Some form of wrestling, centered around stuns and controlling your opponent’s movement
Move 1 - “punch” combo with low damage but high stun time (basically a 2-hit grab)
Move 2 - Tackle
Move 3 - Grab as a move, once you grab someone you get various options to combo into based on what button you press (WASD, spacebar, etc do different things)
A student of this fighting style is fit to use guns no matter what type or form. Their tenets are simple, guns are life, guns are the world, and guns are the solution to every problem.
The user will bring out pistols/musket depending on what move they use.
Move 1. Shot - The player brings out a pistol and shoots once, that projectile has a small AOE.
Move 2. The Coin - The player flips a coin into the air and shoots it, deflecting to where the mouse is pointed. The projectile has no AOE but does a lot of damage (omg ultrakill referencasanbr!11!!!)
Move 3. Quick Fire - The player lunges toward a player, if caught in its hitbox the player will launch him into the air and spray the player (This is absolutely not copying the pistols grab move).
Move 4. Charger - The player holds a shot and shoots toward another player, that shot turns into a burst but if charged fully, the burst turns into a spray similar to a shotgun.
Move 5. Armament Launch - This is just a jump move taken from all the other fighting styles
Ultimate Art: Fan Fire
The player freezes time around a 70 stud radius around the player and selects 3 burst targets or one direct target. The player has 5 seconds to mark them or they won’t be hit. Once the time freeze stops and if the player selects more than one target, the player brings out duel pistols and sprays all of the targets. If the player selects a direct target they pull out a musket and place 3 charged shots toward that target, this move is unavoidable unless you block in time or dodge the 70 stud radius.
Description: focus your body to become extremely sharp, and become able to deliver piercing attacks and punches that inflict deep cuts and wounds. This fighting style requires 120 strength to use.
Damage modifier: High
Speed modifier: average
Size modifier: average
This fighting style is meant to be the “glass” magic equivalent, similar to how things like thermo, knocking, boxing, and sailor are meant to be the fighting style equivalents to fire, lightning, wind, and water respectively.
Goblin Style. A fighting style named after goblins because it’s so mischievous and fiendish. It focuses entirely on cheap blows like poking the opponents eyes or pulling their hair. A fighting sport organization’s worst nightmare.