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Geumgangtu

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

Geumgangtu (a.k.a. Vajra Boxing) 
Description: A variation of Chinese Kenpo, also known as "Shinken", or "God Fist." Utilizing powerful attacks with bone-breaking force, Geumgangtu can blast through an enemy's defenses. 
Price: 160 Astros 
Class: All 
Opinion: Geumgangtu is known for two things: the absurd range on its first kick, and its guard breaker. That, and combined with the most powerful kick combination attack (KKPP) in the game, makes Geumgangtu a very formidable style. 
DIFFICULTY TO USE: HARD-

DIFFICULTY TO MASTER: VERY HARD

POTENTIAL: MODERATE 

Combos: 
PPP - [395] 
KKK - [390] 
KKPP - [495] 
KP - [270] no charge, [290] semi charge, [330] full charge 

Dragon Thrusts 
PPP 
80, 135, 90(90) [395] 
All of Geumgangtu's combos are exceptionally solid, and its punch combo is no exception. While its damage is not the greatest, it easily makes up for it by having one of the best first punch stuns and also one of the fastest recoveries for the combo finisher out of any scroll. Each hit recovers incredibly fast, allowing for incredible pressure game. In fact, the last hit (P) recovers so fast, that a follow-up combo is possible against a blocking opponent. But because this combo doesn't dish out damage as well as Geum's other combos, it should be used only for pressure. 

Tremor Stomp 
KKK 
90, 100, 200 [390] 
Geumgangtu's kick combo. The first kick has the greatest frontal range out of all scrolls. This incredible spacing tool allows Geumgangtu to punish whiffed attacks from distances not even thought possible. Geumgangtu's full kick combo is often avoided in favor of KKPP and for good reason. KKK deals less damage than a full PPP. There really is no reason to use this combo unless you want to trick someone into unblocking (the last kick has some reasonable delays) or angle (KKK angles better than any of Geumgangtu's other combos). Recoveries on all the kicks are decent, but nowhere near as fast as the punches. 

Divine Fury 
KKPP 
90, 100, 130, 170 [490] 
The combo that totally makes Geumgangtu. For four hits, this combo does absolutely insane damage. Combined with the absolutely whack range on the first kick, this is a pretty deadly combo. Always use this combo over KKK. 

Usually, this combo's main use will be to punish your opponent's mistakes as you stay out of range, then counterattack with your kicks. Geumgangtu's kicks are not blazing fast like Rage's, so they cannot interrupt combos or punish at close range too effectively. At extremely close range, avoid using Geumgangtu's kicks, as their big range can easily lead to you missing. As for recoveries, the recovery on the second and third hits is just slow enough to make KKPP a subpar pressuring combo. However, the second K recovers faster than the first P of the combo, so keep that in mind. 

Bone Crusher 
KP 
90, 180 [270] (No charge) 
90, 200 [290] (Semi-charge) 
90, 240 [330] (Full charge -Unblockable-) 
Rumble Fighter's first unblockable attack. Requires around 1.5 seconds to charge before the attack becomes unblockable. Don't use it on someone that's blocking. Most of the time, if you attempt to charge and break their guard, they will attack you before you can do so. Instead, relegate its use to wake-up game or quick knockdown. As for wake-up game, this combo is incredible. When you knock your opponent down from the back, you can initiate a charge. Your opponent is left with a few options: recovery dive or roll to the side (recovery kicks don't work against the charge portion of KP). As long as you can predict what your opponent will do, you score 240 damage and another chance to do it again. The hitboxes on the P portion of this combo are insane as well, and even more so when the attack is charged, to the point of being deceptively large. A useful thing to note is that KP can also triangle attack. Don't know what triangle attack is? Look it up on these forums. 

STRATEGY: 

To sum it all up, Geumgangtu is a long-ranged punishing scroll with great pressuring abilities. The only thing lacking is a juggle, but I digress. Always stay far away enough from your opponent so that their attacks will miss, but that your first kick will be able to hit. This is very important. If your opponent starts to get in too close, start using your punches. Your punches allow for better close-distance game and pressure than your kicks. As long as you can consistently bait out your opponent's attacks, land your KKPP consistently, and keep your opponent down through your charged KP, no opponent will be able to stand up against you. 

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