Hello, I'm sure you new players has seen PvP Rooms named: Rules S6 in it's name.
For your explanation, I will try my best to explain what S6 rules contains.
But before that, I'll say this. This set of rules was forged from 2009 to 2015 of current date, by the guild CrossOrder that had a big influence over gPotato.Eu PvP community.
It can be extremely strict and seem like a handicap, but the true purpose of it. Is to balance each class and skill, and make what is really difficult to make a play out of, into something more rewarding than a simple catch, leading to the strongest combo.
To differentiate the difference between skilled players as much as we can, we created these rules.
Keywords/Terms & Dictionary:
Now every class may have their own specific rules, but this is applied for every single class.
All of these rules are created under the quote of:
These general rules are as following:
For your explanation, I will try my best to explain what S6 rules contains.
But before that, I'll say this. This set of rules was forged from 2009 to 2015 of current date, by the guild CrossOrder that had a big influence over gPotato.Eu PvP community.
It can be extremely strict and seem like a handicap, but the true purpose of it. Is to balance each class and skill, and make what is really difficult to make a play out of, into something more rewarding than a simple catch, leading to the strongest combo.
To differentiate the difference between skilled players as much as we can, we created these rules.
Keywords/Terms & Dictionary:
Chain
A chain is where one uses a skill that can (Knock/Launch) and connect another skill out of those knock and launch before they recover.
(In most cases, these chains can be broken out of or countered)
Debuff
This term is self explanatory, any skills or attacks that can cause slow/reduce ATK and the sort. Is not allowed to be used in the same combo alltogether.
Diagonal Dash
This type of dash, is executed by some attacks and post-animation such as skills by holding the direction you want to go, then tapping up/down twice.
This is by no means disallowed on the server.
Faceroll
This term is an indication of whenever someone attacks you disrespectfully with a long combo simply by following wherever you roll and not letting you go.
This can easily be mistaken with "Roll prediction" this is where a player is moved to where they predict your roll before you have even performed half your roll.
Snake dash
This is a bug exploit that requires no skills and is stricly disrespectful to our players and myself.
If you wish to do this, then meet your consequences.
Combo
A combo is a set of skills used in an order which is normally un-escapable
Chain combo
Do not mistake this for chain combo feature on dragonica. We do not have this here.
A chain combo is a more difficult process of a combo that relies on how the enemy moves and how you chains your skills.
It is escape-able and counter-able if you know how to deal with specific chains.
A chain combo always starts out as a chain, then tricking you into a knockdown/stun. Leading into a different variation of a combo
(A rather respectful opponent may use this more often than a combo)
Clash
A clash is when one or another performs a catching skill, but gets knocked/launched/flinched in the process but still hits the target with the catch.
When this happen, a respectful way of handling this is by letting each other go without dealing much damage. A simple boomerang/shuriken/bear/launch/knock afterwards should not be disrespectful in any way.
Easy Catch
An easy catch is a term for catches where you spent very little effort into catching an opponent. Most cases is where an easy skill is used. Or an opponent is stuck in an animation/combo that has failed leading them to be an easy target.
A respectful way of handling this, is simply not shoving all you have into their face.
Horizontal Lines
When you PvP I'm sure you notice you stick to 1 line that you will mostly dash left and right and stick to it with your enemy.
If you stick to 1, you have the Horizontal Line Curse
For recommendation, you should stick to 3 or more. Dash up and down ya know.
Half Step
If you have 3 horizontal lines, each one of them has a gap of 1 dash up or down.
A half step is creating 5 horizontal lines out of those 3. Mainly when you can't walk, this is a powerful trick.
You start dashing up or down, then half way through use X attack to stop before you get to the outer lines.
If enemy is in the middle line or outer, they will most likely not hit you if their skill goes straight.
Half step can be done with diagonal dash aswell.
General Set of Rules:
Now every class may have their own specific rules, but this is applied for every single class.
All of these rules are created under the quote of:
By all means this does not mean lock or any of the sort. All the combo's still follow the server's "DMG of MaxHP %" per combo.Easy catches deserves less damage. But
Difficult catches deserves max combo damage.
These general rules are as following:
- Do not snake dash
- Do not bug exploit
- Follow the damage per combo quota
- Adjust your damage depending on the difficulty of catch
- Do not use item/skill that heals you
- Do not use anything that will make your opponent miss intentionally
- Do not perform a max combo damage with an easy or medium catch
- Do not shove shit loads of damage into faceroll
- Have some time spacing between combos
- Do not use a debuff and a combo at the same time.
- Do not escape a difficult catch combo with escape skills such as moonwalk/burrow/barricade example in a netbind
- Do not walk more than half a dash before using a skill. Well it will intentionally happen alot, but refrain from it. It's disrespectful and a easy way of aiming skills.
- Do not use more than 1 X attack to cancel enemy motion or for motion cancel.
- Do not catch with multiple X attacks. I didn't change adrenaline for that.
Last edited by fshnchps on Sat Aug 08, 2015 11:36 am; edited 5 times in total