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Destroyer

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

Destroyer 
Description: A scroll whose power and finesse leave its user only one option: destroy. 
Price: 185 Astros 
Class: All 
Opinion: Destroyer, thus far, is the only scroll in the game to have a projectile. This is huge; it marks the evolution of later scrolls to come. Putting that aside, Destroyer is overwhelmingly average, except for a few perks. In some ways, it can be considered a slower Agent with a ground-hit. Destroyer isn't all too unique, but don't be too quick to underestimate its power. 
DIFFICULTY TO USE: EASY

DIFFICULTY TO MASTER: HARD-

POTENTIAL: HIGH



Combos: 
PPP - [450] 
KKKKK - [425] 
KK(K+G) - [290] 
K(K+G) - [260] 
kG - [150] 
>>G - [100] (60) 

Thousand Kodachi 
PPP 
80, 100, 60, 60, 150 [450] 
Destroyer's full punch combo is three measly inputs, but it results in 5 powerful hits. It's quite surprising, really. Of course, three inputs comes with the drawback of inability to pressure as effectively as one would want, but a punch combo able to do 450+ damage in the blink of an eye is something to be reckoned with. Destroyer's first two punches are nothing but superb. The first punch is literally lightning fast, and has good range, making it an excellent poking tool. Its one and only drawback is its pitiful stun, which is so small that it allows the second punch to be blocked, even if your opponent's back is facing you. It's lamentable, but you'll have to deal with it. The second punch is similar, albeit with slightly slower recovery. The third input is a flurry of three punches that is ultimately where most of the damage of PPP comes from. Never, ever end this attack if the opponent is blocking. PPP is one of the most unsafe attacks in Rumble Fighter if blocked, leaving you wide open to a punishing counter attack. Focus on pressuring your opponent with the first two punches, then attacking with kicks once you've loosened them up and forced them to play aggressively or turtle. 

It should be noted that each attack of PPP possesses enormous delays. Use them to your advantage. Also, this combo can always be followed up by a >>G ground hit. 

Senpusha 
KKKKK 
90, 100, 50, 50, 140*, 160* [470] 
* - reduced damage due to air-time attack 
Destroyer's kick combo is extremely similar to Agent's: it's long, moderately painful, and knocks the opponent into the air. KKKKK does hold many advantages over PPP, and one of them is blockstun. Destroyer's kick combo possesses blockstun rivaling that of Blood Wind Ninjutsu, resulting in a completely safe full kick combo, even if blocked. That being said, all of Destroyer's kicks possess great blockstun, allowing you to take the upper hand, if not at least stay in the advantage, when using kicks. Be warned, though, as because Destroyer's kicks have such huge blockstun, they are cursed with terribly long recoveries. Missing kicks results in agonizing punishment. Take note that Destroyer's fourth kick input is a counter-break point, so you must stray away from spamming this combo. 

Destroyer's first kick is not the fastest in the world. Therefore, Destroyer's kick usage is not based on pressure, but more focused on punishment. Destroyer's first two kicks recover the fastest, and have the largest hitboxes of the rest of the combo, so keep this in mind. The last kick of the combo, as previously mentioned, has massive blockstun, so you have ample time to block or counter if your opponent blocks the last kick. Always follow a successful kick combo with a >>G. 

Dankairaku 
KK(K+G) 
90, 100, 100 [290] 
Destroyer should always be going for the juggle whenever possible, because it suffers from the same problem as Agent: low damage. Destroyer's juggle launcher is quite reliable overall, so there is little reason not to use it if the first two kicks connect. It also allows for easy bu juggling. Destroyer has one of the more powerful juggles in the game, so never hesitate to go for the juggle whenever possible. The juggle launcher itself is unsafe if blocked, and is a counter break-point, so keep this in mind. 

A useful thing to note is that this attack has deceivingly large hitboxes, allowing almost perfect angling to your right. However, angling to your left is much more difficult. 

Fuuka 
K(K+G) 
90, 170 [260] 
Destroyer's two-hit knockback is overwhelmingly average and should be used in all situations where scoring an edge kill is more important than damage. Can always be followed up by >>G. 

Fuhajin 
kG 
[150] 
Destroyer's kG makes it the only scroll to date with a range attack. Because it's a scroll that has a range attack, the projectile itself is quite crappy. Boasting low block/hitstun, horrible range, and a huge recovery, Destroyer's kG is useless in almost all 1v1 situations. In fact, its recovery is so long that a counterattack is possible even if this attack lands at point blank. Its only use in a 1v1 case is to use as wake-up game. If timed correctly, a projectile will hit the opponent's back as they stand up. 

Shikusen 
>>G 
[100] - standing 
(60) - grounded 
Destroyer's ground hit is weak, but it's a ground-hit nonetheless. It comes out lightning fast, so Destroyer has a ton of opportunities to slap 60 extra damage onto its combos. >>G can successfully follow after any of the following: 

PPP 
KKKKK 
K(K+G) 
>>G 
a successful juggle 
a successful grab 
a recovery kick 
any knockdown attack to the back 
knocking someone out of the air 

Even though it's weak, one mustn't forget Destroyer's need for damage. Destroyer, because of the relative lack of strength of its combos, needs to pack in as much damage as it can, and its >>G allows it to do just that. Remember that 60+ damage can add up very fast, especially when Destroyer can do so at almost every opportunity. 

Another thing to note is that because of this attack's blistering speed, combined with knockdown this can be a very deadly attack on maps like Moonlight Valley. Hitting someone in the back with Destroyer's >>G results in an instant small fence-edge. 

Juggles: 
KK(K+G) P P KKKKK >>G 
90, 100, 100, 48, 48, 54, 60, 30, 30, 84, 96, 60 [800] 
Keep in mind that the kick combo's fourth input must be delayed for the juggle to connect successfully. 

STRATEGY: 

Destroyer doesn't bring a whole lot new to the table, bar a projectile, but nevertheless, it's a powerful, solid scroll. Destroyer owns one of the more powerful juggles in the game, so you should be juggling at every opportunity you get. Use your first two punches to pressure your opponent or when your enemy gets too close, and finish your punch combo whenever necessary. Remember that your kick combo is entirely safe, even if you end it, and also remember to use >>G whenever you can. Stay away from the kG in a serious 1v1 fight, because its recovery makes it useless. Also, despite being kick-based, Destroyer's recoveries on its kicks bar it from allowing you to kick spam, so you have to play smart when using your kicks. Remember that your fourth kick is a counter break-point. Destroyer is a relatively simple scroll that isn't held back by a whole lot, so using it effectively isn't too difficult. 
 

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