DROPPING IN QUICK just finished sig attribute updating for Anna and a new sig move for her will check stuff I missed when I'm back.
[Anastasia] 'Lucario' [♀]
<Inner Focus>
~Signature Attribute~
-Fight Stance-
At birth, Anastasia's would-be dominant arm was malformed by way of a defect and had to be removed - and although modern-day prosthetics were available to compensate, she refused to use one. Given her lifestyle, this normally would come as a major handicap if she were unable to adapt - but as it goes, from adversity came adaptability in spades.
With only one arm remaining, Anna developed a style focused entirely on kicks - and although she loses the capability for some moves, she is adept at using numerous traditionally hand-strikes with her feet instead. Most of these moves she refers to properly with a 'Kick' suffix (Such as Ice Punch -> Ice Kick) though in the end the names are merely a cosmetic tweak.
What gives Anna an edge, however, is her ability to swap between multiple fighting stances to better suit her situation - she has continually challenged herself to keep up with-and excel above the average fighter, and developed over time for herself multiple stances which can immediately attune her body to a new fighting style. Doing so mid-combat can be risky, however, and if attacked she must take a moment to collect herself, better countering her opponent on the fly.
The stances she can currently use effectively are as follows:
'Kyorugi Joombi': ('Fighting Stance') - The basic stance, named after its counterpart in the TaeKwonDo discipline. This stance is the default Anastasia will take at the start of a match unless commanded otherwise, and imparts no modifiers. Any stat modifiers not granted by another stance carry over between stance changes.
Makgi: ('Block / Blockstance') A low, sturdy stance which focuses on absorbing damage instead of dealing it. It is, however, physically exerting to continuously block strikes as such, and her own counter-attacks will be far weaker than in a more offensive stance.
Sets Defence and Special Defence at +3, sets Attack and Special Attack at -3 (in addition to any existing modifiers, up to +/-6). Attacks striking Amaturasu will cost her energy equal to 1/4 the total damage.
Chagi: ('Kick / Kickstance') - An offensive stance which places emphasis on dealing damage and adjusts weight ratio to better deliver heavier blows. Of course, this has the cost of causing moves to become more physically exerting, as well as leaving her more open to counter-hits.
Grants a 1.5x damage modifier to Kicking moves. All moves (Damage-mod affected or not) will take 3% more energy. Sets Defence and Special Defence at -3 (in addition to any existing modifiers, up to -6).
Moves Affected: 'Force Kick', Low Kick, High Jump Kick, 'Focus Kick', Brick Break, 'Shadow Kick', 'Drain Kick', 'Ice Kick', 'Thunderkick', Blaze Kick, Close Combat.
Effects: Allows Anastasia to change fighting stances mid-fight to alter her style. Effects of each style are listed above. Switching costs 3% energy.
- Swapping styles does not take a full action to complete if Anastasia is not attacked the action she swaps. If she is attacked, that entire action is used as a 'Swap' action and costs an additional 2% energy.
- Changes made by styles are applied with 'switch priority' and so will always be applied BEFORE the action starts. For instance, if Anna switches to her kick stance the same action an opponent uses Quick Attack, she will still receive the -3 Defence penalty in defending against it.
- The move Sucker Punch affects stance swaps, and thus if used will disrupt and invoke the swap penalty.
Moveset Alterations:
- Cross Chop, Bullet Punch, Sky Uppercut, Fury Cutter, Dig
Pretty much just adds a stance and adds some clarification and cleanup.
AND THEN.
~Signature Move~
-Chain Combo-
With her exceptional skill and training, Anna has turned her fighting style into something of an art form - effortlessly weaving her attacks together in a choreographed flair and keeping pressure on her opponent. On its own, the combo kick is little more than a weak, flourished sweep - its power comes from using it as an immediate follow-up to other moves, performing 'Finishing Blows' with a variety of styles and effects, depending on the perquisite move. It is used in the same fashion as any other 'combo move' (such as Force Kick + Chain Combo ~ Move), however its effects will be different depending on what it is linked with, as follows;
Vital Strike - Force Kick
Following up Force Kick's precise, sometimes crippling strike, Anna will use the opportunity to deliver a crushing blow to her opponent's stomach (or stomach analogue), with the intent on knocking the wind out of them and causing adverse effects which will make it difficult for them to continue the fight.
Deals its base power in both health and energy damage, 50% chance of moderate confusion.
Type: Fighting / Stat: Physical / Base Damage: 60 / Accuracy: 100% / Target: Single Opponent / Energy: 8%
Rolling Kick - High Jump Kick
By using the momentum gained from the previous jump kick, Anna will enter into a roll, following her opponent's movement, and deliver a powerful follow-up spring kick. This move cannot miss if High Jump Kick connected, however it will fail if it did not.
Type: Fighting / Stat: Physical / Base Damage: 120 / Accuracy: 100% / Target: Single Opponent / Energy: 8%
Crush Drop - Brick Break
Following up the crushing power of Brick Break, Anna will deliver a second, bone-shattering heel drop, causing tremendous internal damage and possibly crippling her opponent for the remainder of the match. 50% chance of severe paralysis.
Type: Fighting / Stat: Physical / Base Damage: 75 / Accuracy: 100% / Target: Single Opponent / Energy: 8%
Element Breaker - Elemental Kicks
Many Pokémon have access to the elemental strikes, allowing them to gather energy taking on various forms - even those not aligned with their own type. However, after such a strike, most simply allow the energy to dissipate - when chained into a Breaker attack, Anna will not only keep the gathered energy, but charge it further. When released, it will violently explode outwards, engulfing Anna, her target, and any unfortunate others within a rough 5-metre radius.
Unfortunately gathering so much energy is straining, and furthermore, Anna herself receives some blowback from setting off such blasts of energy at melee range.
All Breakers cost 10% energy to use. Anna receives 1/4 the damage dealt as recoil. Any other Pokémon within range (friend or foe regardless) is also struck at 3/4 the original power, but is not prone to any added effects.
Inferno - Blaze Kick
A blistering ball of superheated air which goes off like a small bomb, scorches anything in range, and may knock back small targets. Has a 10% chance to Flinch.
Type: Fire / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%
Flashfrost - Ice Kick
By releasing the cluster of cryogenically-charged particles used to gather together a significant Ice-typed strike, any moisture within a small radius can be flash-frozen, creating a sphere of sheer, dry cold, inflicting significant pain and sprinkling the ground with a dusting of 'snow'. There may also be kickback when the warmer air begins to equalise with the supercooled bubble. Has a 100% chance to lower opponent's speed 1 stage.
Type: Ice / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%
Thunder Break - Thunderkick
In a similar manner to the move Discharge, Thunder Break is a quick discharge of electrically charged particles which expand at light speed with a tremendous crackling boom. Within its effective range, this move is unavoidable.
Type: Electric / Stat: Special / Base Damage: 100 / Accuracy: Always Hits / Target: Single Opponent + 5 Metre Explosion / Energy: 10%
Spirit Burst - Shadow Kick
A powerful spiritual vortex, Spirit Burst calls forth a packet of ethereal energy to expand and consume a small bubble of the physical realm briefly, blacking out vision and assaulting both body and soul. This move pierces Protect/Detect and does damage regardless.
Type: Ghost / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%
Aura Storm - Close Combat
The ultimate finisher, upon getting in close and pummelling her target at the cost of her own safety, Anna can quickly and violently release her imbued aura in an all-consuming, whirling storm of aura energy. Doing so has tremendous kickback - but few can resist such an attack.
Anna receives 1/2 damage dealt as recoil.
Type: Fighting / Stat: Special / Base Damage: 150 / Accuracy: 100% / Target: Single Opponent + 8 Metre Explosion / Energy: 20%
Type: Fighting / Stat: Physical / Base Damage: 30 / Accuracy: 100% / Target: Single Opponent / Energy: 5% / Duration: N/A
-Effects
Although significantly weak on its own, when chained after certain moves, it will become a variety of devastating new attacks. Chaining works the same way as any other combo (I.E. Force Kick + Chain Combo ~ Move) and uses up two turns to execute, however each move is executed one after another immediately, and the effects are calculated as two separate moves. Each move's individual statistics override the base when executed.
Usage Gap: 3 Rounds