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Zin Karate

Page history last edited by Galdeira 12 years ago

Zin Karate (a.k.a. Kyokushin) 
Description: This upgrade of Karate adds extra strength to the style. Also known as "Full-contact Karate", this scroll utilizes overwhelming force to obliterate opponents. 
Price: 184 Astros 
Class: All 
Opinion: Zin Karate takes the title as one of the most overpowered scrolls in Rumble Fighter along with Shoot Boxing and Rage. With one of the strongest juggles that's easy to pull off and even easier to land, a powerful counter combo, and extreme overall power, Zin Karate takes almost little to no skill to use.  However, despite such ease of use, it is still one of the strongest scrolls available.

DIFFICULTY TO USE: SPAMMABLE 
DIFFICULTY TO MASTER: EASY- 
POTENTIAL: HIGH 


Combos: 
PPPP - [470] 
PKK - [430] 
KKK - [450] 
KKPP - [390] 
KP - [290] 
kGK - [350] (90) 
(P+G) - [230] 
(K+G) - [220] 

Spirit Breaker 
PPPP 
80, 100, 130, 160 [470] 
Zin Karate's punch combo is incredibly powerful for four hits. Ludicrous recovery on each attack combined with good range makes for a solid punch combo that can handle almost any situation. The first punch has the most range out of all of your other punches, so use that to poke at your opponent the most before going for the kicks. Missing isn't a big deal at all because of the recoveries on the attacks. 

Utter Demoralizer 
PKK 
80, 150, 200 [430] 
A strange trip combo. There really isn't much purpose to this attack as it only does more damage when attacking from the front, where a ground-hit would be possible. But because this combo starts from a punch, the second attack is blockable, meaning that this attack is pretty much pointless. The range and recoveries on the KK of the combo are pretty bad, which further contributes to the uselessness of it. 

Soul Breaker 
KKK 
90, 120, 240 [450] 
Zin Karate's kick combo is overall useless unless you need to stuff in that damage extra quick in a heated melee or just want to edge someone. It's the most powerful three-hit combo in the game, all because of that 200+ damage last kick. Damn painful. 

Zin Karate has absurd reach on all of its kicks, and in addition they're ridiculously fast in recovery. The first two kicks can be spammed to no end, because of their incredible reach and their great recovery. The KK portion of the attack really makes Zin Karate such a powerful scroll when combined with its juggle launcher. 

Heaven's Riser 
KKPP 
90, 120, 85, 95 [390] 
2nd most powerful juggle launcher in the game (first is Rage). The combo that makes Zin Karate, Zin Karate. Spam the hell out of this combo. I'm serious. That's all you need to do to win. And don't forget to juggle. More importantly, don't miss. 

On a more serious note, the frontal range on pretty much all the hits is absurd so your opponent running away from this is not an issue.� It does become a problem against good drifters, or if you accidentally angle... because you'll move out of the way and set yourself up for punishment. Delays are pretty average though, but the recoveries make up for it. If your opponent makes a mistake against this, they're slapped with an 800+ damage juggle. In addition, the ease of juggling and the reaction time needed to transition into a KKPP really just makes Zin Karate too powerful for how easy it is to use. 

Focus Breaker 
KP 
90, 200 [290] 
Zin Karate's two-hit knockback. Quite fast, but doesn't angle too hot. Save its use for those maps like Moonlight Valley. 

Iron Dominator 
kGK 
150, 200 [350] - standing 
[90] - grounded 
Zin Karate's ground hit is interesting. It hits twice, but only the first hit actually "ground-hits." Zin Karate's ground-hit combo doesn't hit-stun or block-stun lock so its uses are pretty limited. You can use it as a two-hit knockdown, but be aware that KP outclasses it in speed, except for angling prowess and damage. A useful thing to note is that if the complete kGK is used on an opponent, if the opponent attempts to attack, a successful counter is always possible. This can be used after 

PPPP - requires a wall 
KKK - requires a wall 
KP - requires a wall 
PKK 
a successful juggle 
a successful Nanmu 
any knockdown attack to the back 
after knocking someone out of the air 

Overtoss 
(P+G) 
[230] 
Zin Karate's grab is the exact same as the default grab minus 5 extra damage and a different animation. 

Bullet Punch 
(K+G) 
[220] 
Zin Karate's counter. Learn to counter, because this is probably Zin Karate's 2nd most powerful tool in its arsenal. Can always be followed up with a ground hit, effectively making this combo's damage around 300+. 

Juggles 
Basic Punch Juggle: 
KKPP P P PPPP kG 
90, 120, 85, 95, 48, 48, 48, 60, 78, 96, 90 [858] 

STRATEGY: 

Zin Karate doesn't really need a strategy because all it needs is its KKPP and the punches to juggle. Use KKPP whenever possible and always go for the juggle. Grab when necessary and counter when your opponent gets attack-happy. Zin Karate is really that simple, because it's that powerful.� It's a bit harder to use than other overpowered scrolls in the game, but once you get it down, you have one of the most damaging juggles and attacks at your disposal. 

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