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Stinger

Page history last edited by Lapid 12 years, 3 months ago

Stinger 
Description: This scroll blends the moves of a brutal backstreet fighter with the rapid punches of a professional boxer, with deadly results.
Price: 192 Astros 
Class: All 
Opinion: Stinger is the most destructive scroll in Rumble Fighter without a ground-hit, without question. With a kick combo that tops 500+ damage without any other prior damage and a juggle that rivals the power of Zin Karate's, it's not too hard to see Stinger's raw, savage power. That being said, Stinger is overwhelmingly difficult to control in the hands of a non-expert and can easily be overwhelmed if not used correctly. Still, Stinger's huge damage is difficult to ignore, and it WILL be causing some major damage. 
DIFFICULTY TO USE: MODERATE+

DIFFICULTY TO MASTER: VERY HARD+

POTENTIAL: VERY HIGH 

Combos: 
PPPP - [385] 
KKKKK - [507] 
KP - [295] 
kG - [N/A] 
kGKKK - [350]

kGP - [???] 

Dirty Smash 
PPPP 
80, 90, 100, 115 [385] 
Stinger's punch combo is similar to Boxing's, albeit much slower. This is Stinger's selling point. It starts one of the most painful juggles in the game, but strangely enough, that is not why this combo is so powerful. The main reason why this makes Stinger, Stinger, is because of the absolutely insane movement on its first punch. Stinger's first punch moves your character so far, that it can be used to drift. In order to play Stinger correctly, you must incorporate its first punch into your drifting tactics. Being a first punch, it recovers very quickly, so when you combine regular drifting with Stinger's first punch, it makes for a incredibly confusing and deadly drift. 

The bad news comes with the rest of the combo. Stinger's transition from its first to second punch is among the worst in game. Stinger's second punch is just very bad, overall: horrible range, less movement than the first punch, low blockstun and it possesses slow recovery. That being said, you must be very careful when transitioning from Stinger's first to second punch. Thankfully, though, Stinger's second punch is not blockable from the back when the first one connects. The rest of the combo is pretty average, so if your second punch connects, ALWAYS finish the rest of the combo. 

A useful thing to note is that the final punch can be delayed to ENORMOUS amounts. Use this to your advantage. 

Sonic Driver 
KKKKK 
95, 95, 105, 110, 170* [507] 
* - reduced damage due to air-time attack 
Stinger's kick combo is among the most damage in the game (without a ground-hit, of course). It's long, and it hurts... a lot. Similar to Shoot Boxing, all of the attacks (minus the fourth and fifth) have absolutely ridiculous hitstun. But, as a drawback, all of Stinger's kicks have horrible recovery. Combine that with the fact that Stinger's first "kick" is rather sluggish, and you are left with a kick combo that's unable to pressure effectively. Stinger simply takes too long to recover from any of its kicks to pressure any opponent with them, even if some of the hits connect. Mainly, this combo will be used to punish your opponent's actions and to juggle with. 

Each attack has massive movement, so use this to your advantage. Against a blocker, ending your combo at any attack is very dangerous, so you can lessen the chance of successful punishment by angling yourself out of harm's way. This is especially effective on the fourth input (uppercut), as it moves you a lot more than the rest of the attacks. 

Be careful when angling Stinger's fourth "kick": it has bad hitboxes, and moves you forward tremendously. Generally, it's impossible to connect if you're attacking anywhere diagonally, so keep this in mind. 

Corkscrew Driver 
KP 
95, 200 [295] 
Stinger's two-hit knockdown is like any other quick knockdown, so use it in cases where you need to score a quick edging kill. Otherwise, stay away from it. 

Narrow Weave 
kG 
N/A 
Stinger's kG is a generic boxer's weave. While you're ducking, you cannot be hit by any attack. This includes grabs, kicks/punches, ExoCore attacks, etc. However, unlike Agent, the invincibility frames on Stinger's dodge move are very short. You can only use this move to avoid singular attacks, such as a delayed combo finisher, a long attack with short active hitboxes (Persona's Skill 2), etc. Otherwise, if you attempt to use this anywhere else, your invincibility frames will wear off right as the attack comes, and you'll eat a hit. Basically, use this any time you would a counter, but keep in mind that this is ineffective against faster scrolls. 

Dirty Bull 
kGKKK 
110, 110, 130 [350] 
After a kG, you can press the kick button up to three times in succession to perform a combo. You can delay a huge amount before you press the kicks to initiate the actual attack, which can come in handy against a nervous blocker. Otherwise, you should always be pressing K after your kGs. Even if your kG was unsuccessful, the best you can hope for is to trade hits with your opponent, so that you don't eat an entire combo. 

 

Dirty Bull No. 2
kGP
[150] - uncharged
[170] - semi-charged
[190] - fully charged (unblockable)
As of 5/12/11, Stinger received an unblockable launcher attack in the form of kGP.

Stinger now has the option to start a juggle after a kG. It's infinitely more useful than KKK since it can also be charged to become unblockable. While it takes a while to fully charge, you can release it early to trick people that try and attack you.

This attack is extremely dangerous as it has good movement and can angle twice. Provided you can hit the opponent good enough, you can essentially force the opponent to jump or block after every kG, as the kGP can hit any opponent in front of you.

Juggles 
Basic Kick Juggle 
PPPP P P KKKKK 
80, 90, 100, 115, 48, 48, 57, 57, 63, 66, 102 [826] 
Stinger's juggle is among the most powerful in the game, which is something truly to be feared when you consider it doesn't have a ground-hit... 

Always remember to delay the third and fourth inputs of the kick combo. 

STRATEGY: 

The goal of Stinger is to be unpredictable, fast, and punishing. Leave no opening for your opponent, and beat him/her down every single time he/she makes a mistake. Stinger's defensive game is weak, so it must play a distant offensive game in order to succeed. Stinger has no reliable close range options (KKKKK is too slow, PPPP moves too much, etc.), so it must stay out of the opponent's range and strike when the moment is right. Confuse your opponent by drifting with your first punch. Keep in mind, that because Stinger's "kicks" are too slow to pressure effectively, so a blocker can turtle through your kicks. Alleviate this through grabbing often. Juggling is not your priority, even though Stinger has one of the most powerful juggles in the game. Use PPPP only when you know you can pull it off. In order to succeed with Stinger, you must follow its description: staying ahead of your opponent is more important than anything else when using Stinger. 

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