Re: Different Opening Moves
Usually I go for either one of the two starting moves below - I find 'em to be speedy, painful, and few people manage to block them in time.
No. 1 - Dual Uppercut.
TURN 1: Hold all, extend shoulders and knees, contract pecs, ankles and abs.
TURN 2: Contract shoulders, extend hips, abs and ankles.
+ Very effective at countering an overhead thump or an attempted high block.
+ You can see fit to grab someone before the uppercut hits, or just try and smash their torso into the air.
+ A grab is usually best followed up with either a headbutt or a well-placed knee.
No. 2 - Deafening Smack.
TURN 1: Contract pecs and elbows, extend abs and knees. Holding all is optional.
TURN 2: Hold all, contract shoulders and elbows again, contract abs, extend ankles, set hands to grab.
TURN 3: Follow up with anything that will stop the opponent from stealing your arms.
+ If you prefer, you can hold all on the 1st turn and see what happens.
+ Depending on what the opponent's doing, the damage dealt by the slap to the ears varies madly - Anywhere between 1k and 125k.
+ It's usually a good idea to raise a knee on the second turn, then extend the pecs and knee on the third and watch as the enemy's chest is slammed into your foot.
+ Alternatively, you can contract the abs twice on the first two turns in an attempt to grab the enemy from under the arms.
- So there you go. Improvise on those two and see how much of a pummeling you can dole out.