A fighting style where you use magic energy to instinctively dodge attacks.
Stats
Same size as boxing, with slightly more damage and slightly less speed.
Gimmick
Dodge Bar: A bar that gets filled whenever you:
Hit an opponent during an attack
Hit an opponent during or shortly after a dash or high jump
Parry a move
Use a Mode/Aura spell
The amount the bar gets filled is dependent on the damage of the move, and the effects stack: for example, if you hit an opponent after they attack shortly after a dash, you’d get double the normal amount of mode bar.
Once you get at least 33% of your bar charged, you will activate Dodge Mode, where your attack size and speed will rise.
If you get hit in Dodge Mode, you will lose a third of your Dodge Bar and auto-dodge the attack, no matter what it is. Note that blocked attacks will not trigger the auto-dodge, allowing it to be conserved for consecutive dodges.
This allows for deadly bait-and-punish techniques: if an opponent decides to spam random attacks at a Capoeira user and they consistently are parrying them or hitting the enemy mid-attack, they will be able to farm dodge and eventually come in for an unstoppable combo.
Imbue Effects
Capoeira imbues will raise the Dodge Bar if they hit an opponent with an attack that satisfies the conditions, and will be affected by the stat boost provided by Dodge Mode.
so kinda like UI from Dragon Ball. Pretty cool concept, and I like how you need 1/3 of the bar to do a dodge, so it’s not absolutely bs to deal with. I’d like to see it
A fairly unique gimmick with a way of countering (spam weak attacks to remove dodge) while also rewarding skillful play with dodge meter. I like how you get stat buffs for retaining dodge, as it rewards not using crutches all the time.
I am not a huge fan of getting 3 free dodges at max dodge bar though, that seems a bit overpowered (especially since you can build it up before engaging a fight). The simplest nerf would be to make dodging require 50% of the bar, maybe lowering the effort required to charge the bar to compensate. A more unique nerf would be to make the auto-dodge cost stamina, to encourage investing in it.
I don’t think it’s too unreasonable: it’s not like getting dodge bar is really easy, and being based on getting hit and not on a certain time (like being invincible until the bar runs out) means even if you do get parried/countered enough to charge the dodge bar to max, it’s not completely unwinnable: reminder that basically all grabs and most AoE attacks hit more than one time
I feel that 50% would be a bit too much, considering the requirements to charge the bar in the first place. All the reqs to charge the bar depend on you predicting your opponent (or trying to spam mode, which realistically only gets used like once per fight).
I understand the argument that you could charge it outside of a fight for an advantage, but in situations that matter, like a fight on Munera or smthn, i don’t think the other guy’s just gonna stand there for 5 minutes to let you charge your bar to full through modespam
The amounts that the bar charges depends on the move you party or the type of move you counterhit someome with, it’s not like you’re getting 100% from a 3 parries, a mode, and 2 predicts (that would land you at around 60-70%)
No i-frames, please. If something is UNPUNISHABLE, it ruins the very core of the game. Maybe vetex would add this just to spite balancing, like he did with colossal weapons having a projectile deleting AOE, but still.
It doesnt really matter, you talk like if capoeira gave you 30 dodges every 3 seconds, you could literally just use 3 weak attacks to waste the bar and land some hits