The ability to change course of action midway.
Also Called
- Action Shifting/Switching
Capabilities
User can change their course of action midway, allowing quick corrections in actions, aborting actions, changing course of action, making last minute adjustments to movements, duping the opponent into making a mistake and changing from one action/movement to another.
For example, the user could throw a punch, and before it hits, as the opponent is about to block, the user could withdraw and do a jump spin kick so quickly with little time lapse to strike the opponent successfully.
Associations
- Adaptive Mind
- Body Supremacy
- Directional Movement
- Enhanced Agility
- Enhanced Dexterity
- Enhanced Reflexes
- Enhanced Speed
- Flawless Coordination
- Flowmotion
- Hyper Motion
- Hyper Rotation
- Inertia Defiance
- Inertia Negation
- Isoportation
- Martial Arts Intuition
- Mind-Body Speed
- Reflex Immunity
- Speed Combat
- Tight Space Maneuvering
Known Users
- Gang Ryong (Gosu)
- Berserker (History's Strongest Disciple: Kenichi)
- Kenichi Shirahama (History's Strongest Disciple: Kenichi); via Ryōzanpaku's Rhythm
- Bear Wan (Jackals)
- Alligator Nichole (Jackals)
- The Hulk (Marvel Comics)
- Spider-Man (Marvel Comics); in response to Spider Sense
Limitations
- Can still screw up the change in action.
- May have a limit to how many actions they can change at a time.