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Darksider

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

Darksider 
Description: A dark, mysterious style shrouded in the secrecy of the underground. Practical yet ruthlessly efficient, Darksider is a scroll to be regarded of both fear and respect. 
Price: 49000 Carats 
Class: All 
Opinion: One of Rumble Fighter's newest Carat scrolls, Darksider is a very powerful scroll especially equipped to handle 1v1 situations. On paper, the scroll seems rather underwhelming and weak; in practice, it's one of the deadliest scrolls available. Boasting range as well as stun, coupled with above-average damage and more than enough tricks up its sleeve, Darksider is truly a force to be reckoned with. 
DIFFICULTY TO USE: MODERATE- 
DIFFICULTY TO MASTER: HARD+ 
POTENTIAL: VERY HIGH 


Combos: 
PPPP - [403] 
KKKK - [480] 
KPK - [290] 
kGK - [170] (102) 
>>G - [150] 
(P+G) - [235] 

Darkness Divider 
PPPP 
80, 95, 120, 180* [403] 
* - reduced damage due to air-time attack 
Darksider's PPPP is both a fence-edger as well as a reliable pressuring tool. Its damage is lacking overall, but it inflicts enough pain (and enough stun) to accomplish its purpose; to keep the opponent defensive and blocking. 

Compared to your kicks, however, PPPP doesn't have as much range; it's more suited to close-range encounters. Your first punch is quick and still boasts a lengthy range, compared to most other scroll's. It's decent on the recovery, but fast enough to allow it to apply some powerful pressure. The second punch is an awkward jab/poke that really doesn't do a lot of damage, but its hit/blockstun is very high; use to your advantage. The third punch hits the opponent into the air, and recovers quite quickly. The last punch hits the airborne opponent for some more damage, and will almost always knock the opponent over the fence. 

The entire combo, for the most part, is quick. If at least the third punch lands, you can follow up with a kGK for extra damage. Mid-combo angling abilities are superb, but the last attack cannot angle. 

Purgatory 
KKKK 
90, 100, 130, 160 [480] 
A powerful, high-utility kick combo. Darksider's KKKK is easily the scroll's strongest attack, as well as one of the most effective combos in the entire game. Possessing range, damage, as well as speed, Darksider's kick combo will be an extremely useful tool in your arsenal. 

The first kick's frontal reach is exceptional, allowing you to punish opponent's mistakes from far distances with relative ease. However, what sets apart the first kick from the others is its stun; on either hit or block, Darksider's first kick inflicts a nearly debilitating amount of stun to the opponent. If you happen to touch an opponent with your first kick, their options will instantly become very limited. However, the rest of the kicks do not possess this quality, and they all function similarly. 

The entire combo is very linear, and cannot angle very well. Another notable fact about KKKK is that the "ink/blood" on the final kick is the actual hitbox; an opponent will get hit if they touch the ink. However, as mentioned previously, its angling abilities are poor. 

Mortal Cleave 
KPK 
90, 90, 100 [280] 
Darksider's juggle launcher is simple but plagued with a KPK input. In order to catch someone in a juggle, you must either have a large enough opening for you to react and use it, or have ungodly reflexes. 

Thankfully, though, the combo is very forgiving. All of the inputs recover very quickly, especially the P input. The recovery time is so short, that it can prove confusing to some opponents; however, be wary. The stun time on both P and K is minimal, and if any of the attacks are delayed, the opponent is able to block it. 

It really should be used mostly to punish an opponent's missed move or predictable movement, but these qualities simply make it safer for you in the case that a KPK misses or fails. Like the rest of the scroll's combos, this combo can't angle very well. 

Mad Stomp 
kGK 
40, 40, 40, 50 [170] 
24, 24, 24, 30 [102] 
Darksider's ground-hit is unique; it hits four times. The first input, kG, stomps thrice, while the final K hits a fourth time and angles perfectly, whether the opponent is standing or not. You can follow up with a kGK after: 

PPPP 
KKKK - requires a wall or large amounts of SPD 
kGK (provided the opponent is standing) 
a juggle 
a forward grab 

kGK is not safe on block. However, kG IS safe on block. In the case that kG happens to be blocked, do not follow into a K. You have a number of options: attack and trade hits, move out of the way, or counter. You should choose depending on your opponent. You should always do a kGK whenever possible. 

Devouring Darkness 
>>G 
[150] 
Darksider is in possession of a rather nifty unblockable. The animation is basically a large, charge-up punch filled with the same "ink/blood" from PPPP, KKKK, and kGK. Both its movement and range are enormous. It's unblockable, of course, but like all unblockables it doesn't come out instantly. Throwing it out in the middle of a close-range melee is stupid as well as useless. 

What you must exploit in the attack is the animation; right before the attack comes out, your character pauses in mid-air. Make use of this "freeze" to dodge attacks, such as recovery kicks. >>G makes for incredible wake-up game, because it can potentially negate all attempts to stand up. 

It's useful, that's for sure, but remember that overuse will lead to predictability. 

Grasp of Darkness 
(P+G) - FRONT GRAB 
[235] 
It's the same animation as the default throw, but it does more damage. If there's a wall where your opponent lands, you can follow up with a kGK. 

Grasp of Darkness 
(P+G) - SIDE/BACK GRAB 
[235] 
It's the same animation as Pro Wrestling's side/back grab, but it does less damage than Pro Wrestling's. You can't ground-hit after this, so this combo's main use is to negate opponent's attempts to avoid grabs. 

Juggles: 

Punch Juggle 
KPK P P PPPP kGK 
90, 90, 100, 48, 48, 48, 57, 72, 108, 24, 24, 24, 24, 30 [763] 
The punch juggle inflicts less damage than the kick juggle, but the damage difference is negligible. However, the punch juggle is capable of knocking over any fence in the game. 

Kick Juggle 
KPK P P KKKK kG 
90, 90, 100, 48, 48, 54, 60, 78, 96, 24, 24, 24, 30 [766] 
The easier juggle for use in 1v1s. No delays are required, and it has a lower chance of screwing up. 

STRATEGY: 

Darksider is a very powerful scroll, but its abilities seem to cater more to the 1v1 scene. With powerful combos and reliability other scrolls wish they had, Darksider is solid as well as simple to use. KKKK allows you to both poke and punish drifters and aggressors, and inflict solid damage along the way. PPPP is your pressuring tool, when your opponents are a bit too close to comfort, and you cannot use KKKK safely or reliably. Reserve KPK purely for punishment. Darksider is extremely versatile, and can handle virtually any playstyle. 

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