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	<title>Martial Arts - Revision history</title>
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	<updated>2026-10-20T14:51:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.projectomu.org/index.php?title=Martial_Arts&amp;diff=392&amp;oldid=prev</id>
		<title>Arachnid14: created page</title>
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		<updated>2026-09-16T08:49:00Z</updated>

		<summary type="html">&lt;p&gt;created page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Martial Arts are special abilities your character can acquire in a multitude of ways. They allow you to be deadly without needing a weapon in hand, and sometimes give you passive buffs! Generally they allow you to perform combos, combinations of punches, grabs, and shoves, that activate some effect when successfully completed.&lt;br /&gt;
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You can only know one martial art at a time, and learned martial arts are tied to your character: unable to be removed except by cloning. While implanted ones will be lost when said implant is removed. Glove weapons, such as knuckle dusters, will prevent martial art combos.&lt;br /&gt;
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== Capoeira ==&lt;br /&gt;
Learned from the Capoeira Manual from the traitor [[Uplink]]. This martial art is themed around dance and rhythm: combos will fail if you aren&amp;#039;t moving fast enough when you finish it, but they will provide movement and attack speed boosts when performed successfully!&lt;br /&gt;
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== Close Quarters Combat ==&lt;br /&gt;
Learned from the CQC manual from the Hitman [[Uplink|undetermined bundle]]. In addition to the combos, this also lets you perform a necksnap, which can &amp;#039;&amp;#039;&amp;#039;instantly kill any stunned target.&amp;#039;&amp;#039;&amp;#039; Simply aim for the head using the doll in the bottom right corner (by default) and punch a stunned opponent who you are choking. Choking can be done by grabbing three times while in combat mode.&lt;br /&gt;
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== Corporate Judo ==&lt;br /&gt;
Able to be used while the corporate judo belt is equipped, which spawns in security officer lockers. While the stun baton in the other belts will generally be easier to use, this has the benefit of not being lost to slips or disarms! &lt;br /&gt;
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== Dragon Kung Fu ==&lt;br /&gt;
Learned from the NanoTrasen Dragon Kung Fu Manual, an optional weapon choice for blueshield officers.&lt;br /&gt;
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== Hell Ripte ==&lt;br /&gt;
Exclusive to the slaughter demon and certain wizards. Hell Ripte utilizes brute force to cause a lot of damage and spread as much blood as possible, as blood enables teleportation to its users.&lt;br /&gt;
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== Ninjutsu ==&lt;br /&gt;
Learned from the ninjutsu scroll that the space ninja spawns with. This gives you a sneak attack, enabling double damage every couple of seconds to quietly take down someone.&lt;br /&gt;
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== Sleeping Carp ==&lt;br /&gt;
Learned from the Way of the Sleeping Carp scroll from the traitor Uplink, it has to be learned over time, requiring 3 uses which each have a cooldown of a couple minutes. The standout trait of this martial art is being completely immune to bullets and lasers, they will harmlessly reflect off of you in a random direction. This comes at the cost of you being unable to use ranged weapons. An additional bonus is that AI carp and [[Minor Antagonists#Space dragon|dragons]] will no longer attack you, and players of those creatures will see an indicator that you are allied with them.&lt;br /&gt;
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Watch out for explosives, bolas, melee attacks, and thrown items which you will have no protection against.&lt;br /&gt;
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=== Tips ===&lt;br /&gt;
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* Use the carp alliance to your advantage! Dragons (from midround spawns and [[Salvage|salvage expeditions]]) and carp (from wrecks, or dehydrated ones available in the uplink) can be useful for when you go loud. Try blocking bullets for them!&lt;br /&gt;
* The offense of Sleeping carp is lacking compared to other martial arts, consider a melee weapon to make up for this.&lt;br /&gt;
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== SolCom ==&lt;br /&gt;
Given via the solcom implanter from the traitor uplink. This martial art is unique in that it has no combos, instead giving you new actions that add additional effects to your next punch, with no cooldown!&lt;/div&gt;</summary>
		<author><name>Arachnid14</name></author>
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