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M / The Shire
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Authors: SengokuKaien, Jun Fan-san, MomNature (TheDemonInside)
Basic Tips:
Spoiler Alert! Click to show or hide First and foremost: Have fun! Roleplaying should be fun, and so should rp combat! Don't feel forced to fight if you don't enjoy it. And don't feel nervous about your performance, everyone started off without knowing how to do this!
1) VISUALIZE what’s happening!! Nothing more important than that. Visualize with as much detail as possible.
2) Always open two extra tabs when the battle starts. One with your profile and one with the opponent’s profile. Read the opponent’s profile carefully before the battle starts.
3) Before every action, if the opponent used a technique/skill, make sure to go read the skill description in his profile.
4) Before every action, carefully look at both your and your opponent’s stats, to see if what you are trying to do can happen. ( if you have the necessary Speed/Strength/Reflexes for that for example, in contrast to your opponent’s )
5) Autohit: When you automatically have a blow land on your opponent. Don’t do that.
Example of autohit:
*Thrusts his sword at the enemy’s shoulder, and it pierces through him*
How it should be:
*Thrusts his sword at the enemy’s shoulder, aiming to pierce through him*
6) When using projectile attacks, always state how many projectiles ( bullets, arrows, fireballs ) were launched, and their target.
Wrong example:
*Fires thunders at him*
Correct example:
*Fires 4 thunderbolts, 2 aiming at the chest, one at the right leg, and one at his left, in case he would try to dodge towards that direction*
7) When using close combat, you always need to describe the aspects below:
-target of attack
-trajectory of the attack
-source of the attack
Wrong example:
*Slashes at him*
Correct example:
*With his sword in his left hand ( source of the attack ) fires a downward diagonal slash ( trajectory of the attack) aimed at his opponent’s right collarbone ( target of the attack)
8) When you use a named technique, that can be found in your profile, state its name, but also describe exactly what it does.
Wrong example
*Uses Thousand Years Ice Prison*
Correct example
*Uses Thousand Years Ice Prison, which causes 8 massive pillars of ice emerge around the target, then move closer all at once, in an attempt to trap the target*
[9] Receive your injuries properly: The "No-Autohit" system can only work, if each person makes sure to fairly show their injuries properly on their own.
Wrong example
*Person A thrusts his sword towards Person B's stomach*
*Person B kicks Person A*
Where did the reaction to Person A's thrust go?
Another wrong example
*Person A performs a downwards diagonal slash with their sword, aiming to slice the opponent's chest*
*Person B gets a shallow slash across their torso*
Come on!! You got slashed, it can't be just a scratch! Show some manly damage!!! Girls love people who know how to take damage like real men!!
Correct example
*Person A performs a downwards diagonal slash with their sword, aiming to slice the opponent's chest*
*Person B feels the sword digging into their flesh and watches as their blood flies*
Now, that's more like it!
Advanced Tips
Below, there are finer details of rp combat. Don't rush to try them out, if you haven't yet gotten accustomed to the above.
Spoiler Alert! Click to show or hide
1) Range: Be very mindful of the range in combat. In long range combat, don't close the distance and "appear in front of the opponent" at once, unless
-you have some sort of teleportation technique
-the distance is relatively small for a quick dash
-your speed is huge
because this way, you strip a long range character off their range advantage.
In close combat, always make sure to remember that a weapon has a longer range even than a kick and a leg, and respect this as it's one of the weapon's advantages. If you are the weapon wielder, make sure to establish this advantage and use it to the fullest.
Keep in mind, that each weapon/technique has an "optimal distance". What I mean by that, is that you can't, for example, kick and punch at the same time. To kick one leans their body back at 90% of the times, and on top of that, a leg is longer than an arm. If one tried to kick and punch, it would mean they would be forced to "kick" with their thigh, for the hand to reach too, which is moot.
2 "Time used in post": Generally, rp battles are very fast paced, and each post describes an action or a series of actions that might happen in even less than a second, or perhaps 1-2 seconds, depending on the post. As such, one must be very careful, not to "use up too much time" in their posts. This mostly happens, when one person is facing two people, and to correspond to both attacks, they "act in a higher speed"
I'll provide an impossible and exaggerated scenario, for this concept to be more easily understood:
*Person 1 fires a left straight punch towards Person 3's face* (estimated time: 0,5 second )
*Person 2 fires a roundhouse kick with his left leg at Person 3's right ribcage* ( estimated time: 0,5-0,75 seconds)
*Person 3 blocks the punch with his right leg, then jumps back to avoid the kick, and runs around the block, before returning* ( estimated time: 10 minutes depending on the block's size XD )
The thing is, one's post should roughly use up as much "battle time" as the opponent's, or "Person 3" is essentially moving in a higher speed than Person 1, as if accelerating time to his favour.
3 How "big" a movement is: Yes, if one has more Speed than the other, they will hit first. NO!. Imagine someone having to fire a punch, from their guard position to the opponent's face. And the opponent, in their own guard position, only has to move their hand a few centimeters sideways to deflect. Obviously, the second movement is much smaller than the first, so even if the opponent has double speed, the person with the smaller movement will still manage to defend in time.
Exaggerated and easy to understand example:
Person A has Speed 400 and has to run 10 miles to the finishing line.
Person B has Speed 200 and has to run 4 miles to the finishing line.
Despite Person B having half the Speed of Person A, they will finish first, because they need to cover a smaller distance.
4 Faints: Many people seem to be using "faints". I'll start with the wrong example:
*Person A performs a roundhouse kick with the right leg towards the opponent's left ribcage, but then stop, as it was a faint, and fire a left hook punch to the right ribcage instead*
WRONG!
Because the opponent is not stupid, nor are they petrified. The moment you stop the "faint", meaning the kick, they will simply take the opening, attack and punish you, before you perform the real hit.
As this is not a tactic guide but a "what not to do/what to do" guide, proper faints won't be discussed here.
5 Injuries: In the basic tips section, it has been discussed to show injuries. Yet, in an advanced level, only showing them does not suffice. You also need to show how they affect your character's combat state. If you are bleeding for 7 posts from a deep wound, if your arm or ribs are broken, etc you can't fight in your full power. Of course, okay, this is not realistic, it's mostly anime combat where people can fight from the grave via Nakama Power and Plot-no-Jutsu, but some realism always shows the good rp combatant.
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