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Avenger

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

Avenger 
Description: The style of the elite backstreet fighter. Its powerful blows and strikes will leave your opponent battered and bruised. 
Price: 41500 Carats 
Class: All 
Opinion: Avenger's an old scroll whose power can still rival those of newer scrolls. With a punch combo that's among the strongest in game with great recoveries to boot makes Avenger still quite the fearsome scroll. However, Avenger is perhaps the most unsafe scroll in Rumble Fighter, which amps up the difficulty drastically; but if you can push Avenger to its limits, it'll do you proud. 
DIFFICULTY TO USE: HARD

DIFFICULTY TO MASTER: VERY HARD+

POTENTIAL: HIGH


Combos: 
PPPPK - [485] 
KK - [245] 
KPKP - [470]

K(K+G) - [245] 
kG - [265] 

>>G - (98)
(P+G) - [250] 

Brutal Beatdown 
PPPPK 
80, 95, 95, 100, 115 [485] 
Avenger's most powerful combo is its most reliable and safest methods of attack. It should be noted early, that pretty much all of the inputs in PPPPK move you forward. A lot. This can lead to some frustrating situations as their hitboxes aren't all that wide, so angling mid-combo will be a bit of a problem. However, the combo finisher angles moderately well, something that can't be said for the rest of Avenger's combos. 

That being said, Avenger's first punch is amazing. Great movement, great speed, high priority, and fast recovery make for one of the best first punches in the game. Use it often, because it's Avenger's only fast attack and you'll need it to nag drifters. Also, it's crazy anti-air. Avenger's first punch hits VERY high so you can hit people out of the air easily and respond with a juggle. 

As for recoveries, PPPPK's recoveries become steadily worse the longer the combo goes. The first two inputs easily have the fastest recoveries. The third input is a bit slower, but safe even if blocked. The fourth and fifth inputs are completely unsafe, as the fourth input leads into a massive delay for the fifth. Never end your pressure on the fourth input: its recovery is just too bad. While pressuring, you should try to stay within your first two inputs, as they're your fastest and most reliable out of all of PPPPK. 

Rising Bruiser 
KK 
110, 135 [245] 
Avenger's KK is the most unsafe tool in its arsenal and its juggle launcher. Avenger is cursed with having the same first kick as Street. Which is to say, Avenger's first kick has horrible start-up time and priority. Its larger than average hitboxes hardly make up for its setbacks, so you'll have to play accordingly. Because Avenger's first kick is so slow, you cannot use it for effective pressure. While KK has huge delay, it's too risky to delay it as the final K, while it has big hitboxes, has horrible blockstun and is completely unsafe. Use KK only to punish big mistakes your opponent makes. 

Gut Masher 
KPKP 
110, 100, 120, 140 [470] 
Avenger's much safer alternative to KK. This combo should be used more often than KK, due to its increased safety on all the hits. KPKP has massive delays and good damage for just four hits. The fact that it starts from Avenger's first kick is a bummer though, since Avenger's first kick sucks, as stated previously. If at any moment you are unsure about going for the juggle with Avenger, you should switch to KPKP instead. In the case that they block it, the chances of you getting punished will be reduced significantly. 

KPKP has great delays on all the attacks, but the most significant is the one between the second and third inputs. You can delay the next attack for nearly half a second until you decide to throw it out. Of course, this comes at the drawback of absolutely horrid recovery. As such, avoid ending mid-combo at the second input. It should be noted, that the third input has absolutely AMAZING mid-combo recovery and good hitstun to boot. As such, you should end at the third input whenever possible. The combo angles horribly on all the hits, and is completely unsafe on bridges due to the massive movement on all inputs. Simply put, don't try and angle with KPKP. 

 

Low Blow
K(K+G)
110, 135 [245]
As of 5/12/11, Avenger inherited Street's KK, in the form of K(K+G) for a two-hit knockdown option.

It does less damage than its predecessor's KK, but K(K+G) is great for knocking people off the map or taunting them. You can always follow a >>G after this. 


Nitro Charge
kG 
[220] 
As of 5/12/11, Avenger's original kG attack was replaced with a long-range unblockable move.

Avenger's kG is an uncontrollable unblockable, meaning once it starts, you cannot stop until you finish the attack or something hits you. Basically, you take a running start and then launch a full-on drop kick on the enemy. It's painful, and the fact that it's both long-range and unblockable makes it incredibly useful. Despite the animation, this attack comes out rather fast and can catch people unawares from far away or if they happen to love the block button a bit too much. This attack is excellent for wakeup game, as the move, if used on an downed opponent's back, will dodge all recovery kicks. 
 

SIT DOWN, BOY! 
(P+G) 
[250] 
Avenger's grab is among the most powerful in the game and has absolutely huge distance, rivaling that of Judo's front throw. Because of Avenger's great pressure game with its punches, you should be throwing often and punishing your opponent for their turtling. A good Avenger user must throw, because the majority of Avenger's attacks are unsafe. Since an opponent can win by simply turtling through your strongest attacks and striking back, throws are necessary to break down their defenses. 

 

STAY DOWN, SON
>>G
[160] - standing
(98) - grounded
As of 5/12/11, Avenger received a ground-hit attack in the form of >>G.

Avenger's >>G basically grants it around 100 damage after some of its attacks, amping up its damage by a bit. You can follow it after:

PPPPK
KPKP - requires impeccable timing
K(K+G)
a grab
a successful juggle
any knockdown attack to the back

Avenger's >>G serves no purpose outside of hitting people on the ground as its recovery is absolutely horrid. If it's blocked or you miss, you're wide open. Following a PPPPK and KPKP is difficult, but if you can get the timing down, it's a free 100 damage.

Juggles: 
Basic Punch Juggle 
KK P P PPPPK 
110, 135, 48, 48, 48, 57, 57, 60, 69 [632] 
Avenger's juggle is straightforward and not very difficult at all. 


STRATEGY: 

Avenger is a fast, powerful scroll that's also completely unsafe. As such, you have to play smart when using Avenger, because the slightest mistake on your part will result in punishment. Only use KK to punish big mistakes your opponent makes. In all other cases, use KPKP instead. Remember that KPK has amazing recovery, so use that to your advantage. PPPPK will be your main pressuring and spotting tool, so you should be using Avenger's punch combo a lot. If your opponent tends to move around or jump a lot, catch them with the first or second punch. Also remember that Avenger's first two punches recover the fastest: use them the most while pressuring. If your opponent wises up to your pressure and just decides to turtle their way through, start grabbing. Avenger deals heavy damage and does it fast, but as it's an old scroll it'll have some trouble competing with the newer features of recently released scrolls. However, if you can overcome Avenger's setbacks, it'll be a truly powerful scroll. 

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