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Blood Wind Ninjutsu

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

Blood Wind Ninjutsu 
Description: The secret style of the Blood Wind Ninja Clan utilizes fatal blows and sudden strikes to silently take down any enemy. 
Price: 189 Astros 
Class: All 
Opinion: This is it. The best scroll in the game. Nothing else, not even your greatest scroll, can stand up to this monster. That is, if you can play this scroll correctly. Blood Wind Ninjutsu is notorious not only for being the greatest scroll in Rumble Fighter, but also for one of the highest learning curves out of any scroll. This scroll is somewhat easy to play, but ridiculously difficult to master. But, if you do... literally no one can stand in your way. 
DIFFICULTY TO USE: HARD-

DIFFICULTY TO MASTER: SUPER HARD+ 

POTENTIAL: VERY HIGH


Combos: 
PPPP - [470] no charge, [485], semi-charge, [510] full charge 
KKKK - [440] 
KKPKK - [490] 
KK(K+G) - [295] 
KP - [270] no charge, [285], semi-charge, [310] full charge 
kG - [210] 
(P+G) - [245] 

Savage Blow 
PPPP 
80, 90, 120, 180 [470] 
Blood Wind Ninjutsu's punches are incredibly powerful for being just four hits (equaling Zin Karate's). It goes without saying that the punch combo is no less than amazing. Your first punch is slightly slower than most, but to make up for it, it has great range, allowing you to pepper your opponent from anywhere from mid-to-short range distances. The rest of the punches look a little strange, but all have large hitboxes and great recovery. The last punch is one part of a greater whole that makes Blood Wind Ninjutsu the most powerful scroll in the game. The last punch can be angled twice in up to a 90-degree turn, allowing you to smack drifters that have completely avoided the rest of your combo. In can also be charged as well, granting increased knockback, blockstun, and damage. If uncharged, it's completely unsafe if blocked and has rather pitiful knockback. However, it still inflicts great damage, so leave it uncharged if you simply need to finish the combo. 

Savage Blow (semi-charge) 
PPPP(semi-hold) 
80, 90, 120, 195 [485] 
The last punch, if semi-charged, inflicts a little more damage and sends the opponent flying further. However, blockstun is still the same as if it was uncharged, so use it mainly as a mindgame against a blocker. If attacking from the back, you can semi-charge PPPP to deal more damage. You can also semi-charge this attack in a juggle to deal more damage. Be aware that semi-charging makes your attack blockable only if attacking from the front. 

Fatal Blow 
PPPP(hold) 
80, 90, 120, 220 [510] 
If your opponent is unfortunate enough to block a fully charged Blood Wind Ninjutsu punch, they're in for a world of pain. Once the final P is fully charged, it grants massive damage if it lands and absolutely enormous blockstun if it's blocked. The charge itself takes less time than a guard-breaker, but it's still enough time for your opponent to attack if they wise up (around .8 seconds). Avoid fully charging if you find your opponent to be a little too attack-happy or a button masher, and reserve its use to those who happen to turtle a little more. This charge alone leads to ridiculous mindgames. If a full charge is blocked, you will always attack before your opponent, or a chained grab will be 100% successful. 

Ankoku no Repuu 
KKKK 
90, 100, 125, 125 [440] 
Blood Wind Ninjutsu's full kick combo is weaker than most of its other attacks, but don't be fooled: all of Blood Wind Ninjutsu's combos have a purpose. While the combo does respectable damage, the final kick can angle extraordinarily well, and traps the opponent in huge blockstun if blocked. In fact, the final kick has so much blockstun, that it's completely safe, making it the only scroll in Rumble Fighter that has a fully safe un-chargable combo finisher. Keep in mind though, that KKKK has horrible mid-combo recovery. If you miss, you're giving your opponent ample time to punish you. It's safe, but you can't attack immediately afterwards, so assume defensive tactics (countering, drifting, blocking) if your opponent turtled through that last kick. Be aware that the second kick is unsafe on a blocking opponent, so avoid ending your combo at the second K when pressuring. 

Ketsueki no Repuu 
KKPKK 
90, 100, 75, *85, *85, *85, *120 [490] 
* -reduced damage due to air-time attack 
Blood Wind Ninjutsu's most powerful combo and one of its safest, besides KKKK. This combo is also capable of knocking opponents over fences as well, and it does great damage. The most notable part of KKPKK is its second-to-last kick: it is completely safe, again making Blood Wind Ninjutsu the only scroll with a completely safe mid-combo attack. Basically, your opponent kicks three times in the air, then bounces back, allowing successful counter attacks for your opponent to be impossible. Don't let it get to your head, though: you're not guaranteed to attack first if you do this. If your opponent is rather aggressive and tries to attack, you are able to land a counter with 100% chance of success, and go back on the offensive. Keep in mind that if you want to angle the attack, NEVER angle the triple-air-kick portion of the attack, always angle the combo finisher. 

Yami no Repuu 
KK(K+G) 
90, 100, 50, 55 [295] 
Blood Wind Ninjutsu's juggle launcher is pretty basic for the most part, but it's a double hit. You should always be going for the juggle in most cases, unless in situations where a juggle would always be unsuccessful (i.e. walls/ledges/surfaces in the way, etc.). The juggle is Blood Wind Ninjutsu's main source of huge damage, but also be aware that Blood Wind Ninjutsu is more than capable of destroying people with purely its other combos as well. 

Savage Strike 
KP 
90, 180 [270] 
Blood Wind Ninjutsu's quick-knockback is rather special because the last hit can be charged like the last punch in PPPP. Because of this, it can angle twice, allowing you to hit people that have drifted away from you. Again, because it can be charged, it leads to huge mindgames that leave you in a huge advantage if you prove to be successful. If uncharged, its main purpose is simply to knock people off the map, and not much else. 

Savage Strike (semi-charge) 
KP(semi-hold) 
90, 195 [285] 
The semi-charge for KP doesn't serve much purpose because it's blockable, even if the first kick lands. However, it can be used against a blocker against an edge, where you can successfully predict an attack coming as you're charging. 

Fatal Strike 
KP(hold) 
90, 220 [310] 
A fully-charged KP has the same properties as a fully charged last punch. While a fully charged punch combo is usually more useful due to more damage because of the previous three hits, KP holds the advantage of its suddenness. If you happen to land a fully charged KP against a blocker, do the same things you would if you had land a fully charged PPPP (attack, grab, counter???, etc.) 

Nihongo no Jutsu 
kG 
[210] 
Blood Wind Ninjutsu's kG is a little useless for the most part, but it's great for surprising opponents because of its devilish speed and monstrous range. It's safe upon block, but be aware that you can't attack immediately afterward successfully. Keep in mind that it has a little bit of start-up lag. 

Silencer 
(P+G) 
[245] 
Blood Wind Ninjtusu's grab does huge damage for a regular grab, but in exchange it throws a rather pitiful distance. Its main use is to hit blockers and bit some space between you and the opponent. A tactic is to kG after a successful grab, because most of the time, your opponent won't block it. Even if they do, you're not at a disadvantage. 

Juggles: 
Blood Wind Gale 
KK(K+G)>P P KKPPK 
90, 100, 50, 55, 48, 48, 54, 60, 45, 51, 51, 51, 72 [775] 
Keep in mind that you must forward at least once to successfully land KKPKK in a juggle. Also, keep in mind that this juggle is impossible when your opponent is right at a wall, so you must use a punch combo juggle instead in that case. 

STRATEGY: 

Blood Wind Ninjutsu is top-tier simply because if played right, you literally control your opponent. Blood Wind Ninjutsu has countless safe combos and attacks, leaving your opponent with no opportunity to punish or strike back. Blood Wind has answers for both turtlers [PPPP(hold), KP(hold)] and aggressors (charge combos, KKPK, etc.), and has high damage overall. Blood Wind Ninjutsu literally can handle almost any given situation. Blood Wind Ninjutsu is one of the hardest scrolls in Rumble Fighter to master, but it grants absolute power if you do. 

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