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Disclaimer:

This guide is created for the use of people who understand One Must Fall
Battlegrounds and have some measure of experience any failure to understand the
notation or language used is solely due to your own newbishness

Notation:

        LP = Left Punch
        RP = Right Punch
        LK = Left Kick
        RK = Right Kick
        LC = Left Counter (LP + LK)
        RC = Right Counter (RP + RK)
        f. = Forwards +
        a. = Aerial
        m. = Misses
        x. = Either
        + = Attack buttons pressed at the same time
        - = Next button pressed just afterwards
        LSA: Light side attack (left or right + LP or RP)
        HSA: Heavy side attack (double tap left or right + LP or RP)
        T: Throw (LP + RP)

        All damage values taken with Gracy in Practice Mode, Counter Damage is
        unavailable due to it being impossible to use them in Practice Mode
        Moves that due variable damage depending on how you use them are given
        as an average over 5 uses and prefixed with "App."

        Where left versions have different hits and damages to right versions
        a slash "/" is used, Left before and Right after

        Note that during combos damage of hits decreases as number of hits
        incresaes


Pilot Guide:

        Mantis requires a medium agility, Too low and moves wont link, too high
        and you will often find yourself landing in front of an opponent and 
        open to attack
        Mantis super moves are pathetic, most of the time they will get you
        killed any points on focus are wasted

Why pick Mantis:

        As previously stated Mantis’ super moves are pretty poor, however it 
        makes up for this with Combo power and kamikaze drones (spiders are 
        particularly good)
        Mantis’ attacks are supposedly based mainly from Kung Fu, I’m not sure
        how true this is but in any case their odd movements make for 
        near-limitless combo capabilities and have no recovery when blocked
        The Kamikaze drones can be strategically used to add hits to combos
        and to interrupt Super-Moves and combos

Attack List:

        Normal attacks:
        LP: 2 handed strike (32 Dmg)
        f.LP: Short forwards jab (13 Dmg)
        RP: Spinning uppercut, knocks opponent into air (32 Dmg)
        f.RP: Light spin attack (13 Dmg)
        LK: Flipkick, moves behind opponent and attacks, shift to Air (32 Dmg)
        f.LK: Short slidekick (13 Dmg)
        RK: Double kick, hits all sides (2x 13 Dmg, 23 overall)
        f.RK: Actually an aerial attack that is used on the ground (13 Dmg)
        a.LP: Drops a spider mine directly in front, delayed attack (19 Dmg)
        a.f.LP: Quick spin (13 Dmg)
        a.RP: Drops a spider mine directly in front at longer distance (19 Dmg)
        a.f.RP: Quick uppercut (13 Dmg)
        a.LK: Flying kick (32 Dmg)
        a.f.LK: Kick which moves opponent to the left (13 Dmg)
        a.RK: Very short range double kick (32 Dmg)
        a.f.RK: Kick which moves opponent to the right (13 Dmg)
        LSA: Uses Spider Mine to create small explosion (19 Dmg)
        HSA: Slides Spider Mine under opponent (19 Dmg)
        T: Attaches spider to opponent and kicks it (No Knockback, 19 Dmg)
        LC and RC: A forward slide

Special Moves:

        Spider Drone: b-b.xP: Creates Spider drone, when thrown these will seek
                19 Dmg        opponents then explode, left version throws
                              further, if there are no opponents nearby these
                              will sit as mines waiting for remote detonation

        Fly Drone: b-b.xK: Creates fly drone, when thrown these will seek
            App.18.6 Dmg   opponents then explode faster then spiders and don’t
                1-4 Hits   damage creator, but require charging to extend life
                           span to a useful extent

        Insect Strike: f-f.xK: Slides forward and does a 2 hit combo if this
                23/30 Dmg      connects, Left version turns opponent and knocks
                2/3 Hits       him away, Right moves to Air and knocks opponent
                               further
        

        Acid Spit: b-f.xP: Usual projectile attack
                28 Dmg
        
        Detonate Spiders: RK+LK: Makes any inactive spider drones previously
                                 thrown explode
             

Super Moves:

        Spider Ball: b-f.RP+LP: Throws a ball which will explode on impact
            App.74.6 Dmg        scattering spider drones, these are easily
                3-10 Hits       outrun

        Super Fly Drones: b-f.LK+RK: Aims upward and throws out a swarm of
            App.40.4 Dmg             flies which will explode soon after
                8-15 Hits            leaving, it has short range and if it
                                     doesn’t hit then the opponent gets a free
                                     combo

        Savage Strikes: f-f.LK+RK: Slides forward, if this connects a 10 hit
                76 Dmg             Aerial combo will be used, very risky due to
                10 Hits            its strange connection pattern

Tricks:

        Double Kick (2 hit Combo):

        This pivots on f.RK being an aerial attack, you wont stay in the air
        very long but there will be just enough time to use a.LK
        This simple 2 move combination has a long range and can be used to
        start off many combos, it also does a good amount of damage

        LK Dodge (Evasive Move):

        If there is an attack coming, but you don’t have time to evade or
        counter, using LK could dodge it and even get you into a favourable
        position, this even works with the spikes in Blade Pit

        Attack Flips (Counter Attack):

        After using a flip it is possible to use an aerial attack before
        hitting the ground, if you have just dodged an attack coming at your
        front with a Back Flip then, if your flip brings you close by an
        opponent a.RK will hit, if there is an opponent slightly further away
        then use a.LK, these are very powerful in many situations and can often
        replace Counters completely

        Spider Swarm (Lamer Prevention):

        If there is someone sitting on an energy pad and spamming, you can use
        Spider Drones to remove them, simply create and throw spiders at a
        rapid rate and they will be forced to either move or take a beating, be
        ready when they attack you, note that this rarely works on Force or
        Warlord

        Delayed Fly Attack (Combo Expander / Attack Prevention):

        If you charge and throw a Fly before attacking an opponent it will come
        back and hit the opponent during the fight, since Flies do not affect
        the position of people trapped in combos, or harm their creator the fly
        will simply add an extra hit to any combo you happen to be doing, or
        stop any combo you are trapped in

        Confusion Turn (Anti-Team Attack):

        So your trapped between 2 people, one is in front, one is behind, they
        aren’t gonna give you chance to evade, your screwed right? Wrong
        Use a Left Slide on the guy in front of you, he will block and your HAR
        will turn to attack the guy behind, they wont be expecting it so if the
        guy behind is using an attack you can out prioritise him and get out
        This should be reserved for desperate situations where no other options
        are available since its chances of success are low

        Mirror Evade (Evade Catching):

        When someone Air Evades from certain moves it is possible to evade with
        them, follow this with a.LK or a.RK if close and it’s a guaranteed hit

        LK Disorientation (Deceptive Tactic):

        When you knock someone down try using LK just as they get up, they will
        attempt to turn to where you were and end up turning their back to you
        This works particularly well on Warlords who will obscure their users
        view, as a result they might not be sure where you have gone

        Speed Hits (Aerial Mini-Combo):

        a.f.LP and a.f.RP can with perfect timing combo together with most
        aerial attacks
        This takes a lot of practice to get right but the 2 moves eventually
        will link so fast that an evade is impossible between them, use it to
        your advantage in expanding your aerial combos

        Melee Spider (Combo Starter / Surprise Attack):

        If your in a medium-range battle with someone, try throwing a spider
        directly beside your opponent, if your close enough you can combo from
        the hit
        Once the spider lands there is nothing your opponent can do about it
        they are going to get hit, and provided you take the opportunity,
        trapped in a combo as well
        Timing and range here has to be learned by trial and error, but once
        you can get it right this is a powerful tactic

        RK Counter (Attack Prevention):

        If someone starts an attack with an Air Evade to your side it is almost
        certain that they will try to use an unnevadable combo on you, however
        if you use RK you will instead hit them and move to a safer position

        Punishment (Revenge)

        If you are hit while charging Spider Ball the ball will explode in the
        Teleportation Chamber, while this damages you it scatters spiders all
        around you, much to the dismay of whoever landed the blow, they will
        take a lot more damage than you did
        If you know a hit is coming, and you aren’t going to be able to dodge
        it then try using this, even in some places over a counter, it’s a nice
        way to turn a messy situation around

        Spider Slide (Your not so clever any more)

        Some people think that picking up spiders when you throw them is really
        clever, when you get one of these people, try using Insect Strike or
        Savage Strikes right after throwing your spider, since your opponent
        has ducked to pick the spider up this will hit home

Super Moves Guide:

        Savage Strikes:

        The Savage Strikes super move has an odd connection pattern and there
        is no guarantee it will hit at all, even if your aim and timing are
        perfect
        One way around this is to use Savage Strikes in combos, and this is
        where it works best, Savage Strikes will hit after any move which
        throws the opponent backward, this includes Super Fly Drones
        Of the combo supers on the various HARs Savage Strikes is easily the
        best if you get it working (Big If), try the following to add hits
        after Savage Strikes:
        a.LK Twice, the first will move you forwards, the second will connect,
        follow this with a.RK if possible
        Right Insect Strike will also connect if you use it after hitting the
        ground, but not if you use a.LK, you will have to judge which is best
        for the situation

Spider Ball:

        The best way to use spider ball is either in the Punishment trick above
        or to throw it in to the middle of a crowd

        Super Fly Drones:

        This only has one real use and that’s if someone is trying to land an
        aerial attack from the front, this is more likely to happen while
        fighting Gargoyle

Recommended Combos (Credit to Cedes for these):

        Unnevadable:
        a.RK, f.RK, a.LK, RK, LP, Savage Strikes, Right Insect Strike

        Easy Stun Combo:
        LP, RP, LK, a.LK, a.RK

        1 Super Ultimate Stun Combo:
        LK, a.RK, a.LK, a.LP, LP, RK, fRP, RP, fLP, fRK, a.fLP, a.fRP, Savage
        Strikes, m.a.LK, Left Insect Strike, left Acid Spit

        2 Super Ultimate Stun Combo:
        LK, a.RK, a.LK, a.LP, super flies, LP, RK, fRP, RP, fLP, fRK, a.fLP,
        a.fRP, Savage Strikes, m.a.LK, left Insect Strike, left Acid Spit

        Evade Trap Combo (Does more damage if the opponent tries to evade):
        a.LP, LP, RK, f.RP, RP

HAR Specific Tactics:

        Jaguar:

        Jaguar is almost your equal in Melee combat, so try to keep your
        distance and look for an opening to use Insect Strike
        The key thing here is to play it defensively

        Force:

        Get in close and pummel, keeping your distance is a big mistake
        If you knock a Force down try to use LK to get over to the other side
        since it almost certain he will spam Repulser in your direction
        Evades are very important, since Force has the Grav-Well special you
        will want to stay on the ground as much as possible, however Air Evades
        are the only counter to some Force tactics, you will have to find a
        balance

        Pyros:

        Gauge your opponents skill early, a skilled Pyros will be able to catch
        all of your special evasive moves so try to stick to normal Air Evades
        Spiders are usually the best combo starters

        Warlord:
        
        Don’t let it hit you, evade like mad and given Warlords bulkiness it
        has a better chance of working, use of Attack Flips and Double Kick are
        your best bets, and LK has a higher chance of hitting
        Melee Spider works wonders as a combo starter, and spiders in general
        are good

        Katana:

        Razor Spin out prioritises all of your attacks, when it comes just
        block it or counter it A lot of Katana’s moves allow good opportunity
        to evade so use it, however be careful with them in the air

        Gargoyle:

        Fly Drones are your best friend, use them to stop his glides and aerial
        attacks, if you can handle the loss of an arm try to have a fly spawned
        at all times, preferably in the right arm since this one generally
        attacks faster
        Gargoyles ground evades are poor, use that to your advantage

        Mantis:

        LK can be countered simply by walking forwards, and then rolling to one
        side Attack Flips and LK Deceptive tactics are useless

        Chronos:
        
        If you hear a Teleport go off near by use a counter immediately
        None of Cronos’ attacks hit behind it, so use this to your advantage
        A good way to lure Chronos into a frontal attack is to stand with your
        back to a wall and throw spiders at it, since he cant teleport behind
        you a frontal attack is his only option

Credits and Copyright:

This guide was written by and is Copyright to Andrew "Mordax" Pay
Recommended combos developed by Cedes
Much training by Cedes and The Unknown Factor
Many tips given by Cedes
One Must Fall Battlegrounds game by Diversions Entertainment

Version History:

1.1: Punishment and Spider Slide added, Double Slide removed
1.2: Attack Damages and Hits Added