Changing the title to “Kill Effects” because yeah… Yall are right that this suggestion isn’t exactly a “binding vow.” Doesn’t detract from the suggestion itself, but it is a bad name, I agree. Dash tech thing is a fault on the time I recorded this video. Yes, the dash tech no longer exists in the same way it did before, so any mention of it here no longer applies, making that a mistake on my part. I made this video before the update, held off on posting it, and that got outdated. That’s my bad, and I apologize.
@@Infectumy The binding vows Kami said you obtain are obtained from kills. And anyways, I don’t see the point of making binding vows cost money since they literally just come naturally and are made by said jujutsu user.
My main issue with this is that the entire point of a binding vow is that you give something up in exchange for something, you just get something with these, just call them perks or something not binding vows
technically, binding vows are conditions more than a tradeoff. For example, in the manga, toudou used a binding vow to use his technique without clapping using the vibraslap.
@@charlesm6819So it's a concept that isn't solid and vague instead of being a binding vow. You have to fight him in the first place, so your opponent gained nothing when bindings vows makes you give up something. A binding vow would be you gaining 30+ health when you kill your enemy, but dying to the enemy would give him 30+ health too. Risks = Reward
How these binding vows should work Bloodthirsty You gain 25% of your total hp back when killing somebody, but you spawn in with 15% less hp for all characters your use. Cursed fists Your m1s do 25% more dmg but your cooldowns are 10% longer Early awakening You gain 13% of your awakening bar filled after a kill but your awakening drains 2% faster Skill enhancement After killing somebody your skills do 2x dmg but the cooldown becomes 1.5x longer Skill refresh Upon killing somebody, you’re able to use two of your attacks without them going on cooldown but the other two moves go on cooldown. Cursed speed You gain a 25% attack, cooldown, and movement speed buff for 20 seconds except you become 30% slower for 20 seconds and you lose 35% of your hp when it ends. (not total hp so it won’t kill you)
People forget that binding vows doesn't necessarily need downsides, for example, sukuna flames, in the anime, he need to fill the requirements of using both dismantle and cleave, not a downside but still a binding vow.
@@tedioabsoluto5780 yeah but in this case they are correct, these "binding vows" have zero downside with sukuna's fire arrow, it is a downside since it reduces how much he can use it but here it only adds things, it doesn't take anything away
@@tedioabsoluto5780 true, but it really depends on who has the binding vow if it's someone who absolutely despises killing, then yeah that would work, but if it's someone like mahito or sukuna then no that would not really work at all
Most people here are saying they don’t work like they do in the anime because they don’t have downsides but binding vows only need conditionals worthy of the effect like Gojos nuke or sukunas divine flames
Blood Thirsty: 25% is like half of a combo, would need to be at least 50% to be considered, maybe even closer to 66%, 25% won't do much if you were getting teamed and if you want to fight someone new it saves a few seconds waiting for regen (esc R enter is quicker). Cursed fists: 25% of 4 is 1, so assuming you spend 8 seconds getting to someone and hitting them then land 3 m1s reset 3 more m1s you get a total of 6 extra damage in best case. Most of the time I doubt you are getting the 6 M1s in 15 seconds. Early awakening: could be very nice if it lets you gain while awakened, extending the time Gojo/Sukuna/hakari can cause havoc and megumi can get a little saucy going to kills before calling raga. In base its pretty rare to need that extra 10% right in that moment. Skill enhancement: better than fists because you're not on a timer to get use out of it, goes silly with awakenings but that's just win more. you can easily get 10 or more dmg out of it with most characters with some kind of m1 combo. Skill refresh: ehhh, it goes brazy with awakenings, its a decent anti teamer tool I guess but in a 1v1 does nothing and your skills would be off CD by the time you find someone else. cursed speed: the goat! the goat! you can chance a teamer if they were low and know they would now lose the 1v1, you can run away from teamers if you think you would lose the now 1v1, you can hunt for a new person to kill especially if in awakening. you're always going to feel use from it unlike most of the others
I think the best way to implement a binding vow is that, you can modify your character/skills by fiddling around with it in the settings With the Skills, you can change how the Move works, Cursed strikes starting up WAY faster, but you also have to implement a downside, like Cursed strikes being Unavailable to use if you use it as a killing move unless you kill another player with a different skill. With this idea, players can come up with DEVIOUS combos
there a few questions I have, I know these probably cant be answered but 1. How will you know what status effect you have. Will it use an aura? 2. How can you only have one at a time and have them be able to stack at the same time? 3. If they do stack, what if you get the same buff twice. that’s all, ill probably edit this if I have more questions.
1, i think you get to pick 2, you cant stack them, it says you can only have 1 at a time, meaning if you get another kill it probably just replaces it 3. cant stack
if you get to pick, wouldnt that be annoying to do if youre getting jumped? If it just replaces it, then it wouldn’t be stacking, plus if youre forced to switch binding vows from one you wanted to one that was useless, wouldnt that also be annoying? It says that it can stack.
1. You'd be able to choose, just like in ranked. 2. "One at a time" does not apply to how many times you can activate the vow I believe. One at a time refers to the selection of multiple vows, you don't choose the vow per kill, nor do you get a random one per kill. You just have it as a selected passive until you reselect a vow. This means killing someone with a vow like "every kill gives you double walkspeed for 15 seconds" then killing another person 10 seconds later, means you have insane walkspeed for 5 seconds, then the first one will run out and the second one will still be active, then after 10 seconds it'll return to normal unless you get another kill. 3. Again I just said - You would be able to choose, so you WOULD always get the same buff twice, or thrice - or however many kills you get.
Binding vows make you give something up in exchange for something else. After watching this video i had an idea myself. So binding vows would be a new tab wich you would click on. Inside you'd see a small skill-tree like menu. Getting kills would give you points and using up those points can give you binding vows with ofc different downsides. There are tabs for normal and Ult Binding vows. Some Examples: Focus Strike: Your special is now the regular version but you do 10% less damage Rabbit Escape: Does 15% more damage but lasts way shorter Lapse Blue + R: Is always the downslam with Red but your Reversal Red goes on cooldown. Toad: Toad deals a bit of damage by tightening its tounge on an opponent but has less range. Ult Binding Vows: Reversal Red Max does more damage but you lose the ability to do a black flash with it. Mahoraga: It will grant you the ability to adapt to multiple things at once. But this buff only goes up to 30%. Idle Transfiguration: It now insta kills but its cooldown is a lot more making it barely be possible to be used twice if used directly after ulting. This would also remove your ability to get your true form. Malevolent Shrine: The domain is open now having a bigger range and no barrier, but the downside is that its slashes become slower and deal a bit less damage. These are just some examples.
JOGO moveset idea My naming kinda of sucks R special: Ember insects, Spawn 6 insects that hover around the player, press are again and they shoot to wherever the player is aiming and explodes after the hit something (players or surroundings), if the player is rag dolled before it is used they explodes automatically, acting kind of like a counter. 1. Lavas death (i dont have a good name for it): Acts like hunters grasp except it only works when the enemy is rag dolled, it grabs them by the neck off the ground and explodes them backwards (no ragdoll,) they go just far enough for a dash to reach them. 7 dmg 2. Exploding Fists (still not a good name): It grabs the enemies head and then sets it on fire (deals fire damage over time for 5 seconds maybe) used as a combo extender so no ragdoll. 5 dmg, every second is abt 0.5 more damage, so in total 7.5 dmg 3. Lava plume: Does that move jogo does against nanami, combo ender, it ragdolls them. 15 dmg (AOE) 4. Fire lake: Just lets out a burst of fire (AOE) (no I FRAME) IF the player is inside and gets hit it does 10 dmg with fire dmg over 6 seconds with 0.5 dmg each second (13 dmg in total) Awakening: Cruses are the true Humans Awakening anim, The panel of Dagon dieing with Jogo looking at smoke in his hand and then putting it out to the side with smoke rising out, with the speech bubbles "We'll meet again in the wastelands", "...one hundred years from now" PASSIVE: The 4th m1 block breaks, with a small explosion of fire that stuns the enemy 10% longer than normal 1. Machine ember insects: Same move as the R in the normal mode but much more insects and they move much faster with higher damage 2. Lava Lake, floods a huge portion of the map with lave, (cool detail idea that’s a lil gimmick but after pressing R while using this move it creates hands that grab specifically the 2 large towers and smashes them together) 3. Maximum Meteor, Huge meteor takes up a slighty bigger space than the domain, huge AOE and takes a while for it to dissapear so people can recreate jogo vs sukuna on it 4. Domain Expansion: Coffin of the Iron Gate Mountain: Does fire damage over time: 2% damage each second in the domain.
*Bloodthirsty* User loses 10% of their awakening *Cursed Fists* User's walking and attacking speed get debuffed by 10% *Early Awakening* User loses 25% of their HP *Skill Enhancement* All moves go on cooldown after the next skill *Skill Refresh* Same as Skill Enhancement *Cursed Speed* User's M1 damage gets debuffed by 10% +setting that turns them off for you
In my opinion i would add one it would be called Endless awakening: Gives you 2% more max mode (not gained but added on) so if the mode like hakaris last 100 seconds it now last 102 seconds but it resets when you die or fall below 10 hp
I have an idea for Toji, I posted it in Discord first so I just decided to copy and paste it into here with a few minor deletions: "I go by Fushiguro now." --== FUSHIGURO ==-- (or something else like hidden arsenal, sorcerer killer, etc.) definitely very important acronyms: TISOH = The Inverted Spear of Heaven SSK = Split Soul Katana CTM = Chain of a Thousand Miles Cosmetic: inventory curse Gimmick - “Hidden Arsenal” After Toji uses a move, it will immediately be replaced with a different random move, immediately going on cooldown. To be able to awaken, the user has to land 9 of Toji’s moves. ***MOVESET*** R - “Reshuffle” The user shoves their hand into the inventory curse’s mouth, throwing out like 4 items. 1. “Assassination” - The user pulls out a handgun, shooting forwards, dealing 10 damage and being able to combo extend. Medium range, at shorter ranges it ragdolls, ending combos. Blockable. If used as a finisher, the target’s head is blown off. 15 second cooldown. 2. “Unseen” - The user dashes forward after a short wind-up, if there is anyone in their way, the user appears behind them and stabs them in the chest with a katana, before kicking them away, dealing 15 (10 + 5) damage and ragdolling. As a finisher the user beheads the opponent after kicking them. 25 second cooldown. 3. “Overwhelming Speed” - When used, the user gains a cone in-front of them (think of those 2D top-to-down mobile assassin games), when the user clicks on something inside the cone they spawn a red dot there, and then when they click again they very quickly dash over to the first dot, then dashing over to the 2nd. 35 second cooldown. 4. “Bypass” - The user pulls out TISOH and a small knife, stabbing forward with TISOH and then slashing downwards, before doing 5 stabs with the small knife, dealing 1 damage each, doing 15 damage in total (5 + 5 + 1 + 1 + 1 + 1 + 1) and bypassing blocks. 30 second cooldown. 5. “Soul Split” - The user pulls out the SSK, horizontally slashing, dealing 10 damage and breaking blocks. If it hits the target(s)’s HP regen is temporarily halted for uhhh, 10 or so seconds. 20 second cooldown. 6. “Raw Strength” - The user pulls out the Playful Cloud, jumping up and spinning before slamming the ground with one end, causing a shockwave dealing 10 damage, with the Playful Cloud dealing 20 damage, and being a guard break (if the playful cloud’s end hits). 20 second cooldown. 7. “Masked Presence” - The user lets several fly heads out of the inventory curse, surrounding the player he hit last within the last 20 seconds, this causes the user to turn invisible when inside of the fly head swarm, being revealed with the occasional afterimages. Their next move only does 50% of their original damage. 40 second cooldown. 8. "Spiral Cloud Passage" - The user does a dancing series of slashes with the SSK, which is actually just Spiral Cloud Passage from Sekiro - Shadows Die Twice. 1 damage per hit, 10 hits in total. 25 second cooldown. Last hit ragdolls. 9. "Scatterbrained" - The user wraps the playful cloud around the opponent's head, before jumping up and dropkicking their head into the playful cloud, ragdolling. 15 damage. Block bypass. 35 second cooldown. 10. "Missed Timing" - Only usable during a move, delays a move by 0.2-1.5 seconds, depending on how long its held. 15 second cooldown. Usable to mess counters up. (also it has hyper-armor, breaks when hit by a guardbreak move) 11. “Wreckage” - The user stomps down, causing several rock pieces to fly up as the user now pushes all of them away, sending them off at very high speeds, each dealing 5 damage and are blockable. 20 second cooldown. Nearby, it does 10 damage and ragdolls. 12. “Chain and Spear” - The user connects the ISOH to the CTM, the user then spins the CTM around before swinging it forwards, dealing 5 damage if the chain connects and 15 damage if the end connects, bypassing block. 35 second cooldown. Counts as ranged. 13. "Enviromental Adaptation" - Depends on what position you're in. If standing out in the open, kick the floor, sending out a huge ball of rubble dealing 15 damage. If near a throwable, kick it forwards, going further than if you just normally threw it. If near a wall, dash to it-- if near a player too, pierce through their chest with the SSK and then dash towards the wall, slamming them into the wall and ragdolling them, dealing 15 damage. If near a player, teleport behind them after a short wind-up. If in the air and near a wall, hold onto it to slow your fall. If near an elevated platform (like the counters) and a player, grab them and swing the playful cloud to their head, slamming their head into the platform, dealing 15 damage. If held and near a throwable, grab it and use it as a weapon, replacing your R (R throws it). If near a ragdolled player, equip a knife and stab into their chest, dealing 15 damage and lengthening their ragdoll duration. If near a player in the air, equip the CTM and throw it forwards, wrapping the end around the opponent before slamming them down to the ground, dealing 15 damage and ragdolling. Chairs do m1+2 damage, but are slower and break in 4 m1s. Fire extinguishers leave fog when hitting, making the user flicker in and out of being visible, and break in 8 m1s. Trash cans do m1+6 damage and guard break on each hit, but break in 2 m1s. 45 second cooldown. Attack variations bypass block, projectile variations don't. ULTIMATE: "Getting My Edge Back" It's just the base moves but done in the order they were hit, also changes the dash wind-up into a second. For example, if the handgun was hit first, the handgun is used first. 7 / Masked Presence / Fly Heads just makes the victim turn around and then the user does one ISOH stabby to deal 20 damage. After all 9 moves are used, the user sweeps the opponent’s legs, causing them to fall down as the user stabs them in the forehead with a knife, ending the ultimate. All in all it will do 35 damage, but the lower the opponent’s HP is, the more damage it does (at 60 HP, the ultimate oneshots, against a Mahoraga the damage is doubled, so 70 base damage, and when Mahoraga is at 60% HP, it's a kill some notes: there cannot be duplicates of a move in the current kit moves cannot be replaced by itself the moveset has a certain archetype / pattern to it where the moves are added: only 6, 11(stomp only), 13, and ult can hit ragdolled opponents he will have no melee trail ***RANDOM INTERACTIONS I THOUGHT ABOUT:*** When being killed by a Hollow Purple, instead of becoming Go, the user becomes the apple logo Move 12 can pull grabbable objects to the user If 7 is used on another Toji player while they're also using 7, they are only visible to eachother for the entire duration of the last Toji's 7. Using your awakening during a domain only drains 40% of your awakening meter and breaks the domain (for Hakari's domain, it halves the HP) Frontdashing into a domain makes you invade it ***Playstyle*** You are supposed to improvise your combos, not repeat the same braindead combo over and over again until your opponent dies; you have to make the most of your moves because you're not always gonna have the same strong move combo all of the time. One of your flaws is also one of your strengths, as your opponent probably won't always know what moves, so there's a small element of surprise in it.
Wait so the ultimate is basically an inescapable long combo that will prolly 1 shot bc if they are fighting you they must be kinda low (just recapping not criticizing)
Here’s my concept, you have 2 dropdowns, the bonus, and the downside, here’s the bonuses Cursed (you gain a special status effect for your moves that give them a 20% to do 30% more damage) Specialized (your first 2 moves become buffed by 25% and they have less cd) Blink strike (when your within 15 studs of your enemy you teleport to them when you M1) Left right goodnight (your physical attacks deal 50% more damage) Now here’s the downsides Truly cursed (you have to finish off enemies with an m1, your moves won’t finish them, no matter what) Asthma (you take damage while running) Cursed negation (your cursed energy moves deal 30% less damage) No domain (you can’t use DE) I’ll add more in the future
I like the whole concept of binding vows but I have 2 problems with this: 1: These don't really seem like binding vows, seeing as there's no downsides to them, unless you consider the kill requirement for activation the downside. 2: They aren't really creative at all, they're just a bunch of buffs to basic stats. Binding vows are special because you can do so much with them (even on the fly, case and point SUKUNA) , limiting them to basic stat buffs kinda defeats the purpose for me.
I could be hating on the whole basic stat buffs thing, but maybe if the requirement for activation of the buffs was better, I would like them more. EXAMPLE: You're 10% slower than usual, but every time you land an m1, you get 30% faster for the next 3 seconds.
@@wallythewalrus9800that example is op as heck you land four m1s and get +120% faster thats so fast you could run away in seconds unless its unstackable
@@Popcornfr Nah not stackable LMAO. THERES ALREADY ENOUGH RUNNING IN JJS LOL (also just an example, a more refined example would be: 20% slower than a normal person without dealing M1 damage, 20% faster than a normal person for 3 seconds after M1 damage.)
Name: Thunder God Health: 100 R Special: Electrical Discharge This will be the same R Special for his base, main awakening, and secondary awakening. By hitting a person you build up electrical discharge by 10% per M1(Only on M1 attacks, doesn't work with moves.) After you decided you charged up enough you use your R Special which will guarantee hit the target and deal 20 damage maximum 100% and 2 damage minimum 10% on a 15 second cooldown. It also Ragdolls and knocks them back. Move 1: Electric Barrage You hit them with a barrage of electric punches like Lucky Barrage but don't knock them back, a combo rcextender with 3 second cooldown. dealing 15 damage if all punches land. Move 2: Electric Strike You quickly wind up a strike and hit them very hard and sending them flying like rough energy and can't hit ragdolled, deals 20 damage. a combo finisher Move: 3: Electrical Slide You slide forward and punch at the end of the slide breaking block, deals 10 damage. a combo starter. Move 4: Nyoi Staff You drop your staff on the ground and it goes on 5 second cooldown, after the 5 second cooldown you can use it again and anything in-between you and the staff gets electrocuted. afterwards it returns back to you and it goes on 15 second cooldown, it stuns when hit and destorys any wall between it, since it's hard to hit it deals 30 damage. Main Awakening Name: TURN UP THE VOLUME!!! Heal: 50 Health. Time: 1 minute. Main Awakening Move 1: Electrical Combo. You dash forward and hit them with 4 strikes then finally upper cut them for the final strike ragdolling and launching them into the air and they can only ragdoll cancel once they hit the ground allowing kashimo to hit them mid air for a combo, unlockable but can be dodged. deals 5 damage each of the 4 strikes and the final strike dealing 10 for a total of 30 damage on a 15 second cooldown. can be interrupted. Main Awakening Move 2: Electrical Flying Kick You launch yourself forward launching a flying kick that when landed knocks them back and dash forward to download them, you down slam them so hard they through multiple floors on a building or go to the subway. deals 30 damage and 10 second cooldown. Main Awakening Move 3: Electrical Grab You grab your opponent and shock them very hard knocking them back dealing 25 damage and ragdolling them. Main Awakening Move 4: Short Shock. You send a medium ranged bolt ay electricity at an opponent stunning them and dealing 25 damage and unlockable. can be dodged. By holding G instead of Taping G you activate your Second awakening, mythical beast amber, you have to hold it for 3 seconds, if you stop holding before 3 seconds you cancel it, and if your interrupted during those 3 seconds you lose 50% awakening and don't use secondary awakening. Secondary Awakening Name: Mythical Beast Amber. Heal: 100 Health full heal. Time: 1 minute. Special Passive: Unstoppable. You gain 100% immunity against every and all Stuns, slows, knockbacks, Ragdolls, and interruptions during the awakening and also granting double movement speed. Secondary Awakening Move 1: Ah Your mouth turns into a peashooter and it blast out a stream of electric magnetic waves. dealing 50 damage. Unblockable 10 seconds cooldown. Secondary Awakening Move 2: Electric Magnetic Wave. You send out a single electric magnetic wave dealing 40 damage and knocking the opponent back. Unblockable 10 seconds cooldown. Secondary Awakening Move 3: Unstoppable Rushdown. You rush forward insanely quickly launching anything forward insanely far and fast dealing 30 damage and being unblockable and ragdolls. 10 seconds cooldown. Second Awakening Move 4: The Strongest. You make a large blast of electricity that explodes upon impact. Dealing 75 damage if landed directly and only deals 50 damage if hit by the explosion radius. Once Secondary Awakening ends the user DIES.
tbh I'd much perfer a menu ingame where you just have binding vows, like could you imagine your about to die and lose a fight, so you sacrifice your ability permanently (till you die) and in return you gain hp idk it'd be cool and make having kill streaks cooler
Part 32 of posting my movesets until he reviews them Hey man I've been watching your vids your vids for a long time now and I love them, so if you can, pls review my JJK Hana Kurusu (Angel) and my Uro moveset Visual changes: Your avatar will have a glowing yellow halo above your head and small angel wings Btw sorry if this underwhelming, cus we don't see much of angel's cursed technique in the manga, but I still hope that you enjoy reading this Ingame name: The Ascended One R move- you can fly for 3 seconds as fast as running normally and break through any building you fly into (drains a little bit of your ult bar kind of like Gojo) 1) Divine grab (Blockable)- This is a 'press twice move' where if you just press once, you will grab your opponent and slam them into the ground, if you press twice, you will grab your opponent and float a little bit into the air, and send your opponent flying into the ground with a glowing yellow aura released from your wings (kind of like tsb Tatsumaki first move variant) 2) Blessed beam (Unblockable)- this is a ranged attack where you clasp your hands together (like piercing blood) and shoot out a glowing yellow beam (a very mini Jacob's ladder) 2+R- Once you hit someone with the beam you will automatically fly towards your opponent and while striking them in the head with a cursed energy infused fist, however you will have to aim where your character flies and if you miss, then the person that you hit with the beam will be on his knees for 2 seconds, stunned and unable to get up, once the two seconds are up, your opponent will get up unless you hit that person before the two seconds are up 3) Seraphic aura (Unblockable)- Creates a small glowing yellow sphere around you (transparent) that lasts 2 seconds, this heals you and gives you a speed buff anyone that enters the area a speed debuff 4) Paradisical touch (Unblockable but reduces damage if blocked)- this will make you fly for 1.5 seconds and whoever you fly into receives a reasonable amount of damage while getting knocked back None of the awakening moves are blockable Awakening- Celestial Evolution- which makes you float into the air and makes you perform the t pose that Sukuna did while fighting Jogo along with some manga panels with quotes from angel in the manga 1) Sacred Authority- lets out a glowing yellow aura that expands a like an explosion and whoever gets caught in that aura will stop what they are doing and kneel towards you on one leg while they take damage every second, this last for five seconds, the range is half as far as hollow Nuke 2) Planetary Plummel- You fly into the air and sends a giant glowing yellow fist that makes all buildings that came in contact with the fist crumble to the floor, and any person that came in contact with it will be sent flying into the nearest building 3) Jacob's Ladder (I'm sure you already know what this is)- Summons the infamous star symbol in the sky and sends a giant glowing yellow beam from that symbol, this does the most damage to curses which means if someone who has Sukuna or Mahito equipped gets hit by this it will take away half of their health, then it takes away a quarter of their health if they are a human like Hakari Gojo or Megumi, this also erases any object/part of a building that it touches. Also, anyone that comes in contact with Jacob's Ladder, will not be able to use there moves for 3 seconds 4) (This isn't canon but I thought it would be cool if I made this up) Domain expansion, Empyreal Era- Inside of the domain is a floating cloud, there is a staircase that leads to a pair of pearly gates, who ever is in this domain has 20 seconds to make it to the gates, people may sabotage each other while trying to make it to the gates, you may sabotage others as well, if you manage to make it in time you will automatically exit the domain, and who ever doesn't make it to the gates in time, gets one shot by a guaranteed hit Jacob's Ladder Awakening passive- You get healed the same amount of damage that you deal, for example, if you deal half health to someone, you get healed half of your health, and if you deal a quarter of someone's health, you get healed a quarter of your health and so on, the only drawback is that you won't heal naturally, which means that you have to do damage to someone in order to heal And that's it for my Angel moveset, I did this because I thought that she was a really unique character in jjk Like this comment so that he can see this Uro Ingame name: (I really have no idea what Uro's ingame name could be) R move- You can fly as fast as running normally for 3 seconds but unlike my Angel moveset, instead of breaking through buildings, you can bounce off buildings and each time you bounce, you get a quick boost before going back to normal speeds (kind of like the F move for the spring fruit in Blox Fruits) 1) Malleable Force- You grab the sky and spin it in a small tornado like form that knocks back anyone that comes in contact (kind of like Mahito's dash with the chunky hands except it goes much faster, much further and it does much more damage) 1+R) Instead of spinning, you make the sky that you grabbed collide together which releases a force of wind that knocks back anyone near you 2)Unexpected Beatdown- You grab the sky to pull your opponent towards you and proceed to hit you opponent three times and the last hit being a small 'Thin Ice Breaker' (for those of you who don't know what thin ice breaker is just search it up) 3) Coated Sabotage (press twice move)- If you don't press twice, you fly up into the air as you grab the sky and coat yourself in it as you fly back down creating a medium ranged AOE explosion 3) If you manage to press twice, instead of grabbing the air around you and flying up, you just fly up and instead of immediately flying back down, you stay up there for one second giving you the time to aim where you want to release a wave of cursed energy using sky manipulation 4) Clear Warning (counter move)- The pose for this is when Uro was covering certain parts of her body with the sky, when someone gets countered by this, they get quickly whipped with the sky used to cover your body Awakening R move (Can only use once during awakening)- You grab the sky and covers you completely, if timed correctly, it can block anything 1) Unfixable Breakage- You pull down the sky and crushes anyone infront of you with the AOE of Max Elephant, (you can also choose where it lands like Max Elephant) 2) Inescapable Chaos- Your opponent infront of you gets ravelled into a ball made up of the sky, and the size of this sphere decreases until it explodes 3) Thin Ice Breaker (There are two variants: close range and far range) Close range does more damage than far range 3) Far range- You charge up your fist with cursed energy as you break the sky infront of you, cracks appear like thin ice, this knocks back anyone infront of you and has the range of Hollow Purple (50% health) 3) Close range- You grab your opponent by the head and drag them across the floor until you use their head to break the sky infront of you (75% health for the person that you used to break the sky, and 65% health for anyone that was caught in the AOE of the move) 4) Domain Expansion, Destiny's Roar (we didn't get to see what her domain was in the manga but I still think that it would be cool to make one for her)- The barrier as well as the inside of this domain is made up of the sky, each step that someone takes in this domain creates a little crack where that person took a step (apart from you), the more steps the bigger the crack, when the domain shatters, the amount of cracks that were made in the domain, is the amount of Thin Ice Breakers that will be shot out of random places of the domains barrier (but only when the domain shatters) and same goes for the inside, each crack made in the domain will be one 50% output Thin Ice Breaker being fired at the people in the domain (I say 50% output because it would be too overpowered if it were a normal Thin Ice Breaker, but the ones on the outside are normal Thin Ice Breakers), but keep in mind that only steps can create cracks so if your opponent just doesn't move at all, the domain won't do anything. Please review both of my movesets in separate videos Thank you for your time
Day 15 of asking noob eternally to review my character concept/ ideas Private servers should let you summon empty domains and choose how long it stays up Moves like face blitz and rush should let you break whatever u go through with ease for fun factor If you go to the edge of the domain inside u should be able to use chimera shadow garden and leave Nanami- relentless worker Spawn with a neck tie and bandaged cleaver (no extended m1 range) R/delayed numbers- slam down on the ground making the small area around around you blue, if you press R again it will detonate if standing directly on it it does high damage if close slight damage, guard breaker, rag doll, first time is cancel able, and can damage self (after a minute of no detonation it will auto detonate) [high dmg] 1- frenzy Kind of like cursed strikes but the end you kick them behind you (no rag doll, high punish, mid damage) R+1- ratio frenzy Same as frenzy but you hit them with the ratio technique sending them forward (rag doll, high punish, mid plus a bit extra damage) 2- errand runner You run if colliding with someone you stab them and keep running then slamming them into the ground after 2 secs (high punish,rag doll, block able, pickup, mid damage) 2+R- office rage You run but instead of slamming them down you grab them and Stun them 3- ratio slash You lunge forward and slash a player if hit then the 7:3 ratio appears on the enemy and it pops them upward.( not block able, rag-doll, high punish, high damage ) 4- enraged throw Throw the cleaver at the enemy if it hits it will do the ratio technique then comeback ( can move after throw, block able, low punish, rag doll, low damage). If timing right you’ll run and drop kick them doing a black flash keeping them in place but you go medium distance (block able, high damage) G/ awaking- overtime The player will wrap the tie around the wrist and in two speech boxes will say “Unfortunately thanks to you I’ll” “have to go into overtime” R- same but you can now hit people with it 1- statistics It’s a counter if someone hits you will punch them medium distance the will start to crawl away while you walk to them you grab them by the top of their head throw them up and hit them away, finisher is black flash on first punch, reference to the blond dude in S2 (High damage, rag doll) 2- ratio 7:3 You stomp on the ground making a huge area around you sending people caught in it up the you spin yourself in circles with your cleaver out hitting the people with the ratio technique killing them (Cancel able, insta kill) 3- workaholic You dash forward grabbing enemy then making a series of attacks then doing a domain (mid damage) Domain- vacation This is kinda sorta not a domain it has a barrier and buffs the moves of the user by 60%, the person who got this triggered on and the user see a beach and cannot leave the user is clothed in nice beach clothing and flippy floppies, people outside see none of this (Non cancel able) 4- mid life crisis You run like hakaris 3rd awakening move but if colliding you do 8 fast slashes then you slam on the ground and detonate it doing high damage
it's good but binding vows are supposed to have a negative tradeoff, similar to the ones in the casual ranked, it should be something like this 1. Bloodthirsty Heals you for 25% of health, but the next kill won't heal you for shit. 2. Cursed fists gives your m1 a damage boost, but weakens your abilities for it's duration. 3. Early Awakening is an innate vow, you don't need to kill, gain 10% more awakening bar than others, but your awakening is short. 4. Skill Enhancement is the opposite of cursed fists you gain a skill damage boost, but your m1's are weaker for it's duration. 5. Skill Refresh does it thing, but your abilities are weaker. 6. Cursed Speed grants you the extra speed, but your dash cooldown is longer, aswell as the ragdoll cancel. the binding vows mentioned in the video aren't vows, they're more of a "ah my technique from the heian era" type of thing, the whole point of BV was to be a double edged sword.
Skill enhancement is broken for certain characters,listen,the only bad moves here are those like toad,divergent fist (normal),reserve balls,and that is it,everything else,if used right,could strengthenna combo pretty well,and then we have divine dog with 3 attacks that could be buffed too,with a chance of being pretty good
Seventh time trying to get this suggestion into a vid Mechamarus move set Mechamarus first move would be called energy blast: the attack would be shooting a simple energy blast basically like genos in sbg the attack would deal a small amount of damage but wouldn't knockback too far so it might be good for combo extending his second move would be called jet impale: he speeds to his enemy and when he hits them, he would change his arm into a sword and stab them (in the anime he can do that btw) anyway the stab would also do a good chunk of damage his third move would be called mini Mechamaru: this move would throw out the Mechamaru speaker the one from season two the speaker would play feedback in the target's ears (not audible in game) doing about 5 damage and stunning for 1.5 seconds his last move would be called ultra shield in this move he turns his arm into a spiked shield it would behave similar to hakari's except when you hit it it counters and lunges the spiked shield into you stabbing you his special would be called mechamaru overdrive and he’ll make a shockwave about the same as the anti teamer mechanic but more damage and range his ult would be called ultimate mechumaru: mode absolute (the giant robot he made) it would not be to scale of course but it would be about the size of mahoraga his first ult move would be called energy blast evolved: this move would fire a beam from his his hand but this move would stun instead of knock back it would do 3/5 of health and also do alot of damage to buildings his second ult move would be called pigeon viola: it would make five orbs that would auto target until they reach the target and would hit them and then have a second impact that would be an explosion if it dosent reach the target within 7 seconds it goes away his third ult move would be called ultimate cannon: it would fire a giant energy blast out of his mouth and would also have a rising pillar effect it would take 6 seconds to fire and would be able to be canceled for the first 1.5 would also be aimable his last ult move would be called domain breaker: in the move he turns his fingers into drills that would stab into a domain and break it it takes five second to complete the move and can be stopped for the first 3 :edit I’m sorry parts of this are like genos but I mean there both robots who use energy blasts it’s not really my fault they just have similar moves in there respective anime
4:07 ok i have some more idea Deflect : upon killing , your block now deflect 40% damage you take back to your enemy , any projectiles will be deflect back to enemyfor next 18.5 seconds Good health : upon kill , gain you extra 25% hp max and your health regeneration faster 25% for 16.25 seconds Strike : upon kill , make your forward dash deal more 40% damage and travel further 20% for next 17.5 seconds Pierce : upon killing , your m1 have ability to go through 70% your enemy block for next 10 seconds Open eye : upon kills , your awakening bar now drain slower 30% for next 10 seconds Ok some of them is OP but who know
Tough shield is practically useless when good health exists as a 10% damage reduction only on moves that bypass block while you're blocking but for an extra 2 seconds is obviously worse than a flat 25% hp increase. Strike is just a worse cursed fists, and pierce needs a longer duration (you aint doin nothin special in 6 seconds)
Another suggestion. All or nothing (name still in development xD): all of your stats get a 30%-50% increase (cant decide on a exact number) in exchange for your ultimate.
Tho good idea all characters besides yuuji or gojo while in ult and mahito should be able to hit random black flashs at the end of m1s that would put the user in a 10 second state of them having a small heal damage buff and 10 seconds of there ultimate moveset
(For the third time I think) I have a reversed cursed technique concept if y’all would like to read I’m entirely a mobile player in JJS so I don’t know what keybinds could be used to be able to activate RTC. RCT would only be active in awakening modes for a select few characters that canonically know RCT or some type of regeneration in the anime/manga, or maybe Tze could just add RCT to every ult to keep things a bit balanced between ults. The current characters that will have access to RCT are Gojo(Honored One), Sukuna(Vessel), and Mahito(Perfection). As long as Mahito maintains the shape of his soul he can “negate” damage from attacks, and because he’s a cursed spirit made entirely of cursed energy he could also regenerate from attacks. The mentioned characters regen speed will be 10% slower than a Hakari in jackpot. Once you awaken as Gojo, Sukuna, or Mahito, there will be a red bar (purple for Mahito) half the size of your awakening bar directly above said awakening bar with the number “100%” in the center of it that represents the RCT you have left. You can use RCT by pressing a unique button (or keybind) that has a rhombus/diamond shaped symbol in the center of it. Once you awaken you’ll immediately have RCT on until you decide to deactivate it by pressing the same button/keybind again, and you can also activate RCT in the middle of your or an enemies attack, but if your RCT goes below 50% bar than smoke will come out of your head to signify you’re frying your brain until you’ve rejuvenated the RTC reserves so the smoke stops coming out, and because your brain is being fried all of your abilities will have their cooldowns slowed by 20% and damage reduced, but if you continue to use your RCT until it goes down to 25% without rejuvenating it, then the cooldown slow goes up to and caps at 50% with damage being reduced a little more. For Mahito’s case he just used up too much cursed energy trying to maintain his soul. Pressing the RTC button + special button will stop the regen on your body and instead focus on hastening your cooldowns by 30%, slowing your awakening meter by 20%, but pressing the RTC button + special button again will deactivate this variation. This does drain a little more RTC bar and each time one of your moves goes off cooldown you take a small random amount of damage that ranges from 1-4 pts of damage. You can easily switch between your RTC regen and RTC cooldown hastener with no repercussions and with only a 1 second cooldown in between them. Using this variation when you’re at your limit with base RTC will somewhat hamper the CD slow depending on the slow you’re on because of your CD haste. Again, for Mahito’s case he’s just manipulating his brain with his CT to do all this. Landing a black flash on someone will replenish your RTC by 50% and landing a finisher on someone will replenish your RTC by 25%. For Mahito, if he lands his Idle Transfiguration on someone he replenishes his reserves by 25% and finishing someone with it will replenish 50%. Finishing someone in your domain will grant 35% in RTC reserves. The RTC reserve gains don’t stack alongside each other If you read through this all, again thank you very much🎉.
While I didn’t read through it all I would say this seems very well made and thoughtful. I might lower the debuff for going below 50 percent and make it so it is like the more you use the rct either the lower health it would give, of the more it would debuff. If I got something wrong just tell me.
Pls read my Jogo suggestion: Jogo jjs Name:scorching cyclops M1: orange yellow trail Magma is a special kind of brick that will break other blocks it touches and damages players. Move 1: fire fists Jogo lights his hands on fire and unleashed a barrage of fire punches to a person right in front of him(range of rapid punches) and finishes with Jogo smacking the head of the other player like what Jogo did to Gojo. This move will send the player flying ragdolled. Move 2: flame burst Purple flames shoot out from Jogos hands for the range that Gojos red travels. It will hit enemies on the floor but it won’t Ragdoll, only stun. Move 3:fire flies Shoots 3 shikigami at the cursor that explode on impact. They are fairly fast. Move 4: scorching crush Jogo jumps about a dash of distance. When he lands he causes about a room sized explosion and ragdolls players in the radius,spewing magma everywhere. Special: lava burst When aimed at a player, stick both hands out for about half a second. A burst of lava will shoot out from the nearest surface to the players head if possible(this makes it so that there is a chance a wall will burst instead of just the floor unless they are mid air). The range for how far the player can be from you is as long as megumi’s frog(to help against the runners). Ultimate:Rage Jogo takes a step to the right and right as his foot lands, fire shoots out from his ears and top of head. His quote is “it doesn’t have to be me specifically who is smiling in the end. As long as curses emerge as the true humans” R: upgrades to be larger and a continuous spray instead of lava. It also breaks block Move 1: maximum meteor Jogo flies into the air. To he looks down and to the right of him a meteor the size of a tree comes hurling down. It will gravitate materials from the ground like max blue. When it lands it does massive damage if it hits directly or a little bit if it’s the explosion. The explosion covers the area of a building. Regardless, if you are hit it will make you ragdoll. Move 2: machine gun Jogo puts his hands out like he does with the special. An orange orb charges up for a second and then Jogo shoots 12 orange projectiles that explode on impact. If Jogo jumps he floats up in the air like Gojo. Move 3: magma flood Jogo puts his hands to the floor and he rises himself with a pillar of lava. The pillar and player go through destructible bricks and breaks them, turning them into magma.Then, bright orange bricks(magma)will begin flowing out from the pillar that destroy other bricks in their path. Move 4: domain expansion iron mountain coffin The domain is black on the outside. On the inside, it looks like the inside of a volcano with scattered rocks that appear on the floor. If you touch the lava you take damage. The domains effect is a constant regular special move so it’s still block able.
Day 20 of trying to get my moveset in to a NoobEternally video. “White-haired senpai” aka Inumaki. Cosmetic: inumaki’s high collar with a zipper, and in awakening shows the snake and fangs seal on mouth area. M1s: three normal punches, then a right foot kick to do the last blow, the m1 trail would be grey-ish white. R / star speciel: when a Megumi is killed by an Inumaki, the demon dog will stay if it was still being used when they died. He will pat the shikigami on the head, and make them return into a shadow below. Gives the Inumaki user 5% ult, (just for fun, doesn't work on another character, just added it for fun. Move 1 “blast away” : is a similar combo to cursed strikes once hit with the first punch, the rest of the move plays out.the user does two punches,and does a shouting affect with a distortion affect, doing 15 damage, and dealing knock back, should be used to end a combo (jump variant: just makes the user do a jump animation in the air, and in a certain distance facing the ground makes the person hit by the move get hit by knock back, still does 15 damage.) [finisher: flings them farther then normal, and causing a impact affect on whatever they hit. not showing anything extra than the first move tho] Move 2 “stop” doesn't stop people, but projectile moves such as (Megumi’s toad, Hakari’s reserve ball, and even Mahoraga’s ground pitch, not the pick up variant, but the regular throw variant. But if not timed right, the player will be hit, and it will go on cooldown.) Move 3 “explode” shows a signal like megumi’s toad, only being blackable and cannot be dashed out of, causes knock back with an explosion effect. 10 damage [finisher: makes them burst, leaving limbs and an ash spot on the ground.] Move 4 “get crushed” shows a shockwave, If hit by it, has the effect similar to a down slam, lasting a 2-second stun. 10 damage [Finisher:shows the person getting compressed at their sides, then completely exploding, like that one curse with the gold beams in Jjk 0.] Awakening, “limit breaking will” shows the animation of the character spitting out blood, falling down to their knees, but standing back up, the side speech boxes only show “….”, do to not being able to speak. The reference being the Hanami vs Megumi and Inumaki when inumaki continues fight even after his voice is almost destroyed. Move 1 “don't move!” is an AOE move, causing everyone in a short distance to freeze for 4 seconds, or until they are hit by someone, does no damage. And stops working if either the user or the person under affect is hit. Move 3 “pummel” also an AOE move, making everyone fall to the ground, in simple terms, a stronger version of of crush, but making they take 20 damage [finsiner: the person attacked completely Bursts, no special animation.] Move 3 “Twist” causes the person in front of them to lose a Limb. 20 damage no matter the limb [50% arm, 50% leg, of they lose a leg, they run slower by 5% but if an arm is lost, they do 10% less damage] Move 5 “Die” in replacing a domain, it is way more “high risk high reward.” it has a 3-second start-up, if someone is in front of the user, they will automatically die, but the user will lose 30 health, and some awakening bar, can only be used once, but the penalty of being canceled by an m1 is ‘dry voice ’ which causes another cut scene animation, the box on his right saying “tuna mayo…..” *And the dialogue on the outside saying *’caugh caugh’* and the only move you have left is “voice medication.” When clicked, the user does an animation of grabbing a ‘dry throat medical spray from CVS’ out of their pocket, and spraying their mouth, you lose your ult no matter what, and is just a punisher/ funni mechanic I added. And just to troll Inumaki users. (Note: all moves will use voice lines from the anime, and all the base moves with the high collar shows the user pull it down off his face, before putting it back quickly. voice medication punished part only works when cancelled with m1s specifically. This is also the updated version from a couple days ago.) To NoobEternally
No dude it shud work like this this is jus an example but like u shud be able to not use any of your movesets at a cost that your m1 damage gets boosted by 3.5x i call this the heavenly restriction binding vow
??? How would they take turns killing you? The binding vows are on kill instant heal/more awakening or temporary buffs so they can’t just take turns killing you??? Also im pretty sure its a thing you equip so you can get that bind vow’s effect on kill immediately This comment literally makes zero sense
@@Popcornfrhow does it NOT make sense if they are targeting u and taking turns to kill you and if they are in trouble they can help as the player WITH the highest damage gets the kill next time if you want to correct someone make sure you have everything before correcting someone