
What is B.S.E.?
It's a very simple yet fun idea, you will be given a sequence of moves and a ”special element” that must be performed in a combo. The combo is being performed by ONE stickfigure against another stickfigure. The special element can be anything from superpowers and special weapons, to different environments and music synchronization.
An example:
Combo: Punch, Punch, Kick, Kick, Kick."
Or "Punch, Kick, Throw.
Special element: The combo must be performed inside a wind tunnel.
The combos will become more advanced the further on down the competition. The final round will always have the longest combo of them all.
How many rounds?
There will be 10 rounds, each one will last 2-4 weeks. No rounds will be shortened or lengthened, even if everyone finishes their animations early, or most people don’t finish on time.
Length?
There will be NO minimum length. However, obviously, length may act as a catalyst for getting more points, which will be distributed for actual animating skill.
Can I miss a round?
You are allowed to miss out rounds and you are allowed to join this competition at any round you want, although this will obviously affect your overall score.
I'm finished!
At the end of the 10 rounds a winner will be chosen from the highest overall score, and an award will be given to the highest scorer of every round. The top mark for each round will be 10, your end score will obviously then be out of 100.
Let's get into the action!
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Combo for this round!
Kick, Throw, Kick, Punch, Uppercut, Jab, Jab, Jab, Knee, Counter-Back Hand, Punch, Elbow, Elbow, Elbow, Punch, Side Kick, Side Kick, >>FINISHER <<
Counter- grab, knee, takedown, grab**counter- Eye rake, sweep, Rear Naked Choke, Dispose of the body.
What's the part red of the combo?: You'll perform your normal combo until the finisher, but if you want an addition of 1.0 points you may continue the combo adding the red combo before the finisher!. This is an optional thing, but if you want a +1.0 point for your average score of this round, you're free to take it!.

Special element: The combo must be performed in a room with spawning traps! (the room must have at least 3 traps already spawned before the combo starts
*The traps must spawn each 5 seconds
DUE DATE: August 1
Countdown!!
Yeah this is a hard combo and a hard element to execute!!, I wish you the best of lucks!.
Description of each hit listed on the combo
Kick- Your basic forward moving kick attack.
Throw- Grabbing and throwing the victim in such a mannor that causes their entire body to come off of the ground.
Punch- Your standard forward punching attack.
Uppercut- Your standard verticle punching attack. More effective than the normal punch.
Jab- Quick, short forward moving punches. Less effective than the normal punch.
Knee- The act of striking an opponent with the knee.
Back Hand- The opposite of a slap. The arm will be straight, fingers extended and joined. The arm moves in a swinging motion as a single unit such as the blade of a sword, striking the victim with the back portion of the hand rather than the palm.
Elbow- The act of attacking the victim with the elbow portion of the arm.
Side Kick- A powerful kick. During execution, the entire body turns towards the opponent with the swinging leg, thus giving it more momentum and power.
Grab- The act of grabbing an opponent in an way using the hands.
Takedown- The act of forcing the opponent to the ground by any means necessary. Examples would include a body slam, tripping the opponent by using their body weight against them by knocking them off balance, a heavy push, etc.
Eye Rake- The act of gouging out ones eyes with the fingers. The objective is to scratch the eye causing it to bleed, effectively blinding the target.
Sweep- A leg to leg attack. The leg should be full extended and move as a unit such as a sweeping a broom. The leg will come into contact with the victims leg, pushing it in such a mannor that would knock them off balance thus knocking them to the ground.
Rear Naked Choke- A blood choke, used to execute an opponent. To perform a rear naked choke, approach the enemy from behind, wrapping the dominant arm around their throat in such a manner that you grab your opposite arm bicep. With your free arm, place your palm on the back of the opponenets head, pulling backwards as you constrict your choking arm around the neck. Check Reference >>......https://www.youtube.com/watch?v=LppnEfRoFIM
Dispose of the Body- After the rear naked choke has been successfully performed, the attacker will use any of the active traps remaining in the room to dispose of the corpse. Examples would include throwing the body into a grinder, saw blade, or land mine. Be creative.
Q & A!!
Quote from FL-Nordin2 question:
1. I assume that the sticks can trigger the traps between each hit from the combo whenever they want?
2. if one wants to perform the 1.0 (extended) combo then the combo would look like this right?:
Kick, Throw, Kick, Punch, Uppercut, Jab, Jab, Jab, Knee, Counter-Back Hand, Punch, Elbow, Elbow, Elbow, Punch, Side Kick, Side Kick, Counter-grab, knee, takedown, grab**counter- Eye rake, sweep, Rear Naked Choke, Dispose of the body.>>FINISHER <<
1- Yeah they can trigger them as long as 1 trap appears somwhere each 5 seconds (whether or bot gets triggered) is ok.
2- count the "body disposal" as a finisher, if you want to do the extra combo do as you listed but don't count the finisher you added at the ending, if not just animate the combo normally till the finisher.
~Camila
Quote from ReconcileDoes it have to be exactly every 5 seconds? Because that means there'll be a lot of traps inside the arena. welp
If you start the animation off with a spiked pit trap, a saw blade trap, and a shooting arrow trap, all active, then every five seconds a new trap would be introduced on top of the three active ones that you have.
Here, just for you and anyone else so there is no confusion: http://www.hyunsdojo.com/dojo/2082/
~Arch-Angel
Quote from Frost10114Could a trap disappear? For example I'm gonna use a laser beam as a trap, It would look like one if I made it stay there, It would like it hangs.
When you think on a trap, spikes and lasers come to your head, but as long as it hurts a stickman it can be considered a trap, and of course if it's a laser or a bomb, it can dissapear after it's activated.
~Camila
Quote from pyrosamuraiDo the traps necessarily have to hurt the sticks or can they be beneficial too? Say a trap spring bounces one enemy into another allowing them to land a hit.
Is ok then pyro!, as long as the trap can intervene with the combo in some way, go for it.
~Camila
Quote from Op34
so the extra moves can be place anywhere or like organics in the combo Like
Kick, Throw, Counter- grab, Kick, Punch, Knee, Uppercut, Jab,...........
No. The optional part at the end to get a bonus score is an extended version of the original combo. You cannot alter the order.
~Arch-Angel
Quote from PoxDo the 3 traps need to be visible from the start of the animation?
Like if I have mines do I need to actually show that the mine is there or can I just show an explosion?
Since is a requirement I'd recommend you to make them visibles, and if they're mines, just draw a grey dot or something on the floor.
~Camila
Quote from FL-Nordinif we want to fade the screen out slowly or something, after the finisher, do we still need to spawn traps?
I would say no, because there is no longer any reason for them.
~Arch-Angel
Quote from _SAVY_is it a problem when the traps spawn faster then 5 seconds but still never more then 5 seconds
Traps can spawn faster than five seconds, but no later than.
~Arch-Angel
Just realized Pox's question is similar like Pyro's on the frontpage (missed her "intervene" word). Well, for the sake of making it clearer,
Quote from PoxDo the characters have to be affected by the spawning traps?
The characters should interact with the traps. The reason it isn't in the combo is to allow more flexibility for you all to be creative.
~Arch-Angel
Entries!
Entries | Judge 1 | Judge 2 | Judge 3 | Final Score |
FL-Nordin | 9.3 | 8.5 | 10.0 | 9.3 + 1.0 = 10.0 |
SJT15 | 7.7 | 7.5 | 7.0 | 7.4 + 1.0 = 8.4 |
PivotBlimp | 8.9 | 7.0 | 6.0 | 7.3 + 1.0 = 8.3 |
Chewy | 7.2 | 6.0 | 8.0 | 7.1 |
_SAVY_ | 6.8 | 6.0 | 5.0 | 5.9 + 1.0 = 6.9 |
pyrosamurai | 6.5 | 5.5 | 5.0 | 5.7 + 1.0 = 6.7 |
Congratulations FL-Nordin for winning this round! and for having 0.3 of un-used score o_o . Also congratulations to SJT15 for winning the second place!!! (and hurray for pivotblimp, you were 0.1 points away <3)
CnC from Judge 2
FL-Nordin - The room and traps were extremely well animated. So was the excecution of the combo. At first I really didnt like how far zoomed out the cam was, but as the animation went on I kinda understood why. I still would have wanted it a bit more zoomed in though to make it easier to know what to focus on. Overall it was great!
SJT15 - Really nicely animated room. I like how those spikes were constantly apeparing and dissapearing as the combo went on. The excecition was great. I like those "Kixx-style" trails. Other then that though, there wasnt really anything that caught my attention that much. And the finisher was a bit sudden and not as epic as I'd want it to be.
PivotBlimp - Even if the sticks were not perfect and the room was simple, the force in the attacks and the creative combos caught my attention. The finisher was very sudden and simple though.
Chewy - Excecution was smooth, but very simple. Almost no interaction with the traps at all, and no sound effects for the traps either.
_SAVY_ - Not that many traps that I could notice. The excecution was good but nothing that caught my attention. Poor color choises for the backround as it's really hard to see Quickfeet.
Pyrosamurai - The animation was pretty good, although it was hard to follow. It really would have been better with sound effects. And the change of scene made it feel like it was animated by 2 diffrent people. It was rather confusing and looked rushed.
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Click here to see the overall scores and additional info!
Thanks to Mustika~
Now go and praise her you ungreatful people.