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Dark Haze Ninjutsu

Page history last edited by Lapid 12 years, 7 months ago

Dark Haze Ninjutsu
Description: Once upon a time, the Dark Haze Ninja Clan reigned supreme among the land, uncontested in power. However, as the years went by and generations came and went, the clan began to lose its fervent grip on both itself and its followers, splitting it into several different clans, some of which eventually came to be the Blood Mist and Blood Wind. The only remnant of the legendary clan's legacy is one scroll, a powerful document containing the the most powerful ninjutsu techniques ever known to man.
Price: N/A (EVENT ONLY)
Class: All
Opinion: Dark Haze Ninjutsu is an event scroll unreleased for reasons nobody knows and likely never will. The scroll in itself is not exceedingly powerful, like Sage Master, but it is very deadly. Possessing one of the best first kicks in the entire game and a juggle launcher off said first kick, Dark Haze Ninjutsu can outprioritize every scroll in the game and respond with a juggle, which is extremely deadly in its own right.
DIFFICULTY TO USE: EASY-
DIFFICULTY TO MASTER: MODERATE+

 POTENTIAL: VERY HIGH

Combos:
PPPP - [425]
KKKK - [456]
KK(K+G) - [290]
KP - [250]
kG - [160]

Fatal Strike
PPPP
80, 90, 120, 135, [425]
Dark Haze Ninjutsu's punch combo is basically an upgrade on classic Ninjtusu's PPPP. It's four hits and does some basic damage, but the main selling point here is the range, priority, and most of all, speed. Dark Haze Ninjutsu's PPPP has basically all the elements of Ninjtusu's punch combo but all the hits have better range, as well as wider hitboxes.

Dark Haze Ninjtusu's first punch is among the best in game, as it has incredible speed, priority, and range. In addition to being anti-air, it's almost impossible to drift around this if you throw out first punches to catch your opponent. It's just that good. The transition to the second punch is also very fast, which is a plus. The rest of the punches are nothing notable, but the third punch has literally the longest delay of any attack in Rumble Fighter. The third punch can be delayed for over one whole second before you can choose to throw it out, which leads to seriously sinister mindgames on your opponent. Dark Haze Ninjutsu's punch is great for pressure, as all of the hits have great recovery and delays, as mentioned earlier.

Simply put, Dark Haze Ninjutu has one of the best punch combos in the entire game. No questions asked.

Gale of Darkness
KKKK
90, 100, 125, 110*, 125*, [456]
* - reduced damage due to air-time attack
In addition to having one of the best punch combos in the game, Dark Haze's kicks are almost uncontested in superiority. Dark Haze Ninjutsu's first kick is unbelievably fast and has absolutely insane priority; no other first kick can even stand up to the ridiculous speed of Dark Haze's first kick. On top of this, it also has decent range. The second kick is extreme anti-air and moves greatly, a quality seen in all the rest of Dark Haze Ninjtusu's kicks. The third kick pops the opponent into the air and the fourth input is a double-hit that knocks them away. All of them have huge movement as mentioned earlier, so if you miss it'll likely move you away from danger.

While the combo itself might not seem to do notable damage, the speed and priority of the first kick more than make up for this drawback. The priority is so ridiculous that you will win almost every stun-war you happen to come across. Due to the lack of damage on the actual kick combo, if the first kick hits, you should always go into the juggle.

Be aware that the combo cannot angle very well: angling it on a bridge is stupid and suicidal.

Dark Illusion
KK(K+G)
90, 100, 100 [290]
Dark Haze's juggle launcher is straightforward, but it looks very awkward. Nevertheless, it hits opponents into a juggle. If the first kick hits, always go into a juggle, very simple. The juggle launch can be delayed for a bit, and it's also quite safe. As such, you can attempt to trick the opponent with the third hit.

The juggle launch also moves a lot. Angle it out of the way for safety.

Dark Strike
KP
90, 140 [250]
Dark Haze Ninjtusu's two-hit knockback is a two-hit knockback. Nothing special here. It's fast though.

Juggles:
Basic Kick Juggle
KK(K+G) P P KKKK
90, 100, 100, 48, 48, 54, 60, 75, 66, 75 [716]
Dark Haze's juggle does relatively damage for the number of hits and is very easy to connect. No delays required.

STRATEGY:

Dark Haze Ninjutsu is a powerful scroll that can play easily on both sides of the spectrum. Offensively or defensively, Dark Haze can play equally well. The priority on Dark Haze Ninjtusu's first kick is insane enough to keep most scrolls on the defense while the punches can force them to block until you figure out what to do with them. On the other hand, you can lure your opponent into missing or making some sort of a mistake, then punish with the juggle. Dark Haze isn't terribly difficult to use, but there really is little reason for it to be event-only.

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