I know this has been suggested before, but i believe that it could be brought to attention again. However this idea is just my thoughts;
While in advanced melee (inputting your attacks) you hold down the teleport button at any time, to make a teleport move (you must specify the direction whilst holding down teleport) this costs ki, when the defender must defend against the teleport he will need to input correct direction you inputted (like any other attack), if he fails he will stand there as you teleport behind him (your position depending on your teleport, up would be above left etc), and your next attack will either - always be a random arrow on his screen/or always hit. If the opponent guess's your teleport correctly he will dodge your attack and turn to face you. If a teleport is made at the end of the advanced melee round (the last attack before your opponent gets to attack) and you opponent fails to correctly input the corresponding arrow, you will teleport out of combat in the direction you specified.
Thats pretty much the rough idea of it, but i had another idea for teleport combo's;
Say if you put a heavy arrow before your teleport attack, and you hit with the heavy arrow (both teleport and heavy arrow must be the same direction) you will hit them in that direction (away from where you were fighting) to a certain point and teleport infront of them again, if you have any attacks left after the teleport you will have a greater chance of success with them to hit, if not the melee round is either over or your opponent gets some attacks against you. I thought that this would be rather fun, as at the moment you can kinda do it using simple melee, but your opponent has no chance to fight back and you cant advance melee them. This would also mean the advanced melee fights would be moving places, and not such a victim to awaiting beam spammers.
Anyhows, lemme know what you think of my crazy idea's =0
While in advanced melee (inputting your attacks) you hold down the teleport button at any time, to make a teleport move (you must specify the direction whilst holding down teleport) this costs ki, when the defender must defend against the teleport he will need to input correct direction you inputted (like any other attack), if he fails he will stand there as you teleport behind him (your position depending on your teleport, up would be above left etc), and your next attack will either - always be a random arrow on his screen/or always hit. If the opponent guess's your teleport correctly he will dodge your attack and turn to face you. If a teleport is made at the end of the advanced melee round (the last attack before your opponent gets to attack) and you opponent fails to correctly input the corresponding arrow, you will teleport out of combat in the direction you specified.
Thats pretty much the rough idea of it, but i had another idea for teleport combo's;
Say if you put a heavy arrow before your teleport attack, and you hit with the heavy arrow (both teleport and heavy arrow must be the same direction) you will hit them in that direction (away from where you were fighting) to a certain point and teleport infront of them again, if you have any attacks left after the teleport you will have a greater chance of success with them to hit, if not the melee round is either over or your opponent gets some attacks against you. I thought that this would be rather fun, as at the moment you can kinda do it using simple melee, but your opponent has no chance to fight back and you cant advance melee them. This would also mean the advanced melee fights would be moving places, and not such a victim to awaiting beam spammers.
Anyhows, lemme know what you think of my crazy idea's =0