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Gentleman

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

Gentleman
Description: The lightning-fast boxing style infused with English sportsmanship, used to mold you into a deadly fighting machine! Fight like a gentleman.

WIN LIKE A GENTLEMAN!
Price: 194 Astros
Class: All
Opinion: Congratulations, Shikuta! You're one of three users to have their suggested scroll implemented into the game.

Praise aside, Gentleman is a deceptively complex scroll. While it may only look like it has two useful combos, both of them accomplish radically different goals. Like other boxing scrolls, Gentleman suffers from poor range... only on its punches. Gentleman's punches don't have much range but they have lightning-fast recoveries and good damage. Meanwhile, its kicks are a completely different story; they are perfect for punishment. All of this combines into a well-rounded scroll that can handle almost any situation.
DIFFICULTY TO USE: MODERATE-
DIFFICULTY TO MASTER: HARD
POTENTIAL: HIGH


Combos:
PPPP - [450]
PPPKP - [490]
PK - [260]
KKK - [410]
KK(K+G) - [300]
KPK - [450]
kG - [180] (108)

Tea Time
PPPP
80, 95, 95, 180 [450]
Gentleman's full punch combo is much like Muhon's; it's good and basic, but ultimately outclassed by an alternate input combo, PPPKP in Gentleman's case. Gentleman's punches all have many things in common; fast speed, good recoveries, and piss-poor range. Gentleman's first punch is a prime example; it's great for poking, but due to its lack of range it's pretty hard to actually touch the opponent if you're too far away. The other punches suffer the same problem as well, as mentioned earlier.

PPPP should not be used except in an edging situation. Also, it can't angle at all.

Thunderbolt
PPPKP
80, 95, 95, 100, 120 [490]
Gentleman's superior option to PPPP (1v1-wise) is its mixed punch combo, which can be a bit cumbersome to pull off for beginners but is very much worth getting used to. The first three punches are ultimately the same, being the same input but the K input hits wider than the rest and recovers similarly to the third punch; which is to say, quickly.

Pressuring with PPPKP is a very viable option but only when you are in close range. With lots of powerful close-range scrolls running about, it can be very dangerous getting in too close to your opponent if they're using something like Soulless. Due to the movement on the punches, you can angle yourself out of the way on any of them to render yourself safe.

You can always follow up this combo with a kG ground hit. This combo can't angle well either.

Keep it classy!
PK
80, 180 [260]
Gentleman is one of the few Astro scrolls with a PK two-hit knockback; it's rather difficult to utilize and ultimately useless in a 1v1.

Gutter Trash
KKK
90, 110, 210 (410)
Gentleman's kick combo is short but solid. Despite being a measly three inputs the combo inflicts a meaty 400+ damage; however, pressuring abilities are limited. Gentleman's kicks recover slowly but as an upside they have absolutely enormous hitstun. Hitting an opponent with the first or second kick automatically puts you at an advantage. If you clash, you will almost always win the ensuing stun war.

Gentleman's first kick is a long punch that has surprisingly far range and speed; however it recovers sluggishly. This combination makes it great for punishment, as the distance covered by the kick is a bit deceiving. Because of the low amount of hits of the combo, coupled with the poor recoveries, pressuring with KKK is ineffective. Despite the large delays on all of the kicks, it's not advised to repeatedly use KKK on a blocker.

One, Two, Uppercut!
KK(K+G)
90, 110, 100 [300]
Gentleman's juggle launcher is a KK(K+G) input, which makes landing a juggle easy and simple. Thanks to Gentleman's superb first kick, it's a cinch to land and punish your opponents from afar. If you find that any your kicks land, go into a juggle launcher. There's little reason not to juggle with Gentleman if you land a kick, so go into one whenever possible.

Shotgun Smash
KPK
90, 50, 50, 50, 210 [450]
Gentleman has a generally useless combo in the form of KPK. KPK serves no purpose other than dealing 40 more damage than KKK on the ground... but KKK leads into a juggle with the first two kicks. By using KPK you are sacrificing the option to juggle in the case that your first kick happens to land, which is a bad move.

Using KPK to pressure, however, is a different story. KP recovers lightning fast, fast enough to set up some special juggle combos. If you can react fast, once you find your first kick is blocked, go into a KP. The recovery on KP is fast enough to render yourself safe or even go into another combo, since the recovery is really quick.

Really though, you shouldn't be touching KPK. It can't angle.

Strike of the Rose
kG
[180] - standing
(108) - grounded
Gentleman has a really basic but powerful ground-hit in the form of kG. You can follow-up with a kG after:

PPPP - requires a wall
PK - requires a wall
PPPKP
KKK - requires a wall
KPK - requires a wall
a juggle
a recovery kick

Outside of hitting people on the ground, Gentleman's kG has no other uses. It has pitiful blockstun, so no stun locks here. Also, you cannot follow a counter up with a ground hit under any circumstance.

Rolling Thunder
(K+G)
[220]
Gentleman's counter is more for show than anything else. It doesn't do that much damage, and it doesn't knock the opponent that far. Still, it knocks the opponent down with minimal movement on your part.

Juggles

Workin' the Kettle
KK(K+G) P P PPPKP kG
90, 110, 100, 48, 48, 48, 57, 57, 60, 72, 108 [798]
Gentleman's juggle is relatively simple and requires only basic timing and delays to land.

STRATEGY:

Gentleman is an interesting scroll utilizing a blend of both close-range pressure and long-range punishment. Gentleman's punches are strictly for close-range fighting, while its kicks are strictly for long-range encounters. As such, Gentleman can play to both sides of the spectrum; offensive or defensive styles of play are not out of range for the Gentleman. Gentleman owns a great punch combo in the form of PPPKP, and with its huge number of hits, you can use it to confound blockers. High aggression play works well with the punch combo. Meanwhile, Gentleman's kicks are long-range beasts that can slap an opponent from a good distance away, plus they lead into a juggle, making it well-suited to punishment. Thanks to the speed of the first kick, punishing a predicted move on your opponent's end with a kick can be devastating. When using Gentleman, the style of play very mold-able; whether you want to pummel your opponent to death in a flurry of punches, and not giving them any room to breathe, or alternatively punish their every move from afar is ultimately up to you.

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