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Shoot Boxing

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

Shoot Boxing 
Description: This scroll utilizes the basics of boxing and then takes it to a whole new level. 
Price: 175 Astros 
Class: All 
Opinion: Shoot Boxing is one of the big three overused scrolls (Shoot Boxing, Zin Karate, and Rage) that are the most difficult to deal with due to the relative lack of skill needed to utilize the scroll. Shoot Boxing requires the most amount of skill to master and use effectively: however, one can still excel with a relatively low amount of skill. Shoot Boxing is a very fearsome scroll that most scrolls have difficulty dealing with. 
DIFFICULTY TO USE: SPAMMABLE

DIFFICULTY TO MASTER: EASY-

POTENTIAL: VERY HIGH



Combos: 
PPPPP - [513] 
KKKK - [475] 
KPP - [290] 
kG - [240] 

Gatling Fists 
PPPPP 
80, 65(73), 85, 100, 110 [513] 
Shoot Boxing's punch combo is the second strongest in game, following Vale Tudo. The first thing to know about Shoot Boxing's punch combo is that it is not the reason why scrolls have trouble with Shoot Boxing. Shoot Boxing's punch combo is actually quite balanced, even though it deals so much damage. Shoot Boxing's punches have very poor range overall, worse even than Cold Blood's punches. This forces you to stay close to your opponent in order to even do anything with Shoot Boxing. 

While Shoot Boxing's punches might seem fast, they are actually deceptively long on recovery. Shoot Boxing's second punch is a double-hitter, and it is the worst offender: its recovery is only slightly shorter than the combo finisher. However, due to the sheer amount of hits with Shoot Boxing's punches, as long as you stay unpredictable, it will be hard for any opponent to figure out your pressure. Just keep in mind, if your opponent wisens up to your punching maneuvers, your pressure can be broken quite easily. 

The punches angle quite well due to the lack of movement on each input. Shoot Boxing's punches don't move you very far, so if you're already close to your opponent, landing your punches will be no problem. 

Vicious Hook 
KKKK 
110, 110, 115, 140 [475] 
This is the combo that really puts the pain on a lot of scrolls. Shoot Boxing's first kick is one of the best in game. While it might not have much range, it is the fastest first kick in the game and it and all of its subsequent combo attacks have absolutely massive hitstun. This allows you to perform mini-stun locks on your opponent if they react too slow on the block when you end your combo early. As an added bonus, all of Shoot Boxing's kicks have great recovery and the combo itself deals quite respectable damage. Tie all this in together and you have one "cheesy" combo. 

There really isn't much skill needed to use the kicks. Its only downside is the range, so whenever you're not pressuring with punches, use Shoot Boxing's kicks. Even if they block it, it's no biggie. However, don't use KKKK as pressure, since it's much easier to see through. 

One, Two, Uppercut 
KPP 
110, 90, 90 [290] 
Shoot Boxing's juggle launcher starts from its amazing first kick, which is great: however, the trouble starts immediately after. The secondary PP inputs mean that you have to intentionally want to start a juggle, rather than deciding to go for the juggle once your kicks hit. In addition, the second input has pretty bad recovery. Most players know that most Shoot Boxing users will end their combo at KP if it is blocked. Even if you see their attack coming, there's little you can do. As such, reserve KPP for those chances where you know your first kick will land successfully. Thankfully, for Shoot Boxing, that will happen very often. 

Haymaker 
kG 
[240] 
Shoot Boxing's kG is among one of the more useless of its attacks, bordering Avenger's kG on uselessness. It's basically a long, unblockable punch that has a huge start-up time. Due to the movement on the attack, it's practically impossible to angle, and due to the start-up time, your opponent will see it coming a mile away. Even if it does land, you probably would have been better off doing a grab. While it might seem attractive when hitting someone off an edge, it's not recommended. Your opponent can simply move to the side, and you will move off the map. So, generally avoid the use of Shoot Boxing's kG. 

STRATEGY: 

Shoot Boxing doesn't need too much of a strategy but you can't mindlessly spam your way to victory. Due to Shoot Boxing's rather poor range, you'll need to stay in close to render your attacks effective. Be careful of the other big three and scrolls with big range, since Zin Karate and Rage and scrolls like Geumgangtu can attack you from afar, while you can't retaliate. As long as you can stay in close, things won't be too much of a problem with Shoot Boxing. 

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