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Kingpin

Page history last edited by Galdeira 10 years, 2 months ago

Kingpin
Price: 56000 Carats 
Class: All 
Description: Developed by urban rogues, Kingpin combines the power of a true martial art with the unpredictability of freestyle brawling. It is a ruthless and destructive style, designed to leave your opponents on the cold, hard floor - where they belong. 
Opinion: Kingpin is the original undisputed powerhouse of Rumble Fighter.   With sky-high damage values only Leviathan can reasonably match, Kingpin can utterly decimate a player within seconds; its most powerful advanced combo can outright kill a player. However, such incredible power comes with a price. Kingpin’s wild, reckless movements combined with exceptionally narrow hitboxes make it extraordinarily difficult to aim with, making actually hitting an opponent quite difficult. Coupled with the fact that Kingpin has almost a complete lack of close-range tools, infighting is not Kingpin’s strongest point, forcing it to play the outside to be effective. But this is a necessary drawback, because once Kingpin so much touches someone, they will literally disintegrate; and unlike the scrolls with similar damage, Kingpin has the advantage of superior speed, which it can use to absolutely dominate the field. Players should – and rightfully – fear the King. 

DIFFICULTY TO USE: VERY HARD- 
DIFFICULTY TO MASTER: VERY HARD 
POTENTIAL: VERY HIGH


Combos:
PPPP - [490] 
PPKKP - [545] 
KKKK - [490] 
KKP - [300] 
K(K+G)P - [365] 
kGP - [300] (90) 
(P+G) - [260] 
(K+G) - [250] 

Skull Masher
80, 90, 105, 215 [490] 
Kingpin’s regular punch combo is exactly what it should be – fast, powerful, and effective. The first thing to be noticed about it is the absolutely insane amounts of movement on each input, especially the first. Kingpin’s first punch is the most dramatic as a wild right elbow, moving almost as much as some kG or ExoCore specials just by itself. The hit itself is rather narrow, demanding caution when using it for poking. The follow-up hit, the second punch, is another slap with the same hand in the opposite direction – unlike the first, Kingpin’s second punch does have some width to its hitbox, although it is incredibly skewed to the character’s right side. As a result, it angles perfectly to the left, but will have a dangerous tendency to miss if the opponent is too far to your character’s left. The third hit, an uppercut, hits wider than the first punch, but still has no angling ability. The last hit is an iconic headbutt and hits very wide around your character’s foot/head, but the extreme movement makes angling difficult. 

The first two hits are the most important as they’re the precursor to two followup choices – either finishing the regular combo, or to go into the PPKKP mixed combo. Kingpin’s first punch, as mentioned before, moves a tremendous distance, making it a great poking tool but making it a lot less useful in close quarters if you want to hit them. Approaching at an angle with the first punch will likely result in a miss at close range (which can be a good thing, if you want to move out of the way of an attack and further into Kingpin’s effective range). The second hit is meant to be your link into the previously mentioned two choices, although it can be difficult to manage in a heated battle. You always have to fire the attack in the correct angle to ensure that it’ll hit your opponent after the first hit. This may mean angling yourself at some times, or not moving at all – it all depends on the situation. It will take some getting used to, where the only way to better yourself is to actually use the scroll. 

Kingpin’s full PPPP will likely be the least used combo in your arsenal. Not because it’s bad – but because the scroll has so many better tools in the form of its mixed punch combo, kick combo, and launcher. There is a distinct lack of stun on all of the hits but that’s practically a moot point since each hit comes out and retracts amazingly fast. The last two hits of the regular punch combo are really just there to mix things up, as the recovery on all of the hits are remarkably fast, more than fast enough to catch an unsuspecting opponent off guard. 

Blacktop Diplomacy
PPKKP 
80, 90, 110, 100* (166), 195’ [545] 
* - reduced damage due to air-time hit 
‘ – grab-hit retains full damage on airborne opponent 
Kingpin’s PPKKP deserves mention as  it both fence edges and deals more damage than a huge amount of ExoCore combos. However, landing each hit of the combo will prove to be difficult, thanks to the incredible movement on the KKP inputs. The first K input is a very narrow overhead hit that travels quite a bit and knocks your opponent into the air, but has a nasty tendency to miss opponents to your character’s right (there is a deceptive hitbox to your character’s left on the move). The second K input hits the now-airborne opponent, keeping them there (or hitting a standing opponent for huge damage), but has almost no angling capability (unless in a juggle at a wall, where angling it is mandatory) – realignment is often necessary to land the full combo. The last hit is a grab move, lunging forward to grab the airborne opponent and deliver a decisive and damaging hit to them. The angling on the grab is poor, as is its recovery. It should also be noted that it will “lock” the opponent in an animation, no matter what way they are facing, so if it lands the opponent will always end up on the floor facing you. 

As the most powerful combo in Rumble Fighter, PPKKP needs to be landed 99% of time whenever possible. Landing the first K input is integral to landing the combo on a standing opponent and in a juggle and practice will be needed to learn its ins-and-outs, when to angle during the combo, and whatnot. On blockers, PPKKP is noticeably less effective than PPPP – the KK inputs have particularly poor blockstun/recovery ratios, making retaliation for opponents rather easy if they’re not braindead, and the grab combo finisher has almost a full second of recovery where you are vulnerable if blocked or whiffed – not a pleasant detail. As such, you need to use your first two punches, mentioned earlier, to decide whether you should go into a PPKKP for damage, if you’re sure it’ll hit, or play safe and use variations of the PPPP combo. In a juggle, this will be your go-to combo as it literally does more damage than any other scroll or ExoCore as a juggle combo. 

Bruising Impression
KKKK 
90, 120, 130, 150 [490] 
Kingpin’s kick combo is fast and brisk, but overall is rather basic in terms of combos. Kingpin’s first kick is a huge knee (reminiscent of Red Scorpion’s PKP) that travels an enormous distance, but hits narrow. A defining trait about this attack is that it has a remarkable amount of stun (both on hit and on block) attached to it for a first hit, which can easily be used to your advantage. Kingpin’s second kick still moves a bit but hits wider than Kingpin’s other moves, allowing it to connect after the first kick under most circumstances provided correct angling. The last two hits break Kingpin tradition, not moving as much as other moves and hitting quite wide. There is not much notable to be said about the last two hits, as they are mainly there for knockdown (going into a juggle is superior in almost all cases). 

The huge amount of stun on Kingpin’s first kick allows the second kick to be delayed fully, and still land. Use this ability to easily hit-confirm against drifters who you know you have trouble hitting, and transition into a juggle. Landing the second kick is absolutely crucial to using Kingpin effectively, as it is the link to your juggle, Kingpin’s selling point and strongest form of damage. 

Because of the huge movement on Kingpin’s kicks, they are not suitable to be used at close range. Kingpin’s kicks don’t enjoy the luxury of great recovery like its punches, so they aren’t great pressure tools either. They’re most effective as punishers, allowing you to slap your opponent for any whiff they make if you’re within reasonable distance of them. Punishing at an angle is difficult for Kingpin, but it will be necessary as you want to land your launcher, and the only way of doing so is to use your kicks. 

Underground Overhead
KKP 
90, 120, 90 [300] 
Kingpin’s launcher is the bane of Elementalists and the source of its biggest chunk of damage. The actual launching input is the exact same animation as that of the first K input in PPKKP, with all attributes except for damage identical. 

Due to the stun on Kingpin’s second kick, the P input of KKP can be delayed fully and it will still connect, which gives the user some leeway in terms of hitting with the juggle launcher if uncertain (positioning and angling will still be an issue). Knowing how to juggle with Kingpin will be vital to success with the scroll, and that is only possible if you first know how to land its launcher. 

Facial Rend
K(K+G)K 

Causes severe emotional damage.
90, 75, 200 [365] 
Kingpin’s quick knockdown is a three-hit combo that ends with the same grab hit from PPKKP (albeit with altered damage). It’s not very useful at all in a non-edging fight except as a fancy way to finish the match, even though the (K+G) input recovers pretty fast. 

Urban Discipline
(P+G) 
[260] 
Kingpin’s grab is one of its few sole close-range tools, and as such, knowing when and how to grab will be extremely important for any Kingpin player. Without it, you will have little in the way of dealing with highly aggressive players who come too close to you, outside of your effective range. 

Kingpin’s grab starts up the same as any grab, so as a result its range is pretty wide and it comes out reasonably fast. At ranges where you’re too close to safely land your first kick or punch, you will have to grab (if the situation permits, you may have to soften them up prior) – you’ll score a knockdown and some hefty damage. Grabs, of course, can also be used to deal with turtlers; after a good blockstring with punches, feel free to grab to break their guard. Alternatively, they can be used as a punishment tool; the combo finisher of most scrolls often forces the user to take a grab. 

Of course, each opponent blocks and defends differently. You will have to change your offense and defense accordingly. 

Dirty Taunt
(K+G) 
[250] 
Kingpin’s counter is its other close-range tool, and its answer to high aggression. Kingpin’s counter is unique as it uses the Come On! macro as its animation, not moving the user at all. Instead, the entire user’s arm is the active counter frame, granting it effectively extended counter range. In short, it puts you at less risk of moving into a combo, but with you unable to use it as a drifting maneuver as the tradeoff. 

Countering with Kingpin isn’t radically different from other scrolls, though. Countering timing is essentially universal, and should be mastered. 

Curb Stomp/Face Smasher
kG 
150, 150 [300] 
(90) 
Kingpin’s ground-hit is part of a two-hit combo. The first hit ground-hits, while the second does not and instead causes a stun launch on the opponent. The animation for the second hit is the exact same as the headbutt from PPPP, and as such has the same hitbox. 

The ground-hit portion of the combo is relatively basic, and tacks on an extra 90 damage to grounded opponents. Typically, this comes after: 
PPPP – requires a wall 
PPKKP 
KKKK – requires a wall 
K(K+G)P 
A counter 
A juggle 
Any knockdown attack to the back 
A recovery kick – must be point blank 

The stomp is not particularly fast, so it is impossible ground-hit after a grab. 

Due to the large movement on both hits, there is a deceptive amount of distance covered for the stun launcher hit – use this to catch opponents off guard and land a free juggle. While not particularly effective against standing opponents who are paying attention, this can make for some pretty nasty wakeup. 
It should be noted that the kG alone is safe on block, but the kGP is not.

Juggles:

Blacktop Domination
KKP P P PPKKP kG 
[300] + [96] + [463] + (90) = [859] (949) 
Kingpin’s juggle is quite easy to perform when your launcher connects cleanly at any of the cardinal directions and no angling is required.   However, when up against a wall or at an angle, Kingpin’s once simple juggle becomes exceptionally difficult. Lots and lots of practice will be necessary in order to land Kingpin’s incredibly painful juggle (the most powerful inescapable combo in the game) reliably under any circumstance. 

Backalley Execution
KKP P P PPKKpS1 PPPPPPP… kG 
[] (
p – minimal input time 
Kingpin’s advanced nanmu is so powerful that it earns itself a spot in the juggles section. Because the P input of PPKKP is a 'grab hit', it can be cancelled via Nanmu - allowing for a simple and easy advanced juggle combo. Against average ARM and HP, you will literally be taking out 3/5 of their HP bar. This is, of course, assuming they had no panic – which most likely means they took some damage before this. If every single hit lands… they are already dead. 

STRATEGY:

Kingpin doesn’t like to get all over in people’s faces – that’s just uncivilized, and not to mention, just goshdarned peasantly. Kingpin is the outside fighter, darting in and out of range and avoiding those pathetic attacks thrown by your plebian adversaries before moving in for the kill. Wait for the opponent to make the mistake – or force them to make one – then punish their sorry ass for ever standing up against the King. Kingpin’s damage output is absolutely insane, allowing you to kill people in just about three successful juggles (even fewer if you count your nanmu). Aiming is the hardest thing to do with Kingpin, so until you get used to Kingpin’s dreadfully narrow hitboxes, you will miss your opponent – a lot. Kingpin lacks a reliable move with a wide hitbox (except perhaps its grab), so you will have to accommodate heavily for this shortcoming. Remember that your first punch can be used to move around in close quarters in case you need to quickly shift around your opponent; mobility, maneuvering, and positioning is especially important when playing Kingpin, because you have to make sure you’re in the right spot – at the right time – to smack a peasant silly. 

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