NATURAL ENEMY: KAI D. WADE - MOVE LIST
ARC 1
Kai Douglas Wade: Move List (Inspired by One Piece: Pirate Warriors)
Era: Pre One Piece Canon
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PHYSICALS
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Strength
-Max lift: ~5 tons (One Rep Max)
-Comfortable lift: ~2.5 tons
-Striking: 9 kj (10x+ trained human punch)
-Grip: Bends soft iron easily, and crushes wood
Speed
-Land sprint: ~35-40 mph (short burst)
-Casual speed - 25 mph
Durability
-Blunt: can tank hits that would pulverize normal people
-Gunfire: flintlocks largely an annoyance outside of point-blank
-Cutting: vulnerable to blades
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PERCEPTION / INSTINCT
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Storm Sense (Instinctual)
└── Passive Trigger
• Momentary flashes of slowed perception during lethal danger
• Activates automatically
• Feels like extreme luck, not awareness
• Enables split-second reactions only
• Cannot be chained or relied upon
Emergency Effect:
• Occasionally enables reflex cancels into Rip Current or Guard
• Player does not control activation timing
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CORE OFFENSE — PROJECTILE / RANGED
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Water Gun
└── Base Ranged Technique
• Finger-fired water dart
• Handgun-level impact
• Short effective range
• Inconsistent accuracy
• Primary ranged option
Light Combo — Water Quik-Shot
□ → □ → □
• Rapid flick shots
• Spread increases per hit
• Best for staggering fodder
Strong Combo — Focused Stream
□ → △
• Brief firing pause
• Slightly improved accuracy
• Strong knockback
Air Combo — Drip Drop
Jump → □
• Downward water dart
• Awkward angle
• Low damage poke
Follow-Ups:
• Can cancel into Water Dash
• Weak setup for Water Fist
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Water Spout (Panic Output)
└── Pressure Overflow
• Vomits compact cannonball of water
• Massive blunt impact
• Extremely poor precision
• Heavy water expenditure
• Not a trained technique
Strong Input — Pressure Vomit
△ (Hold)
• Short charge, forced release
• Wide frontal knockback
• Leaves user exposed
Combo Notes:
• Ends most combo chains
• Best after Splash Burst or Crash Elbow
• Environmental damage amplified near water
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CORE OFFENSE — FORCE PROJECTION
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Water Fist
└── Thrown Force Strike
• Water-propelled punch
• Weak cannonball-level impact
• Can punch through wooden hulls
• Crude trajectory
Light Combo — Rolling Knuckle
□ → □
• Consecutive force punches
• Second hit launches enemies
Strong Combo — Drive Punch
□ → △
• Slower wind-up
• Heavier knockback
• Poor recovery
Air Combo — Falling Knuckle
Jump → △
• Downward force punch
• Slams enemies into ground or deck
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Breaker Fist (Uncontrolled)
└── Overloaded Projection
• Amplified Water Fist with carried shockwave
• Extremely inefficient water usage
• Leaves user heavily drained
Strong Input — Breaker Release
△ (Hold after Water Fist)
• Large frontal shockwave
• Clears clustered fodder
• Long post-attack vulnerability
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CLOSE-COMBAT / BRAWLER
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Crash Elbow
└── Leaping Finisher
• Aerial elbow drop
• Splash impact on landing
• Favored finisher
Strong Combo — Tidebreaker Elbow
□ → □ → △
• Launch → leap → crash
• Strong knockdown
• Enemies left prone
Air Combo — Bluefall Elbow
Jump → △
• Straight vertical elbow drop
• Larger splash radius near water
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Splash Burst
└── Space-Clearing Stomp
• Ground stomp
• Small radial shockwave
• Knocks enemies off balance
Light Combo Starter — Ripple Kick
□ → △
• Quick stomp burst
• Pushes enemies outward
Utility:
• Ideal opener for Water Spout
• Creates space, not kills
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MOBILITY
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Water Dash (Unstable)
└── Linear Propulsion
• ~50–60 mph straight-line burst
• No directional control
• Frequent overshoot or crash
Movement Input — Line Surge
R2 + Direction
• Fixed trajectory
• Collision causes knockdown
Combo Use:
• Cancels out of light attacks
• Unsafe if spammed
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Propulsive Jump
└── Vertical Launch
• Downward water blast
• Launches 2–3 stories
• Poor landing control
Movement — Geyser Hop
R2 + Jump
• High arc
• Often self-staggers on landing
Air Combo Starter:
Geyser Hop → □ / △
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Rip Current (Reflex Dodge)
└── Emergency Evasion
• Tiny sideways burst
• Triggered by Storm Sense
• Works once per encounter at best
Passive Effect:
• Auto-evades lethal hits occasionally
• Leaves brief vulnerability afterward
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UTILITY / CONTROL (PRIMITIVE)
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Water Whip
└── Utility Extension
• 15–30 ft water lash
• Low precision
• Pulls, trips, or disarms
Light Combo — Slackline Snap
□ → □
• Quick lash pull
• Minor displacement
Strong Input — Hard Yank
△
• Forceful pull
• Opens enemies for follow-ups
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Pipe Tap (Primitive)
└── Recharge Utility
• Draws water from barrels, wells, open pipes
• Slow intake
• Requires stillness
• Cannot be used mid-combat
Out-of-Combat Action — Dry Draw
• Restores water reserves
• Interruptible
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Rehydration (Proto)
└── Recovery Utility
• Accelerates natural healing
• Closes small cuts over minutes
• Does not heal serious wounds
Passive Effect:
• Slight fatigue reduction post-fight
• No combat healing
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DEFENSE
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Hydro Shield (Proto)
└── Panic Defense
• Thin swirling water membrane
• Blocks a single bullet or strike
• Collapses immediately
Guard — Splash Guard
L1
• One-hit protection
• No sustain or reshaping
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ENVIRONMENTAL INTERACTION
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Open Water Amplification
└── Passive Scaling
• Force dumped into large bodies of water
• Creates rolling waves without precision
• Can damage or capsize ships
• Stronger at sea than on land
Environmental Effect:
• Water Spout, Breaker Fist, Crash Elbow gain extra impact near water
• Chaos scales with available water mass
Comments (4)
Is it possible to give us a base line of other One Piece characters to see how Kai stacks. Maybe against a Luffy (day 1) And a warlord? Hope this request makes sense. Just so it’s easier to understand who Kai is taking down easy vs a struggle vs getting killed if they meet in an alley lol
Like, physically or powerset wise
Z, man you have to just love character creation or something cuz holy shit this is a whole game manual
I’ve been working on this for almost a whole year actually. I started from Coles, original infamous power set, altered it for Water, and then played some pirate warriors three a lot to try and get a feel for the combos and the lists
