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Baguazhang

Page history last edited by Lapid 12 years, 4 months ago

Baguazhang 
Description: An ancient Chinese martial art, renowned for its flowing motions and graceful attacks. 
Price: 150 Astros 
Class: All 
Opinion: An old Astro scroll, Baguazhang is perhaps the most promising scroll in Rumble Fighter… on paper. With a 500+ damage combo and a fence-edging kick combo, Baguazhang seems very good in theory. However, the scroll’s properties are what bring it to a swift and cruel end; poor recoveries, poor range, and low damage in the places where it matters condemn Baguazhang to the bottom of the pile, making it widely regarded as the worst Astro scroll in existence. Keep in mind; this is truly a bad scroll, and you will be working extremely hard to earn your wins. 
DIFFICULTY TO USE: VERY HARD+ 
DIFFICULTY TO MASTER: SUPER HARD+ 
POTENTIAL: LOW
 


Combos: 
PPPP – [465] 
PPKKK – [500] 
PP(K+G) – [280] 
KKK – [318] 
KP – [290] 

Flowing Palm 
PPPP 
80, 45(45), 145, 150 [465] 
Baguazhang’s punch combo is not bad overall, as it does some decent damage. While its range is severely lacking, its boasts some impressive recoveries on three of its inputs: the first, second, and third. With these traits in its arsenal Baguazhang can actually scrounge up a decent pressure game. 

Baguazhang’s first punch is only moderately fast, and it has poor range. The second punch is a double hit, and while its range is better than the first’s, it lacks movement, which may sometimes force you to miss. The third input has great range, damage, movement, and recovery, and normally will touch the opponent provided the previous hits have landed. The final hit is merely there to tack on some extra damage and knock the opponent down; however, it’s decent at angling. 

All-in-all, this combo should only be used during pressure, because of the third punch; PPKKK outclasses PPPP in all areas except for the recovery on the third punch. 

Butterfly Dance 
PPKKK 
80, 45(45), 90, 120, 120 [500] 
Baguazhang surprisingly has one of the most painful combos in the game; however, it’s very difficult to land. Because of the poor range and movement on all of the attacks, you must stay close to your opponent like sizzling meat on an unbuttered pan. 
The first two attacks are the same as PPPP’s, seeing as it branches from the same combo starter; the final three K’s after the second P is where things start to get much different. Starting off a low kick, the final two kicks are near mirrors of each other. The first and second kick share similar recoveries, which are somewhat slow. The final kick is dreadfully unsafe on block. While none of these attacks really have any movement, they have just enough to render you safe if you choose to angle yourself out of the way of a blocker. 
This combo is powerful (damage-wise), that’s for sure, and it angles decently. 

Geyser Stream 
PP(K+G) 
80, 45(45), 110 [280] 
Baguazhang’s juggle launcher is extremely awkward and is difficult to land successfully. What I mean by this is the fact that the juggle launching hit has almost no movement, but has large range; meanwhile, Baguazhang’s first punch has almost no movement or range. This unfortunate combination allows for the possibility of hitting the opponent, knocking them into the air for the juggle, but because they are too far away, makes a juggle impossible. To top it off, this combo starts from a punch. Making it useless for punishment of any sort. 

However it has a fast recovery, so it’s not extremely unsafe on block. 

Floating Kick 
KKK 
45(45), 120, 180* [318] 
* - reduced damage due to air-time attack 
Baguazhang’s kick combo is one of the most useless in the game, having the lowest damage for a four-hit combo ever. Its first kick is rather sluggish as well, in both execution and recovery, making it difficult to land. All of the kicks recover very slowly. Combine this with poor range, and you have a very, very bad kick combo. 

However, there is a bright side; the second input automatically knocks the opponent into the air and the third hits them away. This makes it great for fence-edging. 

Sudden Palm 
KP 
45(45), 200 [290] 
KP is a two-hit knockdown but does damage similar to KKK. It only does around 30 damage less than KKK so honestly, it doesn’t matter too much which one you use. 

Juggles: 
Huge Effort for Almost no Return 
PP(K+G)>P>P>PPKKK 
80, 45(45), 110, 48, 48, 48, 27(27), 54, 72, 72 [676] 
Baguazhang’s full juggle is very difficult to pull off thanks to the poor movement and range on the first punch, requiring many step-ups for the PPKKK combo to fully connect. All-in-all, three step-ups are required. 

STRATEGY: 

Baguazhang doesn’t have the greatest close-range game, but when you have no long-range option or punishment tactics, it is forced to play this style.Like most low-tier scrolls, Baguazhang’s kick combo is borderline useless, so its punishment abilities are severely hindered. Its only shining point is the punch combo and PPKKK, so you must use those combos to their fullest to get anything out of this scroll. In order to do so, you must stay close to the opponent, remaining very careful not to have the tables turned on you. 

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