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Rumble Fighter Guide Game Walkthrough

Rumble Fighter Guide

===============================================================
(Please Read The Introduction)



Rumble Fighter Guide

By: Jason Wang (Yoshi13)

Current Version: 0.20



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
1F.) Character Themes (incomplete)
2.) Sacred Scrolls List
3.) Exocores List (incomplete)
4.) Maps (incomplete)
5.) Strategy and Tips List
6.) FAQ
7.) Credits
8.) Contact





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0.)Introduction:
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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.

If you see a guy named: RumblePunch, do me a favor and report
him and then kick him.


Check out my youtube site. You might find some neat things there.

http://www.youtube.com/gcyoshi13


Starting from now, I probably won't be updating for awhile
because I'm heading off to college. If you happen to be at
UC Santa Cruz, I'll see you there =D. Otherwise, wish me luck,
because I'm horrible when it comes to studying (I'm not
trying to be modest, my GPA flied as low as 2.3, and as high
as 3.8).


Recently before the Summer ended, I entered in a Rumble Fighter
T-shirt contest. My shirt battled out out on the polls and
mainly it was fighting against this person named Fresca and his
design. My shirt got an 8-vote lead, he immediately calls me
a cheater and said "I'm going to ask GMs to investigate on
this matter". Honestly, what a douchebag. This sparked it
all and I became some Rumble Fighter villain. It didn't
get any better with this hardheaded moron named Elshaynez
and this retard in general named Cheezegrater.

Yes, I won. If you ever see these people:

Elshaynez - kick this imbecile. His brain is as narrow as a
baby's butt cheeks.


Cheezegrater - kick this guy without saying anything.


Fresca - Call him/her a sore loser. You lost, get over it
loser instead of branding me as a cheater.


Yeah I'm totally ranting, but these people deserve it. Thanks
if you could remember these names.




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0A.)Legal Stuff
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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.





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0B.)Update History
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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 error 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 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 - This guide is now viewable from mlvalley.com
Added slightly more for some scrolls.
Fixed few errors.



PLEASE READ THE INTRODUCTION ABOVE.












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1A.) Clothes
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Temporarily removed because it's a pretty useless section.





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1B.) Mystery Box Items
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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





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1C.) Enchantment System
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Have you noticed that whenever you hold your mouse over a certain
item, below it's description there's some strange yellow circle? That
circle is for enchanting. Enchanting is upgrading any of your item with a
particular stat. I have tried out this enchanting system myself (messed up
on my first try and wasted 80 astros T_T. I'm really stingy about using
real money in video games so this was a big deal to me), and below I
will list the instructions on how to do this.


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. After you are done choosing,
press the enchant button. If it works, the game will tell you and your
gem will go up a level. The max level is 5. Each level gives a bonus stat,
so if the HP gem gives 40 HP at level 1, it will now be at level 2 and
give 80 HP.

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. Yeh, had to put that in caps, because I
don't want people to make the same mistake as I have. I bought an armor
gem and didn't know how to upgrade it. I stupidly forged it with my
general uniform...sigh.


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).



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


Following upgrade cards are:

Lesser Enchant Card






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1D.) Classes
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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.


============
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.



============
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, poisen, or electrocution. Even better,
Elementalists have lots of SP, so attacks can be reused many times.



============
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.










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1E.) Stats
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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 still 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.










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2.) Sacred Scrolls
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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):

Baguazhang (Bag)
Boxing
Capoeira (Cap)
Default (Def)
Dragon
Drunken Boxing (DB)
Drunken Master (DM)
GeumGangTu (Geum)
Jeet Kun Do (Jeet)
Judo
Jujitsu (Jujit)
Karate
Kobudo
Koroshu (Koro)
Kung Fu
Mao Gong (Mao)
Muay Thai (MT)
MureKwon (Murek)
Ninjitsu (Nin)
Pak Kua Kwon (PKK)-or-(Pak)
Pro Wrestling (Pro)-or-(Wrestling)-or-(PW)
Renegade (Rene)
Sage Master (Sage)
Shaolin (Shao)
Shidokan (Shido)
Shoot Boxing (Shoot)-or-(SB)
Street
Tae Kwon Do (TKD)
Taekkyon (Taek)
Vale Tudo (VT)-or-(Vale)-or-(Tudo)
Zin Tae Kwon Do (Ztkd)-or-(Zin)








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Baguazhang - 150 Astros
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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. It's
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:
=-=-=-=-=
A 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.

This scroll also has the longest juggle in the game (without
exocore or teamate support). The launcher already gets 4 hits, but with
the additional two punches and the Dancing Kick combo, you can get 12
hits total.

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.

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.











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Boxing - 141 Astros
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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 it's stance and weaves. It's also a relatively easy scroll to
use, but I wouldn't know because I dont have it.

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 it's 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). It's
delays are odd for your opponents to read, so that's one unique
thing to an otherwise simple scroll.

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 drfiting,
delaying, and grappling, Boxing is a difficult scroll to beat.





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Capoeira - 175 Astros
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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 Christie Monteiro who is also
from Tekken.


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. It's 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.

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 it's 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 the scroll has to offer. It's the
only ground hit that can be followed up after performing it's punch or kick
combo on a standing opponent. 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.











====================================================
====================================================
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.


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 it's 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.

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.

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.

Jeet was already a powerful scroll, but this clearly 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. It's 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 it's unpredictability
and akward movements. However in this game, it's not that confusing once
you understand what it's attacks look like. There's many variations of
combos for Drunken Fist and it's damage is decent. It's 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.

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 it's attacks.

Drunken Boxing has three major weaknesses than severely cripples
it's usability. First and foremost is the lack of delays, and 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 it's kicks. It's either
a double kick or a juggle launcher, and there is little trickery involved
with those attacks. It's a pretty difficult scroll to use in the higher
level games 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. It's 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 it's 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.
















====================================================
====================================================
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 it's 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 it's
guard break, which is the Back Kick Massive Elbow. That guardbreaker adds
a lot to it's cost, and is only semi-useful.

Starting off, it's punch combo is limited. You would want to stick with it's
kicks, as it has more variety. The Roundhouse Slam is an excellent kick combo.
It's 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 it's combos but merely it's
staritng 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.

Note: In Gem Fighter, this scroll is actually 34,000 carats.













====================================================
====================================================
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
have 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).












====================================================
====================================================
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. Goh from Virtua Fighter.


Moveset:
=-=-=-=-
Judo Slam - P,P,P,P = Judo's punch combo. Pretty standard for a punch
combo. It's 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 = 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:
=-=-=-=-=
My favorite scroll that hasn't come out yet would be Sambo, but
Judo would be 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 it's 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 very
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.

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
it's 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

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 hrow 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 yourr 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 it's 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 it's 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 it's 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 it's not that powerful and fast.
However it's 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 it's 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.

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 it's 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. However
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). It's 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 it's
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 it's uses in maps like Moonlight Valley.

Karate is quite difficult to juggle with due to it's poor speed.
You'll have to be faster, especially if you want to pursue the 10 hit
juggle which ends with the Karate Assault. To achieve the 10 hit juggle,
you will have to move forward everytime you punch during the two
punches before the Karate Assault. The last hit of the Karate Assault has
HUGE delay which is needed in order to get the last hit of the juggle to
connect.

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's 10-hit juggle is among the hardest in the game so I think
it deserves a paragraph on it's 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 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 use, and suffice to say, I still have a incredibly
hard time getting down a 10 hit juggle. Must be my crappy keyboard.
Remember folks, if people say "you suck", just blame your keyboard =P.








====================================================
====================================================
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:
=-=-=-=-=-
None, but I'm pretty sure there should be one.


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 is the only carat style currently that has a juggle. It's 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 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.


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:
=-=-=-=-=
Everytime I see someone using this scroll, I don't even try to
bother fighting him/her. I just knock them off the stage if I have the
chance, and I'm going to tell you why.

Koroshu was the king of damage. It's kick combos with the proper
STR boosting equips can almost breach 200 damage on the last kick. Each
kick progressively does more damage. A kick combo from Koroshu can easily
eat up around 600 damage or so. This is not all, as smarter players will
juggle you instead. Juggles will usually do around 700 damage. Absolutely
ridiculous scroll, considering the kicks have huge reach, and the juggle
is extremely noob-friendly (easy to use).

Another interesting to note, Koroshu has one of the best recovery
times with it's first punch, meaning you can whip out one punch then
immediately move away.

Koroshu needs little input of skill to get a good result, which
is why it's such a commonly used scroll by noobs who can't seemingly win
with any other scroll (except for Mao Gong, which most Koroshu players
have as well). The punch combo is fairly useless, as the shoulder tackle
has an akward reach or angling abilities.

If you are desperate to win, then be my guest and get this scroll.
If you come against this Koroshu, your best bet is to sidestep a lot.
Koroshu is fairly slow, and a missed attack will leave you open for hits.

I despise this scroll, and I take pride in beating people who use it.
Most people think they are really good just because they can beat people
with it. In reality, Koroshu is very easy to win with as it is extremely
noob-friendly. It's tied with Mao Gong as perhaps the easiest-to-use,
and powerful scrolls in the game.

Well now that Zin and Shooting are out, I guess Koro isn't that
bad. It's still annoying as hell to fight though. Maybe because the kicks
feel like they take forever to finish.











====================================================
====================================================
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 very good scroll, carrying everything a good scroll
should have. Good knockback, Fast combos, and Great damage are all
aspects of Kung Fu. The only downfall to this scroll would be a the lack
of ability to angle well and knock people over fences.

Kung Fu has a very fast kick that hits twice, automatically giving
it priority over any other scrolls. Being fairly powerful as well, this
makes Kung Fu potentially dangerous. Mix it up with punches.

Kung Fu relies much on it's punches for delays. Kung-Fu's punches
come out almost instantly. Kung Fu is all about outprioritizing your
opponents. If you and opponent happen to press punch or kick at the same
time, your attacks will surely land first (or both land at the same time).

Since Kung-Fu has mediocore reach with it's attacks, drifting
is almost necessary to be good with Kung-Fu. By drifting, you can cling
close to your opponents while being evasive at the same time. Throwing
punches are important as the recovery for the first two punches are
excellent.

All you really need is the kicks for Kung-Fu. The rest of the
attacks are just there to knock people off the map. Kung Fu is generally
pretty simple, but it's actually one of the more powerful scrolls in the
game, due to the fact that is both powerful and quick, unlike some
scrolls which are only powerful such as Murekwon and Koroshu.











====================================================
====================================================
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!).


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.

Cat 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 it's
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.

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.

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.

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 as well. 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 it's kick combo. This is quite useful to trick people into getting
hit by a second kick after blocking the first.

To be quite honest, I have little idea why so many people use
Muay Thai. My guess is that it's stance looks pretty awesome, and the
sport itself is pretty honorable. Either that or Sagat has a large
fan base.

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 signature scroll. Murekwon is a very powerful
scroll with average speed. It's a very underated scroll, and for a good
reason too.

Murekwons 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 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, it's 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 it's uses. The only real drawback to this scroll is the lack of
knockback with the punch combo and the overall speed of the style,
which is quite slow.












====================================================
====================================================
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 it's 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 it's delay abilties, being able to
delay every hit of it's 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.

Kicks are pretty fast, but average in terms of everything else. It's
intended as a more reliable quick knock-off 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.












====================================================
====================================================
Pak Kua Kwon - 182 Astros
====================================================
====================================================

PakKuaKwon? 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 it's explosive
elbow and body strikes, along with it's 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 you 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 PakKuaKwon 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 if uncharged.

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 Pak. 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 it's
priority is unmatched. It's 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. PakKuaKwon is very flexible
and can adapt to most, if not all, situations.

As for weaknesses? The first punch of this PakKuaKwon 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. It's 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, it's 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 it's
great but unspectacular damage. Zin TaeKwonDo, Shoot Boxing, GeumGangTu
and even Koroshu are more powerful. Don't get the wrong idea, Pak is by no
means weak.

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 opponents delay attacks,
but doesn't work so swell against drifters. It's fancy but it's use should be
limited.

Another possiblity with PakKuaKwon's special is to use it as an alternate
recovery kick. Most of the time after being hit down, your opponent gets
behind you and waits for you get up before knocking you down again. Try
rolling away from your opponent then instantly performing this while
they are coming at you. If they attempt to hit or throw you, hopefully
you will manage dodge it and the body tackle will hit them in return. If
they attempt to throw you, then they will just get hit

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.

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 quick reflexes
to be used well. But hey, it looks pretty cool right? That's all that really
matters to me.






====================================================
====================================================
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 upon this, such as Zangief (Fought more with Sambo
than actual Wrestling), 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 by Alex of
the Street Fighter III series.


Moveset:
=-=-=-=-
Spinning Knockdown - P,P,P = Punch combo. Good knockback.

Chest Kick - K,K = Kick 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.

Neck 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.


Overview:
=-=-=-=-=
Well this is certainly one of the most fun scrolls I have ever
used. In fact, I never had so much fun ever since I got Shidokan, Murekwon,
or Karate.

It's wrestling, and wrestling is a grappling sport. This means
that with wrestling as your scroll, you will want to grab a lot. This is
not a spammable scroll, in fact it's far too slow and weak to spam.
This scroll's biggest fear is being predicted. A person who can
predict this scroll can easily avoid it's 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.

The front grab throws enemies forward, so this is perfect for
certain mind games with your opponent. If your foe is standing near an
edge, you now have two options: whether to grab or tackle. The backgrab
is harder to score knock-offs with, but 250 damage is always a good thing.
The Drop Kick is Pro Wrestling's most powerful combo, and it knocks
people over fences. It deals more damage and has more knock back than
the Chest Kick, so it should be used more. The chest kick is better suited
for angling.

One major problem with Wrestling is that it's kicks have the
SHORTEST REACH IN THE GAME. Don't believe me? Just look at that first
kick. It's almost pathetic. It's a huge handicap for Wrestling, because
it relies on that first kick to perform it's most punishing combo it has
in its arsenal: The drop kick.

On the downside, it's combos are very short, barely have any
delay, and have horrible range. It's also tied (if not slower) with
Karate as the slowest astro scroll currently available. Unlike Karate,
wrestling makes up for it with it's ridiculously fun grapples.










====================================================
====================================================
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 pwnage, so it rebels against that
idea and becomes something pretty bleh.


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.

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 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.













====================================================
====================================================
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.


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:
=-=-=-=-
Flamemancer - P,P,P,P = Massive range due to the flames. High
knockback.

Dancing Fire - K,K,K = Massive Range due to the flames.

Upper Flame - K,P,P = Sage Master's launcher.

Flame 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.

Something that that makes Sage unique is it's knockback mechanics.
The direction of knockback soley relies on the direction of the person
being hit. Let's say you do a kick combo on someone who's facing right.
You angle the last hit, but the person still gets knocked away leftwards,
as if you didn't even angle the hit at all. In other words, you cannot
directly control the direction when it comes to hitting away your
opponents.

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.

A side note, most people that I've encountered using this tend to
lag. The only one who seemed to use this suitably was the GMs. I'm not
sure if it's the scroll's fault or the user, I guess I'll have to try to found
out.












====================================================
====================================================
Shaolin - 29000 Carats
====================================================
====================================================

Shaolin Kung-Fu is long practiced Martial Art of the Shaolin Monks in China.
The actual spelling in Chinese Pingying would be Xiao instead of Shao, but
since many Americans don't know what an "X" sounds like, it's just spelled
as Shao. It's a very disciplined martial art, often requiring years of
training and devotion on training the mind, body, and spirit.


Reference:
=-=-=-=-=-
There is a Virtua Fighter Character that is a Shaolin monk. However I forgot
his name. Think his name was Lao.


Moveset:
=-=-=-=-
Double Shotgun - P,P,P,P = Punch combo. Has a pretty good
knockback.

Shaolin 3-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).

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?









====================================================
====================================================
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 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 it's PK combo and the second kick of it's kick combo.

Shidokan also has the best angling abilities in the game.
Shidokan has a lot of range to support it's ability to turn well, allowing
to knock people around angles.

In my honest opinion, I 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 simply as "Shooting". The
same idea applies to normal boxing. Throwing out a perfect jab 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
as 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.


References:
=-=-=-=-=-=
Balrog and few other guys. Just look at boxing.


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 Phantom Punch 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 it's extremely 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 it's
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's 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).









====================================================
====================================================
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.


Reference:
=-=-=-=-=-
There are some characters that exhibit a free-style kind of fighting style,
my favorite among these would be Cody from the Street Fighter 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 knockbacks in the game, competing with Jeet, Dragon,
Shidokan, and GeumGangTu. However the lack of delay, damage, and even
knockback hampers it a lot.

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.

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.


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 it's P,K combo. Taekyon doesn't
TaekKyon can delay the last kick of it's kick combo. TaekwonDo can't
TaekKyon's Kick combo is a bit slower than TaekwonDo's.

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 it's 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 int he 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 just too odd.

TaekKyon is worth the money, but with only one delay in it's
moveset, it's hard not to be predictable with it. Otherwise you
got yourself a really powerful and annoying scroll.







====================================================
====================================================
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:
=-=-=-=-=-
Crag Murduk from Tekken fights with Vale Tudo, but he is far more
grapple based than what Rumble Fighte 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 roflmao).


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 it's 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 it's 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 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 it's 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
it's 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".







====================================================
====================================================
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
youtube website, it's apparantly "Jin", which could be from Tekken.


Reference:
=-=-=-=-=-
The combos are mainly based off of Hworang's combos from the Tekken
series.


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, is 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.

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 it's 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.





====================================================
====================================================
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 Crus
=-=-=-=-=-=-=-=-=-=-=-=
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 it's 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.


Overdrive 1: Totem Rampage
=-=-=-=-=-=-=-=-=-=-=-=-=-
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.

Overdrive 2: Pulverize
=-=-=-=-=-=-=-=-=-=-=-
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.



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 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.


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.

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.

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 it's reach and power, along with it's 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.









====================================================
====================================================
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 think 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.


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.

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.

Another important thing about this exocore is that it lacks a recovery kick.
Once you're done, you better hope your opponent doesn't know about this,
otherwise you might have a hell of a time being able to get up.








====================================================
====================================================
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, 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 it's 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. One of the most
broken exocores so far in my opinion.


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. Prove them wrong!

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.

- POISEN 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 poisen 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 poisen 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 last 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!


Overdrive 1: Totem Rampage
=-=-=-=-=-=-=-=-=-=-=-=-=-
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.

Overdrive 2: Pulverize
=-=-=-=-=-=-=-=-=-=-=-
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.



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 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.


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.

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.

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 it's reach and power, along with it's 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.


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 it's 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 it's 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.


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 it's
lackluster speed and terrible projectile. The main thing to master is getting
down the timing to juggle people who get caught in your Cyclone Upper. 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 it's 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.







====================================================
====================================================
Dragon Striker - 111 Astros - STRIKERS ONLY
====================================================
====================================================

Dragon claws and feet. You gain very long tails and toenails for
your battle needs.


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 does around 200 damage per hit.


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 it's 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.







====================================================
====================================================
Fire Charger - 10500 Carats - ALCHEMIST and 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 it's 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 and 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 it's 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.


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 Poisen? Sound effects are taken from Warcraft III
slow poisen effects. In Warcraft III slow-poisen 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.


Overdrive 1: Slow Poisen 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 poisen attack in the game drains around 100 damage per
few seconds and lasts pretty shortly. It also slows the poisened
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 poisen damage will add up. Eventually the shot
should do around 200-300 worth of damage when the poisen dissapates. The
poisen 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.







====================================================
====================================================
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.







====================================================
====================================================
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). The first exo to introduce
this status effect too. 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. An awesome exocore,
but it's a bit expensive as well.

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.








====================================================
====================================================
Invincible Fist - 210 Astros - STRIKERS ONLY
====================================================
====================================================

Most unimpressive exocore for it's price. Something like this should at
MAX be worth 170 astros.


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. It's 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.

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.

Overdrive 1: Electric Wave
=-=-=-=-=-=-=-=-=-=-=-=-=-
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.


Overdrive 2: Laser Discharge
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The robot will whip out it's 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. It's 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.


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 it's 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, however it's pretty slow.
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 scroll, but
if you really want it, then go ahead buy it.








====================================================
====================================================
Knight Blade - 171 Astros - ALCHEMIST ONLY
====================================================
====================================================

Strangely enoug, this exocore is tied with Hell Hand (unreleased right
now) 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.


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 it's
strange range 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.







====================================================
====================================================
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.


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 it's 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.


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.


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.







====================================================
====================================================
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 btw.


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 it's 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. There are two things about the
wolf that severly handicaps it. One is the lack of a recovery kick, which can
clear it's 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.

Note: I did copy this from the Night Wolf because they are exactly identical.







====================================================
====================================================
Night Wolf - 140 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

Soul Fighter's first astro wolf is pretty good, but it's carat version "The
Youngblood Wolf" is a cheap alternative that can suffice.
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 btw.


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 it's 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. There are two things about the
wolf that severly handicaps it. One is the lack of a recovery kick, which can
clear it's 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.

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.


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. It's 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.






====================================================
====================================================
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".


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 it's 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 it's price. Both overdrives are useful and it
has a powerful punch combo too. Not a bad bargain at all.


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.


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 it's 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 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).


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 poisen 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 it's 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 poisen one does build-up damage. It does not knock foes down so you can
repeaditly shoot your enemies (however poisen damage does not stack). They
slow down as well while being poisened, 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 Poisen 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 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.


Overdrive 1: Crying Skull
=-=-=-=-=-=-=-=-=-=-=-=-=
The soul fighter 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
it's 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 soul fighter 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 will not be transformed into
skeletons, but will still have their speed decreased.


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.

However the skeletal curse also takes 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. However,
the major bummer to this overdrive is that using this on an airborne
enemy will only reduce his/her speed (in other words, no transforming
at all and hardly any damage).

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.







====================================================
====================================================
Shadow Devil - 162 Astros - ALL CLASSES
====================================================
====================================================

One of the most useful exocores in team games due to it's
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).


Overdrive 1: Devil's Touch
=-=-=-=-=-=-=-=-=-=-=-=-=-
The Shadow Devil will extend it's 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.


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.


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 it's own or help
you attack.

Randomly spamming specials will only deplete your SP gauge while
hitting a few people. It's attacks are blockable, so you'll have to be
tricky when using this. It definitely looks cool as well, although
it's 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.






====================================================
====================================================
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 it's mouth. The
sound will confuse those who are hit (invert their controls). Serves
it's 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.

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.

Sheep Bite - P+G - The sheep's grapple. Same as a regular grab, just
looks kind of funny, as sheep's dont generally seem to be carnivorous.


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.







====================================================
====================================================
Snowman Exocore - 25,000 Carats (30 Days) - ALL CLASSES
====================================================
====================================================

A brand new exocore that's not even out in Gem Fighter, I
believe (unless they also released it as an event exocore as well).
However there's no video about it, so I'm assuming it's brand new.
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.


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: Blizzard
=-=-=-=-=-=-=-=-=-=-=
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. It's specials are both very useful in many situations. On
the other hand, it's 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.






====================================================
====================================================
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 it's ability to
work as a ground hit that could lift people from the ground. Now,
it's a shadow of it's 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.








====================================================
====================================================
Thunderstorm Charger - 16500 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 it's purpose as a projectile. SP cost is low, but so is the
damage. The object does travel quickly though.

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, so it serves itself as a decent
projectile. Pretty much a utility exocore, as it makes it's use by
support, instead of damage.







====================================================
====================================================
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 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 it's 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.

Oh, and I just found out, 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,
it's 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 it's 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 it's 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 solely relies on it's 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
it's 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 it's 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 it's 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 it's 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 it's 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. 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.


====================================================
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: Cliff Game


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: None


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 Pak 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 it's 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
Pak Kua Kwon.

- Pak Kua Kwon can knock people over the fishnets as well, and it's
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. If
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 it's 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.


====================================================
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 it's 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.


Game Types: Moving Screen

Other Game Types: NHAA, NHTB


A moving screen that is played less than Demolition due to it's 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.


====================================================
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.

- THis is the only king of the hill map that's currently out.


====================================================
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.


====================================================
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.


====================================================
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.






====================================================
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.

- 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
high 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".


====================================================
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 it's many hiding
spots.







/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
5.) Strategies and Tips
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

Tips listed here are:

Countering
Countering (interuption)



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.





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.





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 2 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
it's 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.









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====================================================
====================================================
====================================================
8.) FAQ
====================================================
====================================================
====================================================
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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?




What class should I pick??
==========================
Classes generally play similar, the only thing that varies is it's
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 howeverk,
elementalists are very weak, boasting pretty much abysmal stat
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.



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.



What Sacred Scroll do you use?
==============================
Mainly there are three sacred scrolls that I use:

(in order that I have obtained 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.

Quite possibly my best scroll.


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 it's 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.

The scroll I nromally use in any situation.

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.

The scroll I currently use for anything.

All three of these scrolls are relatively slow scrolls. Maybe
I'm just a slow guy.


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.74

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.



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 are two things from Gem Fighter
that was suppose to be carats (Geumgangtu sacred scroll, and Golden
Lion exocore). This is already a signal of them trying to milk out
the cash.

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.





====================================================
====================================================
7.) Credits
====================================================
====================================================

OGplanet for endorsing this game and translating it from Gem Fighter.

Creators of Gem Fighter

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! I wuv wuv you!

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.

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.


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.



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8.) 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.

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