Maneuver's Zone.


Copyright Jerod Underwood Park 1997
All rights reserved

MANEUVER THEFT: Some fighters will have the ability to mimic special maneuvers that their opponent tries to attack said fighter with. However, this attack form is limited to only one stolen maneuver per match. The maneuver must belong to the fighter's opponent and the opponent must use the attack at least once in the fight. To engage the maneuver, the fighter must initiate the attack in the same fashion as the character it owns to. Once a special maneuver has been stolen, no others can be imitated during the match. If the fighter should happen to survive to engage in another battle, the maneuver transcends for use in the next battle. If the fighter should lose, then the stolen maneuver will be lost. In advanced play, the stolen maneuver can be used in later battles, until another special maneuver is stolen or the fighter loses a fight or beats the game.

CALLER MANEUVERS: Amongst a few gifted combatants, there lies the ability to call upon the wisdom of ancient warriors. The fighter must be in excellent stamina to do this. And the effects are very limited, due to the drain on strength that this maneuver requires. However, the arsenal of attack abilities that this maneuver allows to be possible are well worth it, allowing a somewhat knowledgeable player to give a higher ranking opponent a serious threat.
If the stamina level is below 50%, caller maneuvers are un-achievable. Anything over 50% will allow for them. But, the bar will act like a timer, steadily draining the fighter of stamina until the bar reaches 50% or the player initiates the cut-off maneuver, thus preserving the strength of the fighter from further drainage. The maneuver can be achieved over and over again, permitting the stamina bar will allow.
When a caller maneuver is called upon, all the fighter's normal maneuvers will be completely changed to the ancient's selection of attacks for the time being. Other than that, the fighter remains normal (except for the stamina drain).
Each fighter that possesses this ability only has the privilege of calling on one ancient warrior's abilities. (Which fighter gets which ancient warrior is decided upon during the creation of the character.)
It is rumored that in the purist form of a calling, the true lethalness of the warrior's abilities is achievable. However, the fighter's calling effectiveness seems to be a mere 20%, at best. It is unknown if such a 100% rating could ever be achieved. But, it is also rumored that Fire Light Industries is attempting to create such a fighter.
These ancient warriors were believed to have lived before written history was ever recorded. To the few who can call upon them, great power seems to be the only reward. At least, that's all they will let on about. Other than that, there is no knowledge that exists on them.

VENGEANCE MOVES: Each fighter has a background of information making them who they are, why there here, and what they may have in mind. And not all of it is at all good, intentionwise. And some fighters have past dealings with other fighters. Some good, most not. And when two opponents of the not-so-good face off against one another, that's where these Straight-From-The-Fist maneuvers come into play. The hatred between the two fighters is so great, they become quite capable of performing maneuvers not otherwise achievable. Some are used in mid-combat, others are finishing maneuvers. But all are truly devastating. After all, friendships and arenas don't mix.

FINISHING MANEUVERS: Every fighter has at least one trademark finishing maneuver. Designed to force their opponent to declare (other than vocally) defeat. Ranging from bone shattering to head popping to eXploding their opponent. But the real finishing maneuvers come in to play when Vengeance Finishing Moves are happening. In fact, the fighter is so enraged at their opponent, they don't wait for the player to enter some finishing sequence. They just right out perform it. In fact, these moves are probably where Gore Mode really becomes worth the cost.

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Copyright Jerod Underwood Park 1997
All rights reserved