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Cold Blood

Page history last edited by Lapid 12 years, 8 months ago

Cold Blood 
Description: A brutal style for only the most ruthless of fighters. This style is not yet recognized by the public. 
Price: 189 Astros 
Class: All 
Opinion: Cold Blood is a scroll of two extremes. Its punches are mad fast and probably one of the best pressuring combos out there bar Shoot Boxing. On the other hand, its kicks are as slow as tar, but have absolutely enormous block-stun in exchange. Cold Blood's only weakness is its lack of range, but once you can overcome that, Cold Blood is one of the best scrolls out there. 
DIFFICULTY TO USE: MODERATE 

DIFFICULTY TO MASTER: MODERATE+

POTENTIAL: HIGH


Combos: 
PPPPP - [485] 
KKKK - [470] 
KK(K+G) - [300] 
KP - [290] 
kG - [130] (78) 
(P+G) - [230] 
>>G - [180] 

Brutal Hammer 
PPPPP 
80, 90, 90, 110, 115 [485] 
Cold Blood's punch combo. Very powerful, very fast. Every single hit can be delayed, as well, and on top of that, every single punch possesses amazing recovery. It is safe to end the punch combo at any time against a blocking opponent, except for the last hit. 

The timing on the punches is a little odd on the final three attacks. The combo automatically delays itself a little on the third punch (a face punch), and significantly on the fourth and fifth (dual hammers). However, the stun on the punches ensures that if the opponent is hit by the second punch, they are open to the rest of the combo (a face-full of damage). 

However, this combo does have a downside, which is its rather poor range on all punches. It's easily accommodated by the lightning fast recoveries on every attack, though, so missing your opponent isn't that big of a problem. This combo's main use is to pressure the hell out of blocking opponents, pummel people in the back, and catch close drifters, seeing as how it is ridiculously difficult to punish and predict. Always be wary of the distance between you and your opponent. 

Because the combo finishing punch barely moves your character forward at all, and has a rather large hitbox, angling is a cinch. The final attack (an upwards hammer) angles perfectly to your character's right if you are aligned with your opponent. Angling to your character's left requires you to be slightly to your opponent's right. 

Heartless Eviscerator 
KKKK 
90, 110, 115, 155 [470] 
The kick combo, which is radically different from the punch combo in so many ways. Unlike the punches, this combo is much slower, and recovery is equally slow. Instead of angling to the right, it angles better to the left. I think you can get the point. 

Damage is quite nice for just four kicks. However you're at a disadvantage when this attack is blocked, relegating this combo's use as a punisher. The range on each of the attacks is quite small, making it difficult to catch drifters with this combo. 

The third and first kicks recover the fastest. Avoid ending the combo at the second kick, because its cooldown is horrendously slow. The bad cooldown is mitigated by enormous blockstun on all kicks, making the combo safer than it first seems. However, avoid ending the combo, but you can delay the final kick to catch opponent's off guard. Really only attempt when you are edging an opponent, however, because at the situation the reward is greater than the risk. 

Delays on the kicks are just as good as the punches, except that the third kick is not nearly as delayable as the rest of the kicks. Tricky mindgames ensue when your delay all the kicks in the combo. However, avoid delaying the kicks too much, because too much delay results in the next attack being blockable. 

Your kicks are your medium-to-short range punishing tools. They're a bit too slow for a close-range melee, which is where your punches come in hand. Don't use the kicks too often, you should be using your punches more. 

Savage Sweep 
KK[K+G] 
90, 110, 100 [300] 
One of the juggle launchers. It starts a juggle the same way Hitman's kG starts a juggle. By flipping your opponent into a hilarious spiral in the air. Truly a spectacle to watch. 

Don't attempt on blocking opponents, regardless, however. Delaying the juggle launcher usually doesn't trick anyone because it doesn't really have a delay. 

The juggle launching attack has piss-poor hitboxes and range. Never attempt to angle the juggle unless you are significantly mis-aligned with your opponent. You will miss the tripping kick. Remember, this isn't Dragon. 

Because it starts a juggle through a flying spiral, depending on when you punch your opponent in the air determines if their back will face you or not. Starting the juggle late will reverse their direction (in relation to their direction to you when you knocked them into the air). Starting it early will result in an unchanged position. Always start your juggle so that your opponent's back faces you: it's always an advantage. 

Face Smasher 
KP 
90, 200 [290] 
Quick knockdown. That's all there is to it. Very fast and requires godly reflexes to panic out of. Recovers slow, so limit its use on a blocking opponent. Don't even attempt when you're not near an edge. 

Sinister Stomp 
kG 
[130] - standing 
(78) - grounded 
Cold Blood's ground hit. One of the fastest and best ground hits in the game, though a bit lacking in damage. You can perform a successful ground hit after any of the following: 

PPPPP - requires a wall 
KKKK - requires a wall 
KP 
(P+G) -requires a wall, requires impeccable timing 
after a successful juggle 
hitting someone out of the air 
any knockdown attack to the back 

The ground hit itself has remarkable stun if you hit a non-blocking opponent with it. Your opponent can't counter-attack, because of the massive hit-stun: you will always attack first. 

However, this attack does not have the same effect on a blocking opponent. If the attack is blocked, prepare to eat a combo. That being said, this attack's only use is to hit people on the floor. 

Staccato Dunk 
>>G 
[182] = 182 
Secondary launcher for Cold Blood. Best running juggle launcher in the game. Fast, but has terrible cooldown, which is slightly mitigated with decent blockstun. In a 1v1, its uses will probably be limited to sniping recovery dives, but it's better suited to team games where you can pick off distracted opponents with little to no chance of a panic. 

Ruthless Disposal 
(P+G) 
[230] 
Cold Blood's grab, and the most unique in the entire game of Rumble Fighter. Unlike other grabs, this attack throws your opponent VERY FAR to your character's right. That being said, angle grabbing is no longer necessary: the grab does it for you. However, this can lead to some frustrating situations where you throw your opponent into a wall instead of a bottomless pit, so it takes some getting used to. 

As a general reference, if you're facing right, the grab throws towards the screen. If you're facing left, the grab throws away the screen. Facing up, the grab throws to the right. Facing down, the grab throws to the left. 


Juggles 
Savage Sweep to Brutal Hammer 
KK[K+G] P P PPPPP + kG 
90, 110, 100, 48, 48, 54, 66, 69, 93, 78 [756] 
The kick juggle is not listed because the punch juggle is superior to it in both damage and edging. 

STRATEGY: 

Cold Blood is a great all-around scroll. Played right, it can handle practically any situation. Your kicks are slow, so use them mainly as your punishers. Two kick inputs gives you plently of time to react to press (K+G) for the juggle launcher, so always go for the juggle if you can. Your punches are your close-range pressuring tools, so use them heavily when your opponent stays close. Remember, Cold Blood has to stay in close to be effective, unlike most scrolls, which have some mid-long-range attacks to accommodate. Cold Blood has none. Keep your opponents pressured with your lightning-fast punches, punish their mistakes with your kicks and juggles, and Cold Blood will keep your opponent on the floor for good. 

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