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Drunken Boxing

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

Drunken Boxing 
Description: Known as Zui Quan, or Drunken Fist, this scroll imitates the erratic and unpredictable movements of a drunkard to exploit holes in the enemy's tactics. 
Price: 150 Astros 
Class: All 
Opinion: Drunken Boxing was one of the first Astro scrolls ever released, so it's understandable that it's lacking a lot of content newer scrolls get to enjoy. However, Drunken Boxing isn't a 1v1 scroll. It was never intended to be one. With a whopping three combos that are totally useless on a map like Blacktop, it's not hard to see why. Drunken Boxing really shines on maps like Moonlight Valley, because almost everything about the scroll is geared towards knocking an opponent off the map. Because this scroll is completely intended to be played on an edging map, this guide will cover such situations as well as 1v1 situations. 
DIFFICULTY TO USE: VERY HARD- 
DIFFICULTY TO MASTER: VERY HARD

 POTENTIAL: MODERATE 


Combos: 
PPPP - [450] 
PPK - [320] 
PK - [260] 
KK - [300] 
KP - [255] 
>>P - [180] 

Zui Weng Za Sui 
PPPP 
80, 90, 135, 145 [450] 
Drunken Boxing's full PPPP is its standard damage dealing combo and inflicts a reasonable amount of damage for four hits. All of the attacks delay themselves automatically: but in return, you can't actually delay the attacks themselves very much. As mentioned previously, this combo is meant for damage. It doesn't angle very well, 

Drunken Boxing's first punch is decent and leads into the majority of its combos (PPPP, PPK, PK). It hits high and recovers fast, but is a bit slow on the execution. Nevertheless, it's the fastest attack in Drunken Boxing's arsenal. Thankfully all of the hits of PPPP recover fast for mid-combo attacks, so remaining unpredictable while pressuring shouldn't be too difficult. 

Drunken Boxing's PPPP possesses only average block/hitstun, so there aren't many tricks you can pull off with it. Ending a successful combo early isn't likely to trick anyone or confuse them, so you'll need to finish your combos whenever possible. 

Ming Ding Dao Sui 
PPK 
80, 90, 150 [320] 
This combo is completely useless if you're not going to edge someone, so you should stop reading here if you want to read only 1v1 material. 

PPK possesses perks PPPP doesn't. For one, it angles terrifically, and the K portion of the attack comes out lightning fast and knocks just as far as a PPPP. Normally this would be used to fake out opponents who think you're going to perform a full PPPP. You can end the combo here and still be able to knock them off, without risk of a panic. Also, because it angles well, you could knock people off bridges and such in situations where PPPP would not be able to do so. 

Be careful though, as PPK is extremely unsafe if the opponent blocks it. 

Zui Zhuan Qiu 
PK 
80, 180 [260] 
This combo is completely useless if you're not going to edge someone, so you should stop reading here if you want to read only 1v1 material. 

Drunken Boxing is blessed to have two of the best two-hit knockdowns in the entire game. Both PK and KK have lightning-fast execution time, but PK is blockable from the front. In exchange, PK angles almost perfectly. A defensive opponent will usually be able to block the actual knockdown hit, but against someone who's not paying attention or not expecting it, they have little chance to block. This attack is extremely deadly on bridges because it knocks the opponent away farther than any other two-hit knockdown so far and it angles incredibly well. 

PK is moderately safe if it gets blocked, so if an opponent happens to block it by chance, you'll usually have enough time to jump away or do something else. 

Liang Qiu 
KK 
120, 180 [300] 
This combo is completely useless if you're not going to edge someone, so you should stop reading here if you want to read only 1v1 material. 

This is the fastest two-hit knockdown in the entire game. THE fastest. It's seriously dead fast. Like PK, this combo's only purpose is to knock someone off and to do it quick: however, KK does it even faster than PK. There's almost no chance your opponent will be able to panic out of this: it's literally just as fast as some of the double hits in certain scroll's inputs. However, because the combo can't be delayed at all, it's a bit difficult to angle and the attack itself doesn't angle that well anyway, so you should stick with PK for angle kills. 

KK is totally unsafe if blocked, so if you were dumb enough to KK into a block, you're going to be punished. 

Zui Shanggou Quan 
KP 
120, 135 [255] 
Drunken Boxing's launcher is pretty basic for a two-hit launcher. It executes fast and angles moderately well, and like most launchers is totally unsafe on block. You have to be sure your first kick will land successfully because Drunken Boxing's first kick is unsafe on block. This alone makes Drunken Boxing's KP some risky business, but thanks to the speed of Drunken Boxing's first kick, you can manage to squeeze it in between certain combo strings if the opponent delays it or easily punish openings your opponent makes. 

ULTIMATE RAM 
>>G 
[180] 
Drunken Boxing/Master's shoulder ram is an upgrade upon the regular one. Apart from looking a lot cooler, the recovery is significantly better, you don't slide after the attack, and the actual range of the attack is a whole lot bigger. Like a regular shoulder ram it's unsafe if the opponent blocks it, so use it as you would a regular shoulder ram. 

Juggles: 
KP P P PPPP 
120, 135, 48, 48, 48, 54, 81, 87 [621] 
Drunken Boxing literally has the easiest juggle in the game. No delays are required. 

STRATEGY: 

As mentioned earlier, Drunken Boxing isn't meant for the 1v1 scene. Drunken Boxing is totally geared towards knocking opponent off the map like pebbles, so if you were to use it in a serious 1v1, you'd only actually use 2 combos (PPPP and KP). When 1v1ing, exploit as many of your opponent's mistakes as you can with KP because PPPP is not a reliable source of damage. Pressure the opponents with a continuous stream of punches, and grab when necessary. While Drunken Boxing looks unpredictable, the longer the 1v1 goes on the more likely the opponent will catch on due to the relative lack of noticeable delay on PPPP. 

When edging, you have 4 tools at your disposal (PPK, PK, KK, KP). PPK is for knocking people the maximum distance with the least amount of hits and for angling. PK is for quick angling, while KK is for extremely fast knockdowns. KP is for knocking people over fences. Remember the surprise factor that PPK possesses; it comes out suddenly, so most opponents won't have time to react to it. As such, don't attempt to predict an opponent's panic by stopping at the second punch. If you want to try and panic predict, stop at the third punch. PK executes really fast and angles really well, so use this to your advantage. KK, unlike PK, can't be blocked if the first kick connects, so it's a little bit more reliable. Use KP whenever a fence gets in your way between an edge and your opponent. 

Drunken Boxing can hold its own in a 1v1 if you can use it properly, but remember that its performance will be a bit limited. 

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