If you don't know by now by the way this "Elijah" SN is NOT that character even though I am that player of course. The player of Shadowrun broke it down into two sets of moves, the basics (TH, LC, HC, SS, CP, & LP) and the experts((SL, SH, DU, & DIS)) A good majority of the moves should be the basics(70% of rounds in a duel) while very occasionaly busting out an expert(30% of rounds in a duel) move to thwart a suspected basic schemed style. Especially being able to time experts moves against other expert moves, slash over a duck being my favorite personally. One of his earliests adjustments to the "Darelir" dueling style, was after both duelers thrust in the same round he would do a circulary parry, usually fancy of course, to thwart the lowcut that often comes. This became known as "the Bishop's Parry", and is only signature if it catches the LC after a thrust has happened.
In a great piece of a serious of role-play moments in the dueling chat room between me and Fandral discucssing some of his views on dueling style and my own reflections on them Valmion of House/Realm/Dojo Questrion entered the debate with some of his own views. He proved Fandral's teachings a step further in a duel with me in which we both thrust in the same round, I sent in a FCP only to lose the duel to his FDK. I often refer to it as the Questrion Gambit, or simply the Questrion Duck or Valmion Duck. It's true signature moment is the one I described just now, but I have often expanded it to anytime a FDK beats either parry when that parry was executed after a cut in the same direction as the parry or thrust.
What was my biggest failing and often biggest embarrassment to finally catch on to that was becoming often used at the time was scouting for patterns and breaking them down into percentages to try to best out guess based on past results. One of the things I learned most to heart from the experience of my character being a pupil of Fandral's is "duel solid, but duel with style that people see coming with recognition while still not being able to do anything about it."
I took what I interurpted from my interactions with the Darelir players with one character and the Bishop's Chapel players with another character I eventually experimented with doing my own dojo and passing that information on in a more complex format. My biggest personal thing I really introduced, advocated, and do often now still is the use of multi round move combinations. Early on I did the silly "SexCut"(6 cuts in a row), but found early success in my "Triple Thrust Trap(three defensive manuevers looking to defend against the thrust each round). Then I tried to get fancy and come up with 3-4-5 round move combinations that had a specific order that was inflexible and found marginal success.
My most successful dueling career in terms of success percentage versus duels so far in a dueling career as been the dueling style I use with Joku Shoyia. I always start and think basics first, and don't execute experts usually on in a duel because I believe in saving them for the stylish timing. I use combinations all the time still usually in the early part of duels of the 3 to mostly 4 to 5 round duration. The reasoning is an early combination of some basic moves helps to give a hint of an opponent's style. I will maybe do a feeler mover after a combination to see if I am reading close, then execute another shorter combination to further test my idea of the style I am facing and how to best beat it in the long haul. I am not afraid to lose a point or two, or save fancies and have had great comeback success as well as my share of choking too. I have names for my combinations still, mostly renovated from the previous character dojo experiments. Like doing a combo of parry, cut, parry, cut is "Slashing and Dashing Talon", while a combo of thrust, parry, TH or SS option, parry is "Dancing Dragon". Often I role-play Joku executing combinations as "dueling kata".
Anyway that was quite a ramble, but I felt it important to explain the history to the present in the progression of named moves as I have seen and been influenced by.
Fandral Kurgen, a.k.a. Shadowrun, a.k.a. "the Bishop" first named to me what he called the "old school Darelir" dueling style after his character's teacher, Xenograg Darelir. Being as Xenograg was probably the first dueler to legitimately win the Overlord title in a challenge, he also started the first "dueling dojo" which was the first such group of dueler players to try to be successful with some of the techniques that made Xenograg successful in the initial era of the sport. Like Lowcutting after a Thrust by either dueler, or bookend parries or other things most duelers now take for granted as the basic fundementals for solid percentage chances to be successful facing a variety of options..
"The Bishop", who was a dueling character teacher for one of my first and most known previous characters, Elijah Basia-Uhr, basically initially was the one who explained the "psychology" of the duel to me. That "psychology of the duel" as he explained it basically is trying to out guess your opponent while trying to figure out their out-guessing scheme. If you don't know by now by the way this "Elijah" SN is NOT that character even though I am that player of course. The player of Shadowrun broke it down into two sets of moves, the basics (TH, LC, HC, SS, CP, & LP) and the experts((SL, SH, DU, & DIS)) A good majority of the moves should be the basics(70% of rounds in a duel) while very occasionaly busting out an expert(30% of rounds in a duel) move to thwart a suspected basic schemed style. Especially being able to time experts moves against other expert moves, slash over a duck being my favorite personally. One of his earliests adjustments to the "Darelir" dueling style, was after both duelers thrust in the same round he would do a circulary parry, usually fancy of course, to thwart the lowcut that often comes. This became known as "the Bishop's Parry", and is only signature if it catches the LC after a thrust has happened.
In a great piece of a serious of role-play moments in the dueling chat room between me and Fandral discucssing some of his views on dueling style and my own reflections on them Valmion of House/Realm/Dojo Questrion entered the debate with some of his own views. He proved Fandral's teachings a step further in a duel with me in which we both thrust in the same round, I sent in a FCP only to lose the duel to his FDK. I often refer to it as the Questrion Gambit, or simply the Questrion Duck or Valmion Duck. It's true signature moment is the one I described just now, but I have often expanded it to anytime a FDK beats either parry when that parry was executed after a cut in the same direction as the parry or thrust.
What was my biggest failing and often biggest embarrassment to finally catch on to that was becoming often used at the time was scouting for patterns and breaking them down into percentages to try to best out guess based on past results. One of the things I learned most to heart from the experience of my character being a pupil of Fandral's is "duel solid, but duel with style that people see coming with recognition while still not being able to do anything about it."
I took what I interurpted from my interactions with the Darelir players with one character and the Bishop's Chapel players with another character I eventually experimented with doing my own dojo and passing that information on in a more complex format. My biggest personal thing I really introduced, advocated, and do often now still is the use of multi round move combinations. Early on I did the silly "SexCut"(6 cuts in a row), but found early success in my "Triple Thrust Trap(three defensive manuevers looking to defend against the thrust each round). Then I tried to get fancy and come up with 3-4-5 round move combinations that had a specific order that was inflexible and found marginal success.
My most successful dueling career in terms of success percentage versus duels so far in a dueling career as been the dueling style I use with Joku Shoyia. I always start and think basics first, and don't execute experts usually on in a duel because I believe in saving them for the stylish timing. I use combinations all the time still usually in the early part of duels of the 3 to mostly 4 to 5 round duration. The reasoning is an early combination of some basic moves helps to give a hint of an opponent's style. I will maybe do a feeler mover after a combination to see if I am reading close, then execute another shorter combination to further test my idea of the style I am facing and how to best beat it in the long haul. I am not afraid to lose a point or two, or save fancies and have had great comeback success as well as my share of choking too. I have names for my combinations still, mostly renovated from the previous character dojo experiments. Like doing a combo of parry, cut, parry, cut is "Slashing and Dashing Talon", while a combo of thrust, parry, TH or SS option, parry is "Dancing Dragon". Often I role-play Joku executing combinations as "dueling kata".
Anyway that was quite a ramble, but I felt it important to explain the history to the present in the progression of named moves as I have seen and been influenced by.
- Charlie Nausikaa
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- PslyderFTA
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- Karen Wilder
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When RPing Karen's dueling, there are a number of things I RP with specific moves, including...
Successful Fancy Duck... Karen does a tuck-and-roll forward and swings out a legsweep towards the opponent's calves. On a non-fancy duck, she just does the tuck-and-roll.
On cuts, she swiftly marks the shin or upper-arm of her opponent with the blue chalk on the end of her poolcue.
Of course, as part of her back-story, Karen has studied many differing fighting styles and been in real combat more than a few times. So, she will change her actual dueling style between duels... sometimes even during a duel.
Successful Fancy Duck... Karen does a tuck-and-roll forward and swings out a legsweep towards the opponent's calves. On a non-fancy duck, she just does the tuck-and-roll.
On cuts, she swiftly marks the shin or upper-arm of her opponent with the blue chalk on the end of her poolcue.
Of course, as part of her back-story, Karen has studied many differing fighting styles and been in real combat more than a few times. So, she will change her actual dueling style between duels... sometimes even during a duel.
Lady Karen Wilder
Knight-Commander of the Order of the Knights Templar
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- Karen Wilder
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Of course, then there's Maetel... the infamous cat-girl of DoF.
Maetel has the "nose-beep" (jab), "ear-flick" (chop), "face-lick" (fancy armblock), "tickle-tackle" (fancy duck), "flying tickle-tackle" (fancy dodge)... and other random fun.
Maetel has the "nose-beep" (jab), "ear-flick" (chop), "face-lick" (fancy armblock), "tickle-tackle" (fancy duck), "flying tickle-tackle" (fancy dodge)... and other random fun.
Lady Karen Wilder
Knight-Commander of the Order of the Knights Templar
Knight-Commander of the Order of the Knights Templar
- Bode
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With Bode, I typically play out a successful thrust one of two ways: If it's against a high cut, I usually play it as a straight-on football tackle; against anything else it's a "big boot", which is akin to that WWE star's finishing move--I think his name starts with a T. I thought it was pretty lame for a finishing move, but as regular move es muy bueno.
Successful low cuts (and legsweeps) I always used to play out as Bode diving and barrel-rolling into the person's legs, but Bode's getting old so he's only been doing that once a duel, usually close to the end.
Successful low cuts (and legsweeps) I always used to play out as Bode diving and barrel-rolling into the person's legs, but Bode's getting old so he's only been doing that once a duel, usually close to the end.
- Harris
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Since it was brought up I take full credit for naming Cory's fancy uppercut, otherwise known as the FUC. So when someone gets smacked by it they've been effectively FUC'd. I don't care if you're not amused, I thought it was funny.
And now that it's been brought up I don't know why I never named the fancy spinkick. It really doesn't need one though, as it's humiliating enough without a name. Heh heh.
And now that it's been brought up I don't know why I never named the fancy spinkick. It really doesn't need one though, as it's humiliating enough without a name. Heh heh.
- Jake
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I'll take credit for originating "puncheminnaface", but it wasn't so much a signature move as it was Jake's advice for successful brawling.Kheldar wrote:Gotta go with Punchinnaface, or step spin backhand. Neither of which are mine but 'eh. Using a spinkick motion for a DoS slash is always fun too. I tried sending spinkick in as my move once or twice, but it never went over very well.
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