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Karate

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

Karate (a.k.a. Old School Karate)
Description: A traditional style created from synergistic blend of Chinese and Japanese martial arts. Swift chops and sudden attacks are the highlight of this ancient, yet effective fighting style.
Price: 147 Astros
Class: Striker/Alchemist ONLY
Opinion: Karate is another scroll whose heyday has come and gone. An oldie, one of the very first Astro scrolls, Karate was one of the few scrolls that had a juggle launcher, and a kick-started one at that. The damage is bad compared to newer scrolls now, and pretty much everything that would redeem Karate is moot, except for one thing: delays. Karate still reigns as the delay king of all scrolls, being able to delay some of its attacks for more than whopping full second before coming out. Karate is extremely difficult to use effectively and I highly suggest that you do not purchase this scroll unless you know exactly what you are doing.
DIFFICULTY TO USE: SUPER HARD-
DIFFICULTY TO MASTER: SUPER HARD

POTENTIAL: MODERATE


Combos:
PPP - [360]
PKK - [390]
KKK - [300]
KKPK - [440]

Twin Lances
PPP
80, 120, 80(80) [360]
Karate's punch combo is fast, short and simple. Its damage is rather poor, but the main purpose of Karate's PPP is to keep opponents pressured and locked up. Karate's first punch is excellent in all categories except for movement, which gives it some difficulty with range. However, its speed, recovery, and stun are all above average, as well as its second punch. A combination of first and second punches can be extremely devastating, seeing as how Karate's second punch is also quite damaging as well. The final punch is really just there for extra damage, but is moderately safe on block if an opponent happens to block it. If the second punch hits, you can opt to start up more punch pressure, go into the kicks, or simply finish the combo. PPP doesn't do much damage overall but it can be useful simply to pressure opponents. It has some good delay time on its attacks, but nothing worth mentioning.

Karate's punches don't move very much, so they are ideal for angling.

Destruction Thrust
PKK
80, 65(65), 180 [390]
Karate's PKK is similar to its punch combo, but sacrifices recovery speed for extra damage. PK recovers much slower than the second punch, but has much higher stun. It's less suited to pressure, and meant more for damage and actual confusion: the final K can be delayed enormously, and when combined with the stun on the first K, opponents may accidentally open their guard for 180+ damage to the face. As mentioned earlier, though, it's not exactly effective if this tactic is repeated continuously. PKK is not nearly as good for pressure as PPP, so use PKK if you happen to attack the opponent in the back or simply want to test your prediction skills on a blocker.

Reverse High Kick
KKK
90, 90, 120 [300]
Karate's base kick combo is a launcher, much like Dragon's. However, Karate's KKK is infamous for its ridiculously poor stun. The main thing about Karate's kicks is that its first kick is the exact same as Default's; which means it's pitifully slow. All of Karate's kicks come out like the user is stuck in tar, but in return they have some rather big range, especially the first and third kicks. As mentioned before, the stun on the kicks is very low, and also, their delays are nonexistent; as a result, KKK is ill-suited to pressure. One notable thing about Karate's kick combo is that its second kick recovers quite fast compared to the rest. Stopping at the second kick once you realize you have missed or been blocked is a useful tactic to avoid getting punished, as KK can recover fast enough to allow you to shift into a defensive game.

Karate's kick combo is great for close quarters since its (Default's) first kick has a wide range and is notoriously difficult to drift around at close range. When using punches, shift into a kick if you feel that the opponent might try and walk away. The first kick will usually hit if they unblock, and you get a juggle. Remember though, that even though KKK can't delay very much, any sort of delay, even the slightest amount at all, will render the combo blockable. And a blocked KKK is bad news.

Karate's KKK angles quite well. However, Karate's full juggle is one of the harder juggles in game, and attempting an angled juggle is not advised without a wall.

Double Chop Driver
KKPK
90, 90, 55(55), 150 [440]
Karate's KKPK combo is simply there in case that a juggle is not possible, or if you simply want to stuff in damage/confuse the opponent. This is Karate's most famous combo, simply because it still holds the record time for delay on the final attack. No other scroll can delay as long as Karate can its final K. As such, this quality alone leads to ridiculous mindgames.

KKPK is a good alternative in case that you feel that you can't land a KKK. 440+ damage is better than dealing no damage at all.

Juggles:
One of the Hardest Juggles to Perform in Rumble Fighter and Does the Same Damage as Agent's Juggle
KKK>P>P KKPK
90, 90, 120, 48, 48, 54, 54, 33(33), 90 [660]
The title says it all. Karate's full, 10-hit juggle is one of the hardest, if not, the hardest juggle in game to pull off for those not experienced with the scroll. Karate's juggle basically requires you to perform one massive step-up before the first punch, then one large step-up for the second, which requires some excellent timing and precision. The slightest mis-time or not moving forward enough will cause the juggle to drop; it is highly unforgiving. Getting it down really just requires some intense practice and dedication.

STRATEGY:

Karate is a very old scroll, and it is outclassed in most categories by newer scrolls, but its surprise factor and impressive delays in its arsenal can make it a formidable tool against your opponents. PPP is your pressure combo, so use it in those situations where you can get in close and annoy the living hell out of the opponent. Against aggressors, PPP will force them to block and repeated battering using PP will quickly whittle down any opponents, provided they're not stacking stats. KKK is a good close-range tool, but due to its poor speed of the first kick it's difficult to use as an actual punisher. KKK is better suited to use after you have predicted your opponent's next move and attempt to counter it. Karate is extremely difficult to use not only because it has almost no range, but because it requires you to seriously predict all of your opponent's moves to succeed against the newer, flashier scrolls now available.

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