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Plum Ninjutsu

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

Plum Ninjutsu (a.k.a. Plum Blossom Ninjutsu)
Description: The skills of a legendary kunoichi named Sakura is the basis of this Sacred Scroll. Utilize the elegance of a calm breeze, the brutality of a fierce gale, and the power of an ancient warrior to take down your enemies.
Price: 198 Astros
Class: All
Opinion: Plum Ninjutsu is a fast, unrelenting scroll that leaves little room for defense. Everything about the scroll is geared towards speed; pretty much all of the scroll's attacks are either lightning fast on recovery or pack an enormous punch. While it may not have a fully reliable juggle launcher (its juggle launcher starts from a punch), the damage this scroll can dish out is far from shabby. Plum Ninjutsu's blistering speed is more than enough to confound opponents and leave them defeated in a matter of seconds.
DIFFICULTY TO USE: MODERATE-
DIFFICULTY TO MASTER: MODERATE+

POTENTIAL: VERY HIGH


Combos:
PPPP - [450]
PPK - [290]
KKKKP - [484]
kGP - [150] [170] [200]
kGK - [136]
kGKK - [170] (108)

Earthquake Taijutsu
PPPP
80, 100, 120, 150 [450]
Plum Ninjutsu's punch combo is fast, powerful, and unique. Sharing attack properties only one other scroll can boast (Sage), the final attack of PPPP is quite formidable, hitting everything and anything in a 360-degree radius around you.    While it is certainly striking (in more ways than one), it's not the only reason why Plum has such a nice punch combo.

Plum Ninjutsu's PPPP starts from a fantastic first punch. Possessing impressive range and recovery, it's quite easy to snipe out opponents from far distances. The second punch comes out fast as well, but unfortunately, it's plagued with a somewhat slow recovery. The speed at which it comes out though, is impressive; it gives opponents little time to react and block. The third punch is a sweeping attack with a wide hitbox; it also recovers lightning fast. It's the most anti-drift attack in Plum's arsenal, so use it for that purpose. The last punch is where things get interesting;

In a very un-ninjalike movement, your character smashes the ground open. Anyone nearby will be knocked back the direction their back was facing (if their back was facing the attack, they'll be knocked the way they were facing, with a few exceptions). As such, the attack cannot truly "angle"; they'll just fly back the way they would have normally. It's incredibly useful though, since it forces nearby players to block or jump to avoid getting hit, and can lead to a surprise hit on unsuspecting foes. It should be noted that the attack is also capable of a triangle attack; angling the third punch to allow the final punch to hit the opponent's back will succeed, provided that the opponent isn't side-blocking. However, it's unsafe on block, so don't go about spamming the combo finisher, even though it does look flashy.

It should be noted that all of the attacks have pitifully poor hit and blockstun. To pressure effectively, you'll have to be as unpredictable as possible. Also, the second punch has such a horrible recovery that it's also slightly unsafe on block; use it wisely.

Sakura Sickle
PPK
80, 100, 55, 55 [290]
Plum Ninjutsu has a punch juggle launcher; which could be a good thing, but it's really not the greatest thing here. Still, it's a very powerful attack, simply because Plum Ninjutsu has such a good first punch and incredible range on its first two punches. The range on both punches allow you to snipe out player's backs from enormous distances; to make matters easier, the second punch comes out incredibly fast, giving them little time to block. The actual juggle launch itself is a fast double kick, with the final kick launching the opponent.

While the attack is unsafe on block, the juggle launcher recovers so quickly that most opponents won't react fast enough to punish you. Take advantage of this fact, but don't abuse it; they'll catch on quickly.

Razor Wind
KKKKP
90, 90, 95, 110, 165* [484]
Plum Ninjutsu has an unique kick combo; it has virtually no knockback whatsoever. From 1v1 standpoint, that's great; it's easier to go to the opponent's back. Obviously though, it's horribly bad at edging.

Unlike newer scrolls, Plum Ninjutsu doesn't have a juggle launcher that starts from its kick. As such, 480+ damage is the most amount of damage Plum Ninjutsu can deal reliably at a given time. However, it's still quite deadly; the scroll has such a great first kick that it will likely be connecting quite often. Plum Ninjutsu's first kick has enormous range and comes out incredibly fast, fast enough to even interrupt a few combo strings or certain attacks. The second and third kicks aren't really all that great, but usually if the first kick hits, the rest of the combo will connect without much trouble. Still, they have a lot of movement, so be wary of the positioning. The fourth kick is a backflip, and oddly it has some incredibly wide hitboxes. The combo finisher is a converging blades of wind with enormous range; anywhere where you can see flying pink/white blades is an active hitbox. Which means that the attack hits anywhere in front of and beside you. It has a ton of movement, too.

It's useful to note that because of the enormous movement on all of the kicks, if at any time you miss one of the kicks you can angle the rest of your kicks out of the way and remain relatively safe from danger. It should also be noted that, if an opponent is blocking, an angled KKKKP will always connect. This means that KKKKP is virtually safe; you can angle the attack out of the way at any time and still force your opponent to block.

Silent Gale
kG
[0]
The user simply does a backflip. While you're flipping, you're invincible; however, the frames of invincibility are few in number, so you can't really phase through anything huge. It's useful for dodging recovery kicks/punches, but exact timing is required to pass through them. It's pretty useless on its own, but it branches into two attacks, both of which make incredible wake-up game.

Chidori
kGP
0, 150 [150]
Pressing P after a kG will result in you doing a painful, electric fist to the opponent. It comes out quickly, so if timed correctly, you can interrupt certain combo strings. However, the main use for this attack is for the unblockable; using an uncharged kGP is simply for the surprise factor. Keep in mind that you can angle this attack twice.

Chidori (charge)
kGP (hold)
0, 170 [170]
A semi-charged version of kGP simply does a little more damage. You can hold it for a short time to trick the opponent into attacking, then smack them with the attack. It's safe on block, so if played right, you can't be punished for it.

Raikiri
kGP (hold)
0, 200 [200]
Holding the P button for about a second results in a lot more damage and the attack becoming unblockable. It's really, really hard to land the fully-charged version of kGP on a standing opponent, simply because it takes too long to charge. The best way to use it would be for wake-up game; as your opponent is on the floor and getting up, charge your kGP. If they recovery punch away, end the charge early and go after them, and if they stand there, force an electrified fist into their face. The possibilities are huge in number.

Sakura Storm
kGK
0, 60, 60*, 60* [136]
* - reduced damage due to air-time attack
Pressing K once after a kG puts you into a flashy-looking flying flip... thing. Anyway, this attack is particularly useless since it does pitiful damage, and you can't juggle off of it. It dodges all low attacks, however, which makes it great for the next attack.

Sakura Storm
kGKK
0, 0, 170 [170] - standing
0, 0, 108 (108) - grounded
Pressing K once more after the first one results in a grandiose slam into the ground. Anybody hit by it will be launched into the air for a juggle, and anybody on the ground will take a little bit of damage. Plum Ninjutsu does have a ground hit; unfortunately, it can't connect after anything useful. You can ground-hit successfully after:

PPK

See what I mean? Ground-hitting with Plum Ninjutsu really requires another person to set up the opponent on the ground for you, simply because the attack is too slow to connect after any of your own combos.

This attack's purpose wasn't to ground-hit though, it was meant for great wake-up game. Due to the flipping animation on the first K, you're immune to all floored attacks; you'll phase through any attacks your opponent will throw on the floor and fly over all recovery attacks. Doing kGKK on a person on the floor will force the opponent to block if timed correctly, otherwise they will eat a juggle.

Did I mention this attack was safe on block?

Juggles:
PPK P P KKKKP
80, 100, 55, 55, 48, 48, 54, 54, 57, 66, 96 [713]
Plum Ninjutsu's juggle requires no delays whatsoever. Mash away on those kick buttons.

STRATEGY:

Plum Ninjutsu is a fast, flashy, and powerful scroll, but it's certainly quite balanced. Winning with it won't be an entire cheese-fest like other recently released scrolls. Plum's entire strategy is geared to getting around to your opponent's back, so you can inflict maximum damage. Always attempt to get access to your opponent's back. Punish mistakes your opponent makes, big or small, with the kick combo; your first kick has great speed, allowing you to do so with ease. But remember, you won't kill your opponent purely with kicks; you'll have to juggle, which means that you'll have to have clear shots at your opponent's back a lot in order to juggle reliably. Keep in mind angling any of your kicks out of the way of a blocker makes them safe. Utilize your kGP and kGKK for wake-up game, and learn how to use their timing for maximum efficiency. Also, don't forget to grab if necessary.

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