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Telos

Page history last edited by Galdeira 12 years, 1 month ago

Telos
Description: A brutal fighting style developed by the Shaman Guardian, Leunneth. Influenced by the deadly martial art Muay Thai, the lethality of its kick and knee attacks is renowned tournament-wide. 
Price: [Rare]
Class: All 
Opinion: The fourth of the exclusive scrolls (preceding it are Sage, DHN, and Fearless), Telos is a scroll defined by unbridled speed and ferocity - many of its moves are imbued with utterly insane amounts of movement, as well as incredible execution speed, making it seem difficult to control. However, this is merely an illusion. Telos is gifted with enormous range and the peripheral needed on just the right attacks, as well as omni-grab capability: traits which greatly boost its utility. Telos is versatile, and to underestimate it would be foolhardy. 
DIFFICULTY TO USE: HARD+ 
DIFFICULTY TO MASTER: VERY HARD- 
POTENTIAL: HIGH


Combos: 
PPPP - [475] [495] [515] 
PK - [210] 
KKKK - [416] 
KPP - [290] 
kG - [150] (95) 
(P+G) - [225] 

You can thank Leunneth himself for the combo names. Ha Ha!

Ardas Chi Nova
PPPP - (chargeable) 
80, 100, 130, 165 [475] 
80, 100, 130, 185 [495] 
Telos' punch combo is characterized with utterly insane movement and speed. All of the inputs move you like a jet-boosted truck and come out like one too. However, all of these seeming "drawbacks" are effectively mitigated by wide hitboxes on the most important inputs: the 2nd and 3rd. 

Telos' first punch is a great poke with amazing recovery. It cannot be stressed that Telos' first punch recovers amazingly fast. It comes out quite quickly as well, making it a good tool for harassing the opponent, whether they be trying to drift or block your relentless assault. 

The following punches are very unique. As mentioned previously, their movement is absolutely enormous. The second punch has incredibly wide hitboxes to your character's right (giving it amazing angling to your left). The third punch is the exact opposite. This unique peripheral range, combined with the push that is incurred when you connect on an opponent, make Telos' punch combo a lot less uncontrollable than it looks. The hit/blockstun is also quite good on each input - especially so on the second input. However, not all is to be praised; there is little in the way of delays, so being unpredictable during a blockstring may be a bit difficult. 

The last punch moves you like a truck too, but unlike the truck, its hitboxes aren't as wide as its grill. It's nothing too notable, but it comes out a bit slower than the rest of the punches, allowing you to trick some overeager opponents. 

The main use of this combo would be to snag the common drifter, or catch the opponent off-guard with its impressive speed and range. With proper movement, this combo can always be followed by a kG. 

Ardas Chi Supernova
PPPP - (fully charged) 
80, 100, 130, 205 [515] 
Telos' final punch can be charged to imbue it with unblockable properties. Essentially, doing this forces your opponent to take action. Unfortunately, though, the charge for this punch is very long. Competent opponents can jump, or simply walk away mid-charge. Knowledge of your opponent and his/her tendencies is necessary for proper application of this move. 

If you feel you've frightened them enough to make a retaliation unlikely, go for the strike (this technique also is more effective when the opponent's back is to an edge). The blockstun on the previous punches makes this a bit easier to accomplish. If you feel they're going to try and move out of the way, the attack can be released halfway to smack them. 

Gale Blade
PK 
80, 130 [210] 
A fancy two-hit knockdown. Angling is better than it looks, but it doesn't come out terribly fast. Useless in a 1v1. 

Amazing Impact
KKKK 
90, 105, 125, 96* [416] 
* - reduced damage due to air-time attack 
Telos' kick combo is the only combo the scroll has that possesses a semblance of control. The combo is much slower in comparison to its punches, and has less erratic movement; however, no range is sacrificed. Telos' kicks boast insane range, especially on its first, making their anti-drift capabilities superior to most other scroll's. 

Telos' first kick has one of the longest ranges in the game. The hitbox extends past your character's toe, putting it on par even with range kings Wing Chun and Zin Karate. The second kick is unimpressive in terms of technicality, but it is a very reliable link. The third kick knees your opponent into the air, and the final attack kicks them away a slight distance. The last kick is a lot more reliable to land than it looks; its hitboxes are deceivingly wide. An odd thing to note about the last kick, is that your head also counts as an active hitbox. 

The damage on this combo is not majorly impressive, but keep in mind that a kG groundhit is always possible under practically every circumstance. Timed correctly, Saver recovery users must be forced to block the attack. The incredible anti-drifting and sniping capabilities of this combo cannot be ignored as well. 

Flying Swallow
KPP 
90, 90, 100 [290] 
Telos' launcher mixes qualities of both combos into one package. The first kick is obviously unchanged, but the two P inputs carry the savage brutality reminiscent of the punch combo. As such, they are very fast and boast great movement. 

The execution speed of the P inputs are so great, that they can be delayed immensely (the first one, not to its maximum though), and will still connect. This greatly enhances the combo's reliability, something greatly needed as the launcher is a KPP input and cannot be "led into" like a KKP/KKPP/KK(K+G) input. 

The first P input of the combo is an exact copy of Telos' third punch (bar the damage values); as such, it has ridiculous hitboxes on your left. Landing this link is important as the actual launching attack angles very poorly; align yourself properly with the KP, then strike with the final P once you are sure it will land. 

Wolf Sweeper
kG 
[150] - standing 
(95) - grounded 
Telos' ground hit is the exact same as Red Scorpion's, except for the noise it makes when it lands. Do you prefer the noise of your opponent's pelvic bones fracturing, or the wet, meaty thud of a solid strike to the contents of your opponent's crotch? Telos is the latter. With proper timing, you can connect it after: 

PPPP 
PK 
KKKK 
kG 
any juggle 
any grab - requires a wall or additional SPD 

If it lands on a standing opponent, it will humiliate them by shamefully dropping their back onto the cold, hard floor. WHERE THEY BELONG.

Rengekki
(P+G) - FRONT 
[225] 
Telos' grab is a funny knee that somehow makes your opponent fly forwards really far. It's immensely useful when edging, but not so much in a 1v1 (it's a lot harder to get to their back). Still, a grab is a grab, and it puts your opponent on the floor. 

Sound of Revenge
(P+G) - BACK/SIDE 
[225] 
Telos' back grab is essentially the same knee, knocking the opponent forward; except this time, it's aimed up their butt. (Ha Ha!) 

The grab, this time, forces their back to face you, putting you at a much greater advantage. The fact that Telos even has a back/side grab also forces opponents to play differently, as blocking in another direction is no longer a method of avoiding grabs against it. 

Juggles:
KPP P P PPPP kG 
[290] + 48 + 48 + [285] + (95) = [671] (766) 

KPP P P KKKK 
[290] + 48 + 48 + [288] + (95) = [674] (769) 

The damage difference between the two juggles is negligible. Choose whichever one you like the most. 

STRATEGY:

Telos is a fast, movement-centric scroll with speed and power on its punches, and range and controllability on its kicks. Play each combo to its strengths: PPPP can be used to catch unsuspecting opponents off guard with its insane movement, and pressure blockers with its fast first punch. KKKK and KPP serve as your common punishment tools, as well function as highly effective anti-drift and sniping roles. 

One of Telos' major strengths is that none of its attacks possess lengthy recovery. Such a quality grants you great flexibility with how you want to approach Telos; do you want to sit back and wait for the opponent to make a mistake, then punish with a well placed launcher? Or do you prefer to go all guns blazing with the rush of its punch combo? Or perhaps a mix of both? Either way, its ability to grab an opponent no matter which way they're facing complements both tactics. 

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