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Vale Tudo

Page history last edited by Lapid 12 years, 7 months ago

Vale Tudo 
Description: The brutal Portuguese fighting style where "anything goes." 
Price: 175 Astros 
Class: All 
Opinion: Vale Tudo is a relatively aged scroll that's often overlooked and underused. Why this is confounds me... because Vale Tudo is still one of the damage kings of Rumble Fighter. With a kick combination whose damage rivals even newer scrolls (Viper) and a punch combo that outdamages even the mighty Sage Master, Vale Tudo is truly a behemoth to be reckoned with. 
DIFFICULTY TO USE: HARD+

DIFFICULTY TO MASTER: HARD+

POTENTIAL: HIGH 

Combos: 
PPKKK - [515] 
KKPPK - [476] 
KPK - [295] 
K(K+G) - [225] 
kG - [180] (108) 

Brutal Thrashing 
PPKKK 
80, 65(65), 80, 85, 140 [515] 
Vale Tudo's punch combo, and a bruiser at that. This combo remains as the strongest punch combo in the game, out-damaging even the mighty Sage Master. However, landing every hit is quite difficult, so its use should be relatively limited. The first punch of Brutal Thrashing is the fastest attack of Vale Tudo, and it isn't even that fast. Still, its recovery is excellent, so you should use it to poke at opponents when you approach them. The first two punches have great reach/range as well, so you should also use it when you find the enemy drifting around you. Be aware that the second punch hits twice: a whiffed second punch will lead to punishment. Avoid attempting a full punch combo on a enemy that is facing you: the rest of the combo can be blocked easily. Only attempt a Brutal Thrashing when you know the enemy cannot retaliate. Delays on this combo are average, but delays nonetheless. Their main use is to avoid counters, but they are equally good for confusing the opponent as well. If you find your opponent is blocking your attacks, start delaying your attacks, and ending the combo at random places. Then start up again. As long as you don't finish your combo, you can keep a defensive turtler pressured well. It is very difficult to angle any hit in this combo except for the last. It is much easier to edge with the next combo, rather than this one. 

Recoveries on any of the mid-combo attacks are below average, except for the first K portion of the attack. Ending anywhere else is highly unsafe and not recommended. Keep in mind that all of Vale Tudo's attacks have low blockstun, and can be countered easily. 


Raging Carnage 
KKPPK 
95, 95, 95, 110, 135* [476] 
* - reduced damage due to air-time attack 
Vale Tudo's kick combo, which is more reliable in damage dealing than the punches. However, the kick combo is actually more powerful than the punch combo, because a ground hit with your special is guaranteed. As long as you walk forward a little bit after the final kick, you can land your ground hit. That alone makes this combo the main combo of Vale Tudo. The first kick loses out in speed to scrolls like Viper or Rage, but has good movement and range. All attacks in the combo have near equal cooldown, so it doesn't really matter where you end the combo if you plan on pressuring. The best way to use this combo, however, is to punish your opponent's mistakes. If you can predict where your opponent will end their combo while they are pressuring, this combo slaps 600 damage into their face. Distance is a very big issue, because you must be close in order to land any hits of the combo. That being said, you must play very carefully (almost in a reactive fashion) when pitted against longer-ranged scrolls like Agent. As for edging, this combo is excellent. As long as you are close to your opponent when you hit them upwards, you can angle the final kick in any direction you desire (except beyond a 90 degree angle turn), allowing you to knock your opponent away from obstacles and into deadly chasms. This combo is very powerful indeed, and you should be using it very often. 

Do not spam KKPPK. I cannot stress this enough. Against a skilled player, you will become easy counter bait. KKPPK has horrendously low blockstun on all of its attacks, and has some of the easiest break points in the game. Your delays on the kicks help mitigate this, so you need to play smart when using the most powerful tool in your arsenal. 

Flying Punishment 
KPK 
95, 90, 110 [295] 
Vale Tudo's juggle launcher. It starts from a kick, which is good. However, the rest of the combo is not-so-good news. The combo is delayable, but if you hit an opponent cleanly and delay any hit the rest of the combo will be blockable. In addition, the last kick has HORRENDOUS cooldown (nearly half a second long), so if that hit is blocked, you will be completely open to a counter-combo. Clearly not a very forgiving juggle launcher. 

The juggling launching attack has seriously broken hitboxes. When I say broken, I really mean it this time. The juggle launcher, a flying knee, hits in an area ALL AROUND you. Behind you, to the side, anywhere. As long as your opponent is anywhere near you while you perform the knee, it will hit them, and you can respond with a juggle. If your opponent decides to play it safe and wait for you to perform the full KPK, even after you recover from the combo, you can respond with a counter if your opponent tries to attack you afterwards. 

Magnum Shoulder 
K[K+G] 
95, 130 [225] 
Vale Tudo's two-hit knockdown is really more for show than anything else. It's widely regarded as Vale Tudo's "hidden" combo, because nobody really knows about it. You can use it to your advantage, but only use this in situations where edging is more important than damage. 

Vale Tudo (Anything Goes) 
kG 
[180] - standing 
[108] - grounded 

Vale Tudo's ground hit. Useful as a ground hit, but it's a bit slow compared to newer ground hits (Viper). However, it does its job. You can kG after any of the following: 

PPKKK - requires a wall 
KKPPK 
any knockdown attack to the back 
recovery kick - requires impeccable timing 
knocking someone out of the air 

In addition to being a powerful ground hit, it can also be used as a stun attack. Blocking Vale Tudo results in MASSIVE blockstun. If your opponent attempts to counter-attack, you have enough time to respond with a combo of your own. If an enemy is hit by Vale Tudo, the stun is enormous, leaving them with few options: block, or flee. Anything else results in a combo to the face. It's slow, however, so its main use should be as a ground hit. 

Juggles: 
Kick Juggle 
KPK P P KKPPK 
95, 90, 110, 48, 48, 57, 57, 57, 66, 81, 108 [817] 

Vale Tudo's kick juggle, which is still hard, but manageable, nonetheless. This should be your main juggle. If you can nail the first two punches of the juggle, the rest is a cakewalk. No delays required on the kick combo part of the juggle, just make sure you press the right buttons in time. Like the kick combo, you can angle the last hit in any direction you want. 

HOWEVER, if you have additional STR, then you should use the punch juggle. 

STRATEGY: 

Vale Tudo is still the king of raw damage, but with power comes with unruliness and a noticeable lack of speed. Vale Tudo's combos are a bit awkward and will take some getting used to before you can execute them effectively. While it arguably has a great juggle launcher because of its range, its juggle is also among the hardest in game, so that will take some practice. When using Vale Tudo, you should not be offensive, because Vale's pressure game is surprisingly very poor compared to other, faster scrolls. Vale Tudo really lacks the raw speed and unpredictability needed to pressure effectively so, you should rather focus on a punishing game, which Vale excels at due to KKPPK + kG and the monstrous damage on PPKKK. Keep in mind that your kicks should be used more often than your punches: they are more reliable and less punishable. Use your first punch to soften up opponents, then go in for the damage with full PPKKK and KKPPK combos or juggle them. Vale Tudo is truly a beast, but you really need experience and control to be able to harness it to unleash its raw power. 

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