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Soulless

Page history last edited by Galdeira 12 years ago

Soulless
Description: It is said that there was once a master of Judo, many ages ago. His name was Abel, and after countless years of training, dedication, and experimentation, his own unique style branched off so far from the original art that it could only be recognized by one name; Soulless.
Price: 198 Astros
Class: All
Opinion: Soulless is an extremely powerful scroll that packs an amazing punch. Powerful combos all around and an easy-to-land juggle that exceeds 850 damage all topped off with a 100+ damage ground hit make Soulless a very formidable scroll.
DIFFICULTY TO USE: EASY-
DIFFICULTY TO MASTER: MODERATE

POTENTIAL: HIGH


Combos:
PPPPP - [473]
KKKK - [475]
KPP - [345]
K(K+G) - [235]
kG - [235]
>>G - [180] (108)

Rekkas Charge
PPPPP
80, 85, 90, 110, 180* [473]
* - reduced damage due to air-time attack
Soulless' punch combo is really just a slower version of BO's without the movement. Nearly zero knockback and zero angling ability makes it a poor edger in almost all circumstances. Thankfully though, the combo itself is quite strong and can be followed up with a >>G 100% of the time, effectively making the damage well over 570.

Soulless' first punch is quite impressive in all categories, boasting good speed and good range. Recovery is slightly sluggish compared to other first punches, but the block and hit stun easily makes up for it. The transition from first to second punch is very swift, which makes the combo unblockable if the first hit lands from the back and gives opponents little time to react if hit from the front. The rest of the hits have very high hit stun but very slow recovery, and only average blockstun. Pressuring with Soulless' punch combo is still a cinch though, mainly due to its animations; all of them are incredibly stiff-looking and come out very fast, making it difficult to predict for most players. The last punch is quite unique; it's a shoulder ram that looks very much a default ram. However it has zero knockback in the air, and much like a default ram its recovery is absolutely horrid. If your fourth punch (lift-up) doesn't land, don't risk going for the fifth. It's not worth the risk.

The basic gist of Soulless' punch combo is to keep your opponent on their toes and/or soften them up so you can land your KPP juggle launcher.

Wheel Kick
KKKK
95, 110, 125, 145 [475]
Soulless has a very solid kick combo due to its first and second kick. The first kick is astonishingly swift compared to the rest of the scroll, and the second kick is completely safe on both hit and block. The rest of the combo is really just there for damage, since there really is nothing notable at all about the rest of the kicks. You really shouldn't be using this combo at all anyways, since KPP does nearly twice the amount of damage as this combo. It's easier to land KKKK, but KPP has far more reward with little risk.

EX Haraigoshi
KPP
95, 100, 150 [345]
Soulless is one of two scrolls to have a psuedo-"grab" in one of its combos (the other is PW). Needless to say, this is one of the best juggle launchers in the game. Insane reach on the KP input makes it very easy to snag opponents and the insane range on the grab-launcher makes for an incredibly powerful juggle launcher. While KP is sluggish on recovery, it has incredible blockstun, so it is safe. Because the launcher is a grab, it has less frontal range than the rest of the combo, but it angles perfectly, much like PW's KKKK. Also, this juggle starts a juggle by knocking the opponent behind you, causing a reverse juggle of sorts. You should be using this attack very often, but intelligently - the recovery on any input after the first kick is easily punishable on a miss.

Cancel
K(K+G)
95, 140 [135]
Soulless' two-hit knockback is unremarkable and works exactly like a two-hit knockback should.

Heartless
kG
[235]
Soulless' kG attack is a "grab." I say "grab" because it looks like a grab, but it really isn't a grab at all. This "grab" is both blockable and counterable, which really makes it more comparable to something like IBN's kG. Soulless' kG can forcibly interrupt attack animations, but the startup on the attack is simply so bad that there really is no point in using it in this manner. It all boils down to a matter of luck when using this move, since it's so slow and the reward for landing it really isn't that great. Oh, did I mention it's punishable on both block and whiff?

Sky Fall
>>G
[180] - standing
(108) - grounded
Soulless' ground hit is the second fastest >>G ground hit we have so far, only slightly faster than Mantis'. It's highly damaging and the opportunities for a >>G are rife. You can land it successfully after:

PPPPP
KKKK - requires a wall OR impeccable timing
K(K+G)
kG
>>G
a grab
a juggle
a recovery kick
any knockdown attack to the back

Juggles:
Basic Punch Juggle
KPP P P PPPPP >>G
95, 100, 150, 48, 48, 48, 51, 54, 66, 108, 108 [876]
Soulless' juggle is easy to perform and easy to land since the range on KPP is so marvelous.

STRATEGY:

Soulless is one of those scrolls that doesn't exactly need a winning strategy other than use KPP to repeatedly juggle the opponent to death. The range on KPP is so good that you really shouldn't be having trouble landing it; it's both anti-drift and anti-aggro, so both drifters and highly offensive players will have trouble playing around it. If your opponent starts getting a bit too turtle-y, start using punches and make blocking a living hell for him/her. Like always, grab if necessary. Soulless isn't ZK, but it's quite powerful.

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