Cursed Lands Advanced Combat Techniques

CLAC (Cursed Lands Advanced Combat) techniques are martial techniques developed and tested by the Dalmer military. These techniques are notable for several aspects that make them difficult to master and require a good deal of combat experience in order to receive clearance for their teaching. CLAC techniques borrow from a wide array of concepts, some are simply based on observation of natural behaviors (whistle hypnosis, foodstuff updraft), others rely on precise timing of controlled explosives (bomb parrying)  and others rely on super perception in order to function. Also, these advanced techniques base themselves on both a mixed usage of certain tools in combat.

## Disciplines

Discipline refers to a technique that doesn't require any specific tools.

### Whistling

Beyond its usage as a crypted communication vector, and a means of calling forth items and allies from the users inventory. Whistling is also a discipline developed by the Dalmer Military in order to conserve stamina and to neutralize robots.

#### **Whistle running**

Whistle Running is a technique that conserves stamina by concentrating on whistling while sprinting. The user has both hands clamped to its mouth to control its breathing and master its running rythm. This allows the user to run at a decent rate for extended periods of time at the cost of noise and looking ridiculous. Whistle running is also an intimidation tactic as the sound of approaching whistles and troops crashing towards a target is a frightening sight.

#### **Whistle hypnosis**

A technique used to disable a robot, by standing underneath a robotic enemy and whistling non stop, the robot will eventually freeze. The user can then run away from the confused robot.

Certain robots are susceptible to whistling ,which the machine incorrectly interprets as garbled tonal programming, and allocates too much processing power towards. While lengthy, it takes an average of thirty seconds for the robot to crash and reboot to a neutral disposition towards the user.

The tactic only works if there is a single robot to neutralize, as when multiple robots are nearby they interface and update each other, canceling out the whistling attempts to disable them. The technique only works if the user is out of sight of the robot, the best place is directly underneath the robot.

### Jumping

A seemingly innocuous physical capacity, the Dalmer integrate jumping into several CLAC techniques, the most common being jump canceling.

#### **Jump canceling**

Jump canceling is a remarkable technique destined to cancel parasitic residual kinetic force from two handed weapon strikes that causes overshoot. The user can combine several quick thrusts and jumps when it needs to recover. This creates a veritable barrage of strikes with even the most unwieldy of weapons, which usually Stunlocks the opponent.

This works by the kinetic energy being redistributed to the jump rather than the continuation of the strike movement. This allows much quicker recovery from a thrust or a swing from a heavy weapon. Jump canceling can be used offensively or defensively.

#### **Offensive jump canceling**

This more advanced jumping cancelling technique allows the user to perform a jump strike just after a regular swing. With this technique, the more practiced user can strike twice, deploy a bomb and ready a ranged weapon without the enemy having time to recover. This particular skill requires a good degree of coordination.

#### **Defensive jump cancelling**

The technique works by the user jumping and parrying during an enemy offensive combo. This combination allows the user to cancel an attack by jumping to defend using a shield. This makes a future offensive action much easier as it leaves virtually no openings for the enemy to exploit.

### Spin techniques

#### **Bow Spin**

A spin attack destined to attack enemies at extremely close range with the devastating spin damage usually reserved for two handed weapons. The spin is effective at countering most attacks. The spin allows the user to deal damage to targets immediately below and above with the same damage effectiveness. Another advantage to chain techniques is that skilled users can strike their target twice in a single spin, doubling their damage output when compared to regular spinning.

The technique works by transferring the kinetic energy of a two handed heavy weapon spin to a small weapon with a smaller hitbox such as a bow (hence the name) in a field around the user.

Another application for the technique is that salted elemental weapons conserve their properties when bow spinning, and the duration of the salts effects never dampen when transferred to the smaller weapon. These are known respectively as the Cryo, Pyro and Electro chain.

#### **Spin Return**

By performing a forward spin, the user can sometimes hit an incoming projectile and reverse the kinetic energy to strike the enemy with its own shot. This even works when the shooter is behind, as it is more a question of timing than angle.

#### **Chest summoning/Multi electric arc cyclone**

Used to generate a deadly electric field.

### Physical techniques

#### **Sneakstrike Looping**

This technique uses SPF to have the user sneakstrike then frontflip above the enemy to the front and wait for it to turn, only to sneakstrike again. Jump canceling is also used to increase striking speed.

#### **Ragdoll**

A little known technique is the ragdoll, which is the practise of causing self harm to trigger medbay shielding, which makes the user physically invulnerable as long as the ragdoll lasts (ie. not using any muscles). This can be useful for example to avoid explosive damage as the detonation begins. This technique is also used to safely deploy explosives in a heated environment that would set them off immediately, making it a viable defensive solution.

### Tool techniques

#### **Rear boomeranging**

Combat boomerangs have the unique property of being able to hit an enemy’s weak spot found behind it. The user can also create a defensive circle around itself using a boomerang.

#### **Glider Strike**

By striking from the sky to the ground, activating the chute then resuming the strike a user can perform the strike with all the pent up kinetic energy without risking fall damage.

#### **Unicycle tricks**

The unicorn cycler is a summonable bike that can be used strategically to cancel charges at the last minute, ensuring the enemy cannot easily access the user. Other uses include using the unicycle as a forward platform to board the target or use SPF to fire several shots at it. Using the burnout feature, the Unicycle is used as a projectile to set off traps and explosives the enemy could have positioned.

#### **Magnesis target denial**

Magneted items block robotic line of sight and targeting systems. Leading to the robot being confused by the item, aware of the target behind it but unable to fire. Most other races and creatures are terrified of magnesis, due to it resembling magic. Making them easy targets for sneakstrikes during their panicked escape.

#### **Magnet Jump**

By standing on a metal object and activating magnesis, the user will be propelled in the air, allowing SPF activation.

**Combustion updraft**

By setting certain foodstuffs alight, a powerful updraft is created that can be exploited by riding the thermal and dropping suddenly to trigger super perception fluid in an individual. Particularly useful when there is no high ground to jump off of or grass to set alight nearby. The best foodstuffs to set alight are certain peppers and mushrooms. If there is time, a permanent 4 wood bundle installation ensures long lasting updraft for the user. This is commonly used by skirmishers, scouts and spies as a quick exit strategy.

## Combat Techniques

### Flurry techniques

#### **Flurry Warp/ Flurry Locking Technique**

Consists of a flurry rush, executed by jumping over to the enemy.

The method is using the traditional SPF trigger when high enough to enter the state. It triggers the flurry rush and allows the user to jump to the enemy. Before launching the user must simulate the movement to throw their weapon, hit an enemy with said weapon or take a shield hit prior to execution.

While useful, the technique is limited to the range at which the user can lock on for melee combat.

Activation phase: blocked bomb damage, shield block

The technique will lock on to: targets that land a melee attack, that land a melee attack on a shield or a target that the user lands a melee attack on.

However, the ability doesn’t work on enemies that hit with a projectile, enemies hit by projectiles and enemies holding a bow before being struck.

The user will flurry whichever enemy it has "flurry locked" regardless of which enemy it is targeting. The flurry lock is reset after a flurry is performed (regardless of if the user lands any hits), so re-locking is necessary to jump back to a specific enemy. Getting hit by a melee attack by or landing an unshielded melee attack on a new enemy will lock on to that enemy.

#### **Flurry combo**

An alternative technique uses the flurry combo in order to repeat the action over and over without the possibility of the enemy recuperating.

### Shield Techniques

#### **Shield switch**

This technique is the use of a parrying strike to stun an enemy then quickly dropping or switching the shield in order to recover for a strike before the enemy recovers from the stun.

#### **Shield stomping**

This technique is used to inflict damage on an enemy without leaving the cover of a shield. The user performs a somersault and lands on the targets head while on the shield. This technique is mostly ostentatious and is only practical in one on one combat.

#### **Skew Storing**

By jumping and falling backwards while surfing the kinetic energy can be stored within a shield. This allows the user to propel itself much higher when needed. The shield can only store one jump at a time however, which is unleashed when the user takes off the shield.

Using this technique on a sharp incline can create an effect where SPF is triggered while on the ground, allowing for greatly increased accuracy for the user.

#### **Crouch canceling**

This technique in conjunction with a bladed shield allows for very fast crouched shield bashes.

#### **Kinetic charge shield**

Stores kinetic energy to be released as a shockwave. Users shield surf to store skews by bouncing on enemy heads to launch themselves into the air.

## Bomb Techniques

#### **Defensive bomb parrying**

This technique is used to negate all kinetic based damage the user may receive. It is commonly used to deploy an explosive and activate it while the shield is active, sending all of the destructive force outwards towards the enemy. The technique is also used to negate fall damage. The technique works by spam activating the energy shield but not to full activation. This allows the user its protection and the ability to use bombs as a force projector. The force projected isn’t deadly, but will stun even the strongest foes.

#### **Semi offensive parrying**

While regular plasma bombs are usually used for this technique, regular handheld explosives can also be used to create a larger defensive wall with greater damage output.

#### **Protective bomb parrying**

The force projected can be used defensively as well, to push the user away from harm.

#### **Acrobatics bomb parrying**

The user unleashes a bomb underfoot and detonates it to propel itself higher. The low damage of the bomb is often a non issue compared to the airtime achieved with the explosion.

#### **Repulsor bomb parry**

Different in execution, this technique requires the user jump deploying a bomb and striking it with a shield. The bomb is detonated before parrying making this technique more advanced and dangerous. Its low damage and looping opportunities make the repulsor bomb parrying a useful tool for neutralizing powerful enemies and dispersing hostile groups.

#### **Bomb parry edge stun**

By ensuring the target is hit with the farthest explosion point of the plasma bomb, the target will be stunned.

#### **Bowling Bomb**

Using a leaf blower a user can propel a round bomb forwards. This is useful for tall enemies with wide arching legs and strong defenses.

## Elemental Techniques

#### **Freeze Chain**

The freeze chain creates an inescapable loop of freezing over an enemy combatant while slashing at it with the sword, and is near unbeatable in single combat. To preserve durability, stamina and time, the enemy must be grounded before enacting the chain for maximum effect.

#### **Freezeflash Chain**

The freezeflash chain is an advanced technique of freeze chain technique that doesn’t allow the target to break free from its ice shell between strikes. This technique is difficult as timing is paramount, but yields triple damage to the target.

#### **Fire chain**

The fire chain creates a medium ranged wall of fire around the user that continues to burn and grow as long as the loop is continued. The fire chain is used next to fire sources to fan the flames and create a defensive brasero. If no sources of fire are present, the user can use fire chuchu jelly, or start a bushfire. The user must have a means to escape because as soon as the spin ends, fire damage will resume.

#### **Thunderdome Chain**

The thunderdome chain uses the same principle to create an inescapable loop of electric domes generating around a thunderblade striking a metallic or watery surface. The user has to position a large metallic object into a corner and strike it repeatedly without letting it escape due to the strikes. Unlike the freeze chain, the thunderdome is useful against groups of enemies. Usually to use the thunderdome a chest is warped/summoned and positioned into a corner and the enemy left to approach before executing the lethal technique.

#### **Drench Loop**

Another version, the drench loop, uses the same thunderdome technique but against a soaked enemy, recreating the looping thunderdome. Drenching is done via the use of a chuchu jelly, popped onto the strongest enemy in preparation for the strike.

#### **Chain hazards**

Chain maneuvers are complex in execution, leading to few who master the chain technique as ranged weapons will make quick work of a chain.

The ability is also restrictive as it requires specific weaponry with naturally low durability, high stamina, doesn’t work effectively on all enemy types and often requires some preparation makes the chain ability a difficult sell for the training it requires. It remains to this day a niche technique.

#### **Elemental Ignition**

By halfstriking and dropping an elemental weapon, its charge remains positive.

Using a thunderblade in conjunction with a dropped metal shield creates a permanent live wire trap. This is particularly useful against larger foes or when creating bottlenecks. These electric traps can also be used in conjunction with a cluster of jellies for a wider ranging trap. Ideally, metal surfaces are the best option for these traps. A particularly cruel technique is “roasting” the enemy using a portable fire.

Using a fireblade creates an ignition field, setting aflame anything in a small field, and creating an endless auto sufficient fire source.

These methods are useful for farming resources and equipment from other races that have known spawn points.

#### **Ignition canceling**

Blizzrods when struck can cancel most incoming fire based attacks and vice versa. Jellies can also be used to this effect.

#### **Flashfreeze Tech**

Technology that freezes the humidity above water to create a strong ice square column. The technology is based on SPF readings, meaning activating SPF will cause it to create the ice faster. In the end, personal catapult systems and traps are created this way. This leads to Unicycles being launched into the air, and its rider paragliding to the surface from several hundred meters.