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Blackout

Page history last edited by Galdeira 10 years, 1 month ago

Blackout 
Description: There once was a famous boxer that tired of his sport because he could only use his hands in battle. So, one day, he vanished from the spotlight, and was never heard from for several years. When he returned, he introduced a powerful new style to the world, known only as "Blackout." Using this scroll, boxers can use both the feet and hands in a devastating synergy. 
Price: 2500 Carats (1 day), 5000 Carats (3 days), 12000 Carats (15 days), 195 Astros (Permanent) 
Class: All 
Opinion: Blackout is the latest rendition of the boxing style, and it's definitely a bruiser. Blackout is everything a good boxer should be: powerful, unpredictable, and lightning fast. Blackout can dish out the pain, and it does so quickly and efficiently. Of course, such power comes with drawbacks: Blackout moves so much with its attacks - its kick combo especially - it can be uncontrollable even in skilled hands. Only if one can keep the devastating power of Blackout under control can one absolutely destroy the opponent. 
DIFFICULTY TO USE: MODERATE+ 
DIFFICULTY TO MASTER: HARD+

POTENTIAL: VERY HIGH

Combos: 
PPPPP - [483] 
PPPK - [355] 
KKKK - [465] [480] [510] 
K(K+G) - [290] 
kG - [140] 
(P+G) - [230] 
(K+G) - [220] 

Painbringer 
PPPPP 
80, 90, 95, 110, 108* [483] 
* - reduced damage due to air-time attack 
Blackout's punch combo is as fast as lightning and has the power of a steamroller. Blackout's punch combo is one of the fastest in game, rivaling Cold Blood in terms of speed. Blackout's first punch is reminiscent of Stinger's: it moves rather far and is mainly used to catch drifters. All of Blackout's punches come out fast and recover equally fast, as well as having great movement. However, they have one devastating drawback: range. Blackout's peripheral range on its punches is quite bad, and because of its movement, it's easy to misalign yourself from the opponent. The worst offender of this is the last punch, which has one of the worst hitboxes of a combo finisher of any scroll. Even if the fourth punch hits, you may have to delay the last hit for it to land, just to be safe. Also, this combo cannot angle at all. 

When pressuring or catching drifters, never go past your second punch. While all of your punches have great recovery, it's not worth searching for your opponent through attacks by going anywhere past your first two punches. Use combinations of your first two punches, and if they miss, stop, and try again. Once you've pressured your opponent to the point where they stop moving and block your attacks, begin using the rest of your combo. And if they don't block, use PPPK. 

Because all of Blackout's punches have insane movement, they can be used to safely move out of the way of a blocker. While it's not recommended because you lose the pressure on your opponent, it can be a useful way to escape, so keep this in mind. 

Be aware that all of Blackout's punches are a counter break-point. Don't mindlessly spam punches against a blocker. Because Blackout's punches all of great delays, you'll need to use them to be unpredictable. Utilize your delays, or you will be defeated against a competent counter user. 


Heartstopper 
PPPK 
80, 90, 95, 90 [355] 
Blackout's juggle launcher is a stun launcher, and because you get PPP before the launcher itself, you get plenty of time to react if the second punch hits. Because it starts from a punch, you can't use this as a reliable punisher, except from the back. You should not be spamming this. At all. Treat it as you would Hitman's launcher. When attacking from the back, always go for PPPK. 

Like PPPPP, the K portion has insane movement, enough to render it completely safe if you angle it against a blocker. It should also be noted that the K portion can be delayed to extraordinary amounts, exceeding that of Stinger's final punch. Use this to your advantage. 

Full Contact 
KKKK 
45, 45, 55, 55, 120, 145 [465] 
Blackout's kick combo is unique for having the first kick with the highest priority in the game, and the only scroll to have a 6-hit combo with only four inputs. While Blackout's first kick looks like a single kick, it's actually a combined knee and kick, effectively making two hits land at nearly the exact same time. This renders the attack impossible to counter without getting hit at the same time, and also allows it to outprioritize just about any other attack in the game. Blackout's second kick is the weakest part of the combo, not counting damage. It too also hits twice, but much slower: it is two single kicks, and its recovery is akin to Rage's KK. As such, because the second kick spells doom if you miss, it's nigh impossible to spam your kicks against any opponent. The third kick is extremely similar to Combat Sambo's first kick, and the last kick angles exceptionally well, almost as well as Shoot Boxing's final kick. Blackout's last kick is chargeable, which means it can angle twice. 

Like the punches, Blackout's kicks also have insane movement. This is especially troublesome on the second kick, because if you happen to misalign yourself on the second input (double-hit) you will open yourself up for punishment. As such, you should never be using Blackout's kicks on a drifter. Use Blackout's kicks only when you know your opponent can't move out of the way, or if you know you'll hit. 

Because Blackout's last kick is chargeable, it can angle twice. Because it can angle twice, and because the last kick has great range, Blackout is capable of triangle attacking. If your opponent is not sideblocking your kicks, you can angle your third kick, then double angle your fourth kick into the opponent, causing the attack to hit behind their guard. 
 

Full Contact (semi-charge) 
KKKK(semi-hold) 
45, 45, 55, 55, 120, 160 [480] 
Blackout's last kick is chargeable, but holding it down for a semi-charge is useless except for mindgames where your opponent is expecting a full charge. Blackout's last kick is unsafe on block even if you semi-charge it, so it's a gamble if you use it like the method mentioned above. 

Dead Contact 
KKKK(hold) 
45, 45, 55, 55, 120, 190 [510] 
Blackout's final kick, if charged fully, generates mindgames akin to Blood Wind Ninjutsu's fully charged PPPP or KP. It takes just about as long to charge, and all of them cause some pretty painful consequences for your opponent. Upon block, a fully charged KKKK causes huge blockstun. While the stun is not as long as Blood Wind Ninjutsu's charged attacks, it still allows you to attack before your opponent can make a move. Be careful, however, as the opponent can successfully counter you if you try to attack too fast. Mindgames ensue, but you generally have two options: attack, or grab. Attacking is usually the better option as it has answers to most of your opponent's options, including attacking, drifting, etc. Grabbing only counters two things: your opponent's counter, or a continued block, so it's less safe. In the end, it's up to you to decide what's best for that moment. 

Dead-On 
K(K+G) 
45, 45, 200 [290] 
Blackout's two-hit knockback is simply just a two-hit knockback with insane priority on the first hit. While it's useless in a 1v1, its speed allows you to score edge kills pretty effectively, but only use in situations where knocking someone off the map is more important. 

Skull Diver 
kG 
[140]
Blackout's kG move was originally a ground hit, but was nerfed. It now is simply a unblockable hit. The massive movement on this hit can be utilized to make up for the slow startup and recovery time.  You can dodge low hits (like recovery kicks) during the jumping animation, and smash right through an opponent's guard from varying distances.  Upon hit, this move grants a good amount of frame advantage, which you can easily take advantage of with a speedy kick combo.

 

 


Rapid Fire 
(P+G) 
[230] 
Blackout's grab knocks forward about the same distance as Agent, which is to say, not very far. However, aside from the flashy animation, it can always be followed up with a ground hit. Because Blackout is great at applying pressure, you'll need to grab to deal with turtlers. 

Lights Out 
(K+G) 
[220] 
Blackout's special counter is about the same as Zin Karate's. Blackout hardly ever goes on the defense, but Blackout can utilize offensive countering for maximum pain. It can always be followed up with a kG ground-hit for extra damage. 

Juggles: 
PPPK P P PPPPP
80, 90, 95, 90, 48, 48, 48, 54, 57, 66, 108 [784] 
Blackout's punch juggle is its easiest juggle and most damaging. Because of the insane movement on its punches, you will have to be perfectly aligned with your opponent for all the punches to connect. Make good use of the time the stun launcher provides to align yourself so that you can connect every hit. To land all the hits, simply delay all the punches in the combo a moderate amount, and it should be no problem. 

STRATEGY: 

Blackout is a powerful scroll that brings on the pain, and does so in the blink of an eye. While it has the same stance as Boxing and Shoot Boxing, Blackout has almost no similarities to the aforementioned scrolls and you won't be fooling anybody with the stance. Blackout is all about totally overwhelming the opponent with your attacks, so never, ever let your opponent off the hook. You must keep applying pressure to use Blackout to its fullest potential. Don't allow your opponent to move at all, and most of all, don't give them a chance to fight back. You'll have to be unpredictable, fast, and be able to read your opponent's moves. Don't use your kicks mindlessly, as missing with them will usually end up getting you killed. Remember to utilize the charge on your kick when necessary, as it brings about mindgames that can whittle your opponent's concentration down. OGPlanet said Blackout promises to be one of the driving forces of 2011. 

And you know what? They were right. 

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