Martial Arts Master v0.6.1 #


Schools #

Combos and Stances #

Strikes #

Purity of Soul #


Developer Notes:
	Combo Pattern = The chain of Strikes that will replace your Unarmed Strikes.
	Strike Slot = A piece of a Combo Pattern that can hold a Strike.
	Finisher Slot = An extra powerful move that can be used to break the normal flow of your Combo Patterns.
	Stance = Determines which Strikes can be used before or after a given Strike.
	Standard = Non-Finisher Strikes, Deals Martial Arts Die damage.
	Finisher = Double the number of Martial Arts Die used in this Strike. 

Basic Schools #


Schools Table Legend #

Term Description
Start The Stance you must be in to execute the Strike.
End The Stance you will be in after executing the Strike.
Property The unique effect that a Strike implores.
Type Whether the Strike can be used in a Standard or Finisher Slot.

Conqueror - Turn to Grappler #


The School of the Conqueror grants you the ability to relentlessly savage your opponents.

Properties: #

Strike Table #

Strike Start End Property Type
Chin Palm Menace S
Cross Punch Double S
Inside Uppercut Menace Fin
Body Blow Menace S
Twin Wallop Double Fin
Spinning Slap Kick Double S
Low Sweep Kick Double S
720 Winged Cyclone Double Fin
Fast Punch Double S
High Blade Kick Menace Fin
Liver Knee ? ? Menace S
Scissor Kick ? ? Double S

Indomitable #


The School of the Indomitable provides an ironclad defence coupled with offensive pressure.

Properties: #

Strike Table #

Strike Start End Property Type
Axe Kick Sunder S
Falcon Punch Armour Fin
Flying Knee Armour S
Elbow Knee Crush Sunder Fin
Haymaker Armour Fin
Heavy Upper Elbow Armour Fin
Jumping Spin Kick Sunder S
Roundhouse Armour Fin
Spinning Wide Hook ? ? Sunder Fin
Hammer Kick ? ? Sunder Fin

Pillar #


The School of the Pillar focuses on providing support to your allies through tactical effects.

Properties: #

Strike Table #

Strike Start End Property Type
Rising Vault Kick Soften S
Spinning Back Fist Soften S
Drop Kick Falter Fin
Cleaver Blow Soften S
Bounce Knee Soften S
Winged Back Kick Falter S
360 Tornado Kick Soften S
Rib Shin Crush Soften Fin
Low Kick ? ? Falter S
Side Kick ? ? Soften S
Slide Trip ? ? Falter S
Trip Kick ? ? Falter S

Swift - Turn to Rushdown #


The School of the Swift focuses on allowing you stance control and avoidance of enemy Attacks.

Properties: #

Strike Table #

Strike Start End Property Type
Hook ⇗/⇖ Flex-S S
Jab Punch ⇗/⇖ Flex-O S
Straight Punch Divert S
Spin Kick ⇖/⇘ Flex-S S
Slide Slap Divert S
Fast Elbow Divert S
Jump Kick ⇙/⇘ Flex-O Fin
Spinning Twin Palm Divert S
Frenzied Uppercut ? ? Divert Fin
One Inch Punch ? ? Divert S

Advanced Schools #


Schools Table Legend #

Term Description
Start The Stance you must be in to execute the Strike.
End The Stance you will be in after executing the Strike.
Property The unique effect that a Strike implores.
Type Whether the Strike can be used in a Standard or Finisher Slot.

Dread - Needs refine #


The School of Dread spectrally drains enemy vigor to bolster yourself and allies.

Properties: #

Strike Table #

Strike Start End Property Type

Ebb & Flow - Needs rework #


The School of Ebb & Flow bestows situational control, acting as a force multiplier.

Properties: #

Strike Table #

Strike Start End Property Type

Eruption - Needs rework #


The School of Eruption broadens the area of your Strikes into potent blasts of energy.

Properties: #

Strike Table #

Strike Start End Property Type

Obliteration #


The School of Obliteration channels your Purity into devastating Strikes.

Properties: #

Strike Table #

Strike Start End Property Type

Whim #


The School of Whim allows you to suppress your foes with trickery and cunning.

Properties: #

Strike Table #

Strike Start End Property Type

Misc Notes: #


NOTE:
Players like having aha moments, if they feel limited in stance traversal (much like FGs limit you via frames) and then they get a new stance that fixes that they may feel better about that. Certain basic schools may be able to help with this aha moment if we restructure them to be focused on moving too and from certain stances better than other schools.


To Implement:
	IMPLEMENT TRANSITIVE CLOSURE AND DIRECTED GRAPHS/MATRICIES TO HANDLE SCHOOL STANCE FLOW
	
	Rework schools to emulate notable characters or character archetypes from fighting games.
		E.g.
		Grappler
			Heavy - Zangief
			Semi/Technical - Manon, Laura
		Rushdown - Juri
		Footsie - Luke, Cammy
		Zoner
			Fireball - Guile
			Buttons - Dhalsim
		Juggernaut - Marisa
		
		Shoto - Ryu, Ken, Akuma
		Keepaway - Chun-li
		Stance - Vega, Leo Whitefang
		Install - Jamie, Juri
		Puppet - Zato-1, Rosalina
		Neutral
		Mixup/Oki
		Reversal
		Traps - Kimberly
	Rework all schools to have a distinct stance flow such that to master stance flow you must combine multiple schools.


TODO:
	Finish Condensing Notes, there's too much text here.
	Heavy Strikes should cost Bonus Actions which sets up the once per turn and also weight-y nature of them.
		Plus the additional BA investment allows for the moves themselves to be a bit stronger.