Combat Mastery (Unique)

This unique skill allows a player to actually learn and master different combat-based techniques and moves. Combat Mastery can be seen as a shifting or variable slot. This means that when a player holds/equips a weapon, the slot changes, saying "Combat Mastery: [Slot Name]." Since weapons have regular and extra skill variations, the user of CM can only select one or the other. By default, regular skill slots are chosen first. To confirm the choice at a later date, a player must choose the skill type in his menu. Then a default set of three skills are given to the player: two one-hit strikes and one two-hit combo. To learn new sword skills, the player must practice an already made sword skill technique in regular motion and without system aid for a short amount of time. This will enable the player to select the skill. To unlock, the player needs to practice the skill correctly for a certain number of times, equal to the level at which the skill is normally unlocked. Only then will the skill be added for use. This means that Combat Mastery can basically allow a player to imitate and use moves from any regular or extra skill combat slot available in the game. As long as the user of this skill can see and practice a sword skill motion, then he can potentially acquire the skill. It doesn't matter what level the skill is either. Additionally, the main weapon slot the user has will be added with brand new and powerful skills depending on what level that slot was when CM got acquired.
A skill of this power will always come with drawbacks. Any Martial Arts skill the user has will be deleted and the skill slot wiped. It is replaced with new martial arts based skills that have to be trained up and unlocked, albeit at a faster rate. Another restraint is that this skill can only unlock 15 moves for each weapon type. Beginning at 0/1000, Sho automatically acquires three default sword skills: the basic two one-hit strikes and one two-hit combo of that slot. At 500/1000 or half mastery, Sho unlocks the ability to learn two more 1-hit skills and one of every combo skill for a total of 7 skills. After the usual time for training, Sho "masters" the skill and can learn at least 12 moves for each weapon. The skills learned must contain two techniques of every attack combo. This means that Sho will get two 1-hit strikes, two 2-hit combos, two 3-hit combos and so on until the 6-hit combo. Then any other skills he acquires can only be one hit attacks. Thus training still has to be done to get more attacks. That also means practicing to get the sword skills he wants to imitate. Each sword skill that is not the user's original sword skill has an increased cooldown time. This cooldown time is based on the number of hits multiplied by five. Thus at six hits the cooldown is thirty seconds. Finally, with the stance from Circular Flow and the Merciful Weapon passive provided, Sho has his attack power incredibly reduced and cannot kill a player by his own hands.
==Requirements==
This skill is given to the player with the highest martial arts ability, the greatest evasion and dodge rate. This skill also takes into play the maxed Martial Arts skill slot and the Dodge skill slot. It also also takes into account the person's real-life fighting ability without the aid of the system. The player must also have been the one to defeat the Sun Wukong boss and completed the entirety of the Path to Mastery quest line. It replaces their Martial Arts skill.
==Stats==
*Bodily Movement Speed: +200%
*Circular Movement Speed: +300%
*Direction Changing Ability: +200%
*Agility: +300%
*Dodge Rate: +300%
*Attack Speed: +120%
*Parry Rate: +150%
*Reaction Speed: +90%
*Cooldown Time: -50%
*Attack Damage [Normal]: +100%
*Attack Damage [Non-Weapon]: +200%
==Buffs==
*Pushing Hands - A passive buff that triggers when Sho is unarmed. Every hand attack induces a powerful knockback effect. Martial Arts and Combat Mastery: Martial Arts skills deal an additional 25% damage. 
*Combat Advantage - A passive buff that triggers every time Sho uses a new weapon. For one sword skill attack or combination, Sho regains back all of his lost attack power. This includes the attack power reduction from Flowing Stance. He also gains an additional 40% pierce power for that one skill. After the buff is used, Sho's attack is reduced again.
*Sea Sick - A passive buff that triggers every time Sho gets Unbalanced, Dazed, or Dizzy. Even if Sho blocked or parried the attacks that put on these debuffs, they will still be applied. Sho gains an additional 30% speed and evasion buff. In doing so, he uses the negatives to his own advantage.
*Recoiled Water – Whenever Sho is hit or struck in anyway by a sword skill or the effect of a sword skill, he will be blown back an additional 30 meters, added on to the impact that would result from the attack. Damage taken is reduced by 50% and any additional damage taken before he recovers on to his feet is reduced by 75%. The enemy is then debuffed for 50% of their speed for 10 seconds. Has a 20 second cooldown. Will not trigger on Close Evade, Forceful Evade, Skybound, or Bouncy Ball.
*Eight Diagrams - A max level Combat Mastery skill used for highly desperate situations when one is outgunned or outnumbered. For every enemy within his detection range, Sho gains a 5% boost in overall speed, evasion, attack speed, reaction speed, flow and fluid circular movement. He loses all of his attack and defense, and switches over to full evasion. Each strike on the enemy debuffs them for 75% of their overall stats. This skill is meant to disable the enemy and has a 1 month cooldown. Requires Flowing Stance to be activated.
* Merciful Weapon - A passive buff and debuff that activates every single time Sho wields a weapon. It increases the cutting, slicing, breaking, and physical body destroying potential of Sho's attacks with his weapons. Any damage reduction is still in effect, but Sho can fully tear apart a player, only doing small damage to their actual HP. The only thing he can't do is sever the enemy's head from their body. The debuff of this passive comes into the fact that Sho cannot actually kill a player at any point with his own weapons. Enemies will always have 5% health remaining.
==Skills==
===Two-Handed Bo Staff===
*Heavenly Light - (1-move) Sho slams his staff into the ground. The weapon erupts into brilliant golden light that Blinds, Dazes, and places Dizziness on surrounding enemies caught in the light for 10 seconds. It wipes him clean of any aggro, and he recovers 8% health. Cannot move for 3 seconds after. 
* Close Evade – (1-hit strike) A skill that deals minimal damage. Sho takes his staff and jabs it into the ground to induce a concentrated knockback that sends him and anyone nearby flying away 5 yards. Afterwards, he regenerates his health by 3%.
*Forceful Evade - (1-hit strike) A skill that deals below average damage. Sho takes the staff and jabs into the ground to induce a concentrated knockback that can send him and anyone nearby flying away 10 yards. Afterwards, he regenerates his health by 4%.
*Skybound - (1-hit strike) A skill that deals average damage. Sho unleashes the skill by slamming his staff into the ground. Direction can be controlled by how he does it. The biggest power of this skill is its immense knockback effect. It will generate a massive shockwave and can send Sho and anyone nearby flying a good 20 yards into the air or any direction he chooses. Has a 30 second cooldown as soon as the skill is activated.
*Bouncy Ball - (5-hit combo) Can only be triggered after Close Evade. After that skill ends, Sho can jab his staff into the ground again, to blow himself 5 yards away from his own knockback. He must do this four more times and can change directions at will. Purely evasive in its nature.
*Retreating Lunge – (1-hit strike) Sho slides back out of range and then thrusts his staff at the enemy’s chest. Depending on the foe’s weapon, he should outrange them with his staff. Can trigger Vorpal Staff.
*Tidal Strike – (4-strike combo) Sho steps in and crouches down to strike with the butt of his staff at the enemy’s legs. Dodges a face height attack with the crouch. Then leaps up and back to jab at the chest. Pivoting, Sho swings his staff like a baseball bat at the enemy’s head. This move is heavy and powerful with the ability to induce a 3 second stun. The last strike is a vertical smash straight down. A strong shockwave will be created and blows Sho away to trigger Recoiled water.
*Drop Down – (2-hit combo) Sho steps forwards to rapidly lunge at the enemy. As he does so, he drops into a split to dodge an expected attack. Then with a powerful slam, he thrusts the staff into the ground and pushes himself up, curls into a ball, and kicks out body sideways with his two feet while holding on to the staff. The first move can trigger Vorpal Staff and the last move generates a powerful knockback on the enemy.
*Pivot - (2-hit combo) Using his staff, Sho pivots out of the way of an attack. He then returns with two fast spinning smashes towards the torso.
*Evasive Strikes - (2-hit combo) A downward swing that targets the enemy's weapon arm followed by a swing from the other side to the neck. He then keeps going with the strong forward momentum, rolling to get out of dodge.
*Smart Roll - (1-hit combo) Initiates with a roll past the enemy. Sho then comes up with a diagonal upwards smash towards the torso.
*Limbo - (4-hit combo) Using his staff, Sho strikes left and right to knock away the enemy’s weapon. He then flips over the foe by slamming his staff to the ground, using the boosted skill to launch himself at a faster rate. Landing behind, he swings a two-handed strike at the head. Continuing his spin, he bends in a back bend and lunges back with his staff. Can trigger Vorpal Staff.
*Counter Spin - (2-hit combo) A skill that counters the skill of another player by spinning the other way and smashing them in the side. Sho keeps spinning around and out of the way while flinging his staff out in a wide diagonal swing downwards. Gets him out of range as well.
*Close Quarters - (14-hit combo) Sho initiates with a flip over the enemy. He leaves his staff implanted on the ground and starts off with a side kick followed by a hook kick. He then finishes the combo by using his dagger and sword, confusing the enemy with his circular movements. Triggers Combat Advantage and Center Point.
*Whirlwind Negation - (12-hit evasion) An evasive skill that provides a speed and evasion buff for 12 attacks. This allows Sho to successfully dodge and redirect up to 12 moves directed at him.
*Barrier of Wind – (24-hit evasion) An evasive skill that provides a speed and evasion buff for 24 attacks. This allows Sho to successfully dodge and redirect up to 24 moves directed at him.
*Hurricane Evasion - (36-hit evasion) His ultimate skill and an evasive skill. Sho gains an immensely powerful speed and evasion buff that allows him to successfully dodge up to 36 attacks. The last move is a retreating jump that strikes the staff at the ground and hurls him away with a mighty shockwave.
*Terra Form – (1-hit strike) A max-level skill. Can only be activated in the air. Sho automatically triggers Combat Advantage. Then he amps all of his energy and power into his weapon. Hurling the weapon towards the ground at unseen speeds, the attack detonates the earth, throwing out a sonic blast in a spherical shape. Highly powerful, can shred through armor, and with a range of about 25 yards, this move is his ultimate finisher. For each yard that he is up in the air, the attack does 1% more damage. Afterwards, Sho loses all of his attack power and 50% of his defense for 30 seconds.
===Martial Arts===
*Solar Escape – (1-move) Sho’s weapon erupts in a flash of light capable of Blinding and Dazing enemies for 3 seconds. He then bolts backwards for 15 yards, still facing the enemy and leaving behind 3 other flashes of light that can Blind and Daze for 1 second each. He also regenerates 5% of his health and drops to the bottom of the aggro list. Has a 45 second cooldown.
*Monster Teaser – (1-move) An opening technique. Sho sprints at high speeds for the target. It would appear as if he’s trying to achieve the first strike. A yard from the enemy, he skids to a stop and with a stomp, he bursts away, going as fast as he can. If the enemy utilizes a skill towards him, he gains an additional 30% attack. If the enemy uses a normal attack, he gains an additional 30% speed.
* Backwards Choke - (1-move) Can only occur when Sho is behind and with his back facing the target. Sho reaches back with both arms and using his shoulders, chokes out the enemy. This move can be prematurely ended by snapping the enemy's neck and paralyzing them.
* Cyclone Hook - (1-hit strike) Sho's signature move: he performs a back leg 360 hook kick, putting the entire power of his spin into the flat bottom of his foot. The move is immensely powerful and activates without lag time; with the Uninhibited buff, the move gains enough power to knock out the enemy if his/her health is 30% or less. Without it, Sho induces a Concussion, Weaken, Daze, and Delay status on the enemy.
* Advantageous Slap - (1-hit strike) Sho harshly smacks the enemy, dealing next to no damage, but inducing a 10 second stun. This skill then triggers the Uninhibited buff that is used by Cyclone Hook.
* Half-Hook - (1-hit strike) Sho performs a jabbing half-hook kick to the side of the enemy's face with his front foot. This move is extremely fast and guarantees a 3 second stun if hit.
* Scissor Legs - (1-move) This moves activates when Sho gets his legs around the enemy's neck. He twists with his entire body around to bring the foe down to the ground. Then he continues to choke them out. This move's twist is extremely fast and the choke is highly effective. Deals more damage when the enemy is past 50% health. 
*First Strike - (2-hit combo) An opening technique. Sho sprints at high speeds for the target. It would appear as if he’s trying to achieve the first strike. A yard away, he transitions into a slide tackle at the foe's legs, turning his entire kinetic energy into knocking an enemy over. Applies an Unbalance debuff of the opponent doesn't fall. The slide carries Sho past the enemy. Then using two hands, he spins back to strike at the legs with his weapon for devastating power. Will break the legs or cut right through depending on weapon type.
*Monster Vaulter - (2-hit combo) An opening technique. Sho sprints at high speeds for the target. It would appear as if he’s trying to achieve the first strike. A yard from the enemy, he leaps 5 yards over them and twists, sending two throwing knives at the nick between their shoulder and neck, hitting a major artery. Induces a heavy 20 second bleed that deals 3% straight damage every 5 seconds. Bleed cannot be stopped until it wears out.
*Circle Back – (2-hit combo) Sho uses his back leg to perform an inner circle kick to smack away an attack with his foot. Then using the new back leg, he transitions into a fast and powerful retreating jump back kick. This move gets him out of the way while attacking an open target.
* Misdirection - (4-hit combo) Sho dodges the first attack, circling around to the side and side kicking low at the hips. With then same leg he perform a half-hook to the face. Then he circles again and snap kicks the back of the enemy's knee. This staggers the foe backwards. Afterwards, he sends a hard turning kick to the head. Following his circle, he finishes behind then enemy and facing away, ready to trigger Backwards Choke.
* Flurry Kicks - (5-hit combo) Sho performs a low back leg turning kick, then a rib-level turning kick, a turning kick to the head and then a turning kick to the other side of the head with his other leg before his first leg touches the ground. This move is very powerful and deals double damage when the enemy is below 30%. The last kick is a sliding side kick to the chest.
*Fade-Away – (5-hit combo) Sho performs five rapid retreating jump turning kicks, aiming his attacks at the sides of the enemy’s weapon. This move moves back and gets him out of range while also allowing for attacks and parries.
* Shattering Roll - (5-hit combo) Sho blocks a hand attack and jabs twice at the enemy's armpit. He then grips the arm, punches again in the same spot and kicks the enemy's foot from under them while maintaining his hold. Finally, he rolls over the enemy's back, breaking the arm with his entire weight.
*Drop Spin - (2-hit combo) A skill that initiates with Sho dropping to the ground in a push up position. He then spins like a break dancer to sweep twice at the enemy. The momentum is then used to hurl him upright.
*Rebounding Fire – (6-hit combo) Sho jumps up and kicks with both feet. He then drops flat on his back and does the martial art flip upright. He can wait and roll before flipping and each move dodged increases his knockback force and attack by 5% up to 25%. After flipping, he attacks with two straight jabs for the face, one uppercut to the gut, and two straight snap kicks to the stomach.
*Twisting Wind – (4-hit combo) Sho steps and ducks underneath an attack to come up to the side and a bit behind the enemy. As he comes up, he backfists towards the back of the head and can induce a 2 second Stun. Then he twists with two flat knife hands and chops to the side of the head and the neck. For this move, the hands glow like Embracer and can cause a heavy Bleed. Finally, he gathers all that thrown force from his hands into a double palm strike to the back. Has the power of Pushing Hands involved.
*Advantageous Switch – (4-hit combo) Sho slashes diagonally left, right, and then left with his weapon in his hand. On the last slash, he lets go of the weapon on the way down, letting it either clatter to the ground or embed in the dirt. A dexterous burst of hand movement speed allows him to quickly draw another weapon and slash for the enemy’s throat. Triggers Combat Advantage and can trigger Center Point. The move is a trick as well for few would expect him to drop his weapon.
*Mirage – (7-hit combo) Sho slashes diagonally left, right and then left with his weapon in his hand. On the last slash, he lets go of the weapon on the way down, letting it either clatter on the ground or embed in the dirt. He then turns into a powerful back kick followed by a step-behind side kick and then a hook kick with the same leg. Triggers Pushing Hands and can trigger Center Point. A trick skill.
*Lopsided World – (9-hit combo) Standing in one spot, Sho blows out 3 extremely fast 360 hook kicks. The spins will then place a Dizzy debuff on him for 20 seconds, triggering Sea Sick. Staggering left and then right, he leans precariously to the right side to slash upwards. Then he takes a giant step forwards and sort of leans heavily to slash without looking at the foe. Pivoting on his front foot, he steps back and away to slash diagonally downwards. His next to slashes make him step in to slash and then step out again to the side. Finally, he finishes by striking at the foe’s legs, unexpectedly, and can apply a Dizzy buff for 20 seconds.
==Main Replicated Skills==
===Jian===
*Diagonal Downward Slash - (1-hit strike) Moving in a step-behind, Sho crouches down and slashes at the enemy's leg. 2 second cooldown, low lag time, and applies a 10 second Root and 45% movement speed debuff afterwards.
*Reverse Slash - (1-hit strike) A simple reverse grip slash at the throat.
*Vortex Dragon - (1-hit strike) A highly powerful and extremely fast lunge to the throat. Can cause Bleed and pierce right through.
*Upwards Retreating Slash - (1-hit strike) Steps back, leans and slashes at the enemy's face with the front hand.
*Quick Draw - (1-hit strike) A single skill that quickly unsheathes his weapon in an downward slash.
*Lunging Reverse - (2-hit combo) Steps rapidly into a lunge before stepping around with the back foot to lunge again but this time with a reverse grip. Can apply a bleed.
*Rising Crane - (2-hit combo) Steps into a crouching downwards step-behind slash before rising on to one leg to slash at the neck. Can apply a bleed.
*Advancing Dragon - (3-hit combo) Starts with a lunge followed by two extremely fast slashes to the throat. Applies Bleed.
*Dragon Cleave - (3-hit combo) Steps with the front foot to lunge. Transitions into a step-behind downward slash before using two hands to spin and slash mightily at the neck.
*Dragon Takeoff - (4-hit combo) Starts with holding one hand on a sheathed jian hilt. The sword lights up to fake a quick draw. The player than lunges forwards with a snap kick while also drawing the blade at the same time to perform a downwards carving windmill slash. This transitions to a step-behind slash to the neck followed by a rising two-handed slash across the stomach.
*Sparkle's Light - (4-hit combo) Slashes rapidly vertically, then horizontally then in an X-formation.
*Dragon Reversal - (5-hit combo) Begins with a reverse grip on the jian. Jumps forwards to punch then slashes diagonally upwards. Steps close to stab backhanded to the stomach then chest. Finishes off by vertically jamming the sword down through the opponent's foot or leg.
*Dragon Spike - (5-hit combo) Begins with two windmill slashes. Transitions into a downward slash at the legs. From the crouch, jumps up and spins, the sword slashing diagonally downwards. Then steps back and leans to strike at the enemy's head.
*Dragon Tail - (6-hit combo) Begins with a stepping lunge forwards followed by two rapid slashes. Sho then steps back into a crossing downwards slash to apply Bleed. From that position, he rises and spins, lunging forwards and stepping back. He then steps to upwards slash before transitioning into a spin to the back and slashing back down.
*Rotating Death - (6-hit combo) A series of fast paced steps with whirling windmill slashes. Extremely fast and completes in about two seconds.
===Deer Horn Knives===
*Bladed Hook Punch - (1-hit strike) A quick hook punch with the deer horn knives.
*Bladed Jab - (1-hit strike) A basic horizontal jab.
*Step Around Slash - (1-hit strike) A highly quick stepping slash that moves to the side and around while slashing with the front hand. Attacks the other side of the enemy's attack hand. Can cause Bleed. Max level move.
*Figure Eight - (1-hit strike) Steps in and around as the front hand weapon makes a figure eight to parry the weapon and then flow to slash at the neck. Can cause Bleed. Extremely fast move. Max level move.
*Slipping Wind - (1-hit strike) Sho steps in to a slashing attack and then spins downwards, slipping past the move as his back weapon hand spins to slash into the enemy's open stomach. He then pulls along to cause a heavy Bleed from the deep gash. Extremely quick and smooth. Max level move.
*Catch Kick - (2-hit combo) Triggers by crossing the knives to block an attack and reduce damage by 40%. Follows up with two mighty upward kicks to the groin. Each hit that strikes causes a 5 second stun and deals medium damage.
*Parry Strike - (2-hit combo) A simple stepping parry followed by a close range straight punch to hit the upper body and face.
*Tearing Wind - (3-hit combo) Steps in to parry a strike and hook the weapon down. Follows up with a downward slice at the arm to try and rip it off. Finishes with the other arm unhooking and punching the enemy at close range.
*Upwards Wind - (3-hit combo) Starts with a punch to the face then transitions to a crouch to punch at the hip and groin. Finishes off with a rising uppercut.
*Western Punches - (4-hit combo) Performs two quick straight punches followed by two quick hook punches. The hook punches can cause Bleed.
*Flurry Blades - (4-hit combo) A highly rapid series of punches with the deer horn knives.
*Furious Scissors - (5-hit combo) Sho steps in and performs two scissor slashes with the knives. He then steps around the enemy to send two rounding diagonal double slashes at the face and chest. He finishes off by plunging both knives into the enemy.
*Unbalancing Wind - (5-hit combo) Parries an attack with one blade as Sho steps in and then around to send a curved blade at the back of the enemy's neck by crossing and then spreading his arms open. The weapon that was parried is then lifted up as Sho switches his hand positions, stabbing down to the enemy's back in the same opening cross move. In this position, the enemy has lost most of his or her balance. Sho then decks the enemy to knock them over. If they don't fall, the follow up punch and double slicing lunge at the legs will still be initiated at close range.
*Swaying Willow - (6-hit combo) Triggers with a hook punch parry at the foe's weapon. Sho follows the spin to slice around with the other blade. He then steps around the enemy's feet to send two hooked blades at their hip to place a 10 second Unbalance. Follows up with a punch at the enemy's neck and presses forwards to even further make the Unbalance worse. With the blade still to the neck to control the movement of the foe, Sho stabs the enemy in the spine twice with a 25% chance each time to cause Paralysis. Finally, Sho finishes with a crouching downward slice at the enemy's thighs, hooking and pulling to force them to fall over.
*Treacherous Winds - (6-hit combo) Triggers with a stepping redirect with the knives. He then performs two simultaneous diagonal slashes down the enemy's body at point blank range. He then pivots so that he's behind them and slashes with the back hand at the back of the neck. He keeps spinning then to send a bladed back fist across the back. Stepping in again, he slashes vertically with both blades before leaping forwards to punch twice at the throat. All hits cause bleed.
===One Handed Dagger===
*Quick Lunge - (1-hit strike) A single skill that quickly attacks in a forward lunge.
*Shadow Stab - (1-hit strike) A stab to the enemy's back that deals up to 30% damage. Can only be done behind a foe. Defense stats still applies but the blow will most likely be between a chink of armor. Afterwards, user's attack and stealth is decreased by 40% for 30 seconds.
*Armpit Strikes - (2-hit combo) Two stabs at the enemy's armpits followed by a roll to the side.
==Known Users==
*Sho
== Trivia ==
* This skill is seen as mainly a PvP.
* The list above is not comprehensive. Sho has performed skills with other weapons, usually only with the first three default skills that are given. Since most of these are simple slashes or lunges, Sho does not really need to focus on the moves nor does he really care for their selection.
Category:Skill
Category:Unique Skills