| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Red Leg

Page history last edited by Lapid 12 years ago

Red Leg
Description: Notoriously named after its lethal use of the legs to strike. A Legendary chef composed this fighting style as a way to protect the hands from getting damaged; for a chefs value their precious hands above all. Its said that those who have mastered this art have the ability to strike with fire hotter than any flame. By YohDreams. 
Price: 56000 Carats 
Class: All 
Opinion: Red Leg is the first user-created scroll to have been publicly credited by the game, and the only scroll to have undergone so many changes in its lifetime. At its inception, the scroll was a poorly created mess that was outperformed by many, even cheaper scrolls - as it stands currently, it is a respectable force that can easily overwhelm an opponent. With extremely heavy stun on its kicks, and extremely fast speed on its punches, Red Leg enjoys two sides of the offensive spectrum at the cost of damage; however, such a drawback is almost insignificant when considering the relative ease at which Red Leg can dish it out. 
DIFFICULTY TO USE: HARD 
DIFFICULTY TO MASTER: HARD+ 
POTENTIAL: MODERATE


Combos: 
PPKP - [405] 
KKPK - [438] 
K(K+G)K - [300] 
kG - [0] 
kGP - [180] [200] [220] 
kGKK - [300] 
(P+G) - [220] 
(K+G) - [210] 
>>G - [200] (120) 

Mutton Shot
PPKP 
80, 90, 105, 130 [405] 
Red Leg's "punch" combo, or what's closest to it (all of Red Leg's combos are mixed inputs, and none of the animations use the character's hands). While the placement of kick and punch inputs might be confusing at first, it's easy to get used to and is hardly a problem to be considered. This combo is very fast, but sacrifices damage for such speed. 

Red Leg's first punch is of decent speed, but has little range - using it for long-distance poking is not the best idea. The second punch comes out at an almost demonic speed (comparable to Jeet kun Do's second punch), fast enough to catch a good deal of players off guard. It also holds some good stun behind it too. The third punch comes out a bit slower, but in exchange, it has a wider, sweeping hitbox. The last punch is a flashy combo finisher with ExoCore effects. 

For the most part, Red Leg's punch combo is meant to be used at extremely close range, using its incredible speed to overwhelm the opponent. At such ranges, its anti-drift capabilities are notable as well. If the opponent enters mid or long distance, Red Leg's PPKP quickly becomes quite useless. 

Collier Shoot
KKPK 
85, 50, 60, 135, 108* (180) [438] 
* - reduced damage due to air-time attack 
Red Leg's kick combo has a lot of strong points, although damage isn't necessarily one of them. All of its inputs (bar the last) come loaded with stun rivaling that of stun-king Blood Wind Ninjtusu, and with impressive range to boot. 

Red Leg's first kick hits far, and has the highest stun of any input in the combo. While it's great for sniping a telegraphed drift or mistake, its lengthy recovery makes it poor for repetitive poking. In the case of a stun clash, though, Red Leg will almost always come out on top. Red Leg's second kick input hits twice, and both hits have enormous stun as well as huge range. Because of the stun on the first kick, it can be delayed into without fear of being blocked. The third kick hits the opponent into the air, but has noticeably less stun. The fourth kick hits them away, and comes out very slowly. If it is delayed, the attack will not connect (provided the third kick hit). Its peripherals are also very poor indeed; angling it will almost always cause it to miss, and it has trouble landing when the opponent is up against a wall. 

The kick combo is great for simply hitting your opponent when they make a mistake, or simply laying down some pressure through immense stun, restricting their movements. 

Concassé
K(K+G)K 
85, 95, 120 [300] 
Red Leg's juggle launcher is nothing special, other than that it shares an input with only one other scroll in the game (Capoeira). The (K+G) and K inputs have a lot of movement, and not enough peripheral hitbox to make up for such movement - as a result, they tend to miss when striking at odd angles. The juggle launcher is most useful when you're about to punish an obvious mistake your opponent made, as (K+G) has significantly less stun than any input in the kick combo. 

Stir Fry
kG 
[0] 
Pressing kG makes your character spin around a bit. You can choose to do one of two attacks from here, and you probably should, since this move is utterly useless on its own. You're invincible during the spin, but once you hit the 360-degree mark, you're open to attack, and the recovery makes abusing a raw kG impossible. 

Diable Jambe
kGP 
[180] - uncharged 
[200] - semi-charged 
[220] - fully charged 
Pressing P after kG causes you perform a dreadfully slow spinkick with piss-poor range. As such, you can't use it to interrupt anything mid-combo - however, the real purpose of this combo is its guardbreaker, when you charge it up. Red Leg's kGP input charges faster than any other guard breaking move in the game (not including the kG windup). 

When fully charged, kGP gains a few bonuses: significantly increased range, increased damage, unblockable, and flashy effects. Throwing out a random fully charged kGP can trick some opponents due to the range, but normally this attack is most effective on wakeup. Performing this at the correct distance forces your opponent to two options: jump or block. If you predict a jump, you can end the charge early, and hit them with a half-charged spin. If they block, it will avoid the half-charged spin but obviously will not avoid the unblockable. 

It is a useful move that opens up some mindgame opportunities. 

Party Table Kick Course
kGKK 
60, 70, 70, 100 
You can press K twice after a kG to perform a spinning kick combo. This comes out much faster than the kGP, so it can be used to interrupt some very slow combos, or the last hit of a combo. Doing so is risky, though; if the last input is blocked, you can be punished. It's better suited to anti-drift purposes, as both inputs have ridiculously wide range. 

Extra Haché
(P+G) 
[220] 
Red Leg's grab is... different. And that's not really a true compliment. Its one and most noticeable flaw is that it does less damage than a default grab. 

The second noticeable trait is that it flings the opponent to your character's left, allowing for some interesting edges. It also forces your opponent's back to face you, which is nice, and you can always follow it up with a ground hit. 

Anti-Manner Kick Course
(K+G) 
[210] 
Red Leg's counter is unique the same way Red Scorpion's is: both do not move your character, and both execute faster - however, the active counter frames do not last as long as a default counter's. As such, it is more effective at mid-combo countering than countering singular hits. The counter sends your opponent flying backward the way they were attacking, behind you, making it great for edging if it need be. 

Brochette
>>G 
[200] (120) 
A powerful ground-hit that which is a great complement to Red Leg's overall lack of damage. Few scrolls have ground-hits of such power, and Red Leg is blessed to have one that also dodges moves as well; the animation involves you jumping into the air to deliver a powerful stomp - while you are in the air, you are immune to "low" attacks (slide kicks, recovery kicks, etc.). It can connect after: 

PPKP - requires good timing 
KKPK 
a juggle 
any knockdown attack to the back 
a grab 
a recovery kick - requires good timing 

Although it may seem doable, connecting a ground-hit after Red Leg's counter is impossible. In the case that you knock the opponent off a ledge, you can ground-hit after them regardless, as the animation does not cancel off a ledge. 

Juggles:

K(K+G)K P P PPKP >>G 
[300] + 48 + 48 + [243] + (120) = [639] (759) 

K(K+G)K P P KKPK >>G 
[300] + 48 + 48 + [306] + (120) = [702] (822) 

The kick juggle inflicts significantly more damage, but is very temperamental - the last hit will not connect if the opponent is misaligned in the slightest, or if they are touching a wall. As such, you will be forced to use the punch combo in a juggle more often than not. 

STRATEGY:

When you're in close, overwhelm and trick your opponent using your insanely fast punch combo. There's tricky movements on its inputs and speedy recovery times on them too, so you can exploit them to get the jump on your opponents. If you feel your opponents are making too much love to their block button, grab them. At close range, Red Leg's anti-drift capabilities are great. 

When you find your opponent is keeping away from you or simply playing hard-to-get, switch to your kicks, but be cautious; Red Leg has a poor "flyswatter" game (hitting far-away drifting opponents). If you feel your offense is simply becoming ineffective, resort to keep-away yourself, and force your opponent to make a move. Red Leg excels at pressure and punishment, but if it can accomplish neither of these, the scroll is effectively negated.

Comments (0)

You don't have permission to comment on this page.