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Exile

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

Exile
Description: "Good will always conquer evil." The Sacred Scroll Exile, created by the outcasts of the Dark Guardians, stands as a testament to this dogma. Containing forbidden, yet powerful techniques of warriors once tainted with evil, the users of Exile seek to banish the enemies who thought they would never see their faces again.
Price: 42000 Carats
Class: All
Opinion: Exile is an expensive and promising, yet underwhelming Carat scroll. All of its combos scream "POWER", but the scroll is tainted with one fatal flaw: slow punches. Exile is the shameful owner of likely the slowest first punch in the game and perhaps the slowest transition from first to second punch in Rumble Fighter. This alone cripples Exile's untapped potential as a scroll. Despite this glaring drawback, Exile can still be a powerful scroll in the right hands. While it might not have speed on its side, it makes up for it in huge range and raw damage.
DIFFICULTY TO USE: VERY HARD
DIFFICULTY TO MASTER: VERY HARD+

POTENTIAL: MODERATE


Combos:
PPPK - [485]
PPK - [300]
KKPK - [450]
KP - [295]
kG - [175] (105)
(P+G) - [235]

Spinning Banishment
PPPK
80, 110, 135, 160 [485]
Exile has arguably the worst punch combo for scrolls among its caliber. While it has huge damage, good range, huge stun, and huge delays, the speed on the first two punches are downright debilitating. Exile arguably has the slowest first punch in the game, which almost cripples the entire scroll, and it also has one of the slowest transitions from first to second punch, making the combo blockable from both the front and back. But speed is really the only drawback here, and even though it's a glaring one, it can be worked around.

As mentioned previously, Exile's first two punches are sluggishly slow. However, they have some pretty amazing range, both peripheral and frontal. Utilize the range to surprise opponents when they least expect it from afar. Staying close range is Exile's favorite spot, since the punches are too slow for mid-to-far range. Pressuring with Exile's punches is no easy task, since their recoveries aren't the greatest; instead, you must rely on the ludicrous delays that PPPK has to offer to truly confound the opponent. You can also angle yourself out of the way of blockers to confuse them further. Since Exile's punch combo really isn't a source of reliable damage at all, you'll be finding yourself to pressure quite often. Always keep in mind PPPK's enormous range however, and use this to your advantage to surprise the opponent and close in.

Exile's PPPK angles quite well and can catch drifters effectively due to the grandiose spinning animation on all of the attacks. Also, the first two punches have extremely similar animations. In addition, a kG ground hit can always follow this attack.

Heaven's Ascent
PPK
80, 110, 110 [300]
Exile's juggle launcher starts off from its absolutely awful first two punches, which makes the launcher a real pain to land since people will simply just block the entire thing. Against a good opponent this combo is nearly impossible to land because Exile's first two punches are really just that awful. The only chance you'll ever have of landing this is catching someone by surprise, which really only possible some of the time and is pretty situational. The juggle launcher itself is highly unsafe on block, so delaying the K on opponents rarely ever works and is hardly worth the risk.

Coup de Force
KKPK
95, 115, 125, *190 [450]
* - reduced damage due to air-time attack
Exile's kick combo is far more reliable than its punches and is its main source of dishing out damage. Exile has a great first kick that has both good speed and great range, and links into a powerful combo that can be followed up with a kG for extra damage. In addition, it also knocks people over fences, since it's a lifting combo.

However, Exile's kicks and punches share a same drawback; speed and recovery. However, the problem is far less noticeable in KKPK. Exile's later attacks in the kick combo come out a bit slowly and are somewhat sluggish on recovery, but thanks to their huge stun and big range, it's really not something to be deeply worried about. Exile's kick combo makes for decent pressure but it can easily become predictable, and mistakes in pressure can be punished. Therefore resort to using Exile's kicks as punishment, by attacking the opponent with kicks when they make mistakes by missing or if you can predict their drifting patterns.

Brutal Denial
KP
95, 200 [295]
Exile's two-hit knockback looks spiffy and neat but is useless in the 1v1. It also can't angle very well either, but at least it's decently fast.

Hell's Descent
kG
[175] - standing
(105) - grounded
Exile's ground-hit serves little purpose outside of hitting people on the ground since it provides no useful stun and it's knockback is pretty pitiful. It's also too slow for anything else really. You can kG successfully after:

PPPK
KKPK
a juggle
a recovery kick - requires good timing
a grab - requires a wall and good timing
any knockdown attack to the back

Overkill
(P+G)
[235]
Exile has a really fancy grab that knocks the opponent really damn far forwards. You'll have to grab a lot when using Exile since people tend to block your punches since it’s a widely known fact that Exile’s punches are about as slow as tar. Throwing grabs into the mix of punches is probably one of the few ways Exile has of inflicting pain on the opponent.

Juggles:
Exile's Strongest Juggle
PPK P P KKPK
80, 110, 110, 48, 48, 57, 69, 75, 114, 105 [816]
Contrary to popular belief, the KKPK juggle is much stronger than the PPPK one. As a result you can laugh at people who do the PPPK juggle since it doesn't knock people as far and does much less damage.

STRATEGY:

Exile may look cool and spiffy, but at its core it's a simple and flawed scroll. Exile's main troubles come from its punch combo, so you'll have to play around that first. Punches are among the most useful in any scroll's arsenal, and when your first punch is as slow as a first kick, things get difficult. The first thing you'll need to adapt to when playing Exile is getting used to having no form of quick attack. As such Exile can really only punish, and pressure if there's a large enough opening. How often you can land punches is really just a simple matter of how good your opponent is at blocking. Surprise doesn't work all the time, but you'll be relying on your range quite a bit when using Exile's punches. Stay in close and allow your opponent no chance to strike back. Despite the huge reach on Exile's attacks, Exile likes being in close and laying down the pain, because its attacks are really too slow to attack from anywhere else. If your opponent seems to be blocking everything you throw at them, throw (pun not intended) some grabs into the mix. People tend to block against Exile quite often, so make them think twice when they hit that guard button. A good Exile user must grab. A lot. Playing around Exile's glaring weakness is tough, but if you can manage, even the Dark Guardians will be trembling in fear.

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