Toribash
Original Post
the lenshu curse poll
Hello guys,
just wanna know where this lenshu hype comes from, why do you like this mod and why is it incorporated in every tourney created?


https://strawpoll.com/eNg6vbdo8gA here's a strawpoll, also tell me why you hate or like it
Gotta turn off my porn VPN to vote so I gotta pass on this one.
Valterain1 was defeated by hermaphrodite on Oct 17, 2015.
Originally Posted by EuphorIa View Post
Because you can play as intended from the very beginning.


explain yourself, why is it that a block mostly gives more damages than a hit ? and that a mod so old and so played still gets randoms wrists and ankle dms?
Originally Posted by Kamy View Post
and that a mod so old and so played still gets randoms wrists and ankle dms?

which mod are you talking about exactly
pm me your questions or applications

https://i.imgur.com/X7cZZtS.gif

dance with my dogs in the night time
cash to burn
Originally Posted by Kamy View Post
explain yourself, why is it that a block mostly gives more damages than a hit ? and that a mod so old and so played still gets randoms wrists and ankle dms?



While I don't often play a bunch of Lenshu since I've been active in realism gameplay, I've compiled a list of some helpful information regarding points on my beginner sanctuary thread here: https://forum.toribash.com/showthread.php?t=672592

Regarding Lenshu3ng:

No bodypart in Lenshu3ng.tbm is deemed a SHIELD or a WEAPON. That means the tori's are defaulted to basic contacts with no altered properties that a shield or a weapon grants.

Shield : Toggles whether the bodypart can be affected by other instagib objects/bodyparts.
Weapon : Toggles whether the bodypart is instagib or not.

These definitions come from the Official Modmaking guide here: https://forum.toribash.com/showthread.php?t=611097

Because the tori's are essentially default tori's in Lenshu3ng(base body provided in modmaker), points can be obtained as followed:

Dismember Score : Sets the number of points given when the selected joint is dismembered.
Scoring Multiplier : A multiplier for the number of points a particular bodypart getting hit will give your opponent.

Knowing this, even if you do attempt a "block" your tori is still susceptible to that "block" being just another strikable area for your opponent to farm points on, provided that specific bodypart has the capabilities to award points from striking it(Information specific to Lenshu3ng.tbm is below in spoilers.)

Regarding random DM's with wrists and ankles or just any part in general: Each joint has properties such as strength, velocity, damage thresholds, range(highs/lows).

Velocity : The speed the joint will rotate at along its axis.
Strength : How efficiently the joint will rotate along its axis.
Damage Threshold : The DM threshold of the individual joint.
Range : Sets the range of motion of the joint.

With these definitions provided, the nature of what most players deem "random" DM's and in your case being the wrists and ankles, has to deal with the core mechanics of the game providing a response to pressuring a joint: Contracting/extending a joint can apply pressure to it's range of motion causing the pressure to either fracture or dismember the corresponding bodypart.


When you see bodyparts get pushed/pulled inwards or away from the joint of origin it's connected to, you're seeing a visual representation of this pressure. Sometimes, you will not see a visual representation of this pressure because a fracture/dismember can happen within a small amount of frames if the force is too overbearing. I will provide an example so you can understand further.

The wrists have a range high of 2.00, and a range low of 0.05. The wrist also has a velocity of 40.00 and a strength of 2.00. For the wrist, think of the range high being contraction, and the range low being extension. Chances are, if you or your opponent do something to your wrist joint to try and exceed the range high of 2.00, or the range low of 0.05 for the wrist joint, you will have a high risk of a fracture or dismember. Before this is allowed to happen you will witness the mechanics of bruising, either gradually or quickly escalating to the most severe tier of bruising before a fracture/dismember can occur.

For a more simplified context, think of it like this: If I overstretch my wrists inward, I put strain on the muscles outside my wrists. If I overstretch my wrists outward, I put strain on the muscles inside my wrists. If I fall, or have an excessive amount of forced applied to my wrists inward or outward, I could very much pull a muscle, dislocate my wrists, or worse. For Toribash, this would translate into fractures or dismembers. Constant damage buildup will activate bruising and weaken the tori, eventually causing the worst case scenario to happen.


I hope this helps you further understand the predicaments you've experienced, and while I don't often play comp mods a ton I am a big fucking nerd and I bet this post shows that. If I am incorrect on any details or not explaining the process of something in the proper way, anyone can feel free to quote and correct me!
Here's the scoring metrics for Lenshu3ng.tbm(currently) listed below!


LENSHU3NG.tbm /jo public6

Body Parts


Body Joints

Last edited by Szaszuniya; Mar 22, 2026 at 11:59 PM.

Amongst classical competitive mods (not talking MMA / Boxing people, they experiment a lot) there's -9.82 (classic.tbm gravity) mods and there's -30 mods. And rk-mma.

Judo, taekkyon, wushu and variations - all great and fun to play, clashes are usually brief and sharp, DMs are super frequent. Confident movement on land is oftentimes tricky with such low gravity (hence why they had to put mushu in a box). Much lower -30 gravity been deemed decent for realistic movement, most parkour and spar are played in -30. As well as ninjutsu, lenshu, aikido and variations. Aikido has grabs and very close engage distance, therefore most aikido fights end up being all about trying to manipulate your opponent into disqualification. In most matches players are in contact for the whole time. Lenshu is played with no grabs, a bigger gap between players and a larger round dojo with a timed DQ within it, providing more freedom of mobility. DM threshold feels fair, you need to land a good kick to get one (luck plays here too, of course). I enjoy lenshu for the freedom of movement - instead of constantly pushing each other around, in lenshu you get to move about in-between clashes, prepare and execute flips and kicks on your own. Rk-mma is played for similar reasons, except it's -20 gravity - feels a lot like lenshu but wrong. Still, both of them are decent mods for tricks and kicks imo