| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Rage

Page history last edited by Lapid 12 years, 1 month ago

Rage (a.k.a. Rage Fist) 
Description: Furious kicks and blistering speeds are the defining highlights of this powerful scroll. Inspired by famous martial artists of times long past, this scroll can beat down your opponents before they have a chance to react. 
Price: 189 Astros 
Class: All 
Opinion: 
When Rage was first released, it was literally hell on Rumble Fighter. A scroll with a first kick of insane speed and rage and also the ability to lead into an 800+ damage juggle was absolutely groundbreaking; and because nobody knew how to deal with such a scroll, it was easily used to win. Now, with the appearance of newer scrolls with similar powers, Rage has begun to lose its luster. No more is it the legendary “spam scroll” of Rumble Fighter; kick-spam will get you killed very quickly. Rage is brimming with explosive power eager to demolish and destroy, but controlling this power and speed will be your greatest challenge. 
DIFFICULTY TO USE: SPAMMABLE- 
DIFFICULTY TO MASTER:
MODERATE+

POTENTIAL: HIGH 

Combos: 
PPPPP - [455] 
KKKKK - [485] 
KKPP - [395] 
KK(K+G) - [381] 
KP - [250] 
kGK - [260] 
(K+G) - [220] 

Fists of Fury 
PPPPP 
80, 65, 80, 100, 130 [455] 
Rage’s punch combo, contrary to popular belief, is not useless, and is actually one of its staple combos. Rage is well-known for its explosive and uncontrollable kicks; its punches, on the other hand, grant it a combo with some semblance of stability. Rage’s punches also deal more damage per input compared to the kick combo; PPPP is more effective than KKKKK in terms of damage when pressuring. Rage’s first punch is an exact clone of Jeet kun Do’s and Dragon’s first punch; it is moderately fast and recovers quickly with decent stun, which makes it incredibly useful to lay the pressure on opponents. Rage’s second punch input is a double-hit; it doesn’t really serve any additional use other than extra damage and movement. It recovers moderately quickly, but the main boon here is that it leads into an absolutely enormous delay for its third punch. The third punch has good stun as well as recovery, making it a prime ending point to lead into more punch pressure, or opt for a kick combo. The last punch is merely an attack that will knock the opponent away onto the ground for more damage; it can be delayed quite handsomely as well, but it cannot angle. 

However, like the rest of its combos, Rage is plagued with linear hitboxes. While PPPP has great movement on the last three inputs, their hitboxes are horribly narrow; it is very easy to drift around them. Rage’s first punch is its only tool it can use to catch an experienced drifter safely. 


Raging Dragon 
KKKKK 
90, 60, 65, 70, 90, 110 [485] 
Rage’s kick combo is a whopping 6 hits and is known RF-wide for its explosiveness. Rage’s first kick is insanely fast, and has mind-blowing range, perhaps even exceeding that of Geumgangtu. Rage’s first kick is in fact so fast that it is capable of interrupting some undelayed combo strings. However, with such power comes drawbacks; Rage’s first kick moves so far that it is extremely unreliable in close range. A single miss can be fatal, and it can be very easy to miss thanks to Rage’s movement. Rage’s second kick is the combo’s weakest point; it is a double-hitter with the same movement as the first kick, and recovers slowly. Missing with the second input is even worse, as it practically guarantees punishment; and since it hits twice with such far movement, it’s a very risky gamble to use in close range. Rage kick spam may work very effectively against newer players, but against a seasoned veteran, it’s little more than an easily dealt with nuisance. To use Rage’s KKKKK at its fullest potential, you first must learn to ease off the kick button when using Rage. Make sure you have a clean shot at the opponent before committing to the attack. 
The rest of the kick combo is there simply so you can knock a person off the map, in the case that you can’t juggle them (a cliff is in the way), or as part of a juggle. If you hit the opponent with any of the first two kicks, go into a KKPP. The damage incurred to the opponent will be immense. 


Ten-Thousand Raging Fists 
KKPP 
90, 60, 65, 20, 20, 20, 20, 100 [395] 
Rage’s juggle launcher is the most powerful juggle launcher in the game, and as such opponents hate getting hit by it. It’s also a whopping 8 hits; the most hits of a single combo. The concept is simple; hit an opponent with your first two kicks, then transfer to a KKPP for massive damage. Of course, it’s easier said than done, as Rage’s kicks are so explosive that they have a tendency to miss. 
KKP recovers incredibly fast. So fast, in fact, it can set up an advanced juggle combo. Stopping at KKP on a blocking opponent guarantees your advantage, as the barrage of punches recovers so fast you can strike back before they can attack. However, KKPP is not safe on block. While it can be delayed, it is a gamble to use; fire it off only when you know that the opponent will unblock, or that the reward outweighs the risk. 


Startled Dragon 
KK(K+G) 
90, 60, 65, 100, 110* [381] 
* - reduced damage due to air-time attack 
Rage’s fence edger is fast and deadly, and that’s really all you need in a combo like this. Useless in a 1v1, but it’s something to be feared in Moonlight Valley. 

Sudden Fist 
KP 
90, 160 [250] 
Rage’s two-hit knockback is somewhat fast, but it’s angling abilities leave much to be desired. Use it purely to knock people off the map. 

Dragon Tail 
kGK 
170, 150* [260] - standing 
N/A, (90) - grounded 
Rage’s ground-hit is interesting, and functions much like Lucha Libre’s. It’s a two-input ground-hit where only the second input will connect on a grounded opponent. Aesthetically, kG is a slower Dragon kG that will knock the opponent into the air. The final K input will knock an opponent away, or hit someone on the ground. However, it’s very slow, and difficult to connect most of the time. It can successfully follow: 

KK(K+G) 
A successful juggle 
Any knockdown attack to the back 

The timing is very strict as there is a noticeable delay before the K ground-hit attack comes out. You will have to input kG as soon as you can when going for the ground hit. 

Alternatively, you can use kGK to fly off ledges and hit unsuspecting victims off the map. 


The One Inch Punch 
(K+G) 
[220] 
Rage’s counter currently knocks the opponent further away than any other counter in the game. Truly very frightening on an edging map, but in a 1v1, it’s simply a counter with extra damage tacked on. 

Juggles 
KKPP P P KK KKK, kGK 
90, 60, 65, 20, 20, 20, 20, 100, 48, 48, 54, 36, 39, 42, 45, 66, 90 [872] 

STRATEGY: 
Rage is a scroll whose basic abilities are very, very superb and takes little getting used to. Rage will utterly rip apart an inexperienced player without much effort, a quality is what gave it its “noob” status as a scroll. However, against a skilled opponent, a Rage user will have to try just as hard to earn a win. The hardest part of using Rage properly is learning how to control it. Rage is fast, explosive, and will fly out of your grip if you press one too many buttons to attack. Because Rage is so explosive, it has a tendency to miss if you’re not careful, which sets you up for some easy punishment. Rage’s kicks should be reserved purely for long range encounters, or close-range when you know you have the chance to interrupt the opponent. Using kicks anywhere else is very risky, since one miss with the second input will get you punished. At medium to close ranges, you should utilize alternate methods to get in close, and use PPPP to pressure and pepper the opponent. Punches are a valuable tool in Rage’s arsenal, as you can afford to miss with them. People may hate you for using Rage, but instead you can laugh at them for not being able to beat another scroll. 

Comments (0)

You don't have permission to comment on this page.