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The Wind

Page history last edited by Galdeira 10 years, 1 month ago

The Wind
Description: This scroll was created solely for the daredevils that love to live on the edge. High speeds are held within this scroll, and the person to unlock its true potential will experience power like none other. 
Price: 185 Astros 
Class: All 
Opinion: One of the latest in the line of user-created scrolls (this one by SamuraiWay), The Wind is a fast, powerful scroll that's tough for any opponent to keep up with. Equipped with speedy kicks, special moves even ExoCores would die for, and a combo for practically any situation, The Wind is truly a force to be reckoned with. 
DIFFICULTY TO USE: EASY-
DIFFICULTY TO MASTER: HARD-
POTENTIAL: VERY HIGH


Combos: 
PPPP - [480] 
KKKK - [480] 
KPP - [410] 
KP - [210] 
K(K+G) - [180] 
kGP - [0] 
kGK - [0] 
(K+G) - [180] 
>>GK - [192] 

Sonic Spin
PPPP 
80, 90, 90, 110, 110 [480] 
A fast and powerful punch combo, with great emphasis on “fast.” Each input comes out like lightning and the entire combo finishes pretty quickly (although, delays are left much to be desired). However, the combo is not built for effective pressure or even reliability, but rather, to catch the opponent off-guard. The most interesting and curious aspects of the combo are its over-the-top animations, which grant it both perks and disadvantages. 

Each attack, except for the first punch, is a grandiose swing. While the first punch is a solid sock to the face, the second and third punches have wide, swinging motions, granting them some wide, but very awkward hitboxes. The second punch has incredible hitboxes to your left, but awful hitboxes to your right; the third punch has great hitboxes to your right, but awful range to your left. To top it off, the last punch input inflicts a whopping 220 damage (110 + 110) and has some amazing range… only to your left. This curious quality can cause the first hit of the input to completely miss if you are not aligned properly; when combined with an utter lack to delay and affirm one’s positioning, the reliability of the combo is shaky, at best. 

- This is not a combo you should be using often, due to its drawbacks; however, there are a few perks that make it worth using in certain situations: 
- When hitting from the back (the combo will always angle perfectly) 
- If you’re in too close and don’t want to risk missing a kick; the punches recover faster and have wider hitboxes 

PPPP is generally a close range attack. Avoid using it anywhere else. 


Gale Force
KKKK 
85, 95, 150, 150* (250) [480] 
* - reduced damage due to air-time attack 
The shining star of this scroll; Wind’s kick combo boasts damage, range, speed, stun and recovery all into one four-input package. Needless to say, this combo is nothing but amazing. 

The Wind’s first kick proudly takes a stand among one of the best kicks in the entire game, with execution comparable to the fastest scrolls out there, combined with exceptional range and peripheral. The Wind’s kicks can literally interrupt an opponent mid-combo, if they choose to delay, or punish them with lightning speed. The recovery on each hit isn’t shabby, either; it can serve as a pressure combo during a blockstring or make a miss safe. If that wasn’t enough, each kick comes loaded with stun; so much blockstun, in fact, that the entire combo cannot be interrupted by an enemy counter. Each kick also comes with enough hitstun so that you can delay each input to its maximum, while still being able to land the hit. 

KKKK is easily one of the most dangerous combos in the entire game, so use it well. Be aware that the last attack is poor at angling. 

Hammer Upper
KP 
85, 125 [210] 
The Wind is blessed with undoubtedly the best two-hit launcher in the game. For a two-hit launcher, it does impressive damage, and it is completely safe on block if you accidentally fire it onto a blocker. 

When combined with the amazing first kick, The Wind’s launcher will be landing very often. The first kick comes with enough stun so that you can delay the P input as long as you can, yet still be able to launch the opponent without fear of a block. The launching attack has enormously wide hitboxes as well; missing generally isn’t an issue unless you’re completely off. 

Sonic Blast
KPP 
X, X, 200 [200] 
An extra P tacked onto the end of the launcher serves as a mindgame attack. It is a double punch that inflicts huge damage, but comes out slow and is highly punishable. Typically, this attack cannot connect if the launcher hits (unless you have great timing), so its only use is on a blocker, who tries to attack after a KP is blocked. 

However, only throw it out every so often; it is completely unsafe on block, and a miss will be disastrous. Delaying the attack for too long also opens you up for counterattack from faster scrolls. 

It’s interesting to note that the attack angles perfectly, which can be an asset on edging maps. 

Golden Ring
K(K+G) 
85, 95 [170] 
A simple, two-hit knockdown that inflicts rather poor damage. As such, use it only to knock people off the map. It angles better to the right than it does to its left. 

Chaos Command
kGP or kGK 
[0] 
The Wind’s signature move; and what a doozy it is. This special is absolutely killer, both visually and performance-wise. 

The move is split into two inputs: a kG, which can then be followed through with either a P or a K. kG causes you to spin around, making you completely invincible for about an entire second (it may seem impressive at first, but a lone kG has absolutely awful recovery, restricting you from phasing through and punishing attacks). A followup P or K will then cause you to dash forward in the desired direction: P will make you dash forward, and K will make you dash backward. You can angle yourself (but not in a 90 degree angle), and you will pass through other players, but you are not invincible. 

It’s very visually flashy, but that’s not why the attack is so dangerous. The move is blessed by having virtually no recovery time at all; you recover almost immediately from a kG dash. This allows you to literally “blink” across the playing field at insane rates, making it an absolute hell for your opponent to catch you. You can use this both for the obvious evasive purpose, or even offensively. On a grounded opponent, you can kG dash to the opposite side of the opponent, to attack their back as they stand up. The ability to do so is an incredibly potent tool in The Wind’s arsenal, as you can literally attack the opponent from any angle. 

The possibilities are boundless. 

Chaos Breaker
(K+G) 
[180] 
A special counter with properties similar to that of Red Scorpion’s counter. The active counter frames activate immediately upon pressing the counter buttons, unlike a regular counter. As a drawback, though, there are fewer active counter frames overall, and the counter does not move your character forward. 

This counter sends the opponent flying FAR to your left, making it deadly on edging maps. It also turns your opponent around, opening them up for advantageous wakeup game for you. Typically, though, you should be using this like any other regular counter. 

Sonic Slash
>>GK 
120, 72* (120) [192] 
A special running guard attack. By spinning twice in the air, you knock the opponent over any fence. In a typical 1v1, this attack is generally useless as a slide accomplishes the task of a reliable running attack much better (compared to a slide, this attack’s hitboxes are much narrower and don’t last nearly as long). 

On any map with fences and edges, though, this attack is an incredibly deadly asset. Because it executes almost instantly, you can send opponents flying over obstacles without any warning or risk of a panic. Simply running around when your opponents know you have this scroll equipped can be mind wracking in a heated battle. 

Juggles:
Kick Juggle 
KP P P KKKK 
85, 125, 48, 48, 51, 57, 90, 150 [654] 
The Wind’s juggle requires no delays, and does heavy damage for a two-hit launcher. 

STRATEGY:

The Wind is fast, relentless, and generally plays like a top-dog scroll. Use the punch combo to catch the occasional drifter, but focus on your kick combo, as it is one of the greatest ones in the entire game. Speed is The Wind’s greatest asset; the speed on your first kick will allow you to get the drop on your opponents most of the time, punish the slightest mistake they make, or simply serve as a kind of simple lockdown and disruption. Its range on both K and KP also enables you to attack from further away than most scrolls are accustomed to attacking safely from; don’t be afraid to throw out kicks and KPs to catch people. 

Most importantly, though, master the usage of Chaos Command; the kG dash can easily turn the tide of battle by simply confounding your opponent. Its use for dodging stuff and getting away is obvious, but there are dozens of offensive maneuvers you can pull off with it; wake-up game is just one example. Each opponent reacts differently to The Wind’s kGP/K, so experiment.

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