[ Rare Technique - Echo ]

[ Rare Technique - Echo ]
effort 4.5 4 quality 4.5 4 reasonability 4.4 5

[ Requires 180 Strength ]

Echo is strictly a defensive move. After a 1s long wind-up period, the player gains an afterimage.

Each afterimage lets the player dodge one attack completely, and is then consumed. Afterimages will NOT activate if the player blocks or parries an attack.

Afterimages last 12-16 seconds before dissappearing, depending on how long the move is charged for. They need to be used quickly to ensure they aren’t wasted.

If the player is hit during their wind-up, the move is cancelled, and its cooldown is extended by 5 seconds. This move has a 40 second long cooldown.

Echo can only be used in combat. Afterimages vanish when leaving combat. This is to ensure it remains a purely risk-reward defensive move.

[ Amount - 200 Points ]

Allows you to choose how many afterimages the move gives, at the cost of an increased wind-up, cooldown, and penalty cooldown time. Formatted as a slider. Options:

  • ( x1 Afterimage ) The Default
    • 1s wind-up
    • 40s cooldown
    • +5s penalty
  • ( x2 Afterimages )
    • 1.75s wind-up
    • 50s cooldown
    • +10s penalty
  • ( x3 Afterimages )
    • 3s wind-up
    • 60s cooldown
    • +15s penalty

Keep in mind this move only SETS the number of afterimages a player has, so a player can’t use a x1 Afterimage technique repeatedly to build up 3 afterimages.

[ Animation ]

Purely cosmetic, here are some ideas:

  • Ninja’s Focus
  • Flashy Dodging
  • Stalwart Stance
  • Backflip
  • Wide Stance

[ Ultimate Art - 380 Points ]

Increases the duration of the afterimage(s) to 30 seconds, but adds 1s to the wind-up, increases energy consumption, and adds 20s to the cooldown.

Notes:

  • Afterimages can only dodge explicit moves and attacks, not things like hazards or DoT statuses (i.e. poison fog, liquid stardust, lava, acid puddles, bleeding)
  • When an attack is dodged using an afterimage, the player very breifly vanishes, then appears again, like a teleport jump or dodge reflex
  • Attacks dodged using an afterimage don’t hit their target, they phase through them
  • Instead of a damage number appearing, an attacked dodged with an afterimage causes gray “Dodge” text to appear
  • Afterimages:
    • Appearance; just a transparent blank player model with the color and particle effects associated with the user’s Fighting Style.
    • Follow closely behind the player model in a straight line, partially clipping into the player and one another.
    • Copy all the animations the player is currently doing
2 Likes

if the afterimages dont disappear after some time then its too op

should last 20 seconds tops

15 would make more sense

yeah this is cool

was going good until this part tbh, also how would charging this move work? cause every move can be charged

This looks good so far

May want to rename the first one, as that’s already the name for the Thermo Fist dodge reflex

Does charging Focus do anything? And honestly I don’t know if charge should affect this move at all

no clue but ultimate arts are forced to charge to the full duration so id assume it does something, maybe the afterimages last longer the more you charge or something

Edit:

Renamed technique to Image to avoid confusion with the Thermo Fist Afterimage Dodge Reflex

Afterimages now expire after 12-16 seconds, depending on how long the move is charged for

Changed the effect of the Ultimate Art from preventing cancelation to extending the lifetime of the created afterimages

2 Likes

image is a weird name..

echo would sound pretty cool

Alright alright

Renamed the technique from Image to Echo

i dont like it bc im a mage :-1::-1::-1::-1::-1:

Honestly a really sick defensive technique idea! I see no issue with this being added. Great counter move for one shot builds in PVP. By the way you might want to edit it so the description matches the new name.

Forgot to earlier, done

I don’t like the name echo. Afterimage fit better, echo sounds like a magic version of the move.

true but it shared a name with thermo’s dodge reflex (which really isnt that big of an issue tbh)

I don’t get it. Where would the afterimages be.

Each afterimage follows the player, trailing behind and copying their animations

i think it would be balanced if all of ur echos expired after 10 seconds. otherwise u could have some dude hide and use 3 afterimages and jump your ass and he gets 3 free blocks

Echo is only usable while combat-tagged and afterimages dissappear when the combat-tag wears off, they’re meant to fix this exact issue

Afterimages already expire after 16 seconds maximum (if fully charged), so that might also help