Aerial Hand-to-Hand Combat
Begun Training to Skilled
Against any opponent, land a kick while airborne.
1 Day Cooldown
To any extent, use a Jetpack, or other such enhancements allowing for extreme acrobatics, or momentum in 0 G, to land a hit on an opponent.
1 Day Cooldown
Against any opponent, land a superman punch from a distance that would be impossible for the player without the assisting abilities or equipment.
1 Day Cooldown
Attempt to kick an enemy in the air in a legitimate combat encounter, and have the opening of your jump be exploited, causing you to be defeated.
1 Day Cooldown
Stick landings for an entire fight.
1 Day Cooldown
Feat
Skilled to Proficient
Do not get hit by a remote while you are in zero gravity for at least three actions.
4 Day Cooldown
Use a Jetpack, or other such enhancements allowing for extreme acrobatics, or momentum in 0G, to land a hit on a player character.
4 Day Cooldown
Win a fight, by the usage of aerial movements.
4 Day Cooldown
Against an opponent in a legitimate combat encounter, finish a fight by hitting them with an attack reliant on your movement speed.
4 Day Cooldown
Against a player in a fight, land a kick while airborne.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Prove that one can incorporate Basic Hand-to-Hand into their Aerial Hand-to-Hand, and win a fight against a player character.
1 Week Cooldown
Using aerial momentum, land a strike with enough force to K.O. an equal tiered opponent.
1 Week Cooldown
Use another Hand-to-Hand style at Highly Proficient alongside Aerial Hand-to-Hand Combat, and though exhausting, do so to defeat an equal-tiered opponent in a legitimate combat encounter.
1 Week Cooldown
Spin kick a Tier 3 or higher opponent while in the air to win a legitimate combat encounter.
1 Week Cooldown
The Floor is Lava: defeat any three opponents without touching the ground.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Transition from a wall-run or another acrobatic move into a flying kick that defeats the opponent you are facing in a legitimate combat encounter.
3 Week Cooldown
Defeat a player character in a legitimate combat encounter using Aerial Hand-to-Hand Combat.
3 Week Cooldown
Teach someone in Aerial Hand-to-Hand Combat in a legitimate combat encounter.
3 Week Cooldown
Defeat an opponent with the power of flight in a legitimate combat encounter using Aerial Hand-to-Hand Combat.
3 Week Cooldown
Defeat a player character in a legitimate combat encounter in a 0 G environment using Aerial Hand-to-Hand Combat.
3 Week Cooldown
Feat
Mastery to Extreme Mastery
Against an opponent you cannot physically hurt, use your manoeuvrability and movements to land an attack causing them to stagger in a legitimate combat encounter.
6 Week Cooldown
Using your manoeuvrability to your advantage, gain height on an equal-tiered enemy which has the high ground, use your momentum from the fall to knock out the enemy and break your fall.
6 Week Cooldown
Defeat a superior Hand-to-Hand combat practitioner, using aerial manoeuvres where they cannot.
6 Week Cooldown
Connect a strike against an airborne enemy, who is higher on the tier list than yourself, while airborne. Use the window it gains you to defeat them.
6 Week Cooldown
Transform a Hand-to-Hand Combat type you have by using Aerial Hand-to-Hand Combat, altering the form in a way previously unthought of.
6 Week Cooldown
Feat
Extreme Mastery to The Mastery
Defeat the greatest user of Zakuulian Hand-to-Hand on the current Tier list. Prove that staying grounded is a fool's errand.
9 Week Cooldown
Pull off a manoeuvre never seen before in RP, using Aerial Hand-to-Hand Combat. Win a combat encounter against an equal-tiered opponent using this manoeuvre.
9 Week Cooldown
Win a literal and figurative uphill battle on your own using Aerial Hand-to-Hand Combat.
9 Week Cooldown
Defeat an equal tier or higher tier opponent with Extreme Mastery or higher in Telekinetic Lightsaber Combat or any Telekinesis form using Aerial Hand-to-Hand Combat in a legitimate combat encounter.
9 Week Cooldown
Defeat an opponent using Aerial Hand-to-Hand Combat in a legitimate combat encounter, in an environment with such high gravity that you can barely perform the smallest of jumps. Without using a Jetpack or anything that grants the ability of Flight or increased jumping.
9 Week Cooldown