Physical Techniques                                                
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Beginner Physical Attacks
Jab = A fast short sweet hit on your enemy. (Dmg: 3%)
Punch = A nice normal punch to your enemy. (Dmg: 5%)
Kick = A normal Kick to your enemy. (Dmg: 8%)
Headbutt = You headbutt your foe causing him to be stunned but you become dizzy. (Stm: 10, Dmg: 5, Opponent stunned 2 rounds, Your dizzy for one)
Knee Bash = A shot to the Gut with a knee drive. (Stm: 10, Dmg: 10)
Facial Slap = A slap in the face from a female give total embarrassment and lose of pride. (Dmg: 4%, On a Male, Confused One Round, on a Female, Double her attacks damage for next attack, used once in battle)
Low Blow = A Knee shot to the under carriage of a Male will Stun him plus some damage. But after Opponent recovers from the Low Blow. Their next move is double the damage. (Stm: 10, Dmg: 5, and stunned for 1 Round)
Arm Drag = Grab your enemies arm and tosses him over to the ground causing him dizziness. (Stm: 10, and Dizzy for 2 rounds)
Street Brawling
Lose Grapple = You reach forward to get into a grapple having your arms around his neck and arm head to head. This is also used to help start a move. (Stm: 5)
Single Tackle = You grab only one leg and try to knock down your opponent to the ground for a brawl. Of course while you still attempt to knock him down give them a chance to lay one little punch or knee jab. (Stm: 10, 1 Turn to knock down)
Double Tackle = You grab BOTH legs at once knocking your opponent down instantly. (Stm: 15, Dmg: 5%)
Rib Punch = A quick jab to the rib to cause a easy stun if your opponent tries another grapple after the first failed or successful attempt. (Stm: 10, Dmg: 5%, Confused for One Round)
Sloppy Upper = A sloppy upper cut hitting the Jaw causing damage and dizziness. (Stm: 15, Dmg: 10%, Dizzy for One Round)
Nose Bobber = You Punch you opponent in the nose causing a nosebleed and damage. (Stm: 20, Dmg: 10%, Bleed till healed)
Cheap Combo= If your opponent is dizzy, or stunned. You can combine 3 beginner punch or kick physical attacks at once. But then they will be in their right state of mind in the next round. (Only be used once in battle)
Backside Swing = After getting hit in the nose. You can counter with a back arm slam to his side of the face to give them dizziness. (Stm: 15, Dmg: 10%, Dizzy One Round)
Over Sweep = If your on bottom and your enemy is on top. You can flip them over off of you so you both can get back on your feet again. (Stm: 25, Dmg: 5%, Both back on feet again)
Forward Plunge = You push forward while tightening you grapple into a forward plunge to the ground. (Stm: 10, Dmg: 8%)
Backward Plunge = You tighten your grapple and fall backwards, your on bottom and receive the damage from the fall. (Stm: 10, Receive Dmg: 5% Unblock able)
Charlie Horse = While you may be on top while knocking your foe to the ground. You dig or slam your knuckles into their leg causing pain, numbness, and slowing their speed if they get back up. (Stm: 15, Dmg: 10%, Opponents Speed Lowers 25% 2 rounds)
Quick Roll = If fallen victim to a backward plunge. You can counter with a quick roll, but not always if you're opponent is much stronger then you. (Stm: 20)
Timid Push = This move is used to either Start a fight or and attempt to escape from a grapple. Pissing off your Opponent. (Start Fight Stm: 0) or (Escaping Stm: 25)
Valens Style Combat
Valens Jab = A much stronger fast hit on your opponent. (Stm: 5, Dmg: 5%)
Valens Punch = A strong and beautiful clean shot on your opponent. (Stm: 10, Dmg: 10%)
Tight Grapple = No escape from this grapple. (Stm: 10, I.E. Timid Push will not release you...EVER)
Elbow Grunge = You drive your elbow into your opponent to knock the wind out of them. Lowers their stats for a short while. (Stm: 20, Dmg: 10%, Stats lowered to 25% one round)
Dash Ram = A Fast Speed Dash head on into your opponent hitting them with your shoulder blade, causing them to fall to the ground. (Stm: 15, Dmg: 10%)
Heavy Kick = A powerful kick to the mid section of your opponent. (Stm: 15, Dmg: 15%)
Axehandle = A Hammer slam hitting your opponent dropping your double fisted axehandle. (Stm: 20, Dmg: 35%, One Round Prepare, Stunned for 1 rounds)
Double Fist Slam = A counter part move to the axehandle, you then slam both your fist into your opponents head causing him damage. (Stm: 25, Dmg: 25%)
Valens Headbutt = A more reliable headbutt where as you don't become dizzy in the after math. But once you use this move. Your opponent still gets double damage for their next attack. (Stm: 30, Dmg: 10%, Stunned for 2 rounds)
Tight Bare Hug = Can be issued by the grappler. "A tight lift, squeeze and drop them" technique to cause confusion in the after math plus some damage. (Stm: 15, Dmg10%, Confused for 1 round)
Body Toss = While an opponent is grappled with you. If your stronger then them. You can lift them and body toss them. (Stm: 20, Dmg: 20%)
Round Kick = A spinning kick to your opponent. For a warrior using the Valens Technique, it will cause you to be Dizzy one round. (Stm: 25, Dmg: 30%, Your Dizzy for one round)
Elbow Drop = A drop with your mighty Elbow onto an opponent that is on the ground. (Stm: 10, Dmg: 10%, Unblock able)
Valens Stomp = A cheap shot with a foot stomp while your opponent is on the ground. (Stm: 7, Dmg: 7%, Unblock able)
Valens Combo = A even cheaper Combo where as you get to through in 5 Beginner punches or kicks while your opponent is Dizzy or stunned. (Only can be used once in battle)
Art of Ninjutsu
High Punch = A high punch to your opponents upper body or head. (Dmg: 12%)
Low Punch = A much lower attack to the mid section of your opponent. (Dmg: 8%)
High Kick = This High Kick to the upper body. Can be very powerful move, and is only unblock able is your opponent is dizzy, confused, or stunned. (Stm: 10, Dmg: 15%) or if disabilities are in use (Stm: 15, Dmg: 20%, Stunned for next Round)
Low Kick = A low kick to the mid section or legs. This attack can also knock your opponent of your feet if used after a unblock-able high kick. (Stm: 8, Dmg: 12%)
Jamming = Moving into or triangulate toward the opponent to confuse them for a 25% strength lift on your next attack. (Stm: 35)
Escape = Completely retreating from one of your opponents next attack. You disappear from site with great speed. (Stm: 50, If the attack is lower then a 50% Damage, Only Once in Battle)
Rolling = A quick escaping Duck and roll under behind your opponent for a quick surprised attack which will be unblock-able. (Stm: 25, Once in battle)
Possum = Lower your defenses for one round to let your opponents guard down, which will increase your next physical attack with Double its Damage. (Stm: 20, Lower stats by 50% for one round)
Offensive Throw = When you had brag your opponents arm or leg from a previous attack. You throw them away from you confusing them. (Stm: 35, confused for 2 rounds)
Defensive Throw = When you have grabed your opponents arm or leg from a previous attack. You throw them to the ground causing some damage and be daze or dizzy. (Stm 30, Dmg: 20%, Dizzy for 2 rounds)
Charge Lunge = Jumping forward for an offensive advance to your opponent. Increases your physical attacks for a few rounds. (Stm: 30, 2 Rounds Only, Increase physical attacks by 25% of its Damage)
Grab = You grab your opponents Arm or Leg if they attack you with a Punch or Kick. Once you had grabbed your opponent. You can be ready for a throw. (Stm: 25, twice in Battle)
Hold = If you are behind your opponent from a rolling dodge. You can hold them with one arm under their primary attack arm and across their throat being basically at your mercy. (Stm: 25, and ever other round you hold them Stamina 10 each)
        The Art of Bare Hand to hand combat is the most Honorable form of Combat.  List below are a few Techniques and Styles of Hand to hand Combat.  Not only bringing honor in battle but Style and Grace.  Of course you cant start of with all these moves and learn them right off the back.  You have to learn and know one style before moving on.  Or you my have to reach a level of power in order to try and learn these moves.  Some speices may not be able to learn some moves because it requires great strength.  But some moves require speed and grace in which some speices are to clumsy to use.  Just read the discriptions of each area below.
The Beginner moves are like basic moves you can use without learning them. 
        Now to learn Street Brawling.  Street Brawling the most popular, most known, and most easy beginning techniques to learn out of all.  Any Speices can learn the Street Brawling Moves and add some action to the battle field.  Though Street Brawling is very sloppy, untalented fighters can still have some power when fighting.  Still, the idea that you still can't learn anything with out learning the basic form of bloody hand to hand combat that of which is comon Street Brawling.
        Ah, feel the power, the pride, and strength that is of the Valens Artform of Fighting.  Valens is Latin for "Powerful, Warrior".  Truly you must be a massive moutain of Bravery and Strength in order to learn these moves.  Valens art style is the comon style of the Strong Willed that ever Future Barbarrian, Warrior, Grunt, Front Man, Body Guard, etc.  You can't learn the Valens Style till you have learn the styles of Street Combat.  Cause you can't learn Valens, unless you have a Heart for Battle.
        Ninjutsu, the Style of Defensive and Offensive.  Mainly teaches the art of fighting with style and grace.  Teaches the mind how to read your Opponents weaknesses and how to take to arms with teaching your body how increase your spirit and fighting will when in combat and not to fear your opponent.  Ninjutsu being a very useful form of hand to hand combat teaches self confidence.  Remember, it takes great strength of the mind in order to use these moves.  Be aware of any masters that may teach this style.
Evading = Moving in a sideways direction from the opponent an auto 25% reflex increase to dodge your opponents next attack (Stm: 35)
Running = Moving in a backward direction away from the opponent to give you a some time and room for a free prepare round. (Stm: 40, Free Prepare Round, Once in Battle)
AH-X = The most deadly of the street brawling finishing moves.  You place your Opponents mouth open onto a cerb of the street and then stomp on the back of their neck.  (Stm: 40, Dmg 40%, Finishing Move)
Power Cut = A perfect upper cut hitting under the Jaw Line of your Opponent.  Very powerful move if used as a counter attack for a unblock able attack. (Stm: 35, Dmg:35%)
Valens Rage = A small power rage within the Valens Technique User. Where as you can Triple any ONE-Valens Moves once in battle. (Stm: 40, No Charge, Works only ONE TIME in battle)
Power Punch = A More Powerful punch to your enemy. (Stm: 5, Dmg: 7%)
Power Kick = A More Powerful Kick to your enemy. (Stm: 10, Dmg: 12%)
Classic Boxing Style
Tight Mid Jab = Jab to the Mid Section of your Opponents Gut and Ribs. (Dmg 5%, Speed +25%)
Right Hook = A Right Punch to the Opponents Face Area. (Stm: 5, Dmg: 10%, Speed +25%)
Jab/Hook Combo = Combo of 2 Jabs and a Right Hook while your opponent is Dizzy.  (Stm: 20)
        Boxing is not only the most popular form of Hand to hand Fighting but the most respected throughtout the planet Earth and to any other who my have heard of this fighting form.  Ware as you use your Upper Body Strength and Limbs to knock out by beating them to size.  Though not all required in Strength but also in Stratigy of techniques.  Best to find out your opponents weakness.  either his Strength or Speed, or juts lack of Intelligence when fighting you.
Blind Jab = Strong Jab to your Opponent between the eyes.  (Stm: 10, Dmg 5%, Dizzy One Round)
Swaying = Sway Back a bit to dodge from a Blind Jab. (Stam: 10, Dodge Speed +50%)
Parry  = Sway side to side to Confuse your opponent while he tries to land a Right Hock, then you counter with a Right Hook (Stm: 20, Dodge Speed +50%)
Uppercut = Upper cut to the Body causeing hurting to the Abs and Chest. (Stm: 35, Dmg 30%, Weaken Opponents Strength by 25% for 2 Rounds)
Right Chin = A Straight Right Hook to the Chin to hurt them and slow Opponets Speed. (Stm: 20, Dmg 10%, Speed -25% for 2 Rounds)
Urban Beat = A Left Hook, a Right Hook, then another Left Hook. (Stm: 35, Dmg: 30%, Dizzy One Round)
Titans Furry = Right and Left Hooks, and a Finished with a Clean Chin Uppercut. (Stm: 70, Dmg 60%, Opponent  falls to the ground)
Stained = Left Jabs and Right Uppercut to the Body. (Stm: 30, Dmg: 30%)
Southern Sleeper = Left Hook to the Chin, Right Upper Cut, then a Finish with a Another Left Hook. (Stm: 60, Dmg: 50%, Confused One Round)
Clean Upper = If Opponent is Confused, or Stuned, then a Clean Uppercut to the Chin. (Stm: 40, Dmg 40%)
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