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Shidokan

Page history last edited by Lapid 12 years, 5 months ago

Shidokan 
Description: A variation of Karate, Shidokan is a traditional Japanese martial art that combines skills from Karate, Muay Thai, and grappling. 
Price: 13500 Carats 
Class: Alchemist Only 
Opinion: Shidokan is, perhaps, the greatest value scroll in Rumble Fighter. Being a cheap scroll with a juggle launcher and a ground hit, Shidokan is quite versatile and can handle almost any situation. 
DIFFICULTY TO USE: EASY+

DIFFICULTY TO MASTER: MODERATE

POTENTIAL: HIGH


Combos: 
PPPP - [440] 
PK - [260] 
KKKK - [420] 
KK(K+G) - [280] 
kG - [120] (72) 

Teisho-ken-Tsuki 
PPPP 
80, 90, 135, 135 [440] 
Shidokan's punch combo. Always can be followed with a ground hit. Each punch, except the first, is a swinging punch, making this combo have ridiculously large horizontal hitboxes, similar to Hitman's. If your opponent attempts to drift their way away from you, you can follow them with this if they are close enough. 

As with pre-upgrade this combo retains its legendary angling abilities. This combo can almost always knock an opponent to your right if angled in that direction, no matter your position in relation to your opponent. Hitting to the left requires slight positioning, but is still very easy. 

Each attack is very quick, and can be delayed to great amounts. First punch has the fastest recovery, second and third attack have equal recovery, while the last attack has the worst recovery. As with all scrolls, never finish your combo if your opponent is blocking. It's not worth it. It's better to just delay your attacks, and chain successive combos on a blocking opponent until they unblock, or just walk around them and continue from there. If that still isn't working, try blocking yourself after ending a combo. It's ultimately safer, and you can exploit an opponent's mistakes from there. All-in-all, a very reliable and very good combo. 

Hayaku-Geri 
PK 
80, 180 [260] 
Shidokan's quick knockdown attack. It starts with a punch, which means the knockdown hit can be blocked. It's best use is using it on the back of an opponent who is recovering from being knocked down. If they're facing a ledge, using this combo (provided they don't panic) will result in a kill. It's very fast, so a panic out of this combo is either sheer luck or sheer skill. It's not very useful, however, so save it until you find yourself on Third Rock or Moonlight Valley. 

Chudan-Mawashi-Geri 
KKKK + (kG) 
90, 90, 110, 130 [420] 
Shidokan's kick combo. Can always be followed by a ground hit. Each kick has exceptionally large hitboxes, even the first, which allow you to follow drifters in a similar fashion to Shidokan's punch combo. However, angling with the combo easily possible. In order to angle the last kick, you must angle the third kick (which still has its huge hitbox), then not angle the last kick. 

Shidokan's second kick cannot be delayed. Its 3rd and 4th kicks, however, can be delayed to exceptional lengths. However, use of the kick combo on a blocking opponent is very risky. The combo does not recover as well as the punch combo, and your opponent can interrupt your pressure if they catch on. Ending your combo at the 2nd or 3rd kicks is very risky business, as their recovery is very average, so avoid its use when your opponent is blocking. As with the punch combo, it's ultimately safest just to block after ending mid-combo, but that means you have to predict through some pressure if you do so. Countering after your third or fourth kick is also an option, but again, it is risky. 

Yodan-Mawashi-Geri 
KK[K+G] 
[88] + [88] + [98] = 274 
Shidokan's juggle launcher. Not much to say here other than that it starts a juggle. Because it starts with a kick, the combo cannot be blocked, unless you delay the launching kick substantially. The launcher itself is somewhat unique because it sends the opponent flying directly upwards instead of in front of you. The launching kick recovers as badly as the 4th kick of the kick combo, so never use it on a blocking opponent. 

Ura-Tobi-Geri 
kG 
[118] - on standing opponent 
[70] - on grounded opponent 
Shidokan's ground hit. You can follow all of Shidokan's combos except the quick knockdown attack with this move. Never attempt on a blocking opponent as it lacks the ridiculous block-stun of other ground-hit attacks like Combat Sambo, Judo, and Vale Tudo. Despite the flashy flipping animation you are vulnerable throughout the entire attack. Only use on a grounded opponent. 

Juggles: 
Yodan-Mawashi-Geri to Teisho-ken-Tsuki 
KK[K+G] > P > P > P P P P + (kG) 
88, 88, 98, 46, 46, 46, 52, 79, 79, 70 [682] 

Yodan-Mawashi-Geri to Chudan-Mawashi-Geri 
KK[K+G] > P > P KKKK + (kG) 
88, 88, 98, 46, 46, 52, 52, 64, 76, 70 [680] 

Shidokan's kick juggle, and the one you should be using. Really, the hardest part about Shidokan's juggle is landing those first two punches, and it's not even that hard. Simply move forward twice (one step before each punch) and the rest of the juggle should connect fine. Always follow up with a ground-hit. 

STRATEGY: 

Shidokan's huge hitboxes on both its punches and its kicks makes the scroll much easier to use than most. Missing is harder because of this, and coupled with the fast recoveries on its attacks, Shidokan can handle drifting fairly well and apply some pretty decent pressure. Always go for the juggle if you land your kicks. Shidokan's a great scroll, so if you're an Alchemist, I wouldn't hesitate to buy it. 

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