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#SMOKIN' SEXY STYLE
dragonkid11 · 4 months
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Combo your way to a stylish victory
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shuttershocky · 1 year
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Not somewhat excited for the Musashi Musou huh?
Apologies in advance for going full bitch mode but I'm going to be honest, I need them to say it's not a musou first before I bother getting excited.
I mean it's Koei Tecmo so it's almost certainly gonna be another musou like Extella but please god please I've been waiting for a real Type-Moon hack and slash for years, I want something that has combat with actual bite. I want to be playing against a boss with a ridiculously diverse moveset I want to learn strict parry timings or string together SSS combos I want 5 enemies coming at me at once to be an actual challenge I want a servant battle to feel like it has all the weight of a duel between heroic spirits I want to look so cool while playing I hit record on my PC so I can upload clips to this blog like when I played Tales of Arise and saw the combo potential in that game
I don't care how exactly they'd do it I'd take anything in the vast lands in-betwen DMC and Sekiro just please please I want real combat I don't want another Extella I was so bored with Extella's combat
For once, JUST ONCE, I want a Fate game I play for the actual game design and not just for the story cutscenes. I want to see TM succeed in making real games beyond Melty Blood instead of me sheepishly linking new Fate/Extra players enemy move list guides because actually playing Tamamo's story for yourself is a masochistic exercise
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smokin-sexy-style · 1 year
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WELCOME TO THE SMOKIN 🚬 SEXY 💄 STYLE 🕺 TOURNAMENT 🏟️
SUBMISSIONS ARE CLOSED
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my main blog is @shurple btw >:0
This tournament is to determine WHO has the MOST swag in general. if a character can get a bingo (or tick 10 or more boxes, if a bingo doesn't work for them) on the bingo card below, they are eligible to be submitted!
only rules are
no real people (except maybe markiplier)
no ocs
keep it pg13
GOOD LUCK
THE BINGO CARD
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faleve · 3 months
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Is it bad that I got in to Devil May Cry through Spongebob memes? 😅 Because of that I was like, "I should get Devil May Cry 5." and then got really into it. :3
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drunkcodicier · 2 years
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Another warcom heresy announcement, another day without an Echoes of Eternity release date. Where’s my angery angel man siege book @ black library?
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i know i said ramen is the best food but sandwiches are also really good
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cerastes · 6 months
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Was thinking about the hypothetical Arknights action game stuff from awhile back again, what enemies/story characters do you think would make for some sick boss fights?
Oh, I like this one. Just to name a few:
Patriot: The first that comes to mind is Patriot, as an enemy that would push the game systems of an action game to its limit. In concept, I like to imagine it in the way the true final boss of Bloodstained: Curse of the Moon goes: You have your playable character, which I would like to say is Amiya for this case, and your big damage opportunities come from interference ran by Rosmontis clashing with Patriot and Rhodes Island Snipers and Casters barraging him by Elysium's instruction. Patriot is also perfect to load a ton of mix-ups onto by virtue of him being able to do both gigantic, slower attacks and barrages of quick lunges. He could be a setpiece boss and a straight up skill check boss in equal measures.
Bishop Quintus: Yeah, man's Yamcha as far as bosses go, BUT in the context of a character action game with tight movesets and mechanics, a gigantic tentacled boss that can spawn more and more tentacles from everywhere in the arena, has laser attacks, and was explicitly Devil May Cried for a while by Specter when she was literally air comboing it by leaping from falling rock to falling rock as she unleashed a Sexy Smokin' Style kinda beatdown on him? Yeah I would very much love to control an Abyssal Hunter in a fight against this thing.
Faust: Hear me out. In the context of a full on high impact high speed action game, Faust would be heaven to fight. Between the ability to shoot a hugely powerful bolt, the ability to turn invisible, the turrets, and imagining him hoping around for a stylish mix of melee and ranged combat, yeah, I'm a believer. I like to imagine a scripted part of the fight where he hides and starts charging a truly massive shot, with the Arts humming from the sheer power. In the arena, there's also a lot of his snipers to run diversion and make it harder to find him. Normal people will find him and hit him out of the charge. COOL people will find him, taunt to trigger a MUCH faster charge, and then use a counter to catch the supercharged shot and return it to him a la Nero Buster counters in DMC4.
Full Power Big Ugly Thing & Eunectes: Remember Full Power Big Ugly Thing? No, not the one running on emergency fumes and jury rigged power sources, the actual fully geared version, powered by the airplane engine? The one that sent Gavial flying into the sky Team Rocket style? That one, that one should be some sort of secret fight. An actual brickhouse of immense, unfair power, only for the gamerest of gamers to cut their teeth with, punctuated with a final, high impact duel with Eunectes herself as the burning wreck and the originium fires make for a makeshift ring.
FrostNova: Legitimately, I think FrostNova would make That Moment in an action game. That Moment, That Boss, the one everyone remembers. Her skill set and aesthetic is supreme, the way ice can be used for both style and gameplay, alongside the actual emotional beat of throwing down with FrostNova as her life literally evaporates. Creating ice weapons that break with each attack just to have another one ready for the next swing, diverse moveset, dangerous at all ranges, highly mobile due to sliding on ice, giving the player high mobility as well (I love when boss gimmicks also can be used by the player in some way), there's just SO much one could do with a FrostNova fight, it'd probably my dream fight if done with love.
Endspeaker/Amaia: The concept of an ever-evolving boss with multiple forms has so much potential, TOO much potential, it's hard to fill those shoes, but if you do, imagine. In my dream of dreams, each phase/form of Endspeaker would grow resilient and even develop specific counters to your habits, in the shape of better dodge maneuvering against specific, high usage moves, and even counterattacks if you use some too much. The best way to go about this boss is to actually use your whole moveset, and even then, you want to ration specific parts of it depending on the phase. Plus, the latter forms of Endspeaker/Amaia are legitimately wicked looking and I think would look eerie and breathtaking in motion, with all those flowing parts constrasting with its sharp, long claws.
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gigimarvels · 10 months
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smokin sexy style!~
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Happy 4/20 hope you're living it Smokin' Sexy Style!
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Smokin', Sexy, Style!!
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I forgot to take a picture of it but the pants don't fit. His whole ass hangs out. The molded plastic is that thick.
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Also are you fucking kidding me? Luckily Vergil doesn't have as much of a rubber outing and is just hard plastic so paint won't rub off on him at least. I'm just going to be super careful with my Hiei figure as they're both by asmus
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gauntletqueen · 1 year
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Have a nice day. May you have many Smokin Sexy Style combos and tons of Motivation
Thank yoouu! I will now believe whole-heartedly that "SS" rank in games stands for Smokin Sexy
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positivelybeastly · 5 months
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Just figured I should give you all fair warning - I'm about to try and blitz through everything I owe tonight, DMC Smokin' Sexy Style, so be prepared for post spam.
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Enjoy Hank in dungarees in the mean time.
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fostersffff · 10 months
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One edge that I think FFXVI has over Devil May Cry 5 is that- by nature- the vast majority of the enemies you fight are demons need to be killed because they are mindless evil entities that need to be eliminated. In FFXVI, many generic enemies are cocky human soldiers, and it's infinitely more satisfying to do a Smokin' Sexy Style combo on a dude who just called you a slur.
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vs120shound · 1 year
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STANDALONE DEBUT (SORT OF) FOR CANDY_REDXX
★ ★ ★ ★ ½ | Four-and-a-Half "Stars"
From Appleton755 (SFK) | ★★★
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Through a calm discussion amongst the staff at the ole VS120s Hound SF-content shop, we have agreed that this post does not constitute a true "repeat" alert. But we won't classify this photo compilation of Social Media smoking darling candy_redxx as a "debut." Why? How? Well, the last of these 7 photos (the bottom one, just above our narrative) is a repeat. It was the lead photograph in the debut of our series, 3 Darlings from tumblr I, which was posted here on vs120shound in mid-February. Why did we include it now and make it a "repeat" to some degree? Well, we are not going disclose the reasons we agreed upon in our private, internal deliberations. Privacy issues, you know. But we agreed that this is not a pure "debut" of Ms. candy_redxx for she did appear on this blog before. Added in mid-March 2023. And thanks to Appleton755 over on Smoking Fetish Kingdom (SFK) for posting there within the last few days (mid-March). Not a great ★'s rating for Appleton755 because that SFK contributor is new to us; could be great, could be decent; could be a flash in the pan. Gotta hand it to candy_redxx, though, she has a different look to her in just about each of these 7 shots. Rare quality of versatility. Amazing, really, that a hot, young sexy smoking woman can transmit a different vibe from her varied looks while being photographed. Photogenic, yes, but there is a quality or an attribute -- or an asset -- she posses that quite simply others do not. Not felt it, or sensed it, or seen it with any other SF model/SF entrepreneur/Social Media smoking darling. Hard for us to articulate, hard to pin-point. Difficult to explain. She is pretty. She is cute. She is sexy in her ways, with a smokin' body. But, we've got to see her in action, in a video, to determine her smoking virtues and style. Maybe that will come some day. In a cursory hunt, we could find but a two-second clip (on twitter) that revealed nothing about her smoking ways. She is 4'11" tall -- darn! smoking did stunt her growth! -- and smokes Marlboro Menthol 100s but we do see her with all-whites, too, here in this array. We will try to bring more of candy_redxx to you if (and when) we can. Again, you know the deal here on vs120shound about PROMISES ... we are NOT American politicians! Going to say she is "sassy" from giving the photographer "The Finger" in the lead photo. Hope you enjoy.
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legendsnjk · 10 months
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Smokin' Sexy Style
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grailfinders · 1 year
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Fate & Phantasms Viewers' Choice #13: Nero (DMC V)
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today on Fate and Phantasms we’re going for some Smokin’ Sexy Style by playing D&D as Nero Nolastname, that guy with the really cool theme music. Now if you’ll give me a sec, I have to smack my head against a wall a couple times to make sure I’ve completely forgotten anything about the Tulok video so this build can be original. as original as building an existing character can be, anyway.
okay, we’re back. that’s the magic of text-based fiction! so, Nero’s mostly an Ascendant Dragon Monk to get a collection of cool arms that also let him set up some ridiculous combos going, as well as a Samurai Fighter to improve his healing factor and take those combos to even sillier levels. finally, he’s a Fiend Warlock, because… that’s literally how his bloodline works. bang bang bang, pull his devil trigger, and so on.
Check out his build breakdown below the cut, or his character sheet over here!
Race and Background
I know Aasimar are traditionally ½ celestial and you’re only ¼ demon, but screw it, Fallen Aasimar. that gives you +2 Wisdom and +1 Dexterity, as well as Celestial Resistance to radiant and necrotic damage, Darkvision up to 60’, and Healing Hands so you can touch yourself for a little boost. seriously, he has a hand that does that. arguably he has a lot of hands that do that, but he has one hand made for it, is the point I’m tryna make. he’s also a Light Bearer for the light cantrip, and at level three his Celestial Revelation will teach him how to make a Necrotic Shroud. that makes him look all creepy, forcing a charisma save on nearby enemies or they get frightened. also, once per turn you can add your proficiency bonus in Necrotic Damage to an attack or spell. it’s not quite what it used to be, but turning into a pseudo-demon is still plenty fun.
finally, Nero was a member of a holy order of knights, but I’m also in the middle of making the faerie knights while writing this and so I’m sick to death of giving builds the knight of the order background, so Nero will have to make due with the Soldier background instead for proficiency in Athletics and Intimidation. video games are like 90% fighting anyway, right?
Ability Scores
first up is Dexterity- move fast baby, don’t be slow. after that is Constitution- devils are unsurprisingly not gentle- that’s why they cry. third up is Charisma, because that’s how you get magic from demons. (You also end a five-game-long blood feud in a single fight, which must be a high roll.) your Wisdom isn’t that great- I’m not knocking Nero’s vision, but when your theme music is constantly blaring everywhere you go it’s going to drown out a lot of noise. your Strength also isn’t anything to write home about- I know Nero can fling cars around, but we only have so many points and it’s not necessary for the build. speaking of things that aren’t needed for the build, Intelligence. you have a lot of robot hands, but you didn’t make ‘em.
Class Levels
1. Monk 1: if you want to run around in just a coat and not die, monk’s a pretty good choice. starting off, your Unarmored Defense adds your wisdom to your AC as long as you’re not wearing armor, hence the name.
you also learn some Martial Arts, letting you attack using your fists or monk weapons using dexterity instead of strength, and also dealing at least 1d4 of damage, which grows as you level up. no, you don’t start with end game equipment. finally, you can make an unarmed attack as a bonus action.
one last thing- you’re proficient in Strength and Dexterity saves, as well as Acrobatics to ride on your own hand easier and Religion because you’re the grandson of the guy people made a religion about.
2. Monk 2: second level monks get Ki points equal to their monk level per short rest, which you can spend to do cool demon stuff like dashing, disengaging, dodging, or attacking twice as a bonus action. you’ll also get more uses for it later as your devil breaker collection grows.
you also get some extra slick reaction times thanks to your Unarmored Movement. As long as you’re not wearing armor, you gain an extra 10 feet of movement speed, which also grows as you level up.
Finally, you can gain access to your longsword (once you have proficiency in it) using your Dedicated Weapon. If you spend a rest with a weapon that isn’t two-handed or heavy, you can turn it into a monk weapon.
3. Monk 3: At level three, your devil breaker arsenal explodes after you learn some new tricks from an Ascendant Dragon. Or demon, either or. Like any monk you can Deflect Missiles, blocking ranged attacks and possibly counterattacking if you reduce the incoming damage to 0.
More importantly you become a Draconic Disciple, giving you three bonuses. You can make your Draconic Presence known when you fail an Intimidation or Persuasion check, using your reaction to re-roll the check. Once you succeed this way, you can’t use it again for a day.
You can also make a Draconic Strike, changing the damage type of your unarmed strikes to acid, cold, fire, lightning, or poison. As far as I’m aware devil triggers usually only come in fire and lightning as far as we are aware, but there’s nothing wrong with staying flexible. you also get the Tongue of Dragons, letting you learn Abyssal for free.
Finally, you can use the Breath of the Dragon as part of your attack action, replacing one attack with a cone or line of energy of one of the types listed above, dealing two martial arts dice in damage to everything that fails their Dexterity save in the area. You can use this proficiency times per day for free, or by spending two ki points. Having to break your arm to use your most powerful attacks may be annoying, but you always have a spare.
so: lightning spread for Overture, fire line for Gerbera, fire spread for the Mega Buster, and probably poison spread for the Monkey Business. you have no idea how long those bananas have been sitting there.
4. Monk 4: fourth level monks get their first Ability Score Improvement, so bump up that Dexterity for better dodging and faster sword-swinging. you can also Slow Fall now, making it less risky to pull off those mid-air combos. you also get Quickened Healing, letting you patch yourself up as an action by spending ki points.
5. Monk 5: fifth level monks get an Extra Attack, making your combo game even better, as well as letting you turn those attacks into Stunning Strikes. now you can add a stun to your lightning punches to really start a symphony of pain. plus, if you juust miss an attack you can use some ki points to get Focused Aim, helping you bring up your attack roll by spending more ki points. dropping combos suck, don’t do it.
6. Fighter 1 your combo game is almost legendary enough, but it needs something… more. bouncing over to fighter will help. first, you get a Dueling fighting style, as well as proficiency with a longsword, to really crank up your damage. you could wield a longsword with two hands, but since ol’ righty’s busy not existing I’ll just assume you’re doing it with one.
you also get a Second Wind so you can heal up once per short rest as a bonus action. healing is good, especially when the alternative is death.
7. Fighter 2: second level fighters can make an Action Surge once per short rest, really giving you that smokin’ sexy style you’re known for. with this, your extra attack, and your bonus action, you can pile on up to six hits in a single turn, mixing between your sword, unarmed attacks, and maybe even some dragon breath if you want to mix things up.
8. Fighter 3: at level three you become a Samurai, kind of, giving you proficiency in Persuasion. that war in your family is going to take a pretty high DC check to stop, better start training now.
you can also use your Fighting Spirit as a bonus action for five temporary HP and advantage on all weapon attacks this round. so when you want to go all out, you can either go for flurries of robo-punches, or a revved up sword blender- as the situation warrants.
9. Monk 6: now that we’ve got your combos down, let’s get a lot cooler. your Ki-Powered Strikes make your unarmed attacks magical, because… yeah, of course they are, they’re magical robot arms.
also we finally get to the punchline with Wings Unfurled letting you hop on your robot arm and get a flying speed equal to your walking speed proficiency times per day when you use your step of the wind. I’d definitely say flying 90’ in a round was worth the wait.
10. Warlock 1: I’m sure a couple of you have noticed by now- we don’t have a gun! I mean we technically do if you want a hand crossbow from fighter, but that doesn’t really work with our monk stuff, so… let’s get one that leaves our hands free for fighting anyway.
as a Fiend warlock, you have the Dark One’s Blessing, giving you a more long-term healing factor. every time you take a creature to 0 HP, you get temporary HP equal to your Charisma modifier plus your warlock level. right now that’s only 2 every kill, but it’ll get better as we go, don’t worry.
you also gain Pact Magic, letting you cast a few spells every short rest using your Charisma. grab Lightning Lure for your first grapply hand, Hellish Rebuke to keep the pressure up even when its not your turn, Hex to really pile on the style, and of course, Eldritch Blast for your hand cannon. since we waited so long to get this, you can fire off two shots in an action now, or three next level.
speaking of…
11. Warlock 2: second level warlocks get Eldritch Invocations, and for once we’re not grabbing improved pact weapon right away. first off, Agonizing Blast adds your charisma modifier to all eldritch blast attacks, making your hand canon more of a canon. second, Grasp of Hadar means your blasts are pulling double duty, both as your gun and your grapplehand. once a turn, you can pull a creature you hit with Eldritch Blast closer to you by 10’.
there really isn’t another first level spell I want, but Witch Bolt is pretty consistent, especially given how easy it is for you to catch up to people.
12. Monk 7: now that all the pieces of your offensive kit are finally together, we can focus on defense a bit. now you know Evasion, making your dexterity saves one step better than most people’s. i-frames are just silly, man. also your Stillness of Mind lets you end effects charming or frightening you as an action. most demons are completely immune, and even if you’re only part demon it’s still a solid defense.
13. Monk 8: eighth level monks get another ASI let’s grab the Resilient feat to bump up your Charisma and give you proficiency in Charisma saves. I’m pretty sure you can’t get banished, but let’s make sure of it. it would suck to drag yourself all the way to hell for a fight just to get kicked back to the material plane.
14. Monk 9: ninth level monks get an Unarmored Movement Improvement, letting you run up walls and over water, as long as you end your turn somewhere solid. no word on if this lets you hop on enemy’s heads like Mario, but that sounds cool enough I’d allow it.
15. Monk 10: tenth level monks have a Purity of Body, which means you can’t be diseased or poisoned. you run around some pretty nasty places when you fight, best not to worry about the sewer water in your cuts.
16. Monk 11: eleventh level monks have an Aspect of the Wyrm you can activate once a day for a minute as a bonus action. this creates a 10’ radius aura that either makes you frighten a creature in this area once a turn, a minute per creature, or you can give your allies resistance to one of the five elemental choices from earlier. demons are tough, you are demon, do the math.
I know I said this was once a day, but you can also do it again by spending three ki points.
17. Warlock 3: okay, basics down, you’re tough as hell, you combo good- lets make the sword a little spicier. the Pact of the Blade makes your longsword magical, and you can use an action to summon it out of the ether. you can make the sword yourself, or turn any magical weapon into your pact weapon, your choice.
also grab Earthbind to drag flying enemies to the ground. you can go up to them, or they can come to you. again, your choice.
18. Warlock 4: for our last ASI, bump up your Charisma again for stronger shots, more health per kill, and to just look cooler when you hit stuff.
you also get Blade Ward for resistance to physical damage types for a round because god knows you didn’t have enough damage types to block, as well as Misty Step. I know you’re already fast enough that this barely helps, but flash stepping is still cool. that, and sometimes you don’t want to break a window to get in. you’re not Dante, after all.
19. Warlock 5: fifth level warlocks get third level spells like Spirit Shroud for the most spice a sword can handle. now you can deal radiant, necrotic, or cold damage on your sword, (none of which account for it catching fire, admittedly) and you slow enemies and prevent them from healing while in the area. it’s not quite witchtimey enough to be Ragtime, but there’s only so many levels we can throw into magic.
you also get an Improved Pact Weapon, finally, so you can use your sword to cast your spells, and it’s a +1 blade to boot.
20. Warlock 6: for our final level you get the Dark One’s Own Luck for the ultimate in protagonist powers- once a short rest, you can add a d10 to a check or save before you find out how well you did. some fights are literally just save after save after save, best come prepared.
speaking of saves, the best saves to make are the ones you don’t have to roll. grab Counterspell to make that dream a reality. I know Nero can’t completely negate attacks in game, so just chalk this up to his improbable dodging skills.
Pros and Cons
Pros:
so first off, the big one. you’re fast as hell, with 50’ of movement speed, the ability to run up walls, and you can fly. flying monks are terrifying, just look at how many tables straight up banned Aarakocras before they got nerfed literally into the ground.
you also deal good damage, a lot of it, very quickly, in a lot of different flavors. use hex or spirit shroud to add a little damage to every attack, then make six in a single turn while also switching up your damage type on every unarmed strike- it’s like a rainbow of pain. a painbow, if you will. if something has a weakness, you will know. if they have a resistance, you can avoid it.
speaking of, you have a lot of resistances, making you surprisingly hard to kill. you can block elements, holy and unholy damage, physical strikes- if you know what you’re fighting, you can fight it for a lot longer. on top of that, you can heal yourself in multiple ways, including when you kill something or when you’re about to kill something. which is 90% of the time.
Cons:
this build is pretty MAD, and I’m not just talking about the darkness of night falling around your soul. no, I mean Multi-Ability Dependent. we need dexterity for your sword and ac, constitution to not die, wisdom to multiclass, and charisma for your gun and grapples. that’s a lot, and its why we couldn’t get more fun punching stuff like Crusher to really sell your super strength.
you also have to manage multiple resources at once, most of which have some pretty tight limits. you’ve got three fighting spirits per day, plus 11 ki and two spells per short rest. Nero takes a pretty big brain to play, even if he has negative intelligence.
while flexibility is the name of your game, you do have a couple skills that require you to lock in what you’re doing ahead of time. if you use hex or spirit shroud you’re probably not going to use dragon breath for a while. if you use Aspect of the Wyrm you’d best know exactly what kind of enemy you’re going up against, or you just wasted your resistance. it’s not the end of the world since most of the time demons are either one-note or your dad, but it’s something to keep in mind.
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