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Recent Statuses

9 yrs ago
Masturbation addiction can be hard to overcome, but with the help of your friends you can all beat it together.
21 likes
9 yrs ago
High School Parties made me feel like a batteries, because I was always not included :(
7 likes
9 yrs ago
Wealthy women like hot baths because it reminds them of hell, where they come from.
5 likes

Most Recent Posts

<Snipped quote by Dynamo Frokane>

Imagine contributing outdated memes to conversations most of the time.


Imagine acting like the meme police after saying

Don't @ me.


......in 2018
<Snipped quote by Dynamo Frokane>

Imagine thinking I'm the only one who thinks that.


Imagine thinking that people care enough about 'Imagine people playing PUBG in 2018' to think about it at all.
<Snipped quote by Dynamo Frokane>

Imagine having takes so bad that that is exactly what people think when you say it.


Imagine stating 'what people think' based on what you personally think.
<Snipped quote by Dynamo Frokane>

Imagine thinking 'let people play what they want' counts as defending PUBG in 2018


Imagine thinking 'Imagine playing PUBG in 2018' counts as telling people they cant play what they want.
Imagine thinking I'd be upset over your video game opinions in 2018


Imagine caring enough about Dynamo's opinions to defend PUBG in 2018

Rolls, Tests and Saves


Attack Roll: Power + 1d6(whatever the dice formula stated on the attack) minus opponents toughness. (Will always do at least 1 if lands)

Grapple Attempt Roll: 2d6 + Technique vs Opponent's 2d6 + Strength

Grapple Attack Roll: Power + 1/2Strength + Attack Formula
Minus toughness.

Counter Roll: 1/2 speed and 1/2 technique (rounded up) needs to be higher than 2D6 roll.

Block Roll:
Technique minus 1d8 (1d10 if hands are injured) to see how much points are reduced.

Consecutive block difficulty..
Roll a die with a value of 1 (+1 for every attack ) at the end of string to see if guard gets broken. Must be lower than toughness.

Throw Roll:
Same as attack roll but strength is used instead of power plus 1/2 of technique rounded up.

Hold Success Roll
Strength and Technique + 2d6 vs opponents same roll. Every turn -2 from attacker.

Step-in or Step out Success Roll
Speed needs to be greater than 1d10

Taunt success 1d10 + charisma vs opponents 1d10 + charisma.

Escape! Success Speed + Charisma vs 1d10 and 1d6 (charisma then takes a -2 penalty afterwards.

Grapple Reversal Speed + Technique + 1d4
Vs opponents Speed and Technique + 1d6

Grappling for position 1/2 Speed + Strength + Technique + 1d6 vs Same.

Actual unpopular opinion:

Super Smash Bros Melee is a dull game.

As a casual game its aged not all that well, over shadowed by the two newest installments, the only reason to play melee is for like 2 of the stages.

As a competetive game its restrictive and messy.

Yes its very competetive but thats because the game is fundamenrally broken broken and the meta has a lot of exploits that basically turn the glitches into their own tournament level minigame. Only like 5% of Melee players actually enjoy playing like this. Especially when all but 7 of the cast of the game is completely useless in competetive play.

People only say they like this game the most to feel like a 'purist' and to condescend to Sm4sh players.
Imagine being upset at people playing PUBG in 2018


Imagine being upset at people being upset at people playing PUBG in 2108
Imagine playing PUBG in 2018

Universal Attack List


Here is an index of all universal attacks broken down by Zones. Certain attacks can be used (or cant be used) by certain characters and that will be highlighted in brackets Also if any attacks require different dice rolls they will be mentioned here too.

Each attack has its own dice value: eg (d6 or d10) and a list of effects that come with it.

Counter Test indicates a bonus or penalty to how easy it is for your opponent to counter this move. If the number is -1 it means that it is easier for your opponent to counter as they will get a point taken off their counter test. A +1 would be a harder to counter move and the extra point reflects that.

Blocking Penalty describes attacks that are easier to block with a + value. So if your attack has a +2 blocking penalty, the number will be added to the opponents block roll. A minus value such as -2 would have the opposite effect to describe a harder to block attack.

Status Effect Chance is the possibility of inflicting a status effect on your opponent, simply roll one dice to take the test. If the effect is (Stun 5+) that means you will inflict stun with a roll of 5 or above.

Combo Ender means you don't have the option to follow this attack up with another one (not even a special move). And that your combo chain will always end with this attack.

Non Repeatable means you will not be able to use this attack more than once in a combo chain. This is to demonstrate the move being taxing or difficult.

[Zone 4 Attacks]


At Zone 4 this is where the longest range attacks are. The pool is fairly limited as combos are hard to put together from such a long range. Expect there to be a lot of damage and counter penalties as a trade off for keeping a safe distance.



[Zone 3 Attacks]

This is the meat of the attack list. Most attacks are thrown from here. Remember some attacks have knock-back, which will put the opponent back into zone 4 if successful.



[Zone 2 Attacks]


Zone 2 is where all the most damaging strikes are thrown, this is where fighters leave everything in the ring and where the majority of Knockouts happen. Fighting here is risky but the payoff can be immense. This is also where the majority of grappling moves are attempted which adds to the risk/reward of this zone even more.



[Zone 1 Attacks ]

This is where the majority of throws are executed from . because of the tight space of a standing grapple it is difficult to get the appropriate leverage for effective striking. This is where grapples are at a huge advantage. The Scramble is similar in regards to striking and the main place where dangerous holds are executed from. The two states will have their own lists. The ADV,NEU and DIS highlights which position the move can be used from.





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