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Zin Taekwondo

Page history last edited by Galdeira 12 years, 1 month ago

Zin Taekwondo (a.k.a. Jin Taekwondo)
Description: The definitive Korean martial art, this upgraded version of Taekwondo demonstrates the true, awesome power of this ancient and traditional fighting style.
Price: 175 Astros
Class: All
Opinion: Zin Taekwondo is one of the best scrolls in the game, hands down. Even though it's a mere 175 Astros, it's equal, if not better, than the newer, more expensive scrolls and is incredibly fast even to newer scroll standards. Armed with priority and speed some scrolls can only dream of, as well as a reset juggle, Zin Taekwondo rightfully takes its place among the top tiers of Rumble Fighter.
DIFFICULTY TO USE: SPAMMABLE 
DIFFICULTY TO MASTER: EASY

POTENTIAL: VERY HIGH


Combos:
PPP - [340]
PKK - [380] [400]
KKKKK - [496]
KK(K+G) - [274]

kG - [160](98)


Triple Strike
PPP
80, 100, 160 [340]
Zin Taekwondo is blessed with one of the absolute best first punches in the game, in terms of speed and priority. Literally almost no scroll can beat out Zin Taekwondo in a first-punch battle. The second punch is equal to vanilla Taekwondo's PP: it has amazing recovery and good stun to boot. That being said, Zin Taekwondo's punches are great for pressuring the opponent and keeping them glued to one spot until you decide what to do with them. There's really no need to finish the combo unless you want to stuff in some extra damage and start some wake-up game.

Spinning Axe Kick
PKK
80, 120, 180 [380]
Zin Taekwondo has a PKK for some special situations where PPP would not suffice. For one, PKK has amazing angling properties: it angles perfectly, provided the last kick isn't angled 90-degrees. Secondly, the last kick is chargeable, so as mentioned previously it can angle twice, allowing you to triangle attack blockers or surprise opponents who try and sneak up from odd directions. However, the good news ends there. As good as Zin Taekwondo's first punch is, it's still a first punch so an opponent can block PKK even if the first punch hits, making the extra damage when attacking from the front relatively worthless. Also, the recovery on any of the K portions of PKK is far worse than that of PPP, so it cannot be used for effective pressure. Really, PKK is more of an edging tool than anything else, since the damage is still relatively poor on the combo.

Spinning Axe Kick (Charged)
PKK (hold)
80, 120, 200 [400]
If you charge the last kick on PKK, you'll launch a flaming blue kick that does 20 extra damage, and nothing else. The attack grants no extra blockstun, so it's still unsafe on block. The only use for the charge is to smack opponents who unblock a little too early after PK. Still, this tactic is incredibly unsafe as a blocked PKK, even if charged, is punishable. However, this does allow Zin Taekwondo to reset a juggle indefinitely, which is where its usefulness lies.

Limitless Fury
KKKKK
84, 90, 84, 100, 138 [496]
Zin Taekwondo possesses one of the best kick combos in the game. Most of this is attributed to the first kick: Zin Taekwondo's first kick has seriously, one of the greatest priorities in the game, outprioritizing even the mighty Zin Karate's first kick. The range on it is also superb, but not overtly broken like the previously mentioned scroll. However, its recovery is subpar, so it is unwise to end at Zin Taekwondo's first kick at any time (like you would do that anyway). The rest of Zin Taekwondo's kicks are there for the damage, but they can be used for pressure since all of them, bar the last, recover very well. The fourth kick recovers so well, in fact, if it hits and you stop the combo there, you end up with a distinct frame advantage due to the combination of recovery and hitstun, allowing you to pull damaging mindgames. However, the kicks don't move you very much and their range is a bit lacking, so take caution against people who try and drift away from the hits. Usually, though, if the first kick hits it shouldn't be a problem, and since the first kick hits very often, Zin Taekwondo doesn't have trouble at all.

It should be noted that the last kick angles fairly well, so it's still useful on maps like Moonlight Valley and the such. However, its knockback is not as good as most combo finishers, so be careful.

Flying Eagle
KK(K+G)
84, 90, 100 [274]
Zin Taekwondo's juggle launcher is short, sweet, and simple. It's rather basic but when you combine it with one of the best first kicks in the game, it's really quite deadly. If Zin Taekwondo's first kick hits, you're in business: go for the juggle immediately. If it doesn't, play it safe and pressure the opponent with KKKKK. While KK(K+G) executes and recovers fast, it's unsafe on block and doesn't delay very well, so don't attempt on blockers. However, landing Zin Taekwondo's first kick is almost always a cinch and it's very easy to rack up damage with Zin Taekwondo's juggles.

 

 


Juggles:

Basic Kick Juggle
KK(K+G) P P KKKKK
84, 90, 100, 48, 48, 50, 54, 50, 60, 82 [666]
Zin Taekwondo has an easy juggle, just make sure not to press K too quickly after the initial two punches.

Reset Juggle
KK(K+G) P P PKK(charge) P P PKK(charge)...
The reset juggle that started it all. The timing is very tight on the charge for PKK, so it will take hours and hours of practice to execute, and even longer to master.

STRATEGY:

Zin Taekwondo's first kick and punch outclasses most other scroll's attacks, so be sure to take advantage of them at every possible moment. Your punches are there for pressure, not damage. So use them accordingly: don't go past PP when pressuring a blocker, and when you think they're going to attack, start using your kicks. Your first kick outprioritize pretty much every other attack in the game so there's really no risk involved with KKKKK. Always go for the juggle when possible, unless there's a cliff in the way and a juggle would be impossible. Remember that the fourth kick has great hitstun and recovery, so you can end the combo there if you hit the opponent and start up a new combo with little to no risk of punishment. Zin Taekwondo isn't at the top of the tier lists for no reason: it's a real force to be reckoned with.  

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