Post by MG on Nov 25, 2009 12:34:47 GMT -5
Created By: Blake Hardman
Type 2 is the most well known speed style out there. Although it has many variations, there are a lot of things that each of them have in common. The only thing that separates them (excluding PT2) are the word limits. Let me explain.
Counters
In all counters, the block/dodge must come before the attack (also, because of the attack component, a name is required). The amount of words required is the amount of words needed for the attack plus the amount of words needed for the dodge. There has been some confusion that you can counter in T2 with 12 words when actually it's 14.
example: <Quickhand crouched below the left hook of Hiro and retaliated with a right hook punch to his kidneys>
Range
All T2 fights, aside from MT2, start out of range (unless participants want to start out of range). Whatever the word limits are for the attack is the same as the word limits for ranging. So for T2 it'd take 7 words to get in range.
example: <Quickhand shuffles into the striking range of Lance Ryan Williams>
Range and attack can also be done in the same post, which is known as advance and attack. The advance must come before the attack and the post must have the word limits for the attack and range combined. So in T2 it would be 14.
example: <Bob darts over into the range of Joe and leaps foot first at his head>
To knock someone out of range, you would combine the amount of words for a connect with the amount for ranging. So in T2 it'd be 17.
*If a fighter goes out of range twice, AAA is no longer enabled (unless the assailant has transformed).
*If a fighter is out of range and wishes to use a projectile, they have to range this projectile on top of prepping it. If they're only out of range once, AAA can be applied. If the fighter chooses to use two separate posts, they should specifically indicate that they're ranging the projectile and not just attacking with it. This avoids the defender misinterpreting what's going on.
3 ranges are equivalent to retreating from the battle without auto death.
Transformations
These are rarely used in speed styles but they are allowed. It takes five preps to make a single transformation. Once the transformation is complete, the transformed can do anything without using preps (except a one hit kill). This includes shooting energy beams, breaking bones, using weapons, and paralyzing.
They can also close the distance between themselves and an opponent who's two times out of range without the additional range.
To make a double transformation requires 10 preps (double transformation is like a saiyan going to SSj2). Once complete, one hit from the transformed counts as two points. A triple transformation requires 15 preps. One hit counts as three points and a word is subracted from the word limit. So for T2 it'd be 6-9-6 instead of 7-10-7.
The transformer can transform as many times as they'd like as long as they remember that an additional five preps are required per transformation, one word is substracted from the word limit per transformation after the second one, as well as the amount of points awarded per hit increasing. Transformations help defense as well. Once transformed, it takes two hits to equal up to one point for the person attacking.
For example, if it's Goku vs. SS2 Vegeta and the score is 0-0, Goku has to hit Vegeta twice before the score becomes 1-0. If Vegeta is SS3, Goku has to hit him 3 times for the score to be 1-0. This defensive upgrade only applies to the second transformation onward.
Attacks
The word limits for attacks depend on which T2 you're using. In all attacks, the attacker must state what he's attacking with, where he's attacking, and the target's name.
example: <Sam extends his fist into the direction of Bob's face>
Dodges / Blocks
Dodges and blocks are pretty simple. The only thing they require other than the right amount of words is what's being dodged or blocked.
example: Ryu: <descends from the heavens with an axe kick to Ken's head>
Ken: <lifts his forearm to block the kick>
Preps
Preps require the same amount of words that're required for the attacks and dodges. They're just a post where you prepare something. When doing numerous preps you can't allow yourself to be hit. If you're hit, all of the preps are cancelled. There's a misconception that if you're merely attacked while doing numerous preps then your preps are cancelled. This is not true; you must be hit in order for your preps to be void. Weapons require one prep, paralysis requires 3 preps, energy beams require 2 preps, and one hit kills require 6. In T2 each additional prep counts as one extra point which is the reason you are able to one hit kill with enough preps. For example:
-Channels some energy into his body now- 1 prep. 1 point, yet able to break a bone(other than paralyzing).
-Expels the energy outward as it leaves his body- Additional prep. Now the next connection if landed becomes 2 points.
-The energy moved for the head of Bob now- Attack
-The energy onto the head of Bob and he shot back- Connect 2 points instead of 1.
The more preps you have, the more points you can rack up.
Energy Beams / Magic
All energy beams or magic requires 2 preps and they count as 2 hits. If countered and sent back at the creator, the 2 hits still apply.
Paralysis
Paralysis is a good strategy to use when outmatched. It requires 3 preps and then the assailant would break his/her victim's spine, paralyzing them. Unlike magic, paralysis counts as 3 points. Once paralyzed, the victim can not attack or defend themselves. The only way paralysis can be reversed is with 3 preps from the paralyzed. However, since they can't defend themselves, how will they be able to complete 3 successful preps? I know how but I'm not telling.
Combinations
These are applicable in all speed styles aside from T2 and H4. The amount of words required are the words for a connection plus those for an attack. These are good to use because you can trap your opponent in a never-ending cycle of punishment. These combo's consist of the connection of an attack and the attempt of another.
example: Quickhand: <Extends his left arm towards the face of Kael, attempting a left jab.>
Quickhand: <His left jab connects with the face of Kael, busting his nose open and knocking his head back. He would then follow up with a straight right hand directed at his chin.>
Finishers
Even though they're not used much, finishers are the traditional way to end fights. They're challenging to do but once done you'll have a greater sense of victory than you would if you just got 5 hits.
Finishers are the sixth and final hit of a fight. To finish your opponent, you must land a prepped attack. The prep can be done at the beginning or in the middle of the attack. The finisher attempt must state it's a finisher. This is an example of a prep being done in the middle of an attack.
Quick: <uses his legs for power as he springs upwards with a finishing uppercut aimed for X's jaw>
<his fist would continue travelling as it approaches X's jaw> PREP
<his fist crashes against the jaw of X, shattering it and knocking the shards through his brain killing him>
Although it's called a finisher, you don't have to actually finish your opponent. You can do anything in the finisher connection. You just have to land one if the fight is declared as a death match. The only way to stop finishers is to counter them.
One Hit Kills
Require 6 preps, attack, and connection. After the finisher has been launched, the only way the target can get out of it is with a counter. If you are hit while prepping at all, then it voids all the preps and you have to restart.
Weapons
Require one prep to pull out. If you have a gun or a bow and arrow you do not need to keep prepping while in range. But if you are out of range you need to prep. Some people like myself thought that you needed to keep prepping for ammo, but that is not the case.
Revival
24 preps. 7 words each. Don't ask why.
Soul Steal
After someone has died, there soul can be stolen to prevent them from being revived. Requires 5 preps.
Defender's Law
Defender's Law states that if anyone is randomly attacked in a style of RP without first agreeing upon a fight, the person being attacked has the right to declare any style they want.
Type 2 is the most well known speed style out there. Although it has many variations, there are a lot of things that each of them have in common. The only thing that separates them (excluding PT2) are the word limits. Let me explain.
Counters
In all counters, the block/dodge must come before the attack (also, because of the attack component, a name is required). The amount of words required is the amount of words needed for the attack plus the amount of words needed for the dodge. There has been some confusion that you can counter in T2 with 12 words when actually it's 14.
example: <Quickhand crouched below the left hook of Hiro and retaliated with a right hook punch to his kidneys>
Range
All T2 fights, aside from MT2, start out of range (unless participants want to start out of range). Whatever the word limits are for the attack is the same as the word limits for ranging. So for T2 it'd take 7 words to get in range.
example: <Quickhand shuffles into the striking range of Lance Ryan Williams>
Range and attack can also be done in the same post, which is known as advance and attack. The advance must come before the attack and the post must have the word limits for the attack and range combined. So in T2 it would be 14.
example: <Bob darts over into the range of Joe and leaps foot first at his head>
To knock someone out of range, you would combine the amount of words for a connect with the amount for ranging. So in T2 it'd be 17.
*If a fighter goes out of range twice, AAA is no longer enabled (unless the assailant has transformed).
*If a fighter is out of range and wishes to use a projectile, they have to range this projectile on top of prepping it. If they're only out of range once, AAA can be applied. If the fighter chooses to use two separate posts, they should specifically indicate that they're ranging the projectile and not just attacking with it. This avoids the defender misinterpreting what's going on.
3 ranges are equivalent to retreating from the battle without auto death.
Transformations
These are rarely used in speed styles but they are allowed. It takes five preps to make a single transformation. Once the transformation is complete, the transformed can do anything without using preps (except a one hit kill). This includes shooting energy beams, breaking bones, using weapons, and paralyzing.
They can also close the distance between themselves and an opponent who's two times out of range without the additional range.
To make a double transformation requires 10 preps (double transformation is like a saiyan going to SSj2). Once complete, one hit from the transformed counts as two points. A triple transformation requires 15 preps. One hit counts as three points and a word is subracted from the word limit. So for T2 it'd be 6-9-6 instead of 7-10-7.
The transformer can transform as many times as they'd like as long as they remember that an additional five preps are required per transformation, one word is substracted from the word limit per transformation after the second one, as well as the amount of points awarded per hit increasing. Transformations help defense as well. Once transformed, it takes two hits to equal up to one point for the person attacking.
For example, if it's Goku vs. SS2 Vegeta and the score is 0-0, Goku has to hit Vegeta twice before the score becomes 1-0. If Vegeta is SS3, Goku has to hit him 3 times for the score to be 1-0. This defensive upgrade only applies to the second transformation onward.
Attacks
The word limits for attacks depend on which T2 you're using. In all attacks, the attacker must state what he's attacking with, where he's attacking, and the target's name.
example: <Sam extends his fist into the direction of Bob's face>
Dodges / Blocks
Dodges and blocks are pretty simple. The only thing they require other than the right amount of words is what's being dodged or blocked.
example: Ryu: <descends from the heavens with an axe kick to Ken's head>
Ken: <lifts his forearm to block the kick>
Preps
Preps require the same amount of words that're required for the attacks and dodges. They're just a post where you prepare something. When doing numerous preps you can't allow yourself to be hit. If you're hit, all of the preps are cancelled. There's a misconception that if you're merely attacked while doing numerous preps then your preps are cancelled. This is not true; you must be hit in order for your preps to be void. Weapons require one prep, paralysis requires 3 preps, energy beams require 2 preps, and one hit kills require 6. In T2 each additional prep counts as one extra point which is the reason you are able to one hit kill with enough preps. For example:
-Channels some energy into his body now- 1 prep. 1 point, yet able to break a bone(other than paralyzing).
-Expels the energy outward as it leaves his body- Additional prep. Now the next connection if landed becomes 2 points.
-The energy moved for the head of Bob now- Attack
-The energy onto the head of Bob and he shot back- Connect 2 points instead of 1.
The more preps you have, the more points you can rack up.
Energy Beams / Magic
All energy beams or magic requires 2 preps and they count as 2 hits. If countered and sent back at the creator, the 2 hits still apply.
Paralysis
Paralysis is a good strategy to use when outmatched. It requires 3 preps and then the assailant would break his/her victim's spine, paralyzing them. Unlike magic, paralysis counts as 3 points. Once paralyzed, the victim can not attack or defend themselves. The only way paralysis can be reversed is with 3 preps from the paralyzed. However, since they can't defend themselves, how will they be able to complete 3 successful preps? I know how but I'm not telling.
Combinations
These are applicable in all speed styles aside from T2 and H4. The amount of words required are the words for a connection plus those for an attack. These are good to use because you can trap your opponent in a never-ending cycle of punishment. These combo's consist of the connection of an attack and the attempt of another.
example: Quickhand: <Extends his left arm towards the face of Kael, attempting a left jab.>
Quickhand: <His left jab connects with the face of Kael, busting his nose open and knocking his head back. He would then follow up with a straight right hand directed at his chin.>
Finishers
Even though they're not used much, finishers are the traditional way to end fights. They're challenging to do but once done you'll have a greater sense of victory than you would if you just got 5 hits.
Finishers are the sixth and final hit of a fight. To finish your opponent, you must land a prepped attack. The prep can be done at the beginning or in the middle of the attack. The finisher attempt must state it's a finisher. This is an example of a prep being done in the middle of an attack.
Quick: <uses his legs for power as he springs upwards with a finishing uppercut aimed for X's jaw>
<his fist would continue travelling as it approaches X's jaw> PREP
<his fist crashes against the jaw of X, shattering it and knocking the shards through his brain killing him>
Although it's called a finisher, you don't have to actually finish your opponent. You can do anything in the finisher connection. You just have to land one if the fight is declared as a death match. The only way to stop finishers is to counter them.
One Hit Kills
Require 6 preps, attack, and connection. After the finisher has been launched, the only way the target can get out of it is with a counter. If you are hit while prepping at all, then it voids all the preps and you have to restart.
Weapons
Require one prep to pull out. If you have a gun or a bow and arrow you do not need to keep prepping while in range. But if you are out of range you need to prep. Some people like myself thought that you needed to keep prepping for ammo, but that is not the case.
Revival
24 preps. 7 words each. Don't ask why.
Soul Steal
After someone has died, there soul can be stolen to prevent them from being revived. Requires 5 preps.
Defender's Law
Defender's Law states that if anyone is randomly attacked in a style of RP without first agreeing upon a fight, the person being attacked has the right to declare any style they want.