=============================================================== Rumble Fighter Guide By: Jason Wang (Yoshi13) Current Version: 0.25 Table of Contents: 0.) Introduction 0A.) Legal Stuff 0B.) Update History 1.) Character Visual and Statistical Customization 1A.) Item list (removed) -Head/Hair -Eyes -Nose -Mouth -Top (Incomplete) -Bottem (Not available yet) -Gloves (Not available yet) -Shoes (Not available yet) -Necklace (Not available yet) -Earrings (Not available yet) -Face (Not available yet) 1B.) Mystery box items (incomplete) 1C.) Enchanting 1D.) Classes 1E.) Stats 2.) Sacred Scrolls List 3.) Exocores List 4.) Maps (incomplete) 5.) Adventure Mode 6.) Strategy and Tips List 5A.) General Tips/Tricks 7.) FAQ 8.) Credits 9.) Contact /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 0.)Introduction: ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ I began to write this guide simply out of boredom and the fact that there wasn't any FAQs or guides on Rumble Fighter that was out on GameFAQs yet. My username is Yoshi13, and this is basically an generic guide for nearly everything. I'm not a master of the game, but I'm not absolutely horrid (some of you might disagree =/), however please enjoy this guide. Bear in mind that this guide is not complete, and I will keep updating it. Check out my youtube site. You might find some neat things there. http://www.youtube.com/gcyoshi13 I'm trying to rewrite anything that might be outdated which is part of the reason why the update after August was so late. Starting from now, I hope I update more frequently. Feel free to motivate or whip me whenever. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 0A.)Legal Stuff ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This guide may not be reproduced under any circumstances without my permission. The only place where this FAQ should be found right now is at GameFAQs.com and Neoseeker.com, otherwise this FAQ is stolen. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I did write this myself you know... All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 0B.)Update History ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ version .10 - Released the guide to GameFAQs - 2/28/2008 version .11 - Added the map section - 3/17/2008 Updated exocores section Fixed my spelling error for Jujitsu Updated Ninjitsu description Added Guemgangtu version .12 - Fixed spelling error for Shidokan - 4/1/08 Moved some of the tips around Added Predicting Panics and Countering Panic Predicters Fixed a variety of small mistakes Finished Exocore section Added few more maps in the map section Added shirts in the item list (incomplete) version .13 - Fixed spelling errors for TaekKyon - 4/2/08 Added lots of new strategy and tips Finished the maps section Added more description for certain scrolls Forgot to finish Ninja Spirit Exocore Fixed few other errors version .14 - Fixed a few errors - 4/7/08 Added Cliff Temple to maps section Added Xero Disc in exocore section Added 2 more strategy and tips Updated Introduction (PLEASE READ) Added an FAQ section. FINALLY. version .15 - Fixed more errors - 4/18/08 Added more stuff for scrolls Forgot Koroshu. Added it to the scrolls section Added more for Xero Disc Added Pro Wrestling to the scrolls section Added Reverse Demolition in the maps section Added more questions to the FAQ version .16 - Added Zin TaeKwonDo to the scrolls section Added the Golden Lion exocore Expanded the Intro to Scrolls version .17 - This guide is now at neoseeker.com version .18 - Arranged things - 7/19/08 Added more to the scroll intro section. Moved the scroll intro to the scrolls itself Added Yaki's Cannon Exocore Added Blade Spirit Exocore Added Green Skyhorn Exocore Added Shoot Boxing Sacred Scroll Added Dos Polmas Map version .19 - Updated the Introduction - 8/25/08 Added Pa Kua Kwon Scroll Added Drunken Master Scroll Added Dragon Scroll Added Class section Added Stat section Updated Scroll introduction Updated Enchantment section Updated Golden Lion Exocore Removed Item List section (might return) Updated Strategy Section Updated few scrolls Changed many names for scroll/exo attacks version .20 - Added Capoeira Scroll - 10/5/08 Added Red Skyhorn Exocore Added Brown Taurus Exocore Added more for some scrolls Added more for quite a few exocores minor update - Fixed stupid mistakes for Shadow Devil/Capoeira Changed attack names for BaGuaZhang version .21 - Added Judo Scroll - 12/18/08 Added Blue Skyhorn Exocore Added Black Taurus Exocore Added more for various scrolls Added Vale Tudo Scroll Added Iron Armor MK2 Exocore Added Snowman Exocore Added Invincible Fist Exocore Revised the strategy/tips section to make it cleaner Added small descriptions to each exocore minor update - Added slightly more for some scrolls Fixed few errors. version .22 - Added Avenger Sacred Scroll - 1/26/09 Added Combat Sambo Sacred Scroll Added Stone Golem Gauntlet Exocore Added Risky Escape Map Added more to certain scrolls minor update - Fixed some errors. Added slightly more for some scrolls/exos version .23 - Added Persona Sacred Scroll - 3/13/09 Added Blood Storm Shuriken Exo Added Stinger Sacred Scroll minor update - Added a bit more for Stinger Changed the names for April Fools (bored) minor update - Took away the April Fools names. FAQ was littered with It and It's grammar errors. Fixed. version .24 - Added Muhon Claws Exocore. - 5/28/09 Added Blood Wind Ninjitsu Sacred Scroll Added Exile Sacred Scroll Added Samurai Exocore Added Demon Samurai Exocore Added Third Rock Stage Added Under Construction Stage Added Soul Force Exo (I forgot it... LOLOLOLOL) minor update - Fixed more errors. Again. version .25 - Added more for various scrolls. - 8/2/09 Added Muscle Buster Sacred Scroll Added Lucha Libre Sacred Scroll Added Infinite Barrage Ninjitsu Sacred Scroll Added MK II Missle Exocore Added Suriya's Crystal Exocore Added Typhoon Exocore Added Adventure Mode Section Fixed some errors, mainly spelling for Pa Kwa Kwon version .26 - Rewrote the Koroshu section - 11/6/09 Rewrote the Kung Fu section Changed Lucha Libre section Added Hitman Scroll Added more for Stinger Added Nagib's Head Exocore Added HellHand Gauntlet Exocore Added White Devil's Fang Exocore Added Dullahan Exocore Added Persona Exocore Changed the Introduction PLEASE READ THE INTRODUCTION ABOVE. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 1A.) Clothes ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Just go to mlvalley.com. Too lazy to post useless information. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 1B.) Mystery Box Items ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ These are some known items to come out of the mystery box. All items last for 30 days. The 30 day limit only begins once u begin to use the item. However some of these items aren't probably given as a chest item anymore. Avenger - Hair/Hat (no longer available) Description: The hairstyle of Sasuke from the manga series, Naruto. The name derives from Sasuke avenging his befallen Uchiha Clan. Colors: Black, Red, Blue Stats: +2 STR, +1 ARM Afro - Hair/Hat (no longer available) Description: It's puffy like popcorn. Colors: Black, Blonde, Red Stats: +2 STR, +1 ARM Earth Rockers - Shoes (no longer available) Description: Large boots emprinted with stars. Colors: Black, Red, Green, Blue (red is not confirmed) Stats: Black/Green +3 STR, +2 ARM, +1 SPD, Blue +2 STR, +2 ARM, + 1 SPD Flippers - Shoes (no longer available) Description: Swimming Flippers with blue webs. Color: Blue, Red Stats: +5 ARM, +2 SPD Magician Hat - Hair/Hat (no longer available) Description: Magician's hat with white hair. Colors: Red, Yellow, Cyan Stats: +100 SP, +1 SPD Raiden - Hair/Hat (no longer available) Description: A vietamese bamboo hat. Name and look is derived off of the Mortal Kombat character, Raiden. Colors: Yellow, Silver, Black Stats: +3 STR, +1 ARM Sage Master - Sacred Scroll Description: Elusive scroll that allows one to wield flames. Color: N/A Stats: N/A /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 1C.) Enchantment System ==================================================== ==================================================== Have you noticed that whenever you hold your mouse over a certain item, below its description there's some strange yellow circle? That circle is for enchanting. Enchanting is upgrading any of your item with a particular stat. Below are the rules for enchanting. 1. First you have to buy the gem itself. Each gem is 80 astros. YOU ONLY NEED 1 GEM FOR ONE ITEM! However some items (future items and the current "I love GM" shirt) has two gem slots so two gems can be slotted in the same shirt. 2. You have to buy an upgrade card. Upgrade cards have a anvil on them. 3. Go to "My Character". Click on accessory and click on enchant. 4. It will show a gemstone and the card. Choose what gemstone you want to upgrade and the particular card. Once you press enchant, the card will just spin around while you anxiously wait. If successful your gem will go up a level. If not, your gem will fall back to the level when you got the gem. (If you bought it from the shop, it will be level 1. If you received it from a chest and it was level 2, the gem will go back to level 2). Remember, the max level for every gem except SPD and ARM is 10. For SPD and ARM, it's 5. Note: If your gem started off as level 2, and that gem failed enchanting, it will look like it went back to level 1. This is a false display since enchanting that gem successfully will bring it to level 3. 5. After you are done with upgrading the gem, you can attach it to any equipment in your invetory that has a socket. 6. Once you socket an item (feel like I'm talking about Diablo II) the gem will remain there. YOU CANNOT REMOVE THE GEM!!! YOU CAN HOWEVER REPLACE IT WITH A NEW GEM, BUT YOU WILL LOSE THE OLD GEM! Another important thing is that certain gems only fit on to certain pieces of equipment. Here's where what gems go into what piece of clothing. Top Wear: HP, STR, ARM Bottem Wear: SP, SPD, JMP Gloves: HP, STR, ARM, SP, SPD, JMP As you can see, gloves can be equipped with any kind of gem. Thanks to Sorainno (I forgot what it was like, she changes her name a lot! Maybe she's some sort of spy). Also if a clothing has two slots, you can insert 2 of the same gems in there. Following enchantment items are: Obsidian of Defense : +1 ARM for every level Ruby of Power: +1 STR for every level Sapphire of Speed: +1 SPD for every level Tanzonite of Mana: +12 SP for every level Topaz of Jump: +1 JUMP for every level Zircon of Health: +40 HP for every level Note: Speed and Jump gems cannot go over level 5! If you try to enchant a level 5 speed or jump gem, the game will prevent you from doing so! Following upgrade cards are: Lesser Enchant Card - low probability of success. It's best used to get to level 4, as enchanting from 4 to 5 usually results in failure. Fair Enchant Card - so-so probability of success. It's best used for levels 4-7 I'd say. If it fails, your gem still reverts back to level 1 (or level 2 if that's the level you received your gem). Master Enchant Card - decent probability of success. It's best used for levels 6-10. If it fails, your gem only goes back one level as opposed to completely resetting the gem like the other cards. Enchanting is very expensive and addicting as you can see. It's gambling, and with gambling, you can't really stop until you win. If things don't go your way, it's hard not to be upset. The best tip I can offer is that you are the kind to easily get addicted to gambling, it's best to stay away if you don't want to lighten you wallet dramatically. Otherwise, hope luck is with you. Also remember that while stats play a pretty huge role nowadays to winning, being a skillfull player is much more rewarding than having the financial advantage over others. Not only does it make you a better player, it also feels better. It also gives people less room for excuses as they can't blame your stats for winning if you don't have much. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 1D.) Classes ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ I decided to include a section of what classes you might want to pick. In case you didn't know: HP - Hit Points, once these run out, you're dead. SP - Special Points. Required to do exocore specials. STR - Strength. Determines damage output. ARM - Armor. Determines damage taken. SPD - Speed. Determines movement speed, but NOT attacking speed. JMP - Jump. Determines how high and far your character's jump can go. ======= Striker ======= Stats: Strikers have the most HP and STR stat of all classes, meaning that they are good attackers, while being able to recieve a decent amount of punishment. Their ARM is average, whereas the rest of their stats are quite poor (SP, SPD, JMP) they are tied with alchemist as the slowest class, and their low SP stat is problematic when it comes to exocores. Clothes: Most striker specific clothing give lots of STR while also enhancing other striker's strong points. Exocores: Strikers have excellent exocores. All striker exocores are very powerful and nearly all of them have some very useful abilities. However, Strikers have the worst SP stat among the 4 classes, so being able to do a special more than few times could be problematic. Scroll Recommendations: Due to their high STR, they are best paired with multi-hitting attacks to maximize their killing potential. Luckily for them, Capoeira and Shoot Boxing are the most powerful scrolls in the game. Vale Tudo, ZinTKD Stinger, and Bag are great options as well. Some good non-astro options are Mao Gong or Drunken Master. If you're going for cheap, then TaekwonDo or Kung Fu are great as well. In general, multi-hitting scrolls are the best for Strikers. ============ Soul Fighter ============ Stats: Soul Fighters are the fastest class in the game, but this comes at the cost of being pretty weak everywhere else. Their STR is average, but their ARM is terrible. Soul Fighters have better SP than Strikers, but not by a lot. Clothes: Most Soul Fighter specific clothing enphasize SPD first, then STR or ARM. Exocores: Soul Fighters recieve a lot of exocores that completely change the user, such as morphing into animals. Although this means that the user can no longer use attacks from his/her scroll, the user is presented with an entirely new moveset which is usually very powerful. Even if you run out of SP you can still make use of the exocores other attacks. Scroll Recommendations: Due to their high SPD, they are best paired with scrolls that can be effective with drifting. Some good examples would be Exile, Drunken Master, Boxing, Shoot Boxing, Muay Thai, BaGuaZhang, Dragon, JKD, Stinger and some others. Some not so expensive options would be Shaolin, Ninjitsu, or Taekkyon. ============ Elementalist ============ Stats: In terms of stats, Elementalist hold the weakest overall stats in the game. The only advantage Elmentalists hold is their high SP. Their SPD and JMP is quite good as well, but their STR, ARM, and HP are dead last, making them very fragile. Clothes: Elementalist clothing usually have good boosts to their SP and help cover up their other poor stats, such as ARM or STR. Exocores: Elementalist relies deeply on their exocores. Most of their exocores work very well in team games, boasting good AOE (area of effect) attacks along with status conditions such as freeze, poison, or electrocution. Even better, Elementalists have lots of SP, so attacks can be reused many times. Scroll Recommendations: Elementalist usually try to bring out their exocores as early as possible. Grappling scrolls are a good idea if you plan to use Skyhorn so you have access to a 360 throw option. Aside from that, Dragon, PKK, Muscle Buster aren't bad options for Elementalist. Most of the time, the exocore is more important for elementalists than the scroll. ' ============ Alchemist ============ Stats: Alchemists only strong point is their ARM which is the highest of the four classes. Otherwise they are average in other areas other than SPD and JMP which is the lowest in the game. Alchemists have a good SP stat as well to compensate for the large SP usage some of their attacks need. Clothes: Alchemist clothing focus mainly on ARM, while providing other bonuses as well. Exocores: Most Alchemist exocores share a similar weakness, and that is speed. Many Alchemist exocore specials come out remarkably slow and many of their combos are slow as well. The only thing that isn't slow is the Knight Blade punch combo (even that thing's specials come out slow). However this problem is remedied by the fact that some Alchemist exocores are unblockable. Scroll Recommendations: Low SPD and not very high STR limits the Alchemists capability in fighting. They are best geared with grappling scrolls like Sambo or Judo. They can afford to take punishment due to their high ARM, making them all the better suitable for grappling scrolls. Some other effective options would be Drunken Master, Exile, Shidokan, Taekkyon, or Vale Tudo. ============ Shaman ============ Stats: Shamans are very balanced in all aspects. All of their stats are evenly distributed. Clothes: Shaman clothes mainly focus on any of their stats. It's a fair distribution of all their stats. Exocores: Shaman exocores excell in the status effects of Rumble Fighter. With the ability to turn people into skeletons, poison them, and stun them (with many more to come), they have lots of unique exocores that can cause disruption that does not involve directly with someone's life bar. Scroll Recommendations: Shamans are balanced, so anything works for them. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 1E.) Stats ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Stats are useful, not vital. They can mean the difference between life and death in a match, but when it comes to small amounts, it doesn't really matter. In case you don't know: HP - Hit Points, once these run out, you're dead. SP - Special Points. Required to do exocore specials. STR - Strength. Determines damage output. ARM - Armor. Determines damage taken. SPD - Speed. Determines movement speed, but NOT attacking speed. JMP - Jump. Determines how high and far your character's jump can go. Some things to know: - For STR, each point adds 1 extra damage to each hit you do. So lets say you wear a hockey mask that gives 4 str. Originally if you were to do 70 damage, you would now do 74. - ARM works the same way as STR except it reduces the damage you take. Each point = 1 less damage. - HP has a direct correlation to your stat. Meaning, if you wear a scarf that addes 80 HP, you can take 80 HP more worth of damage. - SP works the same way as HP. - I have no idea how SPD and JMP works. More SPD = faster. That's pretty much it. I don't know the exact amount each point does. According to the Realusstats wiki, each point in SPD and JMP increases the corrosponding stats by 1%. - Multi hitting attacks work very well with more STR. Let's take Mao Gong for example. Mao Gong's punch combo hits 6 times, so if you were to wear 30 STR worth of equipment. 6 x 30 = 180, so you would do 180 more damage. Same applies to nanmu. Mao has a 13 hit nanmu, so it would add up to 390 more damage on that nanmu. Ouch! - Just like how STR dramatically increases the damage of multi hitting attacks. ARM increases resistance to multi hitting attacks. - Stats also affect exocore damage. The decision whether to stack stats is purely up to you. In large amounts, it can make a huge difference. However, it comes at the cost at usually looking very stupid and strange. Personally, I'd rather just look cool instead of going for stats. Plus, if you were to keep using stat sets, it's likely you won't get better that fast because you might pull close victories just because of your stat advantage when you would've lost otherwise. It's really up to you. I highly recommend you keep a stat set as one of your settings though in case you need to fight fire with fire and for those boss hunt modes. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 2.) Sacred Scrolls ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This is it! All the sacred scrolls so far out, and there's many more to come. A Sacred Scroll is your character's fighting style. There are many to pick from, but choose one that you like best. Just because everyone uses it, or it's easy to win with, doesn't mean you should use it. Just because all the "pros" use Mao Gong or Koroshu doesn't mean you have to use it as well. Pick something you like. Since Rumble Fighter seems to absorb and mimic a little from other games. I will list a few references to which anime/video game character's fighting style that these scrolls could relate to. List of scrolls that are currently out are (along with what they are refered to as): Avenger Baguazhang (Bag) Blood Wind Ninjitsu (BWN) Boxing Capoeira (Cap) Combat Sambo (Sambo) Default (Def) Dragon Drunken Boxing (DB) Drunken Master (DM) Exile (Exile, Apricoteile, Mangoile, due to the censor of the word sex. Lol) GeumGangTu (Geum) Hitman Infinite Barrage Ninjitsu (IBN) Jeet Kun Do (Jeet) - (JKD) Judo Jujitsu (Jujit) Karate Kobudo Koroshu (Koro) Kung Fu Lucha Libre (Lucha) Mao Gong (Mao) Muay Thai (MT) Muscle Buster (MB) MureKwon (Murek) Ninjitsu (Nin) Pa Kua Kwon (PKK)-or-(Pak) Persona Pro Wrestling (Pro)-or-(Wrestling)-or-(PW) Red Scorpion (RS) Renegade (Rene) Sage Master (Sage) Shaolin (Shao) Shidokan (Shido) Shoot Boxing (Shoot)-or-(SB) Stinger Street Tae Kwon Do (TKD) Taekkyon (Taek) Vale Tudo (VT)-or-(Vale)-or-(Tudo) Zin Tae Kwon Do (Ztkd)-or-(Zin) ==================================================== ==================================================== Avenger - 41,500 Carats ==================================================== ==================================================== The in-game description of the scroll says that Avenger is an elite street fighter style. Even the game says that this scroll is elite. The meaning of the word "Avenger" is pretty much a person who seeks vengeance upon his/her fallen comrades. Use this scroll to avenge your useless teamates who have been edged! Reference: =-=-=-=-=- Honestly, I don't know. Captain America and his buddies lead a team called Avengers, but I know for sure that I'm heading in the wrong direction there. If I were to take a shot at it, I'm guessing from the old brawler-games like Final Fight. Moveset: =-=-=-=- Mad Brawler - P,P,P,P,K = Avenger's punch combo. It's long and it hurts. Rising Revenger - K,K = Avenger's launcher. Buising Check-Up - K,P,K,P = Avenger's "kick" combo. Good knockback. Long Kick - K,G(G must be RIGHT after K) = Avenger's special. Incredible knockback. Brutal Throwdown - P+G = Avenger's special throw. Deals more damage than a normal throw and it goes a bit further too. Overview: =-=-=-=-= This was the first scroll I've ever wanted, but that quickly changed after Sambo came out. It's a relatively old scroll actually, which would explain why it lacks some content that so many recent scrolls have (such as a ground hit). This would be a bad thing if Avenger actually needed all that junk. It's already quick and powerful already and it's combos are powerful enough already. However, Avenger is a scroll of many extremes. Its strengths show like Arnold Schwarzenegger's muscles, but its weaknesses are as noticeable as Modonna's breasts. Avenger has three very important strengths that make it fearsome. First is its very impressive reach on both its kicks and its punches. The punches work similarly to Pa Kua Kwon's punch in the sense that it moves your character very far before the actual punch comes out. The kick has very impressive reach too, rivaling that of GeumGangTu. However, unlike Geum, each successing hit of Brawler's combo just keeps going further. Second of Avenger's advantages is its speed of few of its attacks. Avenger attacks are VERY quick to come out. Think of it as firecrackers. There's no way to anticipate the attack until it actually pops out. Each attack in its punch combo snaps out almost instantly, which is good considering the punch combo itself has good delays. Another important thing is Avenger's first punch, which has very little recovery time. Avenger's first punch is more rapid than most of the sacred scrolls in the game. Third of its advantages is a pretty easy one to understand. Avenger is just powerful. Avenger's throw does 30 more damage than a normal throw, a punch combo that is almost as powerful as sage master or shoot boxing's punch combo, and a kick combo that's almost equivilent to Drunken Master's kick combo. It's a powerful and fast scroll. Unfortunately, Avenger has some pretty crippling weaknesses. First of all, its terrible with angles. Avenger moves a lot during its attacks making it difficult to score angle kills on some occassions. Avenger is not very effective when it comes to edging. Second is its first kick. Avenger has a remarkably slow first kick. Avenger's first kick has awful kick priority and recovery, meaning that a missed kick, can put you into trouble. Your best tactic is to use Avenger's impressive hit reach, to guide your attacks at your opponents, or to take advantage of the large distance it moves during its attacks to move away. Never spam kicks against a good drifter. I'm serious. That's what the good speed of the punches are for. Third of its weaknesses is the juggle launcher. Judo, PaKuaKwon, and Combat Sambo are all scrolls with two hit juggle launchers. However the problem of a 2-hit juggle launcher is that it can go by too quickly before realizing that your opponent is blocking it. If your opponent isn't blocking it, there's a chance that you could accidentally delay the second hit to the point where it's blockable. Avenger's 2-hit juggle launcher has piss-poor delays and the recovery on it is bad, making it a gamble to use. At least 3 of the scrolls with 2-hit launchers that I've mentioned have substantial delays and stun times. Avenger's launcher is just not so good. The Long Kick is Avenger's special, and it may seem okay, but it can be telegraphed from a mile away. Not only does the attack come out within months, but its reach is pretty bad for the time it takes to come out. The unique thing to this special is it's knockback which is currently, the largest in the game. May seem nice, but it's not that much bigger of a knockback than Avenger's K,P,K,P or P,P,P,P,K combo. It's more of a novelty attack than anything. The blockstun of the attack is very long when it is blocked, allowing you to recovery before your oponnent can regain control. Use that advantage to your favor. The trick to using Avenger is to avoid some temptations that the scroll might have. Juggling seems like one of the main assets of Avenger, but that's more of an Achille's heel than anything. Use the K,P,K,P combo, as it's safer and just as powerful as the juggle itself almost. Throw out those rapid first punches to test your opponents. If they just like to turtle it, throw them. If they like to drift around, thinking they are so cool and all, just keep throwing out those punches at their direction. It's a matter of attack and react with Avenger. ==================================================== ==================================================== Baguazhang - 150 Astros ==================================================== ==================================================== It's a real Chinese Martial Art. BaGuaZhang literally means in Chinese, "Eight Trigram Palm". So what the heck is a Trigram? It's pretty much a Chinese concept that is influenced by Taoist cosmology. Trigrams are symbolized by an octagon with each side holding a particular meaning that is symbolized by a natural element. These elements are: Heaven, Wind, Water, Mountain, Earth, Thunder, Fire, Lake. Don't ask me the difference between Lake and Water, or Earth and Mountain. We Chinese people were never easy to understand. Reference: =-=-=-=-=- Somewhere it was mentioned in Naruto, that Neji's Byakugan was based on BaGuaZhang. All of the BaGuaZhang's animations for RF was based upon XiaoYu from Tekken. Moveset: =-=-=-=- Dancing Palm - P,P,P,P = Punch Combo. Good knockback. Monarch Butterfly Dance - P,P,K,K,K = Punch Kick combo. Good knockback. One of the most powerful combos in the game. Flowing Eclipse - P,P,K+G = Launcher. Use this to start a juggle. Second punch hits twice. Quadruple Kick - K,K,K = Kick combo. First kick hits twice, Second kick knocks enemy up in the air, Third kick knocks them away. Kicking Palm - K,P Kick Punch combo. Use it for a quick knockback. Second punch comes out a bit late, so it might catch people off guard. Overview: =-=-=-=-= An once popular astro scroll, and for a good reason too. This scroll can pretty much be described as a combination of Mao Gong and Muay Thai with a juggle. The reason why this scroll is similar to Mao Gong is the multi hit punches and kicks that this scroll has. Baguazhang has one of the longest combos in the game which is the P,P,K,K,K combo. The reason why this scroll is similar to Muay Thai is because of the kicks which have the cability to knock people off the map over obstacles like fences. Most people only liked the flashy-ness of the attacks though. This scroll for a very long time had the title of the scroll with the longest juggle in the game, going for a pretty impressive 12-hit combo. That title is now taken away by Blood Wind Ninjitsu. BaGuaZhang has a fairly slow moving punch combo causing its second hit to be easily blockable after the first. This is an annoying problem for any Bag users, and the best way to remedy this, is to find your opponents back. Jump over them, or drift to their side. If you find that difficult to do, try to use delays to drop their guard or simply just throw them. There's a lot of options actually. BaGuaZhang's first kick is a double hit, and it comes out fairly suddenly. A trick that some Bag players like to use is to throw out a first kick against an opponent, regardless whether they are blocking or not. After that first kick, the Bag player just walks away to trick the opponent to go into pursuit. After that, the Bag player just attacks again. With BaGuaZhang, you have to create your own tricks. Spamming away won't work against many opponents. The biggest drawback to this scroll that I've noticed is that people seem to like the punches and kicks so much, that they forget that they can grapple, jump, and slide as well. Most will try to merely "spam" you to death, thus making them easy to read and counter. Just because a combo looks nice, doesn't mean you should keep on using it. Throw and mix it up. The more unpredictable you can be, the better. Baguazhang has the best "unique" nanmu juggle in the game. Oddly enough, you can complete a punch combo and successfully nanmu afterwards. That would be: Dancing High Kick, two quick punches, Dancing Palm, then a nanmu. It's possible to string all of those together, but it takes some practice. It's a very rewarding to do though, as a 23 hit uninterrupted combo is laughably ridiculous. Overall, Baguazhang literally has everything a scroll needs. The only real drawback would be the somewhat mediocore damage that this scroll inflicts. Otherwise this scroll could possibly be one of the most versitile scroll in the game, due to the fact that there is no situation where this scroll cannot be useless. Note: BaGuaZhang was supposed to be a Soul Fighter/ Elementalist exclusive, as a counter to Striker/Alchemist Karate exclusive. However OGPlanet realize its potential as a cash cow, and made it available for all classes. ==================================================== ==================================================== Blood Wind Ninjitsu - 189 Astros ==================================================== ==================================================== By combining a few different video game ninja (or ninja-like) moves, we end up with Blood Wind Ninjitsu. Ninjitsu itself is a real martial art that arose from Japan, but the Blood Wind part is probably fictional. Ninjas do have a habit (In fact all martial groups have this habit) to staple their own name into a martial art to define their particular group, like Shaolin Kung Fu for example. Ninjitsu has it's few labels, but I'm not sure Blood Wind Ninjitsu is a realistic one. Reference: =-=-=-=-=- The stance is directly based upon Raven from the Tekken series, who is the main ninja of the series. The throw is also exactly the same from Ibuki, who is the main ninja of the Street Fighter series (originating from Street Fighter 3). As for the Kg special, I can't help but think of Cammy's Cannon Spike signature special (even though Cammy is not directly a ninja, but an assassin instead), but the true origin if from Kagemaru's drill attack (which looks the same anyways). BWN is a scroll that combines Ninjas from different games, so there's no direct reference. Moveset: =-=-=-=- Chakra Strike - P,P,P,P = BWN's punch combo. So-so knockback. Last hit can be charged for more damage, knockback, and blockstun. Chakra Blast - K,P = BWN's two hit combo. So-so knockback. Last hit can be charged for more damage, knockback, and blockstun. Swirling Sobat - K,K,K,K = BWN's kick combo. Great knockback. Ninja Double High-Kick - K,K,K+G = BWN's juggle launcher. Blood Wind Gale - K,K,P,K,K = BWn's best combo. The 4th hit hits three times in mid-air. This combo knocks people over fences as well. Ninja Spear - K,G(G must be RIGHT after K) = BWN's special. So-so knockback, but it moves your character far. Neck Snap - P+G = BWN's unique throw. Deals good damage and throws your opponent forward, but the distance thrown is poor. Overview: =-=-=-=-= Blood Wind is a scroll that seems unecessarily fancy, but is actually quite simple to use. However, it's on a slightly different scale to fight, because Blood Wind has a few odd niches that can only be experienced by fighting it. Blood Wind's punch combo is quite normal. Good damage and delays, but the angling is so-so. The last hit can be charged for more damage and a larger blockstun, but it cannot guardbreak like some other chargeable attacks in the game. However, if you manage to land a full charge punch while your opponent is blocking, you can always 100% land a throw on the blocking person due to the massive blockstun that the full charge punch deals. Also, being a charge-able attack, you can turn twice before the last punch comes out. BWN's two-hit knockback works the same way as it's punch combo. Being a two-hit combo however, it's better suited for instances where edging is more important. BWN's kick combo is argueably it's best angling combo, and even that is pretty average. If you're going for damage, you'd definitely want to do the KKPKK or to juggle instead. There's not much use to this combo aside from the fact that the last kick has a fairly good blockstun to compensate for the time needed to recovery from that kick. If you're going for damage, you'd want to definitely go for juggling. Blood Wind Gale is BWN's most powerful combo in it's arsenal. However, be warned that the second to last hit (the triple kick) should almost never be angled. The last hit has a pretty strange hitbox, but can still be successfully angled if the following triple kick hits. You'd want to end your juggles with this combo and it's also a fence edger, which is a good bonus for those moon games you might join. If your opponent happens to be blocking, NEVER DO THE FULL COMBO. BWN has the luxury that most scrolls don't have by having a compoletely safe-upon- blocked combo. Simply stop after the triple kick and your character will safetly fly backwards a good distance while your opponent is still recovering from his/her massive blockstun. You can usually land a successful counter if your opponent attacks right after, or you can simply just block. It all depends on what you do. Blood Wind has numerous 100% safe combos. Two of them is it's KKKK full combo and KKPK incomplete combo. Even if both of these are blocked, you have the slight frame advantage that renders you safe before your opponent can fight back. If you manage to land full charges on a blocking opponent, you have a huge advantage. You're 100% garaunteed a throw if you're quick enough, and better yet, you can attempt a first kick that could lead to a juggle if you have a feeling your opponent is not aware of the blockstun or if he/she knows about it and tries to avoid the throw entirely. If given the opportunity, BWN players should always juggle. BWN's juggle launcher is actually pretty reliable and it's a decent angler as well. You'd want to finish the juggle with a KKPKK combo, but by doing so,s you need to be quick with the 2 punches because BWN's first kick comes out a bit slow. The special is pretty fun stuff but it's not very useful overall. The knockback is fair, so you'll only be edging people who are very close to an edge. The damage is alright as well, doing pretty much the same damage as a shoulder ram. You can use the special for numerous strategies, mainly as a method for escaping and pursuit, and like many BWN attacks, this one also has a long blockstun. It's best used to cut through your opponents track as they move and also to hit them the moment they recovery punch away from you. Blood Wind's greatest asset is it's ability to control your opponent's blocking time better than any other scroll. At least half of the attacks in it's arsenal has fairly long block stun (charged punch and KP combo, full kick combo, special, KKPK). Using these tools, you can ensure you have priority over your opponents. The problem that most BWN players encounter is actually hitting their opponents. BWN's first kick is fairly slow, and most of it's attacks have pretty high recovery time to compensate for the blockstun properties. Players who drift well give BWN a lot of trouble but if you can stop them in their tracks with punches, then you can essentially control the battle. ==================================================== ==================================================== Boxing - 141 Astros ==================================================== ==================================================== Boxing is THE western combat sport. However, boxing did not appear out of thin air. Like lots of sports, the Greeks were the first to implement such rules that would morph into modern boxing. Gloves were used in sparring matches, but in real matches, it was just hands wrapped in leather. Victory often meant brutally handicapping the opponent, or even death. Luckily today, boxers don't try to kill eachother (you are excluded Mike Tyson). Boxing today is a sport, but one that requires intense focus, speed, and endurance. Reference: =-=-=-=-=- This is generally vague, as there is so many boxers in video game culture. Some of the more famous ones would be Balrog(M. Bison in Japan) from the Street Fighter Series, and Steve Fox from the Tekken series. Moveset: =-=-=-=- One, Two, Three, Uppercut! - P,P,P,P = Punch combo and launcher. Corkscrew Jab - K,K = "Kick Combo" It's actually two straight punches. So-so knockback. Overview: =-=-=-=-= Boxing is a seemingly simple scroll that can be suprisingly confusing with its stance and weaves. It's also a relatively easy scroll to get comfortable and juggle with. The punch combo is what you will be using to deal damage and possibly juggle people off the stage. The kick combo is fast and has a decent knockback. The punch combo has a tricky delay timing to it, which is essential to bait those who play defensively. Make them think you're done attacking, then continue on with the punches. Lots of people play defensively against boxing, so throw a lot. This will make you more unpredictable, as people won't know whether to block and get grabbed, or not-block and get punched. Neat thing about boxing that makes it so fustrating to fight sometimes is the way its delays work. Most scroll delays renders the user to flow at a "slow-mo" animation. However Boxing simply just reverts the user back to the duck and weave stance which gives the impression to most players that the boxing attacker has ended his combo (which in reality is not true all the time). Its delays are odd for your opponents to read, so that's one unique thing to an otherwise simple scroll. There are times where throwing or delays can be risky. If such is the case, you must resort to air tactics. Jump more often and annoy them with crossovers and jump kicks. Do jump punches and air throws if you're good with those. If your opponent is playing rather tricky to the point where he/she is constantly just waiting for you to perform a combo and end it prematurely, then your best bet is to throw out a rapid amount of first punches mixed with jump kicks, drifitng, and throws. Boxing's second and third punch will still leave you vulnerable if your opponent is prepared to strike immediately after the attack is blocked. There's really not much to Boxing, simply because Boxing doesn't need much. Boxing is very fast, and powerful. However, it doesn't have much range. Most of the time with boxing, you will be pressuring your opponents to block, so grab often. Mixed with drifting, delaying, and grappling, Boxing is a difficult scroll to beat. ==================================================== ==================================================== Capoeira - 175 Astros ==================================================== ==================================================== Capoeira is a martial art developed by African slaves in Brazil. It's a martial art that was disguised as a dance to fool the slave's master into thinking it was some harmless tradition (since obviously, the slave master would forbid any practice of martial arts). Capoeira's origin is quite sketchy, as it was more developed as a dance before taking up the form as a martial art. A capoeira battle does not actually involve two fighters to actually harm eachother, but instead to perform motions of attacking in slow motion without actually completing it. It's pretty much a dancing version of rock-paper-scissors, with a lot of people singing and playing music in the background. As an actual fighting martial art, it seems a bit skeptical. At least it gave birth to modern break dancing. Reference: =-=-=-=-=- Yes, Eddy Goroh from Tekken is a Capoeira practitioner. We know. Others include Elena from Street Fighter 3 and Christine Monteiro who is also from Tekken. Most of Capoeira's attacks are derived mostly from Christine. Moveset: =-=-=-=- Ginga Elbow Spin - P,P,P,P - Capoeira's punch combo. 3rd punch hits twice. Handstand Pisão Rodado Body Spring - K,K,K,K,K Capoeira's kick combo. Moves around a lot, so beware when fighting on bridges. Parufusetta Flip - K,K+G,K - Capoeira's launcher for juggling. Armada Dupla - K(G) - Capoeira's ground hit attack. Can be performed after the kick or punch combo, and after every juggle. Can even be followed after using this on a standing opponent. Head Scissor Toss - P+G Capoeira's unique throw. Pretty much functions the same way as the normal throw with a different animation. Overview: =-=-=-=-= Capoeira may seem like a scroll that is aimed more towards flashy animations instead of being one that is powerful, but Capoeira is actually a very dangerous scroll. Its aim is to play similarly to Zin TaeKwonDo and Koroshu, as it's a scroll that is quite reliant on it's kicks. However, compared to the two styles I've just mentioned, Capoeira is more difficult to control, but also incredibly more powerful to the point where it's broken. Six Capoiera combos is enough to finish off anyone almost. Some of you may ask, what do you mean by "more difficult to control"? Capoeira sways up and down more frequently than any other scroll in the game. For example, a Taekkyon player who is kicking will only move right (because the kicks move the person forward). Capoeira on the hand, not only moves your character forward as you are attacking, but also moves your character up and down as well. Attacking someone at their side will result in your character moving right past the opponent that you are attacking. Fighting on bridges becomes more dangerous as well, as attacking can cause you to fall off if you're close enough to the corner. To remedy these problems, you can always angle your attack if you are suspecting that you might fall off or miss an opponent. Also, the lack of a quick knockback combo hurts it a bit, although the Armada Dupla (Kg) attack can kind of act as one. However it takes awhile to come out. As for the pros of Capoeira? Most scrolls have a long punch combo or a long kick combo, but Capoeira is the onlly scroll to really have both. It's like the punch combo of Mao Gong with the kick combo of Zin TaeKwonDo. It's very powerful as well, and nearly everything can be followed by a Armada Dupla (Kg) for an additional 140 damage or so. The juggle takes some practice, but it's a relatively easy one to pick up. Plus, Capoeira's first propels your character forward and kick at the same time, so its reach is good. In fact, Capoeira has the most powerful juggles/combos in the game if you count the ground hit. Armada Dupla is a godly ground hit. It's the only ground hit that can be followed up by nearly everything that a scroll has to offer. It's the only ground hit that can be followed up after performing its punch or kick combo on a standing opponent from any position. Like most ground hits, it can also be performed after any juggle as well. If it's blocked, it also has a long block stun, allowing you to gain the frame advantage (this means your next attack will be 100% garaunteed to come out before your opponent's). Good scroll? Yes. Hard to use? Not really. Just a matter of controlling your attacks as Capoeira shakes your character up and down like an earthquake. If you can get past that, it's practically a Zin TaeKwonDo with good punches with the most powerful and useful ground hit attack in the game. In fact, it's a pretty easy scroll to win with if you don't get too carried away. Capoeira is often regarded as the most powerful scroll in the game.
With the most powerful ground hit a scroll can offer and a swaying kick combo that covers a lot of area, it's pretty overpowered. If you're going against a Capoeira user who knows what he/she is doing, you're in for a hell of a time. Capoeira is quite... cheesy. It's the only scroll that I think could use a small nerf along with shoot boxing. ==================================================== ==================================================== Combat Sambo - 189 Astros ==================================================== ==================================================== Sambo, also sometimes spelled as Cambo (Still the same pronounciation since the Russian "C" is pronounced similarly to how Americans pronounce "S"), is a Russian Acronym for "Samozashchita bez oruzhiya" which means "self-defense without weapons". Sambo was developed in the Soviet Union by Vasili Oschepepkov and Viktor Spiridonov. The two founders actually developed Sambo independently, meaning they did not work together to create Sambo. Strangely, it just so happened that the fighting style they were developing happened to have the same name. Viktor Spiridonov was a student of Kano Jigoro (founder of Judo) and made Sambo under the influence of Eastern grappling arts (mainly Japanese Judo and Chinese ShuaiJiao) and other traditional wrestlings. Viktor Spiridonov form of Sambo was less aggressive and powerful than Oshchepknov. Spiridonovs Sambo became the military version of Sambo, often dubbed as "Combat Sambo", whereas Oschepknov's Sambo became the Sport version of Sambo, often dubbed as "Sport Sambo". References: =-=-=-=-=-= There's a few characters from many different games. The best portrayal of Combat Sambo would be Dragonuv from the Tekken Series. RF Sambo is however more true to Bayman's from the DOA series. Moveset: =-=-=-=- Heavy Swing - P,P,P = Sambo's punch combo. Powerful for 3 hits. Last hit comes out slow, but is still garaunteed if the second one hits. Dictator March - K,K,P,K = Sambo's kick combo. Sends people very far away over obstacles. Soviet Hammer - K,P = Sambo's launcher. Soviet Sickle - K,G(G must be RIGHT after K) = Sambo's ground hit. Bear Crush - P+G (facing front of enemy) = Sambo's front throw. Throws enemies behind you, and can always be followed up by a ground hit. Silent Dispatch - P+G (facing side/back of enemy) = Sambo's side/back throw. Throws your opponents behind you at a considerable distance. Armbar - K+G (time with enemy attack) = Sambo's special counter. Timing must be ABSOLUTELY PERFECT in order to get a ground hit to hit. Overview: =-=-=-=-= This is it! The scroll I've been waiting for. It's the closest thing to sex in this game, and believe me, it's a very hot style. The beauty of Sambo that makes it far different to fight than Judo is its odd stun properties. The third punch of Sambo's punch combo always comes out late, but as long as the second punch hits the third will be uninterruptable, due to the long stun of the second punch. Not only that, but Sambo's second punch comes out quickly after the first, leaving your opponent a less likely chance to block the second punch even after being hit by the first. The reach of the first punch is decent, and its overall speed is good. Its kick combo, the Dictator March, ties with Muay Thai's punch combo as one of the best edging combos in the game. Not only is it able to knock over any fence (including Dos Polmas net), but it also begins with a kick, ensuring that the following hits will connect if that first kick hits. However, it has its drawbacks as being akwardly slow, having terrible recovery (even when stopping the combo at the Punch part KKP, there's at least a second-long pause), and working terribly with angles. Important thing to know is that doing KKP+ground hit, actually does more damage than doing the whole KKPK attack itself. Not only that but it leaves you close to your opponent while they are down, allowing you to quickly move behind them to begin attacking them from behind. Like Judo, Sambo has a frightening wake-up game. Keep your distance and punish them with a juggle if they attempt a recovery kick. If they recovery punch away, try a pursuit with a slide kick. Juggling is always a nice option, but Sambo has pretty odd reach with its first kick. The second hit has nice overall reach and it springs out suddenly too. Once you get the juggle to hit, go for P,P,PPP, groundhit to do the most damage, and P,P,KKPK to edge. If your opponent is close to a wall, you can even follow up with a ground hit after the KKPK. The juggle launcher itself angles fairly poorly though, so stick with the KKPK combo if you want to play it safe. Sambo's front throw is remarkably useful for two reasons. One, it's powerful and can be followed up by a ground hit, and two, it instantly positions you behind your opponent, allowing you to lay the beatdown if you can guess what they will do the moment they get up. Sambo's back throw tosses your opponent further than any other backthrow currently out, which edge your opponents that would otherwise be saved if you were to backthrow them with Wrestling or Judo. Cheap huh. Sambo's special counter is powerful, but Judo's is better. Unlike Sambo, Judo can easily follow up with a ground hit after a counter. Sambo needs impeccable timing to do so, which realistically means that you won't be able to follow up with a ground hit after a counter for more than three times in a row garaunteed. Sambo's ground hit oppurtunites are slim. It's quite possibly the worst ground hit in the game. Comes out slow, range is bad, but at least it looks pretty cool. You can follow a ground hit after a: - Front throw - Punch juggle. - KKP combo - KKPK combo (if a wall is in the way) - Counter (timing has to be EXACT) - Back throw (if a wall is in the way) Overall, Sambo is quite akward. It has moments where it's fast and moments where its slow, and its hit reach can be decievingly large or small. It's similar to Judo, but that similarity is only by the scroll content (throws, groundhit). Sambo is unique enough to hold its own ground, and will always be my favorite scroll. It's just so damn sexy. I wish I could do stuff like that. ==================================================== ==================================================== Default - Free ==================================================== ==================================================== The Default martial art actually has a very profound history. It may not be puny and weak as Rumble Fighter may portray it (although still able to win with), Default is simply, something you start with. Like when you get a 6th grader angry and he tries to hit you but hesitates so that his blow feels like a playful pinch in the cheek. That's default! Just kidding. There's no such thing as a Default fighting style. If there was, I would be the blackbelt of it (except not as puny =P). Reference: =-=-=-=-=- Not really based on anything. It's just a generic fighting style that was meant to suck. Doesn't mean it's absolutely worthless, as people can still proliferate with it. Moveset: =-=-=-=- Triple Punch - P,P,P = Punch combo. Pathetic knockback. Knocks people only slightly up the air. Double Punch, Kick - P,P,K = Punch Punch Kick combo. Does not knock people down. Punch Kick - P,K = Punch Kick combo. Does not knock people down. Double Kick - K,K = Kick combo. Slow. Second kick might not connect even after the first one connects. Overview: =-=-=-=-= This is your "style" if you don't equip a secret scroll. It's weak and slow, and should only be your style if you don't have the money to afford one, or if you are taking pity on your opponents. The punch combo knocks people up in the air, but does not sends them over obstacles like fences. Avoid the kick, because even if your first kick connects, the second kick will most likely not. Pro Default players love P,P more than anything. In fact that's all they really do aside from jumping around like fleas. If they keep on using P,P over and over again, just counter-attack when they stream a new one. As for crossovers and jump kicks? Drift works relatively well, but you always just punch them out of the air for the fun of it. The only realistic way to get anything effective out of this is to stick with the attacks that all styles share: Slide, Shoulder Tackle, Grapple, and Jump kicks. The P,P,K combo is pretty good, as you can follow up with more attacks if your opponent isn't aggressive to fight back or run. In-fact, most of the best players who use default, seldomly complete a punch or kick combo. They will most likely just jump kick, slide kick, and grab the crap out of you. ==================================================== ==================================================== Dragon - 175 Astros ==================================================== ==================================================== There is no martial art named "Dragon". It's just a name suitable to act as an upgraded form of Jeet Kune Do for Rumble Fighter. With the description as a "Kung-Fu Movie Star" and the famous "Flying Kung- Fu Kick", it's directly based upon Bruce Lee. Reference: =-=-=-=-=- Every Jeet Kune Do reference. The special comes from Bruce Lee's signature flying kick that is in quite a few of his films. Most of the animations of Dragon are taken from Marshall Law from the Tekken series. Moveset: =-=-=-=- Solid Fist - P,P,P,P = Punch combo. Good damage and knockback. Flip Kick - K,K,K = Dragon's launcher. Excellent reach. It's exactly the same as Jeet's kick combo. Sudden Fist - K,P = Kick Punch combo. Good for a quick knockback. Lightning Hook - K,K,P,P,K = Kick whatever combo. Most powerful combo in Dragon's arsenal. Enter the Dragon - K,G(G must be RIGHT after K) = Dragon's special. Has good reach and great knockback. Overview: =-=-=-=-= A well anticipated scroll and it plays exactly the same as Jeet, except with an added flying kick special and it's much more powerful. Otherwise, anyone good with Jeet is pretty much good with Dragon. Solid Fist is simple, but the reach of the last two punches are nice. Just like Jeet's last punch of it's punch combo, the last hit of the Solid Fist combo will leave you wide open. In fact all of it's attacks will leave you open if missed. To avoid this, try angling the last hits so you move out of the way. If that doesn't work, just don't finish the combo. The Flip Kick is exactly the same as Jeet's and serves the same purpose as well. It still got its epic reach, but now the second kick can delay better. Just a small bonus that can be pretty useful. The Sudden Fist is a reliable quick knocbkack attack since it begins with a kick. However, it's pretty poor with angles for a 2-hit knockback. Lightning Hook is nice, but it works like any combo. It has good delays, but since two of the hits are punches, you must link the following hit quickly, because punches have stun time when hit. During the combo, each hit except the last has pretty reasonable recovery, allowing you to safely jump away or begin a new combo if things are not going your way. Like BaGuaZhang, Dragon has one of the more powerful advance nanmu juggles in the game. However, the one for Dragon is fairly easy to pull off. It goes like this: KKK,P,P,KKPP, nanmu. The two punches of the Lightning Hook combo (K,K,P,P,K) hit quite high so there's a lot of air time to sneak that nanmu in. If you get that to succeed without being interrupted, you just took out half your opponents health. It's not that difficult to land as well. Enter the Dragon is Dragon's special and is basically a good substitute for the normal shoulder ram. It goes slightly further than the ram, but if missed, you're in for some hurt. It's better than the ram though because you don't have to run before performing it, so it's better for those suprise moments. Fun attack to use and each hit feels really good. Dragon's best trait is it's recovery. So long as you don't finish your combo, you recover quickly enough to escape or block. This makes Dragon a very flexible scroll when it comes to switching from offense to defense, something most scrolls have troubles doing. Jeet was already a powerful scroll, but Dragon takes the bar to a new level. Only weakness that I can see about Dragon is that it's a terrible edging scroll (when compared to many other scrolls that is). It's still workable of course, but Dragon truly shines in more battle oriented maps like Rooftop, Blacktop, etc. Dragon is very powerful, so expect to see a lot of it. ==================================================== ==================================================== Drunken Boxing - 150 Astros ==================================================== ==================================================== Drunken Boxing originally started off as a culture in China from a legend about a strong chinese man who drank many bowls of wine and killed a tiger while he was drunk. It became popular after Jackie Chan's movie "Drunken Master". As an actual martial art? If drinking and driving is bad, imagine drinking and fighting. The actual martial art isn't necessarily suppose to fight while drunk, but pretending that one is fighting while drunk. Freak them out. Move wierd and do wierd things. That's the way of the Drunken Boxing. It all becomes unpredictable. Its techniques are based upon the legend of the "Eight Immortals", which is also a crucial part of religious Taoism and Chinese Culture. Reference: =-=-=-=-=- Drunken Boxing's spinning headbutt was derived from one of the fight scenes of Jackie Chan's "Drunken Fist". Many characters in video games began to adopt this fighting style, few being: Chin Gentsai (KOF), Lei WuLong (Tekken), and Brad Wong (DOA). Moveset: =-=-=-=- Staggering Boxing - P,P,P,P = Punch combo. Good knockback Drunken Flip - P,P,K = Punch Punch kick combo. Good knockback. Drunken Spin - P,K - Punch Kick combo. Decent knockback. Walking Kick - K,K - Kick combo. Hits twice and is very fast. So-so Knockback. Staggered Uppercut - K,P - Drunken Fist's launcher. Spinning Headbutt - P (while running) - Drunken Fist's unique ram attack. Deals equivilent damage to a normal ram, but has a steady velocity. Overview: =-=-=-=-= Drunken Fist, a famous martial art known for its unpredictability and akward movements. However in this game, it's not that confusing once you understand what its attacks look like. There's many variations of combos for Drunken Fist and its damage is decent. Its juggle is among the easiest to perform, requiring little delays and not much movement. Drunken Fist has a variety of moves which makes it quite versitile. The most unique thing about Drunken Boxing is the dashing P attack which replaces the usual shoulder tackle with a spinning head butt. This attack goes the same distance as the tackle, but has no start up acceleration, making it faster. You still want to treat it as a tackle though, because most people can successfully retaliate if you miss or have this blocked. It's better than the normal tackle for sure, but doesn't mean it's spammable. Drunken Boxing's launcher comes out fast, leaving people with little time to panic. If a person happens to be near a ledge, this can get an easy kill. Drunken Boxing is also the easiest scroll to juggle with. Just punch away, because no movement or delays are required. The Spin Kick attack is excellent for angling while the Double Kick is very fast. The juggle is there for mass damage opportunities, and the punches is for confusing (with delays and drifting). Overall, an excellent scroll, just make sure you don't complete your combos while your opponent is blocking, because Drunken Fist has some terrible recovery time with its attacks. Drunken Boxing's double kick is the fastest kick combo in the game. Once again, it's a great edging tool, but it also works well to suprise your opponents. In some ways it feels like an alternative combo breaker, but obviously it doesn't have any invincible frames to break combos with. The more you play around with it, the more you'll find uses for it. Drunken Boxing has three major weaknesses than severely cripples its usability. First and foremost is the lack of delays, meaning Drunken Boxing has almost NO delays whatsoever. Second is the terrible recovery time after every attack. Even unfinished combos take awhile to recover from. Lastly of all is the lack of options within its kicks. It's either a double kick or a juggle launcher, and there is little trickery involved with those attacks, because the timing of the attacks are completely different. It's a pretty difficult scroll to use in the higher level gameplay despite having the easiest juggle in the game. ==================================================== ==================================================== Drunken Master - 41,000 Carats ==================================================== ==================================================== Martial Artists who practiced Drunken Boxing to the point where his/her attacks become utterly akward and strange, yet highly effective, can be dubbed a Drunken Master. Modern Drunken Fist martial arts incorporate such flashy and acrobatic moves, whereas Ancient Drunken Fist martial arts wasn't so "capoeira-ish". Nonetheless, Drunken Masters have a impeccable sense of balance, and their deceptive art can provide key opportunities for critical strikes. Seriously though, who attempts flips while they are drunk? Reference: =-=-=-=-=- Same references as Drunken Boxing. The grab is directly copied from a peculiar attack that Jackie Chan used on his enemy from the movie, "Drunken Master". Moveset: =-=-=-=- Drunkard's Momentum - P,P,P,P - Great Knockback and delays, but the third hit can supposely miss, so it's a gambit to use. Sweeping Down Flip - K,K,K,K - Great Knockback. Drunken Master's most powerful combo. Twirling Tap - K,P - Kick Punch combo. Has fair knockback. Spinning Spring Suprise - K,K,K+G - Drunken Master's Launcher Drunken Cartwheel - K,G(G must be RIGHT after K) - Drunken Master's Down hit. This means you can use this attack to hit people while they are on the ground. Spinning Headbutt - P (while running) - Exactly the same as Drunken Boxing's ram attack. Deals equivilent damage to a normal ram, but has a steady velocity. Rolling the Ball - P+G - Drunken Master's unique grab. Throws the enemy forward and leaves time for a Drunken Cartwheel follow-up. Overview: =-=-=-=-= Drunken Master... It's carats! That's major points to OGPlanet's repuation, (it's roughly 3,500 carats more expensive on Gem, but at least it's still carats). It's pretty much holds every characteristics of a typical astro scroll. It got a nice delayable punch combo, a juggle starter, powerful kick combo, and even a down hit and specialized grab. It has plenty to offer. An important aspect of every combo for Drunken Master is that every attack comes out fairly slow, but has a lot of delays. So in some ways, you can keep the pressure on your opponent, but your opponent can easily interrupt you due to the long pauses between each attack. Just like Drunken Master, you do not want to end any combos that might not hit. The recovery for any Drunken Arts Scroll is downright terrible. Just like Drunken Boxing, Drunken Master has the spinning headbutt instead of a typical shoulder tackle ram attack. It's better, and if you want to know why, just read the Drunken Boxing section above. Twirling Tap is your nomal quick knockback combo for those moments where performing a longer combo can leave you more vulnerable. Drunken Master's juggle is quite tricky to perform. The (K+G) input for the third kick isn't very responsive, so sometimes you end up doing a Sweeping Down Flip instead of a Spinning Spring Suprise. If you manage to launch your foe, you must act quickly as the launcher leaves you little time to react. Drunken Master no longer makes Pro Wrestling feels that special anymore. Its grapple "Rolling the Ball" is a specialized throw that throws your enemy forward. Does more damage than a normal throw, and can even be followed up with a Drunken Cartwheel. Drunken Master is the first of many scrolls in the future to have a ground hit. So what's a ground hit? It's basically an attack you can use to hit someone on the ground. There are plentiful good opportunities to use this. These opportunities are: - Right after juggling. - If you finish a combo and a wall prevents your opponent from getting knocked too far away. - Right after a grab. You must quickly chase the thrown enemy and perform it. As you can see, this is A LOT out of one scroll. Even with all this stuff, Drunken Master isn't all that overpowered, due to its attacks flowing so slowly. Each attack in it's combo takes far too long to come out, providing easy attacking opportunities to people who turtle through your attacks. Like all scrolls, you must play smart, and Drunken Master has a lot of different attacks to mix things up. Potentially one of the most powerful scrolls in the game, which is the reason why it's ranked as a top tier scroll. ==================================================== ==================================================== Exile - 41,000 Carats ==================================================== ==================================================== To exile someone is ban them. Exile was a common and feared punishment during the medieval times because to be exiled from one's homeland essentially meant that he/she was going to die. The Rumble Fighter backstory to the scroll "Exile" is that it's a fast-paced, dirty, fighting style developed by an outcast of Dark Guardians. Obviously not a real martial art, but it's one of the coolest fictional ones in Rumble Fighter in my opinion. The attacks look a bit strange, but that stance and throw is downright awesome. To be honest, the combos look a tad ugly to me. It reminds me of this guy in my school who kept doing the dorkiest looking kicks and bragged how if he used his full force, it would break my bones. How did I respond to him? I said, "You're cute." References: =-=-=-=-=-= Based directly upon Kazuya Mishima from Tekken who's animations is this scrolls foundation. Kazuya also performed the attacks that resemble the throw as well. Moveset: =-=-=-=- Spinning Banishment - P,P,P,K = Exile's punch combo. Good knockback. Uprising - P,P,K = Exile's juggle launcher. Torso Kicks - K,K,P,K = Exile's kick combo. Knocks over fences. Shoulder Shove - K,P = Exile's 2-hit combo. Fair knockback. Heavy Punishment - P+G = Exile's unique throw. Throws far forward. Body Drop - K,G(G must be RIGHT after K) - Exile's ground hit. Overview: =-=-=-=-= Exile was one of the new scrolls I was kind of looking forward to before it was released. The stance and throw is really cool, but aside from that, Exile is a very basic and simple scroll. That doesn't mean that it's easy to use, in fact, it's far from easy to use effectively. The great thing about Exile is that both it's punch combo, kick combo, and juggle are all great ways to deal damage. However each combo has a glaringly large exploitable weakness. Exile's punch combo is powerful, but aside from that, it's not really good at anything else. Like all punch combos, the second punch is blockable even if the first hits. Exile's punch combo suffers from one huge problem, and that is the horrible priority of the first punch. The first punch is one of the slowest in the game. The fact that Exile's powerful juggle starts from a punch makes juggling a pretty risky and situational option. If you do manage to do the PPPK combo on someone, you can 100% always follow up with a ground hit as long as you move forward a little. The only part of any Exile's combo that has good delay would the last hit of it's PPPK combo. Everything else almost has little to no delays. An interesting thing about Exile's punch combo is that the first two punches look exactly the same almost. This could be confusing for both you and your opponents sometimes to guess the difference between isolated first punches and the actual first two punches of it's punch combo. As for Exile's juggles, your best juggle should end with the KKPK combo followed by a ground hit. Juggling with Exile could be tricky on sometimes because it's first punch is pretty slow. You also have to move forward a bit while doing the punches, otherwise you won't get down the full juggle. Exile's kick combo is powerful and also a great way to edge people over fences and to even just inflict some pain. The recovery of the kicks are bad, which leaves Exile players quite vulnerable if they happen to miss their kicks. However, the kicks angle fairly well, and can do some pretty interesting things to catch someone who is trying to drift around you. If you happen to be missing, your best bet is to just stop attacking and block. The first two kicks have fairly good side reach for drifters while the following two hits have pretty far reach. Exile's throw is a pretty awesome visual show, but it's not all show. It only actually does 10 more damage than a normal throw, but not only does it throw your opponents forward, but it throws them VERY far forward. Another neat thing about the throw is that it can also be followed up by a ground hit if there's something that is preventing your opponent from being thrown away from you (like a wall). A good Exile user MUST throw. Exile's punch combos are too easily blocked, so it's always a good idea to mix it up with throws and Exile's delays (even though there's hardly any) to stay unpredictable. Exile's ground hit by itself is one of the more useless attacks in the game, but it wasn't intended to be used that way anyways. As a ground hit, it's one of the better ones in the game. It can be followed up by almost all of Exile's attacks. Here's a list of opportunities that it can always work: - Punch combo (PPPK) - Kick combo (KKPK) - Juggle (any) - Throw (if wall is in the way). As long as your opponent is on the ground and you have around one second to land a free hit, then you can likely follow it up with a ground hit. The shoulder shove is a very standard 2-hit combo. It's reach is decent, and with a pretty good first kick, this is actually a fairly versitle 2-hit combo. Use it for those moments where you need that quick edge kill. Exile is a scroll designated for expert drifters. It's attacks have fairly good horizontal reach, and the movement of the attacks are smooth, allowing you to slide along your opponents if any attacks are angled. It's possible to attack an opponent from an angle and angle your attacks so that you move towards their back. To play Exile well is to keep a close distance to your opponents and apply constant pressure. Exile is a very simple scroll. It has one major weakness in that many of it's good damage and mindgame opportunities are based upon it's punches. Furthermore the punch combo itself has terrible priority and delays which greatly hurts the scroll. Aside from that Exile is pretty standard but fearsome. It's a scroll that can easily be picked up but very difficult to master. ==================================================== ==================================================== Infinite Barrage Ninjitsu - 160 Astros ==================================================== ==================================================== The name given to this scroll is so awful that I can't even laugh, I can only cry. The real name of this scroll that was given to it while it was being designed was Immortal Ninjitsu. Anyways, it's obviously not a real martial art. This scroll's attacks is another compilation of various attacks of different Ninjas from other fighting games. The most interesting of these attacks would be the Izuna Drop, which is a staple of many video game ninjas. Where did the Izuna Drop originate from? It came from a fairly old and popular anime named Ninpu Kamui Gaiden which aired around the late 1960's. The idea was based upon a japanese diving bird that will fly straight to the ground to attack it's enemies. The main character took upon this philosophy and would intercept his opponents in midair and piledrive them straight to the ground. Pretty badass, but in the real world, this is probably easier said than done. But seriously, hust look at the name of this scroll. "Infinite Barrage Ninjitsu". What the hell is that supposed to really mean? I blame you Naruto!!! Reference: =-=-=-=-=- All of this scrolls attacks are taken from ninjas from various fighting games. The stance, juggle launcher, is exactly the same as Kagemaru's from virtua fighter, whereas air combo and some of the punch combo is the same as how Ryu Hayabusa does them from DOA. The throw is from Ibuki from SF3, and as for the izuna drop, too many ninjas do that to be listed. If you notice two things from the scroll, the blue ball from the punch combo is similar to a Naruto "Rasengan" while the leaves that appear from the Izuna Drop is a reference to Rock Lee's Primrary Lotus drop. Moveset: =-=-=-=- Chi Explosion - P,P,P,P = Infinite Barrage Ninjitsu's punch combo. Last punch has a long hitbox and the knockback is great. Infinite Barrage - K,K,K,K,K = Infinite Barrage Ninjitsu's kick combo. Last kick hits twice. Great knockback. Shinobi Flip - K,K,K+G = Infinite Barrage Ninjitsu's launcher. Moon Breaker - (after Shinobi Flip),P,P,K = An optional air combo right after the Shinobi Flip. Knocks over fences/obstacles. Izuna Drop - K,G(G must be RIGHT after K) - Infinite Barrage Ninjitsu's special. If it connects it throws you and your opponents far forward. Neck Snap - P+G = Same throw as BWN's. Deals good damage and throws your opponent forward, but the distance thrown is poor. Overview: =-=-=-=-= What we have here is a scroll of many capabilities and unique attacks. With a unique air combo, fun special, and long combos, it's a very fun scroll to use. While to many it seem like a flawless and balanced scroll, it holds some serious drawbacks that are hard to see until you actually use the scroll. Starting with the punch combo, It's a great punch combo. It's fairly reliable and it moves a good deal forward. The last punch has very good reach, since the user moves forward and creates a little blue explosion in front of him/her, giving the attack a fairly good hit box. The only problem is the third punch which has a small and strange attack angle. The third punch also moves a lot, which can cause your attack to miss if you aren't properly alligned with your opponent (or if you just can't aim it right). This problem makes it difficult to hit drifters. The kick combo is a long 6-hit combo that is fairly powerful. Aside from that, there's nothing really spectacular. Unlike most long combos, this one has very good mid-combo recovery, meaning you can loop combos more successfully without being interrupted or having the person escape the loop. The problem with the kick combo however is the first kick. The first kick has awful reach, which is really the main downside of the scroll itself. The hitbox is terrible, and the user only moves a little. Shinobi Flip is the juggle launcher, and it's a fairly simple one at first glance too. However, if you were to press punch too quickly, your character will instantly fly up and begin the optional air combo. IBN has two completely different options that branch out from it's juggle launcher. If you're going for damage, just wait a little after the juggle launcher and juggle normally. Movement is not required most of the time, but it is recommended so that your kick combo doesn't miss. Nothing needs to be delayed as well, but once again, you can do it just to play it safe. You would want to do the air combo in those moments where edging is more important. The best thing about the air combo is that it allows you to edge your opponent without much interruption from the ground. The knockback is not fantastic, but it's a garaunteed kill as long as your opponent is near the edge. Be warned that any attack of the air combo takes a long time to recover and the angling capability of the air combo is very bad. Another very interesting thing about the air combo is that it has some uses even against blocking opponents. Many people are too used to instantly attacking/throwing after blocking a juggle launcher. Luckily for IBN users, the last kick of the air combo hits people who are on the ground, which can be great for some potential mind games. Be careful though, because the moment they slightly move out of the way, you're bound to miss. It's best to use this on opponent near edges to give your opponent the idea that he/she is safe. The damage is not really worth the risk for this stunt so you should attempt when the rewards are great. Otherwise use this trick sparingly. The izuna drop is a very interesting special in such that it works like a normal attack, counter, and throw. If the kick connects, it automatically sets up your opponent for a sky drop. The kick has A LOT of invincibility frames after the first few frames of the attack. As long as you are not hit while turning a bit backwards, the kick will come out. Another thing to note, the kick does not cancel if you fall down on edges, so you can use it to drop down a ledge and kick someone (if you're up for some fancy drops). The damage is good, but NEVER attempt it for edging unless suicide won't hurt your team. It's a good attack, but it's still situational because it's not easy to hit with it. If you ever find yourself in an unfavorable moment where that izuna drop is going to result in suicide, you can nanmu to dash away from the edge while your opponent still falls down. The throw is the same as Blood Wind Ninjitsu's. A powerful forward throw, but the distance thrown is not very good. Most IBN users hardly throw because the kicks are very tempting to use. Try to make a habit of throwing every now and then so that your opponent won't be so confident to think that he/she can just block all day. Infinite Barrage Ninjitsu. As goofy as it sounds, it's a very fun scroll, and it's actually pretty cool too. In fact, the name is the only real thing bad about it... almost. IBN has a lot of troubles with drifters, because all if it's punches after the first are quite narrow, and the reach of it's first kick is pitiful. IBN requires a lot of pressure to keep your opponent still or at least moving in a predictable fashion. If you can keep constant pressure on your opponent, then it shouldn't be too difficult to stay true to the name of the scroll. ==================================================== ==================================================== Geumgangtu - 160 Astros ==================================================== ==================================================== For awhile now, this fighting style has been named as "Vajra Boxing" or as it's traditionally called "Vajra Mukhti", which is an Indian martial art that combines elements of Karate and Judo. I'm a bit skeptical about where this scroll came from as there is no indication of the scroll being officially called as "Vajra Boxing". Instead, this scroll was directly based upon the Tekken character Feng Wei (don't believe me? Look at his animations). It's probable to assume that GeumGangTu is actually Chinese Kenpo. Reference: =-=-=-=-=- GeumGangTu's animations were directly derived upon Feng Wei from Tekken. Feng Wei however fought with a style called Shinken (don't know if it's fictional or not), but it translates iliterally to "God Fist". Feng Wei's master practiced Chinese Kenpo, which could be the real identity of GeumGangTu. Moveset: =-=-=-=- Double Palm Strike - P,P,P = Good knockback. Last punch hits twice. Roundhouse Stomp - K,K,K = Good knockback and damage. Excellent for angling. Roundhouse Elbow Stab - K,K,P,P = Good damage and knockback. Back Kick Elbow - K,P = Good knockback. Overpowering Elbow - K,P (hold) = Unblockable but slow. Good knockback. Overview: =-=-=-=-= Geumgangtu would've been a better scroll were it not for its cost. I find it absurd that a scroll that deals less damage than koroshu and lacks a juggle to be 160 astros. The reason behind this though, is because of its guard breaker, which is the Back Kick Massive Elbow. That guardbreaker adds a lot to it's cost, and is only semi-useful. Starting off, its punch combo is limited. You would want to stick with its kicks, as it has more variety. The Roundhouse Slam is an excellent kick combo. Its remarkably similar to shidokan's kick combo, having good damage and angling abilties, and it's faster to boot. The Roundhouse Elbow Stab is your most painful combo, so use that often. The highlight of GeumGangTu is not any of its combos but merely its first kick. That starting kick has the largest reach out of all the kicks in the game (trust me, that's very impressive). If that wasn't enough, that single long kick can end up in a 500 damage combo (KKPP). The guard breaker of this scroll is quite slow, and it's only really effective to catch an opponent who is either has slow reflexes, or is not used to facing Geumgangtu. There are however a few tricks to this. The elbow in the guardbreaker actually has a good range, because the user will propel his/her own body towards a direction. Using this you can use this far away to get a good hit on anyone who's nearby. If you happen to knock someone down with any attacks, you can just pull this off, so that when the opponent gets up, you can hit them. It's unblockable and powerful, and the range is not too shabby either. Another thing, since you can release the guard breaker anytime (to guardbreak, it must be fully charged), you can trick someone into thinking that you're going to use the guard breaker and release it early when they leave themself open. A common trick I like to use on people who have a low tendency to block, is to perform the KKP part of the KKPP combo. Since the first punch of the KKP combo has such quick recovery, you can quickly link another KKP combo if they dont block quickly enough (works wonders when you're hitting your opponents from behind). However, I doubt it's worth the cost. This really disappoints me as I was expecting it to be carats. It's pretty much a Shaolin with a guardbreak. It's good if you're willing to shed the money, but I already have Karate so oh well. GeumGangTu to sum it up, is a great scroll if you can play your distances well. Some scrolls like Shoot Boxing and Taekkyon are very powerful but only within a close proximity. GeumGangTu can take advantage of short ranged scrolls well, but watch out for defensive players. You can use your guardbreaker for that, but throwing is usually a better option sometimes. Keep your distance, and learn how to confuse a defensive opponent, and you're bound to beat a lot of people. Note: In Gem Fighter, this scroll is 34,000 carats. ==================================================== ==================================================== Hitman - 198 Astros ==================================================== ==================================================== A Hitman is a hired assassin. This process of hiring/killing is usually recognized as contract killing. Not very common, it's most popular in Australia it seems. In our fiction world, the most famous hitman would probably be Agent-47 from the "Hitman" series. However this scroll has no relevance to any of the above, and instead is based upon Bryan Fury from Tekken. Bryan Fury hardly counts as a hitman and is better off defined as a maniac and lunatic. References: =-=-=-=-=-= Based completely on Bryan Fury from the Tekken series. The stances and movesets are almost exactly the same. Bryan Fury is Tekken's biggest asshole. Yoshimitsu rescued him from the experimental labs and Bryan "shows his thanks" (that's what the ingame description said) by literally slaughtering all of Yoshimitsu's pals. I don't even want to know what measures this guy goes through for birthday presents. Moveset: =-=-=-=- Doom Fists - P,P,P,P = Hitman's punch combo. Good knockback. Leg Drop - P,P,K = Hitman's juggle launcher. Dropping Twist Kick - P,P,K,K = Hitman's punch kick combo. The last kick won't hit if the previous kick hits. Gatling Kicks - K,K,K = Hitman's kick combo. Good knockback. Furious Combination - K,P,P,P = Hitman's kick punch combo. Most powerful combo for Hitman. Good knockback. Mine Sweep - K,P,P,K = Hitman's Kick punch kick combo. Almost no knockback. Gravity Brainbuster - P+G = Hitman's unique throw. Does good damage and throws forward, but the distance thrown is not very far. Serpent Sweep - K,G(G must be pressed RIGHT after K) = Hitman's alternative juggle launcher and ground hit. Overview: =-=-=-=-= Before I start, I would like to thank DemiSoul for gifting me this scroll without hesitation to do so. Hitman is a scroll that's generally good at everything. It has a lot of strengths, but nothing too powerful. With this being said, there's only two weaknesses I can think of, but they are fairly minor in the long run. Hitman's punch combo is good. The first punch has pretty average reach, but the second and third punch are pretty specialized in catching drifters. The second and third punch are both revolving back fist strikes, meaning they cover a lot of peripheral area. The last punch goes is pretty straight, so it must be aimed accordingly or it might miss. Use the punch combo often against drifters, since it's your best defense against them. Ironically, it's probably also your best attack to pair with drifting with as well. For some reason, I always felt Hitman played a bit like GeumGangTu for the reason that Geum relies mostly on it's kicks for distance attacks and punches for close range. Hitman is pretty similar in this case. Hitman's first kick is not particularly fast, but it does go quite far. The reach is pretty linear as well, so it can be dangerous if missed. The following two kicks have a similar hitbox(being similar kicks), but they go slightly farther and move farther as well. The recovery on the kicks are very good. Generally the kick combo gives Hitman a lot of ways to handle people who like to keep their distance with you. Just be cautious not to miss too much with it. Part of the reason why I probably chose to procrastinate updating this FAQ so much is because I like to describe each combo and it's purpose. Hitman has like 6 different combos, so you can see why I felt kind of lazy. Regardless, Hitman's kick combo is arguably it's best edging combo (you'd be suprised on how well the last kick can angle). Hitman has two branching combos from it's kick. One is the KPPP combo and the other is the KPPK. The Furious Combination (KPPP) combo is Hitman's most powerful combo and is best used as a juggle finisher. It's a harder juggle to perform than the simple ending with a full punch/kick combo, but the damage is pretty good, so it's worth practicing. It's also best used against while hitting your opponent's backside so that you can follow up with a ground-hit after OR if you are hitting your opponenent and there is a wall that will prevent them from being knocked too far so that you can land a ground-hit right after. The timing is tricky, but Hitman has great recovery on any of it's attacks to allow this. The trick to juggling with this is to make sure the third punch hits at the correct time. The last punch has a strange hit box and it must be timed when your opponent is getting close to the ground. There are many times where throwing out the last punch too soon will result in a miss (even though the punch clearly looks like it should hit). As usual, follow it up with a ground hit after. Mine Sweep (KPPK) on the other hand is a bit situational. The knockback is minimal (very tiny). This is best used while attacking the frontside of your opponent, because this is the only combo that can be followed up with a groundhit independantly of assistance of a wall or having to attack your opponent from behind. Since you remain close to your opponent after this attack, you can easily move behind your opponent to start up any wake-up tactic you have in mind. If they plan to recovery punch away, chase them down with a slide kick. If they recovery kick, try to avoid it and get them with the juggle launcher. Remember that this is all guessing, and you have to guess what your opponent will do before attempting to counter it. The time you have to react from their attacks is very little. Going back to the punch combo, the juggle launcher is pretty reliable despite starting from a punch combo. Hitman has a very reliable second punch so this isn't a huge problem. However it's favorable that you attack from behind if you plan on juggling. Hitman's juggle launcher is unique that there's an additional hit to the juggle launcher (It's actually a PPKK combo). However the last kick will not hit if the 3rd hit connects (which is the launcher). The purpose of this is basically as a gimmicky mi+ndgame tool. Some people will be cautious of the juggle launcher and will wait for you to finish the juggle launcher before attacking. However you can nail them with the last kick if they get too eager. This is pretty risky though and there's not a lot of delay with the last kick. Hitman recovers pretty fast anyways so there's not a whole big use over this. You can always angle the last kick to move out of the way if you see your launcher being blocked or it missed. Hitman's special is an alternative juggle launcher and a ground hit. A one-hit juggle launcher is pretty nice and it covers a lot of area surrounding you. On the other hand, it's slow and if it's blocked, you're bound to take some punishment. It's a good ground hit as well, even if it's a bit weak. Being weak is no problem at all, since Hitman has a lot of opportunities to throw in a ground hit. Most common possible examples being... + After any combo if there's a wall blocking the way. + After any combo if you attack your opponent from behind. + After the Mine Sweep combo (KPPK). + After any juggle. + After hitting your opponent out of the air. Hitman's throw is probably the only below average thing about it. While it does throw forward, the distance thrown is pretty bad. On the other hand, the throw does a lot of damage (30 more damage than the normal throw). Good for 1v1s, not so hot for edging. There's no real trick to playing Hitman. Your punch combo is your most effective way to cover a lot of area, which is great against edgers. Your kicks have a lot of reach, making it good for distances. If you're behind your opponent, always try to go for a juggle launcher. It's also important to know which combo is best for the situation you're in so you can optimize your damage output. Hitman is a great scroll, but like most scrolls in the game, it truly shines if you know what you're doing with it. ==================================================== ==================================================== Jeet Kune Do - 141 Astros ==================================================== ==================================================== Jeet Kune Do is "style" of Bruce Lee. The reason style was quoted, is because Bruce Lee did not really promote the idea of having a style. He encouraged fighters to be flexible, instead of sticking hard to a stance. Jeet Kune Do translates to "intercepting fist". This name basically orginated from a conversation that Bruce Lee had with Dan Inosanto inside a car. Dan Inosanto is a Filipino Martial Arts Instructor who was a disciple of Lee. They were talking about Europeon fencing and how the most efficient way of countering in fencing was a simple stop-hit, which is intercepting the opponents hit with a hit of your own. Bruce Lee said "what if we incorporate this stop-hit philosphy into a fighting style?" When Dan asked Lee what was Intercepting Fist in Chinese, Lee responded with "Jeet Kune Do". References: =-=-=-=-=-= There are a few Jeet Kune Do characters in video games, the most famous of them is Law from the Tekken series. Maxi from Soul Calibur is also a Jeet Kune Do practitioner. The punch combo of Jeet is almost exactly the same as Fei-Long's Lee Rekka combo from Street Fighter. Moveset: =-=-=-=- Intercepting Fist - P,P,P = Punch combo. Has great knockback. Suprise Kick - P,P,K = Punch Punch Kick combo. Deals more damage than the Intercepting Fist. Quick Kick - P,K = Punch Kick combo. Very fast. Backflip Kick - K,K,K = Kick Combo. This is Jeet Kune Do's launcher Overview: =-=-=-=-= Jeet Kune Do is a simple juggling scroll that has great reach and quick speed, which is only hindered by being "way too simple". The kick combo is the juggle starter and the punches are there to juggle with and knock people away. Jeet Kune Do's most powerful juggle combo is the launcher(K,K,K), 2 punches(P,P), and the Double Fist Back Kick(P,P,K). The double fist back kick must be delayed properly in order to connect, and you must move forward while doing the punches. It takes practice to do right, but if you don't feel like doing so, you can just replace the double fist back kick with the flip kick launcher. The kicks have a very far reach. Use this to your advantage. You can kick someone right after his/her recovery kick. If your opponent
happens to be blocking and is not expecting a third kick of the blackflip combo, you can do one and angle the last kick. Angling the last kick allows you to move to your opponents side, tricking him/her, and also allows you to take your chances to hit your opponent. A seemingly simple scroll, it's actually one of the ones that I had the most troubles fighting. Combined with equipment that gives speed and proper drifting, Jeet Kune Do becomes a nightmare to deal with. Most of the better players in the game used to use Jeet Kune Do, but ever since the 175 astro scrolls came out, many players chose to find another scroll to use (especially it's upgraded form: Dragon). I can assure you that Jeet Kun Do was one of the best (if not the best) scrolls during the early days of Rumble Fighter. ==================================================== ==================================================== Judo - 175 Astros ==================================================== ==================================================== Judo a modern Japanese martial-art and defense that heavily relies on reversals and grapples. The martial art itself involves lots of physics, bearing many different throws and grapples for different situations. Judo was found in late-nineteenth century Japan by an educator named Kano Jigoro. Kano Jigoro reformed many ways of Jujitsu to make Judo the way it is now. Although Judo does teach strikes and thrusts, those moves are prohibited in a Judo match. The literal meaning of Judo is "gentle way". A regime around 1910 was passed in Japan to begin teaching of both Judo and Kendo in public schools as a part of a Physical Education requirement. Reference: =-=-=-=-=- Daigo from KOF. Able from Street Fighter 4 perhaps, but his style is clearly mentioned as a mixed martial art. Most of Judo's animations are taken from Goh from the Virtua Fighter series. Moveset: =-=-=-=- Judo Slam - P,P,P,P = Judo's punch combo. Pretty standard for a punch combo. Its quite powerful but the last punch moves you fairly far. Judo Hook - K,K,K = Judo's kick combo. Good reach and damage. Shin Stomp - K,K+G = Judo's quick knockback. Rising Chop - K,P = Judo's launcher. Every juggle can be followed by a ground hit. Haraigoshi - P+G (facing front of enemy) = Judo's front throw. Deals around 40 more damage than a normal throw and throws your opponent behind you. The distance thrown is very FAR. Sodetsurikomigoshi - P+G (facing side/back of enemy) = Judo's back throw. Deals more damage than a normal throw and can be followed up with a ground hit. The knockback is so-so, but it's better than nothing. Harataisurikomiashi - K+G (time with enemy attack) = Judo's unique counter-attack. Can be followed up with a ground hit. Approaching Kick - K,G (G must be pressed right after K) = Judo's ground hit. Can be followed after various situations, but the moments that will work 100% would be after a Judo backthrow. Ukemi - G (while running) = Judo's unique evasive roll. You can use this to go through your opponents (similar to what Mao does with MUCH less distance traveled). It even has some invincibility frames, but it's difficult to time. Overview: =-=-=-=-= At the time Judo came out, my favorite scroll hasn't came out yet (Combat Sambo) So this worked a perfect substitute in the mean time. Judo is the first scroll to feature a special counter (more will be explained later). As a grappling scroll, the ability to throw people from any angle is a terrific advantage, but Judo's bland and slow combos waters it down. Judo has a very standard punch combo. Good delays, great damage (Judo's most powerful combo suprisingly), and decent angling capabilities. Be careful on how you use it though, because the recovery time after the second hit becomes very long. This becomes problematic against eager opponents who starts going on the offensive the moment you stop attacking. To alleviate this problem, play a lot with your delays and angle your attacks (especially the last one if you're going to do a full combo). Judo's kick combo is similar to its punch; it deals good damage, but has terrible recovery time. The knockback is smaller than the punch, meaning that in certain cases you can successfully follow-up with a ground hit after hitting your opponents down with a kick. The last kick also angles fairly well and overall,Judo's kick combo is fairly impressive. Judo has a quick knockback but it's quite inconvienient to pull off. K,K+G is a rather quirky input and it doesn't always follow-through, so you might end up doing K,K instead of K,K+G. It's not bad though as many people hardly expect it. Pretty much useless, but it can be quite suprising for your opponents. Otherwise, avoid it. Juggling with Judo is a nice option, but it's not a necessity. The best juggle for Judo would just be a Rising Chop launcher, two punches, then a full punch combo followed by a ground hit. It's very good damage, but be careful when whiffing that juggle launcher as its recovery is terrible. Mix it up with Judo Hook (K,K,K) so your opponent won't be expecting a juggle launcher everytime you begin a kick. The blessing about Judo is that nearly everything can be followed up with a ground hit. You ground hit after every... 1. Juggle 2. Recovery Kick 3. Back Throw 4. Front Throw (if there's a wall that obstructs your opponent from flying away) 5. Every combo aimed at your opponents back. 6. Counter 7. Kick combo (requires precice timing and movements) That is a plethora of chances for 100 additional damage. As an attack itself, it actually has some uses, as if it hits a blocking opponent, the hit stun time is actually quite long. Now on to the throws. Judo is the second grappling scroll to come out on Rumble Fighter (first being Pro Wrestling). Judo's front grapple throws your opponents VERY FAR behind you. No throw or attack can ever send your opponents as far. It's almost cheap, because you can score edges when you're a screen away from the actual edge. The backt throw on the other hand, is alright. Good thing about the back throw is that you can always 100% follow up with a ground hit. Bad thing about the back throw is that the animation is very long, giving enough time for someone to ambush you the moment you are done with the throwing animation. You can also follow up with a ground hit after the first throw, but only if there's a wall preventing your opponent from being thrown too far away. A special counter eh? It's pretty much the same as most scroll's counter n' grab. However this is vastly better, as a successful counter is pretty much a gauranteed 240+100 damage (counter then ground hit). If you haven't gotten into the habit of countering before, now it's the time. However it's risky, as a miss leaves you open, and being predictable will cause your opponent to start throwing more. Wait for good times, check the counter section of the tricks and tips if you want to learn more about countering. Ukemi is an evasive roll that has two distinguishing features. During the "rolling" part of the animation, the user is invincible and this roll allows you to go through people. It would be far more useful if it didn't take forever to recover after an Ukemi. Forgettable and rather useless under most circumstances. So yes, Judo is very balanced, having an excellent defense game with its unique counter and throws. If your opponent ever finishes a combo, take the chance and throw. If your opponent has a very predictable attack pattern, catch his attacks with a counter. Watch out when going offensive with Judo, as its recovery times is one of the worse in the game. That's one weakness to an otherwise remarkably powerful scroll. ==================================================== ==================================================== Jujitsu - 9000 Carats ==================================================== ==================================================== It's actually supposed to be spelled as Jujutsu or Jiu-Jitsu, but either works for me. It's a fighting style that arose in Japan. It was created by a samurai out of common sense, since you obviously would want to throw a person who's wearing armor instead of punching or kicking them. It's a grappling art, but God knows why it's crap in Rumble Fighter. I often get this confused with Judo. There might be a reason why. Jujitsu and Judo were two commonly practiced grappling arts. There was a story about the two martial arts having a bout. Judo apparantly won and became the mainstream sport. However, Jujitsu is great in its own ways. But were in Rumble Fighter so lets ditch Jujitsu and for something cooler. MureKwon anyone? Reference: =-=-=-=-=- Let's just pretend that some of the Judo users in video games are actually Jujitsu users and we're good to go. Moveset: =-=-=-=- Flowing Palm - P,P,P,P = Punch combo. Very far knock back Double Back Kick - K,K = Kick combo. Has good range and knockback. Slice Kick - P,K = Punch kick combo. Same knockback as the kick combo. Overview: =-=-=-=-= Jujitsu is an interesting scroll that is inexpensive and useful. The major drawback of Jujutsu is that its not that powerful or fast. However its knockback is very good, and can hit people over fences. Jujitsu has its uses in a variety of situations. Its kick combo has a range similar to that of taekwondo, which is pretty far. Its punch sends people flying away, however there is a huge problem with Jujitsu's punch combo. Attacking an enemy in the front can be problematic. The reason why is because Jujitsu's punches are VERY SLOW. There are too many times where I had the first punch connect and the second one blocked (nearly all scrolls have this problem but this somehow occurs A LOT when I play Jujutsu). Your best bet with Jujutsu is to attack by behind or stick with its kicks. Use jump kicks to get behind the enemy or just move around to evade attacks. Jujitsu's kicks actually have decent reach. Use it to poke at your opponents and punish them whenever they miss their recovery kicks. If you find the right times to use it, you will surely land a hit, and damage will stack up before you know it. Many people will block after Jujitsu's first punch because they know that the second punch is easily blockable. A good tactic is to punch and perform a crossover kick. You can also throw them. Overall Jujitsu is a decent scroll for the cost. Great variety of attacks, however it's weak and slow. ==================================================== ==================================================== Karate - 147 Astros ==================================================== ==================================================== Karate is just Karate. It's a Chinese and Japanese Martial Art, which is the reason why there are so many branches of it. It's a striking art that has everything, ranging from punches to grappling. However Karate is well known for its quick and precise kicks, which can be quick to down someone who's not prepared for it. Reference: =-=-=-=-=- There are a lot of characters that fight with Karate, but it's usually a fictional form of karate. Some of these include: Shotokan Karate (Ryu, Ken, Sakura, Akuma (Gouki in Japan)) uses this kind of Karate. Ryo, Robert, and Takuma (aka Mr.Karate) fights with KyoKugenRyu Karate. Even Shidokan is a branch of Karate (but that's real). Murekwon on the otherhand wants to join the club of Karate branch-offs, but that needs confirmation. Nearly every karate animation for RF is entirely based upon Jin Kazama from Tekken. Moveset: =-=-=-=- Dragon Punch - P,P,P,P = Punch combo. Great knockback. Multi-Kick - P,K,K = Punch Kick combo. Great knockback. Karate High Kick - K,K,K = Kick combo and launcher. Karate Assault - K,K,P,K = Karate's most powerful combo. Great knockback. Overview: =-=-=-=-= Karate is a very cool style, however out of all the astro scrolls, Karate is by far the slowest (Koroshu is faster). Its speed is equivilent to that of Murekwon, and both scrolls have a pretty linear attack pattern. Karate is definitely very powerful, and tricky as well, but it's also much more difficult to use, compared to Koroshu or Boxing. At least Murekwon's attacks come out somewhat fast. Karate is slow both in the beginning of its attacks and after, and unlike other mediocore speed scrolls (like Shidokan or Koroshu) does not have the range to make up for it. This itself makes Karate one of the harder scrolls in the game to use. Every Karate Combo except for the launcher has a very nice knockback, however it does not have any quick combos to ensure a quick knockback, which limits its uses in maps like Moonlight Valley. Karate's P,K,K combo (the multi-kick) is a fairly useful combo in some circumstances. The double hit aspect of the second kick makes it pretty safe to use. The reach of it is pretty wide as well, so use it every now and then when your opponent is being tricky by moving around you (otherwise known as drifting). Karate's 10-hit juggle is among the hardest in the game so I think it deserves a paragraph on its own. The trick is to take advantage of Karate's excellent recovery after the end of the juggle launcher. Take a good step forward after the juggle launcher and punch. Take a EVEN BIGGER step on the second punch, so you won't have to move again and use the kicks (because moving forward takes time, and since karates first kick is so slow, it's likely to miss if not whipped out quick enough). Often you might mess up by missing your second punch or last kick or end up doing a PKK instead. It just takes a lot of practice. Karate has a variety of mix-ups and great delays, but is limited to strikers and alchemists only, and both classes have an abysmal speed stat. Drifting is more difficult, and Karate's slow attack start ups don't help. You need good prediction, and a decent mind game to maximize the potential of this scroll. Grapples and Delays are your best friend. Karate has a special nanmu juggle, but it's not worth learning. It is: Karate High Kick, two small punches, Multi-Kick (don't complete the last kick) then nanmu. Problem with this is that the double kick in the Multi-Kick HARDLY EVER HITS. Getting both kicks in without delaying them requires insane luck, and delaying them gives you a nigh chance to sneak in a nanmu. It looks beautiful when connected, but it's just too hard. This is the scroll I used to use. However, now I'm pretty good at getting the 10 hit juggle down. No need to blame the keyboard now. ==================================================== ==================================================== Kobudo - 15000 Carats ==================================================== ==================================================== A Korean martial art that is focused on fighting with weaponry. Since you can't really pick up a weapon with Kobudo, the creators of Rumble/Gem Fighter has decided to make this a slapping martial art! Isn't that lovely. Reference: =-=-=-=-=- Karin from SFA3. The stance is the same, and the kick combo is one of her special moves. The slaps however were just added for some reason, since Karin fought with palm strikes instead. However I see a lot of similarities; enough to be considered as a reference. Moveset: =-=-=-=- Cutting Chops - P,P,P,P = Kobudo's punch combo and launcher. Chop Kick - P,K = Punch kick combo. Quick. Double Frontal Kick - K,K = Kobudo's kick combo. Overview: =-=-=-=-= Kobudo is an elementalist-only scroll. Kobudo is very simple and fast as well, which makes it perfect for beginner and advance players alike. The only drawback to this scroll is the mediocore damage that this scroll inflicts, due to the fact that this scroll is a juggling scroll which isn't bought with astros. Kobudo originally was the only carat style currently that has a juggle. Its punch combo is it's launcher, and it is FAST. Kobudo's punches come out fast, but due to the fact that it's a punch, people might be able to block the second punch even if the first one hits. If you manage to get the combo to connect, juggle them. The kicks are there if you need to quickly knock people off. The kicks also have good angling potential. Kobudo has fairly exceptional stun with it's first punch. This makes blocking the second punch harder. As long as you don't delay the second punch at all, you should be getting a lot of those juggle starters to hit. This is very important for Kobudo, because without this, Kobudo would've been hands-down a joke scroll. Kobudo is a bit tricky to juggle with. The time you have after the Cutting Chops to juggle is not a lot, so You have to quickly inch forward to hit. The last punches of the Cutting Chops are delayable so use it wisely so you don't miss your opponents. Neat thing about Kobudo is that the first two punches flow really quickly which can pevent some people from blocking the second punch even after the first one hitting. This is very important, because all Kobudo has is its punches. Once you get those punches to hit, don't stop. Kobudo is a good scroll to use. Damage is the only setback in this scroll (although it's a huge setback, because elementalists are quite weak). Otherwise you got yourself a pretty versitile scroll. Pimp Slapping Sacred Scroll, I mean Kobudo, is definitely worth the money. ==================================================== ==================================================== Koroshu - 150 Astros ==================================================== ==================================================== Not a real fighting style, and the in-game description about the soldier surviving with bare hands and feet is pretty bogus. It's based upon the KOF character: Terry Bogard, who's attacks are incorporated the scroll. The most famous of these attacks would be his Crack Shoot kick, and Shoulder Tackle. Looking at the scroll now, I can understand why this scroll would be so cheap. I mean if I were a soldier surviving by myself, of course I would just spam extremely powerful and annoying kicks at any enemy soldier who came at me. Reference: =-=-=-=-=- This scroll is a directly based upon Terry Bogard from the Fatal Fury series. Moveset: =-=-=-=- Power Charge - P,P,P - Koroshu's punch combo. Last "punch" has a strange hit range. Lariat Hook - P,K - Koroshu's Punch kick combo. Fast with so-so knockback. Power Dunk - K,P,P - Koroshu's Launcher. Crack Shoot - K,K,K,K - Koroshu's kick combo. Insane damage and hit range. Great knockback as well. Overview: =-=-=-=-= Despite being one of the older scrolls on RF, Koroshu remained to be a considerably powerful scroll by those who are familiar with the game. The large and long-lasting hitbox of the first kick is Koroshu's greatest strength, and that itself leads to even more advantages with It's high damage output. It's clearly on a different league when compared to it's same-aged brethren like Karate or Drunken Boxing. Koroshu's overall punch combo is pretty bad. Like most punch combos, the second punch may have a tendency to be blockable even after the first punch hits. Koroshu's second punch is not fast, so it can be blocked fairly frequently. Furthermore, the second punch has little stun time for the final punch. The final punch comes out slowly, has a quirky hitbox that misses occassionally, and is just dangerous to use. Koroshu's first punch is excellent and it's 2-hit knockback combo is viable, so just use those instead of the full punch combo itself. Koroshu's kick combo has a lot reach all around. The first kick goes far and wide and has a long hitbox period which is very good for catching drifters. Great kick combo overall and the last kick is pretty decent at angling. Unless you mean to edge, you should probably always choose to juggle over just doing the kick combo. The damage is more by about 200 and Koroshu has a very safe and reliable juggle launcher. The juggle itself is also pretty easy. All you really have to do after landing the juggle launcher is to move a little forward during the first two punches and then go into a kick combo. Rapid first punches is pretty mandatory against drifters. Koroshu's first punch is pretty above average in all departments, so it can stop people in their tracks. The second punch has wider reach and the recovery isn't bad. If you have troubles fighting against people who drift a lot, throwing out the first two punches of your punch combo is a pretty safe and effective way to fight them. If they jump a lot, rapid first punches is also key to land a powerful juggle on them. I always had the running joke that this scroll pretty much fights for you. It was the most powerful scroll in RF for a very long time and it's learning curve was not steep at all. With things like Shoot Boxing and Capoeira, I still find this scroll really annoying to fight however. ==================================================== ==================================================== Kung Fu - 15000 Carats ==================================================== ==================================================== Whenever people think about the Chinese, usually (and depressingly) these are the two words that usually come to mind. Kung Fu is generally the basis of all martial art. Kung Fu has many branches, even some that mimic the ways of an animal. Kung Fu actually has a very odd history. It did not originally mean martial arts, but instead just meant training. Someone with bad Kung Fu pretty much meant someone who did not put any effort or training to his/her work. The "Gong" in Gong Fu is the same character that is used in work-related words like "Gong Zuo" which means Job/Occupation. "Fu" is more of a suffix. In general, Kung Fu originally meant "Skill attined through Sweat". Quite profound indeed. Reference: =-=-=-=-=- There are a lot of characters that fight with Kung Fu but I can't seem to get any specifics. Moveset: =-=-=-=- Kung Fu Smash - P,P,P = Punch combo. Good knockback. Kung Fu Monkey Kick - K,K,K = Kick combo. First kick hits twice. Fast and decent knockback. Kung Fu Suprise - P,K = Punch kick combo. Quick with so-so knockback. Overview: =-=-=-=-= Kung Fu is a good scroll and despite just having three combos, it's pretty balanced and capable. Kung Fu is a good scroll to learn drifting with, as a good Kung Fu player can be frustrating to deal with. Kung Fu's main pressure lies within it's punch combo. It's punch combo is very fast and the reach of the first punch is excellent. The recovery on the overall punch combo is not so great, but you're safe so long as you just choose to do only the first two punches of the punch combo. The punch combo is best used to drift around your opponents to find a weak spot and hit them a few times with the punch combo. With the recovery on the punches, you can easily dodge an attack after punching your opponent a few times. Also remember that the punch combo has a lot of delays, which can help in pressuring/annoying your enemies. Delay your attacks often and to mix things up, you can even angle the last punch to move yourself to your opponents side. The last punch recovers fairly quickly, and so long as your recovery is faster than your opponent's reflexes, you should have the upper hand. I would recommend attempting a kick combo after moving to your opponent's side with a punch combo. This can also be done with the punch- kick combo (just angle the kick so you end up to your opponent's side). Use Kung Fu's kick similar to how you use the punches. The upside to Kung Fu's kick combo is that the first kick is a double-hit. This means that the hitbox of the first kick is longer than any other scroll's first kick in the game, with BaGuaZhang's first kick coming in a close second. The downside to this is that the first kick takes the longest out of all the first kick to recover from. The recovery time to move after the first kick is almost as long as just doing the whole kick combo itself. Another problem is the lack of delays with the kick combo and the reach on the first kick itself. The reach is very short. If you ever come accross someone who loves to do mid-combo counters (like block the first hit of your punch combo and counter on the second punch), then you'd probably want to use the second kick sparingly if he/she blocks it. The second kick comes out pretty late after the first double kick. The two-hit knockback combo is pretty self explananatory. It's best used for edging, but it has it's uses in your drifting games as well. It can be used to move around due to the movement made in the kick. Another note, Kung Fu has the most powerful nanmu in the game (Sage Master doesn't really count, being a exclusive scroll and all). It's more of a gimmick than anything, but it's a nice to thing to note. Try to use it when you knock your opponent doesn't have his/her panic. You can also attempt to nanmu juggle with this by catching people mid-air with that great first punch of yours. Kung Fu's first punch hits pretty high, making it effective for this cause. Just a simple punch, punch, nanmu will do. Kung Fu is a great scroll if paired with proper drifting. Each combo is pretty much fixated into a certain role. The punches are for pressuring, the kicks are for damage, and the 2-hit combo is for edging. Kung Fu basically relies on you to keep a close distance with your opponents and make circles around him/her to find openings to attack. Remember to mix-up your tactics with jump kicks and throws as well. If used right, this 15,000 carat scroll can easily match-up with the more expensive scrolls of this game. ==================================================== ==================================================== Lucha Libre - 43,000 Carats ==================================================== ==================================================== Lucha Libre is spanish for "free fighting" and is interpreted by Americans as a form of pro wrestling. Lucha Libre is mexican masked wrestling that involves many unique and varied grapples and stunts. While WWE popularized wrestling into a world-wide craze, the sport of Lucha Libre sparked the wrestling craze. Lucha Libre originated in Mexico during the early 1900s, and was a very popular sport. A man Salvador Lutteroth founded the Empresa Mexicana de Lucha Libre (Mexican Wrestling Enterprise) in 1933 which nationalized the sport. With the accessibility of televisions becoming easier around the 1950's, broadcasting Lucha Libre became possible, and throughout the rest of the century Mexican wrestling remained popular. Reference: =-=-=-=-=- El Blaze from Virtua Fighter, Ramon from King of Fighters, and Lisa from Dead Or Alive are all luchadores who practice various forms of Lucha Libre. RF's Lucha Libre is based directly upon movesets/stances from Lisa, and a few attacks from Armored King from Tekken. Moveset: =-=-=-=- Snap Shoulder - P,P,P,P = Lucha's punch combo. Good knockback. Front Flip Frog Splash - K,K,K,P = Lucha's kick combo. Good knockback and it knocks your opponent over small obstacles. Cartwheel Elbow Drop - K,G,P (G must be pressed RIGHT after K) = Lucha's multipurpose special attack. Works as a normal attack and a ground hit. Rodeo Spin - P+G (While facing front of enemy) = Lucha's front throw. Throws your enemies forward for a large distance. German Supplex - P+G (Whiel facing back of enemy) = Lucha's back throw. Throws your enemies behind you for a small distance. Overview: =-=-=-=-= Lucha Libre is a grappling scroll, similar to Pro Wrestling and Combat Sambo. However unlike any of the previous grappling scrolls, Lucha is actually very fast. With quick flowing combos and good recovery, Lucha Libre is a very dangerous scroll, so long as the user can drift well. Lucha's Punch combo is a very basic one, but it's a good one none the less. The reach of all the hits are average, and so is the damage. However when it comes to recovery times, each punch is quite good, even the last one. Use the punches often, because they set up good ways to land your throws. Against opponents you hit, you can end the combo and throw them, and against opponents that block your hits, you can loop your combos and throw them when you think it's safe. Lucha's kick combo is a bit unique. The first few kicks have good reach but the last punch has to be properly aimed. You move a lot during the last punch, so be careful when using it near edges. Never attempt the last punch against blocking enemies, because there's more risk than reward in doing so. If you want, you can angle your last punch so that you actually move away from your enemy and end up to his/her side and continue from there. Each of Lucha's kicks have excellent recovery and start-up time. A ground hit can be followed up after every KKKP combo, but you need to be quick. Lucha's special is a very good attack on it's own, as the cartwheel comes out quickly and can be chained to a suprisingly powerful two hit combo. However this is a bit risky so your best bet is to just perform the cartwheel by itself, and then follow up with a kick combo or a throw. The second attack can be used as a ground hit, but Lucha has little viable options for a ground hit to connect, the only reasonable one is after a KKKP combo. The rest of the times you will be finding ways of doing this after other people finish their combos or attacks. The special has a lot of block stun if blocked, so even if your opponent blocks it, they don't have much of a frame advantage. Your opponent might think otherwise so they might attempt to attack. A good strategy is to counter after a blocked special (both hits are blocked). Lucha's front throw is a pretty cool one, but it's also a very good one too. The distance thrown is very far, and it's a bit more powerful than normal throws. Aside from that, there's not much to it. Mix up the punches and throws and you should be fine. As for Lucha's back throw, it's the same one as Pro Wrestling's. It's good for edging on bridges and just for a good 230+ damage. Lucha breaks the RF stereotype of grappling scrols needing to be slow. Although it's not as powerful as many of the scrolls being released currently, it makes up for that with being very flexible and mobile. With Lucha, you'll get many chances to throw your opponent so long as you can remain unpredictable by mixing up your punches and kicks. Lucha users need to drift well, otherwise it becomes easy for your opponent to counterattack whenever you choose to stop attacking. Being a fast scroll is good for pressuring, but being able to throw from all angles is flat out nuts. This makes Lucha a very annoying scroll in the right hands and hands-down a competitor for the best carat scroll so far. Note: Lucha Libre was first released as a temporary 30-day scroll that was given to those who participated in an event. The event was a "OGPlanet invite a friend" event where players must invite a new player that must play until level 7 so that the inviter can recieve Lucha Libre on a particular date. This event was held around June 2009. ==================================================== ==================================================== Mao Gong - 29000 Carats ==================================================== ==================================================== I'll be damned if such fighting style really exists. Who the hell would want to fight like a cat? Seriously, if I saw someone who was crouching with two paws circling near his chin, I would first be really creeped out; then I will burst out laughing. Just poking fun. I believe there is a cat style Kung Fu out there, but Rumble Fighter's portrayal of it is probably fictional. Mao is Cat in Chinese, whereas Gong is basically the "Kung" in Kung Fu. Cat Kung Fu, that's pretty much what it is. Reference: =-=-=-=-=- Mao Gong is based upon the DarkStalker character: Felecia. Felecia fights this way, because she is a cat (duh!). Want to know the AWESOME-ist character in the game? It's Anakaris, the mummy. Look him up. I mean for christ sakes, this guy can throw you from half the screen away, have his legs come out from the ground and kick you while he's up in the sky, and turn you into a women. This guy was NUTS. Moveset: =-=-=-=- Kitty Swipes - P,P,P,P = Punch combo. 2nd and 3rd punch hits twice, making it a total of 6 hits. Has huge knock back. Cat Paddle - K,K,K = Kick combo. 2nd kick hits twice. Has fair Knockback. Kitty Kick - P,K = Punch kick combo. Very fast. Has fair knockback. Feline Pounce - K,P = Kick punch combo. Not as fast as the P,K combo. It does more damage but has same knock back. Cat Sprint - G (while running) = Dash. A quick sprint that allows you to go through players. Overview: =-=-=-=-= Despite the games description of it being very fast, it's also a very powerful style. This style racks up combos very quickly and its knockback is very good. Basically, an average player with Mao Gong can ensure victory. Mao is fast, powerful, and tricky to fight against. Basically the "spammability" of Mao makes it such a nightmare to fight against. The trick against fighting Mao Players is to predict them and quickly react. If they pause to start a new combo or to grapple, take that time to hit them back. Counters also work wonders against mao. The only thing you need to really watch out for is that some players love to angle the last hit of their kick. This causes them to leap and appear at your side. If this happens, quickly turn and attack them, or jump/back off if you can't seem to react quickly enough. Some Mao players like to cat sprint and appear behind you. Just turn around and hit them if that happens. Mao Gong is fast, spammable, and strong. There's many things you can do with it. However don't get too careless with this, as the Mao Gong is very "slippery" meaning that if you press too many buttons, you can fight yourself off the stage. Due to the odd nature of some of Mao Gong's attacks, hitting a Mao Gong player during some of his/her attack animations can be difficult. The kick combo of Mao causes the Mao Gong player to lie down and kick, thus making him/her immune to aerial attacks. Mao Gong also moves a lot during its attacks, so you might have to attack at where your Mao Gong has also one of the best recovery times in the game. It's easily possible for a Mao Player to perform a successful counter after finishing a full punch combo. Same with the kicks. It's really crazy I'll tell you. If that weren't enough, it's also one of the scrolls with the highest priority in the game. Those punches/kicks can beat most other scrolls in the game in terms of speed. If you knock people down, you can get behind them quickly by using the running cat pounce. This is great whether it's for pursuit or escape, but watch out for that bit of recovery, as people with quick reflexes can hit you if you're too close. Instead there is a better use for the cat pounce. When your opponent is knocked down, the best spot to be usually is behind them, so that when they get up, they have to take the effort to turn around. It also moves you out of the way of their recovery punch and allows chasing them with a slide kick to be easier. Mao Gong has the easiest and best way to get behind people with that running cat pounce. Whenever you knock someone down, cat sprint behind them. Oh, and another thing, if you beat people with Mao, don't think you're that great. Mao Gong is fairly cheap. People who are stocked with STR items and use Mao Gong, are perhaps the lamest people you can come against. Mao users, in general, are all pretty lame. ==================================================== ==================================================== Muay Thai - 27000 Carats ==================================================== ==================================================== Muay Thai is a type of kickboxing that is the renowned sport and pride of Thailand. Originated from Muay Boran, Muay Thai is also known as the science of the eight limbs (hands, elbows, shins, and knees). It's brutal stuff, and Muay Thai boxers have to be built tough, in order to withstand the pain that Muay Thai can inflict. Reference =-=-=-=-= Bruce from Tekken, Sagat and Adon from Street Fighter, Joe (lolz) from King of Fighters, and a bunch more. Every game needs a Muay Thai dude. Moveset =-=-=-= Elbow-Knee Strike - P,P,P,K = Punch knee combo. 3rd punch knocks enemies to air, and kick knocks them very far away. Triple Knee Threat - K,K,K = Knee combo. Fast and has decent knockback. Spinning Shin - P,K,K = Punch kick combo. Good damage and decent knockback. Overview =-=-=-=- One of the most versitile scrolls in the game. It's fast and excellent at moonlight games. It was one of the most popular scrolls when Rumble Fighter was still fairly new. The noteworthy aspects of Muay Thai is that its punch knee combo knocks people at a great distance and sends them over obstacles such as fences. Muay Thai has a lot of priority, meaning that its attacks, mainly its kick, comes out fast. The punches have good delay and the spinning shin is good for angle hits. Muay Thai also has some strange delay properties that most scroll lacks. It's perhaps the only scroll with a delayable second kick to its kick combo. This is quite useful to trick people into getting hit by a second kick after blocking the first. Strangely enough, Muay Thai's most powerful combo is not its Elbow-Knee Strike, but its Spinning Shin (P,K,K). If you manage to get behind your opponents, try using that for more damage instead. It's not a large difference of course, but its something to consider. To be quite honest, I have little idea why so many people used to use Muay Thai. My guess is that its stance looks pretty awesome, and the sport itself is pretty honorable. Either that or Sagat has a large fan base. Great Muay Thai users essentially relies on getting behind opponents because it's harder to block punch combos that way. This is done by crossover kicks and tricky drifting. I can stress how important crossovers are for Muay Thai users. The first two punches link very quickly and a full punch combo is 100% garaunteed if you attack your opponent from behind. it's a vital and essential tool of any good Muay Thai user. The weakest aspect of Muay Thai is the damage, which isn't terrible, but since the last knee hit of the punch combo hits the opponent while he/she is in the air, it doesn't do that much damage. Otherwise you got yourself a fast scroll that can potentially knock off people from anywhere. ==================================================== ==================================================== Murekwon - 19500 Carats ==================================================== ==================================================== The in-game description says this is a branch of Karate, but I have never heard of such thing as a Bear Fighting Style. It sure as heck, sounds cool though. C'mon, uppercuts and axe kicks? That's a recipe for disaster. As for the name, Murekwon is probably Korean. Reference: =-=-=-=-=- Being a Martial Art that resembles a Bear, it could be based upon Kuma and Panda from the Tekken series. Moveset: =-=-=-=- Bear Brawl - P,P,P,P = Punch combo. Knocks people over small Obstacles (fences, Other players, etc.) Approaching Axe Kick - K,K,K = Kick combo. Knocks people very far away. Swipe 'n' Kick - P,K = Punch kick combo. Knocks people at a fair distance. It's very fast though. Overview: =-=-=-=-= My favorite and ex-signature scroll. Murekwon is a very powerful scroll with average speed. It's a very underated scroll, and for a good reason too. Murekwon's punch combo has a very small horizontal knockback distance. However, it ends with an uppercut that can knock your opponents over fences and small obstacles, which is very useful for maps such as moonlight where you can knock people over the fences. The kick combo knocks people very far away. Use the punches to knock people over fences in maps like Moonlight Valley and use your kicks to knock people off ledges. Your opponent doesn't have to be that close from an edge to be knocked off the map, because the knockback off Murekwons kick is tremendous. The punch-kick combo is very fast and it's excellent to knock people off before they can use their panic to escape. Murekwon's kick combo is a very versitile angling attack when up close. Few scrolls can brag being able to score successful angle hits on the lass hit when exactly lined up with their opponents. Murekwon's overall speed is quite poor. The kicks have both poor recovery and start-up time. The punches come out pretty fast, but just like the kicks, its recovery is bad. An interesting note with Murekwon is that if you manage to land a juggle with the punch combo, the last uppercut hit will send people very far away. Since Murekwon does not have a launcher, juggling with it is a bit tricky. You have to delay all of your punches in order for it to work. The kick can juggle too, but the last kick rarely hits. Murekwon's last punch may move a lot, causing it to be terrible with angles, but this works great as an drifting method. It works similarly to the "Angle Mao Kick" concept where you angle the last hit of the punch to move away from the front of your opponent, requiring them to turn before being able to hit you. The more punches you throw, the more defensive your opponent will begin to play, which can present you with some good throwing opportunities. Overall an interesting scroll. It's very powerful and each of its combo has its uses. However each of its combo has its problems too. The punch is blockable after the first hit, and the knockback is terrible. The kick comes out slow and its priority/recovery speed are both bad. It's still powerful and tricky at the same time. No one expects that those kicks could angle so well, nor do can some people read the punch combo. ==================================================== ==================================================== Muscle Buster - 198 Astros ==================================================== ==================================================== In real life there is no such thing as a fighting style named Muscle Buster. However, Muscle Buster is a wrestling move. It's a throw where you pick up someone so that they are upside down and curled up (you hold their legs as well), then you fall and drop him/her as well. In Rumble Fighter, Muscle Buster is another variation of Pro Wrestling, having the same stance and both being Wrestling based scrolls. Reference: =-=-=-=-=- The scroll has many similarities in attack movesets with King from Tekken. The throws are also all the same due to the fact that all three throws are famous wrestling throws. Moveset: =-=-=-=- Swinging Slam - P,P,P,P = MB's punch combo. Great knockback. Momentum Kick - K,K,K,K = MB's kick combo. MASSIVE knockback. Windmill Crush - K,K,P = MB's juggle launcher. Powerbomb - P+G (while facing front of enemy) = MB's front throw. throws your opponents a good distance forward. Fireman's Carry - P+G (while facing back/side of enemy) = MB's back throw. Throws forward but the distance is a bit small. Giant Swing - K,G (while facing front of enemy) = MB's alternative front throw. Whopping 320+ damage and throws very far behind. Overview: =-=-=-=-= Scroll design-wise, Muscle Buster is basically "upgraded" Pro Wrestling. The reason for the quotes is that some people debate that Pro Wrestling can be just as good (or better) than Muscle Buster. However in most cases, Muscle Buster is better because it has much more to offer than Pro Wrestling. MB's punch combo is simple, but it's a good one. Great reach, delays, knockback, and damage would describe it's punch combo. The first punch comes out a bit slow however, but the stun of the first punch is fantastic. Throwing out many first punches is key to being a smart MB user as it's a reliable way to apply pressure and test your opponents. As for those angling, MB's punch combo is not that great, but it's not absolutely terrible. MB's kick combo is unique in that it's last kick has very far knockback. The knockback of that last kick rivals that of Avenger's long kick special. However there are a few problem with it's kick combo. The kick combo itself is very slow. Each attack takes a good time to come out, leaving out good spots for your opponent to counter if they are blocking. The kick combo also has a few akward hitboxes and movement that could put you in troublesome situations if you're unlucky. A good strategy is to throw out first punches to test your opponent before you go for the kicks. Muscle Buster's kick recovery is poor and it's delays are not great. MB's greatest asset that could make Judo and Sambo very jealous, would be it's juggle launcher. It's a three hit juggle launcher that begins from it's kicks, which is a common trait of a good juggle launcher. Not only that, but the last hit recovers fairly quickly and the way it hits your opponent gives you a good amount of time to prepare for the juggle. End your juggle with a kick combo as that hurts more than the punch. MB's juggle launcher is also the quickest recoverying juggle launcher vs your opponents time airborne. It's the only juggle launcher which allows certain exocore follow-up attacks (like Suriya Crystal's Force Disk or Muhon Claw's Spinning Gale). Also if you are near an elevated ledge you can even follow up with a jump kick, land on the elevated ledge, and successfully land a punch the moment you land for an extended uphill juggle. Muscle Buster's front throw, the Powerbomb, is powerful and fun to watch. Use it often to throw people off. The Fireman's Carry is better suited for bridges since the throw distance is very small. It's also the first back throw that tosses your opponent forward. Sometimes when people confront Muscle Buster, they become uneasy and will often avoid a throw at all costs by attacking often and moving a lot. If such is the case, juggle them. The Giant Throw is interesting. If you manage to catch someone with it, you will spin and throw them very far away. This also does 320+ damage, and the best part is that if this can also throw from behind people as well. The back throw is the same as the Fireman's Carry but you still do 320+ damage. This brings up a puzzling question. What throw should you use? The special throw is far more powerful but it comes out slower than a normal throw (due to the Kg input). If you're going to chain attacks into throws like punch -> kick, then you might want to use the normal throws as those are more reliable. Normal throws are also better for drifting opponents who try to side step or back away from you. The special throw is better suited when punishing opponent's mistakes or if you're planning on doing a running throw. MB's special throw can actually be done while running. If done correctly, your character will perform the begining of a slide tackle and then throw. The slide tackle usually doesn't hit, but the throw does. Muscle Buster is a great scroll, but it's not as easy to use as it looks. Many people can take advantage of it's slow speed, and Muscle Buster users must develop a sense to understand what kind of opponents they are facing. Throws are useful if they connect, but if they won't let you throw them, go for the combos, and if they turtle away, throw them. Mastering the Giant Swing is key as well. Muscle Buster is a really awesome scroll. Sure some of the positions of the throws look odd, but that's just because Wrestling is awesome like that. What other sport beautifully and artistically combines beauty, brawn, and brains? It's not badminton for sure. ==================================================== ==================================================== Ninjitsu - 12500 Carats ==================================================== ==================================================== A person either loves Ninja, or is sick of them. I, for one, still think Ninjas are pretty cool, but the Naruto fad is really annoying me. When one thinks of Ninjitsu, one begin to immediately think of Teleportation, Smoke, Water, Jumping around, Electric shocks, Harry Potter, and whatever. However, Ninjitsu at its core, it's just a generic martial art that practices the most practical, quickest, and effective ways of dispatching an enemy. Reference: =-=-=-=-=- The stance and style is based upon Raven from the Tekken series, but nearly EVERY game has a ninja in it, even if it doesn't fit in...cough cough..DOA. Moveset: =-=-=-=- Ninja Strike - P,P,P,P = Punch combo. Has great delay and great knockback. Sweep Kick - K,K = Kick combo. Quick with so-so knockback. Sudden Kick - P,K = Punch Kick combo. Quick with so-so knockback. Overview: =-=-=-=-= Out of all of the 4 class-based scrolls, Ninjutsu is the cheapest. The best way to describe Ninjitsu is "Faster Renegade". Ninjitsu's punch combo does similar damage to renegade and has the same knockback as well. The kicks hits twice and has a good knockback, exactly just like Renegade. The only thing that makes Ninjitsu different is the Sudden Kick attack, which is a quick way to knock people off. Oh yeah, by cheapest, I mean the most inexpensive. Ninjitsu's greatest aspect is its delay abilties, being able to delay every hit of its punch combo. The best way to put this to use is to confuse your opponents by throwing some attacks slowly and others quickly.
Ninjitsu has a very customizable attack rhythm, so use that to your advantage. Ninjitsu's first two punches link fairly quickly. Crossovers and good drifting can allow you to easily get behind your opponents. If you're behind your opponents, you're garaunteed a full punch combo so long as you don't delay anything. Kicks are pretty fast, but average in terms of everything else. It's intended as a more reliable quick knock-off combo than the punch-kick combo because the P,K combo can be blocked even if the first punch connects. The kick combo is good for sudden angle knock offs on bridge. However resort the the tricky punches to deplete someone's healthbar. The reach of the kicks is just terrible. Despite all the popularity and hype of ninjas, Ninjitsu is not that impressive. It's certainly not a bad scroll, bolstering very quick speed, and good knockback cabilities, but Ninjitsu is pretty much just a faster Renegade. ==================================================== ==================================================== Pa Kua Kwon - 182 Astros ==================================================== ==================================================== PaKuaKwon? Where the heck did this name come from? Anyways, the original name is BaJiQuan, which is Chinese for "Eight Extreme Fist". It's the most hardcore Shaolin Kung Fu, commonly recognized by its explosive elbow and body strikes along with its double kicks. In Japanese, the name of this martial art is Hakkyouken. PaKuaKwon is actually Korean translation of it, but it sounds just plain ridiculous. Say it 5 times really fast in front of your friends and ask them what you sound like. Number one response should be "chicken". Reference: =-=-=-=-=- Akira is the main character of Virtua Fighter and despite being a main character, he's quite difficult to use. He fights with Hakkyouken. Kyo Kusanagi from KOF also fights with a lot of PaKuaKwon halmark techniques. Moveset: =-=-=-=- Dynamic Body Check - P,P,P = Good knockback and last "punch" can turn twice. Explosive Body Check - P,P,P(hold) = Last hit is unblockable. Does around 40 more damage than if uncharged. Phoenix Rise - K,P = PKK's launcher. Dragon Kick - K,K,K = Knocks enemies over EVERYTHING. This include Dos walls and regular fences. However damage is weak and so is the knockback range. Diety Force - K,K,P,P = Most powerful combo for PKK. Good Knockback. Evasive Body Check - K,G (G must be RIGHT after K) = Meh damage, and poor knockback. However can dodge an attack that is thrown straight at you. Overview: =-=-=-=-= This is one scroll that I looked forward to, and it has some great strong points with few drawbacks. Starting with the good, It's very quick and its priority is unmatched. Its attacks come out faster than any other scroll. Each attack in a combo comes out remarkably quick, which can be very effective when mixed with good delaying. Another good thing is the versitality this scroll has to offer. It has the quickest juggle starter in the game, one of the best edging combos in the game, a guardbreaker, and an unique special attack. You can do a lot with all of that stuff. PaKuaKwon is very flexible and can adapt to most, if not all, situations. As for weaknesses? The first punch of this PaKuaKwon has insane reach. Your character takes a huge step forward and throws out a low punch. Now how is this bad you're wondering? A huge step means that it is very difficult to juggle your opponents once they are thrown off at odd angles. Its special attack is neat, but not that practical. It's too weak and the knockback is terrible. Although the Kicks are good for fence/net edging, its regular knockback almost ties Murekwon's punch combo for the worst knockbacks in the game. Those are minor weaknesses, but it does hurt the scroll a bit, aside with its good but unspectacular damage. Zin TaeKwonDo, Shoot Boxing, GeumGangTu and even Koroshu are more powerful. Don't get the wrong idea, PKK is by no means weak. PKK is blessed with the best two hit juggle launcher in the game. There are multiple reasons to which why this is so. The problem with most two-hit juggle launchers is that the user's reaction time might be to slow to know when the first hit connects. This often results in people delaying their second hit, causing it to be blockable. Fortunate for PKK, the stun of the first kick is very good, and the speed at which the second hit comes out is fast. Even if delayed substantially, the combo isn't blockable. On the down-side, PKK has the weakest juggle in the game. This is due to its rather weak 2-hit juggle launcher, and its KKPP doing so-so damage. Kobudo has the second weakest juggle, but it still tops PKK's juggle by like 30-40 damage. Luckily, PKK's juggle launcher has fairly good delays, recovery, and priority for a 2-hit juggle (better than any other 2-hit juggles like Drunken Boxing and Sambo). Don't let this intimidate you from pulling out that juggle though. 550+ damage from a juggle is still better than just 450 damage from doing KKPP. Its special attack? It's an odd body tackle that first moves your character Diagnally then moves him back up with a body hit. It's basically a quick “dodge n' hit”. It's good if you can predict your opponent's delayed attacks, but doesn't work so swell against drifters. It's fancy but its use should be limited. Pa Kua Kwon has some good mix-ups with it's KKPP combo as well. One of my favorite tricks is to constantly loop KKP combos since it recovers so quickly. Deals excellent damage, and pretty much forces your opponents to start blocking. Watch out for counters however, if they start anticipating them, you can use your Kg special (the evasive body check) or throw them. You can even do a crossover kick or just drift. There's many possibilites, so you shouldn't only attempt juggle launchers or finish your KKPP combo all the time. Like Zin, you can angle your PPP combo so that your first punch hits an opponent, and angle the 2nd downwards, and have the third strike your opponents back (assuming he was in the same spot where you punched him). You can do this since the third punch can turn twice. This is otherwised refered to as a triangle back hit. However your opponent can move out of the way (or accidentally run into the hit). It truly varies upon the behavior of your foe. PKK relies on it's user to be quick. It's damage output is quite low so this means you'll have to consistently pressure your opponents. Try constantly poking your opponents or try to make circles around your opponent at a distance where your far reaching punches can hit them. The moment they make a move, punish them. PKK is a very quick scroll, so it must require some quick reflexes. It's a great scroll, but it's far less user friendly than the likes of Shoot Boxing and ZinTKD which are much powerful scrolls and are easier to use. Don't get me wrong, it's still powerful but it requires some tactics to be used well. But hey, it looks pretty cool right? That's all that really matters to me. ==================================================== ==================================================== Persona - 184 Astros ==================================================== ==================================================== The common term of Persona is a model personality in which people try to formulate their own personality from. An example? Well I love Yoshi from the Super Mario series (Still do, my favorite character of all times as you can see from my IGN: Yoshi13). However as a 4th grader, I would even run like the guy with my arms tucked like a T-rex, and my head stuck out a bit forward. Yes, I was a douchebag. Please slap me if you ever see me run like that again (RF characters doesn't count!). Anyways, this scroll is basically the "freak" scroll of the game, so obviously the "personality" of the scroll would be odd (if scrolls had personality that is). Reference: =-=-=-=-=- The scrolls animation is adapted mainly from Freeman from Garou: Mark of the Wolves. The Kg attack of this scroll is one of Freeman's signature special moves as well. Often times, Voldo from Soul Calibur has been mentioned (that guy is nuts). There is also a lot of similarities that the scroll shares with Iori from KOF (the stance and throw etc.). If it's wierd, it's Persona I guess. Oh yeah, how could I forget, throw in half of the Guilty Gear roster too. They are all absurd and whacked (except for Potemkin, now that's cool!). Moveset: =-=-=-=- Freakshow - P,P,P,P,P = Persona's punch combo. Far Knockback. Last hit angles well suprisingly. Devil's Windmill - K,K,K = Persona's kick combo. Far knockback. Last hit hits twice. Liquid Claw - K,P = Persona's main launcher. The punch moves your character forward by A LOT. Nightmare - K,G (G must be RIGHT after K) = An alternative juggle launcher. It goes far and hits high. It's blockable though. Sadist Toss - P+G = Persona's unique throw. It throws behind you like a normal throw except with more damage and distance. Overview: =-=-=-=-= Persona is the freak scroll of the game. Its animations may be only for show, but those movements contribute to the scroll having a some odd and flexible hit reach with its attacks. Persona's punch combo flows quickly and has impressive stun time even when the hits are blocked. The unique thing about persona's punch combo is that it the hitbox constantly change. For example, the first punch is downright the best anti-air punch in the game. However its horizontal reach is very poor. Persona's second and third punch has excellent peripheral reach to hit opponents at your side. Finally the 4th punch hits high again, and the last one covers nearly everything. In the end, you have a powerful punch combo that can essentially hit anyone around you. Since Persona's first punch hits so high, you can easily hit and start up juggles from people who jump a lot. This is easily one of Persona's greatest strengths. If you meet a player who just loves to jump a lot, use rapid uses of the first punch near him/her to begin juggling. Persona's kick combo on the other hand is pretty bad. It comes out fast, but it's tied with wrestling for the worst kick reach in the game. If that wasn't problematic enough, the whole kick combo is very similar to GeumGangtu's punch combo. The problem with the last hit being a double hit is that it's easy to panic out of. Angling with it is not effective as usually only the first hit will hit, leaving you open after you finish with your second kick. There's a lot of problem with the kick combo in general. However due to its sweeping motion, it's peripheral reach is good, so use it often at close-range. Rapid uses of the two hits of the KKK combo is key to being a tricky Persona player. Persona recovers very quickly from it's second kick, so it's a fairly safe move to use. If the two kicks connect, go for the third. Otherwise never attempt the last kick as it's too easy to punish if blocked or missed. Don't be shy about using the kick combo despite the paragraph above. The second kick has excellent recovery. Just don't use the whole kick combo unless you're SURE it's going to hit. Risking a full kick combo against a blocking enemy is very dangerous. If that wasn't enough, Persona's launcher has even more problems. Aside from the awful kick reach, the punch moves your character very far before the actual punch. In fact, you move so far, your opponents will even have trouble hitting you after you miss (which is probably most of the time). The only real way to get the whole KP combo to hit is if you and your opponent are alligned correctly. Otherwise, you're bound to miss the juggle launcher. It also suffers the problem of most 2-hit juggle launchers, where your reflexes can sometimes be too slow to realize that your first hit won't hit but you do the second anyways (and the opposite where you manage to hit your first kick, but delay the juggle launcher in hesitation). You should only attempt juggle launchers at that moments where you know your first hit will connect (so that you won't delay it) and where you are lined up to your opponents (so that you won't move past them). Otherwise stick with the kick combo. You can also use the juggle launcher as a means of moving randomly to be confusing and possibly catch your opponent while they attempt to drift around you. The movement the KP makes might be hard to deal with when controling it, but it also helps make your random attempts to catch your opponents a bit more safe because you tend to be out of your opponents reach if you do happen to miss. There's an alternative juggle launcher. However it's just as unreliable as the KP version of it. Despite the matrix bend it makes before the attack, it doesn't really dodge anything. It moves fairly far, so it can be used as an alternate shoulder ram which you can juggle off of. Use it to suprise your opponents, but don't get predictable. It can still be seen a mile away, and its easy to block and avoid. Persona's throw is good and quick. Don't be bashful to toss your opponents whenever they give you the chance. Persona's punch combo and kick combo does equivilent damage. If you manage to juggle your opponents try to think you have more STR vs your opponents ARM, then go for the punch juggle. If not, do the kick one. In terms of difficulty though, the kick one is easier and better off for fence edging. The punch combo juggle requires you to move forward a bit and also some tricky delays as well. Overall Persona is good, but it's hard to make worth of what it has to offer. Play it like boxing. Use its punches often but don't be afraid to kick and throw when necessary. If you're really clever, then you can easily use the first punch to hit people out of the air and set them up for a juggle. Play with your delays and you can even use the odd juggle launchers to move around. It's a odd scroll, so try to play a bit unpredictably and aggressively. Try to refrain from using the juggle launcher too much and you should do fine. Persona is an excellent scroll, but it's easy to think otherwise if you don't know its limits. Note: There are a few instances (probably a glitch) where your punch combo can sometimes randomly reset as if you fallen off a short cliff. ==================================================== ==================================================== Pro Wrestling - 157 Astros ==================================================== ==================================================== Wrestling is a grappling sport that was practiced since the days of the Romans. The only difference now is that it's more based upon picking up people and throwing them, and that we don't do it naked. Wrestling didn't really become popular until Vince Mchanon steered the wrestling corporation into popularity by giving people what they want, entertainment. Then WWF came and became the number one sport of entertainment. Reference: =-=-=-=-=- Many characters were based from this, such as Zangief, from the SF series, Wolf from Virtua Fighter, and Big Bear/Raiden from the Fatal Fury series. R. Mika would also be a good Street Fighter example of Pro Wrestling. The stance is directly mimicked from Zangief of the Street Fighter series. (originally thought it was Alex). Moveset: =-=-=-=- Spinning Knockdown - P,P,P,P = Punch combo. Good knockback. Stunner - K,K,K,K = Kick combo. Last kick works like a throw. It's blockable. Angles very well. Chest Kick - K,K+G = 2-hit knockback combo. So-so knockback. Drop Kick - K,P,K = Kick Punch Kick combo. Knocks people over fences. Last kick is very powerful and can deal 150 damage to someone in the air, and 300 damage to someone on the ground. Spear - K,G,P (G must be RIGHT after K) = Wrestling's special. The K,G part of the attack puts the user into a ready stance and the punch unleashes an unblockable charge. Good knockback. Back Breaker - P+G (facing front of enemy) = Pro Wrestling's front grab. Deals equivilent damage to a normal grab except it throws the enemy far forward. German Supplex - P+G (facing side/back of enemy) = Pro Wrestling's side and back grab. Deals equivilent damage to a normal grab, except it throws the enemy at a short distance backwards. Stomach Kick - G (while running) = Pro Wrestling's juggle launcher. Overview: =-=-=-=-= I had to rewrite this section mostly due to this scroll receiving a huge update as of October 22nd, 2009. The changes are this for those who do not know: + Punch combo is one hit longer. Originally a 3-hit combo, the 3rd punch is now a repeated animation of the second punch and the 4th hit is the same as the original combo's 3rd hit. + The Chest Kick was Wrestling's original kick combo. It's input is now changed to K,K+G to pave the path for it's new kick combo. + Wrestling received a new kick combo with new animations. It's now the first scroll with a throw-like attack for the last hit of it's combo. The combo itself is 4-hits. + Wrestling now has a juggle launcher. It's pressing Guard while running for a launcher kick. + Wrestling's backthrow throws your opponents slightly farther now. + Wrestling has a special now. By pressing K,G the user will go into a ready stance. Pressing punch after that will cause the user to run and if he/she collides against an opponent, the opponent will be knocked down (works like a hit -> throw). The attack is unblockable. As you can see this is a massive update to the simple 3-hit combo Wrestling we once knew. Now the scroll is much more complex. Wrestling's punch combo is still pretty true to what it originally is. Wrestling's first punch is slow, and the later punches are not any faster. It's generally best used behind your opponents but if your opponent is blocking the hits, the combo has good delays to trick your opponents. Use the punch combo often, because it's still Wrestling's fastest attack. Wrestling's kick combo is very good now. The reach of every attack is still crap as ever, but the damage done and the fact that it's now a total of four attacks makes kicking a far more viable option than it originally was. The last attack is not really a kick but it's kind of a throw. It's still blockable if your opponent blocks the previous attacks or if you delay it too long. However, this kick combo is now one of the best angling combos in the game. It still suffers the problem of Wrestling's first kick however, which still has the shortest reach in the entire game. Also due to the last kick being a throw, it's reach is not that good and can only hit one person at a time. You will most likely grab The Drop Kick is no longer Pro Wrestling's main combo, but it's still a incredibly useful one. In group battles where long combos can easily be interrupted, the drop kick is a quick way to ensure 400+ worth of damage to your opponents in 2 seconds worth of time. It's still also a very good fence edger. Never forget that you have this combo. The Chest Kick is still good as a 2-hit combo, but now with a kick combo that angles better, the chest kick is kind of more obsolete. Use it for places where edges are really common, such as Moonlight Valley. For most other cases, the kick combo is much better. It's still wrestling, and wrestling is a grappling sport, meaning that with wrestling as your scroll, you will want to throw a lot. This is not a spammable scroll, in fact it's far too slow for mindless attacking. This scroll's biggest fear is being predicted. A person who can predict this scroll can easily avoid its grapples. The user must know when to grab and not to. This all boils down to how intelligent and quick your opponent is, and how good your own reflexes are. Wrestling's juggle launcher is pretty strange as it starts off while you're running. The problem with this is that it can be seen pretty easily. Generally the idea with the juggle launcher is to be used while your opponent is down. When your opponent is down, begin running around. Try to dodge their recovery kick/punch while remaining close to them so that your juggle launcher will connect. You can also do be doing your kick/punch combo, end it midway, run back quickly (to trick them), and run back at them with the launcher. You have to be pretty tricky to land this, because the reach and speed of this attack is not good. It's pretty situational, and the kick combo itself is already powerful so you should refrain from using this too often. If you do land your juggle launcher there are a few options. The best juggle in most scenarios would simply be two punches and a drop kick. However, if you're approaching a wall, you can land a full kick combo ending with the stunner so long as that wall can help prevent your opponent from moving too far while juggling. Last but not least, ending the juggle with a full punch combo is the weakest out of the three, but also the easiest. Landing the juggle launcher is difficult for wrestling and juggling is hardly any easier due to the slow speed of the attacks. It's possible to do the land the whole kick combo in a juggle without the assistance of a wall. Doing so is almost impossible. I'm just throwing it out there just so this guide is somewhat complete. The trick to doing this is to angle the second kick during the juggle and angle the third kick back. It can be done in various ways, but mostly you have to angle at least one kick of the kick combo and you have to be incredibly lucky. Just stick with the Drop kick. Wrestling's special is unique in that doing the kick guard input will put the user in a ready state. Pressing punch during the state will cause the user to run forward (can be angled). If the user comes in contact with someone who's on the ground, the user will do a damaging tackle that works similarly to a throw. The knockback is pretty good, but what's really good about this special is the hitbox and the fact that it's unblockable. It's suprisingly good to catch drifters with with it's deceivingly large hitbox. Being unblockable too allows you to take advantage of some people's reflex to block. Furthermore, being a throw type attack, if you land this, you will drag the opponent with you and he/she will always be pushed back in front of you no matter where you hit them from. Let's say you run at an edge and the opponent is behind you. He/she is close enough to be hit, and will actually be pushed in front of you to the edge. There's a lot of tricks to using this. Just beware for people who jump a lot. This does not work at all at airborne enemies. Being a two-step input, you can also just do the crouching preparation of the special without doing the special itself to psyche people out. The trick to using wrestling is basically through repeated use of it's first punch to pressure people. The kick combo is pretty reliable once you can lock on to your opponent. Throws are vital against defensive opponents and even if your opponent is not too aggressive, it should still be used often. The juggle launcher can be somewhat useful if you incorporate a lot of running with your tactics. If you're running at your opponent there are many options you can do, the main ones being slide kick, jump and jump kick, juggle launcher, or throw. Mix it up and don't be predictable. If you mess up, you're vulnerable for punishment so play cautiously. Wrestling has gone through some dynamic changes but it's still essentially what it once was. It's definitely more complex now as it once was a simple scroll with 360 throws capability. Now it's a scroll with 360 throws, an interesting throw-type unblockable dash, a kick combo with a throw at the end and a running launcher. Despite all these changes, Wrestling's weakness still remains and that is the lack of speed and reach on many of it's attacks. It's definitely more powerful now and it's pressuring has been expanded greatly. Wrestling is much more dangerous now. ==================================================== ==================================================== Red Scorpion - 41,500 Carats ==================================================== ==================================================== The in-game description of this scroll says that Red Scorpion was a nickname for a legendary Muay Thai fighter who's attacks have been incorporated for this scroll. Interesting backstory, even if it's short. Scorpions don't really play a big role in Thailand's culture aside from being fairly common insects and sometimes a delicacy. References: =-=-=-=-=-= Based mostly on Bruce Irving from the Tekken series. His infamous rapid shin strikes and his cinch throws are evident in Red Scorpion. Moveset: =-=-=-=- Spinning Elbow Rush - P,P,P,P,P = Punch combo. Good knockback. Rising Knee Jab - P,K,P = Punch kick combo. Fair knockback but it knocks over fences. Vulcan Shin Crusher - K,K,K,K = Red Scorpion's kick combo. Good knockback, but lacks delays. Ankle Sweep - K,G (G must be RIGHT after K) = Red Scorpion's ground hit. Scorpion Cinch - P+G = Red Scorpion's unique throw. Throws a fair distance behind and can be followed up with a ground hit. Foot Push - K+G (time with enemy attack) = Red Scorpion's unique counter. Does good damage and has decent knockback. Meteor Elbow Impact - G (while running) = Red Scorpion's launcher. Overview: =-=-=-=-= Red Scorpion is often dubbed as Muay Thai's upgrade due to the heavier price tag and more combos/specials than Muay Thai. The stance looks completely akward though. The purpose of the infamous Muay Thai stance is to protect your face, but with your hands flailing around at the sky like with Red Scorpion, I don't really know if you're trying to protect your head or to scare little children. Red Scorpion has a lot going for it, more than what some may think. It's far from an easy scroll to use, but with proper application, this scroll is capable of suprising many. Red Scorpion really shines in 1v1 games (like on blacktop), because Red Scorpion is a scroll that can be very effective with a lot of space to move around along with no one to interrupt you. One of Muay Thai's best assets has been incorporated into Red Scorpion, and that is the really good first punch. Muay Thai had one of the best first punches in the game. It hit high and came out fast and the reach was reasonable. Red Scorpion has the same two punches as Muay Thai's punch combo, but the later three punches are much different. Red Scorpion's later punches of it's punch combo are a bit sluggish, so be careful when delaying. It's fairly decent at angling because the last punch has a pretty decent hit box. It's kick combo is a bit strange as well. The kick combo has almost no delays whatsoever, so all the trickery with the combo is basically to have your opponent to incorrectly guess how many kicks out of four you plan on doing. The kicks have VERY good block stun and mid-combo counters (where your opponent blocks your first kick and counters your second) are pretty difficult to pull off against Scorpion's kick combo. All the kicks cover a fairly wide area, making them good for angling. It's a pretty useful kick combo despite having no delays. Also remember, the kicks cannot juggle at all almost. If I were to give an estimate, I'd say that you will fail 95% of the time on doing a full kick juggle. The kicks are not good anti-air whatsoever, making the punch combo (primarily the first punch) far more useful against enemies who love to jump. In fact, it's almost like the first punch was designed against jump-happy enemies. It's Rising Knee Jab (PKP) combo is Red Scorpion's fence edger. Even though the last punch doesn't have very far knockback, it's still quite useful. Generally it's best used for edging obviously. You can also follow up with a ground hit after. Red Scorpion's launcher requires the user to run and press guard while running, similar to that of Pro Wrestling. It's a pretty fast moving elbow strike that sets up the enemy for a juggle. This launcher is very good in numerous ways and also pretty situational in others. The best way to use the launcher is to chase people who attempt to recovery punch away from you. The launcher closes in on a lot of distance making it excellent for this purpose. Once you land that juggle launcher, your most powerful juggle would just be two punches and a full punch combo followed by a ground hit. It's not a particularly hard juggle, just a few steps forward and a bit of delay for few of the punches and you pretty much got it's juggle down. While the juggle launcher can also be used for those running tactics, I don't really advise it. Let's say that you're running at your opponent. Your opponent would have to decide whether you're going to go for the launcher or go for a throw (and other options as well). If you can guess correctly your opponent takes a hit, but if you guess incorrectly, you set up yourself for a pretty potentially powerful punishment. It's a risk, and if you're willing to gamble, you can try. Red Scorpion's throw is pretty powerful as it does more damage than the default throw. Furthermore, it can 100% be followed up with a ground hit. This itself makes throwing a very dangerous option for Red Scorpion users. The knockback on the other hand is not as good as the default throw, but with the ground hit, it shouldn't be as bad. Red Scorpion also has a unique counter. The counter animation is different as well, as it doesn't move your character in that silly jerky motion. Instead, the counter animation for Red Scorpion doesn't move the user at all. The user just cringes a little defensively. This is useful because sometimes (common with airborne enemies), the movement made with the counter can cause the attack to hit behind you or miss you. On the downside, using the counter to drift after you end a combo is a pretty safe way to defend yourself. If you successfully land the counter, you'll just push your enemy with a foot. It's pretty dumb, but that's an instant 250+ damage there and can be followed up with a ground hit as well (ludicrous). The knockback is also good, making countering as a means to edge a pretty easy trick. You can just angle counter on a bridge in moonlight valley and glacier and your opponent won't really know what killed them. Red Scorpion's ground hit should just be used as a ground hit, as there are little redeeming ways to use it otherwise. The blockstun is not good like other scroll's ground hits, the damage is not so great, and the knockback is none minimal. If you do land this on a standing enemy you'll trip him/her and can follow it up with another ground hit. Humiliating. As a ground hit though here are the possibilities: + After any juggle. + After any combo if there's a wall in the way. + After a PKP combo. + After a throw. + After a successful counter. + After a ground hit. + After hitting your opponent out of the air. Lot's of possibilities here. It almost makes sambo and lucha in desperate need of a new ground hit. Practice your timing with the ground hit as following up with them after a throw or counter is not as easy as it seems. Some speed stat can definitely help out here. Red Scorpion players have a lot at their disposal to play a pretty frustrating offensive game and a pretty devastating defensive game. Alter between the two whenever necessary. The first punch is absolutely vital against jumping opponents, while the kick combo is excellent if you can anticipate to where your opponent might plan to drift to. If you ever knock your opponent down, always move behind him/her and plan your next move. Always be on the look out for their recovery punches, because those are excellent opportunities to juggle them. Don't be afraid to spam kicks if necessary since the blockstun of those are harder to punish than it may look. However you'd still want to be cautious, and a counter or block after an incomplete kick combo is always a good precaution, especially if your opponent is waiting for that moment to attack the moment you end your kicks (and he is blocking them). It's a good scroll given you know how to use your tools. While it's tempting to run around and throw out juggle launchers in hopes of them hitting, it's really not a great idea if you intend to win. Analyze your opponent and find spots for countering, kick him to where he plans on moving, or punch juggle him if he jumps. If you can properly predict your opponent with Red Scorpion, you're bound for a suprisingly easy victory. ==================================================== ==================================================== Renegade - 6000 Carats ==================================================== ==================================================== The definition of Renegade is pretty much a traitorous person. How this fighting style depicts it is beyond me. It has a knee and elbow combo, making this style quite similar to Muay Thai. Maybe it's a style that refuses to be absolute ownage, so it rebels against that idea and becomes something pretty bleh (it sucks!). References: =-=-=-=-=-= No clue Moveset: =-=-=-=- Rebel's Elbow - P,P,P,P = Punch combo. Has pretty good knockback. Rebel's Knee - P,P,P,K = Punch knee combo. Identical knockback to the Punch combo. Double Kick - K,K = Kick combo. Decent knockback. Overview: =-=-=-=-= Renegade is probably the first scroll you will come across by, and it's not a fairly bad scroll in terms of power. It's slow though, and the kick combo is quite forgettable. Your best bet with Renegade is to use grapples, tackles, and slides a lot, then follow up with a combo or counterattack. Renegade has trouble connecting its combo when you are hitting the front of the enemy. Use jump kicks a lot to get behind the enemy then throw out your powerful punch combos. There is very little difference between the Punch combo and the Punch knee combo, so just do what you want. Its kick combo is the same as default with one improved difference: it is now no longer blockable after the first hit. Still a downright crappy kick combo though. Everyone should be familiar with Renegade, as it's gifted automatically to any player who reaches level 2. It only lasts 10 days though. Renegade's first punch hits fairly high. You can use this to your advantage by constantly throwing out rapid first punches. If you manage to catch your opponent right when he/she jumps, juggle them. After that first punch, just throw another punch and finish it with a PPPP or PPPK combo. PPPP is easier to me since the last hit is delayable, but either works. Renegade is cheap cost-wise, but it's not that bad. Renegade deals good damage with good knock back. However it's just too slow, and there's no delays to fool your opponents with. Play it like default. ==================================================== ==================================================== Sage Master - Varies ==================================================== ==================================================== Sage Master is obviously not real, as I have yet to see someone in real life who could throw fire at me. Reminds me of Junior High when some random guy thought it was cool to light a match and throw it away. The match landed on an indian kid's shirt and it caught on fire (it was a small fire, no one was really hurt except for the Indian kid of course). References: =-=-=-=-=-= Sage Master is based upon the many characters of King of Fighter, who could seem to throw fire with ease. Among these would be Kyo Kusunagi, Iori Yagami, 'K, and Ash Crimson. The grapple is often considered to be a Star Wars Sith Choke. Moveset: =-=-=-=- Pyromancer - P,P,P,P = Massive range due to the flames. High knockback. Trailblazer - K,K,K = Massive Range due to the flames. Rising Scorch - K,P,P = Sage Master's launcher. Infernal Aura - P,K,P = Sage Master's guard break. Force Choke - P+G = Sage Master's unique grapple. Deals slightly more damage than normal grapples throws the enemy in front at a huge distance. Overview: =-=-=-=-= I don't know that much about this scroll. To obtain Sage Master, you must buy a key for 25 astros and a chest for 1700 carats. After buying those two, you must equip the key. If a key icon shows up in your key slot (located above the white letters labled "KEY" which is above the 1,2,3 slots). Once that is done, just play until you get 5,000 exp and a warning will come up saying "your chest has been activated". Go to your invetory and open it up. You can also obtain it by other means, such as an event. There was a event called "code sage" where if people played at 1:00-3:00 Pacific Time, and played 5 battle games, he/she would recieve Sage Master the following day. Apparantly there's a 5% chance of getting Sage Master per box. Considering each chest is 1.25 U.S dollars, it would technically take 25 dollars to get Sage Master. Not necessarily a cheap bargain, but remember, you still get exclusive items that give splendid stats. All items from the chest, including Sage Master, lasts 30 days. As for the scroll itself, It's brutal. The damage is horrendously high, and the hit range is enormous. The flames surround the user, so the user won't have to worry about people approaching him from behind as he/she is hitting someone in front. The grapple is also unique because it does not throw an opponent behind you, but instead literally chokes him/her with a laser and throws them far away in front of the thrower. Sage also has a guard break which surrounds the user, knocking back all who approaches him/her. If you see this coming, immediately run away. Even if you interrupt the user from this attack, the attack will still come out. It's also one of the fastest guard breaking attacks in the game. Sage's flame attacks are not counterable. Slide tackles, Rams, and jump attacks can still be countered, but don't even try against any other of the attacks that involves fire. Sage also has the most powerful nanmu in the game. Most scrolls in the game has around a 600 damage nanmu, but sage has a whopping 1000 damage one. Crazy indeed, so use it wisely. People understand that Sage Master is very powerful, and will often play very defensively. Delaying your attacks is often pretty useless, so go for the guard breaker or a throw. Your guardbreaker charges up very quickly, but it's very easy to avoid by jumping. If your you think your opponent might jump, don't charge the guard breaker so that it will catch them before they can jump out of the attack's proximity. ==================================================== ==================================================== Shaolin - 29000 Carats ==================================================== ==================================================== Shaolin Kung-Fu is long practiced Martial Art of the Shaolin Monks in China. Due to my lack of proper Chinese, Shaolin turns out to be the correct spelling of the martial art in Chinese (it's Shao-Lin, not Xiao-Lin). Thanks to... crap I forgot, and the e-mail has been wiped away already. It's a very disciplined martial art, often requiring years of training and devotion on training the mind, body, and spirit. Reference: =-=-=-=-=- Lei Fei from Virtua Fighter is a Shaolin Kung Fu practicioner, and is the main basis of this scroll's attacks. Moveset: =-=-=-=- Double Shotgun - P,P,P,P = Punch combo. Has a pretty good knockback. Shaolin Triple-Sweep - K,K,K = Kick combo. Has very good knockback Aerial Shotgun - P,K,P = Punch kick Punch combo. Has decent knockback. Knocks people over fences. Spinning-Kick Shotgun - K,P = Kick Punch. Nothing too special. Overview: =-=-=-=-= Shaolin is fast and it hits hard as well. Shaolins punches snaps out fast, and the kicks are even faster. Shaolin has a variety of attacks for variety of situations thus making it one of the most versitile scrolls that you can buy with carats. Like I said Shaolin is very fast, and since each consecutive punch in its combo goes further, so it has a pretty large hit range as well. The Triple Kick hurts, and it's fast as well. The Spinning-Kick Shotgun is fairly forgettable, only good if you know for sure that your kicks will not reach your opponent. The Aerial Shotgun is the fastest "knock up and hit away" attack in the game. Other examples of this kind of attack is Muay Thai's punch-knee combo and Jujitsu's punch combo. Shaolin's comes out the fastest and is clearly a beast for moonlight games. Pulling out those kicks is an easy way to catch someone off-guard, but at the same time can put yourself in deep trouble if it misses. Shaolin's kick have poor recovery, meaning that if you whiff it against a blocking opponent, they can most likely successfully attack back, especially if you stop at the 2nd or last kick. Act quick, and stop the moment the first kick misses, unless some thing tells you that your second one can hit. Problem with Shaolin's kicks is that it has no delays (well maybe like a milisecond or so, but you get the point hopefully). The trick to playing Shaolin well, is to be fast. Slide tackles and air jumps are in your disposal. Good shaolin players will beat the crap out of you with cross-overs, delays, and throws. They are fast, and they are smart. Just like the real-life martial art, Shaolin does need some dead-accurate reflexes. Powerful and fast, what more can I say? It's clearly worth the money. Has some minor drawbacks, but then again, what scroll doesn't? Shaolin still ranks up there as one of the most balanced scrolls in the game. ==================================================== ==================================================== Shidokan - 13200 Carats ==================================================== ==================================================== Shidokan is a type of karate that involves a variety of Muay Thai techniques, and grappling. It's a pretty focused fighting art, and is a common sport among some cultures. References: =-=-=-=-=-= Bryan Fury from Tekken. (I'm not sure) Moveset: =-=-=-=- Spinning Hook - P,P,P,P = Punch combo. Has pretty good knockback. Spinning Lariat - K,K,K = Kick combo. Range is good. Has a good knockback as well. Shoot Kick - P,K = Punch kick combo. Fast and has a decent knockback. Overview: =-=-=-=-= Shidokan was the first scroll I got, and I'm glad that it was the first one I got. I thought it was pretty lame at first, however I later realized that Shidokan is quite possibly one of the best carat styles in the game. It's a style with great delay capibilities, damage, knockback, and angle capabilties. Delay is the pause time in your punch attacks you can control before you continue on with the next hit. The reason why you would even use delay in the first place is to trick people into thinking that you ended your combo. Often times, people try to quickly counterattack after you stop attacking, but you can use Shidokan's massive delay to trick them. It's very useful if used intelligently. The only non-delayable attacks would be its PK combo and the second kick of its kick combo. Shidokan also has the best angling abilities in the game. Shidokan has a lot of range to support its ability to turn well, allowing you to knock people around angles with relative ease. No scroll can do this better. If you happen to have your punch combos being blocked, it's sometimes best that you don't risk delays or an attempt to reset your combo. Instead, try blocking. It's safer and it might give you a chance to exploit a mistake they might make. Shidokan has pretty long recoveries on few of it's attacks, so resetting combos might not be a great idea. Shidokan's last kick is also quite deleyable. It's something not many people expect, but be careful if you do choose to delay it. If you actually plan to delay any of your hits with shidokan, always angle them. Most likely, your angled hits should still hit, but also move you out of the way a bit (although this may not be enough to full avoid damage). In my honest opinion, I used to consider this to be the best carat scroll in the game. Obviously, it really isn't, but if you ask most high levels in the game, they will tell you that's an underrated and underused scroll, but a good one as well. A good way to describe Shidokan would just be flexible. You can use it in a variety of ways and be successful with it. ==================================================== ==================================================== Shoot Boxing - 175 Astros ==================================================== ==================================================== Shoot Boxing a one variation of Boxing which focuses more on straight jabs, thus the nickname "Shoot Boxing" (also refered to simply as "Shooting"). The same idea applies to normal boxing. Throwing out perfect jabs requires a lot of work. Not only does a jab have to be strong and fast, but a twist is required for additional power to give it the characteristics of a drill (in physics this is called torque). Torque is only useful for straight punches because any oddly angled punches (like uppercuts or hooks) have an odd direction that requires different actions. In that case, it's a twist in the body. Shoot Boxing was founded in 1985 by Ceaser Takeshi (real name is Tomofumi Murata), who is a professional japanese kickboxer. Reference: =-=-=-=-=- Balrog and few other guys. Just look at boxing. Oh and of course, its creator Ceaser Takeshi (Tomofmi Muarat is his real name). Moveset: =-=-=-=- Combo Fury - P,P,P,P,P = Punch combo. Second punch hits twice. Very powerful and huge knockback. Crazy Hook - K,K,K,K = Kick combo. Good knockback. 1-2-Uppercut - K,P,P = Shoot Boxings launcher. The Haymaker - K,G (G must be RIGHT after K) - Unblockable. Requires a lot of walking distance before the punch is actually thrown. Overview: =-=-=-=-= Jeez... This scroll really hurts. With proper equipment, you can kill anyone within 30-50 seconds assuming you play well. It's also among one of the fastest scrolls in the game. Power and speed. That's already a good start. There is no doubt that this is going to remain as a top tier scroll for a long time. The punch combo deals around 80-100 damage per hit. The punches have a good amount of delay and are very fast. These two aspects of Shoot Boxings punches forces people to turtle against Shoot Boxing users. Throw a Haymaker at them, or simply just grab them. The "Kicks" deal good damage, but not as much as the punches. It's still a lot, and it's better for angling. The Kicks also have the usual Kick stun where if you land one hit, you'll most likely land the following three, unluck where the second punch of the punch combo is blockable even if you manage land the first one. It comes out really fast as well, meaning you can out-prioritize nearly every scroll in the game. Talk about crazy. The Uppercut is self-explanatory. Use it to juggle. Note that Shoot Boxing's juggle requires two very important times to delay. After inserting the two usual punches, to get a full 11-hit juggle, you must delay the double punch a bit, then delay the third one after. It's tricky and takes practice, but is not a major challenge. If you are really lazy to learn this, you can just do the two punches and just press away without delaying. You'll miss a hit, but big deal. The Haymaker is a unique guard breaker. It comes out very slow and is laughably easy to dodge. Whip it out when no one is expecting it. Many people guard as a reflex, so use that against them. Unlike most guard breakers in the game, this one moves your character forward at a fairly far distance, meaning you can start this up and hit someone who's a screen away. However this comes at the cost of having an uncustomizable timing to it. Once you start it, you must wait for it to end or someone to interrupt you while doing so. Shoot Boxing's most notable weakness is its short reach. Other slower scrolls with short reach will have an very difficult time beating a decent Shoot Boxing player (such as Boxing, Murekwon Ninjitsu, Wrestling, and Karate). Drift and take advantage of its short range. There's not much else to it, as Shoot Boxing will remain as one of the most powerful scrolls in the game. Shoot Boxing is rigged, but it is by no means invincible. Oh yeah Shoot Boxing players instantly give me an impression of being "skilless". Trust me, Shoot Boxing + Strength Stacking is a pretty lame way to win (and if they don't win, shame on them). ==================================================== ==================================================== Stinger - 192 Astros ==================================================== ==================================================== "Float like a butterfly, sting like a bee" is a famous quote from a legendary boxer named Muhammad Ali. Stinger Boxing is not a real martial art, and is mainly created because Rumble Fighter somehow needed a new Boxing scroll apparantly. Regular Boxing is dubbed as dull and boring, and Shoot Boxing is for helpless people who can't win otherwise (VERY few exceptions). Stinger fits in between, while adding some flashy moves along the way. Reference: =-=-=-=-=- Well it's boxing, but the main character this scroll was modeled off of would be Steve Fox from Tekken. Moveset: =-=-=-=- Overhead Smash - P,P,P,P = Stinger's punch combo and juggle launcher. Hornet Sting - K,K,K,K,K = Stinger's "kick" and most powerful combo. Its also Stinger's fence edger. Gut Lunge - K,P = Stinger's 2-hit combo for quick edging purposes.
Bobbing Shoulder Gun - K,G (G must be RIGHT after K), KKK = Stinger's special starts off with a ducking dash, followed by three attacks. Overview: =-=-=-=-= If you guys ever played Super Smash Bros. Brawl then I could easily summarize Stinger in a nutshell. Turn on Final Smashes, choose Sonic, break the Smash Ball, use Sonic's Final Smash, and watch yourself fly uncontrollably around the screen while randomly killing everyone on the screen. It's a bit of an exaggeration, but Stinger Boxing sets the new standard of how powerful and uncontrollable scrolls can be. Okay Okay, I'm exaggerating a bit. Once you understand the scroll better, it's easier to understand. However, there are some problems with this scroll aside from it's movements. Stinger's punch combo is also its juggle launcher. The first punch moves your character a lot, and each following hit does the same. The last hit has a suprisingly large hit range hit as well and is unique for a juggle launcher. Most juggle launchers knock your character up, but Stinger's last punch actually smashes your opponent to the ground before flying up by the rebound. It's not a huge difference, but it does give you more time to prepare for a juggle. You're going to need every second to think about how you want to juggle too, because it's all too easy to mess up a Stinger juggle. Another big problem with Stinger's punch combo is that the second punch comes out a bit slow. Too many times have I punched someone's back and watched them successfully turn around and block my second punch. Stinger's kick combo moves a lot too, especially on the first and fourth hit. There's not a whole lot to it. The fourth hit is an uppercut that hits your opponent slightly up in the air, and the last kick is a small fence edger. You won't be edging people over anything but Moonlight fences and a few others, but at least the last kick angles fairly well. It should also be noted that this combo is one of the most powerful ones in the game (without ground hit). Stinger's KP combo is good and simple. Use it a lot to knock off people who are near edges. Its quick and reliable. In fact, it's one best 2-hit combos out there. The second hit has a bit of air knockback as well. It doesn't angle well however. Stinger's first punch looks remarkably identical its first "kick" which can be confusing to anyone except for the Stinger user. The punching motion is the same, but the fist that is being used to punch is different. Stinger's first punch is a jab with the left hand. Stinger's first "kick" is a jab with the right. Don't try to pay too much attention to this, because no matter with fist it is, a punch is still a punch. Juggling with Stinger requires some thinking in order to maximize the damage you can do varying on what situation you're in. Stinger moves so much during any of its combo (excluding the Gut Lunge and Stinger's Special), which can pretty much ruin any juggle especially if you are not directly aligned with your opponent. A few important tips are don't get greedy, and always delay your hits. Often times, you won't be able to throw in the two punches before the full kick combo (or else you'll probably move past the person you're trying to juggle). If you have a slight hunch that your juggle is going to fail, just play it safe. Even just the punch combo launcher and kick combo deals a lot of damage. Second, try to delay your hits, because if you make your combos flow too quickly, you might end up zipping past your opponents. Overall, juggling with Stinger is quite bothersome. Stinger's special is actually quite interesting. The Kg input causes your character to duck forward a bit, rendering him/her invincible for around one second. During that one second, nothing can hurt you (even if it doesn't make sense). Throws will also fail to work. After the duck, you can press kick as many as three times to do a combo. It's basically a dodge n' hit attack, similar to that of Pa Kua Kwon's, but only better. However its use should be limited to dodging single attacks. The best time to use this is to dodge your opponents recovery kick, jump kick/punch, last hit of a combo, or the hit before the last hit. Those are some examples of excellent chances to impress/show-off. You can try to dodge some other fancy things like Yaki Cannon's blast or Cannon bullets, but you'll just look dumb if you get hit. Try not to do it while your opponent is attacking because you'll either get hit the moment your invincibility wears off (there's only enough time to dodge one attack), or hopefully trade hits with your opponent when you do the first attack of the Stinger's special combo. Stinger requires some very good footwork to utilize it's odd but far hit reach. Always keep a good distance with your opponents so that you are prepared to strike the moment they make a dumb mistake. If they plan to jump to a different spot towards you, greet them with a combo the moment they land (if they block, use delays or throw). Stinger can maintain some very good pressure as long as you have the right footwork. Stinger has many tricks, but it requires lots of control. A bit problem with Stinger is to not to be tempted by it's punch combo. Juggling is cool, but with Stinger's slow punch combo, juggling is more of a secondary option. Stick with the kick combo, as it's far more reliable. Keep your distance, and jab when the time is right. If your opponent curls up, you can take advantage of Stinger's crazy movements and attempt to move while attacking and find their backs. An easier and more punishable alternative is to just throw them. The special is called "special" for a reason, and that is because it should be used when the time is right. If you manage to land a juggle, don't get greedy. If you are missing your punches, you should definitely stop punching because not only will you be traveling to the somewhere where you might not want to be, but it can be a easily-punishable mistake as well. As Muhammad Ali said "Float like a butterfly, sting like a bee". Movement and distance is an important concept for Stinger. ==================================================== ==================================================== Street - 5000 Carats ==================================================== ==================================================== Street is practically an instinctual fighting style. There are no rules to street, and if Rumble Fighter had a more complex fighting system, we would see biting and cheap shots. No matter what kind of martial art you practice and no matter how strong you are, no man can survive a punch in the groin. It's better to be a female under those circumstances, right? Probably not, I heard it really hurts for the ladies too. Reference: =-=-=-=-=- There are some characters that exhibit a free-style kind of martial art, my favorite among these would be Cody from the Street Fighter/Final Fight series. Moveset: =-=-=-=- Slugging - P,P,P = Punch combo. Has a huge knockback. Street Stomp - K,K = Kick combo. Has a fair knockback. Low Blow - P,K = Punch kick combo. Does not knock enemy down. Overview: =-=-=-=-= You get what you paid for, and if you bought this scroll, you might be suprised in a good or bad way. Street is both slow and weak, the only thing that it has going for it is the knockback, and only the punch combo has a good knockback. The best way to be effective with street is if you play it as if you are playing default. Use slides, grapples, and jump kicks to hurt people, and use the Slugging Combo to knock people off the map. The kick combo has a slightly less knockback, but has a great hit range. Low Blow does not knock people back, meaning you can stream multiple hits if your opponent is caught unaware. For the cheapest scroll in the game, Street Stomp is one of the kicks with the furthest reach on the first kick, competing with Jeet, Dragon, Shidokan, and GeumGangTu. However the lack of delay, damage, and even knockback hampers it a lot. Problem with Street is that it has no delays whatsoever. The only other scroll that has this problem is Default, and that hardly even counts as a scroll. Street also has a very cool nanmu which definitely gives the scroll a "brawling" kind of feeling. Definitely an interesting and stylish scroll, however, it does not really do well competitively. ==================================================== ==================================================== Tae Kwon Do - 11000 Carats ==================================================== ==================================================== TaeKwonDo is THE Korean martial art. It's a martial art based primarily upon swift and a flury of kicks. Many people think it's useless and not practical. Whereas this may seem true, TaeKwonDo practices and trains ones reflexes. References: =-=-=-=-=-= Kim and his team in the KOF series all use TaeKwonDo. Hworang from Tekken also practices TaeKwonDo. Moveset: =-=-=-=- Double Punch - P,P = Punch combo. Fast but weak. Does not knock people down. Rapid Stretch Kicks - K,K,K,K = Kick combo. Fast and has a pretty good knockback. Axe Kick Lariat - P,K,K = Punch kick combo. Has decent knockback. Overview: =-=-=-=-= TaeKwonDo is perhaps the cheapest scroll in terms of cost that can still play well competitively against those higher tier scrolls such as Mao Gong, Koroshu, and others. TaekwonDo is very simple to use. Taekwon do has long kick combo, that deals good damage and has nice range. Playing TaeKwonDo is relatively simple, but using it effectively requires some strategy. If an enemy is blocking your kick combo, test his/her patience. Keep stringing on kicks, but don't complete the last kick. You can also perform a grapple, jump kick, or drift. Do whatever it takes to land those kicks. If you are going to stream kicks together, remember that ending your 2nd kick will allow you to quickly begin a new kick combo. You can do this with the third as well, but it's much slower and some people can easily interrupt you. The Axe kick Lariet is useful sometimes, and that last kick is delayable. Use it sometimes for mind games, but you should still rely mostly on those kicks. Unfortunately that is all TaeKwonDo has going for it. However, the kick combo is all it needs, because the punch is weak. The Axe Kick Lariat combo could be useful for some situations, such as juggling and knock-offs, but you probably wouldn't be using it much. ==================================================== ==================================================== TaekKyon - 21500 Carats ==================================================== ==================================================== A more ancient form of TaeKwonDo. Just like how Muay Boran made Muay Thai, Taekkyon made TaeKwonDo. It's still all about kicks, but there's more variety. TaeKwonDo usually just has fast and fancy kicks, but Taekkyon is more practical. References: =-=-=-=-=-= Not sure, should be similar to TaeKwonDo. The stance is directly based upon Sarah Bryant from the Virtua Fighter. She fights with a MMA styled TaeKwonDo but since Taekkyon is pretty much like TaeKwonDo, I guess it doesn't really matter. Moveset: =-=-=-=- Double Punch - P,P = Punch combo. Fast but weak. Does not knock people down. Quadruple Torrent - K,K,K,K = Kick combo. Last kick is delayable. Decent knockback. Axe Drop - P,K = Punch Kick combo. Quick with so-so knockback. Overview: =-=-=-=-= TaekKyon is nearly identical to TaekwonDo, however, Taekyon is almost twice as expensive as TaeKwonDo. TaekKyon has more peripheral range, which is more ideal to fight off against drifters (people who sidestep a lot). The Punch Kick combo is the same as TaekwonDo, except it doesn't have a 3rd kick like Taekwon do, which is better because this makes the P,K combo for TaekKyon faster and more angle- friendly. To sum it up these are the differences between TaekKyon and TaekwonDo: TaekwonDo is weaker TaekKyon has peripheral range due to spinning kicks TaekwonDo has frontal range due to stretch kicks TaekKyon has a quick P,K combo that is more angle friendly and faster TaekwonDo has a delayable 3rd kick to its P,K combo. Taekyon doesn't TaekKyon can delay the last kick of its kick combo. TaekwonDo can't TaekKyon's Kick combo is a bit slower than TaekwonDo's. Taekkyon's kicks have MAD CRAZY STUN! Yes they are similar, but these differences are enough to classify them as different scrolls. The most notable difference is the change to the Axe Drop combo (P,K). Originally TaeKwonDo had an extra kick at the end, but Taekkyon loses that. However, it's a better trade, because the knockback for the Axe Drop comes out faster (on the second hit instead of the third), making it more difficult to counter. Plus the second kick does much more damage so the damage difference is not as big as it seems. The added delay toe the last kick is nice, but like all last delayable attacks, it's a gambit to use it as a method to bait people out of blocking. You manage to hit someone with it? Extra 140 damage. You whiff it? You're in trouble. Use it with caution. Angling the last hit always makes it safer, although it will never completely save you. Some people consider TaeKkyon to be worse than TaeKwonDo. Of course this is a matter of perspective, but Taekkyon has far more than what meets the eye. Taekkyon is just fast as TaeKwonDo with its first kick, but TaeKwonDo's kick flows too quickly to make it tricky. Taekkyons kick flow is perfect and is far more useful against blocking opponents. The kick range is not only great for Taekkyon working as one of the most effective anti drifting scrolls in the game. Another thing I've noticed about Taekkyon is quite interesting. There are many moments where you and your opponent will collide hits at the same time. In this case, both you and your opponent might attempt to attack again, seeing who can gain the advantage. In moments like these, Taekkyon kicks always win these battles. I'm actually not kidding. I've never won an outprioritizing stalement against Taekkyon. That kick stun is odd, but it's also the best in the game. TaekKyon is worth the money, but with only one delay in its moveset, it's hard not to be predictable with it. Otherwise you got yourself a really powerful and annoying scroll... ... If not the most annoying scroll in the game that is. If you got every "easily-angered" person to play Rumble Fighter and made them fight Taekkyon for 4 games, you would end up with a lot of broken computers. ==================================================== ==================================================== Vale Tudo - 175 Astros ==================================================== ==================================================== Vale Tudo is is literally "Anything-Goes" in Portuguese. Vale Tudo is a mixed martial art that originated in most sub-cultures that are primarily located around Brazil. However Vale Tudo is not necessarily a style, but instead is a way to describe "style vs style" fights. Vale Tudo originally started off as a set of rules for boothe fighting (which is pretty much a stage where anyone can just go on and fight at the cost of some money). However, now it's defined as a mixed martial art or a combat sport. Reference: =-=-=-=-=- Craig Murduk from Tekken fights with Vale Tudo, but he is far more grapple based than what Rumble Fighter portrays. Rumble Fighter's portrayal of Vale Tudo is much more similar to Venessa Lewis from Virtua Fighter. Apparantly Night Wolf from Mortal Kombat is also a Vale Tudo practitioner, but I hardly got to play much Mortal Kombat (too bad because I love Reptile Ha Ha!). Moveset: =-=-=-=- Raging Beat Down - P,P,K,K,K = Vale Tudo's most powerful combo. Furious Thrasher - K,K,P,P,K = Vale Tudo's "kick" combo. Can knock over fences. Sky Knee - K,P,K = Vale Tudo's launcher. Shoulder Spin - K,K+G = Vale Tudo's quick knockback. Sadistic Stomp - K,G (G must be RIGHT after K) = Vale Tudo's ground hit. Overview: =-=-=-=-= No doubt about it, this scroll is so powerful, it's almost rigged. With the most powerful juggle and combo in the game so far, this scroll can decimate anyone within seconds. Of course, you would need to know how to even use this thing, because spamming it will get you only half way there. Vale Tudo's punch combo is LONG. Goes on forever and it's the most powerful punch combo to date. Other than that, there's nothing else that this punch combo is really worth mentioning. It got delays, but not that much, and its angling is so-so. However, the first and second punch got some very impressive reach. Using the first two punches is a great way to test your opponents before going on to the kicks to deal the remaining 300 damage of the punch combo. Unlike most "punch-spam" combos in the game, Vale Tudo's first punch is not only slow, but its recovery is quite poor as well. The best use of Vale Tudo's punch combo is to actually just constantly throw first punches to "poke" at your opponent. The kicks are actually more powerful because a ground hit is 100% gauranteed. Vale Tudo's kick combo is another very long combo. Great damage, but the best thing about this is that it works as a fence edger. However unlike most fence edging combos, this one has fairly good angling capabilities. As long as you remain close to your opponents, there's a good chance that you can angle that last kick and still have it hit. Also, the punch combo is techinically stronger but the kick combo can always be followed up with a ground hit. Thus, overall the kick combo followed up with a ground hit is actually one of the most powerful non-juggle combo in the game (around 570 damage, Yikes). Juggling is pretty self explanatory. Beware that any slight delay after the punch of it's K,P,K juggle launcher can cause your last kick to be blockable. Another very important thing is the horrid range of the punch of the juggle launcher and recovery of the last kick. These two factors can put you at a huge risk any time you attempt a juggle, so use it wisely.After landing a juggle launcher, QUICKLY catch your opponents with your punch, because that first punch comes out a bit slow. After that, follow with whatever works for you, and end it with a ground hit. The most powerful juggle in terms of damage would to end it with a punch combo, but that requires some tricky delay with the second punch. The kick combo juggle is easier and is also better suited for edging due to the last hit. All juggles can end with a ground hit. The Shoulder Spin (K,K+G) has a strange hitbox and it's quirky to pull off, but it works well as a 2-hit edging tool. It's actually a somewhat okay angling attack, but it's great for suprising your opponents. Most people always expect a long combo from vale, and not a 2-hit attack. The ground hit has some other uses other than just being a method to build damage. All the attack really is, is a large hop. You can actually use this to hope over people's recovery kicks, but it's not recommended. If you manage to hit a blocking opponent with this, they will be in their block animation for a small moment, which can give you time to move into a combo. Generally most people think that a blocked Vale Tudo ground hit is a great time to attack back, but that huge block stun says otherwise. I would say that Vale Tudo is the new Shoot Boxing/Mao Gong in terms of strength, but Vale Tudo is far slower than it seems. Clearly it's not as slow as Karate, Judo, or Wresting, but its speed can only be described as average. With rather limited delays as well, Vale Tudo clearly needs to emphasize on some other forms of mind games, such as jump kicks or even its ground hit block stun. With Vale Tudo, you can't be greedy. Even when ending your combos mid-way, there is a long enough recovery time for your opponent to successfully start a juggle of his/her own. Pressure is the most important thing about Tudo, and once you pin your opponents in a bad spot, keep him/her there. If you control the battle with Vale, then you can pretty much eat up your opponent in a few seconds, because I'm not kidding when I say, "Vale Tudo is the king of damage"... ... Well it's kind of tied with Capoeira. ==================================================== ==================================================== Zin TaeKwonDo - 175 Astros ==================================================== ==================================================== Zin TaeKwonDo is also known as Jin TaeKwonDo. It's a fictional form of TaeKwonDo. Basically Rumble Fighter felt bad for making such a mainstream martial art worth 11,000 carats, so they stapled this in to redeem it. I have no idea what the "Zin" really means but in the animation files, it's apparantly "Jin", which could be from Tekken. I was told that Jin means "True". Reference: =-=-=-=-=- The combos are mainly based off of Hworang's combos from the Tekken series. Even the stance is no different. Moveset: =-=-=-=- Elbow Strike - P,P,P = Punch combo. Last hit goes far and has a good knockback. Twirling Axe Kick - P,K,K = Punch Kick combo. The final kick has a very strange angling ability, allowing it to make full 90 degrees turn before hitting. Twirling Gullotine - P,K,K (charge) = Punch Kick combo. It's the same as the Twirling Axe Kick, except the last kick is charged. It does NOT guard break. It just hurts more. Triple High Kick - K,K,K+G = Zin TaeKwonDo's launcher. Kicking Fury = K,K,K,K,K = Kick combo. Last kick has a decent knockback. Overview: =-=-=-=-= Zin TaeKwonDo, was perhaps the most highly anticipated scroll among players. Many people rushed to get it the moment it came out, and there is a good reason why. It's fast, painful, and flashy. Zin TaeKwonDo plays quite similarly to regular TaeKwonDo, except, with Zin TaeKwonDo, the punches are not as useless. Elbow Strikes are for a quick knockback, whereas the Twirling Axe Kick is great for mind games. The Twirling Axe Kick and Twirling Axe Death last kick can turn around twice! Meaning it can make full 90 degrees turn before the last kick. A very neat trick can be performed with this ability. If facing a blocking enemy, you can punch straight at him, turn away from him at the second kick (at this stage you should be near his side), and the last kick can turn and aim at the blocker's back. There are much more ways this could be used. (thanks to Axon for showing me this trick) The Kicking Fury combo should be abused. It's fast and strong. Each hit deals around 80-100 damage, while the finishing kick does around 140. It's great way to build damage, and it can juggle as well. Zin TaeKwonDo players tragically suffer from the same problem as Baguazhang players. Most Zin TaeKwonDo players seldomly grab, and will keep throwing out attacks, waiting for your guard to randomly drop. Zin TaeKwonDo has some delay, but not a lot, so it can be fairly predictable. The last 3 hits of the kick combo are delayable, so use those accordingly. Always delay so your opponent will be more anxious whether to go on the offensive or not. That anxiety can easily leave you enough time to quickly stop a combo and begin a new one, or possibly leave you enough time to throw them. However, watch out for side blockers, as you will have to aim your attacks accordingly so they won't fall out of your attack range. Otherwise you'll not only will they be safe from your hits, but you will be open to theirs. Always choose juggling over finishing a kick combo if possible. The moment you see two kicks connect, you should be able to react quickly enough to pull out the juggle launcher instead of a third kick. The damage is far greater so try to make this a habit. Zin can just as effectively stream kicks as TaeKwonDo. however it's sometimes better to just complete your combo instead of getting greedy to begin a new one. Also watch out as a person can easily just walk away after you stop attacking, due to Zin's rather poor recovery time (especially on the 4th kick). Zin's kick is not spectacular as well, so it's not one of the best combo streamers out there. It lives up to its hype, as a good player can be very very dangerous with it. The scroll has a lot to offer, but each attack has to be used intelligently in order to maximize the benefits of this scroll. Otherwise, it would be just a waste. Oh and another thing, I find it funny how people complain about "TKD Spams" but not about "ZTKD Spams". /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 3.) Exocores ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Well here it is folks. All of the exocores currently out. There are a good amount of variety. Don't ask me to choose what's best for you. If you like something the moment you see it, it's probably the right exocore for you. ==================================================== ==================================================== Birthday Party - 100 Astros (30 days) - ALL CLASSES ==================================================== ==================================================== Released for RF's first year anniversary. This whacky exocore has literally a birthday cake on the users head along with amputated parts of two other exocores. In this case, the user will recieve the Dragon Striker red claws, and the Fire Charger's orange boots. Yes, it looks quite ugly, but this exocore is very powerful. However the reason why you probably never see anyone use it, is because the exocore costs 100 astros and only lasts for 30-days. Overdrive 1: Dragon Twister =-=-=-=-=-=-=-=-=-=-=-=-=-= Exactly the same as the second overdrive of the Dragon Striker Exocore, except much faster. This skill can combo break now, otherwise it's the same thing. How's that for original? Overdrive 2: Firewall =-=-=-=-=-=-=-=-=-=-= Exactly the same as the second overdrive of the Fire Charger Exocore, except you can set up 3 seperate firewalls at one time. Otherwise it's the exact same thing. Other Attacks: =-=-=-=-=-=-=- Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. The claws add great reach. Overview: =-=-=-=-= A limited edition exocore to celebrate Rumble Fighter's first year annivesary (woop-di-doo). A pretty quirky looking exocore. It's the claws of the Dragon Striker exocore, shoes of a Fire Charger, and a birthday cake as a hat. Aside from looks, it's a powerful exocore. Setting up 3 firewalls can be very annoying for your opponents, and a quicker version of an already powerful and fast exocore attack is nothing to scoff at. However the 30-day limit, of the exocore really drags it down, which is the reason why hardly anyone has it. If you see someone using this in Demolition, you better kill that guy quick. I saw a lone guy kill off a whole team by setting up three seperate fires at the top of Demolition. I was horrified but I couldn't stop laughing. ==================================================== ==================================================== Black Iron Armor - 106 Astros - ALCHEMIST ONLY ==================================================== ==================================================== I was quite suprised that OGP even had the nerve to call this a "new" exocore. It's like painting myself purple and calling myself a brand new man. Overdrive 1: Butt Crush =-=-=-=-=-=-=-=-=-=-=-= A very good overdrive, however it has one glaring drawback, It's too predictable. This is best for group brawls where people are just clobbering away. Pull this off and not only will it do 400+ damage, but it will send your opponents flying up. You can then follow up with ANOTHER Butt Crush and send them flying again. They should fly at a lower altitude but you can still follow up with a Giant Swing and Punch. That's a total of around 1000+ damage, which is crazy. However otherwise, this overdrive is difficult to connect, as people can merely jump or block. Overdrive 2: Reinforce =-=-=-=-=-=-=-=-=-=-=- The idea that the robot can boost its own defense is pretty neat, however it's not as useful as it seems. The SP cost is reasonable, but it just doesn't last that long. Other Attacks: =-=-=-=-=-=-=- Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, and the 4th punch knocks them back. Be careful as the 4th punch has a lot of momentum. Head Crush - K,K - Good knockback, but slow and not that useful. Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw the enemy behind but instead pick your enemy up and slam him/her down on the ground. The enemy will bounce a few times away from you. Smash - (while airborne) P - The robots aerial punch has good range. Drop Kick - (while airborne) K - The robots aerial kick has good range and damage. Shoulder Tackle - (while dashing) P - The robots tackle is just like a regular tackle however it's must faster and travels further. Roll - (while dashing) K - The robots slide attack is useful as you will hit the enemy and bounce back. Even if the opponent blocks this, the bounceback will make sure you are safe. Overview: =-=-=-=-= The Black Iron Armor was the 3rd out of all the armors to come out. It's a pretty neat exocore, disregarding a user's scroll and providing him/her with a whole new moveset. The punches have extroadinary reach, probably the best in the game. The damage it deals isn't to shabby either. However it's also one of the slowest exocores in the game, and the kicks are pretty much useless. The grapple is useful for opponent who are turtling near edges, and the additional tackle speed and distance is helpful as well. Overall an excellent exocore for a decent astro price. Note: I did copy this from the Blue Iron Armor because they are exactly identical. The myspace blog for Rumble Fighter said that this exocore deals more damage than the others, but I highly doubt that because they are the same price. =================================================== ==================================================== Black Taurus - 203 Astros - SOUL FIGHTERS ONLY ==================================================== ==================================================== Ouch. They released this three weeks after they released the Brown Taurus, so anyone who liked black better than brown were struck pretty hard. OGPlanet is hilariously cruel sometimes. This is also refered to as Grandpa Taurus. Overdrive 1: Pulverizing Smash =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The bull will hollar a warcry "An earshattering "MOO!" and slam his/her totem forward. Those who are hit will be stunned and be open to an attack right after the Taurus recovers. Not as good as the Totem Rampage as this special is slower, weaker, and has no knockback at all. However the knockback and weaker part is not necessarily true as you immediately follow up with something such as a punch combo. It's a good special, but Totem Rampage has more practical uses. This attack can also hit people on the ground, making this more useful than how I'm describing it right now. If you can though, you'll want to conserve SP for Totem Rampage. Overdrive 2: Totem Whirlwind =-=-=-=-=-=-=-=-=-=-=-=-=-=- The bull will immediately make 3 full revolutions with his/her totem sticking out in the front. A very quick attack to come out and works excellently as a combo breaker and mob killer. It hits up to three times and does respectable damage each hit. It also lifts up your opponents and sends them farther depending on how many hits connect. Amazing priority, crazy range, and versitile edging makes this the most useful Taurus special. Missing it isn't a huge deal either as the block-hit stun is quite large so the moment your opponent blocks this and is able to attack is the moment you recover from this attack. Most people who try to sneak in a hit after witnessing you use it, will either be hit by the last swing, or too late as you are already ready to block or fight back. Is it Cheap? Definitely. Other Attacks: =-=-=-=-=-=-=- Totem Swing - P,P,P,P = Once one hit connects, the rest will probably too. Good damage and amazing reach. It's pretty slow however. Stomp n' Gore - K,K,K = Pretty balanced in all aspects, as it's fairly fast and still quite powerful. The last hit is the best angling hit that Tauren will have to settle with. Totem Smash - P,K = Taurus' juggle starter. Hardly anyone uses this because Taurus is a pain to juggle with. Ole! - P+G = Taurus' throw is the same as any other normal throw. Bull Air Punch - P (while airborne) = Taurus's air punch is no different. Flying Bull - K (while airborne) = Taurus's air kick is no different. Bull Charge - P (while dashing) = Taurus' tackle is quite identical to a normal one. Bull Rush - K (while dashing) = Tarus' slide is unique because it works like a normal slide, but you move quite fast and you run literally through your opponents while damaging them. You can also run quickly to enclose small gaps such as from the Glacier mainland to the small island in the middle. Beware of falling off though. Recovery Kick - K (while down) = Taurus's recovery kick is the same as normal, except with a little more reach. Overview: =-=-=-=-= Taurus can be summarized as "Iron Armors" for Soul Fighters, and it's better. Like Iron Armors, they are remarkably big, making them big targets for anything that comes at them. Being big, they also must be stereotypically slow, a weakness for many Taurus regular attacks. There is one fast attack only in the entire Taurus moveset, and that happens to be it's most useful overdrive. That special will be your bread n' butter to edge people, clear out mobs, and to score painful 3 hits specials if you land a successful combo break. Juggling is an option for Taurus, but it's hardly practical as it's not only hard but it's just so much easier to just press punch three times than incorporate precise timing. The kicks are good for angling, and the Stomp n' Gore special is an excellent way to hurt a confined group of enemies. It also hits people who are lying down, so it can work similarly as the Default Striker Exocore's Terra Crush. Good damage and has some practicallity so don't be afraid to use it when Totem Swing is getting dull. Using this when you're right in front of somebody will cause this attack to hit their back disregarding the fact whether they are blocking or not. Totem Rampage is very cheap in that its block stun makes is too long for anyone who is blocking to fight back, and that it can instantly score some easy edge kills in a huge radius. Bull Rush is interesting, but can often result in a tragically stupid suicide since the Taurus runs so far when this is used. Just be smart while using it. Most people don't want to eat a painful Tauren combo so they will just turtle through most of your attacks to wait for a good opportunity to counter. Just throw or use the Pulverize special since it can work as a back hit too. Overall, Taurus suffers from similar problems as the alchemist Iron Armors exocores. Being a large target and a rather slow attacking one too, greatly cripples both exocores, but the Taurus makes it up with its reach and power, along with its two useful overdrives. Hard exocore to master, but it has potential. Note: I copied this from the Brown Taurus section because both of these exocores are exactly the same. ==================================================== ==================================================== Blazing Phoenix - 203 Astros - ELEMENTALIST ONLY ==================================================== ==================================================== The Phoenix is a wildly universal symbol in many mythologies and myths. The Phoenix is usually portrayed as a red, crimson, or golden bird with the symbolic ability to revive itself from the very ashes of itself when it burns to death. In the myths, the Phoenix usually has a 500-100 year life expentancy and supposely migrates around the world (which is thus why so many culture embraces the idea of the Phoenix). In Egyptian mythology, the sun god "Ra" is a type of Pheonix. In Greek mythology, the phoenix lived among the gods and would sing for them. In the Chinese culture, the Phoenix is the second most-respected mythological creature, the first being the Dragon, and is a symbol for woman of China. There was this phrase: " " which is an inspirational saying for girls to grow up to become something extroadinary. Phoenixes are everywhere among cultures. Heck, I have one in my backyard and in the bathroom. Seriously. Overdrive 1: =-=-=-=-=-=-=-=-=-=-= ==================================================== ==================================================== Blade Spirit - 210 Astros - SOUL FIGHTER ONLY ==================================================== ==================================================== Oh jeez. I heard there's a new term to describe Bleach fans and that new term is "Bleachtards". Well I was never able to get into bleach but I know CHAD is a really sexy character. Anyhoos, yeah this exocore is very powerful and is quite common among many people. Boring exocore to face, but I guess it's fun to use. You even go into those black robes when this exocore is out. Ichigo's sword is called the "Bankai" I believe (I'm not a huge anime guy, especially with bleach. I like stuff with a little more concepts/philosophy like Shaman King or Full Metal Alchemist). Overdrive 1: Earth Splitter =-=-=-=-=-=-=-=-=-=-=-=-=-= The soul fighter will leap forward and hit the ground with tremendous force. The range of the impact is large and the damage is good. What makes this overdrive so good though, is the mind games you can play with it. Often times this must be blocked from behind, so in order to block it, your opponent will have to turn around and block. It also comes out really fast. Hitting an opponent will cause him/her to fly far away. This is high enough to follow with a Side-Check Double Chop combo. Overdrive 2: Moon Slash =-=-=-=-=-=-=-=-=-=-=-= The soul fighter will instantly dash and if it he/she makes contact with an enemy, he/she will launch the unlucky fellow up in the air for a impressive air combo. All of the damage is done at the moment of contact, so the air combo is just for show. It deals an impressive 500 damage, and can if you manage to catch an enemy near an edge with this, there's a chance you can knock your foe off the map. However, it works like a really quick and fast punch. If your opponent is blocking, it won't work. It can also hit your opponents in mid-air sort of, but this usually results in some whacky things happening. Other Attacks: =-=-=-=-=-=-=- Side-Check Double Chop - P,P,P,P - Two large horizontal cuts followed by two large vertical chops. Blade Spirit's most powerful combo. Amazing reach. Twirling Slash - K,K - Two spinning slashes. Range is great, and is perhaps the Blade Spirit's best angler. Upper Slash - P,K - Spirit Sword's Launcher. Perform a Side-Check Double Chop after doing this. Front Flip Slash - P (while dashing) - A front flip followed by a large chop. Comes out slower than the usual shoulder tackle. Blocking Smack - K (while dashing) - A very quick sprint with the sword in front. It's a faster version of the usual Slide Kick. It also travels further. Air Slash - P (while airborne) - A slow side chop while airborne. It's pretty hard to hit anyone with this. Overview: =-=-=-=-= Quite possibly the most anticipated exocore among the RF community, and I can understand why, afterall... around 60-70% of the community are bleach fans. Anyways, this is a great exocore, no doubt about it, it's just that the price tag seems a bit hefty, and ever since they took the option to pay 15 dollars for astros, you have to shed in 20 bucks for this guy. Aside from the price, It's quite unmatchable 1v1-wise. The attack combos have a huge stun whether it's blocked or hit. You can easily hit someone's back by using the Splitter, and if you want to get fancy, you can use the Moon Slash. There are loads of different attacks to toy with, all of them being quite versitile as the swords range is HUGE. If someone tries to drift around you, the Twirling Slash has huge horizontal range to take care of that. With the Blade Spirit, you're pretty much unbeatable in close-combat. Just don't get overconfident. One of the problems with Blade Spirit was that it lacked a recovery kick. That is now changed after a patch during late February. It's the same as any normal recovery kick. ==================================================== ==================================================== Blood Storm Shuriken - 203 Astros - SOUL FIGHTER ONLY ==================================================== ==================================================== Well well well... This is a pretty scary name for an exocore. According to the in-game description (which makes me giggle like a japanese schoolgirl), Blood Storm is some elite ninja clan that is renowned to leave a STORM of BLOOD after a fight. Now that's impossible. No matter how many times you hit someone with a sawblade, bullet, explosive, arrow, sword, fist, claw, and kick, you will never see them bleed. Obviously that description is there to make some Naruto loving kids piss their pants in excitement. If I was 10 years old, I would be like "OMFGWTFBBQ, NINJAS, BLOOD, AND STORMS, SO COOL". Well it is a pretty cool exocore actually. Overdrive 1: Shuriken Storm =-=-=-=-=-=-=-=-=-=-=-=-=-= The user will do a large flip forward and throw three ninja stars. One star goes behind him/her, the second one lands around the middle, and the last one lands in front of him/her. The attack also works as a decent ground hit, doing around 160 damage. It's a good overdrive, but not as good as it seems. The shurikens have a very small hitbox, meaning it's likely to miss. It's a safe skill and it has various uses. Don't be afraid to use it, but remember to save SP for the other skill as well. Overdrive 2: Blood Shuriken =-=-=-=-=-=-=-=-=-=-=-=-=-= The user will throw a huge shuriken that travels at lightning speed but stops still after traveling a certain distance. The Giant Shuriken will stay in one spot for around 8 seconds or so, and continue to hit anyone near it. This skill alone can set up infinite possibilites. The simplest approach is to throw the shuriken at someone, and just keep hitting the poor person while they are simultaneously being hit by the Shuriken. The shuriken itself does terrible damage, usually never going above 40. At max the Shuriken can hit someone around 8 times. The shuriken itself won't be doing the damage, so that's where you come in to lay down the pain. Anyone being caught will also be unable to successfully panic their way out, because the moment they recovery from their panic attack, they are bound to be hit by the shuriken again. Overview: =-=-=-=-= 203 astros for this exocore is a tad expensive, but it's well-worth the cost if you can get creative. Soul Fighters lacks a good SP stat, so constantly being able to use your skills might be a problem. The first skill is simple. It can pull off some nice tricks by hitting people behind your, under you, and in front, all at the same time. It's also a good ground hit. The second skill is probably the reason people get the exocore. You can simply set up a trap where people already are at, or will be. One you catch someone, you can do many things. If they are standing on the ground, you can simply just pull off a few incomplete combos (like don't do the last finishing hit), or even just ram them off if they are near an edge. People who are airborne will simply bounce of the shuriken, setting up a potential juggle. This exocore takes a lot of in-game experience to be good with, but it's well worth it if you can master what it has to offer. ==================================================== ==================================================== Blue Iron Armor - 106 Astros - ALCHEMIST ONLY ==================================================== ==================================================== The first alchemist astro exocore is a fairly interesting one. It's a full transformation of a blue armored knight (fat one that is). With this, you obtain legendary reach with your punches and one of the most potentially dangerous overdrives in the game. However it comes at a cost of having your character running like he/she has no control of his/her limbs. You also walk like a pregnant woman with this exocore. Overdrive 1: Butt Crush =-=-=-=-=-=-=-=-=-=-=-= A very good overdrive, however it has one glaring drawback, too predictable. This is best for group brawls where people are just clobbering away. Pull this off and not only will it do 400+ damage, but it will send your opponents flying up. You can then follow up with ANOTHER Butt Crush and send them flying again. They should fly at a lower altitude but you can still follow up with a Giant Swing and Punch. That's a total of around 1000+ damage, which is crazy. However otherwise, this overdrive is difficult to connect, as people can merely jump or block. Overdrive 2: Reinforce =-=-=-=-=-=-=-=-=-=-=- The idea that the robot can boost its own defense is pretty neat, however it's not as useful as it seems. The SP cost is reasonable, but it just doesn't last that long. Other Attacks: =-=-=-=-=-=-=- Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, and the 4th punch knocks them back. Be careful as the 4th punch has a lot of momentum. Head Crush - K,K - Good knockback, but slow and not that useful. Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw the enemy behind but instead pick your enemy up and slam him/her down on the ground. The enemy will bounce a few times away from you. Smash - (while airborne) P - The robots aerial punch has good range. Drop Kick - (while airborne) K - The robots aerial kick has good range and damage. Shoulder Tackle - (while dashing) P - The robots tackle is just like a regular tackle however it's must faster and travels further. Roll - (while dashing) K - The robots slide attack is useful as you will hit the enemy and bounce back. Even if the opponent blocks this, the bounceback will make sure you are safe. Overview: =-=-=-=-= The Blue Iron Armor was the 1st out of all the armors to come out. It's a pretty neat exocore, disregarding a user's scroll and providing him/her with a whole new moveset. The punches have extroadinary reach, probably the best in the game. The damage it deals isn't to shabby either. However it's also one of the slowest exocores in the game, and the kicks are pretty much useless. The grapple is useful for opponent who are turtling near edges, and the additional tackle speed and distance is helpful as well. Overall an excellent exocore for a decent astro price. ==================================================== ==================================================== Blue Skyhorn - 162 Astros - ELEMENTALISTS ONLY ==================================================== ==================================================== The Blue Skyhorn is the ice sibling of the trio. Aside from that, and being blue of course, it's the same exocore as the other skyhorns. The sound effects of the ice arrow is actually taken upon Warcraft III's frost arrow sound effect. I believe the frost arrow is an upgrade of the "Priestess of the Moon" Hero for the Night Elf race. Anyhoo, I don't play Night Elves. The Blue Skyhorn is one of the most broken exocores so far in my opinion, (others are broken too, but blue is probably the worst). Overdrive 1: Frost Arrow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The user will shoot out an blue arrow out of his/her crossobow. It comes out really fast, and it travels very quickly too. The only other ice attack in the game drains around 220 damage on impact and it freezes your opponent for a second. A second is enough to be able to sneak in a combo when up close or shoot another arrow to give your opponent little options other than block or to get hit. Overdrive 2: Skyhorn =-=-=-=-=-=-=-=-=-=- The user will shoot a yellow energy bolt at the sky and it will rain into many shards with scatter accross the ground. A very useful Area of effect attack. This overdrive consists of two attacks. The first part is where the user shoots up. Anyone near or above will be shot. This means you can shoot through roofs to hit the enemies above. The second part is where the shards come down and scatter around. The shards will scatter around the user for a short time and then quickly fly up and disappear. If you got hit by the first part, you won't get hit by the second. Deals good damage, but SP cost is a tad high. It's worth it though, unlike some other exos, cough...cough...IronFist. Other Attacks: =-=-=-=-=-=-=- Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's fast and powerful, and can angle well. Couldn't have asked for a better punch combo for this exocore. Spin Kick - P,K = Nearly the same as the kick combo. Same
knockback, and similar damage (if not the same). Back-Up Kick - K,K = This is the only two hit combo, that has very high knockback. It looks dull and boring for sure, but never overlook this attack. It's extremely useful. Overview: =-=-=-=-= A great exocore. A very useful projectile, great mob overdrive, and versitile combos are all aspects of this exocore. Even better, it's often viewed as a minimal threat by many players, when compared to the likes of Xero Discus or Blade Spirit. However, Skyhorns will probably be one of your most feared exos in team games. With three skyhorns out now, people are debating which one is the best like it's some sort of presedential election. I'm going to try to outline the pros and cons of each aspect of skyhorns projectiles: - FIRE does the most damage on impact (280 damage) and knocks people down. The most useful on bridges as it can score some easy edge kills. However, after someone is shot by the arrow, the skyhorn user cannot follow up with anything other than just to wait for the person to get back up. - POISON does the least damage on impact (100 damage) and has a similar hit impact to that of a slide tackle (means that if you hit a grounded enemy they will just get hit and not fall down. Same applies to an airborne enemy but instantly fall back on the ground). Not falling down, means you can follow up with other tactics like shooting them again or beginning a combo if they are close enough. However the damage that the arrow inflicts relies on the poison build up, meaning you have to wait for your opponents to die and that shooting them repeaditly doesn't really do as much damage in the long run. The poison does slow down people as a side effect. - ICE does 220 damage and freezes someone for a second. There is absolutely no knockback at all, making it the least edge-able arrow out of the three. However you can easily score consecutive hits on an airborne enemy by just rapid firing (because they can't block in mid air and the arrow will come at them like a half second after they unfreeze). If an enemy is close enough you can attempt to sneak in a combo. Ice is NOT as good as it seems, but that's justifiable since it's supposed to balance out with the other two skyhorns. That 1 second freeze can do some pretty spectacular things if used right. It just seems to me that the fire one is a bit lame, but a 300 damage faster traveling bullet with edging potential is nothing to laught at. Skyhorn is a whole different overdrive. Just use it in mob fights, and you'll bound to hit at least one unlucky fellow. The shards that fly down also fly back up before disappearing. You can use this to your advantage. In moving screen games, near the top, if someone is edge-guarding on the middle plank (the one you jump from to reach the top), and you are standing the lower plank (the one you jump from to reach the middle), you can shoot one of this and the shard will hit the edge-guarders back. Talk about neat. Combos are pretty self-explanatory. Never underestimate this exocore. It's much better than it looks. Note: I copied some of this from the Red and Green Skyhorn section because these three exocores are quite similar. ==================================================== ==================================================== Brown Taurus - 203 Astros - SOUL FIGHTERS ONLY ==================================================== ==================================================== Perhaps the most obvious Warcraft reference ever. The second overdrive works just like how it does in Warcraft III, allowing the Tauren/Taurus to stun enemies that are hit by it. For the Horde! RF calls them Taurus to barely dodge potential Blizzard lawsuits (The WC and RF Tauren/Taurus look exactly alike almost). Taurens in Warcraft III were among the Orcish Horde's most powerful ground units, having a pretty hefty health, dealing hefty damage, and having a pretty dangerous passive ability: Pulverize, which grants a 25% chance of their basic attack becoming an AOE attack. Overdrive 1: Pulverizing Smash =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The bull will hollar a warcry "An earshattering "MOO!" and slam his/her totem forward. Those who are hit will be stunned and be open to an attack right after the Taurus recovers. Not as good as the Totem Rampage as this special is slower, weaker, and has no knockback at all. However the knockback and weaker part is not necessarily true as you immediately follow up with something such as a punch combo. It's a good special, but Totem Rampage has more practical uses. This attack can also hit people on the ground, making this more useful than how I'm describing it right now. If you can though, you'll want to conserve SP for Totem Rampage. Overdrive 2: Totem Whirlwind =-=-=-=-=-=-=-=-=-=-=-=-=-=- The bull will immediately make 3 full revolutions with his/her totem sticking out in the front. A very quick attack to come out and works excellently as a combo breaker and mob killer. It hits up to three times and does respectable damage each hit. It also lifts up your opponents and sends them farther depending on how many hits connect. Amazing priority, crazy range, and versitile edging makes this the most useful Taurus special. Missing it isn't a huge deal either as the block-hit stun is quite large so the moment your opponent blocks this and is able to attack is the moment you recover from this attack. Most people who try to sneak in a hit after witnessing you use it, will either be hit by the last swing, or too late as you are already ready to block or fight back. Is it Cheap? Definitely. Other Attacks: =-=-=-=-=-=-=- Totem Swing - P,P,P,P = Once one hit connects, the rest will probably too. Good damage and amazing reach. It's pretty slow however. Stomp n' Gore - K,K,K = Pretty balanced in all aspects, as it's fairly fast and still quite powerful. The last hit is the best angling hit that Tauren will have to settle with. Totem Smash - P,K = Taurus' juggle starter. Hardly anyone uses this because Taurus is a pain to juggle with. Ole! - P+G = Taurus' throw is the same as any other normal throw. Bull Air Punch - P (while airborne) = Taurus's air punch is no different. Flying Bull - K (while airborne) = Taurus's air kick is no different. Bull Charge - P (while dashing) = Taurus' tackle is quite identical to a normal one. Bull Rush - K (while dashing) = Tarus' slide is unique because it works like a normal slide, but you move quite fast and you run literally through your opponents while damaging them. You can also run quickly to enclose small gaps such as from the Glacier mainland to the small island in the middle. Beware of falling off though. Recovery Kick - K (while down) = Taurus's recovery kick is the same as normal, except with a little more reach. Overview: =-=-=-=-= Taurus can be summarized as "Iron Armors" for Soul Fighters, and it's better. Like Iron Armors, they are remarkably big, making them big targets for anything that comes at them. Being big, they also must be stereotypically slow, a weakness for many Taurus regular attacks. There is one fast attack only in the entire Taurus moveset, and that happens to be its most useful overdrive. That special will be your bread n' butter to edge people, clear out mobs, and to score painful 3 hits specials if you land a successful combo break. Juggling is an option for Taurus, but it's hardly practical as it's not only hard but it's just so much easier to just press punch three times than incorporate precise timing. The kicks are good for angling, and the Stomp n' Gore special is an excellent way to hurt a confined group of enemies. It also hits people who are lying down, so it can work similarly as the Default Striker Exocore's Terra Crush. Good damage and has some practicallity so don't be afraid to use it when Totem Swing is getting dull. Using this when you're right in front of somebody will cause this attack to hit their back disregarding the fact whether they are blocking or not. Totem Rampage is very cheap in that its block stun makes is too long for anyone who is blocking to fight back, and that it can instantly score some easy edge kills in a huge radius. Bull Rush is interesting, but can often result in a tragically stupid suicide since the Taurus runs so far when this is used. Just be smart while using it. Most people don't want to eat a painful Tauren combo so they will just turtle through most of your attacks to wait for a good opportunity to counter. Just throw or use the Pulverize special since it can work as a back hit too. Overall, Taurus suffers from similar problems as the alchemist Iron Armors exocores. Being a large target and a rather slow attacking one too, greatly cripples both exocores, but the Taurus makes it up with its reach and power, along with its two useful overdrives. Hard exocore to master, but it has potential. ==================================================== ==================================================== Cannon Barrel - 10500 Carats - ALL CLASSES ==================================================== ==================================================== A Barrel on your arm with a nozzle sticking out to shoot bullets. That's exactly what this exocore looks like. The bullets that this exocore shoots bears a lot of resemblance to the infamous Super Mario Bros. enemy: Bullet Bill. God those guys were annoying. Overdrive 1: Bullet Shot =-=-=-=-=-=-=-=-=-=-=-=- The cannon will shoot a fast bullet. The bullet does quite a bit of damage, able to go up to 300 damage, and doesn't cost much SP at all. An excellent projectile, and should be used more than the Smiley Bomb in most cases. Overdrive 2: Rocket Fire =-=-=-=-=-=-=-=-=-=-=-=- The cannon will charge and shoot a slow moving large bomb with a smiley face. Moves relatively slowly, but it's big, making it difficult to sidestep. If it connects, it deals around 200-400 damage, and sends the person up in the air. You can follow up with a combo but you must be quick to know where your opponent will land and when. SP cost is considerably large. Other Attacks: =-=-=-=-=-=-=- Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= The Cannon Barrel is free to use for any class and is the most basic of exocores in terms of projectiles. It's very powerful, but quite slow as well. The SP costs of its attacks makes it better for elementalists to use, so I don't recommend this for soul fighters or strikers. Using this exocore effectively is simple. Just shoot at people, or where you think people might be. Use the Bullets to hit faster people, and the Rockets to hit mob battles. The small bullet is good for just sniping people and the damage is not far off from the Rocket. With a tiny SP cost, I suggest to use this more than the rocket. However the rocket has it's uses as well. Small clustered areas such as bridges are perfect times to use the rocket. Not only does it deal around 400 damage, but it sends your opponents sky high allowing you to follow up with a slide tackle, ram, or juggle, assuming your timing is good enough. ==================================================== ==================================================== Cannon Launcher - 13500 Carats - ALCHEMIST ONLY ==================================================== ==================================================== Similar looking to the Cannon Barrel but it's all black. The Chinese Red Symbol is pronounced as "Huo" and it means "Fire". Overdrive 1: Bullet Shot =-=-=-=-=-=-=-=-=-=-=-=- The same exact overdrive as the Cannon Barrel.The cannon will shoot a fast bullet. The bullet does quite a bit of damage,able to go up to 300 damage, and doesn't cost much SP at all. An excellentprojectile, and should be used more than the Smiley Bomb in most cases. Overdrive 2: Homing Rocket =-=-=-=-=-=-=-=-=-=-=-=-=- The cannon will charge and shoot a slow moving large bomb with a smiley face, that will lock on and home in on a target. The difference with this to the Cannon Barrel Bomb is that this one chooses a target and homes in on it. This makes the Cannon Launcher much more useful, because you don't have to bother aiming as it will seek a target on its own and follow it. However, the bomb now disappears after it hits something, whereas the non-homing one would keep on going. Other Attacks: =-=-=-=-=-=-=- Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= Pretty much the same exocore as the Cannon Barrel, with a slight twist. Not only is it BLACK and it looks cooler, but the homing bomb is actually worth the additional 3,000 carat cost. The small bullet is good for just sniping people and the damage is not far off from the Rocket. With a tiny SP cost, I suggest to use this more than the rocket. The rocket is more useful in more cases now that it has the ability to home in on a specific target, meaning you don't have to aim or randomly shoot everywhere in hopes of hitting someone. The damage is the same and so is the knockback properties (it will still end your opponent sky high for a juggling opportunity). ==================================================== ==================================================== Cyclone Charger - 99 Astros - ELEMENTALIST ONLY ==================================================== ==================================================== Remarkably underatted exocore, and it's perhaps the best for the buck. It doesn't even breach the 100 mark and it has a super powerful punch combo with a pretty useful overdrive. Overdrive 1: Cyclone Burner =-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will summon a small tornado that travels forward for a short distance. This projectile is pretty lame as it does pitiful damage, travels slowly and dissipates after a short distance. SP cost is low, but it's just not useful. The knockback when it's blocked is quite large though, so it can be used to chip people off edges. Overdrive 2: Cyclone Field =-=-=-=-=-=-=-=-=-=-=-=-=- The elementalist will put his/her palm on the ground and summon a tornado from that spot. The tornado will gradually expand and catch and stun any who makes contact with the tornado. The unfortunate people who get caught in the tornado will fly up temporarily and spin around then hit the ground. Before the reach the ground you can perform a juggle with the Big Punch combo provided by the exocore. This exocore is also unique because it has a huge knockback distance if it's blocked. People who block this exocore gets pushed back a huge distance, thus making it risky to block in small platforms. You can pressure people to whether get caught in the tornado, or pushed off an edge trying to block it. Other Attacks: =-=-=-=-=-=-=- Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= A unique exocore with a pretty useful overdrive, only hindered by its lackluster speed and terrible projectile. The main thing to master is getting down the timing to juggle people who get caught in your Cyclone Field. Doing so can result in lots of damage, as the Big Punch Combo is powerful. You can also use the Tornado Shield to push blocking enemies off cliff as the knockback is HUGE. Yes, the Cyclone burner is a pretty crappy excuse for a projectile, but it has its uses suprisngly. First of all, it does not dissipate after hitting someone, meaning that it will go thru somebody. Second of all, it does not knockdown people if it hits them while they are standing, so you can quickly attempt to follow up with a punch combo or something after they are hit. Third the stun time (like all of the cyclone chargers attacks) have a large block-hit stun, meaning if someone blocks your overdrives, they take awhile to unblock and attack. Using these properties, you can pressure someone, but do your best not to let them run away. An excellent exocore if used correctly, otherwise it's too predictable as most people won't even go near the tornado. Use it near mobs where people don't pay attention to their surroundings as much as they would if they focused all their attention on you. The Cyclone Field is great for blocking narrow areas and edge guarding. ==================================================== ==================================================== Demon Samurai - 210 Astros - ALL CLASSES ==================================================== ==================================================== In the old days of the Japan, the dream and ambition of nearly every Samurai was to be famous and well-known so that their name could forever be written in Japan's history. However, this dream was an impossible one to many, and with that being said, a legend was born. This legend was about Samurais who sold their soul in exchange for skill and power beyond those of most humans. These people were called the "cursed samurais." As for armors with mouths, I'm not quite sure if that was part of Japan's history, but I know that RF based this exocore from Bishamon from the DarkStalker series. Aside from the looks, the only difference between this and the normal Samurai Exocore is the 2nd overdrive. Overdrive 1: Quick Draw =-=-=-=-=-=-=-=-=-=-=-= The user will prepare his/her sword for a dashing quick draw strike. This overdrive deals good damage and covers a decent area, but it's fairly easy to block because it takes around a second to come out. It also has a long cooldown before it can be used again. You can use this to quickly dash over small gaps like from the glacier mainland into the middle island. It's best used in mobs to interrupt other people's battles. Overdrive 2: Burning Demon =-=-=-=-=-=-=-=-=-=-=-=-=- The face on the armor will spew out a large flame. This attack is very powerful and unblockable, and it actually also comes out faster than it's first overdrive. The major drwaback is that this skill has the longest recovery time in the game for almost a whopping three seconds of you being vulnerable after the attack. Many times it's possible to be hit by the recovery punch/kick of the very person that you hit with this attack. The flame covers a decent area though, but you have to be very careful in deciding when and where you use this. Other Attacks: =-=-=-=-=-=-=- Samurai Swordsmanship - P,P,P,P = A series of 4 slashes. If the first slash hits, the following slashes will connect. Lethal Cut - K,K,K = Samurai's kick combo. Death Cut - K,K,K (fully charged) = Same as the lethal cut, but it's now unblockable. Jumping Sky Slash - K,P,P = Samurai's aerial hit. Can hit over fences and be 100% followed up by a ground hit. Sword Parry - K,K+G = Samurai's 2-hit combo. Spinning Blade - K,G(G MUST BE PRESSED RIGHT AFTER K) = Samurai's ground hit. It hits twice, but only the last hit is a ground hit. Overview: =-=-=-=-= This exocore partially transforms your look, leaving only your head and shoe unchanged. While the outfit does look a bit clunky, it's still pretty cool in my opinion. As an exocore, it's pretty powerful and in the right hands, this thing can really kill. The punch combo is harder to control than it looks. The hitboxes are not very reliable. There are times where you can land the first three hits of the punch combo just to have the last one miss. It's also a pretty poor angler, but at least the damage is good. Also note that the last hit has a long block stun, so you can use that to your advantage to escape or apply further offensive pressure if your punch combo is blocked. The kick combo is good stuff, and the ability to turn twice is pretty useful to suprise those who try to sneak up on you from the side. It recovers fairly quickly as well. As for the KPP combo, it's actually Samurai's most powerful attack, because that can 100% be followed up by the ground hit. You'll need some precise timing to get this down, but once you do, you'll be eating away your opponents life 550+ damage at a time. KK+G is just a two hit knockback, and should be used whenever there's a quick edge kill is needed. Samurai's first special is pretty good for clearing out straight line mobs. It does good damage and the attack goes by really fast, but there's a slight start up time which can give your opponent to easily block it. Also note that you move through your opponents during the middle of your dash. Samurai's second special varies upon which Samurai exocore you're using. In this case, the Demon one spews out a pretty big fire. The user is invincible as long as that demon auro is projecting from him/her, but once that flame is gone, you take almost around three seconds to recover, which is more than enough time for your opponent to scratch his nose, eat a chip, and go for a combo. It's unblockable and for an unblockable attack, this comes out pretty fast. Like I said, it's a great overdrive and it deals tons of damage, but if you're not smart when using it, you might regret it. Overall Samurai is pretty good. It's close-combat attacks are a bit difficult to aim sometimes, but it's just something that you might need to get used to. It's skills are good as well. It's basically a different and more varied version of the Soul Fighter's Blade Spirit. It's a great exocore, but only in the right hands. Note: This was mostly copied from the Samurai section because the two exocores are almost identical. ==================================================== ==================================================== Dragon Striker - 111 Astros - STRIKERS ONLY ==================================================== ==================================================== Dragon claws and feet. You gain very long tails and toenails for your battle needs. Was originally the very first astro Striker exocore. Don't underestimate it, it's actually quite powerful. Overdrive 1: Dragon Grave =-=-=-=-=-=-=-=-=-=-=-=-= The striker will spin around once and quickly jump up and perform an uppercut. This does not go as far as the Dragon Twister and doesn't do as much damage either, but the best thing about this Overdrive is that it knocks people over fences which is useful in maps such as Moonlight valley. Hits twice and can fence edge if close enough. Overdrive 2: Dragon Twister =-=-=-=-=-=-=-=-=-=-=-=-=-= The striker will ready himself/herself propell his/her body forward and spin with the claws in front. Deals good damage and moves quick. The charge time makes this Overdrive easy to anticipate, so its best to use this attack on mobs and when people can't see you. This attack travels far, so be careful not to fly off the map. Other Attacks: =-=-=-=-=-=-=- Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. The claws add great reach. Overview: =-=-=-=-= For something that was so powerful when the game came out, I hardly even see this exocore anymore. It's a shame because it's actually still a very good one too. Good damage, spectacular reach, and straightforward overdrives are the charms of this exocore. Dragon Grave is pretty useful but it's relatively slower compared to Dragon Twister. Dragon Grave does 200 damage per hit, whereas Dragon Twister does slightly smaller damage (like 380). If you ever run out of SP, the Rip Claw combo does amazing damage with among the best reach in the game. Not a bad bargain at all. A pretty simple and easy exocore to use. It's very powerful and the Overdrives are fairly decent. If you see a good time to use the Dragon Twister, such as when people all mob into a line or group, then just keep using it. The claws have an amazing reach so you should use those often. Easy exocore to use effectively so it's great for beginners and advance players alike. ==================================================== ==================================================== Dullahan - 198 Astros - ALL CLASSES ==================================================== ==================================================== Dullahan is a headless horseman which is a part of an Irish myth. The Dullahan apparantly supposed to carry is own head and ride around endlessly. He only stops to call out a name for a person who's due to die. Once the name is called, the person perishes immediately. Other headless horseman tales include the famous American fairy tale "The Legend of Sleepy Hollow". Jeez, to call out people's name and have them die. At least Light Yagama from the Deathnote series never got ahold of such power right? Unless... Dullahan is Kira! (another plot twist!) Please ignore that awful reference. This is also a holiday exocore such that it's only going to be buyable for Halloween probably, but the exocore itself is permanent. Overdrive 1: Coffin Prison =-=-=-=-=-=-=-=-=-=-=-=-=- The user will spin around with a dust cloud around him/her. People who are hit by the area of the dust cloud will be trapped inside a coffin. After a few seconds, the coffin explodes and shoots the person at the opposite direction he/she was facing along with dealing 250+ damage. It has a fast start-up and is good for mobs. Once the people are shot out of the often, you can hit them with a ground hit. Just be careful when using this as it's blockable, and if they are close enough, you are vulnerable. This attack can also trap up to 9 people (obviously there will be less than 9 people in battle games, but in boss/zombie mode it can only trap 9 enemies per use). Overdrive 2: Skeleton Stampede =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The user will quickly summon a row of six skeletons that will run straight forward. Skeletons shatter upon impact, so they are basically just projectiles. Great damage and it multi-hits pretty easily. Being a six-staged projectile that comes out quickly and recovers quickly as well, there are a lot of uses for this. If people attempt to block this, you can easily run to them while they are blocking the skeletons for a free throw. If they choose to not block the skeletons, they will probably be hit by around 2-4 skeletons. Other Attacks: =-=-=-=-=-=-=- Cavalry Swordsmanship - P,P,P,P = Dullahan's unique punch combo. Good combo overall with good reach, damage, angle-ability, and knockback. High Sword Swing - K,K = Dullahan's Launcher. Horse Headbutt - P (while running) = Dullahan's Dash. The horse will attempt a headbutt. It's pretty similar to the Sheep's headbutt. Joust - K (while running) = Dullahan's Dash. The user will charge straight forward, hitting and going through whatever is in his/her way (similar to Taurus's running kick). Grave Stomp - G (while running) = Dullahan's ground hit. It can be done off ledges as well and even jump over recover kicks. Fierce Lunge - K,G (G must be pressed right after K) = Dullahan's special is similar to it's ram, but it comes out more slowly in exchange for a longer block stun and reach. Moonlight Spin - P/K (while airborne) = Dullahan's airborne attack. Horse Bite - P+G = Dullahan's throw. It's the same as any other throw. Horse Parry - K+G (time with enemy attack) = Dullhan's counter. Same as any other counter. Overview: =-=-=-=-= Well, this exocore is pretty innovative compared to a lot of new exocores that have been released. Despite having a lot of it's animations mimicked from the Sheep exocore, it's still a pretty unique exocore with the animations of the first special and the headless horseman's swordplay. By the way, why the heck is the horse and horseman so small? I can't help feel like this exocore looks like a puppet that's riding one of those "My Little Pony" toys. Anyways... The first special is great for mobs where no one pays particular attention to one individual. Just jump into the middle of a fight and throw this out to suprise people. If people happen to be facing away from an edge, this can potentially edge them (because this attack knocks people back the opposite direction that they are facing regardless if where you hit them). Just be careful having this blocked. If there's less than two people around, you'd probably want to just fight them with your combos instead. Speaking of combos, the punch combo on that thing is pretty good. Juggling is also an great option if you don't have to worry about other people interrupting your juggles. Just do a full punch combo followed by a running ground hit after your launcher connects. Dullahan's second special has two purposes depending on how your opponent reacts. If he/she get's hit, that's a good chunk of health gone from his/her life bar. However, if they choose to block the barrage, you can run to them while they are blocking and throw them. You can even go behind them and begin attacking from there. Dullahan is a great exocore and the smaller midget hitbox is pretty neat for avoiding those attacks. Without a head, those Suriya Crystal Discs won't be of any trouble against you. You got good specials/combos at your disposal with this exocore. ==================================================== ==================================================== Fire Charger - 10500 Carats - ALCHEMIST/ELEMENTALIST ONLY ==================================================== ==================================================== Those gloves look exactly like Kyo Kusanagi's gloves. The fact that they both are based upon fire, is no coincidence either. Overdrive 1: Firestorm =-=-=-=-=-=-=-=-=-=-=- The User will raise one arm in the air and hit the ground. The ground will erupt in flames in a relatively large area. This is an excellent overdrive for group fights as it deals 100-200 damage to any opponents who are on or near the ground at a big radius. The SP cost is small too so use this often. Overdrive 2: Firewall =-=-=-=-=-=-=-=-=-=-= The user will rise one arm in the air, but won't hit the ground with it. A scorching sound will be made, and the ground underneath the user will be burning. Anyone who happens to walk on the burning area, will take damage and be stunned for a while, thus allowing additional follow up of damage. A good overdrive for narrow areas. Overview: =-=-=-=-= A simple exocore which has many benefits. If an enemy gets caught in a Firewall, search for a way to knock him/her off the stage. Otherwise, just deal as much damage as possible. The Firewall has many interesting functions. One important thing is that people can not jump over the fire wall as its verticle hitbox is deceivingly high. People who attempt to jump over it will just get burned and fly up, setting themselves for a possible juggle. People who just walk over it, will take damage along with being vulnerable to anything else that hits them for around 5 seconds or so. Take that time to edge them, and if not, do as much damage as possible. Normally no one is dumb enough to just walk over fire, but in some cases, it's inevitable. Set up firewalls near mob fights to where you think people might go. For demolition, set up firewalls on the corner of the top platform where people have to make that "great leap". Firestorm is simple and consumes less SP. The damage is decent (around 180), and the area of effect is larger. However it just knocks people down the start up time makes it easy to anticipate and block. Great exocore if paired up with the right strategy and brains. ==================================================== ==================================================== Golden Lion - 185 Astros - STRIKERS/SOUL FIGHTERS ONLY ==================================================== ==================================================== It's based upon an animal called... a Lion! Overdrive 1: Lion's Roar =-=-=-=-=-=-=-=-=-=-=-=- The user will charge up and shoot a enormous lion's head forward. It doesn't go far, but its range is enormous. It dishes out a good amount of damage, but it's blockable. People that are right in front of you will have their backs hit if they are too close to you. The damage done is slightly more than the Golden Beam. Overdrive 2: Golden Beam =-=-=-=-=-=-=-=-=-=-=-=- The user will quickly leap backwards and disperse a large laser that quickly travels forward as the user travels back. This comes out FAST, has a LARGE range, and it HURTS. This is the highlight of the Golden Lion exocore, and should be used often. It's blockable, but it can hit the back of someone who's right in front of you. Excellent for hitting retreating enemies, and the recoil protects the user. Overview: =-=-=-=-= I originally thought this was a carat item, but it never was. Anyways, Lion's Roar is fairly useless, since it not only comes out slower than the Golden Beam, but it has less range as well. The damage is higher, but not by a signficant amount. The Golden Beam is an awesome attack, doing lots of damage and having a very far range. However, you're basically paying 185 astros for one attack, so it's not worth it unless your some big fan of Lions or something. Golden Beam has massive range, but another interesting thing about it is that you can hit people from the back (in fact you can do this with both attacks). Just use this right when you are in front of someone and it will hit them from behind. Good for some mix-up games. Lions Roar is meh. It does more damage, but is much slower. Stick with Golden Beam in most cases. ==================================================== ==================================================== Green Skyhorn - 162 Astros - Elementalist Only ==================================================== ==================================================== Slow and Poison? Sound effects are taken from Warcraft III slow poison effects. In Warcraft III slow-poison was generally a difficult status to access and was limited only to the Orc race, who could upgrade their wyvern's javelins to produce this effect. Wyverns were very good units, but steam engines are by far the sexiest. Mass them and you can run down a base no matter how many units attack you. Of course you lose the steam engines at the end, but it's one of the most hilarious way to destroy an enemy base. I mean c'mon... steam engines practically have the durability of a building so it's really funny to see your enemy units dealing 6 damage per hit to a 700 HP unit as you destroy their base. Overdrive 1: Slow Poison Arrow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The user will shoot out an green arrow out of his/her crossobow. It comes out really fast, and it travels very quickly too. The only poison attack in the game drains around 100 damage per few seconds and lasts pretty shortly. It also slows the poisoned enemy down. Very useful and spammable due to the low SP cost. Among one of the most useful projectiles in the game. Overdrive 2: Skyhorn =-=-=-=-=-=-=-=-=-=- The user will shoot a yellow energy bolt at the sky and it will rain into many shards with scatter accross the ground. A very useful Area of effect attack. This overdrive consists of two attacks. The first part is where the user shoots up. Anyone near or above will be shot. This means you can shoot through roofs to hit the enemies above. The second part is where the shards come down and scatter around. The shards will scatter around the user for a short time and then quickly fly up and disappear. If you got hit by the first part, you won't get hit by the second. Deals good damage, but SP cost is a tad high. It's worth it though, unlike some other exos, cough...cough...IronFist. Other Attacks: =-=-=-=-=-=-=- Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's fast and powerful, and can angle well. Couldn't have asked for a better punch combo for this exocore. Spin Kick - P,K = Nearly the same as the kick combo. Same knockback, and similar damage (if not the same). Back-Up Kick - K,K = This is the only two hit combo, that has the highest knockback. It looks dull and boring for sure, but never overlook this attack. It's extremely useful. Overview: =-=-=-=-= A great exocore. A very useful projectile, great mob overdrive, and versitile combos are all aspects of this exocore. Even better, it's often viewed as a minimal threat by many players, when compared to the likes of Xero Discus or Blade Spirit. Prove them wrong! Couldn't have asked for a better projectile. The damage it initially deals on impact is low, but the poison damage will add up. Eventually the shot should do around 200-300 worth of damage when the poison dissapates. The poison arrow comes out much faster than the CannonBarrel's Bullet and travels faster as well. The shot also slows down the opponent considerably to around 1/3 of the person's original speed. Talk about crazy! The only weakness I can see is that the shot does not knock down opponents, therefore it doesn't have much ability to knock people off of bridges and etc. You can easily turn this into a strength though, as you can shoot someone and then beat the crap out of him/her. Skyhorn is a whole different overdrive. Just use it in mob fights, and you'll bound to hit at least one unlucky fellow. The shards that fly down also fly back up before disappearing. You can use this to your advantage. In moving screen games, near the top, if someone is edge-guarding on the middle plank (the one you jump from to reach the top), and you are standing the lower plank (the one you jump from to reach the middle), you can shoot one of this and the shard will hit the edge-guarders back. Talk about neat. Combos are pretty self-explanatory. Never underestimate this exocore. It's much better than it looks. You can in fact win by just spamming away the Skyhorn skill. ==================================================== ==================================================== Heaven's Fist - 16500 Carats - STRIKERS ONLY ==================================================== ==================================================== You can summon giant fists from the ground. Looks really painful for those who are hit. Overdrive 1: Maximum Impact =-=-=-=-=-=-=-=-=-=-=-=-=-= The Striker will charge and summon a giant fist from the ground in front of him/her. This comes out relatively fast, and deals around 100-200 damage. Use this if you feel your opponent is threatening to attack you, but is relatively far away. Overdrive 2: Super Maximum Impact =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Striker will charge and summon a giant fist from the ground far away from him/her. This is pretty much the same overdrive as the Close Range Fist Strike, except it hits far away, takes longer to charge, has a bigger fist, and deals more damage. Use this where your opponents can't see you so that they won't block it. Overview: =-=-=-=-= A slow and difficult exocore to use. It's powerful for sure, but very easy to anticipate, dodge, or interrupt. The effective way to use this exocore is to be tricky. Make sure your opponent does not notice where you are, and use the Super Maximum Impact to hit him/her. You have to measure the correct distance and direction as well. This exocore takes a bit of luck and timing to execute correctly. A neat thing about this exocore is that it can provide astro users with a different kind of juggle. I copied and paste this from the tips section. Heavens Fist Juggling is just like any other kind of juggling but with a twist. First of all you need: 1. Astro scroll of some sort (in this case we will use boxing as our example). Kobudo does not work because it's an elementalist only scroll and elementalists can't equip Heavens Fist. 2. Striker Class equiped with the Heavens Fist exocore. Once you have that, we can begin: 1. Hit your opponent with your launcher attack. This is boxings P,P,P,P combo. 2. Right after hitting your opponent with the launcher, moving a little forward and immediately do the short Heavens Fist special 3. Your opponent should land on the ground and the fist should come out shortly after. If all goes well, you opponent should be up in the air again, but behind you this time. 4. Turn around and juggle. This is useful in cases where you're being pushed to an edge but cannot seem to grapple your opponent. This also deals more damage than if you were to just juggle after the launcher. Heaven's fist is only as good as you want it to be. There's a large difference between how a beginner uses it and a professional uses it. ==================================================== ==================================================== Hellhand Gauntlet - 203 Astros - STRIKERS ONLY ==================================================== ==================================================== Anything involving the hell and devil himself is bound to be powerful. In this case it's no exception. Most likely based upon a concept from the Soul Calibur series. Every Soul Edge weapon has an eye on it similar to how the HellHand is portrayed. Then again, never doubt that Nimonix is capable of their own ideas. Overdrive 1: Hell Crescent Spire =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The user's Hellhand claw will glow and throw a slow traveling fire beacon that will travel for a small distance. From the beacon a giant fire spire will rise. Anyone who is hit by it will be sent up as if they are hit by a Tornado Charger cyclone and can be followed up with a combo. Those who are airborne and are hit by it, will just simply take damage and bounce off. The damage on this thing is HUGE, going up to 650+ damage. The only problem is landing this attack properly. The hit box is not large and it takes at least 3 seconds to come out. Not only that, but it's can be seen from a mile away. The best way to use this (once again) is in mobs, but if you can predict someone's recovery punch, this can be effective as well. You can also be sneaky and use this on lower elevations to take advantage of the spire's tall height and hit people from below. Due to the SP cost and situational uses of this overdrive, you might want to keep it's use to a minimum. This attack is also unblockable. Overdrive 2: Hell Discharge =-=-=-=-=-=-=-=-=-=-=-=-=-= The user will point forward with the Hellhand claw and shoot out three orbs that spread a little before disappearing. Great damage once again, but despite this being faster than the first overdrive, it's still a slow one. The orbs don't go far before disappearing and it is also blockable. Generally, you should use this like how you use most projectiles, but just throw one and then fight, because spamming this from a distance is pretty bad. Other Attacks: =-=-=-=-=-=-=- HellHand Sweep - P,P,P,P = A series of ground sweeps with excellent reach and damage. Quite possibly the highlight of this exocore. Gremlin Hop - K,K,K = A unique kick combo. The second kick is a hop that is intended to jump over your opponent. The final kick is a forward slash. Demon Stab - K,K,P = Same as the Gremlin Hop, except the final punch hits the other way. Angling is inverted so to angle your attack upwards, you have to press down on your keyboard, and to angle it downwards you have to angle it up. Overview: =-=-=-=-= What we have here is an exocore that looks incredibly overpowered when seen and demonstrated, but is actually pretty average in-game. It's still an exocore that will kill you within seconds if you're not prepared to fight against it, but it's overdrives can easily be deemed useless if your opponent is cautious to avoid it. By far the best trick to use the first overdrive is to use it when your right in front of your opponent. He/she will probably try to take advantage of this by hitting you. If this happens, use your panic attack to push them into the fire spire behind them, then go for a combo while they are being spun up. You can even demoprh your exocore and attempt a nanmu juggle. Another trick to landing the first overdrive is to find a favorable situation where your opponent might recovery punch. move right in front of their lying body and then instantly use your first overdrive at where they might be heading. If you're lucky, you will catch them. Both overdrives are slow and have difficulties hitting so the decision of which one to use doesn't really matter. The first overdrive is an all-or-nothing kind of attack, while the second one is just slightly more reliable. You decide what's best for each situation. It doesn't really matter, because the best thing about the HellHand is the punch combo actually. Another thing that needs mentioning is the kick combo. There are two follow ups after the hop, and that is to either move forward and slash, or backwards. You only do the backwards one if you actually make your way over the opponents back (and preferably hit them on that second hit too). Generally a lot of mind games can be played with the kick combo, but often times, you will be missing and thus confusing yourself as well. Just remember that if you're against a wall, You should always do the forward slash (K,K,K). A good exocore, but not as overpowered as it looks. If you can land hits consistently with it then you're bound to be a huge threat. Most of the time, you'll spend your time missing your overdrives just to make your opponent feel better about their evasiveness. If that's the case, slap them with that huge ugly HellHand of yours. The punch combo is where it's at for this exocore. ==================================================== ==================================================== Ice Charger - 203 Astros - ELEMENTALIST ONLY ==================================================== ==================================================== An exocore with the unique ability to freeze people, and for the longest time too (the other is blue skyhorn, but not as long). The first exo to introduce this status effect. Pretty difficult to use, but it has plenty of uses, especially in team games. Overdrive 1: Death Chill =-=-=-=-=-=-=-=-=-=-=-=- The elementalist with harness ice energy in his/her hand and unleash it in a wide mist that travels at a short distance. Anyone caught within the mist will instantly become frozen. If you come up against someone who has this, RUN!!! Even if you block, you will be frozen. Even if you are airborne, you will be frozen. The approach to using this effectively is finding the best way to punish your frozen enemies. The number one thing you want to look for is a possible way to knock them off the stage. A grounded opponent can be tackled or punch/kicked. A blocking opponenet must be hit from behind, or by a guard breaking attack. An airborne opponent can be tackled if he/she is low enough or be juggled by kicking him/her and catching him/her with a punch for they land. You would want to freeze your opponent as much as possible before getting the opportune time to kill or knock them. If you can't seem to think of anyway to knock them down, just go behind them and complete a punch or kick combo. Once they are lying on the ground, do another Death Chill, so then they get up they will be frozen again. I know it's cheap, but people paid 10 bucks for this... Or at least some people did >.> Overdrive 2: Ice Javelin =-=-=-=-=-=-=-=-=-=-=-=- The elementalist will quickly form a spear made entirely of ice, and throw it forward. This is a pretty good projectile as it doesn't disappear after hitting someone. This is excellent for bridge battles and it deals good damage as well. However, I would use this sparingly as saving SP for Death Chills should be the main priority of many elementalists who use this exocore. Overview: =-=-=-=-= Overall, a pretty expensive exocore and for a good reason too. The Death Chill overdrive itself is worth it, being one of the most useful (and rigged) overdrives in the game. The Death Chill is there for your abuse, and use it intelligently to cheap your opponents in as many ways as possible. This exocore is absolutely brutal in stages like Moonlight Valley and Inferno, where it's easy to be knocked off. This exocore is best paired with hard hitting versitile scrolls like Shaolin or Murekwon. Better yet, pair it with a scroll with a guard breaker. If people manage to be blocking while frozen, you can safely charge up a guard breaking hit for them. This exocore is also disastrous in maps such as demolition. A simple strategy near is at near the top, when the timer gets to around 50 seconds, the screen will start to move up again. Soon the only safe platform will be the highest one. You can just freeze your opponents at the lower levels and keep them frozen. Before they are able to break free, they would already fall off the screen. The same applies to Hangar games. Very very cheap tactic, and you have to be prepared for some insults. Now that almost every exocores will be around 180-200 astros, I guess this could no longer be called expensive. ==================================================== ==================================================== Invincible Fist - 210 Astros - STRIKERS ONLY ==================================================== ==================================================== Most unimpressive exocore for its price. Something like this should at MAX be worth 170 astros. It leaking sand from the tip which could be a homage to the Naruto character: Gaara of the Sand, who would carry around a gourd of sand and manipulate it to his will. The back of the bag reads something like (Heaven under "something") I forgot the last two characters. Asian languages are a bore to learn and read, and is hell to write.
Overdrive 1: Explosive Impact =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will quicky jump forward and slam the ground with his/her palm with the additional add of the mysterious bag behind the user. Damage is good, Sp cost is low, and it works well as a ground hit. Using it on a blocking enemy, you can hit someone's back with it even if they are facing forward (just like Blade Spirit's Splitter attack or any projectiles). This attack has pretty decent AOE too. It's useful, but that large leap makes it somewhat difficult to aim at nearby enemies. Its sole and best purpose is to work as a 200 damage ground hit and as a tricky back hit. Overdrive 2: Blind Murder =-=-=-=-=-=-=-=-=-=-=-=-= The user will throw the bag upwards and kick it behind him/her resulting in a large explosion. A good overdrive I guess, but pretty strange to use. The bag is actually thrown behind you, so in order to hit anyone, you have to face away from them. If someone catches you during this attack and manages to run toward you, consider yourself screwed. Good AOE, but pretty meh otherwise. Overview: =-=-=-=-= 210 Astros? Were talking about Yaki Cannon and Blade Spirit here. This exocore is not even half of both of those exocores I've just mentioned. Two unimpressive overdrives and it's worth 210 astros. Clearly a huge rip off. Anyways... Explosive Impact works as a powerful ground hit. That's all it would be used for, other than a mid-range AOE attack or back-hit. Blind Murder is a slow ranged AOE attack as well. Both attacks are blockable, but if aimed right, these attacks can actually be used to go past people's guard (especially the Explosive Impact). Damage-wise both are great attacks, but that still does not compensate for the ridulous price. You'd want to use it if you don't rely on exocores that dramtically alter your moveset, and if the current scroll you're equipped with doesn't have a ground hit. This scroll goes amazingly well with Taekkyon, Zin Taekwondo, Boxing, Shoot Boxing, and Stinger Boxing. I'll admit it's a cool exocore, but if you haven't seen me type it already, this exocore is a complete rip off. What's OGP even thinking? ==================================================== ==================================================== Iron Armor MK2 - 203 Astros - ALCHEMIST ONLY ==================================================== ==================================================== A fancier version of the original Iron Armor design. It's cool looking perhaps, but it still has the same normal attacks. I'm highly confident that this exocore was inspired by the Nintendo Franchise: Custom Robo. Of course, you can call it a Gundam too, but whatever. The japanese have a fetish with robots. They are going to have perfectly rendered robot chicks for dating. Overdrive 1: Laser Discharge =-=-=-=-=-=-=-=-=-=-=-=-=-=- The robot will whip out its two guns behind it and fire lasers out of them. The lasers stop at a certain point but it goes pretty far before it stops. The lasers are also unblockable and does a good deal of damage. However the overdrive has a tremendously long start-up time and cool-down, because the robot takes nearly a whole two seconds to whip out the guns and put them back down. Its speed downright cripples this overdrive. When the lasers are being fired, the Iron Armor also moves back while doing so, so this can either work as an evasive manuever, or as a dumb way to suicide. Overdrive 2: Magnetic Ripple =-=-=-=-=-=-=-=-=-=-=-=-=-=- The Robot will slam the ground with one hand at create a small electric circle. With a small range, so-so damage, and poor knockback, it's not that useful. At least it comes out pretty quickly and can be used for small mobs. The electric shock lasts for a small while so even those who aren't hit at the moment the shock comes out, can accidentally run into it. Other Attacks: =-=-=-=-=-=-=- Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, and the 4th punch knocks them back. Be careful as the 4th punch has a lot of momentum. Head Crush - K,K - Good knockback, but slow and not that useful. Thunder Uppercut - KG(G must be pressed RIGHT after K) - Unique to the Iron MK2. It's a single-hit launcher that comes out really suddenly. Can set up a juggle. Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw the enemy behind but instead pick your enemy up and slam him/her down on the ground. The enemy will bounce a few times away from you. Smash - (while airborne) P - The robots aerial punch has good range. Drop Kick - (while airborne) K - The robots aerial kick has good range and damage. Shoulder Tackle - (while dashing) P - The robots tackle is just like a regular tackle however it's must faster and travels further. Roll - (while dashing) K - The robots slide attack is useful as you will hit the enemy and bounce back. Even if the opponent blocks this, the bounceback will make sure you are safe. Overview: =-=-=-=-= Iron Armors have always been slow so you can pretty much expect what I have to say about this exocore. It's powerful like all slow things, but that second overdrive is very risky to use. Unique to the MK2 that the other robots dont have is the Thunder Uppercut which is actually pretty useful and can even work as a combo breaker against slower scrolls or delays. After a successful Thunder Uppercut, you can even follow up with another Thunder Uppercut then a punch combo. The skills needs to be used strategically as anyone can easily take advantage of the long start-up and cooldown time of the second skill. The first skill may not be spectacular but it's still worth using. The second skill is best used in chaotic fights where people won't be paying attention to you (which is unlikely since the MK2 is so big and colorful). A so-so exocore. I'll admit it's cool, but it's definitely not as powerful as some of the exocores in the game (which is probably a good thing because overpowered exocores are no fun). ==================================================== ==================================================== Iron Armor MK 2M - 203 Astros - ALCHEMIST ONLY ==================================================== ==================================================== A fancier version of the original Iron Armor design. It's cool looking perhaps, but it still has the same normal attacks. I'm highly confident that this exocore was inspired by the Nintendo Franchise: Custom Robo. Of course, you can call it a Gundam too, but whatever. The japanese have a fetish with robots. They are going to have perfectly rendered robot chicks for dating. Overdrive 1: Missle Bombardment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The robot will plant both hands on the ground and take 3 seconds to fire a group of missles in a very large area. The missles will soon explode individually within miliseconds of eachother. Great damage, massive range, but the attack takes a very long time to come out. The robot is invincible for a second right after shooting the missles. Use it when people are not paying attention to you, as this attack is quite noticeable when it's being prepared. A great attack, but it must be used wisely, otherwise you're just painting yourself as a target. Overdrive 2: Magnetic Ripple =-=-=-=-=-=-=-=-=-=-=-=-=-=- The robot will slam the ground with one hand at create a small electric circle. With a small range, so-so damage, and poor knockback, it's not that useful. At least it comes out pretty quickly and can be used for small mobs. The electric shock lasts for a small while so even those who aren't hit at the moment the shock comes out, can accidentally run into it. Other Attacks: =-=-=-=-=-=-=- Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, and the 4th punch knocks them back. Be careful as the 4th punch has a lot of momentum. Head Crush - K,K - Good knockback, but slow and not that useful. Thunder Uppercut - KG(G must be pressed RIGHT after K) - Unique to the Iron MK2. It's a single-hit launcher that comes out really suddenly. Can set up a juggle. Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw the enemy behind but instead pick your enemy up and slam him/her down on the ground. The enemy will bounce a few times away from you. Smash - (while airborne) P - The robots aerial punch has good range. Drop Kick - (while airborne) K - The robots aerial kick has good range and damage. Shoulder Tackle - (while dashing) P - The robots tackle is just like a regular tackle however it's must faster and travels further. Roll - (while dashing) K - The robots slide attack is useful as you will hit the enemy and bounce back. Even if the opponent blocks this, the bounceback will make sure you are safe. Overview: =-=-=-=-= Iron Armors have always been slow so you can pretty much expect what I have to say about this exocore. It's powerful like all slow things, but that second overdrive is very risky to use. Unique to the MK2 that the other robots dont have is the Thunder Uppercut which is actually pretty useful and can even work as a combo breaker against slower scrolls or delays. After a successful Thunder Uppercut, you can even follow up with another Thunder Uppercut then a punch combo. The skills needs to be used strategically as anyone can easily take advantage of the long start-up and cooldown time of the second skill. The first skill may not be spectacular but it's still worth using. The second skill is best used in chaotic fights where people won't be paying attention to you (which is unlikely since the MK2 is so big and colorful). A so-so exocore. I'll admit it's cool, but it's definitely not as powerful as some of the exocores in the game (which is probably a good thing because overpowered exocores are no fun). ==================================================== ==================================================== Iron Fist - 105 Astros - ALL CLASSES ==================================================== ==================================================== The first common class astro exocore still has the overdrive that deals the most damage in the game. Of course it's balanced out by being the slowest and SP-costly overdrive too. It's a so-so exocore, but it truly shines in team battles and demolition. Overdrive 1: Iron Ball Crusher =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The user will raise his/her arms in the air for a long time. A giant spiked iron ball will drop down in front of the user. Slowest overdrive in the game, but it's the most powerful as well. The ball is huge, and once it falls it will stay at its spot for a few seconds. Anyone who touches it will instantly take around 400-600 damage, and fly up in the air. The ball also hits those who are lying in the ground. The iron ball comes from the sky and hits area in front of the user, so whoever is areborne on the designated drop spot of the ball will take damage as well. This also takes massive SP to use, so use it wisely. Overdrive 2: Mezzo-Punch =-=-=-=-=-=-=-=-=-=-=-=- The user will wind up one of his/her fist and dash forward with a huge punch. The fist grows unusually large for this particular attack. Despite it being similar to the Mecha Strike charge punch, this one is notably worse. The damage is decent, but the charge is long and the punch doesn't go as far as the Mecha Strike's punch. The punch also knocks the opponent up for a strange reason, so the opponent will pretty much land a step away from where you punched him/her. You should avoid this overdrive unless you want to just have fun. Other Attacks: =-=-=-=-=-=-=- Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= To be quite honest, the only thing you would want to buy this for is the damage. Otherwise it's a slow exocore with not much to offer. There are some pretty interesting ways you can use this, but you have to be tricky. In team games, this can be lethal, as the Iron Ball drop can take out a huge chunk out of anyone's health. You have to use this in a tricky way, by making sure no one sees you getting ready to throw down an iron ball, as they will try to interupt you or dodge the attack. You can only use around 3-4 Iron Ball Drops, and you wouldn't want to use the Wind-up Punch because it's just not that useful. I personally think this should be a carat exocore, but if you really want it, then go ahead buy it. ==================================================== ==================================================== Knight Blade - 171 Astros - ALCHEMIST ONLY ==================================================== ==================================================== Strangely enough, this exocore is tied with Hell Hand as Gem Fighter's most expensive scroll (6,300 CS). Most of this cost comes from the excellent punch combo of the exocore, but the overdrives are not as overpowered as many of the other exocores in the game. Maybe it's just overpriced in Gem Fighter. Overdrive 1: Blade Shot =-=-=-=-=-=-=-=-=-=-=-= The alchemist will charge up his/her sword and swing it with a huge wave appearing in front of it. This attack is Rumble Fighter's first guard piercing attack. It deals good damage, around 250-400. This attack is unblockable and the range is quite large, so use this often. If you come up against this exocore, you should either jump or side-step, as the peripheral and aerial range of this overdrive is pretty poor. Those who attempt to block the attack, will be sliced, and open for a painful sword combo. This attack also hits behind you as well, as part of the sword slash wave goes behind you, which is really neat to guard against those who attempt to sneak up from behind. Overdrive 2: Time Chaos =-=-=-=-=-=-=-=-=-=-=-= The alchemist will swing his sword around in a circle and summon a clock represented by roman numerals. The alcehmist will then shatter the clock, and a wave will come out. This is a pretty strange overdrive, due to its strange reach and effects. Anyone who doesn't block this will take 100-200 damage and be in a confused status, where his/her controls will be reversed. The range to this is pretty large, but it doesn't go that far. Due to the large height that this attack hits, you can be on lower elevation, and use this to hit people. Other Attacks: =-=-=-=-=-=-=- Knight Blade Slash - P,P,P,P = The first punch has a long stun, and has a large range. The rest of the attacks come out fairly quickly. Due to the nature of the slashes (the first slash swings up), this combo is excellent for catching people for an air juggle. Overview: =-=-=-=-= With guard breaks, status attacks, and a strong/fast P,P,P,P combo, this is certainly a fearsome exocore to come up against. Use the Blade Shot whenever you want to touch someone far away, or if an unlucky person happens to be blocking right in front of you. Don't abuse it though, as once it gets predictable, it's fairly easy to avoid. The Time Chaos is there for mob battles. Opponents who are confused will either mostly just block, jump around, or attempt to adapt to the change and fight. Once a opponent is confused, just chase him/her and deal as much damage as possible. The Knight Blade Slash combo is your greatest weapon, as it's extremely fast and powerful, so abuse that often. Farily expensive exocore, but it's really good. What I love to do with Knight Blade is to do the first three punches of the Knight Blade Slash combo. Right after that, I whip out a Blade Shot, because many people have a tendency to just stand and block after being hit or when under pressure. If the blade shot hits, you can follow up with a full combo (or attempt it again, but they probably won't fall for it again). If it doesn't work once one someone, don't try it again. ==================================================== ==================================================== Martial Arts Soul - 25000 Carats - ALL CLASSES ==================================================== ==================================================== Great exocore in the hands of a pro. Otherwise it's pretty bad. Takes some practice to be good with it, and it takes experience to know every trick that it is capable of. Based entirely off from Ryu, the main character of the Street Fighter series. In fact, the whole game has helluva lot characters that can perform the Shoryuken. The Shoryuken was also fairly famous for having multiple frames of invincibility (which explains this exocores combo breaking ability). We started off with Ryu and Ken... Then came that douchebag Akuma, then after was Sakura, and *laughs* Dan, with Sean coming after. Don't even get me started on Art of Fighting characters. Overdrive 1: Shoryuken =-=-=-=-=-=-=-=-=-=-=- The user will instantly perform a large uppercut that propells him/her in the air. Doing this near fences will not make you fall. A very quick attack that deals pretty lame damage. However this is made up by the fact that this attack is very difficult to interrupt in the beginning of the attack. The later frames of this attack renders the user temporarily invincible, allowing the user to easily break out of many sticky situations. If an opponent is throwing a fury of punches while you are blocking, you can easily whip this out and hit them. After knocking them in the air, you can then even perform a juggle, but you have to be quick on your toes. Timing is crucial. Overdrive 2: Tatsumaki Senpuu Kyaku =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will lean sideways and his/her legs will flash. The user will then zoom forward with the legs spinning, kicking those who are in the way. This attack comes out quickly as well, but it's also weak. Each hit of the leg hits around 30-50 damage, and this attack hits 2-3 times. The best thing about this overdrive is that it travels far, and if blocked, pushes the blocker at a far distance. This is good to push back those who are blocking near a ledge. Otherwise, it's quite useless, as it doesn't hold the combo breaking potential like the Shoryuken. Overview: =-=-=-=-= A fairly interesting exocore were it not for the fact that it's so expensive. 25,000 carats can almost get you Mao Gong or Shaolin. I don't really recommend buying this exocore as its use is fairly limited. It is pretty fun to use however, as combo breaking can be fairly satisfying. This exocore is also very useful in moonlight games, and in other situations as well. It's weak damage though is a bit disappointing, but you can follow up with a juggle after using the Shoryuken. Good exocore, but I wouldn't recommend buying it unless you have lots of spare change, or a huge fan of Street Fighter. However it's carats, and that is good! ==================================================== ==================================================== Mecha Striker - 12500 Carats - STRIKERS ONLY ==================================================== ==================================================== I really like this exocore. That Giant Knuckle overdrive is hilarious as it is painful to watch. I can't help but go "OH!" everytime someone is hit by it. Fun exocore, great for its price. Overdrive 1: Giant Swing =-=-=-=-=-=-=-=-=-=-=-=- The striker will charge up and spin with his/her fists while moving forward. If it hits a grounded opponent, they will fly up in the air. First off, this attack is quite slow, and the hit range is fairly poor. Luckily you are moving forward while attacking. Once you hit an enemy, you can perform this attack again and hit him/her while he/she is in the air. You can even throw a Giant Knuckle, but some timing is required. The best damage opportunity is to use the huge punch combo, but it's not likely to hit, unless you have some lucky timing. Overdrive 2: Giant Knuckle =-=-=-=-=-=-=-=-=-=-=-=-=- The striker will charge up his/her fist and dash forward very quickly with a huge punch. A fun overdrive to use. Grounded opponents who are hit by this will fly back very far. Airborne opponents however will just take damage and get knocked back a little. Blocking opponents will successfully block this, but will get knocked back pretty far. The damage of this is excellent, doing around 300-400 damage. The only effective way to use this is to make sure your opponent does not see you charge. If they do, you'd better hope they make a mistake, such as, trying to block it near an edge. Other Attacks: =-=-=-=-=-=-=- Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= This exocore is all about power and nothing about speed. The damage that this exocore inflicts is lethal. A good STR stat boost (about 20+ STR), can cause the Big Punch Combo to deal around 700 damage almost. However, being a slow exocore, means that it must be played intelligently in order to best smarter opponents. The Giant Swing is there for mob battles, and the Giant Knuckle is to get a huge chunk of HP off those who aren't aware. Take advantage of every damage opportunity you get, as any hit from this exocore will hurt. Worth the money for sure, just remember, if you ever need to switch to a faster exocore, or just can't make use of the slow punches, you can just deactivate this exocore. ==================================================== ==================================================== Metal Force - Free w/ Alchemist - ALCHEMIST ONLY ==================================================== ==================================================== Default alchemist exocore. Second overdrive is still one of my favorites actually. Full Metal Alchemist right there man. It's a great anime/manga, and Zolf J. Kimblee is undoubtly the coolest character in the series. Of course almost every charater is cool like Number 44! Or Greed's chimera team. Call me a nerd if you will, it's a good story that combines great elements of character design, action, and philosphies. Not some everlasting crap like Naruto (Which is like on it's 440 chapter or something). Every good thing must end. Overdrive 1: Alchemy Piercing =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The alchemist will charge and dash with his/her sword. This attack goes far, but deals pretty pathetic damage. I never saw it go above 160, and saw it go as low as 34. Pretty lame, but it could be use to chase opponents if they are trying to run. Otherwise there's not much use for this move. Overdrive 2: Alchemy Stonewave =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The alchemist will raise his/her sword in the air and tap it on the ground, creating a long spiked wall. An excellent and very cool overdrive. The SP cost is decent and the damage is nice. The wall doesn't last too long, but lasts long enough to hit some opponents who happen to run through after you finish attacking. This goes through walls too, so it's pretty fun to stab some opponents who are in the other side. A fun overdrive to use, and an effective one too. Other Attacks: =-=-=-=-=-=-=- Sword Swing Combo - P,P,P,P = Exclusive to the Metal Force exocore only, it's a pretty powerful combo, but is slow. The knockback is good. Overview: =-=-=-=-= For a default exocore, this thing is quite good. This is the dominating exocore for average players in beginner/amateur servers. In higher level games, experienced players will be able to avoid your overdrives. The sword swing combo is powerful so use that often. The Stab Dash is pretty weak, so it's best to avoid using it oftenly. Stonewave is excellent to annoy many people by blocking small ways or just using it to hurt people. It's good for either purpose and should be abused. Don't under estimate it, you'll end up looking stupid when this thing whoops your butt. ==================================================== ==================================================== Moon Wolf - 140 Astros - SOUL FIGHTER ONLY ==================================================== ==================================================== Pretty funny stuff when this exocore came out. People were all debating how this is better than the Night Wolf when both of them were actually the same thing. For those who are familiar with the game Bloody Roar, the sound effects are exactly the same from Yugo's Wolf Form. Bloody Roar was a fun game by the way. My favorite character? Busizima, the Chameleon. Overdrive 1: Werewolf Kick =-=-=-=-=-=-=-=-=-=-=-=-=- The wolf will do some strange handstand and propell itself up in the air with a kick. It's not that powerful, but it acts as a combo breaker and a launcher, like martial arts soul. You can use this to interrupt enemies while they are attacking, as this overdrive has some strange hit properties. It comes out fast, but also at certain frames, render the user invincible. Once it connects, you can follow up with a Werewolf Slasher, but you will need to delay your attacks properly to get a full combo to connect. This is also excellent in moonlight games as you can just pull one of these to knock your opponents off the stage. Since the wolf lacks a proper recovery move, this can also be an ideal way to clear yourself from harm the moment you get up. Overdrive 2: Bloodlust =-=-=-=-=-=-=-=-=-=-=- The wolf will dash forward and if it makes contact with an opponent, it will begin to bite him/her. This works as a grapple, so you'd better hope there won't be that much lag. A successful hit will result in 300-400 damage and this is unblockable as well. This can also grab your opponents while they are facing backwards. There's not much tricks for this, just pull it out and see what happens. However, I do have get a strange feeling when I use this on girl characters, as I wonder if the wolf is really sucking her blood, or doing something else... Other Attacks: =-=-=-=-=-=-=- Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's difficult to juggle with because of the angle of each slash. Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air. This is the wolf's launcher. Wolf's Mark - P+G = Wolf's throw. It's the same as a normal one pretty much. Aerial Slash - P (while airborne) = A quick slash in the air. Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack, but it serves its purpose. Double Claw - P (while running) = A quick double slash. each slash deals pretty poor damage and it doesn't knock the opponent down if it connects. Roll - K (while running) = A quick roll that has a pretty good knockback. No matter what, the wolf will always roll bounce back as a safety precaution, thus making countering this pretty difficult. Overview: =-=-=-=-= An unique exocore that transform the user into a completely different being. It presents the user a new moveset that is useful and powerful. Despite it being a Werewolf, one might think that it should be quick, but it's not that fast. It is however, not slow at all either. As for weaknesses, the wolf is rather large, making dodging things a tad harder to dodge things. The wolf is pretty strange to play as, but can be dangerous in the hands of an expert. Originally the Wolf was quite vulnerable because it lacked a recovery kick. however an update around late February gave the Night Wolf a recovery kick. It's pretty good and hits everyone around the wolf. Note: I did copy this from the Night Wolf because they are exactly identical. ==================================================== ==================================================== Muhon's Claws - 203 Astros - STRIKERS ONLY ==================================================== ==================================================== Often considered to be based upon Kratos from God Of War. I couldn't think of someone else in which this was based upon. Maybe Nimonix actually create their own original designs for some of these exocores. Overdrive 1: Gale Hook =-=-=-=-=-=-=-=-=-=-=- The user will spin for around a good 8 seconds. Each hit doesn't do a big deal of damage, but it can hit for around 8 times max, with the last hit knocking people back. The good thing about this overdrive is that you can still control where you want to move while you spin. Not only that, but the recovery and start-up time of the Gale Hook is very fast. The moment the spin ends, you can start up another one within a second. If you manage to catch someone in the spin, try to angle the last hit towards an edge, so that the opponent will fly off towards that edge. You can also use it to rapidly push a blocking person off an edge. Watch out for projectiles and anything that could possibly hit you. You can still be hit during the spin. Overdrive 2: Death Latch =-=-=-=-=-=-=-=-=-=-=-=- The user will extend and throw the claws forward, and pull them back a moment later. A pretty tricky move to block, and a difficult one since you only have around a second to react and decide whether to block backwards or forward. Does good damage, goes far, and is very quick. You only need to block this attack once, but deciding where to block can be tricky. If the Muhon user is right in front of you, the claws won't hit you, but when it is pulled back, you will have to block the attack from behind. A useful Overdrive that should be used whenever someone attemps to run, and it does more damage under less time than the spin. Other Attacks: =-=-=-=-=-=-=- Muhon's Fury - P,P,P,P = Last hit hits three times. Good damage and is a very useful punch combo overall. Claw Kick - P,K = Large knockback for a 2-hit attack. Good for edging. Overview: =-=-=-=-= Being stereotypical of Strikers, this is a very powerful exocore. It's very fast as well. It's specials are fairly straightforward, but have some niche to it which can be devastating given the right circumstances. If happen to be double-teaming someone, the Gale Hook is excellent for trapping him/her from getting up. Death Hook is great for mobs and people who try to run. Lastly, you got two replaced combos that are excellent. The main problem is trying to maintain the SP cost of it's specials, but OGP released a number of items that boosts one's SP stat by a lot. I'm kinda skeptical on this decision, because even though I try to refrain from complaining about them, exo spammers really bug the crap out of me. ==================================================== ==================================================== Nagib's Head - Free w/ Shaman - SHAMAN ONLY ==================================================== ==================================================== The Shaman's default exocore completely outclasses every other default exocore and can even compete as a competent exocore on it's own. It's the reason why Shaman's are 200 astros to begin with. As for the exocore itself, I have no clue what a Nagib is and searching it up on the Internet doesn't show anything lizard related. That tongue attack surely reminds me of Scorpion from Mortal Kombat however. Scorpion uses rope with a blade at the end however, not a whip/tongue like the exocore. Regardless... GET OVER HERE! Overdrive 1: Poison Mist =-=-=-=-=-=-=-=-=-=-=-=-= The user will spray a mist in front of him/her. The mist will deal a small of amount of damage and inflict slow poison on whoever is hit. This attack is also unblockable. A very good skill overall although it's a bit slow to come out. It's a good mob killer or a DT tool, because the mist usually lingers on for a small while before disappearing. Use it often because the poisen effect allows the damage to build up fairly well and also slows your opponents down, allowing you to chase them more effectively. Overdrive 2: Nagib's Tongue =-=-=-=-=-=-=-=-=-=-=-=-=-= The user will pull out an adhesive whip and attempt to catch someone and pull them towards him/her. There are some interesting ways to use this overdrive. The most obvious use of it is to catch people from a small precise distance away for a free damaging combo. However if there is a gap between you and your opponent, you can attempt to catch them and pull them into the hole inbetween. The most obvious situation is on Glacier Cove when people go to the middle island. If you successfully catch them from the mainland, you can pull them into the water. Good stuff. Aside from that, Poison Mist is still more useful overall because the hitbox of the tongue is pretty tiny and the distance must be precise. It is unblockable at least. Overview: =-=-=-=-= Unlike the other default exocores, the one for Shaman's was not intended to be elementary and simple. It's a very powerful exocore on it's own and can pull off some interesting tricks that most exocores can't. With an unblockable poison AOE attack and a distance throw-like move that can set up a free combo, this exocore shouldn't be underestimated. That poison attack is the highlight of this exocore. It covers a large distance in front of you and most people who attempt to attack you from the front will often be hit by the poison instead. The damage done by the poison builds up pretty quickly. The whip on the other hand is good if it hits. It doesn't hit airborne people and the measure of distance and timing must be precise. It's not an easy move to land, but if it does connect, you can do whatever with the person you caught. Treat this exocore like any other dangerous exocores out there. Whether the fact that this exocore is worth 200 astros on it's own is questionable, but remember that this is only the default exocore for the Shaman's and that they will recieve more unique things in the future. ==================================================== ==================================================== Night Wolf - 140 Astros - SOUL FIGHTER ONLY ==================================================== ==================================================== Soul Fighter's first astro exocore, and it's still fairly good up to this day. In the hands of a pro, this is tough stuff. Fear it, because only veteran players use this nowadays. Overdrive 1: Werewolf Kick =-=-=-=-=-=-=-=-=-=-=-=-=- The wolf will do some strange handstand and propell itself up in the air with a kick. It's not that powerful, but it acts as a combo breaker and a launcher, like martial arts soul. You can use this to interrupt enemies while they are attacking, as this overdrive has some strange hit properties. It comes out fast, but also at certain frames, render the user invincible. Once it connects, you can follow up with a Werewolf Slasher, but you will need to delay your attacks properly to get a full combo to connect. This is also excellent in moonlight games as you can just pull one of these to knock your opponents off the stage. Since the wolf lacks a proper recovery move, this can also be an ideal way to clear yourself from harm the moment you get up. Overdrive 2: Bloodlust =-=-=-=-=-=-=-=-=-=-=- The wolf will dash forward and if it makes contact with an opponent, it will begin to bite him/her. This works as a grapple, so you'd better hope there won't be that much lag. A successful hit will result in 300-400 damage and this is unblockable as well. This can also grab your opponents while they are facing backwards. There's not much tricks for this, just pull it out and see what happens. However, I do have get a strange feeling when I use this on girl characters, as I wonder if the wolf is really sucking her blood, or doing something else... Other Attacks: =-=-=-=-=-=-=- Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's difficult to juggle with because of the angle of each slash. Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air. This is the wolf's launcher. Wolf's Mark - P+G = Wolf's throw. It's the same as a normal one pretty much. Aerial Slash - P (while airborne) = A quick slash in the air. Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack, but it serves its purpose. Double Claw - P (while running) = A quick double slash. each slash deals pretty poor damage and it doesn't knock the opponent down if it connects. Roll - K (while running) = A quick roll that has a pretty good knockback. No matter what, the wolf will always roll bounce back as a safety precaution, thus making countering this pretty difficult. Overview: =-=-=-=-= An unique exocore that transform the user into a completely different being. It presents the user a new moveset that is useful and powerful. Despite it being a Werewolf, one might think that it should be quick, but it's not that fast. It is however, not slow at all either. As for weaknesses, the wolf is rather large, making dodging things a tad harder to dodge things. The wolf is pretty strange to play as, but can be dangerous in the hands of an expert. Originally the Wolf was quite vulnerable because it lacked a recovery kick. however an update around late February gave the Night Wolf a recovery kick. It's pretty good and hits everyone around the wolf. Note: I did copy this from the Night Wolf because they are exactly identical. ==================================================== ==================================================== Ninja Spirit - 10500 Carats - SOUL FIGHTER ONLY ==================================================== ==================================================== Well if you love ninjas, go for it. Throwing giant shurikens and a stealth attack with Kunais is actually pretty fun in nearly anyone's eyes. Shurikens are one of the most annoying projectiles to come by actually, and it's fairly common. Overdrive 1: Throw Shuriken =-=-=-=-=-=-=-=-=-=-=-=-=-= The soul fighter will throw a large shuriken straight. This deals so-so damage usually around 150. However the greatest asset of this is the tendency to knock the opponent to his/her right. For example, let's say someone is at the bridge. If I were to hit him/her with a projectile from any exocores, that person will get hit, but not fall off the bridge. The shuriken has a very LARGE tendency to hit that person on the bridge and knock him/her off the process. People who are hit also fly high in the air so you can follow up with a juggle if you know where your foe is going to land. Overdrive 2: Throw Kunai =-=-=-=-=-=-=-=-=-=-=-=- The soul fighter will leap up and throw a batch of Kunai knives down. Despite the batch being a small projectile, the range of this attack is strangely large. This also hit people who are on the ground. You can perform this after the Muay Thai Punch combo, and similar combos alike, for additional damage. You can also perform this right in front of a blocking opponent, and hit their exposed back. Its damage is rather pitiful, and the knockback is little. It's quite fun to use however. Overview: =-=-=-=-= A terrible exocore when it comes to damage, but it's absolutely lethal in bridges. The chances of hitting someone off a bridge with a shurken is scaringly high, and the projectile is fast. Throw Kunai is fun to use, but it isn't that great. You can use it to hit people below you, or hit a blocking opponents back. You can even follow up certain combos with it for additional damage and knockback (the knockback is very very little). A very fun exocore to use. Nearly everyone has it though. ==================================================== ==================================================== Persona - 210 Astros - ALL CLASSES ==================================================== ==================================================== Persona is basically a model personality that which we base our own on. The half mask of that kind is commonly seen in the anime/manga series named Bleach, as many of the characters in the anime have forms that involve a half mask on their face that usually enhances their abilities or powers. One of the specials of this exocore is a pretty close KoF reference to Kyo and Iori's Shiki: Saku Tsumagushi type specials. Overdrive 1: Infernal Overdrive =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will do a long dash forward. Those who are hit while he's englufed in flames will be hit. The start-up on this attack is pretty fast and you move pretty far with this allowing you to hit a long line of enemies. Since you move so far, it's probably that you will end up in a safe spot after (or possibly end up suiciding). However, your attack will stop once you begin to slow down (and you won't be hitting anyone but you will still move a bit), which can be dangerous especially if an enemy that you intended to run over is blocking you. The damage done by this overdrive is very good. Overdrive 2: Blood Riot Explosion =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will do a leap with his/her hand in the air that is prepared to grab someone. The start-up on this attack is long enough so that most people who see it coming can avoid it. However once the user jumps, he/she is invulnerable. You can only be hit near the beginning of this attack and right near the end before the grapple (which is usually too late if someone is within range to be thrown). This attack works like a throw and hits people from any side airborne or on the ground (the hit box is fairly low so catching airborne enemies is not likely). The damage is huge as well and it's unblockable, but despite all the advantages of the attack mentioned so far, it's still a pretty slow special and one that is not easy to land against many. The knockback is so-so as well and it also moves you backwards considerably after the explosion. Overview: =-=-=-=-= This exocore is similar to Invincible Fist in that it's a fairly weak exocore that offers little content for a pretty high price. You get a dash special and a special throw one. Both of them being so-so. The first special is pretty straight forward. If you see a mob of people (preferably lined up), go ahead and run them over. The damage is excellent and it comes out fairly fast. Just be careful as you can still be hit while dashing. The second special requires you to be very tricky or else you probably won't be hitting much with it. There are various ways that you can probably use this to catch some people off-guard. Some examples being... - After blocking your opponent's combo. Your opponent might attempt to block as a reflex after he fails to land a complete combo on you. As long as his reflexes is slower than your special, you can land this. However it would probably be better to just juggle him or something. - Try this on mobs at mid-distances. You're invincible after you jump, so just try to stay a short distance away from a group so that no one hits you. Once you jump, just pray that you'll grab one unlucky fish to fry. - It works as a pretty risky combo breaker (and a slow one). If you make a mistake that looks like it's easily punished, you can attempt to throw this out in hopes of tricking them. - You can end your combo mid-way and throw this out because some people block as a reflex even after being attacked. If he/she moves alway though, you're boned. As you can see, all of these scenarios require you to take a pretty large gamble. If you miss, the recovery isn't so awful and you can probably make it out alright. Just don't always expect to see your mistakes go unpunished however. Overall, it's a pretty bad exocore especially for it's price. It's hard to use, and even when used effectively, there's not really much to it. Yaki's Cannon and Blade Spirit both have far better dashes for various reasons, and they are also exocores that offer much other various benefits as well (both Yaki and Blade have new combos and very useful first special as opposed to an average one). Not a great exocore, but if you want to stand out, you can probably go for it. It's pretty fun to use, but you have to be very cunning. The edging capabilities on this thing is crap as well. ==================================================== ==================================================== Psi Force - Free w/ Elementalist - ELEMENTALIST ONLY ==================================================== ==================================================== Elementalist starting exocore. It's so-so, but it can really shine in a few moments. Can really annoy people after being hit by two fish or so. Oh yeah, the overdrives are often refered to as "Fish" or "Bubbles". I even saw it being called as a crab once. Of course no one knew what she was talking about. Overdrive 1: Small Elemental Soul =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will throw a small water spirit from his/her hand. The fish will pick a target the moment it's thrown and home in on it. Deals so-so damage, but serves it's purpose as a homing projectile which is useful in many situations. The smaller spirit is also much faster than the larger one, making it more easy to catch your foes with it. deals 70-200 damage. Overdrive 2: Large Elemental Soul =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will summon a small water spirit from the ground. The fish will pick a target the moment it's released and home in on it. Deals much more damage than the smaller spirit but travels slower as well. However the slow speed of the spirit has some benefits, as it gives it more time to turn to follow an opponent that it locked on to. Basically this spirit has the ability to follow an enemy given that the enemy doesn't move to fast, which can lead to some interesting pressuring options. Deals 200-300 damage. Overview: =-=-=-=-= The default exocore for elementalist is interesting, but its use is pretty limited in terms of use. It's good for one thing and one thing only, which is far-ranged support. Although this is good, the spirits or fishes as some call it has some drawbacks. You can throw a small spirit for small damage, but a higher gaurantee that it might hit an aware opponent, or you can summon a bigger spirit for higher damage, but easy to run away from and block. It's excellent for edge guarding in demolition games but otherwise it's only best to annoy your opponents with. ==================================================== ==================================================== Psychic Charger - 99 Astros - ELEMENTALIST ONLY ==================================================== ==================================================== Neat exocore for its price. Both overdrives are useful and it has a powerful punch combo too. Not a bad bargain at all. Grab it and annoy the crap out of your opponents with it. It's one of the best demolition edge guarders suprisingly. Overdrive 1: Psychic Shield =-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will halt and surround himself/herself with an electrical shield. Shield lasts for awhile, but disappears the moment the user is able to move. A very annoying overdrive. The damage is decent, usually doing around 200 damage. However, the radius is suprisingly large, and you can still recieve damage by the shield even right when it disappears. It's pretty much a defensive technique, but can be used to knock people off small areas (mainly bridges). Excellent for edge guarding too. Use this often. Overdrive 2: Telekenic Projectile =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will charge and shoot 3 seperate balls of energy. The trajectory of each ball is different, but usually one ball will travel faster than the other two. These balls also home in on people. It deals pretty lame damage, unless all 3 hits, which is kind of neat as one ball can knock someone up and the other two will hit him/her on the way up. However it's a nightmare on Demolition games, where if you were to dodge on ball on your way up, you would get hit by the other two. This is the best projectile for edgeguarding. Other Attacks: =-=-=-=-=-=-=- Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Overview: =-=-=-=-= Pretty much the moving screen king of exocores. This is an absolute nightmare to come accross. Even otherwise, it's still a noteable threat. The Psychich shield is good for mob battles as it not only protect the user, but hurts everyone around him/her. The user is not invincible however, so he/she can still be hit by projectiles. The Telekenic Projectile because it's not one projectile, but three. It also homes as well. A great exocore with many benefits. ==================================================== ==================================================== Red Iron Armor - 106 Astros - ALCHEMIST ONLY ==================================================== ==================================================== Same thing as the Blue Iron Armor. It was released as a Halloween version of the Iron Blue Armor on 2007. Red for BLOOD! SCARY! Overdrive 1: Butt Crush =-=-=-=-=-=-=-=-=-=-=-= A very good overdrive, however it has one glaring drawback, It's too predictable. This is best for group brawls where people are just clobbering away. Pull this off and not only will it do 400+ damage, but it will send your opponents flying up. You can then follow up with ANOTHER Butt Crush and send them flying again. They should fly at a lower altitude but you can still follow up with a Giant Swing and Punch. That's a total of around 1000+ damage, which is crazy. However otherwise, this overdrive is difficult to connect, as people can merely jump or block. Overdrive 2: Reinforce =-=-=-=-=-=-=-=-=-=-=- The idea that the robot can boost its own defense is pretty neat, however it's not as useful as it seems. The SP cost is reasonable, but it just doesn't last that long. Other Attacks: =-=-=-=-=-=-=- Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a lot of momentum. Head Crush - K,K - Good knockback, but slow and not that useful. Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw the enemy behind but instead pick your enemy up and slam him/her down on the ground. The enemy will bounce a few times away from you. Smash - (while airborne) P - The robots aerial punch has good range. Drop Kick - (while airborne) K - The robots aerial kick has good range and damage. Shoulder Tackle - (while dashing) P - The robots tackle is just like a regular tackle however it's much faster and travels further. Roll - (while dashing) K - The robots slide attack is useful as you will hit the enemy and bounce back. Even if the opponent blocks this, the bounceback will make sure you are safe. Overview: =-=-=-=-= The Red Iron Armor was the 2nd out of all the armors to come out. It's a pretty neat exocore, disregarding a user's scroll and providing him/her with a whole new moveset. The punches have extroadinary reach, probably the best in the game. The damage it deals isn't to shabby either. However it's also one of the slowest exocores in the game, and the kicks are pretty much useless. The grapple is useful for opponent who are turtling near edges, and the additional tackle speed and distance is helpful as well. Overall an excellent exocore for a decent astro price. Note: I did copy this from the Blue Iron Armor because they are exactly identical. The myspace blog for Rumble Fighter said that this exocore deals more damage than the others, but I highly doubt that because they are the same price. ==================================================== ==================================================== Red Skyhorn - 162 Astros - Elementalist Only ==================================================== ==================================================== Makes the same sounds as the Fire Arrows from WarCraft III. In fact it's actually the arrows from the Guard Tower from the Human Race. Yeah! Humans are my favorite, and I love to mass Steam Engines and run down a person's base (I usually lose because these Steam Engines can only attack buildings LOL). I'm very very bad at RTS games. I'm not kidding. All I did in Starcraft was build Goliaths. Overdrive 1: Flame Arrow =-=-=-=-=-=-=-=-=-=-=-=- The user will shoot out a red arrow out of his/her crossbow. It comes out really fast, and it travels very quickly too. Unlike the green crossbow, this arrow does around 280 damage instantly and knocks people down. Overdrive 2: Skyhorn =-=-=-=-=-=-=-=-=-=- The user will shoot a yellow energy bolt at the sky and it will rain into many shards with scatter accross the ground. A very useful Area of effect attack. This overdrive consists of two attacks. The first part is where the user shoots up. Anyone near or above will be shot. This means you can shoot through roofs to hit the enemies above. The second part is where the shards come down and scatter around. The shards will scatter around the user for a short time and then quickly fly up and disappear. If you got hit by the first part, you won't get hit by the second. Deals good damage, but SP cost is a tad high. It's worth it though, unlike some other exos, cough...cough...IronFist. Other Attacks: =-=-=-=-=-=-=- Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's fast and powerful, and can angle well. Couldn't have asked for a better punch combo for this exocore. Spin Kick - P,K = Nearly the same as the kick combo. Same knockback, and similar damage (if not the same). Back-Up Kick - K,K = This is the only two hit combo, that has the highest knockback. It looks dull and boring for sure, but never overlook this attack. It's extremely useful. Overview: =-=-=-=-= A great exocore. A very useful projectile, great mob overdrive, and versitile combos are all aspects of this exocore. Even better, it's often viewed as a minimal threat by many players, when compared to the likes of Xero Discus or Blade Spirit. Prove them wrong! It's been debated whether the red skyhorn's fire arrow is as good as green skyhorn's poison arrow. I'm going to break down every pro and con that differentiates these two. Here it is: - The damage done by both projectiles are nearly the same if not any more than the other. They also travel and come out at the exact same speed. - The fire one does all its damage at once and knocks people down. This can edge on bridges as long as provide time to run away while your opponents are knocked down. - The poison one does build-up damage. It does not knock foes down so you can repeaditly shoot your enemies (however poison damage does not stack). They slow down as well while being poisoned, so it also inhibits their ability to chase or run away. - They have the same hitbox and "splash damage". So if you actually look at it, they are both pretty good exocores. Many people consider Poison to be better because it's just more unique. Red Skyhorn fire arrow is just like the Cannon Barrel's bullets. Skyhorn is a whole different overdrive. Just use it in mob fights, and you'll bound to hit at least one unlucky fellow. The shards that fly down also fly back up before disappearing. You can use this to your advantage. In moving screen games, near the top, if someone is edge-guarding on the middle plank (the one you jump from to reach the top), and you are standing the lower plank (the one you jump from to reach the middle), you can shoot one of this and the shard will hit the edge-guarders back. Talk about neat. Combos are pretty self-explanatory. Never underestimate this exocore. It's much better than it looks. Note: I copied some of this from the Green Skyhorn section because these two exocores are quite similar. ==================================================== ==================================================== Relic of the Phantomcore - 173 Astros - SOUL FIGHTER/SHAMAN ONLY ==================================================== ==================================================== Well it's RF's Necromancer exocore. It's the only exocore that has the unique ability to strip off a persons exocore (that sounds naughty). There were a few glitches in the past where this exocore would be able to disconnect everyone in the room. Now that's something to be feared. Necromancy has always been something pretty cool, ever since I played Diablo II. Overdrive 1: Crying Skull =-=-=-=-=-=-=-=-=-=-=-=-= The user will extend both arms at opposite directions and shoot out flying from both directions. An excellent projectile, as it covers both your front and your back, making it useful on bridges, etc. However its quite SP costy and soul fighters have a small SP pool, so use this sparingly. Quite strong too, does around 300-360 damage. Overdrive 2: Skeletal Curse =-=-=-=-=-=-=-=-=-=-=-=-=-= The user will extend one arm out and shoot a purple substance which transforms any grounded opponent into a skeleton. This status infliction is unique to this exocore. People who are transformed into skeletons have their movespeed dramatically decreased, and is limited to one attack only which is a pitiful headbutt. The headbutt deals small damage, comes out slowly, has small range, and does not knock down. It's just there for some comic relief. Airborne enemies who are hit by the Skeletal transformation would originally not change into skeletons, but of a patch awhile ago, it now does. There was a recent upgrade to this skill The upgrade drastically changes the potential of the Skeletal Curse overdrive which can no render anyone who gets hit by the purple beam (even airborne or when walking within 1 second of it's disappearance) into a skeleton. Airborne enemies that are hit by this will transform into a skeleton the moment they land. Other Attacks: =-=-=-=-=-=-=- Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Unlike the Dragon Striker, the Relic of the Phantomcore does not have long claws, therefore the range is not as large. Overview: =-=-=-=-= Personally, I think this is a great exocore, but just for the wrong class. Elementalists will have a much easier time maintaing the SP requirements of the overdrives and can endure the lack of speed which it has. Soul Fighters on the other hand, need to be fast and the Rip Claw combo is quite slow. They also do not have a lot of SP. It's a fun exocore for sure, but even if you get a successful hit with the skeletal transformation and turn your opponents into skeletons, you will still have to chase and hit them. Nearly everyone will try to run away in a skeletal form, which is a tedious and annoying chore. If you transform them into skeletons, you most likely also transform them into chickens. Shamans was released later and is much better suited with this exocore. Not only is the overall premesis of this exocore better designed for Shaman's but they also have a better SP pool. The skeletal curse also forcefully strips off people's exocores, meaning they will be useless for around 15 seconds along with having to re-equip their exocore. The best way to use this exocore is to disable a team's good player so you can pick on another one. Not only does this make DTing easier, but a skeleton now might think twice before abandoning his/her teamate to save his/her own life. Just remember that the most annoying thing is to chase a skeleton after successfully transforming them into one.hell It's a Good exocore, but just like the Firecharger, you must use some stategy and ideas when using this. Just randomly throwing out overdrives will only get you a quarter of the way there. Just recently around January 2009, this exocore got a major upgrade (probably due to the Gem Fighter having a new class released that can use this exclusive exocore too). The upgrade drastically changes the potential of the Skeletal Curse overdrive which can no render anyone who gets hit by the purple beam (even airborne or when walking within 1 second of its disappearance) into a skeleton. ==================================================== ==================================================== Samurai - 210 Astros - ALL CLASSES ==================================================== ==================================================== Samurai's are Japan's honorary warriors who have traditionally trained in the use of a katana, along with many other weapons like the spear or bow. Heavily armored, these were basically the knights of Japan. Samurai's were highly respected warriors for their discipline and tradition. Do I like Samurais? Kind of, but Mitsirugi from Soul Calibur can be one cheap mothertrucker. This exocore has two main references: One being Mitsirugi and the other being Haohmaru from the Samurai Showdown series. That spinning skill is Haohmaru's signature attack, which is named: Ougi Kogetsu Zan. Overdrive 1: Quick Draw =-=-=-=-=-=-=-=-=-=-=-= The user will prepare his/her sword for a dashing quick draw strike. This overdrive deals good damage and covers a decent area, but it's fairly easy to block because it takes around a second to come out. It also has a long cooldown before it can be used again. You can use this to quickly dash over small gaps like from the glacier mainland into the middle island. It's best used in mobs to interrupt other people's battles. Overdrive 2: Ougi Kogetsu Zan =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will perform four spinning slashes with his/her sword followed by a final uppercut slash, making that a total of five slashes. The user is COMPLETELY invincible if he/she is not hit during the first quarter second the attack comes out. Right after the final slash (while he/she is in the air), the person is no longer invincible. It's a great skill because you can't be interrupted for majority of the attack, allowing you to crash into other people's fights without them being able to do anything about it. However be careful that you can still fall off while doing this move, and that it is impossibly difficult to angle this skill and still land all five hits on someone. The damage is so-so, but it can really push people off the edge if used right. Other Attacks: =-=-=-=-=-=-=- Samurai Swordsmanship - P,P,P,P = A series of 4 slashes. If the first slash hits, the following slashes will connect. Lethal Cut - K,K,K = Samurai's kick combo. Death Cut - K,K,K (fully charged) = Same as the lethal cut, but it's now unblockable. Jumping Sky Slash - K,P,P = Samurai's aerial hit. Can hit over fences and be 100% followed up by a ground hit. Sword Parry - K,K+G = Samurai's 2-hit combo. Spinning Blade - K,G(G MUST BE PRESSED RIGHT AFTER K) = Samurai's ground hit. It hits twice, but only the last hit is a ground hit. Overview: =-=-=-=-= This exocore partially transforms your look, leaving only your head and shoe unchanged. While the outfit does look a bit clunky, it's still pretty cool in my opinion. As an exocore, it's pretty powerful and in the right hands, this thing can really kill. The punch combo is harder to control than it looks. The hitboxes are not very reliable. There are times where you can land the first three hits of the punch combo just to have the last one miss. It's also a pretty poor angler, but at least the damage is good. Also note that the last hit has a long block stun, so you can use that to your advantage to escape or apply further offensive pressure if your punch combo is blocked. The kick combo is good stuff, and the ability to turn twice is pretty useful to suprise those who try to sneak up on you from the side. It recovers fairly quickly as well. As for the KPP combo, it's actually Samurai's most powerful attack, because that can 100% be followed up by the ground hit. You'll need some precise timing to get this down, but once you do, you'll be eating away your opponents life 550+ damage at a time. KK+G is just a two hit knockback, and should be used whenever there's a quick edge kill is needed. Samurai's first special is pretty good for clearing out straight line mobs. It does good damage and the attack goes by really fast, but there's a slight start up time which can give your opponent to easily block it. Also note that you move through your opponents during the middle of your dash. Samurai's second special varies upon which Samurai exocore you're using. In this case, the normal one performs five slashes. During the slashes, the user is invincible. It can be used as a semi- reliable guard breaking manuever, but it truly shines in cornering people off edges and pestering other people. After all, it's really annoying to have a spinning guy slashing through a crowd without being able to be hit. Just be careful if it's blocked or dodged. Overall Samurai is pretty good. It's close-combat attacks are a bit difficult to aim sometimes, but it's just something that you might need to get used to. It's skills are good as well. It's basically a different and more varied version of the Soul Fighter's Blade Spirit. It's a great exocore, but only in the right hands. ==================================================== ==================================================== Shadow Devil - 162 Astros - ALL CLASSES ==================================================== ==================================================== One of the most useful exocores in team games due to its remarkable ability to set up team infinites. Just get two people with this exocore and have them take turns using the second skill. The range of the attack also makes this easier (in fact it's the skill with the best overall range in the game). It's pretty broken in fact. Overdrive 1: Devil's Touch =-=-=-=-=-=-=-=-=-=-=-=-=- The Shadow Devil will extend its arm half way accross the screen. Good damage, but not a largely useful overdrive. It can touch people from behind at the right distance, and also deals fairly good damage (around 400). When compared to the Swarm of Terror however, it's just far inferior. Devil's Touch is still fun to use though, as the attack itself looks cool. The neat thing about the Devil's Touch is that, the moment you execute the attack, it will ALWAYS come out. The shadow devil also remains in the same spot where the attack was used. If someone tries to sneak up behind and hit you, they will be hit the moment the shadow devil retracts his/her hand. Even if someone hits you, they might be in danger of being hit by that hand. Overdrive 2: Swarm of Bats =-=-=-=-=-=-=-=-=-=-=-=-=- The Shadow Devil will summon a large swarm of bats that travel and disperse in random areas in a large area. This attack has the LARGEST attack range and area in the game. Seriously, it's ridiculous. You can be on the middle island of Glacier and hit the people on the bridge with this attack, or on the ground of Zen Temple and hit the people fighting upstairs. It's just crazy. Good damage, and also stuns so you can follow up with more damage assuming you can reach your foes quickly enough. Grab a partner with this exocore too and take turns spamming bats. It's a common guild strategy, and is one of the most ridiculous ways to win. Overview: =-=-=-=-= Definitely not a overwhelmingly powerful exocore, but awesome is not enough to describe it's 2nd overdrive skill. Similar to the Golden Lion exocore, you'll probably end up buying this exocore for one attack only. The Shadow Devil itself does not attack on its own or help you fight. He just lazily watches you. Randomly spamming specials will only deplete your SP gauge while hitting a few people. Its attacks are blockable, so you'll have to be tricky when using this. It definitely looks cool as well, although its lack of sound effects makes it kind of empty (people on youtube complained that the sound was too annoying, but I thought it was pretty cool). Good mob killer, but like the Golden Lion exo, you're pretty much paying 162 astros for a really good attack, and a so-so one. It's notorious for setting up team infinites. You can just pair up with someone else who has this exocore and take turns using the second skill. Cheapos. ==================================================== ==================================================== Sheep's Cry - 130 Astros - SOUL FIGHTER ONLY ==================================================== ==================================================== Often considered as a joke exocore. It's not that weak, but it's far from powerful. RF needs more exocores like this actually. Overdrive 1: Sheep Sonic Boom =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The sheep will shout and will emit a sound wave from its mouth. The sound will confuse those who are hit (invert their controls). Serves its purpose as a projectile, but the confuse status is a huge bonus. It can devestate those who don't know how to control it, and can handicap those who know how. The damage is fair, but it's an excellent overdrive. Overdrive 2: Expansion =-=-=-=-=-=-=-=-=-=-=- The sheep will shout and expand. A strange overdrive. It's quite similar to the psychic charger's shield attack, but this attack lasts longer and has a bigger radius as well. The damage is fair, but just like the psychich charger, it's good for defense and edge guarding. However be careful if people block it as the recovery time is terrible. Other Attacks: =-=-=-=-=-=-=- Sheep Ram - P,P,P,P = The sheep will simply just leap forward 4 times. Deals so-so damage. Sheep Back Kick - K,K = This is the sheep's launcher. Carnivorous Sheep - P+G = Sheep's throw. It's the same as the normal throw. Looks kind of funny, as sheep's dont generally seem to be carnivorous. Sheep Tackle - P (while dashing) - The sheep will just charge forward with a big leap. Sheep Spin - K (while dashing) - The sheep will spin. This goes through projectiles and has the same properties as a slide kick. Sheep Flip - P (while airborne) - The sheep will spin in midair. This hits people who are lying on the ground. Overview: =-=-=-=-= Well it's a sheep. There are many strange properties of this exocore that makes it downright unique and fun, but overall, it's not a very good exocore. The Sheep's Cry confuses those who are hit, and the Grow Big Skill is a good shield. Soul Fighters have a limited SP pool, so use your overdrives sparingly. The sheep can juggle, but it does pitiful damage and is difficult to coordinate. As you can see, the sheep flip can hit people who are lying on the ground, but being an air attack, you have to hit someone on higher elevation. The sheep spin goes through projectiles, which is very cool. It's a fun exocore for sure, but making it useful is a whole different ball game. As of a recent update in February, the sheep was given a recovery kick. It's a fairly good one, because the sheep spins around which covers a good area. ==================================================== ==================================================== Soul Force - Free w/ Soul Fighter - SOUL FIGHTERS ONLY ==================================================== ==================================================== Wolf claws and shoes to suit the beast within. Overdrive 1: Werewolf Cry =-=-=-=-=-=-=-=-=-=-=-=-= The user will let out a howl that will temporarily stun nearby people. The damage is a bit low and it's blockable, but the attack fully surrounds you. Those who are successfully hit by the howl will be stunned for a small time. If you want to hit someone, you'd better do it quick, because they recover almost as fast as you do. Overdrive 2: Fury Slasher =-=-=-=-=-=-=-=-=-=-=-=-= The user will move forward while performing four slashes. It's useful to push blocking people off edges or to even edge people over fences. However this attack also leaves you wide open whenever it's blocked or missed. It's best used in mobs to edge those who are unlucky to be hit by it. Never use it for damage, because your combos could probably do more. The total damage done for all four hits is at best around 200. Overview: =-=-=-=-= Out of all the default starting exocores, Soul Fighter's is arguably the worst. It's still better than nothing of course. The first skill is pretty good. The SP cost is reasonable, and it can set up some opportunities for you or your teamates to do some damage. Watch out as if it is blocked, you can easily be punished. It's second skill is more of a last push edging attack that can edge those who are near the edge. Otherwise there's almost no use of this skill. ==================================================== ==================================================== Snowman Exocore - 25,000 Carats - ALL CLASSES ==================================================== ==================================================== A brand new exocore that wasn't even out in Gem Fighter. This exocore allows you transform into snowman, which may seem like an odd and weak thing to transform to, but it's actually decievingly dangerous. However it's not really worth the price due to the 30-day limit. Gem Fighter got this update about a week after we got ours. Overdrive 1: Avalanche =-=-=-=-=-=-=-=-=-=-=- The snowman will curl and turn into a giant snowball and roll forward. It's exactly the same thing as the Xero Discus Roll attack, except with snow. Great damage (around 400 damage to a standing enemy) and also comes out fast. Of course, avoid those pointless suicides. It can even work as a decent combo breaker due to some invincibility frames in the beginning of this attack. Overdrive 2: Snow Storm =-=-=-=-=-=-=-=-=-=-=-= The snowman will spew out a cold mist similar to how the Shadow Devil's bat swarm looks like. The range is big, but not as big as the bat swarm. The best part about this is that anyone who is hit, whether they are airborne or blocking will take 50 damage and be frozen, giving you a perfect opportunity to edge someone. If no such opportunity exists, just chuck snowballs at them. Other Attacks: =-=-=-=-=-=-=- Snowball Barrage - P,P,P - Good range because it's actually someone of a projectile attack. However it has an odd tendency to miss occassionally, especially with the third snowball. Snowman Flip - K,K - The best option if you're going for an angle kill. It's so-so otherwise. Snowman Punch - P (while airborne) - Same as a normal air punch. Snowman Drop - K (while airborne) - Looks wierd, but it's the same as a normal airborne kick. Top Hat Headbutt - P (while dashing) - Works the same way as a normal ram. Sleigh Ride - K (while dashing) - Same thing as a normal dash. Angry Snowman - P+G - The snowman's throw is the same as any other normal throw. Overview: =-=-=-=-= Well it's a pretty funny exocore just like the sheep. What's also funny is that this exocore is actually not half bad. Its specials are both very useful in many situations. On the other hand, its combos are bit unreliable and makes it seem like you're playing with default (like no sacred scroll equiped). It's a good exocore and fun for laughs as well. There's not much else to it. Note: This exocore was only available during the Christmas season (around December). It sold for 25,000 carats and lasted for 30-days. ==================================================== ==================================================== Stone Golem Gauntlet - 203 Astros - ELEMENTALISTS ONLY ==================================================== ==================================================== The country of Chile owns a small island called Easter Island, which holds a deep and profound history. Buried among that history, is the mysterious carvings of many stone figures often called as "Maoi". These stone figures are usually just heads that face a particular direction (usually toward the ocean), for some obscure reason. I'm highly confident (looking at the stone golem's face) that this exocore is based upon this Easter Island story. I'm pretty sure everyone has seen a Maoi before, but hardly no one knows where or what it is or even its history. Overdrive 1: Summon Stone Golem =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will summon a Golem from the ground and the golem will then start smashing the ground, creating a large fissure directly in front of him. He will continue to create fissures while rotating 45 degrees clockwise, for a total of 9 times. The highlight ovdrive of this exocore and is potentially one of the most damaging overdrives you'll come across. The impact of one fissure is pretty good, as the hit range of the attack goes reasonably far and also slightly surrounds the golem too. The problem however, is that the noise it makes is a dead give-away, and any people without the will to suicide will avoid the proximity of the golem's attacks. The trick is to get people in corners and use this, or to temporarily seal off an important area (like glacier's island). If any unlucky person happens to be juggled by the golem, make sure to laugh at them. The positioning of the golem can determine the difference between disaster for your enemies or disaster for your ears. Overdrive 2: Hurl Crag =-=-=-=-=-=-=-=-=-=-=- The user will chuck a gigantic boulder with one hand. Before you ask, a crag is a rugged pointed piece of rock. That's what it's called in the sound file for this game (Skill_ HurlingCrag). Anyways... despite being a really large boulder, this is one of the fastest projectiles in the game (which honestly makes little sense). It takes one second for a boulder to fly a whole screen away, which is ridiculous considering it's such a large boulder. It's quite powerful, doing around 300 damage, and its SP cost is quite low. The boulder stays still for about a second or so after it lands, so it can even hit those who might walk into it after it stops moving. It's blockable (yes, you can block a MASSIVE KILLER STONE that's moving at you at 50 mph). The luxury of this overdrive, is that you can still use it while the Golem is banging the ground. Overview: =-=-=-=-= An undoubtly good exocore. The Summon Golem overdrive may seem like one of the best overdrives to use in the middle of a mob battle, but it's rather the best overdrive to divide and split a mob battle instead. Most people will run away aftering seeing the the golem pop out. That's why it's better to use the golem in choke points or in corners where people have trouble escaping. The Hurl Crag overdrive is really good, and it's a great way to knock down anyone from a far distance, whether they are busy fighting someone else or planning to run away. It also wins the title for the "most noisiest exocore" in the game. Two of these exocores will drive you nuts if you don't happen to turn down your sound or volume. ==================================================== ==================================================== Strike Force - Free w/ Striker - STRIKERS ONLY ==================================================== ==================================================== The default Striker exocore used to be the most potentially dangerous exocores in the game strangely, due to its ability to work as a ground hit that could lift people from the ground. Now, it's a shadow of its former self. It's still useful, not just not as powerful as it once was. Overdrive 1: Double Slice =-=-=-=-=-=-=-=-=-=-=-=-= The striker will two kicks in mid-air while moving forward. Damage of each kick is around 100. It's so-so, but works well as a combo breaker. Otherwise save your SP for the Ground Crush. Overdrive 2: Terra Crush =-=-=-=-=-=-=-=-=-=-=-=- This exocore itself, is what probably makes the Strike Force one of the most powerful exocores in the game (I'm not kidding). There are three reasons why. One is the speed. This comes out pretty fast; at least fast enough to follow up after you completed a juggle. Reason two is for the damage. An extra 160 damage after anything is not shabby at all. Reason three is the knockback, where it can mean the difference between almost knocking off your opponent and actually knock him/her off. A trick that is commonly on bridges is to hit your opponent down, then slightly move up/down and do a Terra Crush. This will set your opponent to bounce off the bridge. Note: A recent patch around September I believe, changed this attack dramatically. A Terra Crush will still bounce opponents who are standing, but no longer lift your opponents when they are hit on the ground. The damage is still the same, but you can no longer use this is a method to hit people over fences. Bridge tactics still work, but are not as effective as the knockback is somewhat smaller. Overview: =-=-=-=-= Out of all of the default exocores, this one would be the only one that could compete with all of the other astro and carat exocores. The Terra Crush has plentitude of uses to build damage and knock people off. You can end your juggle with a Ground Crush for an extra 160 damage, or you can knock off people on bridges with this. There are countless ways to use this effectively. ==================================================== ==================================================== Suriya's Crystal - 36,000 Carats - ALL CLASSES ==================================================== ==================================================== Suriya (usually spelled as Surya) is a sun diety of Hindu religion. Often mentioned within the religion as a visible God that is seen every day, Suriya is an important part of Hindu religion and is one of the eight forms of Shiva, the major Hindu God. Many Hindus worship Suriya by doing so during sun rise while enchanting sacred mantras. As for RF, Suriya brought his crystals here to blind fellow RF players and to give them seizures. Overdrive 1: Flash of Suriya =-=-=-=-=-=-=-=-=-=-=-=-=-=- The user will jump up and emit a flash that goes at an invisible and impressive distance. Those who are hit by the flash will not only suffer around 200+ damage, but will have their whole screen turn completely white for 4 seconds or so before reverting back to it's normal colors. The best aspect about this overdrive is that if you are hit within a half second or so after you activate this attack, it will still come out (even if the flash doesn't come out). A very annoying attack for you enemies, as even good players will have troubles fighting when they can't see (also it does actually hurt your eyes). How to counter this? Don't play completely in the dark, and keep a lamp near your computer. The SP cost of this attack is reasonable, and it has a cooldown for each use. Overdrive 2: Solar Force Disk =-=-=-=-=-=-=-=-=-=-=-=-=-=-= The user will quickly pull out a disc in mid air and throw it. A very good projectile, as it travels very quickly after it's thrown and it hits very high and wide. What's even better is that the moment the disc appears it can hit people, so it even works as a decent melee attack on it's own. Also because of the disc's size, it will hit people behind you the moment you use this attack, and when it's thrown, it will hit many people who are fighting on elevation above you. A great projectile overall and should be used often along with the Flash of Suriya. The SP cost for this overdrive is reasonable. Overview: =-=-=-=-= A very fun exocore for you, but a white nightmare for your opponents. It's the only exocore with the flash status effect, which temporarily turn anyone's screen into complete white for a few seconds while they have this status effect. The problem is how quick the transition is from RF's normal colors into a complete white. It's very annnoying especially if you don't see it coming. Suriya users should utilize this to their advantage, by constantly finding ways and moments where a group of opponents are open to a quick flash. Once someone is blinded, they will act randomly. Some will fall off the map due to being unable to see where they are going. Others will just stay in one spot and jump/block. Others will attack air in hopes of hitting something that they saw before they were blinded. No matter what they do, try to find the most efficient way to defeat somebody while they are vulnerable. In this case, most people who are blinded won't see a shoulder ram coming, so that will usually be your best option. The disc is an awesome projectile. It works like a quick shield attack that will keep you safe within the first few seconds of the attack. At first, the disc travels slowly, but it will eventually accelerate to be the fastest projectile before disappearing. A great projectile overall, and should be used often. Overall this exocore is just very good. No other exocore in this game can actually physically harm other players. ==================================================== ==================================================== Thunderstorm Charger - 16,500 Carats - ELEMENTALIST ONLY ==================================================== ==================================================== Great team exocore. It may not be an impressive display of the mighty element, Lightning, but it's still pretty useful nonetheless. Overdrive 1: Lightning Ball =-=-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will hold his/her fist back and charge it with electrical energy. The energy is thrown as an orb. A pretty bland and boring overdrive, but it serves its purpose as a projectile. SP cost is low, but so is the damage. The object does travel quickly though. The recovery time is really fast so you can juggle after the projectile or follow it up with a Thunderstorm for an infinite reset if you're nearby. Overdrive 2: Thunderstorm =-=-=-=-=-=-=-=-=-=-=-=-= The elementalist will raise one hand in the air and a lightning bolt will hit his/her hand. The elementalist will then throw his/her hand down causing the ground to be electrified within a relatively large radius. The damage is so-so, but the huge plus to this is that this can stun anyone who is on the ground, which also includes those are knocked down. Overview: =-=-=-=-= Despite lightning being such a powerful and dreadful element, this exocore is quite weak damage-wise. Thunderbolts and thunderstorms at max will only do around 150-200 damage, and can go as low as 40-70. However, the Thunderstorm does have some very unique properties, which can instantly paralyze those who are on the ground, even if they are lying on the ground. This brings up some interesting ways to bully people, who try to make an escape by rolling away. The radius is good, so use the Thunderstorm often. Thunderbolt is weak, but it's one of the fastest traveling projectiles in the game, and the recovery on it is still one of the best I've seen from an overdrive. Pretty much a utility exocore, as it makes it's use by support, instead of damage. One of the unique features of this exocore is it's infinite reset, which involves doing the Lightning Ball and Thunderstorm over and over. Not an easy thing to set up and it eats a lot of SP, but it's still something to take note of regardless. ==================================================== ==================================================== Typhoon - N/A - ALL CLASSES ==================================================== ==================================================== The Typhoon exocore is a very powerful exocore, but also a pretty rare one as well. The Typhoon exocore can only be obtained by finding three "Relic of Ancient Times" that corrospond to the same class. This is how it works. There are three kind of Relic of Ancient Times, named as Relic of Ancient Times 1, Relic of Ancient Times 2, and Relic of Ancient Times 3. Each one of these relics can be in different colors (representing the classes like Strikers and etc.). For example, to get the boss exocore, you must find a Relic of Ancient Times 1 (Striker), Relic of Ancient Times 2 (Striker), and Relic of Ancient Times 3 (Striker), and double click on one of them to combine them. You can only obtain Relic of Ancient Times pieces from the normal typhoon chests, and the latter two from the hard typhoon chests. The exocore lasts for 30-days. Overdrive 1: Death Chill =-=-=-=-=-=-=-=-=-=-=-=- Exactly the same as the Ice Charger's first overdrive. The user will charge up energy in his/her hand and unleash it within a second or so. The damage is pitiful, but that's not the point of this attack. Anyone, even those who are blocking or airborne, will be frozen as long as they are hit by the attack. Use this opportunity to edge those who might seem like they can be edged, or just do as much damage as possible. You can also use this attack repeaditly just to stall for time and keep your enemies stuck for as long as your SP bar can handle. Overdrive 2: Subzero =-=-=-=-=-=-=-=-=-=- The user will slam his/her hand on the ground and summon a massive wave surrounding him/her. This attack comes out quickly, but has a long duration and recovery time. On the otherhand however, there is A LOT of invincibility frames within this attack, so the user is not as vulnerable as it seems to be. The damage on this attack is excellent, and it knocks sends your opponents upwards so that your teamates can hit them. A great overdrive, but it's still very risky to use despite the invincibility frames. Other Attacks: =-=-=-=-=-=-=- Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the punch connects, the rest of the hits are sure to hit. Powerful, but very slow. Unlike the Dragon Striker, the Relic of the Phantomcore does not have long claws, therefore the range is not as large. Glacial Spike - P+K = The exocore's unique panic attack. The user will stomp on the ground very quickly and two waves of ice pillars will pop out. Great damage, and an awesome attack, but you can only use it once. Overview: =-=-=-=-= First of all, if you actually get this exocore, then congratulations. The problem with Ice Charger is that all it can really do is freeze and throw a few ice spears. This exocore's purpose is not only capable of inflicting the frozen status on your opponents, but it's also able to clear out mobs with it's Subzero overdrive and wreck havoc with it's excellent punch combo. Another thing to note is it's panic attack, which is a great attack on it's own. It still should be used as a panic attack only, but if you happen to get in troubles with large mobs, you can use this to knock all of them down. Use the Death Chill as a way to support your teamates or pick off enemies, and use the Subzero for those hectic mobs. ==================================================== ==================================================== White Devil Fang - 37,000 Carats - ALL CLASSES ==================================================== ==================================================== A pretty old exocore in Gem Fighter, the White Devil Fang is a pretty powerful exocore. Doesn't seem like it offers much, but it can really pull off some cheap kills in a stage with many edges. Overdrive 1: Evil Sommersault =-=-=-=-=-=-=-=-=-=-=-=-=-=-= As the name implies, the user quickly performs a flip. The hit reach is pretty good. This overdrive is useful for two things. First, there's tons of invincibility frames in the start up of this attack, and second, you can easily juggle after a successful Devil Flip (if it hits someone who is standing). It's best compared to Martial Art Soul's Shoryuken, except easier to use and higher damage. Near edges, you can afford to be reckless with it, as spamming it will make it hard for people to hit you. Smarter players might be able to take advantage of you however by predicting where and when you will flip. Nothing to fear, just keep throwing them out and you're bound to win (sarcasm). Overdrive 2: Devil's Fang =-=-=-=-=-=-=-=-=-=-=-=-= The user will quickly raise a pillar of fangs at a fair distance away. This comes out really fast and is good for small mobs or to simply trap people. There are various uses for this. You can easily hit people who attempt to recovery punch somewhere with this. You can also use this to hit people from behind although this requires a keen eye for distance. It's also good for small mobs. A unique thing about this overdrive is that the knockback is actually pretty good, allowing you to edge on medium sized platforms pretty easily. Overview: =-=-=-=-= The easiest way to describe this exocore in a nutshell would be Martial Arts Soul on easy mode. Not only is this exocore better in almost every aspect, but it's also so much easier to use effectively. Then again, both exocores are pretty easy to use in maps like Dos Polmas, Moonlight Valley, or Risky Escape. Juggling after the Devil Flip should be of no problem as there is plenty of time to land two punches and a whole combo in. The Flip has a lot of invincibility frames in the beginning making it a perfect way to safetly get out of situations where you lack the frame advantage (such as after your opponent blocks your full combo). It's also a pretty easy way to score some quick kills in edging stages. The second overdrive is quite good actually although some don't bother using it. It's edging abilities are suprisingly good, although it's not as good as first overdrive for the most part. Just watch out for misses, because this overdrive leaves you vulnerable while you attack. If you perform this while an enemy is right next to you, you'll inevitably miss and will probably be attacked in the process. For 37k I must say that this exocore is really worth it. Although I loathe these instant edge kills exocores (Taurus, MAS), White Devils Fang is really good. ==================================================== ==================================================== Xero Discus - 191 Astros - STRIKER ONLY ==================================================== ==================================================== One of my most feared exocores. It's a generic striker exocore (meaning most strikers will have this). It's powerful and fast, which is the reason many people deem it as an overpowered exocore. I would agree too, but no one can argue against the fact that this exocore is cool. Overdrive 1: Xero Roll =-=-=-=-=-=-=-=-=-=-=- The striker will curl up and his/her shield will suddenly expand into a large yo-yo like wheel. The striker will roll forward at a quick speed for a small amount of time. A powerful overdrive that can deal around 400 damage. It comes out very fast and is pretty much impossible to jump over. Your best bet is to run away or side-step. The striker is invincible to any punch or kick (because if you get too close, you're bound to be hit anyways). However, I'm sure that the striker is vulnerable to any projectiles. A very effective overdrive on bridges, but be careful not to roll off. It's blockable but the striker bounces back after he/she stops rolling, so it's harder to follow-up with an attack of your own. Overdrive 2: Yo-yo Launch =-=-=-=-=-=-=-=-=-=-=-=-= The striker will throw one disc and immediately throw the other. Both disc will travel and then curve back and return to the striker. Certainly the most difficult projectile to dodge in the game. It's clearly the fastest traveling projectile in the game. Aside from being absurdly fast, this overdrive act as a boomering. You probably know what this means. The discs can hurt you while it's traveling forward, or on its return. You must block at the direction where the discs are coming from. Jumping over it is extremely difficult because the discs fly above the ground too. It also has a huge tendency to knock people sideways, so it's excellent for scoring knock-offs on bridges. The best way to dodge it is to sidestep, but due to how quickly this attack can be whipped out, it's pretty much inevitable that you are going to be hit if you don't block. You only need to block this attack once. If you block it while it's coming at you, the discs won't hit you on it's return. Other Attacks: =-=-=-=-=-=-=- Spinning Disc Slice - P,P,P,P = Fast, power, and good range. I'm pretty sure it's almost faster than the Knight Blade combo. The last punch hits twice and knocks people over fences. Spinnign Disc Illusion - P,P,K,K = Very unique combo. The kick causees the striker to jump back and call back his discs as if it was a yo-yo. This retreat protects the striker from counter attacks and panic attacks. The last punch is a big spinning dash attack that hits twice. Overview: =-=-=-=-= Holy crap, and people thought Knight Blade was cheap. This is certainly the one of the most deadly exocores you'll come accross. Consider your team dead if you come accross a team who all have this exocore. Fist of all, it's an extremely fast exocore. Second of all, its range is deadly. It's extremely difficult to run away from someone who has this exocore. Third, this exocore hurts! Expect to see most of your life gone after a few hits. Good thing strikers don't have a massive SP pool, as the overdrives of this exocore use a lot of SP. If you come accross it, make sure you have an exocore of a similar calibur, such as Ice Charger or Knight Blade. Otherwise, you better drift and jump a lot. If you are feeling cheesy (and boooooy do I hate you!) then you can just do the P,P,K over and over again, and there's hardly much your opponent can do. ==================================================== ==================================================== Yaki Cannon - 203 Astros - ALCHEMIST ONLY ==================================================== ==================================================== Many people think this is overpowered, but when you look at Skyhorns who have a more spammable AOE attack with more range and a friendlier SP cost that does nearly equal damage, this exocore begins to lose its shine. It's indisuptably powerful, but it's not as overpowered as some other exocores in the game. Overdrive 1: Final Flash =-=-=-=-=-=-=-=-=-=-=-=- The alchemist will aim his/her gun downwards and shoot the floor, resulting in a HUGE shockwave. The shockwave is unblockable, and very difficult to jump over. The Atomic Blast is not spammmable, as you'll have to wait around 5 seconds before you can use another one. The damage it deals is good, but not as spectacular as one would expect. A grounded enemy would recieve around 300 damage, while an airborne would recieve around half. The best mob killer period. Only weakness I can see to it, is that it has a large charge. Overdrive 2: Converging Fire =-=-=-=-=-=-=-=-=-=-=-=-=-=- The alchemist will dash quickly and if the alchemist runs into an enemy, the enemy will be knocked upwards with a gun and be shot numerous times. This works similarly to a grapple, so your opponents can't be attacking in the process. Otherwise the attack will fail. A successful hit will result in around 550 of your opponents HP gone. The knockback is tremendous too. It's similar to the Blade Spirit's special, however there are also some differences. They do similar damage, but the Yaki's one comes out slower and travels less distance, but has nearly three times further knockback than the Blade Spirit one. Takes around the same SP as the Atomic Blast (actually takes slightly more, but it's almost unnoticeable). The Yaki one can also hit an opponent facing any direction whereas the Blade Spirit one requires the enemy to face forward. However, both attacks are quite buggy, so this is not entirely true. Other Attacks: =-=-=-=-=-=-=- Gun Smack Combo - P,P,P,P = Same as the normal cannons, but the range of it is larger. The swings also hit opponents behind you as well, but due to its long range, it's no longer juggle friendly. The third hit usually misses in a juggle. Double Swing - P (while dashing) = Goes farther than the normal grab, but it
swings twice, so if you hit someone airborne or someone's back, there's a chance you'll hit twice for double the damage. Hitting someone's front will still knock him/her down, and it's safer than the normal tackle when blocked. Overview: =-=-=-=-= This is easily comparable to the likes of Xero Discus and Blade Spirit, but the difference is that this exocore heavily relies on its skills, since the other exocores have more reliable combos once the user's SP runs out. Starting from the strong points of this exocore, this exocore's abilities are completely unblockable. Both attacks are pretty slow, but the first one makes up for it for its hilariously ridiculous range. The other one is powerful, but quite hard to land a hit, so you have to make sure you're going to hit. This thing is an SP monster, and it's combos are far from spectacular. Don't get me wrong, it's good, but everything about this exocore sufferes the same weakness... It's just TOO SLOW! If you can get passed that, then this exocore is a behemoth. It destroys mobs within seconds and no exocore can really do better. ==================================================== ==================================================== Youngblood Wolf - 15000 Carats - SOUL FIGHTER ONLY ==================================================== ==================================================== Great exocore for its price. It seems like all the exocores that RF started with have prices that actually make sense. Overdrive 1: Werewolf Kick =-=-=-=-=-=-=-=-=-=-=-=-=- The wolf will do some strange handstand and propell itself up in the air with a kick. It's not that powerful, but it acts as a combo breaker and a launcher, like martial arts soul. You can use this to interrupt enemies while they are attacking, as this overdrive has some strange hit properties. It comes out fast, but also at certain frames, render the user invincible. Once it connects, you can follow up with a Werewolf Slasher, but you will need to delay your attacks properly to get a full combo to connect. This is also excellent in moonlight games as you can just pull one of these to knock your opponents off the stage. Since the wolf lacks a proper recovery move, this can also be an ideal way to clear yourself from harm the moment you get up. Overdrive 2: Bloodlust =-=-=-=-=-=-=-=-=-=-=- The wolf will dash forward and if it makes contact with an opponent, it will begin to bite him/her. This works as a grapple, so you'd better hope there won't be that much lag. A successful hit will result in 300-400 damage and this is unblockable as well. This can also grab your opponents while they are facing backwards. There's not much tricks for this, just pull it out and see what happens. However, I do have get a strange feeling when I use this on girl characters, as I wonder if the wolf is really sucking her blood, or doing something else... Other Attacks: =-=-=-=-=-=-=- Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's difficult to juggle with because of the angle of each slash. Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air. This is the wolf's launcher. Wolf Mark - P+G = Wolf's throw. It's the same as a normal one pretty much. Aerial Slash - P (while airborne) = A quick slash in the air. Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack, but it serves its purpose. Wofl Claw- P (while running) = A pretty big slash, that works the same as a shoulder tackle. Dashing Bite - K(while running) = Works pretty much the same as a slide kick. Overview: =-=-=-=-= A unique exocore that transform the user into a completely different being. It presents the user a new moveset that is useful and powerful. Despite it being a Werewolf, one might think that it should be quick, but it's not that fast. It is however, not slow at all either. There are two things about the wolf that severly handicaps it. One is the lack of a recovery kick, which can clear its body from being piled on when it's knocked down. Second would be the rather large size of the wolf which makes dodging things harder. These two things drag the wolf down considerably. Since the wolf lacks a proper recovery move, this can also be an ideal way to clear yourself from harm the moment you get up. As for the size, there's nothing you can do about it. The wolf is pretty strange to play as, but in the hands of a master, it's quite possibly the most lethal exocore in the game. The only difference from this wolf and the Moon Wolf/Night Wolf is that this wolf has different dashing attacks. Youngblood's Wolf Kick special comes out a bit slower, and its overall attacks are slightly weaker. This wolf is also somewhat smaller, but otherwise both wolves are pretty much identical. Note: I did copy most of this from the Night Wolf because they are nearly identical. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 4.) Maps/Stages ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This section will cover the variety of stages that Rumble Fighter has to offer. This will also cover the variety of ways that these stages are played such as NHAA (No hit at all) or NHTT (No hit till top). Variety of stages also have some interesting spots in which you can access. ==================================================== Blacktop Melee: Street Brawl ==================================================== Natural Disastors: None Game Types: Survival Other Game Types:None A pure brawling stage, this is the ideal stage for those who despise Knock-Offs as it is nearly impossible to knock anyone off this stage. The only viable place in which you can fall is at the top over the fence and usually, everyone fights at the bottem. This is also the iddeal stage for 1v1 games, as it's a fairly large flat ground. - This is the most ideal spot for 1v1 games. - The electrical wires is actually a large skinny platform. You can access the platform by jumping from the top, or using the cat walk to the left. - The catwalk to the left consists of many stairs that progressively lead up. - You can stand on the basket ball rim. All you need is a good running start After you go up the grey stairs. You can also jump from the fire extinguisher next to it. ==================================================== China Town: Urban Downtown ==================================================== Natural Disastors: Electricity near the buildings at the northern part of the map. Game Types: Survival, Practice, Potion Battle Other Game Types: Heart/Pumpkin Farming A stage with no (excluding glitches) way to knock people off. It's an interesting stage with many different places to jump around. Also to note is the electrical wires near the top, which can electricute those who plan on jumping around there. The electricity does small damage, but can hit multiple times. - This is the same map as the the practice stage. - If you jump around a lot at the top. Eventually you reach the top of the buildings. - There are many glitches in this stage. One of the most interesting ones allows you to go inside of the buildings. - Heart/Pumpkin farming refers to the events where people had to collect objects that would replace the normal items. Whoever collects a lot of these, would win something. The reason why this stage is chosen for heart/pumpkin farming is because of the plentitude of items that appear in this stage. ==================================================== Cliff Temple: Night Rooftop ==================================================== Natural Disastors: None Game Types: Survival Other Game Types: None A pretty symmetrical stage which consists of three buildings and two bridges. The middle bridge has barriers to prevent people from being knocked off. Those who fall off the bridge might be saved by the bridge below it, or the building above it. - Despite the description above, the bridge is the only thing that is not symmetrical. It starts off high on the left and descends downwards. - Only stage where it can be impossible to tell where you've spawned. Both the left and right building are exactly identical. The best strategy is to first look around and see whether you are on the left or right building. - Angle grapples are your best friend and enemy here. If you know your opponent is too dumb to fall for one, then just beat the crap out of him/her. - Each building (excluding middle) consists of three levels. The bottem one, middle, and top. A proper angle grapple will kill those who are at the second level. - The bridge in the middle isn't a normal one. It has large barriers that even prevent scrolls like Murekwon and Muay Thai from knocking people off. You can still however use exocores such as Xero Discus or Martial Arts Soul to knock people off. - Right below the bridge is another bridge. This one has two gaps in it. You can slide or nanmu over the gaps to get to the middle. - For some reason, it's quite difficult to jump from the broken bridge back up to the buildings. Easier with more of the JMP stat. - The middle building is accessible. You cannot go inside any of the buildings. - Due to the game's strange clipping, you can often go inside the rocks in the background, or end up being blocked by invisible walls. ==================================================== Demolition: Construction Site ==================================================== Natural Disastors: It's a moving screen, so you need stay within a certain boundary that moves. Going too high or low results in death. Game Types: Moving Screen Other Game Types: NHTT, NHAA This is the main moving screen map played on. It's a fairly complex stage with many paths and tricks. Many players will find different ways to knock you off the stage. The map starts off on the ground, but after 20 seconds the screen will start to move up and the players will be forced to move along with it. At the very top, there is a medium-sized platform. Within the last 30 seconds of the game, that platform is the only safe one. - This is the map of carat farming games. Carat farming, as the name implies, is a quick (but boring) way to make carats. There are various types of carat farm games. There are: 1. NHAA - No Hit At All. The rules to this is that no one can hit anyone at all. 2. NHTT - No Hit Til Top - The rules is that you cannot hit until you reached the top. Most NHTT games also discourage players from edge guarding. The boxes on the back is considered a 'saftey zone' in which players who do not intend to fight can relax in. 3. 1 Round NHAA/NHTT - same rules applied to NHAA or NHTT. However, this only lasts 1 round. Some of you may wonder why it's only 1 round. This is because 1 round games gets players 60 carats, whereas a 2 round one would get you around 90, and 3 is 120. Although I'm not really exact with the latter two numbers, I know for sure, that in the long run 1 round carat farms are much faster and efficient. - There are much much more paths to get to the top than just the ramps that are presented. - In the beginning, there is a main ramp in the middle to get up. Players can also use the logs on the left to get up, or the boxes on the right. - Somewhere in the middle of the map, you can use the boxes or barrels to get up. - Near the top, the ramp in the middle isn't the only way to get to the top platform. You can use the poles and jump from there as well. Soul Fighters have a much easier time doing this, but Alchemists should not attempt it without nanmu. ==================================================== Dos Polmas: Octopus Paradise ==================================================== Natural Disasters: None Game Types: Survival, King of the Hill Other Game Types: KOTH A new map for the Summer, and it was a map that I'd thought I'd really enjoy. Though it may not look like it, this map is an edging paradise, so prepare to die some lame deaths. It's a quite pretty map, but the water doesn't even move. - Oddly enough, Muay Thai's PPPK combo and Pa Kua Kwon's KKK Combo are the only scroll attacks that can knock someone over the fishnet. Juggle launchers such as Jeet's KKK combo can potentially knock someone over if aimed directly upwards. Murekwon and Xero Disc's punch combo can do the same as well. - There's a long thin platform under the main one. You can land on it with ease if you jump from the bottem of the highest docks. - There's an octopus on the platform. It does nothing but make the platform assymetrical. - The are a lot of poles, and nothing can one-hit knock people over some of these poles (only exceptions are the ones on the ramps). - As for King of the Hill, it's more like King of the Hills, as there's not one hill, but instead three. So basically you have three different spots that you can recieve points from. Technichally the quickest way to win a match is if your team manages to hold all three points for awhile. - Each "Hill" is located at the middle of the stage at three different elevation levels. One hill is located at the highest platform. Another hill is located at the middle place (the area is outlined by a white box, if you were to leave the area, you are no longer king of the hill). The last hill is at the very bottem thin platform (also outlined by a white box). - Defending the top hill can be tricky. A good AOE exocore helps out, but the problem is, most AOE skills have a long charge/recovery time and can leave you open for a knockout if you miss. You can knock off people before they even land on the platform with a simple ram or jump attack. If they manage to land on the island, use your edging skills! Angle rams, grabbing, etc. Recommended scrolls? Something with a quick knockback combo and good angling ability. - Drunken Boxing's PK combo is a good angling attack and its ram attack goes further than a normal ram attack. - Wrestling is a bit slow, but a 360 degree grab can prove invaluable. - Shidokan is the best angling scroll in the game. Period. As long as you catch someone with your kicks, you can angle him/her off. - Drunken Master has similar strengths to Drunken Boxing, but that long grab animation can leave you vulnerable if your and your opponent aren't alone on the hill. Just find the scroll that's right for you. - Defending the middle is relatively easy (for me anyways). Staying airborne is staying evasive, so don't be afraid to jump every so often. An AOE exocore is vital, Yaki Cannon and Skyhorn are great exocores for defending the middle, since their AOE skills can hit those in other hills as well. Fire Charger is a great carat alternative as a firewall can protect you and provide a free edging opportunity if lucky. Recommeded scrolls? There are two ideal ones. - Muay Thai has no weakness, and can knock people over the fishnets. It's fast and can angle decently as well, and it isn't as slippery Pa Kua Kwon. - Pa Kua Kwon can knock people over the fishnets as well, and its methods are more reliable than Muay Thai's, but it's a bit harder to control. - Defending the bottem is basically a matter of rock, paper, scissors. Go crazy with the offense, angle tackle them off (start at the bottem/top edge and tackle, so you won't fall). If they get too defensive, throw them. If they are somewhat inbetween, just angle hit them off. Mix it up, and be confusing. You don't necessarily have to hit them off as long as you stay on the hill. Recommended scrolls? - Shidokan angle hits are a blessing. It's great for guarding the bottem. - Shaolin is actually pretty good with the bottem. Not as good with the angling as Shidokan, but it's faster. - Wrestling's 360 degree grab is a gaurantee kill if it works (assuming the throw is angled and isn't glitched) ==================================================== Glacier Cove: Arctic Bridge ==================================================== Natural Disastors: None Game Types: Survival Other Game Types: None One of the most commonly played maps due to its simple design and balance between the ways on how you can defeat your opponents. You can just take down all of their health, go on the brdige to knock them off, or go on the island to knock them off. It's really up to you and how your opponent react, but you should definitely be prepared on how to react to certain situations. - In 4v4 games, half the team will spawn on the left and half will spawn on the right. It's recommended that you stay on your side to help your teamate unless an opponent runs off otherwise. - Go on the island if you seem to be at a disadvantage, but still have the same amount of players alive as the opposing team. Starting from here, the game pretty much becomes a mind game. Use your exocores and prepare for some team effort. - The bridge is there to knock people off for some cheap kills. There are many bridge tactics that are very effective. Be warned as many people love to throw projectiles through the bridge, the one that you will have to fear the most are the Shurikens and Discs. - There's a tiny island above the bigger one in the middle. You can land on that, from aiming your fall from the bridge, doing a massive double jump from the left side, or jump from the right. - If your positioning is close enough, you can use a nanmu to get from the mainland to the island. Other quick dashes work as well, such as Blade Spirit's dashing overdrive and Dragon Claw's dashing overdrive. Some don't work, such as Xero Discus's Roll. ==================================================== Graffiti Kicks: Basketball Court ==================================================== Natural Disastors: None Game Types: Survival (1-player mode) Other Game Types: None Not a playable stage in multiplayer. This is the stage that survival is played on. It's pretty much Blacktop Melee with a giant basketball court in the middle with some added details. - This is where survival is played on. You must defeat 7 NPC's to beat survival. - When reaching level 20, you must complete survival 3 times (doesn't need to be consecutive), in order to get nanmu. Nanmu is a multihitting combo attack which can be done once per round. ==================================================== Hangar: Secret Elevator (Arena) ==================================================== Natural Disastors: None Game Types: Arena Other Game Types: None It has the same texture as its moving screen counterpart. It's a very basic map. It's basically a box with a platform in the middle. That's it. - It's small, so it will be crowded. Take advantage of crowds with a good exocore. - If you are playing without teams, always look to see who is about to die and finish him/her. Don't do this if you are one of those people who boycott KSing (kill stealing). ==================================================== Hangar: Secret Elevator (Moving Screen) ==================================================== Natural Disastors: It's a moving screen, so you need stay within a certain boundary that moves. Going too high or low results in death. The lights are also dim, so make sure you actually land on a platform when falling down. Game Types: Moving Screen Other Game Types: NHAA, NHTB A moving screen that is played less than Demolition due to its different style. Hangar is a stage that goes down, and players must drop down platform from platform. Missing one might cause players to fall down to their death. At the bottem, players are given around 40 seconds to fight it out before time runs out. - Slide tackle is your best friend in this stage. Slide tackling off a platform allows you to double jump during your fall. Use this double jump to aim at where you are going to land. - The bottem is where all the items are. - NHAA refers to no hit at all. NHTB refers to no hit until bottem. If you don't understand what this might mean, read the description in for Demolition. - There is a strange glitch that allows you to go through the walls at the bottem of the stage. - The lights are dim which makes it hard to see in some cases. ==================================================== Incinerator: Lava Factory ==================================================== Natural Disastors: Periodic lava streams that flow from the middle of the stage, mine carts that roll down at the left part of the stage, the lava pool at the upper-left and upper-right part of the stage, the fire that comes from the many holes in the pipes on the ground. Game Types: Survival Other Game Types: None A stage with many traps. Basically this whole stage becomes a mess in 4v4s. You have fire spurring out everywhere, people getting run over by mine carts, people tripping over lava, and people falling off at the bottem. It's quite a mess. - There are large chains that works as ramps on the left and right sides of the stage. These chains lead to a platform high on the top. - The railroad on the left is DANGEROUS!!! Those mine carts really hurt. They can hit twice and take out 1/5 of your life. - There is a very neat trick in using the lava pools to your advantage. You can kick your opponent in the lava, and they will fly up from the lava, and then you can kick them right back in. This can be repeated for three times, but you need to be at the corner and angle your kicks. - Watch out for the bottom, You can fall off there. ==================================================== Inferno: Sacred Tomb ==================================================== Natural Disastors: The totem in the middle that spins and breaths fire. Game Types: Survival Other Game Types: None A dangerous map with many places to fall from. Pretty much a combination of Incinerator and Moonlight Valley. There are fences in a few spots, but most of the area is exposed and all of the bridges are broken. The totem will spin around slowly and spew fire at a straight direction. The fire itself doesn't do much damage but it can hit up to 4 times, and pushes you away from the center. If you are close enough to the edge, you will fall if hit. - There are a total of 4 platforms on this stage. There's the main one with the fire totem, the shortest cliff on the top right, the cliff on the top left, and the small spot on the bottem left. - Unless you have lots of JUMP, you won't be able to jump from the Totem platform to the top left cliff. - Avoid staying on the edge on the totem platform as the fire from the totem can hit you and knock you off. ==================================================== Moonlight Cliff: Lonely Peak ==================================================== Natural Disastors: None Game Types: King of the Hill Other Game Types: None This is a map exclusive to the King of the Hill rumble mode. It's quite similar in texture to Moonlight Valley, but it's noticeably taller. Most of the fighting will take place at the top as people will try to compete to rule the top. - First player who reaches the top becomes King of the Hill. That person must try not to get knocked off and accumulate as much points as possible. - If this is not a team game, this will be chaotic. ==================================================== Moonlight Valley: Blue Mountain ==================================================== Natural Disasters: None Game Types: Survival Other Game Types: Moonlight Games An interesting map which practically forces players to use methods of knock off to hit their opponents off the map. It's very easy to die here, so watch out. Don't expect to defeat your opponents by downing them. Hit or throw your foes off the map. - There are types of games called "Moonlight Games" which all three rounds takes place in Moonlight Valley. - There are a lot of fences that act as barricades. Certain scrolls like Murekwon, Muay Thai, and BaguaZhang can knock people over these fences. - There are a lot of bridges as well, meaning you can use projectiles or angle hits to knock your foes off the map. - There are quite a few glitches which enable one to go through the stages rocks and cliffs. Watch out, you get banned if someone reports you for this. ==================================================== Pirate Harbor: Festive Dock ==================================================== Natural Disastors: None Game Types: Survival, Potion Battle Other Game Types: None Pirate Harbor is a stage with many different spots to run and hide. Similar to Zen Temple, people can go inside the ship, outisde the ship, and in front of the ship. There are lots of places to fight, edge, and hide. - The ramp in the middle is quite dangerous. A proper angle tackle can knock you off. Most people like to run at the barrier that's on the ship and angle tackle those who come up. - The people inside the ship can't those who are outside and vice versa. - The ship has a plank, which usually has a good item when the clock hits the right time. The plank is very skinny so it's easy to get knocked off. - There is a balcony on the right. To get to it, you mist walk past the mast of the ship. - There are a lot of strange accessible areas in pirate harbor. One of them is located on the right top and needs some kind of special projectile (such as a shuriken or smiley bomb) to knock hit you up. - It's possible to glitch through the wall, past the chair. However you can't go anywhere, and people can still see you. Going too far will result in death, as you will just fall through the stage. ==================================================== Ressurection: Sacred Earth ==================================================== Natural Disasters: None Game Types: Survival, Caged Beast Other Game Types: None It's a floating rock with little floating rocks flying around it. A very simple map for an all out brawl. Watchout of the edges though as a desperate opponent might try to knock you down. - With all of the floating rocks, this map is far more laggy than your typical map. - If you play this map with items on, there is an abundance of items that start appearing at the specific time. They are all clumped together too, so it's easy to have one greedy guy take everything for him or herself. - Like every stage, watch out for the edges. There are no barricades to protect you. - Caged Beast mode is a certain rumble mode designated to create a 1v1 environment. However it's completely broken. With half health, most people are sure to die within 3 combos. The cages also emit some special blue aura. With the floating rocks and aura, this stage is very very laggy. People can also escape the cage by glitching it. This is done by repeated slides after immediately turning around. Watch out, you can get banned for this. - Some jerks might whip out their exos and try to hit people in the fence. Your worst fear should be the Yaki Cannon. ==================================================== Reverse Demolition: Building Evacuation ==================================================== Natural Disastors: It's a moving screen, so you need stay within a certain boundary that moves. Going too high or low results in death. Game Types: Moving Screen Other Game Types: NHTB, NHAA Well this is an awfully a cheap excuse for a new stage. It's the exact same stage as Demolition, except you start from the top and crawl your way down. That's the only difference. Might as well add another island in Glacier and call it Glacier 2. Ridiculous! - NHAA refers to no hit at all. NHTB refers to no hit until bottem. If you don't understand what this might mean, read the description in for Demolition. - You can fall a long way down and still not manage to die. However the same does not apply to going up. - You can just slide off the stage and jump back on to it, similar to what you would do in Hangar moving screen games. - Once you reach the bottem, be very careful of people who have any exocore that can knock you high upwards such as Iron Fist or Martial Arts Scroll. If they knock you up near the stairs, there is a chance that you will go too high and die. ==================================================== Ring of Death: Electrical Arena ==================================================== Natural Disasters: The wires around the arena will have electricity running through them. Game Types: Survival, Arena, Tutorial Other Game Types: None It's pretty much a wrestling arena with wires around the ropes. There will be electricity that travel around the ropes that can damage and stun those who are hit. People can fight inside the ring or outside. You can't pull out chairs or ladders as if this was WWE though. - This is the same stage where the tutorial is held. - This stage is playable as an Arena mode, where people try to score points by kills. - Try keeping your foes near the ropes. If they get shocked while they are on the ground, they will be stunned and open for some more hits. - In the Arena version of this, you can't leave the ring. ==================================================== Risky Escape: Catwalk Phenomenom ==================================================== Natural Disasters: None Game Types: Survival Other Game Types: None Unlike most survival maps in RF, this one is taller than it is wide. It consists of 4 "floors" with some platforms to the right and left. Each nearly each stair and catwalk is surrounded by a fence barrier. - There's a bunch of platforms on the right disguised either as a air conditioner or just a platform (platform disguised as a platform... real clever...). Each platform is designed to catch you the moment you fall off one. - Despite being large fences, it still won't be able to stop certain scrolls like Muay Thai from edging you. I belive the scrolls with combos that can still edge you (if angled of course) would be Muay Thai, Pa Kua Kwon, and Combat Sambo. Murekwon might be able to, but in most cases, the person will just land on the other side very near the edge. Avenger, Judo, Dragon, Jeet Kun Do, and a few other scrolls can use their juggle launcher and a well placed punch to edge people. - MAS can easily knock people out of the map. MAS is also for cheap brats. Some other exocores to watch out for are Xero Discus and Taurus. Yaki can also be particularly dangerous for those who choose to fight on the stairs. - Since the whole stage is mostly vertical based, Iron Fist users can just hide on the bottem and drop iron balls on those above. Skyhorn users can also shoot people one level above them. - The best way to avoid getting edged is to stay inside near the wall. If you really want to pansy out, people seldomly pay attention to the left or right side of the map. ==================================================== Rooftop: Messy Brawl ==================================================== Natural Disasters: None Game Types: Survival Other Game Types: None Rooftop is a strange uneven map. There's not really much to it but there are a lot of objects in which u can jump on, and a lot of places to hide. - There's an opening on the right side of the stage. This opening allows players to walk behind the fence. - You can get knocked off the map by either the opening near the fence, or off the building itself (this is at the bottem of the stage). - There are many boxes to jump on. The boxes on the left can be climbed. After going on the highest box on the left, you can do a big jump south to land on another platform on the top. ==================================================== Taurus Temple: Minotaur Sanctuary ==================================================== Natural Disasters: It's a moving screen, so you need stay within a certain boundary that moves. Going too high or low results in death. Game Types: Moving Screen Other Game Types: None Taurus Temple is a rather open-ended Moving Screen stage. There are places you can be edged, but it's far less than that of Demolition or Hangar. - There are perhaps many ways to get to the middle. Some examples are the blocks on the left, stairs in the middle, and pillars on the right. - The screen will halt in a total of 4 spots. The first is in the beginning of the round, second is in the middle area with the giant pot and the "Sparta" pit. The third is right before the top to let players jump to the middle. Finally, the fourth is at the end. - The final jump is disastously difficult especially for those with a terrible SPD or JMP stat. Soul Fighters and Elementalists can just jump normally from the edge to the middle, but Strikers and Alchemists needs to jump from that fire pot (well they don't need to, but it's highly recommended). If you have troubles, you can always resort to using your nanmu to help you out. - That pit in the middle looks familiar for those who watched "300". ==================================================== Third Rock: Space Enterprise ==================================================== Natural Disasters: None Game Types: Survival Other Game Types: None A pretty cool looking map, but the actual stage design is very simple and plain. A human being in space does not explode or freeze in space but just simply suffocates. It's a game, nothing is obligated to make sense. - Each platform is conveniently labled by a number. They also have poles around the edges that could possibly save people from being edged. - There's a small gap between the lower platforms to the higher one. This gap is big enough for people to fall through, but it's not as easy as it seems. - It's possible to jump from the left platform to the right and vice versa. - The top platform is technically the safest one, because there's a sign that prevents people from being edged upwards, and the two platform that can possibly save you if you get knocked towards that direction. - Don't listen to the jerks who tell you that you can jump on the UFO. If you attempt that, I will laugh at you. That UFO is just a background animation. ==================================================== Under Construction: Advertising Billboard ==================================================== Natural Disasters: None Game Types: Survival Other Game Types: None Under Construction is a unique stage in that you can destroy the stage to some extent. - In the bottem part of the stage, you can destroy the fences with a few hits. Those fences will prevent people from falling. - It's possible to jump from the bottem left to the bottem right and back. - There's a stair case on the middle left that will lead to the highest part of the stage, which is just a narrow platform. - The left and right areas are mainly connected by a small bridge, similar to glacier cove. - That billboard will sometimes change to do some in-game advertising. ==================================================== Zen Temple: Buddhist Mountain ==================================================== Natural Disasters: None Game Types: Survival, Potion Battle Other Game Types: None Zen Temple is a large map with many places to hide and lots of space to fight. You can go inside the temple itself which will lead to a deck in the middle. You can also fight in front of the temple. - The roof of the temple can be walked on. Some people like to hide behind the big chinese sign. - There are two entrances to the temple. The left and right, which both lead to the main deck on top. - People inside the temple cannot see those who are outside and vice versa. Use this to your advantage by throwing projectiles inside the door. - There are other ways to the deck of the temple. You can use the pots to the left or the logs on the right. - Potion battle games are often played here, due its many hiding spots. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 5.) Adventure Mode ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ So what's Adventure Mode? It's a series of game modes where you don't actually fight other people, but instead fight CPU controlled enemies (called NPCs usually). It's basically a quest mode where you can work with other people to defeat enemies. ================================================ ================================================ Zombie Mode ================================================ ================================================ Zombie mode is a single-player mode where you must defeat as many zombies as possible until you run out of life or the time limit is over. Your rank is based upon how many zombies you kill, ranging from rank D to rank S. ======================== Mechanics: ======================== - You are given 120 seconds to kill as many zombies as you can. The moment a zombie is killed, it respawns. - The carats given are based upon what rank you recieve, which is based upon the amount of zombies you defeat. - Any carat bonus modifiers like the Silver British do NOT work here. Same with EXP modifiers such as the Bunny Item that grants 50% more EXP. - Near the beginning, there will be a fair chance of zombies dropping SP recoverable items after they die. Later on however, they will start dropping HP recoverable items as well. - It's possible to break the windows on the subway. This being said, this will allow you to edge the zombies if you can manage to knock them out the window. You can also then jump out of the window to your death if you're that kind of person. ======================== Enemies: ======================== =-=-=-=-=-= Male Zombie =-=-=-=-=-= The male zombies of the game remind me a lot of the ones I see in Resident Evil. Their vomiting idea reminds me of Left 4 Dead's Boomer. Getting vommited on is a terrible thing, in L4D and in real life. Good thing I'm not that unlucky yet (in real life that is). Attacks: -------- Rotten Bile - The male zombie will vomit out some green poisonous liquid that will poison and slow you if you walk over it. Dashing Claw - The male zombie will throw out his body and attempt to scratch you. Overview: --------- Probably the zombie that you will have the most troubles with. Stepping over poison vomit will probably be your number 1 cause of HP loss as it's sometimes difficult to avoid because the vomit is everwhere. That dash attack the male zombie does can also be annoying since it comes out fairly suddenly (for a zombie that is). It's best to stay away from them because that melee attack of theirs is fast enough to interrupt an exocore special. =-=-=-=-=-=-= Female Zombie =-=-=-=-=-=-= Even when a zombie, the female still manages to keep beautiful pink hair and wear proper skirts with panties under. Just shows how precise and proper girls manage be, no matter what's expected of them. Attacks: -------- Cannibilize - The female zombie will grab you and take a few bites off of you. Overview: =-=-=-=-= Probably the zombie that you will have the least troubles with. Cannabilize is her only attack and it's a throw. So long as you are doing something like exocore transforming, attacking, or jumping you shouldn't be able to beat hit by this. However if you do, you have just lost valuable time and 400+ HP. However it's nothing you should be very worried about. If you ever watched any zombie movies then you should know that the best way to deal with any zombies is to stay away from them. =-=-=-=-=-=-= Police Zombie =-=-=-=-=-=-= Where did a zombie learn to shoot anyways? Maybe in a future update we will see them with chainsaws, claws, and miniguns. See what I did there? Attacks: -------- Gunfire - The police zombie will slowly lift his gun and shoot a small fast bullet. Overview: =-=-=-=-= These zombies can be quite troublesome at times. Although their gun takes awhile to shoot (around 4 seconds to shoot), the bullet is pretty fast, big, and powerful. Worst of all, it's unblockable. On the good-side however, it takes them awhile to shoot again because the recoil of the gun sends them on the floor. You might be shot a few times, so be careful. The bullets do around 300+. There are usually only two Police Zombie alive at a time. ======================== Tricks/Tips: ======================== - Despite the common conception some might have, AOE skills are NOT the best in this mode. They are useful however. The best option would be to use projectiles that pierce. Ice Charger's Ice Javalin and Cannon Barrel's Rocket Fire are excellent examples. - You can destroy the windows of the subway which grant you the ability to edge your zombies (only work on the door windows). This is easier said than done however, since the window is fairly small and is quite high. Edging the zombies is a difficult strategy to implement well because you will constantly be shot by the police zombies. - The top baggage area is a safe spot. You can go from one side of the subway or exocore transform safetly with this. - Your exocore is bound to run out one time or another. A great trick however is whenever your exocore bar is about to run out, do one final attack and demorph instantly. Take Cannon Barrel for example. Shoot one giant rocket and demporh. The damage done by the rocket will instantly rebuild your exo bar so that you can morph right back. Many exocores can't do this however. - Some great exocores for this mode would be Ice Charger and Cannon Barrel. Shadow Devil, Skyhorns, Rock Gauntlet, Xero Discus, Birthday Exocore, and Dragon Striker are all good examples too. - Some exocores can glide over vomit puddles, like the Dragon Striker's drill dash. - The best stat to stack would be SP. STR sounds like a good option but think of this way. 20 more SP is pretty much a ice javalin that can deal 300 to zombies in a straight line accross the Subway. 5 extra STR will help you kill 1-3 zombies barely any faster than without the stat. SPD might be useful for the moments needed to move quickly, same with JMP. HP and ARM is not very useful for attempting a high score. ================================================ ================================================ Al Hata ================================================ ================================================ In Al Hata, you embark on a quest located on a tropical island filled with goblins and ogres to defeat the mighty Typhoon. Who is Typhoon? He's some really obese dragon goblem thing. He commands some pretty powerful ice attacks. ======================== Mechanics: ======================== - This mode can be played on either Normal or Hard difficulty. - There are serveral differences between Normal and Hard mode. In Hard mode, there are more monsters and they have more health and do more damage. On the second floor after the first stairs, there are more poison statues. Finally, Typhoon has more life and deals more damage and also gains access to a new move that allows him to summon ice crystals. - You can still fail the mission after being Typhoon. The reason behind this is that you also have to defeat the minions around him in order to win the boss hunt. - The final prize at the end given differs on the difficulty. A normal Al Hata win will yield a Typhoon Normal Chest which will need a Normal Typhoon Key to open it (bought at the item shop for 800 carats). Beating Al Hata on hard will yield a Hard Typhoon Chest that must be opened with a Hard Typhoon Key (bought at the item shop for 1,600 carats). - Sometimes when you open a chest, you might get some wierd object called a relic piece. You must accumulate three of each seperate piece of the same class. For example, if I get a Relic of Striker 1, then I must obtain a Relic of Striker 2 and 3 to create the unique boss exocore. The boss exocore lasts for 30-days. - The boxes give various items, some of them being statted versions of the items already in the shop, and some of them being original altogether. An item from the normal chest lasts for 24 hours upon opening, while an item from a hard chest lasts for 3 days upon opening. - Sometimes you may recieve strange items that go to your bank invetory, although this is rare. The two items is Typhoon's skin, and Typhoon's plunder. The only purpose of these two item is to sell it for a impressive price. The skin sells for 5,000 carats, while the treasure chest sells for 10,000 carats. ======================== Enemies: ======================== =-=-=-=-=-=-=- Goblin Warrior =-=-=-=-=-=-=- Goblins! Boy are they scary little things. They come at you with clubs and shields, but they are still tiny and meager. Goblins are notorious in many cultures and often appear in many folklores and fairy tails. The origin of the goblin character was somewhere in Britain and it spreaded throughout Europe and even other continents. Asia had a few fairy tails about goblins, but because asians were very pretty superstitious, we were practically afraid of everything, while we ate everything. I'm asian myself and I can't stop thinking how strange this is. Of course, Europeons were just as superstitious back then though, so it's nothing that special. Attacks: -------- Triple Club Swing - The goblin will do two quick swings and a delayed third one. Attack comes out very quickly and the second hit is unblockable if the first connects. The third hit is blockable no matter what however. Retreating Strike - The goblin will take a rather large leap backwards and jump forward with a striking slam. Blockable. Retreat - The goblin will make two backward leaps. Panic Attack - The goblin will panic attack like regular players do. Overview: =-=-=-=-= These guys can be pretty annoying. They do some good damage in normal but are very dangerous in hard. Only throw them when they block, because they are very difficult to throw otherwise due to them spamming the triple club swings. They may also retreat, but this is a bit random sometimes. The best way to beat them is to simply just loop combos over and over. If they ever panic attack, just block after they end, because they will most likely attack right afterwards. =-=-=-=-=-=-=- Goblin Slinger =-=-=-=-=-=-=- These guys throw rocks. If you ever been hit by a rock, you'd know how painful that is. In fact, the Bible had a story about a boy named David who used a sling and flung a rock at a huge monstrous warrior named Goliath. That rock killed goliath, and David claimed he won because he had God on his side. This proves that David is probably the greatest cheater that ever existed... EVER. Attacks: -------- Stone Throw - The goblin will throw a rock that travels a fair distance forward. Retreat - The Goblin will make two backward leaps. Panic Attack - The goblin will panic attack like regular players do. Overview: =-=-=-=-= These guys are probably not as much of a threat as the warriors, but they are probably more troublesome to deal with. They have a tendency to retreat more than the warriors do, due to being ranged fighters. Rocks do a substantial amount of damage, but they are easy to avoid. It's reasonable to ignore them while working on the goblin warriors and dogs. If they panic attack, just jump kick them or block the rock that they might throw. If they retreat, chase them with a slide kick. =-=-=-=-=-=-= Goblin Canine =-=-=-=-=-=-= The loyalty of dogs is usually the most treasured aspect of owning a dog. Apparantly goblins also keep pets on their own and raise it with care. With that being said, I'm not sure if these are dogs or caramel apple jelly beans with mouths. Attacks: -------- Jumping Bite - The Goblin Dog will do a small leap and bite. Does not knock down and is blockable. Panic Attack - The dog will panic attack like regular players do. Overview: =-=-=-=-= They don't have a lot of health compared to the other enemies so these are fairly easy to kill. They should be handled first because they have a large tendency to be troublesome. They are the fastest enemy in this stage, but aside from that they are at best, a pest. =-=- Ogre =-=- Ogres are usually depicted as giant, deformed, humanoid creatures with an IQ that's usually under 30. Jack and the Beanstalk is a very famous fairy tale about a kid named Jack who planted a bean that grew to a stalk which became a passage to the sky. He went up, met an ogre, ogre wanted to eat him, Jack ran, Ogre raged... blah blah blah. The Ogres in Rumble Fighter is probably related to a fruit called a pineapple. Need I explain what a pineapple is? It's one of those fruits you don't want to rub yourself with. Attacks: -------- Ground Slam - The Ogre will slam the ground knocking down those who are hit. This is blockable. Panic Attack - The ogre will panic attack like regular players do. However his panic attack is fairly powerful on it's own. Overview: =-=-=-=-= Probably the easiest enemy to deal with due to it's size. Since he's slow on the attack and movement, you should focus on fighting
the other enemies first. It's very likely that you will end up hitting him in the process anyways, because he's that big. Any jump kick will hit this poor guy and interrupt his attack. This enemy should be the last-prioritized enemy to defeat because he's arguably the easiest one to beat. =-=-=-=-=-=-= Poison Statue =-=-=-=-=-=-= A white statue that's not really an enemy, but more of a stage environmental threat. All it does is shoot waves of green gas that knocks you up in the air (same to Inferno's fire Tiki torch). Attacks: -------- Poison Field - The statue will spew out a line of poison gas that will travel from it's left to it's right. Weak, but it knocks down and is unblockable. Overview: =-=-=-=-= It's not an enemy you're required to defeat, because it's indestructable anyways. However it will still be a very big nuisance. You can avoid it by either staying above it, or very far below it. =-=-=-=-=-=-=- Typhoon (BOSS) =-=-=-=-=-=-=- Alright, the boss of Rumble Fighter is a giant ogre-ish looking creature. Safe to say, it's a giant goblin-ogre combination with the ability to command ice. According his annoying dialogue at the start of every game, he was locked up 500 years ago by a group of shamans. He managed to free himself and plans to rule the world by freezing everything that opposses him. Your goal is to put a cold stop to his plans and then free him right after so you can kill him again the next time you choose to boss hunt. He'll forget about those many times you kicked his ass. Attacks: -------- Tsunami Swing - Typhoon's melee attack. He will perform a massive, but blockable, swing that has a huge hit box. Iceberg Breaker - Typhoon's other melee attack. He will charge up momentarily for a devastating unblockable blow on the ground. Glacial Spike - Typhoon will stomp on the ground and two series of spikes will pop out from the ground surrounding him. Subzero - Typhoon will slam his hand down and summon a giant blossom-looking field around him. Blizzard Breath - Typhoon will blow a frosty wind in front of him. Blockable suprisingly. Crystalize (HARD MODE ONLY) - Typhoon will summon crystals all displaced around the battlefield that explode and freeze anything nearby after a time limit. Attack Signals/Opportunities: ----------------------------- Tsunami Swing - Typhoon will begin turning while moving backwards as if he's going to prepare for a huge swing (which he will be). It's best to block it, as the range is deceptively larger than it might seem. After the swing you can throw around 2-3 hits without worry, but he moves back after the swing, so you might miss. Iceberg Breaker - Typhoon will raise of it's hands and it will begin to glow. You can also hear a charge-up sound similar to that of Heaven's Fist or Mecha Strike. It's unblockable but the overall reach of it is quite poor. Just move anywhere that is not in front of him and beat him down. This is his most punishable move as you can get at least two full combos on him before he recovers (varies upon scroll). Glacial Spike - This attack comes out fairly quickly compared to his others. He will raise one leg and stomp with two waves of ice pillars coming after. If you see the signal of this attack (the stomping preparation motion), just block. He recovers very quickly from this, so you'll only have time for around two hits. Subzero - His fastest attack next to Glacial Spike. The signal that he will use this attack is when he lifts up both of his arms in preparation to slam the ground. If you're right in front of him, you have to turn around to block it, otherwise it will hit your back. Sideblocking works as well. Be careful not to walk into the attack as the ice field changes in size during the attack. Don't be greedy, you can only get around 2 hits after he uses this. Blizzard Breath - If you're near him while he uses this, you have nothing to worry and can hit him for a full combo. If you're at mid distance away from him however, then just block it. Make sure you're facing the right direction when blocking however, because it can hit you from behind if you're close to him (but not like nose to his belly close). Crystalize - A really annoying attack. There's no sign of him using this. The crystals fall randomly from the sky and will just stay there until exploding. It's recommended you only destroy the crystals that might pose a threat to you. Crystals have around 200 HP, and usually die within three hits or so. If you're in a situation where you cannot avoid the crystal, just block, because Typhoon only has one move that can break guards. Overview: =-=-=-=-= This guy is huge, no kidding about that. Being that big however, means he's not a terribly difficult target to hit. But you'd want to be very cautious on how you hit him. A big boss in any video game is always beaten by a common pattern. Just block/avoid it's attacks and counter. If you get too greedy, you'll most likely risk more chances of getting hit. For Typhoon, block most of his attacks, and deal some damage before you block his next attack. Since he's so big, a jump kick from any height is bound to hit him. Use this to your advantage to get behind him by jumping through him. Some of his attacks are easier to avoid from behind. Work with your teamates to defeat all the minions first. You can use AOE skills while fighting Typhoon, or lure them down from the top. Be warned that if you happen to lure Typhoon down the stairs, he will respawn at the top with full health. A good tactic is to have one guy run around typhoon to lure all the enemies and hide in a corner, while the other two uses their exos to wipe the minions out (like Shadow Devil). An easy tactic to defeating Typhoon is to have one skilled person to distract the boss, while the other two spams the Psi Force (default elementalist exocore) fishes over and over. Of course, anything works, so long as you don't get hit. Know your noodles and don't be rash. You can't take many hits from him, especially in hard mode. As long as you don't fall asleep while fighting him, you should be able to safetly wither away his health. He's only as difficult as you make it. ======================== Tricks/Tips: ======================== - The most important thing to do for Boss Hunt is to come prepared, scroll and exocore wise (exocore being vastly more important). Equips are good too (mainly SP equips). - Hands down, the best exocore for Al Hata is Shadow Devil. The bat swarm range,damage, and stun, makes it the perfect exocore for wiping out a whole wave of enemies. So long as two people in your team have it, and take turns using it, you should have an easy time with the boss hunt in general. - Not everyone has Shadow Devil. Skyhorns also work great for mobs, Same with Iron Fist. Against Typhoon, Rock Golem is good because it can hit him various times with the Summon Golem special. On hard mode, you'll come against crystals, which can easily be whiped out with Suriya's crystal's disc or by Dragon Striker/ Birthday Exocore's drill dash. An exocore is as good as you use it, so anything can work. - When it comes to defeating Typhoon himself, Taurus is probably the best exocore to go with, due to the spinning whirlwind overdrive hitting thrice and being very fast. Rock Gauntlet is good too so long as you find those moments to summon a golem near him. Psi Force elemental spirits are great for attacking Typhoon safetly from a distance and they do good damage for the SP. - Pa Kua Kwon is probably the best scroll to fight Typhoon with. Pa Kua Kwon has a really fast three hit punch combo that hits for 440+ damage. It's KKP loop is also good for normal enemies. Other noteworthy scrolls would be Shoot Boxing and zinTKD. Scrolls don't make a huge difference anyways so don't be discouraged for what you're using currently. - When it comes to fighting the enemies, the quickest way to defeat a single enemy is to loop combos over and over (e.g. PaKuaKwon's KKP combo over and over). If fighting swarms however, you're better off knocking them down wiith a full combo while focusing on another enemy right afterwards. - While it's a good idea to save your exocores and SP for later on, it's a better idea to use some of it early on. Plan with your teamates to see who will use their exocores at each wave. Also remember that there is a chest prior to the boss that will give HP healing items, SP healing items, and buffs. - While it's not necessary, avoid being a greedy jerk-off. If you see someone kill a monster by himself/herself and the monster drops a coin upon dying, don't run up and steal it. Also avoid hogging all the items, and just judge who needs it more. Likewise, if you happen to come across someone like this, try to avoid raging about it. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 6.) Strategies and Tips ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ 5A.) General Tips/Tricks ======================== Advance Nanmu Juggle ==================== The typical 100% reliable nanmu juggle is always punch, punch, nanmu. However some scrolls have different options that deal much more damage than usual. Some of these are included in my videos (check it out at www.youtube.com/gcyoshi13). It's not easy, but it's rewarding to do. Some are easier than others. Air Grab ======== An air grab is an grapple that is performed in mid-air. It's quite difficult to do, and even more difficult to connect. To do it, you have to jump, and at the peak of your jump, you have to perform a grab. You can also do this right after double jumping. To get it to connect, you have to be at the same distance where you can grab an opponent as if you were on the ground. Even if you are in the air, the grapple will still connect, as long as the angle and distance is right. You can even angle your grab while airborne. There has been debate about Air Grabs being bannable. Air Grab is NOT bannable. What's bannable is refered to as R-climb, or air-climb. Air/R climb is used to delay an inevitable death usually near the bottem of the stage where you are falling down and where people can't easily hit you. Angle Grapples ============== Angle grapples as the name implies, is throwing your opponents at an angle. One of the cheapest way to get a edge-kill on bridges or ramps, use this wisely, and you can quickly dominate the opposition. It's simple to perform as well. The enemy must be facing somewhere your direction. For example: If I face forward, to successfully grab him, He has to be facing toward me, or 45 degrees up or down. If he's facing upwards and im facing foward, the grapple won't be a success. According to this, you can throw your opponent if you're facing him diagnally and he's facing forward. The throw will be a success and he probably will fly off the map if you throw him on a bridge or ramp. Angle Knockback =============== Angle Knockback is to turn, right before your finish your combo. The resulting hit will knock your opponent back, however they will fly off at an angle. This is incredibly important and useful to get knock offs especially on crammed areas like bridges or ramps. The difficulty of a successful Angle Knockback varies upon your style. Styles that move a lot in their finishing hit, such as Street, Koroshu etc. have a difficult time completing angle hits. Shidokan is the best at Angle knockbacks. Angle Recovery Kicks ==================== Recovery kicks are the kicks in which you perform while you are lying on the ground. It has a fair knockback and small damage. Angle Recovery Kicks are very useful on places like bridges where vertical space is small. To angle them, just roll and then press up or down and kick. The reason why you would want to roll first is because if you were just to press up or down, the result would be you rolling off and the other team laughing. Also note that enemies that are really close behind you, will also be hit. It's a great way to clear out nearby enemies, along with scoring some potentially cheap kills. Combo Breaker ============= A combo breaker is a move performed to interupt someone's combo. In order to do this, certain exocores are needed. The best one would be the Martial Arts Soul Exocore, because it's fast and a successful Combo Breaker can allow you to juggle your opponent. Let's say I have TaeKwonDo.I kick this guy who is blocking. Before I can even continue to my second kick, he whips out a Shoryuken, and hits me. That's a combo breaker. Some examples of combo breakers are: Martial Arts Soul (First overdrive with the large uppercut) Night/Moon Wolf (First Overdrive with the quick high kick) YoungBlood Wolf (First Overdrive with the quick high Kick) Xero Discus (First Overdrive that rolls) Countering ========== To counter you press K+G. Your character will make an odd dash. To actually get it to work, you must catch an opponents attack with it. In this case, there are many methods to do so. Such moments are... - Beginners normally punch away with no delays whatsoever. If you happen to be blocking their attacks, you can always quickly unblock and counter thus interrupting their combo. - Some people's jump attacks are very linear. If you see them flying at you, catch it with a counter. - After slide tackling or being slide tackled, you can always counter in hopes of catching an aggressive opponent's attacks. - Countering after being countered can also work, however most people will always throw you. - Countering after landing from a jump can also work in many cases, especially against an eager opponent. Just make sure they notice when you jump, and that they are actually near you. Countering (interruption) ========================= Counter interruptions is basically a combo breaker with a counter. If you happen to be blocking while your opponent is doing a combo, you always attempt a counter in hopes of catching their next attack. However it varies upon their delays, and it's also a risky manuever. It is pretty useful though in most cases, and it's also impressive to do. Crossover ========= Crossover is a common term in many fighting games. A crossover is a special kind of jump kick that can hit an opponents backside. How it works is quite simple. A blocking character can be hurt from behind (assuming he/she has no shells). The whole point to this, is to jump over someone. Aim your jump to land near an opponents back and kick. An effective way to use crossovers is do a really quick double jump. Let's say me and my foe are really close and we're facing eachother. I do a very quick double jump over him and kick. If done right, I would kick his back, even though my kick wasn't faced at him. Delay ===== Delay is the pause you can control before continuing a combo. For example some attacks have little to no delay to them at all. If I'm playing with Shidokan I can: Punch (quarter second pause), Punch (half second pause), Punch (half second pause), Punch (3/5 second pause). Shidokan has the best delay abilities in the game, but many other scrolls have good delays as well. Mainly slower scrolls like Murekwon, Karate, Ninjitsu (Ninjitsu is pretty fast actually) all have good delays. The point of delays is to tempt your opponents to thinking that you've stopped attacking. This can provoke some opponents to let their guard down Demolition Bridge Angle Tackle ============================== If you notice in the moving screen: Demolition, the ramps has a pretty limited amount of space, but it's just enough space to do an angle tackle. In order to set this up with out falling you need to take these precautions. 1. Make sure you are at the very side of the ramp. To get this, there are poles and signs in which you can use as a reference. 2. Make sure you angle tackle only. Tackling vertically results in suicide. The best way to learn this is to simply play moving screen with proffesionals, who find every chance to cheap their opponents. Sure you will probably die against them, but learning is priceless. Drifting ======== Drifting is the basis of a pro's movement during 1v1's. Drifting is to walk around the opponent and attack at different angles and direction. Drifting is useful for these following reasons: 1. Drifting is pretty much like dodging. Most attacks in rumble fighter are linear, thus if you keep moving around them, they will have to change the angle of thier attacks. 2. Drifting also provides an offensive help as well. Drifting allows you to move around a person's guard. The person will most likely just turn and keep blocking, leaving him/her open to a grapple. Most people forget that in Rumble Fighter you can move your character in 9 directions, not just right and left. Once you forget that it's not a linear game, you can move freely and be more unpredictable. This is quite necessary for "pro" fights. Most people love to test the waters by throwing a single punch and then moving around you. It's a good way to test out how your opponents would react. Edging (Counter) ================ This is just using your counter to catch and opponents attack and pushing them off the map. The trick behind this is to angle it the right way. Let's say that you are playing on Glacier Cove, and you meet this guy on the bridge. He starts dashing towards you and is going to perform a slide tackle. Since the bridge has little vertical space, you can angle your counter diagnally so that if you manage to catch his slide tackle, he will stagger backwards at a diagnal opposite of the direction you countered him, thus making him fall off. Sure this sounds cool, but not only are counters pretty difficult to time, but you need a fair amount of prediction as well. The largest downfall to this is that your opponent can just throw you. The best method to this would be use it on someone who is lying down right beside an edge. Make sure you stand right in front of him/her so he can't roll away from the edge. Hopefull you can counter his/her recovery kick so he/she ends up staggering off the edge. Martial Arts Soul Back Hit ========================== The Shoryuken overdrive of the Martial Arts Soul Exocore knocks your opponents pretty high-up and far. However strangely enough, this punch hits those directly behind you as well. A common method is to go near a fence or pole and face it. Go really close to it. If a person does not know what you are planning, they will think that you are vulnerable. The moment they approach your back, perform an uppercut. If it works, it will hit them, even if they are behind you, and they will fly over you and into their doom. Heavens Fist Juggling ===================== Heavens Fist Juggling is just like any other kind of juggling but with a twist. First of all you need: 1. Juggling scroll of some sort (in this case we will use boxing as our example). Kobudo does not work because it's an elementalist only scroll and elementalists can't equip Heavens Fist. 2. Striker Class equiped with the Heavens Fist exocore. Once you have that, we can begin: 1. Hit your opponent with your launcher attack. This is boxings P,P,P,P combo. 2. Right after hitting your opponent with the launcher, move a little forward and immediately do the short Heavens Fist special 3. Your opponent should land on the ground and the fist should come out shortly after. If all goes well, you opponent should be up in the air again, but behind you this time. 4. Turn around and juggle. This is quite useful in cases where you're being pushed to an edge but cannot seem to grapple your opponent. This also deals more damage than if you were to just juggle after the launcher. Infinite Combo (Exocore Stun Reset) =================================== Infinite's can easily be performed with exocores that generally give a large stun time such as Thunderstorm Charger or Shadow Devil. This can result in an infinite, assuming you have a partner who's willing to cooporate. All you have to do is take turns to paralyze your enemy with the right overdrive. Here are some of the more effective exocores at performing this task: Shadow Devil (second overdrive with the large swarm of bats) Thunderstorm Charger (second overdrive with the electric field) Ice Charger (first overdrive with the freeze ability) Fire Charger (second overdrive that sets the ground on fire) Birthday Exocore (same as fire charger) Infinite Combo (Scroll Juggling) ================================ Infinite combos can spur out of a simple juggle starter. It requires good coordination however, and a partner who is comfortable with juggling and someone who also knows that you guys are going to infinite juggle. Here's an example. Me and my friend both have boxing (no need to have the same scroll). He starts his combo and does the full juggle. Before the juggled person falls to the ground, I start my juggle. After my juggle ends, he does his again. We basically just alternate until one of us fails or the poor guy dies. There are videos on youtube. Look them up. Infinite Combo (Heaven's Fist) ============================== An infinite combo is possible if you have Heaven's Fist paired with the right exocore. The only scrolls that can do this currently are: Jeet Kun Do, Dragon, and Koroshu. The whole idea works similarly to the normal Heaven's Fist juggling, but except you can throw out a single punch, do the small fist, and repeat. It's unrollable if you do it quick, and the only limit is your SP gauge. An example of how this works is... (with Jeet or Dragon since they have the exact same steps) 1. Do the kick combo juggle launcher to get them up in the air. 2. Punch once 3. Do the short Heaven's Fist special Repeat, and also remember to aim your punch to where your opponent might land. They usually fly at your side if you don't move forward after the first punch. Juggling (with launcher) ======================== Launcher refers to having an attack that hits an opponent high up in the air, allowing you to start a juggle. Juggling is pretty simple. Just hit your opponent before the land (or right when they land). The bases of all juggles work like this: 1. Juggle Launcher 2. Two first punches 3. A full punch/kick combo (should be the most powerful juggle) 4. Ground hit (if your scroll has one) Some scrolls are easier to juggle than others. It's recommended and even required for some scrolls that you should walk a bit forward after each punch. The reason behind this is that some scrolls tend to miss their full combos due to a lack of reach. Juggling (without launcher) ====================================== Juggling without a proper launcher or exocore helkp is quite tricky and very difficult to set up. There are, however, a few ways to do this: 1. Kick or punch someone out of the air. If you land before the person that you hit in the air, you can have a chance to juggle him/her. However, that kick/punch to get your opponents out of the air counts as one hit, so you can only follow up with a single punch and then a full combo. 2. Perform your juggle right after someone completes his/her juggle or combo. The only combos that can be juggled from would be those fence edging combos. Some examples of this are: Muay Thai (PPPK) MureKwon (PPPP) Jujitsu (PPPP) Vale Tudo (KKPPK) BaGuaZhang (KKK) Default (PPP) Shaolin (PKP) I've only listed some examples, but as long as your opponent is in the air, juggling is possible. It may be hard without a proper set up is hard and the chances aren't much but it can be useful for the extra damage or knockback. Nanmu (Feint Exocore Transformation) ==================================== This is a neat trick where you transform, but before you complete your transformation, you instead instantly nanmu. You can nanmu to interupt your transformation. The use of this is to trick your opponent who would try to wait until you are done putting on your exocore. Nanmu Recovery ============== Strange enough, you can nanmu while you're lying on the ground. It's a great way to catch opponents off guard and really useful if someone knocks you down and you need to escape. Simply press "V" while lying on the ground and you will use your Nanmu. Panic Prediction ================ Performing this pretty much shows your opponents that you can read their moves as if it were a newspaper. The whole point behind this is to simply pressure an opponent to the point where you would expect a panic. At the point where you predict the panic, you block. If you succeeded, you would've blocked your opponents panic attack, and can follow up for more damage or a knock off. One example is this. Let's say I do my TaeKwonDo kick combo. The guy being kicked is near an edge, and if he were to let me finish my combo, the guy will be knocked off the stage. However, most people realize this right before the finishing hit (in this case it's the 4th kick of TaeKwonDo's kick combo). So instead of completing my kick combo, I stop at the third kick and block. He ends up panicing and I blocked it. Then I begin my combo again before he can recover and edge him. It's a very impressive manuever to disregard and put waste to people's effort to save themselves. This is better seen than explained. Predicting panics needs masterful and precise prediction. Panic Prediction (counter) ========================== Pretty much the way to counter those who attempt to predict your panic. When it seems like they are trying to knock you off. Just go for a grab instead of panic. If it works, your opponent will block in anticipation of a panic, but instead will be grappled. This extremely risky. Only use it if your opponent is sure to attempt to block a panic. Even then it's not recommended. The best method is to simply walk away to safety or jump out. Projectile Back-Hits ======================= Basically since projectiles detach from your body and acts as its own seperate hit box, you can easy hit someone's back just by throwing the projectile at the right time. Take the Cannon Barrel for example, the projectile starts around an inch in front of you. If someone is really close to you, the projectile will start at his back, and thus hit him when the projectile is suddenly thrown out. Some examples of detachable hits are: Projectiles ----------- Ninja Soul (Both overdrives can do this) Cannon Barrel (Both overdrives can do this) Cannon Launcher (Both overdrives can do this) Psi Force (Both overdrives can do this) Xero Discus (Second overdrive that throws the discs) Thunderstorm Charger (First overdrive that shoots the ball) Metal Force (The overdrive that creates the stonewall) Shadow Devil (The second ovedrive with the swarm of bats) (basically any projectile in general) Non-Projectiles --------------- Blade Spirit (First overdrive with the large slash) Invincible Fist (First overdrive) (basically any long disjointed hitboxes) Sneaky Demolition Hits ====================== Some exocores have some wierd hit boxes. In Demolition, at platform right underneat the highest one, people can actually hit the people on top from below. One example is this is the Iron Fist exocore that can drop an Iron ball from the sky. It's possible to remain completely hidden from the people on top, and drop an iron ball on top of them. Same thing can be done with the Martial Art Soul exocore. Here's a list of exocores that can hit people on the platform above you: Iron Fist (second overdrive that drops the large iron ball) Martial Arts Soul (first overdrive with the large uppercut) Skyhorn (any color) (second overdrive that shoots the large bolt up to the sky) Thunderstorm Charger Reset ======================= This is a infinite that can only be done by the Thunderstorm Charger Exocore which is only hampered by the amount of MP your character has. The process for this is quite simple. All you have to do is: 1. Shoot someone with the Lighting ball projectile. 2. The guy you shot should go flying in the air. Go near him/her and before he/she lands use your electric ground attack special. It should paralyze the person even when he/she is on the ground. 3. Repeat step 1 again. The only limit to this "infinite combo" is the amount of SP you have. You don't necessarily have to use the electric energy ball. Wake-Up Game ======================= Wake-Up Game refers to how you knockdown your opponent after they get back up. With a good wake-up game, you can easily control the battle. Some tips on developing a good wake-up game... 1. Try to always get behind your opponents after knocking them down. The back is more exposed to hits than the front, and the second punch of a punch combo cannot be blocked if you land the first punch behind your opponent. 2. Sometime people love to recovery kick. If you can measure the distance that the recovery kick will go and when they will perform the kick, then you can basically land a free kick combo on them. Jump kicking over their recovery kick is also a good method. Those are just two concepts to an otherwise complex mindgame. It can get as wierd as dashing circles around your down opponent as you wait for the right time to slide tackle, or as simple as throw them the moment they get up. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 7.) FAQ ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Well this is embarassing. Despite it being a FAQ, THERE'S NO FAQ SECTION!!! Well here it is. Questions include (in order): 1. What class should I pick? 2. What scroll should I buy? 3. How do I trade my items? 4. What sacred scroll do you use? 5. Can you be my friend? 6. Can you be my girlfriend? 7. Can you be my boyfriend? 8. How do I fight this guy? He lags to much? 9. This guy is hacking! 10. How do I obtain Astros? 11. Should I get Astros? 12. Is (insert something here) considered nooby? 13. Is NHAA bad? What class should I pick?? ========================== Classes generally play similar, the only thing that varies is its scroll choices, stats, and exocores. These are huge factors however so you would want to carefully choose. Strikers - Their exocores are more geared toward hand-to-hand combat and don't often rely on a huge SP pool. This benefits strikers as they have a terrible SPD and SP stat. Their JMP and ARM stat is average, but they have the highest HP and STR stats in the game. Their class-specific clothing enhances their already large STR stat. Choose Striker if you just want to kill people and kill them fast. Soul Fighters - Their exocores are more varied than Strikers, providing soul fighters with a wide array of support and attacking abilities. With a large SPD and JMP stat (which can be further boosted by their class-specific clothes), they are excellent for chasing retreating foes or running out of mobs. However they have a very poor ARM and low HP stat, thus making them quite fragile. Their STR and SP are nothing to brag about either. Choose Soul Fighter if you like to run around a lot. Elementalist - Their exocores are purely supportive, and can be one of the best team players in the game. Their clothing are more geared to giving additional SP. Stat-wise however, elementalists are very weak, bolstering pretty much abysmal stats in every category. They pretty much have the lowest STR, HP, and ARM stat in the game. Their SP is the highest, and their SPD is pretty good. Choose Elementalist if you want to be a team player. Alchemist - A specialized class. Plays similarly to strikers due to the terrible speed, but have certain abilities like that of a elementalist. They have the highest ARM stat in the game, but that's about it. Their SPD is as low as the strikers and they have the lowest JMP in the game. The rest of their stats are average, SP being the only somewhat above average stat. Most of their gear increases ARM. Choose Alchemist if you can't seem to decide between Striker, Soul Fighter, or Elementalist. Really, it's not that huge of a difference. Your character is essentially the same. If you ever want to play a different class, you can just buy one in the shop for 5,000 carats. You can even buy characters of the opposite gender. Disturbing! OMG!! What sacred scroll should I buy? ====================================== Well it's difficult to say, first thing you want to consider is the cost. My first advice is to get your class specific scroll. This would be... If you are a Striker, get Kung FU If you are a Soul Fighter, get Ninjitsu If you are an Elementalist, get Kobudo If you are an Alchemist, get Shidokan (Awesome Scroll!!) After you developed some kind of playing style, try considering the next scroll you want to get. Most likely, the scroll that you think is cool, will be your next favorite scroll. No need to fall for peer pressure, and get a scroll because other people use it, or because it's just a powerful/cheap scroll (like Shoot Boxing or Capoeira). How do I trade my items? ======================== There is no official trade system. There is only a gift system. Trading is pretty much a risky method where one person has to go first to give the item, then the other guy gives the item. You cannot give an item that you already bought. It's VERY VERY VERY VERY risky. Only trade with your friends. If you want to trade with me, then contact me. I will not trade astro items, for I barely have any astros. I will trade carats of course. I did a total of two big trades. One trade was that I gift Mao Gong for Karate. The trade went beautifully. Thank you a lot HellaPinoy. The second trade was a disaster. Guy ran off with Mao Gong. Lost 29,000. Ouch. Take a snapshot of RumblePunch if you ever see him. Kick him out of your room too if you are room master. A good website to go to, is mlvalley.com if you ever want to trade. What Sacred Scrolls do you use? ============================== Mainly there are a few sacred scrolls that I have used: (in order that I have obtained and used them) 1. Shidokan I personally consider this the most powerful and most deadly carat scroll if played well. The angling abilities of this scroll is the best in the game. Some scrolls fight a little sluggishly under certain circumstances, but Shidokan is very very flexible. This was the first scroll that I've bought. 2. Murekwon Second scroll that I got was Murekwon. A scroll that is rather difficult to use due to the strange punches and lack of reach with the kicks. It's a powerful scroll for sure, but it's much harder to use. I mainly like it for its stance. Makes me look like a thug or something. The scroll I used to use in Moonlight games (until Pro Wrestling came out) 3. Karate Stance looks awesome in my opinion. A scroll with lots of mix ups and mind games. Karate can be very confusing to fight against, but can also be very easy to beat. Juggling is a bit of a hassle with it though, because it's quite slow. 4. Pro Wrestling The newest among the scrolls that I got, and it's a very fun one to use. It's pretty powerful, but the grapples are awesome. True, it's cheap to throw people off the map, but at least somewhat predictable in some sense. 5. Pa Kua Kwon Looked like Karate, and it's a very fast scroll. In fact, it's a bit too fast for me to use properly, but for awhile ago, I considered this to be my main. It's definitely one of the most dangerous scrolls in the hands of a pro. 6. Judo Used it not because I really liked it, but because it's the closest thing to Sambo at that time. 7. Sambo YES! The scroll I've been waiting for. Why do I like it? It's practically sex in martial art form. Hot stuff! Can you be my buddy? ==================== No, I don't like you. Can you be my Girlfriend? ========================= No, I don't like you. Can you be my Boyfriend? ======================== Sure! Hahaha just kidding. No, I don't like you. How do I fight this guy? He lags too much! ========================================== Alright now this is a huge issue among players. First, there are some fundamental ideas to understanding lag. 1 - To identify lag, all you have to do is just look. If someone appears out of the ordinary and is warping around then he/she most likely is lagging to you! (notice how I added "to you" because that particular person might not be lagging to anyone else). 2 - Someone who is laggy to you, might not be laggy to others. If so, then that person is probably just laggy in general. 3 - REMEMBER! If that person is laggy to you, then you are laggy to that person! 4 - It's an online game! If this were a console game and the people you play are right next to you, then of course there will be no lag. However such is not the case, so don't whine about it! People who complain and whine about lag, and say to people "you lagger!" right after they die, are all really lame people. It's an online game. If you want to play a non-laggy game go to the arcades or something. Sheesh. As for fighting laggers, just punch where he/she is. You will land some hits and miss others. There's not much to it. It all comes down to experience. This guy is HACKING!!!! ======================= Perhaps the most ridiculous and hilarious excuses coming out of noobs would be them calling people hackers. I have yet to see someone hacking in this game. However there are some issues that can easily have people assume others lag. Here are some: 1 - Lag A laggy player can sometimes have an advantage over others. However, it's not a hack. It's just a beneficial lag. 2 - Invincibility Glitch Now this is a rather uncommon glitch that happens every now and then. It just happens spontaneously where a person is unable to be harmed. To get rid of the glitch, just counter-attack the invincible person. 3 - Going through walls/etc. Once again, these are just glitches. You don't need a hack to go through certain walls in the game. This is bannable however. 4 - Massive damage Look at the persons equips. If you see a hocky mask and metal gloves, then yeah, that guy's kicks will obviously hurt. How do I obtain Astros? ======================= The best way to find out is to go to OGplanet's official website. The best and most efficient method is by credit card. The moment you pay with credit card is the moment you get astros. There was also another method of gift cards, which was taken out due to scamming issues. You've probably heard people mention that they obtained free astros. THIS IS TRUE!! Well at least it's partially true. People used something called a "survey website" where they obtain points by completing surveys. These people exchange the points for gifts. I know it works, cause I have done it a few times. However, it's not necessarily free as survey websites take a lot of time. You can now buy OGP gift cards for 25 dollars in a select Blockbuster stores. They are tax free, and will score you exactly 25 dollars worth of astros (which is 500 astros). You can also an Ultimate Game Card to get astros as well, which is sold in more stores than the OGP card (such as 7-Eleven and stuff). Should I get Astros? ==================== Sure, there's nothing wrong with it. However there are two things which I highly recommend you to consider. 1. Try avoid spending over 50 dollars on this game. It's just not worth it. The more you spend, the more OGPlanet will notice, and the more greedy they will get. There is one thing from Gem Fighter that was suppose to be carats (Geumgangtu sacred scroll). This is already a signal of them trying to milk out the cash. Plus, you might regret it. 2. Avoid falling for the fads, and wait for what you truly want. Just because everyone is buying the Dual Shields exocore, doesn't mean you have to. Is (insert something here) considered nooby? ============================================ Most people who whine, don't want to accept some particular fact. For a brief list, here you go: Is spam throw nooby? -------------------- No, it's your fault for being thrown. Is spam punch nooby? -------------------- No, but it's annoying. Is spam kick annoying? ---------------------- No, but it's also annoying. Is edging nooby? ---------------- No, it's your fault for being edged. Is stacking Stats nooby? ------------------------ No, most people who stack a stat only do so because they feel that their skill is not good enough to beat somebody. Stats is just one step closer to winning. I dislike it a lot, but it's not like it's against the rules or anything. I'd rather look good and kick ass. Is Koro/Mao/Shoot/Cap nooby? -------------------------- If nooby means easy to use and almost broken in terms of power, then yes, those three scrolls are quite "nooby". Of course there exists of such thing as a good Koro/Mao/Shoot/Cap player. Try not to whine about things because no one cares and you will look foolish. I had many times where I felt like saying something, but sometimes people have to restrain themselves. Is NHAA bad? ============================================ It's not bad, it's just boring as hell in my opinion. They say it's fast carats, but time flies when I'm fighting people. Do it under your own disgression, but watch out for people who like to crash them. ==================================================== ==================================================== 8.) Credits ==================================================== ==================================================== Myself obviously, cause I wrote this whole thing. My girlfriend!!! I can't believe I forgot to mention her! She actually introduced me to this game! Thanks to my good friend Duux for offering some suggestions mainly about Muay Thai and Ninjitsu. He's also my Kwon Ho pal as well. Good Times! Thanks to Noobasaurus. Was getting too lazy to update this guide. Remember, it's the fans that keep the creator to keep on making. He got banned, because Support018 (GM_Panda) is a douchebag. Thanks to Grognor and StriderLJM helped me come up for a few names, mainly for Stinger Boxing. Thanks to Axon who showed me some pretty good tricks with Zin Taekwondo, mainly the Punch, Kick, Kick combo back-hit trick. He also provided me information straight from the Rumble Fighter sound files, and was able to give me the real names of some of the exocore overdrives. Thanks a lot. Thanks to DevilzKat, VanillaKat, etc. (person keeps on changing her identity) for the enchantment update. Thanks to Rich who sent me an e-mail regarding me forgetting the default Soul Fighter exocore. Wikipedia for many of the Martial Arts information. Thanks to Grognor who pointed out those awful it's/its problems that the FAQ was infested with. Fixed every single one of them... I think. If you want to be included in the credits you can do so by providing me information, or by gifting me items that I do not currently have. If you plan to gift me something you can first send me an e-mail, then we can talk about it on AIM or something. Note that I will not credit for trivial mistakes or whatnot. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ==================================================== ==================================================== ==================================================== 9.) Contact ==================================================== ==================================================== ==================================================== \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Before I give you my e-mail there are some things I want you to know. 1. Don't sent me "hate" mail saying stuff like "you suck" or "your mom this and that". Not only are you wasting my time but you are wasting yours as well. I know when I play horribly and when I play well. You can never judge if someone is bad or good (unless they are terrible). 2. You can e-mail me things that need confirmation in the guide. However don't question things about sections that I haven't written about yet. 3. You can e-mail things about grammar just don't get picky. The whole point of language is getting what you want said with the least amount of work. Details are just there to make things look better. Contact me at gcyoshi14@aol.com Well that concludes the guide, more will be added.