
mechamaru ultra shield passive
when your character holds block, spikes protrude from the forearm.
players who do melee damage towards ultra shield and get blocked (like hitting it with m1s or unsatisfied) take a small amount of 1.5 damage

when your character holds block, spikes protrude from the forearm.
players who do melee damage towards ultra shield and get blocked (like hitting it with m1s or unsatisfied) take a small amount of 1.5 damage
Cursed Speaker (Base only character)
HP: 100
Scale: 1.0
Cosmetic: The player's chat bubble and victory flash is translated to onigiri ingredients (Top left chat is unchanged). The user is also equipped with a megaphone marked with the snake eyes and fangs
Cursed Speech (debuff): All moves that use this technique damage the user's throat, and they spit out blood. They are required to drink throat medicine to prolong themself in battle. Furthermore, when players block Cursed Speech, the animation is of them covering their ears
[1] Twist: 4 self-damage, 8 damage. Blockable, bypasses ragdoll. breaks a random appendage, either reducing blocking angle or disabling dashes
[2] Basic Martial Arts: The character's most important move needed to confirm his technique. 8 damage. Stuns long enough to either confirm Cursed Speech or hit front dash + m1. disables ragdoll escape, doesn't reset m1s
[3] Plummet: 5 self-damage, 10 Damage. Blockable, Bypasses ragdoll (after uptilts only). opponents are pushed to the floor. has enough stun to confirm a downslam or Cursed Speech. disables ragdoll escape (uptilts only). is not true after m1s
[4] Blast Away: 7.5 Self-damage, 15 Damage. Blockable, Bypasses ragdoll, opponents are pushed away. is not true after m1s
[R] Throat medicine: User heals 10HP
[G] "Explode!": 35 Self-damage, 40 Damage per explosion (three in total)
Example combos
True: M1x3 + Basic Martial Arts + Blast Away = 33 Damage
Evasive: M1x3 + Basic Martial Arts + Front Dash + Uptilt + Plummet + Twist + Blast Away = 59 Damage
I think for every character, picking up jet black is a huge blunder. Maybe its best for Hanami?
I chose either the most common combo you'll encounter or their actual highest true combo
True Combos
Gojo: M1x3 + Rapid Punches = 27.25 DMG
Yuji: M1x3 + Cursed Strikes + Black Flash (not chained) = 37.5 DMG (most commonly, but he can do up to 63.5 if he hits all 4 Black Flashes)
Hakari: M1x3 + Shutter Doors + M1 + Fever Breaker = 37 DMG
Megumi: M1x3 + Rabbit Escape (special Variant) = 24 DMG (can do 30 with timed Divine Dog)
Mahito: M1x3 + Focus Strike + Stockpile = 32 DMG
Choso: M1x3 + Flowing Red Scale (special variant) = 27 DMG
Todo: M1x3 + Elbow Drop (Boogie Woogie cancel) + Swift Kick = 32 DMG (most common)
Higuruma: M1x3 + Pressing Charges + Front Dash + Extended Swings = 36.5 DMG
Yuta: M1x3 + Severing Path + Rika Haymaker = 31 DMG
Kokichi Muta: M1x3 + Ultra Spin = 23.5 DMG
Naoya: M1x4 (Frame applied) + Decisive Strike + M1x3 + Bleedout = 43 DMG (common)
Nanami: M1x3 + Stabilize (special variant) + Cleaving Whirlwind = 32 DMG
-----note, Stabilize special variant's damage is NOT 12 even though it's supposed to be. It's currently bugged, and only does 8 (you can test this by putting 2 dummies next to each other, applying Ratio Point to one, then using Stabilize at the same time on both. They take the same amount of damage. Compare this to Interruption Damage, which does 12 and the Health bar is noticeably different
Ko-Guy: M1x3 + Clever + Crushing Jaws = 40 DMG
Yuki: M1x3+ Rising Rage (charged twice) = 34 DMG
Charles: M1x3+ Despair = 26.1 DMG
Haruta: M1x3 + Backstab + Ambush = 30 DMG
Mei Mei: M1x3 + Impetus Updraft = 22 DMG
Hanami (not sure if this is true): M1 + Surging Thorns + Root Grab + M1 + Defense Response = 39 DMG
Ryu: M1x2 + Unsatisfied = 24 DMG
Evasive Combos
i added the most consistent or common combos on top of the characters most inconsistent but highest dmg dealing combo. for example, choso's multiple downslams, hakari uptilt surfing into Rough Energy and Crushing Blow into Cursed Strikes bc these combos dont always work
Gojo: M1x3 + Rapid Punches + Twofold Kick + Reversal Red + Downslam + Lapse Blue + Limitless = 74.25 DMG (most consistent)
Yuji: Uptilt + Cursed Strikes + Black Flash (no chain) + Crushing Blow = 49.5 DMG (most common/consistent)
Yuji again: Uptilt + Crushing Blow + Uptilt + Black Flash = 67,5 DMG (bit inconsistent after Uptilts)
Hakari: Uptilt + Fever Breaker + Reserve Balls + Shutter Doors + Front Dash + Uptilt + Rough Energy = 70 DMG (most common/consistent)
Megumi: Uptilt + Divine Dog + Toad + Downslam + Nue + Rabbit Escape (special variant) + Divine Dog 70 DMG (most common) or 76 if Divine Dog hits the 3rd time
Mahito (he has lots, im not sure): Uptilt + Soul Fire + Stockpile (aerial) + Chainwhip + Uptilt + Body Repel (alt variant) + Front Dash = 67.5 DMG
Choso: Uptilt + Blood Edge + Supernova (special variant) + Flowing Red Scale (special variant) + Piercing Blood = 62 DMG (most common/consistent)
Todo: M1x4 + Swift Kick + Pebble Throw (combo extender) + Uptilt + Elbow Drop + Brute Force = 73.75 DMG
Higuruma: Downslam + Pressing Charges + Front Dash + Uptilt + Extended Swings + Justice Served + Judgment's Reach (twice) + No Escape = 75.5 DMG
Yuta: M1x3 + Resolute Slash + Veilstep (twice) + Revolve (once) + Severing Path (aerial) + Rika Downslam + Downslam + Rika Haymaker = 77.5 DMG
Kokichi Muta: M1x3 (uptilt possible but for some reason its inconsistent + Ultra Spin + Heat Emission (offloaded) + Ultra Cannon (held) + Heat Emission + Boost On + Puppet Barrage = 78.5 or 92.5 DMG if Puppet Barrage hits (depends on the terrain)
ill add more later
i would also change the money you get on kills
+5 for normal kills
+10 for a kill + unique finishers (i.e Yuji 4th Black Flash, Rika Throw Black Flash, High Elevation Elbow Drop. Reversal Red Interruption. NOT Cursed Strikes or Rapid Punches etc. which are standard)
+15 for making your enemy jump off the map or combat log *again, it wont count as a kill if they throw you off. you must willingly jump off by yourself*
the original burst was better. so tired of people 3rd partying and letting my enemy heal to full HP in seconds, or when they attack outsiders/ Dummy to farm burst. i know u can just not attack them, but also the window in which they have burst available after attacking someone is so long