[ 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
