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Rumble Fighter Guide

By: Jason Wang (Yoshi13)

Current Version: 0.25



Table of Contents:

0.) Introduction
	0A.) Legal Stuff
	0B.) Update History
1.) Character Visual and Statistical Customization
	1A.) Item list (removed)
		-Head/Hair
		-Eyes
		-Nose
		-Mouth
		-Top (Incomplete)
		-Bottem (Not available yet)
		-Gloves (Not available yet)
		-Shoes (Not available yet)
		-Necklace (Not available yet)
		-Earrings (Not available yet)
		-Face (Not available yet)
	1B.) Mystery box items (incomplete)
	1C.) Enchanting
	1D.) Classes
	1E.) Stats
2.) Sacred Scrolls List
3.) Exocores List
4.) Maps (incomplete)
5.) Adventure Mode
6.) Strategy and Tips List
	5A.) General Tips/Tricks
7.) FAQ
8.) Credits
9.) Contact





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0.)Introduction:
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I began to write this guide simply out of boredom and the fact that
 there wasn't any FAQs or guides on Rumble Fighter that was out
on GameFAQs yet. My username is Yoshi13, and this is basically
 an generic guide for nearly everything. I'm not a master of the
game, but I'm not absolutely horrid (some of you might disagree
=/), however please enjoy this guide.

Bear in mind that this guide is not complete, and I will keep
updating it.

Check out my youtube site. You might find some neat things there.


http://www.youtube.com/gcyoshi13


I'm trying to rewrite anything that might be outdated which
is part of the reason why the update after August was
so late. Starting from now, I hope I update more frequently.

Feel free to motivate or whip me whenever.






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0A.)Legal Stuff
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This guide may not be reproduced under any circumstances
without my permission. The only place where this FAQ should be
found right now is at GameFAQs.com and Neoseeker.com, otherwise
this FAQ is stolen. Use of this guide on any other web site
or as a part of any public display is strictly prohibited, and
a violation of copyright. I did write this myself you know...

All other trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.





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0B.)Update History
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version .10 - 	Released the guide to GameFAQs - 2/28/2008

version .11 - 	Added the map section - 3/17/2008
		Updated exocores section
		Fixed my spelling error for Jujitsu
		Updated Ninjitsu description
		Added Guemgangtu

version .12 -	Fixed spelling error for Shidokan - 4/1/08
		Moved some of the tips around
		Added Predicting Panics and Countering Panic Predicters
		Fixed a variety of small mistakes
		Finished Exocore section
		Added few more maps in the map section
		Added shirts in the item list (incomplete)

version .13 -	Fixed spelling errors for TaekKyon - 4/2/08
		Added lots of new strategy and tips
		Finished the maps section
		Added more description for certain scrolls
		Forgot to finish Ninja Spirit Exocore
		Fixed few other errors

version .14 -	Fixed a few errors - 4/7/08
		Added Cliff Temple to maps section
		Added Xero Disc in exocore section
		Added 2 more strategy and tips
		Updated Introduction (PLEASE READ)
		Added an FAQ section. FINALLY.

version .15 -	Fixed more errors - 4/18/08
		Added more stuff for scrolls
		Forgot Koroshu. Added it to the scrolls section
		Added more for Xero Disc
		Added Pro Wrestling to the scrolls section
		Added Reverse Demolition in the maps section
		Added more questions to the FAQ

version .16 -	Added Zin TaeKwonDo to the scrolls section
		Added the Golden Lion exocore
		Expanded the Intro to Scrolls

version .17 -	This guide is now at neoseeker.com

version .18 -	Arranged things - 7/19/08
		Added more to the scroll intro section.
		Moved the scroll intro to the scrolls itself
		Added Yaki's Cannon Exocore
		Added Blade Spirit Exocore
		Added Green Skyhorn Exocore
		Added Shoot Boxing Sacred Scroll
		Added Dos Polmas Map

version .19 -	Updated the Introduction - 8/25/08
		Added Pa Kua Kwon Scroll
		Added Drunken Master Scroll
		Added Dragon Scroll
		Added Class section
		Added Stat section
		Updated Scroll introduction
		Updated Enchantment section
		Updated Golden Lion Exocore
		Removed Item List section (might return)
		Updated Strategy Section
		Updated few scrolls
		Changed many names for scroll/exo attacks

version .20 -	Added Capoeira Scroll - 10/5/08
		Added Red Skyhorn Exocore
		Added Brown Taurus Exocore
		Added more for some scrolls
		Added more for quite a few exocores

minor update -	Fixed stupid mistakes for Shadow Devil/Capoeira
		Changed attack names for BaGuaZhang

version .21  -	Added Judo Scroll - 12/18/08
		Added Blue Skyhorn Exocore
		Added Black Taurus Exocore
		Added more for various scrolls
		Added Vale Tudo Scroll
		Added Iron Armor MK2 Exocore
		Added Snowman Exocore
		Added Invincible Fist Exocore
		Revised the strategy/tips section to make it cleaner
		Added small descriptions to each exocore

minor update -	Added slightly more for some scrolls
		Fixed few errors.

version .22  -  Added Avenger Sacred Scroll - 1/26/09
		Added Combat Sambo Sacred Scroll
		Added Stone Golem Gauntlet Exocore
		Added Risky Escape Map
		Added more to certain scrolls

minor update -  Fixed some errors.
		Added slightly more for some scrolls/exos

version .23  -  Added Persona Sacred Scroll - 3/13/09
		Added Blood Storm Shuriken Exo
		Added Stinger Sacred Scroll

minor update -	Added a bit more for Stinger
		Changed the names for April Fools (bored)

minor update -  Took away the April Fools names.
		FAQ was littered with It and It's grammar errors. Fixed.

version .24  -  Added Muhon Claws Exocore. - 5/28/09
		Added Blood Wind Ninjitsu Sacred Scroll
		Added Exile Sacred Scroll
		Added Samurai Exocore
		Added Demon Samurai Exocore
		Added Third Rock Stage
		Added Under Construction Stage
		Added Soul Force Exo (I forgot it... LOLOLOLOL)

minor update -	Fixed more errors. Again.

version .25  -  Added more for various scrolls. - 8/2/09
		Added Muscle Buster Sacred Scroll
		Added Lucha Libre Sacred Scroll
		Added Infinite Barrage Ninjitsu Sacred Scroll
		Added MK II Missle Exocore
		Added Suriya's Crystal Exocore
		Added Typhoon Exocore
		Added Adventure Mode Section
		Fixed some errors, mainly spelling for Pa Kwa Kwon


version .26  -	Rewrote the Koroshu section - 11/6/09
		Rewrote the Kung Fu section
		Changed Lucha Libre section
		Added Hitman Scroll
		Added more for Stinger
		Added Nagib's Head Exocore
		Added HellHand Gauntlet Exocore
		Added White Devil's Fang Exocore
		Added Dullahan Exocore
		Added Persona Exocore
		Changed the Introduction





PLEASE READ THE INTRODUCTION ABOVE.












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1A.) Clothes
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Just go to mlvalley.com. Too lazy to post useless information.





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1B.) Mystery Box Items
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These are some known items to come out of the mystery box. All items
last for 30 days. The 30 day limit only begins once u begin to use the
item. However some of these items aren't probably given as a chest
item anymore.

Avenger - Hair/Hat (no longer available)

Description: The hairstyle of Sasuke from the manga series, Naruto. The
name derives from Sasuke avenging his befallen Uchiha Clan.
Colors: Black, Red, Blue
Stats: +2 STR, +1 ARM


Afro - Hair/Hat (no longer available)

Description: It's puffy like popcorn.
Colors: Black, Blonde, Red
Stats: +2 STR, +1 ARM


Earth Rockers - Shoes (no longer available)

Description: Large boots emprinted with stars.
Colors: Black, Red, Green, Blue (red is not confirmed)
Stats: Black/Green +3 STR, +2 ARM, +1 SPD, Blue +2 STR, +2 ARM, + 1 SPD



Flippers - Shoes (no longer available)

Description: Swimming Flippers with blue webs.
Color: Blue, Red
Stats: +5 ARM, +2 SPD



Magician Hat - Hair/Hat (no longer available)

Description: Magician's hat with white hair.
Colors: Red, Yellow, Cyan
Stats: +100 SP, +1 SPD



Raiden - Hair/Hat (no longer available)

Description: A vietamese bamboo hat. Name and look is derived off of
the Mortal Kombat character, Raiden.
Colors: Yellow, Silver, Black
Stats: +3 STR, +1 ARM



Sage Master - Sacred Scroll

Description: Elusive scroll that allows one to wield flames.
Color: N/A
Stats: N/A





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1C.) Enchantment System
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Have you noticed that whenever you hold your mouse over a certain
item, below its description there's some strange yellow circle? That
circle is for enchanting. Enchanting is upgrading any of your item with a
particular stat. Below are the rules for enchanting.


1.  First you have to buy the gem itself. Each gem is 80 astros. YOU
ONLY NEED 1 GEM FOR ONE ITEM! However some items (future items and
the current "I love GM" shirt) has two gem slots so two gems can be
slotted in the same shirt.

2. You have to buy an upgrade card. Upgrade cards have a anvil on them.

3. Go to "My Character". Click on accessory and click on enchant.

4. It will show a gemstone and the card. Choose what gemstone you
want to upgrade and the particular card. Once you press enchant, the
card will just spin around while you anxiously wait. If successful
your gem will go up a level. If not, your gem will fall back to the
level when you got the gem. (If you bought it from the shop, it
will be level 1. If you received it from a chest and it was level 2,
the gem will go back to level 2). Remember, the max level for
every gem except SPD and ARM is 10. For SPD and ARM, it's 5.

Note: If your gem started off as level 2, and that gem failed enchanting,
it will look like it went back to level 1. This is a false display
since enchanting that gem successfully will bring it to level 3.

5. After you are done with upgrading the gem, you can attach it to any
equipment in your invetory that has a socket.

6. Once you socket an item (feel like I'm talking about Diablo II) the
gem will remain there. YOU CANNOT REMOVE THE GEM!!! YOU
CAN HOWEVER REPLACE IT WITH A NEW GEM, BUT YOU WILL LOSE THE OLD GEM!


Another important thing is that certain gems only fit on to certain
pieces of equipment. Here's where what gems go into what piece of
clothing.

Top Wear: HP, STR, ARM
Bottem Wear: SP, SPD, JMP
Gloves: HP, STR, ARM, SP, SPD, JMP

As you can see, gloves can be equipped with any kind of gem. Thanks
to Sorainno (I forgot what it was like, she changes her name a lot!
Maybe she's some sort of spy). Also if a clothing has two slots,
you can insert 2 of the same gems in there.



Following enchantment items are:

Obsidian of Defense : +1 ARM for every level
Ruby of Power: +1 STR for every level
Sapphire of Speed: +1 SPD for every level
Tanzonite of Mana: +12 SP for every level
Topaz of Jump: +1 JUMP for every level
Zircon of Health: +40 HP for every level


Note: Speed and Jump gems cannot go over level 5! If you try to
enchant a level 5 speed or jump gem, the game will prevent you
from doing so!


Following upgrade cards are:

Lesser Enchant Card - low probability of success. It's best
used to get to level 4, as enchanting from 4 to 5 usually
results in failure.


Fair Enchant Card - so-so probability of success. It's
best used for levels 4-7 I'd say. If it fails, your gem
still reverts back to level 1 (or level 2 if that's the
level you received your gem).


Master Enchant Card - decent probability of success. It's
best used for levels 6-10. If it fails, your gem only
goes back one level as opposed to completely resetting
the gem like the other cards.



Enchanting is very expensive and addicting as you can see. It's
gambling, and with gambling, you can't really stop until you
win. If things don't go your way, it's hard not to be upset.

The best tip I can offer is that you are the kind to easily
get addicted to gambling, it's best to stay away if you don't
want to lighten you wallet dramatically. Otherwise, hope
luck is with you.

Also remember that while stats play a pretty huge role nowadays
to winning, being a skillfull player is much more rewarding
than having the financial advantage over others. Not only
does it make you a better player, it also feels better. It
also gives people less room for excuses as they can't
blame your stats for winning if you don't have much.











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1D.) Classes
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I decided to include a section of what classes you might want to pick.
In case you didn't know:

HP - Hit Points, once these run out, you're dead.
SP - Special Points. Required to do exocore specials.
STR - Strength. Determines damage output.
ARM - Armor. Determines damage taken.
SPD - Speed. Determines movement speed, but NOT attacking speed.
JMP - Jump. Determines how high and far your character's jump can go.

=======
Striker
=======

Stats:
Strikers have the most HP and STR stat of all classes, meaning that they
are good attackers, while being able to recieve a decent amount of
punishment. Their ARM is average, whereas the rest of their stats
are quite poor (SP, SPD, JMP) they are tied with alchemist as the
slowest class, and their low SP stat is problematic when it comes
to exocores.

Clothes:
Most striker specific clothing give lots of STR while also enhancing
other striker's strong points.

Exocores:
Strikers have excellent exocores. All striker exocores are very powerful
and nearly all of them have some very useful abilities. However, Strikers
have the worst SP stat among the 4 classes, so being able to do a special
more than few times could be problematic.

Scroll Recommendations:
Due to their high STR, they are best paired with multi-hitting attacks
to maximize their killing potential. Luckily for them, Capoeira and
Shoot Boxing are the most powerful scrolls in the game. Vale Tudo, ZinTKD
Stinger, and Bag are great options as well. Some good non-astro options
are Mao Gong or Drunken Master. If you're going for cheap, then TaekwonDo
or Kung Fu are great as well. In general, multi-hitting scrolls are
the best for Strikers.



============
Soul Fighter
============

Stats:
Soul Fighters are the fastest class in the game, but this comes at
the cost of being pretty weak everywhere else. Their STR is average,
but their ARM is terrible. Soul Fighters have better SP than Strikers,
but not by a lot.

Clothes:
Most Soul Fighter specific clothing enphasize SPD first, then STR or ARM.

Exocores:
Soul Fighters recieve a lot of exocores that completely change the user,
such as morphing into animals. Although this means that the user can no
longer use attacks from  his/her scroll, the user is presented with an
entirely new moveset which is usually very powerful. Even if you run out
of SP you can still make use of the exocores other attacks.

Scroll Recommendations:
Due to their high SPD, they are best paired with scrolls that can be
effective with drifting. Some good examples would be Exile, Drunken
Master, Boxing, Shoot Boxing, Muay Thai, BaGuaZhang, Dragon, JKD,
Stinger and some others. Some not so expensive options would be Shaolin,
Ninjitsu, or Taekkyon.




============
Elementalist
============

Stats:
In terms of stats, Elementalist hold the weakest overall stats in the
game. The only advantage Elmentalists hold is their high SP. Their SPD
and JMP is quite good as well, but their STR, ARM, and HP are dead last,
making them very fragile.

Clothes:
Elementalist clothing usually have good boosts to their SP and help
cover up their other poor stats, such as ARM or STR.

Exocores:
Elementalist relies deeply on their exocores. Most of their exocores work
very well in team games, boasting good AOE (area of effect) attacks along
with status conditions such as freeze, poison, or electrocution. Even better,
Elementalists have lots of SP, so attacks can be reused many times.

Scroll Recommendations:
Elementalist usually try to bring out their exocores as early as possible.
Grappling scrolls are a good idea if you plan to use Skyhorn so you have
access to a 360 throw option. Aside from that, Dragon, PKK, Muscle Buster
aren't bad options for Elementalist. Most of the time, the exocore is
more important for elementalists than the scroll.
'


============
Alchemist
============

Stats:
Alchemists only strong point is their ARM which is the highest of the four
classes. Otherwise they are average in other areas other than SPD and JMP
which is the lowest in the game. Alchemists have a good SP stat as well to
compensate for the large SP usage some of their attacks need.

Clothes:
Alchemist clothing focus mainly on ARM, while providing other bonuses as
well.

Exocores:
Most Alchemist exocores share a similar weakness, and that is speed. Many
Alchemist exocore specials come out remarkably slow and many of their combos
are slow as well. The only thing that isn't slow is the Knight Blade punch
combo (even that thing's specials come out slow). However this problem is
remedied by the fact that some Alchemist exocores are unblockable.

Scroll Recommendations:
Low SPD and not very high STR limits the Alchemists capability in fighting.
They are best geared with grappling scrolls like Sambo or Judo. They can
afford to take punishment due to their high ARM, making them all the
better suitable for grappling scrolls. Some other effective options would
be Drunken Master, Exile, Shidokan, Taekkyon, or Vale Tudo.





============
Shaman
============

Stats:
Shamans are very balanced in all aspects. All of their stats are evenly
distributed.

Clothes:
Shaman clothes mainly focus on any of their stats. It's a fair
distribution of all their stats.

Exocores:
Shaman exocores excell in the status effects of Rumble Fighter. With the
ability to turn people into skeletons, poison them, and stun them (with
many more to come), they have lots of unique exocores that can cause
disruption that does not involve directly with someone's life bar.

Scroll Recommendations:
Shamans are balanced, so anything works for them.









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1E.) Stats
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Stats are useful, not vital. They can mean the difference between
life and death in a match, but when it comes to small amounts, it
doesn't really matter. In case you don't know:

HP - Hit Points, once these run out, you're dead.
SP - Special Points. Required to do exocore specials.
STR - Strength. Determines damage output.
ARM - Armor. Determines damage taken.
SPD - Speed. Determines movement speed, but NOT attacking speed.
JMP - Jump. Determines how high and far your character's jump can go.

Some things to know:

- For STR, each point adds 1 extra damage to each hit you do. So lets
say you wear a hockey mask that gives 4 str. Originally if you were to
do 70 damage, you would now do 74.

- ARM works the same way as STR except it reduces the damage you take.
Each point = 1 less damage.

- HP has a direct correlation to your stat. Meaning, if you wear a scarf
that addes 80 HP, you can take 80 HP more worth of damage.

- SP works the same way as HP.

- I have no idea how SPD and JMP works. More SPD = faster. That's pretty
much it. I don't know the exact amount each point does. According to
the Realusstats wiki, each point in SPD and JMP increases the corrosponding
stats by 1%.

- Multi hitting attacks work very well with more STR. Let's take Mao Gong
for example. Mao Gong's punch combo hits 6 times, so if you were to wear
30 STR worth of equipment. 6 x 30 = 180, so you would do 180 more damage.
Same applies to nanmu. Mao has a 13 hit nanmu, so it would add up to
390 more damage on that nanmu. Ouch!

- Just like how STR dramatically increases the damage of multi hitting
attacks. ARM increases resistance to multi hitting attacks.

- Stats also affect exocore damage.


The decision whether to stack stats is purely up to you. In large
amounts, it can make a huge difference. However, it comes at the
cost at usually looking very stupid and strange. Personally, I'd
rather just look cool instead of going for stats. Plus, if you were
to keep using stat sets, it's likely you won't get better that
fast because you might pull close victories just because of your stat
advantage when you would've lost otherwise. It's really up to you.
I highly recommend you keep a stat set as one of your settings though
in case you need to fight fire with fire and for those boss hunt
modes.










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2.) Sacred Scrolls
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This is it! All the sacred scrolls so far out, and there's many more to
come. A Sacred Scroll is your character's fighting style. There are many
to pick from, but choose one that you like best.

Just because everyone uses it, or it's easy to win with, doesn't mean
you should use it. Just because all the "pros" use Mao Gong or Koroshu
doesn't mean you have to use it as well. Pick something you like.

Since Rumble Fighter seems to absorb and mimic a little from other games.
I will list a few references to which anime/video game character's fighting
style that these scrolls could relate to.

List of scrolls that are currently out are (along with what they are
refered to as):



Avenger
Baguazhang (Bag)
Blood Wind Ninjitsu (BWN)
Boxing
Capoeira (Cap)
Combat Sambo (Sambo)
Default (Def)
Dragon
Drunken Boxing (DB)
Drunken Master (DM)
Exile (Exile, Apricoteile, Mangoile, due to the censor of the word sex. Lol)
GeumGangTu (Geum)
Hitman
Infinite Barrage Ninjitsu (IBN)
Jeet Kun Do (Jeet) - (JKD)
Judo
Jujitsu (Jujit)
Karate
Kobudo
Koroshu (Koro)
Kung Fu
Lucha Libre (Lucha)
Mao Gong (Mao)
Muay Thai (MT)
Muscle Buster (MB)
MureKwon (Murek)
Ninjitsu (Nin)
Pa Kua Kwon (PKK)-or-(Pak)
Persona
Pro Wrestling (Pro)-or-(Wrestling)-or-(PW)
Red Scorpion (RS)
Renegade (Rene)
Sage Master (Sage)
Shaolin (Shao)
Shidokan (Shido)
Shoot Boxing (Shoot)-or-(SB)
Stinger
Street
Tae Kwon Do (TKD)
Taekkyon (Taek)
Vale Tudo (VT)-or-(Vale)-or-(Tudo)
Zin Tae Kwon Do (Ztkd)-or-(Zin)










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Avenger - 41,500 Carats
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The in-game description of the scroll says that Avenger is an elite
street fighter style. Even the game says that this scroll is elite.
The meaning of the word "Avenger" is pretty much a person who seeks
vengeance upon his/her fallen comrades. Use this scroll to avenge
your useless teamates who have been edged!


Reference:
=-=-=-=-=-
Honestly, I don't know. Captain America and his buddies lead a team
called Avengers, but I know for sure that I'm heading in the wrong
direction there. If I were to take a shot at it, I'm guessing from the
old brawler-games like Final Fight.


Moveset:
=-=-=-=-
Mad Brawler - P,P,P,P,K = Avenger's punch combo. It's long and it hurts.

Rising Revenger - K,K = Avenger's launcher.

Buising Check-Up - K,P,K,P = Avenger's "kick" combo. Good knockback.

Long Kick - K,G(G must be RIGHT after K) = Avenger's special. Incredible
knockback.

Brutal Throwdown - P+G = Avenger's special throw. Deals more damage than
a normal throw and it goes a bit further too.


Overview:
=-=-=-=-=
	This was the first scroll I've ever wanted, but that quickly
changed after Sambo came out. It's a relatively old scroll actually,
which would explain why it lacks some content that so many recent scrolls
have (such as a ground hit). This would be a bad thing if Avenger actually
needed all that junk. It's already quick and powerful already and it's
combos are powerful enough already. However, Avenger is a scroll of many
extremes. Its strengths show like Arnold Schwarzenegger's muscles, but
its weaknesses are as noticeable as Modonna's breasts.

	Avenger has three very important strengths that make it fearsome. First
is its very impressive reach on both its kicks and its punches. The
punches work similarly to Pa Kua Kwon's punch in the sense that it moves
your character very far before the actual punch comes out. The kick has
very impressive reach too, rivaling that of GeumGangTu. However, unlike
Geum, each successing hit of Brawler's combo just keeps going further.

	Second of Avenger's advantages is its speed of few of its attacks.
Avenger attacks are VERY quick to come out. Think of it as firecrackers.
There's no way to anticipate the attack until it actually pops out. Each
attack in its punch combo snaps out almost instantly, which is good
considering the punch combo itself has good delays. Another important
thing is Avenger's first punch, which has very little recovery time.
Avenger's first punch is more rapid than most of the sacred scrolls in
the game.

	Third of its advantages is a pretty easy one to understand.
Avenger is just powerful. Avenger's throw does 30 more damage than
a normal throw, a punch combo that is almost as powerful as sage master or
shoot boxing's punch combo, and a kick combo that's almost equivilent to
Drunken Master's kick combo. It's a powerful and fast scroll.

	Unfortunately, Avenger has some pretty crippling weaknesses. First
of all, its terrible with angles. Avenger moves a lot during its attacks
making it difficult to score angle kills on some occassions. Avenger
is not very effective when it comes to edging.

	Second is its first kick. Avenger has a remarkably slow first
kick. Avenger's first kick has awful kick priority and recovery, meaning
that a missed kick, can put you into trouble. Your best tactic is to use
Avenger's impressive hit reach, to guide your attacks at your opponents,
or to take advantage of the large distance it moves during its attacks
to move away. Never spam kicks against a good drifter. I'm serious. That's
what the good speed of the punches are for.

	Third of its weaknesses is the juggle launcher. Judo, PaKuaKwon,
and Combat Sambo are all scrolls with two hit juggle launchers. However the
problem of a 2-hit juggle launcher is that it can go by too quickly before
realizing that your opponent is blocking it. If your opponent isn't blocking
it, there's a chance that you could accidentally delay the second hit to
the point where it's blockable. Avenger's 2-hit juggle launcher has piss-poor
delays and the recovery on it is bad, making it a gamble to use. At least
3 of the scrolls with 2-hit launchers that I've mentioned have substantial
delays and stun times. Avenger's launcher is just not so good.

	The Long Kick is Avenger's special, and it may seem okay, but
it can be telegraphed from a mile away. Not only does the attack come
out within months, but its reach is pretty bad for the time it takes
to come out. The unique thing to this special is it's knockback which
is currently, the largest in the game. May seem nice, but it's not that
much bigger of a knockback than Avenger's K,P,K,P or P,P,P,P,K combo.
It's more of a novelty attack than anything. The blockstun of the
attack is very long when it is blocked, allowing you to recovery
before your oponnent can regain control. Use that advantage to your
favor.

	The trick to using Avenger is to avoid some temptations that
the scroll might have. Juggling seems like one of the main assets of
Avenger, but that's more of an Achille's heel than anything. Use the
K,P,K,P combo, as it's safer and just as powerful as the juggle itself
almost. Throw out those rapid first punches to test your opponents. If
they just like to turtle it, throw them. If they like to drift around,
thinking they are so cool and all, just keep throwing out those punches
at their direction. It's a matter of attack and react with Avenger.













====================================================
====================================================
Baguazhang - 150 Astros
====================================================
====================================================

It's a real Chinese Martial Art. BaGuaZhang literally means in
Chinese, "Eight Trigram Palm". So what the heck is a Trigram? It's pretty
much a Chinese concept that is influenced by Taoist cosmology.
Trigrams are symbolized by an octagon with each side holding a particular
meaning that is symbolized by a natural element. These elements are:
Heaven, Wind, Water, Mountain, Earth, Thunder, Fire, Lake. Don't ask
me the difference between Lake and Water, or Earth and Mountain. We
Chinese people were never easy to understand.


Reference:
=-=-=-=-=-
Somewhere it was mentioned in Naruto, that Neji's Byakugan was based
on BaGuaZhang. All of the BaGuaZhang's animations for RF was based
upon XiaoYu from Tekken.


Moveset:
=-=-=-=-
Dancing Palm - P,P,P,P = Punch Combo. Good knockback.

Monarch Butterfly Dance - P,P,K,K,K = Punch Kick combo. Good knockback.
One of the most powerful combos in the game.

Flowing Eclipse - P,P,K+G = Launcher. Use this to start a juggle.
Second punch hits twice.

Quadruple Kick - K,K,K = Kick combo. First kick hits twice, Second
kick knocks enemy up in the air, Third kick knocks them away.

Kicking Palm - K,P Kick Punch combo. Use it for a quick knockback.
Second punch comes out a bit late, so it might catch people off guard.


Overview:
=-=-=-=-=
	An once popular astro scroll, and for a good reason too. This scroll
can  pretty much be described as a combination of Mao Gong and Muay Thai
with a juggle. The reason why this scroll is similar to Mao Gong is the
multi hit punches and kicks that this scroll has. Baguazhang has one of
the longest combos in the game which is the P,P,K,K,K combo. The
reason why this scroll is similar to Muay Thai is because of the kicks
which have the cability to knock people off the map over obstacles like
fences. Most people only liked the flashy-ness of the attacks though.

	This scroll for a very long time had the title of the scroll
with the longest juggle in the game, going for a pretty impressive
12-hit combo. That title is now taken away by Blood Wind Ninjitsu.

	BaGuaZhang has a fairly slow moving punch combo causing its
second hit to be easily blockable after the first. This is an annoying
problem for any Bag users, and the best way to remedy this, is to find
your opponents back. Jump over them, or drift to their side. If you
find that difficult to do, try to use delays to drop their guard or
simply just throw them. There's a lot of options actually.

	BaGuaZhang's first kick is a double hit, and it comes out fairly
suddenly. A trick that some Bag players like to use is to throw out
a first kick against an opponent, regardless whether they are blocking
or not. After that first kick, the Bag player just walks away to trick
the opponent to go into pursuit. After that, the Bag player just
attacks again. With BaGuaZhang, you have to create your own tricks.
Spamming away won't work against many opponents.

	The biggest drawback to this scroll that I've noticed is that
people seem to like the punches and kicks so much, that they forget that
they can grapple, jump, and slide as well. Most will try to merely
"spam" you to death, thus making them easy to read and counter. Just
because a combo looks nice, doesn't mean you should keep on using it.
Throw and mix it up. The more unpredictable you can be, the better.

	Baguazhang has the best "unique" nanmu juggle in the game. Oddly
enough, you can complete a punch combo and successfully nanmu afterwards.
That would be: Dancing High Kick, two quick punches, Dancing Palm, then
a nanmu. It's possible to string all of those together, but it takes
some practice. It's a very rewarding to do though, as a 23 hit
uninterrupted combo is laughably ridiculous.

	Overall, Baguazhang literally has everything a scroll needs. The
only real drawback would be the somewhat mediocore damage that this
scroll inflicts. Otherwise this scroll could possibly be one of the most
versitile scroll in the game, due to the fact that there is no situation
where this scroll cannot be useless.


Note: BaGuaZhang was supposed to be a Soul Fighter/ Elementalist exclusive,
as a counter to Striker/Alchemist Karate exclusive. However OGPlanet
realize its potential as a cash cow, and made it available for all
classes.















====================================================
====================================================
Blood Wind Ninjitsu - 189 Astros
====================================================
====================================================

By combining a few different video game ninja (or ninja-like) moves,
we end up with Blood Wind Ninjitsu. Ninjitsu itself is a real martial
art that arose from Japan, but the Blood Wind part is probably fictional.
Ninjas do have a habit (In fact all martial groups have this habit) to
staple their own name into a martial art to define their particular
group, like Shaolin Kung Fu for example. Ninjitsu has it's few labels,
but I'm not sure Blood Wind Ninjitsu is a realistic one.


Reference:
=-=-=-=-=-
The stance is directly based upon Raven from the Tekken series, who
is the main ninja of the series. The throw is also exactly the same from
Ibuki, who is the main ninja of the Street Fighter series (originating
from Street Fighter 3). As for the Kg special, I can't help but think
of Cammy's Cannon Spike signature special (even though Cammy is not directly a
ninja, but an assassin instead), but the true origin if from Kagemaru's
drill attack (which looks the same anyways). BWN is a scroll that combines
Ninjas from different games, so there's no direct reference.


Moveset:
=-=-=-=-
Chakra Strike - P,P,P,P = BWN's punch combo. So-so knockback. Last hit
can be charged for more damage, knockback, and blockstun.

Chakra Blast - K,P = BWN's two hit combo. So-so knockback. Last hit
can be charged for more damage, knockback, and blockstun.

Swirling Sobat - K,K,K,K = BWN's kick combo. Great knockback.

Ninja Double High-Kick - K,K,K+G = BWN's juggle launcher.

Blood Wind Gale - K,K,P,K,K = BWn's best combo. The 4th hit hits three
times in mid-air. This combo knocks people over fences as well.

Ninja Spear - K,G(G must be RIGHT after K) = BWN's special. So-so
knockback, but it moves your character far.

Neck Snap - P+G = BWN's unique throw. Deals good damage and throws your
opponent forward, but the distance thrown is poor.



Overview:
=-=-=-=-=
	Blood Wind is a scroll that seems unecessarily fancy, but is
actually quite simple to use. However, it's on a slightly different scale
to fight, because Blood Wind has a few odd niches that can only be
experienced by fighting it.

	Blood Wind's punch combo is quite normal. Good damage and delays,
but the angling is so-so. The last hit can be charged for more damage
and a larger blockstun, but it cannot guardbreak like some other chargeable
attacks in the game. However, if you manage to land a full charge punch
while your opponent is blocking, you can always 100% land a throw on the
blocking person due to the massive blockstun that the full charge punch
deals. Also, being a charge-able attack, you can turn twice before the
last punch comes out.

	BWN's two-hit knockback works the same way as it's punch combo.
Being a two-hit combo however, it's better suited for instances where
edging is more important.

	BWN's kick combo is argueably it's best angling combo, and
even that is pretty average. If you're going for damage, you'd definitely
want to do the KKPKK or to juggle instead. There's not much use to this
combo aside from the fact that the last kick has a fairly good blockstun
to compensate for the time needed to recovery from that kick. If you're
going for damage, you'd want to definitely go for juggling.

	Blood Wind Gale is BWN's most powerful combo in it's arsenal.
However, be warned that the second to last hit (the triple kick) should
almost never be angled. The last hit has a pretty strange hitbox, but can
still be successfully angled if the following triple kick hits. You'd
want to end your juggles with this combo and it's also a fence edger,
which is a good bonus for those moon games you might join. If your
opponent happens to be blocking, NEVER DO THE FULL COMBO. BWN has the
luxury that most scrolls don't have by having a compoletely safe-upon-
blocked combo. Simply stop after the triple kick and your character will
safetly fly backwards a good distance while your opponent is still
recovering from his/her massive blockstun. You can usually land a successful
counter if your opponent attacks right after, or you can simply just block.
It all depends on what you do.

	Blood Wind has numerous 100% safe combos. Two of them is it's
KKKK full combo and KKPK incomplete combo. Even if both of these
are blocked, you have the slight frame advantage that renders
you safe before your opponent can fight back.

	If you manage to land full charges on a blocking opponent, you
have a huge advantage. You're 100% garaunteed a throw if you're quick
enough, and better yet, you can attempt a first kick that could
lead to a juggle if you have a feeling your opponent is not aware
of the blockstun or if he/she knows about it and tries to avoid the
throw entirely.

	If given the opportunity, BWN players should always juggle. BWN's
juggle launcher is actually pretty reliable and it's a decent angler as
well. You'd want to finish the juggle with a KKPKK combo, but by doing so,s
you need to be quick with the 2 punches because BWN's first kick comes out
a bit slow.

	The special is pretty fun stuff but it's not very useful overall.
The knockback is fair, so you'll only be edging people who are very
close to an edge. The damage is alright as well, doing pretty much the
same damage as a shoulder ram. You can use the special for numerous
strategies, mainly as a method for escaping and pursuit, and like many
BWN attacks, this one also has a long blockstun. It's best used to
cut through your opponents track as they move and also to hit them
the moment they recovery punch away from you.

	Blood Wind's greatest asset is it's ability to control your
opponent's blocking time better than any other scroll. At least half
of the attacks in it's arsenal has fairly long block stun (charged
punch and KP combo, full kick combo, special, KKPK). Using these
tools, you can ensure you have priority over your opponents. The
problem that most BWN players encounter is actually hitting their
opponents. BWN's first kick is fairly slow, and most of it's attacks
have pretty high recovery time to compensate for the blockstun
properties. Players who drift well give BWN a lot of trouble but
if you can stop them in their tracks with punches, then you can
essentially control the battle.








====================================================
====================================================
Boxing - 141 Astros
====================================================
====================================================

Boxing is THE western combat sport. However, boxing did not appear out of
thin air. Like lots of sports, the Greeks were the first to implement
such rules that would morph into modern boxing. Gloves were used in
sparring matches, but in real matches, it was just hands wrapped in
leather. Victory often meant brutally handicapping the opponent, or
even death. Luckily today, boxers don't try to kill eachother (you
are excluded Mike Tyson). Boxing today is a sport, but one that
requires intense focus, speed, and endurance.


Reference:
=-=-=-=-=-
This is generally vague, as there is so many boxers in video game culture.
Some of the more famous ones would be Balrog(M. Bison in Japan) from the
Street Fighter Series, and Steve Fox from the Tekken series.


Moveset:
=-=-=-=-
One, Two, Three, Uppercut! - P,P,P,P = Punch combo and launcher.

Corkscrew Jab - K,K = "Kick Combo" It's actually two straight punches.
So-so knockback.


Overview:
=-=-=-=-=
	Boxing is a seemingly simple scroll that can be suprisingly
confusing with its stance and weaves. It's also a relatively easy scroll to
get comfortable and juggle with.

	The punch combo is what you will be using to deal damage and
possibly juggle people off the stage. The kick combo is fast and has a
decent knockback. The punch combo has a tricky delay timing to it,
which is essential to bait those who play defensively. Make them think
you're done attacking, then continue on with the punches.

	Lots of people play defensively against boxing, so throw a lot.
This will make you more unpredictable, as people won't know whether
to block and get grabbed, or not-block and get punched.

	Neat thing about boxing that makes it so fustrating to fight
sometimes is the way its delays work. Most scroll delays renders
the user to flow at a "slow-mo" animation. However Boxing simply
just reverts the user back to the duck and weave stance which gives
the impression to most players that the boxing attacker has ended
his combo (which in reality is not true all the time). Its
delays are odd for your opponents to read, so that's one unique
thing to an otherwise simple scroll.

	There are times where throwing or delays can be risky. If
such is the case, you must resort to air tactics. Jump more often
and annoy them with crossovers and jump kicks. Do jump punches and
air throws if you're good with those.

	If your opponent is playing rather tricky to the point where
he/she is constantly just waiting for you to perform a combo and
end it prematurely, then your best bet is to throw out a rapid
amount of first punches mixed with jump kicks, drifitng, and throws.
Boxing's second and third punch will still leave you vulnerable
if your opponent is prepared to strike immediately after the attack
is blocked.

	There's really not much to Boxing, simply because Boxing
doesn't need much. Boxing is very fast, and powerful. However, it
doesn't have much range. Most of the time with boxing, you will be
pressuring your opponents to block, so grab often. Mixed with drifting,
delaying, and grappling, Boxing is a difficult scroll to beat.











====================================================
====================================================
Capoeira - 175 Astros
====================================================
====================================================

Capoeira is a martial art developed by African slaves in Brazil. It's
a martial art that was disguised as a dance to fool the slave's
master into thinking it was some harmless tradition (since obviously, the
slave master would forbid any practice of martial arts). Capoeira's origin
is quite sketchy, as it was more developed as a dance before taking up
the form as a martial art. A capoeira battle does not actually involve
two fighters to actually harm eachother, but instead to perform motions
of attacking in slow motion without actually completing it. It's pretty
much a dancing version of rock-paper-scissors, with a lot of people
singing and playing music in the background. As an actual fighting
martial art, it seems a bit skeptical. At least it gave birth to modern
break dancing.


Reference:
=-=-=-=-=-
Yes, Eddy Goroh from Tekken is a Capoeira practitioner. We know. Others
include Elena from Street Fighter 3 and Christine Monteiro who is also
from Tekken. Most of Capoeira's attacks are derived mostly from Christine.


Moveset:
=-=-=-=-
Ginga Elbow Spin - P,P,P,P - Capoeira's punch combo. 3rd punch hits twice.

Handstand Pisão Rodado Body Spring - K,K,K,K,K Capoeira's kick combo. Moves
around a lot, so beware when fighting on bridges.

Parufusetta Flip - K,K+G,K - Capoeira's launcher for juggling.

Armada Dupla - K(G) - Capoeira's ground hit attack. Can be performed
after the kick or punch combo, and after every juggle. Can even be
followed after using this on a standing opponent.

Head Scissor Toss - P+G  Capoeira's unique throw. Pretty much functions
the same way as the normal throw with a different animation.


Overview:
=-=-=-=-=
	Capoeira may seem like a scroll that is aimed more towards flashy
animations instead of being one that is powerful, but Capoeira is actually
a very dangerous scroll. Its aim is to play similarly to Zin TaeKwonDo and
Koroshu, as it's a scroll that is quite reliant on it's kicks. However, compared
to the two styles I've just mentioned, Capoeira is more difficult to control,
but also incredibly more powerful to the point where it's broken. Six Capoiera
combos is enough to finish off anyone almost.

	Some of you may ask, what do you mean by "more difficult to control"?
Capoeira sways up and down more frequently than any other scroll in the game.
For example, a Taekkyon player who is kicking will only move right (because
the kicks move the person forward). Capoeira on the hand, not only moves
your character forward as you are attacking, but also moves your character
up and down as well. Attacking someone at their side will result in your
character moving right past the opponent that you are attacking. Fighting
on bridges becomes more dangerous as well, as attacking can cause you
to fall off if you're close enough to the corner. To remedy these problems,
you can always angle your attack if you are suspecting that you might fall
off or miss an opponent. Also, the lack of a quick knockback combo hurts
it a bit, although the Armada Dupla (Kg) attack can kind of act as one.
However it takes awhile to come out.

	As for the pros of Capoeira? Most scrolls have a long punch combo
or a long kick combo, but Capoeira is the onlly scroll to really have
both. It's like the punch combo of Mao Gong with the kick combo of Zin
TaeKwonDo. It's very powerful as well, and nearly everything can be followed
by a Armada Dupla (Kg) for an additional 140 damage or so. The juggle takes
some practice, but it's a relatively easy one to pick up. Plus, Capoeira's first
propels your character forward and kick at the same time, so its reach is
good. In fact, Capoeira has the most powerful juggles/combos in the game if
you count the ground hit.

	Armada Dupla is a godly ground hit. It's the only ground hit that can
be followed up by nearly everything that a scroll has to offer. It's the
only ground hit that can be followed up after performing its punch or kick
combo on a standing opponent from any position. Like most ground hits, it can
also be performed after any juggle as well. If it's blocked, it also has a long
block stun,  allowing you to gain the frame advantage (this means your next
attack
will be 100% garaunteed to come out before your opponent's).

	Good scroll? Yes. Hard to use? Not really. Just a matter of controlling
your attacks as Capoeira shakes your character up and down like an earthquake.
If you can get past that, it's practically a Zin TaeKwonDo with good punches
with the most powerful and useful ground hit attack in the game. In fact, it's
a pretty easy scroll to win with if you don't get too carried away.

	Capoeira is often regarded as the most powerful scroll in the game.
With the most powerful ground hit a scroll can offer and a swaying kick
combo that covers a lot of area, it's pretty overpowered. If you're going
against a Capoeira user who knows what he/she is doing, you're in for
a hell of a time. Capoeira is quite... cheesy. It's the only scroll
that I think could use a small nerf along with shoot boxing.














====================================================
====================================================
Combat Sambo - 189 Astros
====================================================
====================================================

Sambo, also sometimes spelled as Cambo (Still the same pronounciation since
the Russian "C" is pronounced similarly to how Americans pronounce "S"), is
a Russian Acronym for "Samozashchita bez oruzhiya" which means "self-defense
without weapons". Sambo was developed in the Soviet Union by Vasili Oschepepkov
and Viktor Spiridonov. The two founders actually developed Sambo independently,
meaning they did not work together to create Sambo. Strangely, it just so
happened that the fighting style they were developing happened to have the
same name. Viktor Spiridonov was a student of Kano Jigoro (founder of Judo)
and made Sambo under the influence of Eastern grappling arts (mainly Japanese
Judo and Chinese ShuaiJiao) and other traditional wrestlings. Viktor Spiridonov
form of Sambo was less aggressive and powerful than Oshchepknov. Spiridonovs
Sambo became the military version of Sambo, often dubbed as "Combat Sambo",
whereas Oschepknov's Sambo became the Sport version of Sambo, often dubbed
as "Sport Sambo".


References:
=-=-=-=-=-=
There's a few characters from many different games. The best portrayal of
Combat Sambo would be Dragonuv from the Tekken Series. RF Sambo is however
more true to Bayman's from the DOA series.


Moveset:
=-=-=-=-
Heavy Swing - P,P,P = Sambo's punch combo. Powerful for 3 hits. Last hit
comes out slow, but is still garaunteed if the second one hits.

Dictator March - K,K,P,K = Sambo's kick combo. Sends people very far
away over obstacles.

Soviet Hammer - K,P = Sambo's launcher.

Soviet Sickle - K,G(G must be RIGHT after K) = Sambo's ground hit.

Bear Crush - P+G (facing front of enemy) = Sambo's front throw. Throws
enemies behind you, and can always be followed up by a ground hit.

Silent Dispatch - P+G (facing side/back of enemy) = Sambo's side/back throw.
Throws your opponents behind you at a considerable distance.

Armbar - K+G (time with enemy attack) = Sambo's special counter. Timing
must be ABSOLUTELY PERFECT in order to get a ground hit to hit.


Overview:
=-=-=-=-=
	This is it! The scroll I've been waiting for. It's the closest
thing to sex in this game, and believe me, it's a very hot style.

	The beauty of Sambo that makes it far different to fight than
Judo is its odd stun properties. The third punch of Sambo's punch
combo always comes out late, but as long as the second punch hits
the third will be uninterruptable, due to the long stun of the
second punch. Not only that, but Sambo's second punch comes out
quickly after the first, leaving your opponent a less likely chance
to block the second punch even after being hit by the first. The
reach of the first punch is decent, and its overall speed is
good.

	Its kick combo, the Dictator March, ties with Muay Thai's
punch combo as one of the best edging combos in the game. Not only
is it able to knock over any fence (including Dos Polmas net), but
it also begins with a kick, ensuring that the following hits will
connect if that first kick hits. However, it has its drawbacks
as being akwardly slow, having terrible recovery (even when stopping
the combo at the Punch part KKP, there's at least a second-long
pause), and working terribly with angles.

	Important thing to know is that doing KKP+ground hit, actually
does more damage than doing the whole KKPK attack itself. Not only that
but it leaves you close to your opponent while they are down, allowing
you to quickly move behind them to begin attacking them from behind.
Like Judo, Sambo has a frightening wake-up game. Keep your distance
and punish them with a juggle if they attempt a recovery kick. If
they recovery punch away, try a pursuit with a slide kick.

	Juggling is always a nice option, but Sambo has pretty odd
reach with its first kick. The second hit has nice overall reach
and it springs out suddenly too. Once you get the juggle to hit, go
for P,P,PPP, groundhit to do the most damage, and P,P,KKPK to edge.
If your opponent is close to a wall, you can even follow up with
a ground hit after the KKPK. The juggle launcher itself angles fairly
poorly though, so stick with the KKPK combo if you want to play it
safe.

	Sambo's front throw is remarkably useful for two reasons. One,
it's powerful and can be followed up by a ground hit, and two, it
instantly positions you behind your opponent, allowing you to lay the
beatdown if you can guess what they will do the moment they get up.
Sambo's back throw tosses your opponent further than any other backthrow
currently out, which edge your opponents that would otherwise be saved
if you were to backthrow them with Wrestling or Judo. Cheap huh.

	Sambo's special counter is powerful, but Judo's is better.
Unlike Sambo, Judo can easily follow up with a ground hit after a
counter. Sambo needs impeccable timing to do so, which realistically
means that you won't be able to follow up with a ground hit after a
counter for more than three times in a row garaunteed.

	Sambo's ground hit oppurtunites are slim. It's quite possibly the
worst ground hit in the game. Comes out slow, range is bad, but at least
it looks pretty cool. You can follow a ground hit after a:

- Front throw
- Punch juggle.
- KKP combo
- KKPK combo (if a wall is in the way)
- Counter (timing has to be EXACT)
- Back throw (if a wall is in the way)

	Overall, Sambo is quite akward. It has moments where it's fast
and moments where its slow, and its hit reach can be decievingly large
or small. It's similar to Judo, but that similarity is only by the
scroll content (throws, groundhit). Sambo is unique enough to hold its
own ground, and will always be my favorite scroll. It's just so damn
sexy. I wish I could do stuff like that.













====================================================
====================================================
Default - Free
====================================================
====================================================

The Default martial art actually has a very profound history. It may not
be puny and weak as Rumble Fighter may portray it (although still able
to win with), Default is simply, something you start with. Like when
you get a 6th grader angry and he tries to hit you but hesitates so
that his blow feels like a playful pinch in the cheek. That's default!
Just kidding. There's no such thing as a Default fighting style. If
there was, I would be the blackbelt of it (except not as puny =P).


Reference:
=-=-=-=-=-
Not really based on anything. It's just a generic fighting style that was
meant to suck. Doesn't mean it's absolutely worthless, as people can still
proliferate with it.


Moveset:
=-=-=-=-
Triple Punch - P,P,P = Punch combo. Pathetic knockback. Knocks
people only slightly up the air.

Double Punch, Kick - P,P,K = Punch Punch Kick combo. Does not
knock people down.

Punch Kick - P,K = Punch Kick combo. Does not knock people down.

Double Kick - K,K = Kick combo. Slow. Second kick might not connect even
after the first one connects.


Overview:
=-=-=-=-=
	This is your "style" if you don't equip a secret scroll. It's weak
and slow, and should only be your style if you don't have the money to
afford one, or if you are taking pity on your opponents. The punch
combo knocks people up in the air, but does not sends them over
obstacles like fences. Avoid the kick, because even if your first kick
connects, the second kick will most likely not.

	Pro Default players love P,P more than anything. In fact that's all
they really do aside from jumping around like fleas. If they keep on using
P,P over and over again, just counter-attack when they stream a new one.
As for crossovers and jump kicks? Drift works relatively well, but you
always just punch them out of the air for the fun of it.

	The only realistic way to get anything effective out of this is to
stick with the attacks that all styles share: Slide, Shoulder Tackle,
Grapple, and Jump kicks. The P,P,K combo is pretty good, as you can
follow up with more attacks if your opponent isn't aggressive to fight
back or run. In-fact, most of the best players who use default, seldomly
complete a punch or kick combo. They will most likely just jump kick,
slide kick, and grab the crap out of you.








====================================================
====================================================
Dragon - 175 Astros
====================================================
====================================================

There is no martial art named "Dragon". It's just a name suitable to
act as an upgraded form of Jeet Kune Do for Rumble Fighter. With the
description as a "Kung-Fu Movie Star" and the famous "Flying Kung-
Fu Kick", it's directly based upon Bruce Lee.


Reference:
=-=-=-=-=-
Every Jeet Kune Do reference. The special comes from Bruce Lee's
signature flying kick that is in quite a few of his films. Most
of the animations of Dragon are taken from Marshall Law from the
Tekken series.


Moveset:
=-=-=-=-
Solid Fist - P,P,P,P = Punch combo. Good damage and knockback.

Flip Kick - K,K,K = Dragon's launcher. Excellent reach. It's exactly
the same as Jeet's kick combo.

Sudden Fist - K,P = Kick Punch combo. Good for a quick knockback.

Lightning Hook - K,K,P,P,K = Kick whatever combo. Most powerful combo
in Dragon's arsenal.

Enter the Dragon - K,G(G must be RIGHT after K) = Dragon's special.
Has good reach and great knockback.


Overview:
=-=-=-=-=

	A well anticipated scroll and it plays exactly the same
as Jeet, except with an added flying kick special and it's much more
powerful. Otherwise, anyone good with Jeet is pretty much good with
Dragon.

	Solid Fist is simple, but the reach of the last two punches
are nice. Just like Jeet's last punch of it's punch combo, the last
hit of the Solid Fist combo will leave you wide open. In fact all
of it's attacks will leave you open if missed. To avoid this, try
angling the last hits so you move out of the way. If that doesn't
work, just don't finish the combo.

	The Flip Kick is exactly the same as Jeet's and serves the
same purpose as well. It still got its epic reach, but now the
second kick can delay better. Just a small bonus that can be pretty
useful. The Sudden Fist is a reliable quick knocbkack attack since
it begins with a kick. However, it's pretty poor with angles for
a 2-hit knockback.

	Lightning Hook is nice, but it works like any combo. It has
good delays, but since two of the hits are punches, you must link
the following hit quickly, because punches have stun time when hit.
During the combo, each hit except the last has pretty reasonable
recovery, allowing you to safely jump away or begin a new combo
if things are not going your way.

	Like BaGuaZhang, Dragon has one of the more powerful
advance nanmu juggles in the game. However, the one for Dragon
is fairly easy to pull off. It goes like this: KKK,P,P,KKPP, nanmu.
The two punches of the Lightning Hook combo (K,K,P,P,K) hit
quite high so there's a lot of air time to sneak that nanmu in.
If you get that to succeed without being interrupted, you just
took out half your opponents health. It's not that difficult
to land as well.

	Enter the Dragon is Dragon's special and is basically a
good substitute for the normal shoulder ram. It goes slightly
further than the ram, but if missed, you're in for some hurt. It's
better than the ram though because you don't have to run before
performing it, so it's better for those suprise moments. Fun
attack to use and each hit feels really good.

	Dragon's best trait is it's recovery. So long as you
don't finish your combo, you recover quickly enough to escape
or block. This makes Dragon a very flexible scroll when it comes
to switching from offense to defense, something most scrolls
have troubles doing.

	Jeet was already a powerful scroll, but Dragon takes
the bar to a new level. Only weakness that I can see about Dragon is
that it's a terrible edging scroll (when compared to many other
scrolls that is). It's still workable of course, but Dragon truly
shines in more battle oriented maps like Rooftop, Blacktop, etc.
Dragon is very powerful, so expect to see a lot of it.











====================================================
====================================================
Drunken Boxing - 150 Astros
====================================================
====================================================

Drunken Boxing originally started off as a culture in China from a legend
about a strong chinese man who drank many bowls of wine and killed a tiger
while he was drunk. It became popular after Jackie Chan's movie "Drunken
Master". As an actual martial art? If drinking and driving is bad, imagine
drinking and fighting. The actual martial art isn't necessarily suppose
to fight while drunk, but pretending that one is fighting while drunk.
Freak them out. Move wierd and do wierd things. That's the way of the
Drunken Boxing. It all becomes unpredictable. Its techniques are based
upon the legend of the "Eight Immortals", which is also a crucial part of
religious Taoism and Chinese Culture.


Reference:
=-=-=-=-=-
Drunken Boxing's spinning headbutt was derived from one of the fight
scenes of Jackie Chan's "Drunken Fist". Many characters in video games
began to adopt this fighting style, few being: Chin Gentsai (KOF), Lei
WuLong (Tekken), and Brad Wong (DOA).


Moveset:
=-=-=-=-
Staggering Boxing - P,P,P,P = Punch combo. Good knockback

Drunken Flip - P,P,K = Punch Punch kick combo. Good knockback.

Drunken Spin - P,K - Punch Kick combo. Decent knockback.

Walking Kick - K,K - Kick combo. Hits twice and is very
fast. So-so Knockback.

Staggered Uppercut - K,P - Drunken Fist's launcher.

Spinning Headbutt - P (while running) - Drunken Fist's unique ram
attack. Deals equivilent damage to a normal ram, but has a steady velocity.


Overview:
=-=-=-=-=
	Drunken Fist, a famous martial art known for its unpredictability
and akward movements. However in this game, it's not that confusing once
you understand what its attacks look like. There's many variations of
combos for Drunken Fist and its damage is decent. Its juggle is among
the easiest to perform, requiring little delays and not much movement.
Drunken Fist has a variety of moves which makes it quite versitile.

	The most unique thing about Drunken Boxing is the dashing P attack
which replaces the usual shoulder tackle with a spinning head butt. This
attack goes the same distance as the tackle, but has no start up
acceleration, making it faster. You still want to treat it as a tackle
though, because most people can successfully retaliate if you miss or
have this blocked. It's better than the normal tackle for sure, but doesn't
mean it's spammable.

	Drunken Boxing's launcher comes out fast, leaving people with
little time to panic. If a person happens to be near a ledge, this can
get an easy kill. Drunken Boxing is also the easiest scroll to juggle
with. Just punch away, because no movement or delays are required.

	The Spin Kick attack is excellent for angling while the Double
Kick is very fast. The juggle is there for mass damage opportunities, and
the punches is for confusing (with delays and drifting). Overall, an
excellent scroll, just make sure you don't complete your combos while
your opponent is blocking, because Drunken Fist has some terrible
recovery time with its attacks.


	Drunken Boxing's double kick is the fastest kick combo in the
game. Once again, it's a great edging tool, but it also works well
to suprise your opponents. In some ways it feels like an alternative
combo breaker, but obviously it doesn't have any invincible frames
to break combos with. The more you play around with it, the more you'll
find uses for it.


	Drunken Boxing has three major weaknesses than severely cripples
its usability. First and foremost is the lack of delays, meaning Drunken
Boxing has almost NO delays whatsoever. Second is the terrible recovery
time after every attack. Even unfinished combos take awhile to recover
from. Lastly of all is the lack of options within its kicks. It's either
a double kick or a juggle launcher, and there is little trickery involved
with those attacks, because the timing of the attacks are completely
different. It's a pretty difficult scroll to use in the higher
level gameplay despite having the easiest juggle in the game.










====================================================
====================================================
Drunken Master - 41,000 Carats
====================================================
====================================================

Martial Artists who practiced Drunken Boxing to the point where his/her
attacks become utterly akward and strange, yet highly effective, can
be dubbed a Drunken Master. Modern Drunken Fist martial arts incorporate
such flashy and acrobatic moves, whereas Ancient Drunken Fist martial
arts wasn't so "capoeira-ish". Nonetheless, Drunken Masters have a
impeccable sense of balance, and their deceptive art can provide key
opportunities for critical strikes. Seriously though, who attempts
flips while they are drunk?


Reference:
=-=-=-=-=-
Same references as Drunken Boxing. The grab is directly copied from a
peculiar attack that Jackie Chan used on his enemy from the movie,
"Drunken Master".


Moveset:
=-=-=-=-

Drunkard's Momentum - P,P,P,P - Great Knockback and delays, but the
third hit can supposely miss, so it's a gambit to use.

Sweeping Down Flip - K,K,K,K - Great Knockback. Drunken Master's
most powerful combo.

Twirling Tap - K,P - Kick Punch combo. Has fair knockback.

Spinning Spring Suprise - K,K,K+G - Drunken Master's Launcher

Drunken Cartwheel - K,G(G must be RIGHT after K) - Drunken Master's
Down hit. This means you can use this attack to hit people while they
are on the ground.

Spinning Headbutt - P (while running) - Exactly the same as Drunken
Boxing's ram attack. Deals equivilent damage to a normal ram, but has
a steady velocity.

Rolling the Ball - P+G - Drunken Master's unique grab. Throws the
enemy forward and leaves time for a Drunken Cartwheel follow-up.


Overview:
=-=-=-=-=
	Drunken Master... It's carats! That's major points to OGPlanet's
repuation, (it's roughly 3,500 carats more expensive on Gem, but at least
it's still carats). It's pretty much holds every characteristics of a
typical astro scroll. It got a nice delayable punch combo, a juggle starter,
powerful kick combo, and even a down hit and specialized grab. It has plenty
to offer.

	An important aspect of every combo for Drunken Master is that every
attack comes out fairly slow, but has a lot of delays. So in some ways, you
can keep the pressure on your opponent, but your opponent can easily
interrupt you due to the long pauses between each attack. Just like Drunken
Master, you do not want to end any combos that might not hit. The recovery
for any Drunken Arts Scroll is downright terrible.

	Just like Drunken Boxing, Drunken Master has the spinning headbutt
instead of a typical shoulder tackle ram attack. It's better, and if you
want to know why, just read the Drunken Boxing section above.

	Twirling Tap is your nomal quick knockback combo for those moments
where performing a longer combo can leave you more vulnerable.

	Drunken Master's juggle is quite tricky to perform. The (K+G) input
for the third kick isn't very responsive, so sometimes you end up doing a
Sweeping Down Flip instead of a Spinning Spring Suprise. If you manage to
launch your foe, you must act quickly as the launcher leaves you little time
to react.

	Drunken Master no longer makes Pro Wrestling feels that special
anymore. Its grapple "Rolling the Ball" is a specialized throw that
throws your enemy forward. Does more damage than a normal throw, and
can even be followed up with a Drunken Cartwheel.

	Drunken Master is the first of many scrolls in the future to have
a ground hit. So what's a ground hit? It's basically an attack you can
use to hit someone on the ground. There are plentiful good opportunities
to use this. These opportunities are:

- Right after juggling.
- If you finish a combo and a wall prevents your opponent from getting knocked
too far away.
- Right after a grab. You must quickly chase the thrown enemy and perform it.

	As you can see, this is A LOT out of one scroll. Even with all this
stuff, Drunken Master isn't all that overpowered, due to its attacks flowing
so slowly. Each attack in it's combo takes far too long to come out, providing
easy attacking opportunities to people who turtle through your attacks.
Like all scrolls, you must play smart, and Drunken Master has a lot of
different attacks to mix things up. Potentially one of the most powerful
scrolls in the game, which is the reason why it's ranked as a top tier scroll.













====================================================
====================================================
Exile - 41,000 Carats
====================================================
====================================================

To exile someone is ban them. Exile was a common and feared punishment during
the medieval times because to be exiled from one's homeland essentially meant
that he/she was going to die. The Rumble Fighter backstory to the scroll
"Exile" is that it's a fast-paced, dirty, fighting style developed by an
outcast of Dark Guardians. Obviously not a real martial art, but it's one
of the coolest fictional ones in Rumble Fighter in my opinion. The attacks
look a bit strange, but that stance and throw is downright awesome. To be
honest, the combos look a tad ugly to me. It reminds me of this guy in my
school who kept doing the dorkiest looking kicks and bragged how if he
used his full force, it would break my bones. How did I respond to him?
I said, "You're cute."

References:
=-=-=-=-=-=
Based directly upon Kazuya Mishima from Tekken who's animations is
this scrolls foundation. Kazuya also performed the attacks that resemble the
throw as well.


Moveset:
=-=-=-=-
Spinning Banishment - P,P,P,K = Exile's punch combo. Good knockback.

Uprising - P,P,K = Exile's juggle launcher.

Torso Kicks - K,K,P,K = Exile's kick combo. Knocks over fences.

Shoulder Shove - K,P = Exile's 2-hit combo. Fair knockback.

Heavy Punishment - P+G = Exile's unique throw. Throws far forward.

Body Drop - K,G(G must be RIGHT after K) - Exile's ground hit.


Overview:
=-=-=-=-=
	Exile was one of the new scrolls I was kind of looking forward to
before it was released. The stance and throw is really cool, but aside from
that, Exile is a very basic and simple scroll. That doesn't mean that it's
easy to use, in fact, it's far from easy to use effectively.

	The great thing about Exile is that both it's punch combo, kick combo,
and juggle are all great ways to deal damage. However each combo has a glaringly
large exploitable weakness.

	Exile's punch combo is powerful, but aside from that, it's not really
good at anything else. Like all punch combos, the second punch is blockable
even if the first hits. Exile's punch combo suffers from one huge problem, and
that is the horrible priority of the first punch. The first punch is one of
the slowest in the game. The fact that Exile's powerful juggle starts from
a punch makes juggling a pretty risky and situational option. If you do manage
to do the PPPK combo on someone, you can 100% always follow up with a ground hit
as long as you move forward a little. The only part of any Exile's combo that
has good delay would the last hit of it's PPPK combo. Everything else almost
has little to no delays.

	An interesting thing about Exile's punch combo is that the first
two punches look exactly the same almost. This could be confusing for both
you and your opponents sometimes to guess the difference between isolated
first punches and the actual first two punches of it's punch combo.

	As for Exile's juggles, your best juggle should end with the KKPK combo
followed by a ground hit. Juggling with Exile could be tricky on sometimes
because it's first punch is pretty slow. You also have to move forward a bit
while doing the punches, otherwise you won't get down the full juggle.

	Exile's kick combo is powerful and also a great way to edge people
over fences and to even just inflict some pain. The recovery of the kicks are
bad, which leaves Exile players quite vulnerable if they happen to miss
their kicks. However, the kicks angle fairly well, and can do some pretty
interesting things to catch someone who is trying to drift around you.
If you happen to be missing, your best bet is to just stop attacking and
block. The first two kicks have fairly good side reach for drifters while
the following two hits have pretty far reach.

	Exile's throw is a pretty awesome visual show, but it's not all show.
It only actually does 10 more damage than a normal throw, but not only does it
throw your opponents forward, but it throws them VERY far forward. Another
neat thing about the throw is that it can also be followed up by a ground hit
if there's something that is preventing your opponent from being thrown away
from you (like a wall). A good Exile user MUST throw. Exile's punch combos
are too easily blocked, so it's always a good idea to mix it up with throws
and Exile's delays (even though there's hardly any) to stay unpredictable.

	Exile's ground hit by itself is one of the more useless attacks in
the game, but it wasn't intended to be used that way anyways. As a ground
hit, it's one of the better ones in the game. It can be followed up by
almost all of Exile's attacks. Here's a list of opportunities that it can
always work:

- Punch combo (PPPK)
- Kick combo (KKPK)
- Juggle (any)
- Throw (if wall is in the way).

	As long as your opponent is on the ground and you have around one
second to land a free hit, then you can likely follow it up with a ground
hit.

	The shoulder shove is a very standard 2-hit combo. It's reach is decent,
and with a pretty good first kick, this is actually a fairly versitle 2-hit
combo. Use it for those moments where you need that quick edge kill.

	Exile is a scroll designated for expert drifters. It's attacks have
fairly good horizontal reach, and the movement of the attacks are smooth,
allowing you to slide along your opponents if any attacks are angled. It's
possible to attack an opponent from an angle and angle your attacks so that
you move towards their back. To play Exile well is to keep a close distance
to your opponents and apply constant pressure.

	Exile is a very simple scroll. It has one major weakness in that many
of it's good damage and mindgame opportunities are based upon it's punches.
Furthermore the punch combo itself has terrible priority and delays which
greatly hurts the scroll. Aside from that Exile is pretty standard but fearsome.
It's a scroll that can easily be picked up but very difficult to master.









====================================================
====================================================
Infinite Barrage Ninjitsu - 160 Astros
====================================================
====================================================

The name given to this scroll is so awful that I can't even laugh, I can
only cry. The real name of this scroll that was given to it while it was
being designed was Immortal Ninjitsu. Anyways, it's obviously not a real
martial art. This scroll's attacks is another compilation of various
attacks of different Ninjas from other fighting games. The most interesting
of these attacks would be the Izuna Drop, which is a staple of many video
game ninjas. Where did the Izuna Drop originate from? It came from a fairly
old and popular anime named Ninpu Kamui Gaiden which aired around the
late 1960's. The idea was based upon a japanese diving bird that will fly
straight to the ground to attack it's enemies. The main character took
upon this philosophy and would intercept his opponents in midair and
piledrive them straight to the ground. Pretty badass, but in the real
world, this is probably easier said than done. But seriously, hust look
at the name of this scroll. "Infinite Barrage Ninjitsu". What the hell is
that supposed to really mean? I blame you Naruto!!!


Reference:
=-=-=-=-=-
All of this scrolls attacks are taken from ninjas from various fighting
games. The stance, juggle launcher, is exactly the same as Kagemaru's
from virtua fighter, whereas air combo and some of the punch combo is the
same as how Ryu Hayabusa does them from DOA. The throw is from Ibuki from
SF3, and as for the izuna drop, too many ninjas do that to be listed. If
you notice two things from the scroll, the blue ball from the punch combo
is similar to a Naruto "Rasengan" while the leaves that appear from the
Izuna Drop is a reference to Rock Lee's Primrary Lotus drop.


Moveset:
=-=-=-=-
Chi Explosion - P,P,P,P = Infinite Barrage Ninjitsu's punch combo. Last
punch has a long hitbox and the knockback is great.

Infinite Barrage - K,K,K,K,K = Infinite Barrage Ninjitsu's kick combo.
Last kick hits twice. Great knockback.

Shinobi Flip - K,K,K+G = Infinite Barrage Ninjitsu's launcher.

Moon Breaker - (after Shinobi Flip),P,P,K = An optional air combo right
after the Shinobi Flip. Knocks over fences/obstacles.

Izuna Drop - K,G(G must be RIGHT after K) - Infinite Barrage Ninjitsu's
special. If it connects it throws you and your opponents far forward.

Neck Snap - P+G = Same throw as BWN's. Deals good damage and throws your
opponent forward, but the distance thrown is poor.



Overview:
=-=-=-=-=
	What we have here is a scroll of many capabilities and unique
attacks. With a unique air combo, fun special, and long combos, it's
a very fun scroll to use. While to many it seem like a flawless
and balanced scroll, it holds some serious drawbacks that are hard
to see until you actually use the scroll.

	Starting with the punch combo, It's a great punch combo. It's
fairly reliable and it moves a good deal forward. The last punch has
very good reach, since the user moves forward and creates a little
blue explosion in front of him/her, giving the attack a fairly good
hit box. The only problem is the third punch which has a small and
strange attack angle. The third punch also moves a lot, which can
cause your attack to miss if you aren't properly alligned with
your opponent (or if you just can't aim it right). This problem
makes it difficult to hit drifters.

	The kick combo is a long 6-hit combo that is fairly powerful.
Aside from that, there's nothing really spectacular. Unlike most
long combos, this one has very good mid-combo recovery, meaning
you can loop combos more successfully without being interrupted
or having the person escape the loop. The problem with the kick
combo however is the first kick. The first kick has awful reach,
which is really the main downside of the scroll itself. The
hitbox is terrible, and the user only moves a little.

	Shinobi Flip is the juggle launcher, and it's a fairly
simple one at first glance too. However, if you were to press
punch too quickly, your character will instantly fly up and begin
the optional air combo. IBN has two completely different options
that branch out from it's juggle launcher. If you're going for
damage, just wait a little after the juggle launcher and juggle
normally. Movement is not required most of the time, but it is
recommended so that your kick combo doesn't miss. Nothing needs
to be delayed as well, but once again, you can do it just to play
it safe.

	You would want to do the air combo in those moments where
edging is more important. The best thing about the air combo is
that it allows you to edge your opponent without much interruption
from the ground. The knockback is not fantastic, but it's a garaunteed
kill as long as your opponent is near the edge. Be warned that any
attack of the air combo takes a long time to recover and the angling
capability of the air combo is very bad.

	Another very interesting thing about the air combo is that
it has some uses even against blocking opponents. Many people are too
used to instantly attacking/throwing after blocking a juggle launcher.
Luckily for IBN users, the last kick of the air combo hits people who
are on the ground, which can be great for some potential mind games.
Be careful though, because the moment they slightly move out of the
way, you're bound to miss. It's best to use this on opponent near edges
to give your opponent the idea that he/she is safe. The damage is
not really worth the risk for this stunt so you should attempt when
the rewards are great. Otherwise use this trick sparingly.

	The izuna drop is a very interesting special in such that it
works like a normal attack, counter, and throw. If the kick connects,
it automatically sets up your opponent for a sky drop. The kick has
A LOT of invincibility frames after the first few frames of the attack.
As long as you are not hit while turning a bit backwards, the kick will
come out. Another thing to note, the kick does not cancel if you fall down
on edges, so you can use it to drop down a ledge and kick someone (if
you're up for some fancy drops). The damage is good, but NEVER attempt it
for edging unless suicide won't hurt your team. It's a good attack, but it's
still situational because it's not easy to hit with it. If you ever find
yourself in an unfavorable moment where that izuna drop is going to result
in suicide, you can nanmu to dash away from the edge while your opponent
still falls down.

	The throw is the same as Blood Wind Ninjitsu's. A powerful forward
throw, but the distance thrown is not very good. Most IBN users hardly throw
because the kicks are very tempting to use. Try to make a habit of throwing
every now and then so that your opponent won't be so confident to think that
he/she can just block all day.

	Infinite Barrage Ninjitsu. As goofy as it sounds, it's a very fun
scroll, and it's actually pretty cool too. In fact, the name is the only
real thing bad about it... almost. IBN has a lot of troubles with drifters,
because all if it's punches after the first are quite narrow, and the reach
of it's first kick is pitiful. IBN requires a lot of pressure to keep your
opponent still or at least moving in a predictable fashion. If you can keep
constant pressure on your opponent, then it shouldn't be too difficult to
stay true to the name of the scroll.












====================================================
====================================================
Geumgangtu - 160 Astros
====================================================
====================================================

For awhile now, this fighting style has been named as "Vajra Boxing" or
as it's traditionally called "Vajra Mukhti", which is an Indian martial art
that combines elements of Karate and Judo. I'm a bit skeptical about where
this scroll came from as there is no indication of the scroll being officially
called as "Vajra Boxing". Instead, this scroll was directly based upon the
Tekken character Feng Wei (don't believe me? Look at his animations). It's
probable to assume that GeumGangTu is actually Chinese Kenpo.


Reference:
=-=-=-=-=-
GeumGangTu's animations were directly derived upon Feng Wei from Tekken. Feng
Wei however fought with a style called Shinken (don't know if it's fictional
or not), but it translates iliterally to "God Fist". Feng Wei's master practiced
Chinese Kenpo, which could be the real identity of GeumGangTu.


Moveset:
=-=-=-=-
Double Palm Strike - P,P,P = Good knockback. Last punch hits twice.

Roundhouse Stomp - K,K,K = Good knockback and damage. Excellent for angling.

Roundhouse Elbow Stab - K,K,P,P = Good damage and knockback.

Back Kick Elbow - K,P = Good knockback.

Overpowering Elbow - K,P (hold) = Unblockable but slow. Good knockback.


Overview:
=-=-=-=-=
	Geumgangtu would've been a better scroll were it not for its cost.
I find it absurd that a scroll that deals less damage than koroshu and lacks
a juggle to be 160 astros. The reason behind this though, is because of its
guard breaker, which is the Back Kick Massive Elbow. That guardbreaker adds
a lot to it's cost, and is only semi-useful.

	Starting off, its punch combo is limited. You would want to stick with its
kicks, as it has more variety. The Roundhouse Slam is an excellent kick combo.
Its remarkably similar to shidokan's kick combo, having good damage and
angling abilties, and it's faster to boot. The Roundhouse Elbow Stab is your
 most painful combo, so use that often.

	The highlight of GeumGangTu is not any of its combos but merely its
first kick. That starting kick has the largest reach out of all the kicks in
the game (trust me, that's very impressive). If that wasn't enough, that single
long kick can end up in a 500 damage combo (KKPP).

	The guard breaker of this scroll is quite slow, and it's only really effective
to catch an opponent who is either has slow reflexes, or is not used to facing
Geumgangtu. There are however a few tricks to this. The elbow in the
guardbreaker actually has a good range, because the user will propel
his/her own body towards a direction. Using this you can use this far away to
get a good hit on anyone who's nearby. If you happen to knock someone down
with any attacks, you can just pull this off, so that when the opponent gets
up, you can hit them. It's unblockable and powerful, and the range is not too
shabby either. Another thing, since you can release the guard breaker anytime
(to guardbreak, it must be fully charged), you can trick someone into thinking
that you're going to use the guard breaker and release it early when they leave
themself open.

	A common trick I like to use on people who have a low tendency to block,
is to perform the KKP part of the KKPP combo. Since the first punch of the KKP
combo has such quick recovery, you can quickly link another KKP combo if they
dont block quickly enough (works wonders when you're hitting your opponents
from behind).

	However, I doubt it's worth the cost. This really disappoints me as I was
expecting it to be carats. It's pretty much a Shaolin with a guardbreak. It's
good if you're willing to shed the money, but I already have Karate so oh well.

	GeumGangTu to sum it up, is a great scroll if you can play your distances
well. Some scrolls like Shoot Boxing and Taekkyon are very powerful but only
within a close proximity. GeumGangTu can take advantage of short ranged scrolls
well, but watch out for defensive players. You can use your guardbreaker for
that, but throwing is usually a better option sometimes. Keep your distance, and
learn how to confuse a defensive opponent, and you're bound to beat a lot of
people.


Note: In Gem Fighter, this scroll is 34,000 carats.


















====================================================
====================================================
Hitman - 198 Astros
====================================================
====================================================

A Hitman is a hired assassin. This process of hiring/killing is usually
recognized as contract killing. Not very common, it's most popular in
Australia it seems. In our fiction world, the most famous hitman would
probably be Agent-47 from the "Hitman" series. However this scroll has
no relevance to any of the above, and instead is based upon Bryan
Fury from Tekken. Bryan Fury hardly counts as a hitman and is better
off defined as a maniac and lunatic.


References:
=-=-=-=-=-=
Based completely on Bryan Fury from the Tekken series. The stances and
movesets are almost exactly the same. Bryan Fury is Tekken's biggest
asshole. Yoshimitsu rescued him from the experimental labs and Bryan
"shows his thanks" (that's what the ingame description said) by literally
slaughtering all of Yoshimitsu's pals. I don't even want to know what
measures this guy goes through for birthday presents.


Moveset:
=-=-=-=-
Doom Fists - P,P,P,P = Hitman's punch combo. Good knockback.

Leg Drop - P,P,K = Hitman's juggle launcher.

Dropping Twist Kick - P,P,K,K = Hitman's punch kick combo. The last
kick won't hit if the previous kick hits.

Gatling Kicks - K,K,K = Hitman's kick combo. Good knockback.

Furious Combination - K,P,P,P = Hitman's kick punch combo. Most powerful
combo for Hitman. Good knockback.

Mine Sweep - K,P,P,K = Hitman's Kick punch kick combo. Almost no knockback.

Gravity Brainbuster - P+G = Hitman's unique throw. Does good damage and
throws forward, but the distance thrown is not very far.

Serpent Sweep - K,G(G must be pressed RIGHT after K) = Hitman's
alternative juggle launcher and ground hit.


Overview:
=-=-=-=-=
	Before I start, I would like to thank DemiSoul for gifting me this scroll
without hesitation to do so.

	Hitman is a scroll that's generally good at everything. It has a lot of
strengths, but nothing too powerful. With this being said, there's only two
weaknesses I can think of, but they are fairly minor in the long run.

	Hitman's punch combo is good. The first punch has pretty average reach,
but the second and third punch are pretty specialized in catching drifters. The
second and third punch are both revolving back fist strikes, meaning they cover
a lot of peripheral area. The last punch goes is pretty straight, so it must
be aimed accordingly or it might miss. Use the punch combo often against
drifters, since it's your best defense against them. Ironically, it's probably
also your best attack to pair with drifting with as well.

	For some reason, I always felt Hitman played a bit like GeumGangTu for
the reason that Geum relies mostly on it's kicks for distance attacks and
punches for close range. Hitman is pretty similar in this case. Hitman's first
kick is not particularly fast, but it does go quite far. The reach is pretty
linear as well, so it can be dangerous if missed. The following two kicks have
a similar hitbox(being similar kicks), but they go slightly farther and move
farther as well. The recovery on the kicks are very good. Generally the kick
combo gives Hitman a lot of ways to handle people who like to keep their
distance with you. Just be cautious not to miss too much with it.

	Part of the reason why I probably chose to procrastinate updating this
FAQ so much is because I like to describe each combo and it's purpose. Hitman
has like 6 different combos, so you can see why I felt kind of lazy.
Regardless, Hitman's kick combo is arguably it's best edging combo (you'd
be suprised on how well the last kick can angle). Hitman has two branching
combos from it's kick. One is the KPPP combo and the other is the KPPK.

	The Furious Combination (KPPP) combo is Hitman's most powerful
combo and is best used as a juggle finisher. It's a harder juggle to perform
than the simple ending with a full punch/kick combo, but the damage is
pretty good, so it's worth practicing. It's also best used against while
hitting your opponent's backside so that you can follow up with a ground-hit
after OR if you are hitting your opponenent and there is a wall that will
prevent them from being knocked too far so that you can land a ground-hit
right after. The timing is tricky, but Hitman has great recovery on any
of it's attacks to allow this.

	The trick to juggling with this is to make sure the third
punch hits at the correct time. The last punch has a strange hit box
and it must be timed when your opponent is getting close to the
ground. There are many times where throwing out the last punch too
soon will result in a miss (even though the punch clearly looks
like it should hit). As usual, follow it up with a ground hit
after.

	Mine Sweep (KPPK) on the other hand is a bit situational. The
knockback is minimal (very tiny). This is best used while attacking
the frontside of your opponent, because this is the only combo that
can be followed up with a groundhit independantly of assistance of a
wall or having to attack your opponent from behind. Since you remain
close to your opponent after this attack, you can easily move behind
your opponent to start up any wake-up tactic you have in mind. If
they plan to recovery punch away, chase them down with a slide kick.
If they recovery kick, try to avoid it and get them with the juggle
launcher. Remember that this is all guessing, and you have to guess
what your opponent will do before attempting to counter it. The
time you have to react from their attacks is very little.

	Going back to the punch combo, the juggle launcher is pretty
reliable despite starting from a punch combo. Hitman has a very
reliable second punch so this isn't a huge problem. However it's
favorable that you attack from behind if you plan on juggling.

	Hitman's juggle launcher is unique that there's an additional
hit to the juggle launcher (It's actually a PPKK combo). However the
last kick will not hit if the 3rd hit connects (which is the launcher).
The purpose of this is basically as a gimmicky mi+ndgame tool. Some
people will be cautious of the juggle launcher and will wait for
you to finish the juggle launcher before attacking. However you can
nail them with the last kick if they get too eager. This is pretty
risky though and there's not a lot of delay with the last kick.
Hitman recovers pretty fast anyways so there's not a whole big
use over this. You can always angle the last kick to move out of
the way if you see your launcher being blocked or it missed.

	Hitman's special is an alternative juggle launcher and
a ground hit. A one-hit juggle launcher is pretty nice and it
covers a lot of area surrounding you. On the other hand, it's slow
and if it's blocked, you're bound to take some punishment. It's
a good ground hit as well, even if it's a bit weak. Being weak
is no problem at all, since Hitman has a lot of opportunities to
throw in a ground hit. Most common possible examples being...

+ After any combo if there's a wall blocking the way.
+ After any combo if you attack your opponent from behind.
+ After the Mine Sweep combo (KPPK).
+ After any juggle.
+ After hitting your opponent out of the air.

	Hitman's throw is probably the only below average thing
about it. While it does throw forward, the distance thrown is
pretty bad. On the other hand, the throw does a lot of damage
(30 more damage than the normal throw). Good for 1v1s, not
so hot for edging.

	There's no real trick to playing Hitman. Your punch
combo is your most effective way to cover a lot of area, which
is great against edgers. Your kicks have a lot of reach, making
it good for distances. If you're behind your opponent, always
try to go for a juggle launcher. It's also important to know
which combo is best for the situation you're in so you can
optimize your damage output. Hitman is a great scroll, but
like most scrolls in the game, it truly shines if you know
what you're doing with it.








====================================================
====================================================
Jeet Kune Do - 141 Astros
====================================================
====================================================

Jeet Kune Do is "style" of Bruce Lee. The reason style was quoted, is because
Bruce Lee did not really promote the idea of having a style. He encouraged
fighters to be flexible, instead of sticking hard to a stance. Jeet Kune Do
translates to "intercepting fist". This name basically orginated from a
conversation that Bruce Lee had with Dan Inosanto inside a car. Dan Inosanto
is a Filipino Martial Arts Instructor who was a disciple of Lee. They were
talking about Europeon fencing and how the most efficient way of countering
in fencing was a simple stop-hit, which is intercepting the opponents hit with
a hit of your own. Bruce Lee said "what if we incorporate this stop-hit
philosphy into a fighting style?" When Dan asked Lee what was Intercepting Fist
in Chinese, Lee responded with "Jeet Kune Do".


References:
=-=-=-=-=-=
There are a few Jeet Kune Do characters in video games, the most famous of them
is Law from the Tekken series. Maxi from Soul Calibur is also a Jeet Kune Do
practitioner. The punch combo of Jeet is almost exactly the same as Fei-Long's
Lee Rekka combo from Street Fighter.


Moveset:
=-=-=-=-
Intercepting Fist - P,P,P = Punch combo. Has great knockback.

Suprise Kick - P,P,K = Punch Punch Kick combo. Deals more
damage than the Intercepting Fist.

Quick Kick - P,K = Punch Kick combo. Very fast.

Backflip Kick - K,K,K = Kick Combo. This is Jeet Kune Do's launcher


Overview:
=-=-=-=-=
	Jeet Kune Do is a simple juggling scroll that has great reach
and quick speed, which is only hindered by being "way too simple". The
kick combo is the juggle starter and the punches are there to juggle with
and knock people away.

	Jeet Kune Do's most powerful juggle combo is the
launcher(K,K,K), 2 punches(P,P), and the Double Fist Back
Kick(P,P,K). The double fist back kick must be delayed properly in
order to connect, and you must move forward while doing the punches.
It takes practice to do right, but if you don't feel like doing so, you can
just replace the double fist back kick with the flip kick launcher.

	The kicks have a very far reach. Use this to your advantage.
You can kick someone right after his/her recovery kick. If your opponent
happens to be blocking and is not expecting a third kick of the blackflip
combo, you can do one and angle the last kick. Angling the last kick allows
you to move to your opponents side, tricking him/her, and also allows you
to take your chances to hit your opponent.

	A seemingly simple scroll, it's actually one of the ones that I
had the most troubles fighting. Combined with equipment that gives
speed and proper drifting, Jeet Kune Do becomes a nightmare to deal with.

	Most of the better players in the game used to use Jeet Kune Do,
but ever since the 175 astro scrolls came out, many players chose to find
another scroll to use (especially it's upgraded form: Dragon). I can
assure you that Jeet Kun Do was one of the best (if not the best) scrolls
during the early days of Rumble Fighter.














====================================================
====================================================
Judo - 175 Astros
====================================================
====================================================

Judo a modern Japanese martial-art and defense that heavily relies on
reversals and grapples. The martial art itself involves lots of physics,
bearing many different throws and grapples for different situations.
Judo was found in late-nineteenth century Japan by an educator named
Kano Jigoro. Kano Jigoro reformed many ways of Jujitsu to make Judo
the way it is now. Although Judo does teach strikes and thrusts, those
moves are prohibited in a Judo match. The literal meaning of Judo is
"gentle way". A regime around 1910 was passed in Japan to begin teaching
of both Judo and Kendo in public schools as a part of a Physical
Education requirement.


Reference:
=-=-=-=-=-
Daigo from KOF. Able from Street Fighter 4 perhaps, but his style is
clearly mentioned as a mixed martial art. Most of Judo's animations
are taken from Goh from the Virtua Fighter series.


Moveset:
=-=-=-=-
Judo Slam - P,P,P,P = Judo's punch combo. Pretty standard for a punch
combo. Its quite powerful but the last punch moves you fairly far.

Judo Hook - K,K,K = Judo's kick combo. Good reach and damage.

Shin Stomp - K,K+G = Judo's quick knockback.

Rising Chop - K,P = Judo's launcher. Every juggle can be followed by
a ground hit.

Haraigoshi - P+G (facing front of enemy) = Judo's front throw. Deals
around 40 more damage than a normal throw and throws your opponent
behind you. The distance thrown is very FAR.

Sodetsurikomigoshi - P+G (facing side/back of enemy) = Judo's back
throw. Deals more damage than a normal throw and can be followed up
with a ground hit. The knockback is so-so, but it's better than
nothing.

Harataisurikomiashi - K+G (time with enemy attack) = Judo's unique
counter-attack. Can be followed up with a ground hit.

Approaching Kick - K,G (G must be pressed right after K) = Judo's
ground hit. Can be followed after various situations, but the moments
that will work 100% would be after a Judo backthrow.

Ukemi - G (while running) = Judo's unique evasive roll. You can use
this to go through your opponents (similar to what Mao does with
MUCH less distance traveled). It even has some invincibility frames,
but it's difficult to time.


Overview:
=-=-=-=-=
	At the time Judo came out, my favorite scroll hasn't came out yet (Combat
Sambo) So this worked a perfect substitute in the mean time. Judo is the
first scroll to feature a special counter (more will be explained later).
As a grappling scroll, the ability to throw people from any angle is a
terrific advantage, but Judo's bland and slow combos waters it down.

	Judo has a very standard punch combo. Good delays, great damage
(Judo's most powerful combo suprisingly), and decent angling capabilities.
Be careful on how you use it though, because the recovery time after the
second hit becomes very long. This becomes problematic against eager
opponents who starts going on the offensive the moment you stop attacking.
To alleviate this problem, play a lot with your delays and angle your
attacks (especially the last one if you're going to do a full combo).

	Judo's kick combo is similar to its punch; it deals good damage,
but has terrible recovery time. The knockback is smaller than the punch,
meaning that in certain cases you can successfully follow-up with a
ground hit after hitting your opponents down with a kick. The last
kick also angles fairly well and overall,Judo's kick combo is fairly
impressive.

	Judo has a quick knockback but it's quite inconvienient to pull
off. K,K+G is a rather quirky input and it doesn't always follow-through,
so you might end up doing K,K instead of K,K+G. It's not bad though as
many people hardly expect it. Pretty much useless, but it can be quite
suprising for your opponents. Otherwise, avoid it.

	Juggling with Judo is a nice option, but it's not a necessity.
The best juggle for Judo would just be a Rising Chop launcher, two
punches, then a full punch combo followed by a ground hit. It's very
good damage, but be careful when whiffing that juggle launcher as
its recovery is terrible. Mix it up with Judo Hook (K,K,K) so
your opponent won't be expecting a juggle launcher everytime you begin
a kick.

	The blessing about Judo is that nearly everything can be
followed up with a ground hit. You ground hit after every...

1. Juggle
2. Recovery Kick
3. Back Throw
4. Front Throw (if there's a wall that obstructs your opponent from flying
away)
5. Every combo aimed at your opponents back.
6. Counter
7. Kick combo (requires precice timing and movements)

	That is a plethora of chances for 100 additional damage. As
an attack itself, it actually has some uses, as if it hits a blocking
opponent, the hit stun time is actually quite long.

	Now on to the throws. Judo is the second grappling scroll to
come out on Rumble Fighter (first being Pro Wrestling). Judo's front
grapple throws your opponents VERY FAR behind you. No throw or attack
can ever send your opponents as far. It's almost cheap, because you
can score edges when you're a screen away from the actual edge. The
backt throw on the other hand, is alright. Good thing about the back
throw is that you can always 100% follow up with a ground hit. Bad
thing about the back throw is that the animation is very long, giving
enough time for someone to ambush you the moment you are done with
the throwing animation. You can also follow up with a ground hit
after the first throw, but only if there's a wall preventing your
opponent from being thrown too far away.

	A special counter eh? It's pretty much the same as most scroll's
counter n' grab. However this is vastly better, as a successful counter
is pretty much a gauranteed 240+100 damage (counter then ground hit).
If you haven't gotten into the habit of countering before, now it's
the time. However it's risky, as a miss leaves you open, and being
predictable will cause your opponent to start throwing more. Wait
for good times, check the counter section of the tricks and tips if
you want to learn more about countering.

	Ukemi is an evasive roll that has two distinguishing features.
During the "rolling" part of the animation, the user is invincible and
this roll allows you to go through people. It would be far more useful
if it didn't take forever to recover after an Ukemi. Forgettable and
rather useless under most circumstances.

	So yes, Judo is very balanced, having an excellent defense
game with its unique counter and throws. If your opponent ever
finishes a combo, take the chance and throw. If your opponent has
a very predictable attack pattern, catch his attacks with a counter.
Watch out when going offensive with Judo, as its recovery times
is one of the worse in the game. That's one weakness to an otherwise
remarkably powerful scroll.














====================================================
====================================================
Jujitsu - 9000 Carats
====================================================
====================================================

It's actually supposed to be spelled as Jujutsu or Jiu-Jitsu, but either
works for me. It's a fighting style that arose in Japan. It was created
by a samurai out of common sense, since you obviously would want to throw
a person who's wearing armor instead of punching or kicking them. It's a
grappling art, but God knows why it's crap in Rumble Fighter. I often get
this confused with Judo. There might be a reason why. Jujitsu and Judo were
two commonly practiced grappling arts. There was a story about the two
martial arts having a bout. Judo apparantly won and became the mainstream
sport. However, Jujitsu is great in its own ways. But were in Rumble Fighter
so lets ditch Jujitsu and for something cooler. MureKwon anyone?


Reference:
=-=-=-=-=-
Let's just pretend that some of the Judo users in video games are actually
Jujitsu users and we're good to go.


Moveset:
=-=-=-=-
Flowing Palm - P,P,P,P = Punch combo. Very far knock back

Double Back Kick - K,K = Kick combo. Has good range and knockback.

Slice Kick - P,K = Punch kick combo. Same knockback as the kick
combo.


Overview:
=-=-=-=-=
	Jujitsu is an interesting scroll that is inexpensive and useful. The
major drawback of Jujutsu is that its not that powerful or fast.
However its knockback is very good, and can hit people over fences.

	Jujitsu has its uses in a variety of situations. Its kick combo has a
range similar to that of taekwondo, which is pretty far. Its punch sends
people flying away, however there is a huge problem with Jujitsu's
punch combo. Attacking an enemy in the front can be problematic. The
reason why is because Jujitsu's punches are VERY SLOW. There are
too many times where I had the first punch connect and the second one
blocked (nearly all scrolls have this problem but this somehow occurs A
LOT when I play Jujutsu). Your best bet with Jujutsu is to attack by
behind or stick with its kicks. Use jump kicks to get behind the enemy
or just move around to evade attacks.

	Jujitsu's kicks actually have decent reach. Use it to poke at your
opponents and punish them whenever they miss their recovery kicks. If you
find the right times to use it, you will surely land a hit, and damage will
stack up before you know it.

	Many people will block after Jujitsu's first punch because they
know that the second punch is easily blockable. A good tactic is to
punch and perform a crossover kick. You can also throw them.

	Overall Jujitsu is a decent scroll for the cost. Great variety of
attacks, however it's weak and slow.












====================================================
====================================================
Karate - 147 Astros
====================================================
====================================================

Karate is just Karate. It's a Chinese and Japanese Martial Art, which is the
reason why there are so many branches of it. It's a striking art that has
everything, ranging from punches to grappling. However Karate is well known
for its quick and precise kicks, which can be quick to down someone who's
not prepared for it.


Reference:
=-=-=-=-=-
There are a lot of characters that fight with Karate, but it's usually a
fictional form of karate. Some of these include: Shotokan Karate (Ryu, Ken,
Sakura, Akuma (Gouki in Japan)) uses this kind of Karate. Ryo, Robert, and
Takuma (aka Mr.Karate) fights with KyoKugenRyu Karate. Even Shidokan is a
branch of Karate (but that's real). Murekwon on the otherhand wants to
join the club of Karate branch-offs, but that needs confirmation.
Nearly every karate animation for RF is entirely based upon Jin Kazama
from Tekken.


Moveset:
=-=-=-=-
Dragon Punch - P,P,P,P = Punch combo. Great knockback.

Multi-Kick - P,K,K = Punch Kick combo. Great knockback.

Karate High Kick - K,K,K =  Kick combo and launcher.

Karate Assault - K,K,P,K = Karate's most powerful combo. Great knockback.


Overview:
=-=-=-=-=
	Karate is a very cool style, however out of all the astro scrolls,
Karate is by far the slowest (Koroshu is faster). Its speed is equivilent to
that of Murekwon, and both scrolls have a pretty linear attack pattern.
Karate is definitely very powerful, and tricky as well, but it's also much
more difficult to use, compared to Koroshu or Boxing. At least Murekwon's
attacks come out somewhat fast. Karate is slow both in the beginning of its
attacks and after, and unlike other mediocore speed scrolls (like Shidokan
or Koroshu) does not have the range to make up for it. This itself makes
Karate one of the harder scrolls in the game to use.

	Every Karate Combo except for the launcher has a very nice
knockback, however it does not have any quick combos to ensure a
quick knockback, which limits its uses in maps like Moonlight Valley.

	Karate's P,K,K combo (the multi-kick) is a fairly useful combo in
some circumstances. The double hit aspect of the second kick makes it
pretty safe to use. The reach of it is pretty wide as well, so use it
every now and then when your opponent is being tricky by moving around
you (otherwise known as drifting).

	Karate's 10-hit juggle is among the hardest in the game so I think
it deserves a paragraph on its own. The trick is to take advantage of
Karate's excellent recovery after the end of the juggle launcher. Take
a good step forward after the juggle launcher and punch. Take a EVEN
BIGGER step on the second punch, so you won't have to move again and
use the kicks (because moving forward takes time, and since karates first
kick is so slow, it's likely to miss if not whipped out quick enough).
Often you might mess up by missing your second punch or last kick or
end up doing a PKK instead. It just takes a lot of practice.

	Karate has a variety of mix-ups and great delays, but is limited to
strikers and alchemists only, and both classes have an abysmal speed
stat. Drifting is more difficult, and Karate's slow attack start ups don't
help. You need good prediction, and a decent mind game to maximize
the potential of this scroll. Grapples and Delays are your best friend.

	Karate has a special nanmu juggle, but it's not worth learning.
It is: Karate High Kick, two small punches, Multi-Kick (don't complete
the last kick) then nanmu. Problem with this is that the double kick
in the Multi-Kick HARDLY EVER HITS. Getting both kicks in without delaying
them requires insane luck, and delaying them gives you a nigh chance
to sneak in a nanmu. It looks beautiful when connected, but it's just
too hard.

	This is the scroll I used to use. However, now I'm pretty good
at getting the 10 hit juggle down. No need to blame the keyboard now.








====================================================
====================================================
Kobudo - 15000 Carats
====================================================
====================================================

A Korean martial art that is focused on fighting with weaponry. Since you
can't really pick up a weapon with Kobudo, the creators of Rumble/Gem Fighter
has decided to make this a slapping martial art! Isn't that lovely.


Reference:
=-=-=-=-=-
Karin from SFA3. The stance is the same, and the kick combo is one of her
special moves. The slaps however were just added for some reason, since Karin
fought with palm strikes instead. However I see a lot of similarities;
enough to be considered as a reference.


Moveset:
=-=-=-=-
Cutting Chops - P,P,P,P = Kobudo's punch combo and launcher.

Chop Kick - P,K = Punch kick combo. Quick.

Double Frontal Kick - K,K = Kobudo's kick combo.


Overview:
=-=-=-=-=
	Kobudo is an elementalist-only scroll. Kobudo is very simple and fast as
well, which makes it perfect for beginner and advance players alike. The
only drawback to this scroll is the mediocore damage that this scroll
inflicts, due to the fact that this scroll is a juggling scroll which isn't
bought with astros.

	Kobudo originally was the only carat style currently that has a juggle. Its
punch combo is it's launcher, and it is FAST. Kobudo's punches come out
fast,  but due to the fact that it's a punch, people might be able to block
the second punch even if the first one hits. If you manage to get the combo
to connect, juggle them. The kicks are there if you need to quickly knock
people off. The kicks also have good angling potential.

	Kobudo has fairly exceptional stun with it's first punch. This makes
blocking the second punch harder. As long as you don't delay the second punch
at all, you should be getting a lot of those juggle starters to hit. This is
very important for Kobudo, because without this, Kobudo would've been hands-down
a joke scroll.

	Kobudo is a bit tricky to juggle with. The time you have after the Cutting
Chops to juggle is not a lot, so You have to quickly inch forward to hit.
The last punches of the Cutting Chops are delayable so use it wisely so you
don't miss your opponents.

	Neat thing about Kobudo is that the first two punches flow really quickly
which can pevent some people from blocking the second punch even after the first
one hitting. This is very important, because all Kobudo has is its punches.
Once you get those punches to hit, don't stop.

	Kobudo is a good scroll to use. Damage is the only setback in this scroll
(although it's a huge setback, because elementalists are quite weak).
Otherwise you got yourself a pretty versitile scroll. Pimp Slapping
Sacred Scroll, I mean Kobudo, is definitely worth the money.











====================================================
====================================================
Koroshu - 150 Astros
====================================================
====================================================


Not a real fighting style, and the in-game description about the soldier
surviving with bare hands and feet is pretty bogus. It's based upon the KOF
character: Terry Bogard, who's attacks are incorporated the scroll. The most
famous of these attacks would be his Crack Shoot kick, and Shoulder Tackle.
Looking at the scroll now, I can understand why this scroll would be so cheap.
I mean if I were a soldier surviving by myself, of course I would just spam
extremely powerful and annoying kicks at any enemy soldier who came at me.


Reference:
=-=-=-=-=-
This scroll is a directly based upon Terry Bogard from the Fatal Fury series.


Moveset:
=-=-=-=-
Power Charge - P,P,P - Koroshu's punch combo. Last "punch" has a
strange hit range.

Lariat Hook - P,K - Koroshu's Punch kick combo. Fast with so-so
knockback.

Power Dunk - K,P,P - Koroshu's Launcher.

Crack Shoot - K,K,K,K - Koroshu's kick combo. Insane damage and
hit range. Great knockback as well.


Overview:
=-=-=-=-=
	Despite being one of the older scrolls on RF, Koroshu remained
to be a considerably powerful scroll by those who are familiar with
the game. The large and long-lasting hitbox of the first kick is Koroshu's
greatest strength, and that itself leads to even more advantages with
It's high damage output. It's clearly on a different league when compared
to it's same-aged brethren like Karate or Drunken Boxing.

	Koroshu's overall punch combo is pretty bad. Like most punch
combos, the second punch may have a tendency to be blockable even after
the first punch hits. Koroshu's second punch is not fast, so it can be
blocked fairly frequently. Furthermore, the second punch has little
stun time for the final punch. The final punch comes out slowly, has
a quirky hitbox that misses occassionally, and is just dangerous to
use. Koroshu's first punch is excellent and it's 2-hit knockback combo
is viable, so just use those instead of the full punch combo itself.

	Koroshu's kick combo has a lot reach all around. The first
kick goes far and wide and has a long hitbox period which is very
good for catching drifters. Great kick combo overall and the last
kick is pretty decent at angling.

	Unless you mean to edge, you should probably always choose
to juggle over just doing the kick combo. The damage is more by about
200 and Koroshu has a very safe and reliable juggle launcher. The
juggle itself is also pretty easy. All you really have to do after
landing the juggle launcher is to move a little forward during the
first two punches and then go into a kick combo.

	Rapid first punches is pretty mandatory against drifters.
Koroshu's first punch is pretty above average in all departments,
so it can stop people in their tracks. The second punch has wider
reach and the recovery isn't bad. If you have troubles fighting
against people who drift a lot, throwing out the first two punches
of your punch combo is a pretty safe and effective way to fight
them. If they jump a lot, rapid first punches is also key to
land a powerful juggle on them.

	I always had the running joke that this scroll pretty much
fights for you. It was the most powerful scroll in RF for a very
long time and it's learning curve was not steep at all. With things
like Shoot Boxing and Capoeira, I still find this scroll really
annoying to fight however.












====================================================
====================================================
Kung Fu - 15000 Carats
====================================================
====================================================

Whenever people think about the Chinese, usually (and depressingly) these
are the two words that usually come to mind. Kung Fu is generally the basis
of all martial art. Kung Fu has many branches, even some that mimic the
ways of an animal. Kung Fu actually has a very odd history. It did not
originally mean martial arts, but instead just meant training. Someone with
bad Kung Fu pretty much meant someone who did not put any effort or training
to his/her work. The "Gong" in Gong Fu is the same character that is used
in work-related words like "Gong Zuo" which means Job/Occupation. "Fu" is
more of a suffix. In general, Kung Fu originally meant "Skill attined through
Sweat". Quite profound indeed.


Reference:
=-=-=-=-=-
There are a lot of characters that fight with Kung Fu but I can't seem
to get any specifics.


Moveset:
=-=-=-=-
Kung Fu Smash - P,P,P = Punch combo. Good knockback.

Kung Fu Monkey Kick - K,K,K = Kick combo. First kick hits twice. Fast and
decent knockback.

Kung Fu Suprise - P,K = Punch kick combo. Quick with so-so knockback.


Overview:
=-=-=-=-=
	Kung Fu is a good scroll and despite just having three combos, it's
pretty balanced and capable. Kung Fu is a good scroll to learn drifting with,
as a good Kung Fu player can be frustrating to deal with.

	Kung Fu's main pressure lies within it's punch combo. It's punch combo
is very fast and the reach of the first punch is excellent. The recovery on
the overall punch combo is not so great, but you're safe so long as you just
choose to do only the first two punches of the punch combo. The punch combo
is best used to drift around your opponents to find a weak spot and hit them
a few times with the punch combo. With the recovery on the punches, you can
easily dodge an attack after punching your opponent a few times.

	Also remember that the punch combo has a lot of delays, which can
help in pressuring/annoying your enemies. Delay your attacks often and to
mix things up, you can even angle the last punch to move yourself to your
opponents side. The last punch recovers fairly quickly, and so long as
your recovery is faster than your opponent's reflexes, you should have the
upper hand. I would recommend attempting a kick combo after moving to your
opponent's side with a punch combo. This can also be done with the punch-
kick combo (just angle the kick so you end up to your opponent's side).

	Use Kung Fu's kick similar to how you use the punches. The upside
to Kung Fu's kick combo is that the first kick is a double-hit. This means
that the hitbox of the first kick is longer than any other scroll's first
kick in the game, with BaGuaZhang's first kick coming in a close second.
The downside to this is that the first kick takes the longest out of all
the first kick to recover from. The recovery time to move after the first
kick is almost as long as just doing the whole kick combo itself. Another
problem is the lack of delays with the kick combo and the reach on the
first kick itself. The reach is very short.

	If you ever come accross someone who loves to do mid-combo counters
(like block the first hit of your punch combo and counter on the second
punch), then you'd probably want to use the second kick sparingly if he/she
blocks it. The second kick comes out pretty late after the first double
kick.

	The two-hit knockback combo is pretty self explananatory. It's
best used for edging, but it has it's uses in your drifting games as well.
It can be used to move around due to the movement made in the kick.

	Another note, Kung Fu has the most powerful nanmu in the game
(Sage Master doesn't really count, being a exclusive scroll and all). It's
more of a gimmick than anything, but it's a nice to thing to note. Try to
use it when you knock your opponent doesn't have his/her panic. You can
also attempt to nanmu juggle with this by catching people mid-air with
that great first punch of yours. Kung Fu's first punch hits pretty high,
making it effective for this cause. Just a simple punch, punch, nanmu
will do.

	Kung Fu is a great scroll if paired with proper drifting. Each
combo is pretty much fixated into a certain role. The punches are for
pressuring, the kicks are for damage, and the 2-hit combo is for edging.
Kung Fu basically relies on you to keep a close distance with your
opponents and make circles around him/her to find openings to attack.
Remember to mix-up your tactics with jump kicks and throws as well.
If used right, this 15,000 carat scroll can easily match-up with the
more expensive scrolls of this game.










====================================================
====================================================
Lucha Libre - 43,000 Carats
====================================================
====================================================

Lucha Libre is spanish for "free fighting" and is interpreted by Americans
as a form of pro wrestling. Lucha Libre is mexican masked wrestling that
involves many unique and varied grapples and stunts. While WWE popularized
wrestling into a world-wide craze, the sport of Lucha Libre sparked the
wrestling craze. Lucha Libre originated in Mexico during the early 1900s,
and was a very popular sport. A man Salvador Lutteroth founded the Empresa
Mexicana de Lucha Libre (Mexican Wrestling Enterprise) in 1933 which
nationalized the sport. With the accessibility of televisions becoming
easier around the 1950's, broadcasting Lucha Libre became possible, and
throughout the rest of the century Mexican wrestling remained popular.


Reference:
=-=-=-=-=-
El Blaze from Virtua Fighter, Ramon from King of Fighters, and Lisa
from Dead Or Alive are all luchadores who practice various forms of Lucha
Libre. RF's Lucha Libre is based directly upon movesets/stances
from Lisa, and a few attacks from Armored King from Tekken.


Moveset:
=-=-=-=-
Snap Shoulder - P,P,P,P = Lucha's punch combo. Good knockback.

Front Flip Frog Splash - K,K,K,P = Lucha's kick combo. Good knockback and
it knocks your opponent over small obstacles.

Cartwheel Elbow Drop - K,G,P (G must be pressed RIGHT after K) = Lucha's
multipurpose special attack. Works as a normal attack and a ground hit.

Rodeo Spin - P+G (While facing front of enemy) = Lucha's front throw. Throws
your enemies forward for a large distance.

German Supplex - P+G (Whiel facing back of enemy) = Lucha's back throw. Throws
your enemies behind you for a small distance.


Overview:
=-=-=-=-=
	Lucha Libre is a grappling scroll, similar to Pro Wrestling and
Combat Sambo. However unlike any of the previous grappling scrolls, Lucha
is actually very fast. With quick flowing combos and good recovery, Lucha
Libre is a very dangerous scroll, so long as the user can drift well.

	Lucha's Punch combo is a very basic one, but it's a good one
none the less. The reach of all the hits are average, and so is the
damage. However when it comes to recovery times, each punch is quite
good, even the last one. Use the punches often, because they set up
good ways to land your throws. Against opponents you hit, you can
end the combo and throw them, and against opponents that block your
hits, you can loop your combos and throw them when you think it's safe.

	Lucha's kick combo is a bit unique. The first few kicks have
good reach but the last punch has to be properly aimed. You move a lot
during the last punch, so be careful when using it near edges. Never
attempt the last punch against blocking enemies, because there's more
risk than reward in doing so. If you want, you can angle your last
punch so that you actually move away from your enemy and end up to
his/her side and continue from there. Each of Lucha's kicks have
excellent recovery and start-up time. A ground hit can be followed
up after every KKKP combo, but you need to be quick.

	Lucha's special is a very good attack on it's own, as the
cartwheel comes out quickly and can be chained to a suprisingly
powerful two hit combo. However this is a bit risky so your best
bet is to just perform the cartwheel by itself, and then follow
up with a kick combo or a throw. The second attack can be used as
a ground hit, but Lucha has little viable options for a ground hit
to connect, the only reasonable one is after a KKKP combo. The
rest of the times you will be finding ways of doing this after
other people finish their combos or attacks.

	The special has a lot of block stun if blocked, so even if
your opponent blocks it, they don't have much of a frame advantage.
Your opponent might think otherwise so they might attempt to attack.
A good strategy is to counter after a blocked special (both hits
are blocked).

	Lucha's front throw is a pretty cool one, but it's also a very
good one too. The distance thrown is very far, and it's a bit more powerful
than normal throws. Aside from that, there's not much to it. Mix up the
punches and throws and you should be fine. As for Lucha's back throw, it's
the same one as Pro Wrestling's. It's good for edging on bridges and just
for a good 230+ damage.

	Lucha breaks the RF stereotype of grappling scrols needing to be
slow. Although it's not as powerful as many of the scrolls being released
currently, it makes up for that with being very flexible and mobile. With
Lucha, you'll get many chances to throw your opponent so long as you can
remain unpredictable by mixing up your punches and kicks. Lucha users need
to drift well, otherwise it becomes easy for your opponent to counterattack
whenever you choose to stop attacking. Being a fast scroll is good for
pressuring, but being able to throw from all angles is flat out nuts. This
makes Lucha a very annoying scroll in the right hands and hands-down
a competitor for the best carat scroll so far.


Note: Lucha Libre was first released as a temporary 30-day scroll that was
given to those who participated in an event. The event was a "OGPlanet
invite a friend" event where players must invite a new player that must
play until level 7 so that the inviter can recieve Lucha Libre on a
particular date. This event was held around June 2009.







====================================================
====================================================
Mao Gong - 29000 Carats
====================================================
====================================================

I'll be damned if such fighting style really exists. Who the hell would want
to fight like a cat? Seriously, if I saw someone who was crouching with two
paws circling near his chin, I would first be really creeped out; then I will
burst out laughing. Just poking fun. I believe there is a cat style Kung Fu
out there, but Rumble Fighter's portrayal of it is probably fictional.
Mao is Cat in Chinese, whereas Gong is basically the "Kung" in Kung Fu.
Cat Kung Fu, that's pretty much what it is.


Reference:
=-=-=-=-=-
Mao Gong is based upon the DarkStalker character: Felecia. Felecia fights
this way, because she is a cat (duh!). Want to know the AWESOME-ist
character in the game? It's Anakaris, the mummy. Look him up. I mean
for christ sakes, this guy can throw you from half the screen away, have
his legs come out from the ground and kick you while he's up in the sky,
and turn you into a women. This guy was NUTS.


Moveset:
=-=-=-=-
Kitty Swipes - P,P,P,P = Punch combo. 2nd and 3rd punch hits twice,
making it a total of 6 hits. Has huge knock back.

Cat Paddle - K,K,K = Kick combo. 2nd kick hits twice. Has fair
Knockback.

Kitty Kick - P,K = Punch kick combo. Very fast. Has fair knockback.

Feline Pounce - K,P = Kick punch combo. Not as fast as the P,K combo. It
does more damage but has same knock back.

Cat Sprint - G (while running) = Dash. A quick sprint that allows you to
go through players.


Overview:
=-=-=-=-=
	Despite the games description of it being very fast, it's also a
very powerful style. This style racks up combos very quickly and its
knockback is very good.

	Basically, an average player with Mao Gong can ensure
victory. Mao is fast, powerful, and tricky to fight against. Basically the
"spammability" of Mao makes it such a nightmare to fight against. The
trick against fighting Mao Players is to predict them and quickly react. If
they pause to start a new combo or to grapple, take that time to hit them
back. Counters also work wonders against mao. The only thing you need
to really watch out for is that some players love to angle the last hit of
their kick. This causes them to leap and appear at your side. If this
happens, quickly turn and attack them, or jump/back off if you can't
seem to react quickly enough. Some Mao players like to cat sprint and
appear behind you. Just turn around and hit them if that happens.

	Mao Gong is fast, spammable, and strong. There's many things
you can do with it. However don't get too careless with this, as the Mao
Gong is very "slippery" meaning that if you press too many buttons, you
can fight yourself off the stage.

	Due to the odd nature of some of Mao Gong's attacks, hitting
a Mao Gong player during some of his/her attack animations can be
difficult. The kick combo of Mao causes the Mao Gong player to
lie down and kick, thus making him/her immune to aerial attacks.
Mao Gong also moves a lot during its attacks, so you might have
to attack at where your

	Mao Gong has also one of the best recovery times in the game.
It's easily possible for a Mao Player to perform a successful counter
after finishing a full punch combo. Same with the kicks. It's really
crazy I'll tell you. If that weren't enough, it's also one of the
scrolls with the highest priority in the game. Those punches/kicks
can  beat most other scrolls in the game in terms of speed.

	If you knock people down, you can get behind them quickly by
using the running cat pounce. This is great whether it's for pursuit
or escape, but watch out for that bit of recovery, as people with
quick reflexes can hit you if you're too close.  Instead there is a
better use for the cat pounce. When your opponent is knocked down, the
best spot to be usually is behind them, so that when they get up, they have
to take the effort to turn around. It also moves you out of the way of their
recovery punch and allows chasing them with a slide kick to be easier.
Mao Gong has the easiest and best way to get behind people with that
running cat pounce. Whenever you knock someone down, cat sprint behind
them.

	Oh, and another thing, if you beat people with Mao, don't think
you're that great. Mao Gong is fairly cheap. People who are stocked with
STR items and use Mao Gong, are perhaps the lamest people you can come
against. Mao users, in general, are all pretty lame.











====================================================
====================================================
Muay Thai - 27000 Carats
====================================================
====================================================

Muay Thai is a type of kickboxing that is the renowned sport and pride
of Thailand. Originated from Muay Boran, Muay Thai is also known as the
science of the eight limbs (hands, elbows, shins, and knees). It's brutal
stuff, and Muay Thai boxers have to be built tough, in order to withstand
the pain that Muay Thai can inflict.


Reference
=-=-=-=-=
Bruce from Tekken, Sagat and Adon from Street Fighter, Joe (lolz) from
King of Fighters, and a bunch more. Every game needs a Muay Thai dude.


Moveset
=-=-=-=
Elbow-Knee Strike - P,P,P,K = Punch knee combo. 3rd punch knocks
enemies to air, and kick knocks them very far away.

Triple Knee Threat - K,K,K = Knee combo. Fast and has decent
knockback.

Spinning Shin - P,K,K = Punch kick combo. Good damage and decent
knockback.


Overview
=-=-=-=-
	One of the most versitile scrolls in the game. It's fast and
excellent at moonlight games. It was one of the most popular scrolls
when Rumble Fighter was still fairly new.

	The noteworthy aspects of Muay Thai is that its punch knee
combo knocks people at a great distance and sends them over obstacles
such as fences. Muay Thai has a lot of priority, meaning that its
attacks, mainly its kick, comes out fast. The punches have good delay
and the spinning shin is good for angle hits.

	Muay Thai also has some strange delay properties that most
scroll lacks. It's perhaps the only scroll with a delayable second kick
to its kick combo. This is quite useful to trick people into getting
hit by a second kick after blocking the first.

	Strangely enough, Muay Thai's most powerful combo is not its
Elbow-Knee Strike, but its Spinning Shin (P,K,K). If you manage to
get behind your opponents, try using that for more damage instead. It's
not a large difference of course, but its something to consider.

	To be quite honest, I have little idea why so many people used
to use Muay Thai. My guess is that its stance looks pretty awesome, and
the sport itself is pretty honorable. Either that or Sagat has a large
fan base.

	Great Muay Thai users essentially relies on getting behind
opponents because it's harder to block punch combos that way. This is
done by crossover kicks and tricky drifting. I can stress how important
crossovers are for Muay Thai users. The first two punches link very
quickly and a full punch combo is 100% garaunteed if you attack your
opponent from behind. it's a vital and essential tool of any good
Muay Thai user.

	The weakest aspect of Muay Thai is the damage, which isn't
terrible, but since the last knee hit of the punch combo hits the opponent
while he/she is in the air, it doesn't do that much damage. Otherwise you
got yourself a fast scroll that can potentially knock off people from
anywhere.










====================================================
====================================================
Murekwon - 19500 Carats
====================================================
====================================================

The in-game description says this is a branch of Karate, but I have never
heard of such thing as a Bear Fighting Style. It sure as heck, sounds cool
though. C'mon, uppercuts and axe kicks? That's a recipe for disaster.
As for the name, Murekwon is probably Korean.


Reference:
=-=-=-=-=-
Being a Martial Art that resembles a Bear, it could be based upon Kuma and
Panda from the Tekken series.


Moveset:
=-=-=-=-
Bear Brawl - P,P,P,P = Punch combo. Knocks people over small
Obstacles (fences, Other players, etc.)

Approaching Axe Kick - K,K,K = Kick combo. Knocks people very far away.

Swipe 'n' Kick - P,K = Punch kick combo. Knocks people at a fair
distance. It's very fast though.


Overview:
=-=-=-=-=
	My favorite and ex-signature scroll. Murekwon is a very powerful
scroll with average speed. It's a very underated scroll, and for a good
reason too.

	Murekwon's punch combo has a very small horizontal knockback
distance. However, it ends with an uppercut that can knock your
opponents over fences and small obstacles, which is very useful for
maps such as moonlight where you can knock people over the fences.
The kick combo knocks people very far away. Use the punches to knock
people over fences in maps like Moonlight Valley and use your kicks to
knock people off ledges. Your opponent doesn't have to be that close
from an edge to be knocked off the map, because the knockback off
Murekwons kick is tremendous. The punch-kick combo is very fast and
it's excellent to knock people off before they can use their panic to
escape.

	Murekwon's kick combo is a very versitile angling attack when
up close. Few scrolls can brag being able to score successful angle
hits on the lass hit when exactly lined up with their opponents.

	Murekwon's overall speed is quite poor. The kicks have both
poor recovery and start-up time. The punches come out pretty fast, but
just like the kicks, its recovery is bad.

	An interesting note with Murekwon is that if you manage to land
a juggle with the punch combo, the last uppercut hit will send people
very far away. Since Murekwon does not have a launcher, juggling with
it is a bit tricky. You have to delay all of your punches in order for it to
work. The kick can juggle too, but the last kick rarely hits.

	Murekwon's last punch may move a lot, causing it to be terrible
with angles, but this works great as an drifting method. It works similarly
to the "Angle Mao Kick" concept where you angle the last hit of the punch
to move away from the front of your opponent, requiring them to turn before
being able to hit you. The more punches you throw, the more defensive your
opponent will begin to play, which can present you with some good
throwing opportunities.

	Overall an interesting scroll. It's very powerful and each of its
combo has its uses. However each of its combo has its problems too.
The punch is blockable after the first hit, and the knockback is terrible.
The kick comes out slow and its priority/recovery speed are both bad.
It's still powerful and tricky at the same time. No one expects that
those kicks could angle so well, nor do can some people read the punch
combo.










====================================================
====================================================
Muscle Buster - 198 Astros
====================================================
====================================================

In real life there is no such thing as a fighting style named Muscle
Buster. However, Muscle Buster is a wrestling move. It's a throw where
you pick up someone so that they are upside down and curled up (you
hold their legs as well), then you fall and drop him/her as well.
In Rumble Fighter, Muscle Buster is another variation of Pro Wrestling,
having the same stance and both being Wrestling based scrolls.


Reference:
=-=-=-=-=-
The scroll has many similarities in attack movesets with King from
Tekken. The throws are also all the same due to the fact that all
three throws are famous wrestling throws.


Moveset:
=-=-=-=-
Swinging Slam - P,P,P,P = MB's punch combo. Great knockback.

Momentum Kick - K,K,K,K = MB's kick combo. MASSIVE knockback.

Windmill Crush - K,K,P = MB's juggle launcher.

Powerbomb - P+G (while facing front of enemy) = MB's front throw. throws
your opponents a good distance forward.

Fireman's Carry - P+G (while facing back/side of enemy) = MB's back
throw. Throws forward but the distance is a bit small.

Giant Swing - K,G (while facing front of enemy) = MB's alternative front
throw. Whopping 320+ damage and throws very far behind.


Overview:
=-=-=-=-=
	Scroll design-wise, Muscle Buster is basically "upgraded" Pro
Wrestling. The reason for the quotes is that some people debate that Pro
Wrestling can be just as good (or better) than Muscle Buster. However
in most cases, Muscle Buster is better because it has much more to offer
than Pro Wrestling.

	MB's punch combo is simple, but it's a good one. Great reach,
delays, knockback, and damage would describe it's punch combo. The
first punch comes out a bit slow however, but the stun of the first
punch is fantastic. Throwing out many first punches is key to being a
smart MB user as it's a reliable way to apply pressure and test your
opponents. As for those angling, MB's punch combo is not that great,
but it's not absolutely terrible.

	MB's kick combo is unique in that it's last kick has very
far knockback. The knockback of that last kick rivals that of Avenger's
long kick special. However there are a few problem with it's kick combo.
The kick combo itself is very slow. Each attack takes a good time to
come out, leaving out good spots for your opponent to counter if they
are blocking. The kick combo also has a few akward hitboxes and movement
that could put you in troublesome situations if you're unlucky. A
good strategy is to throw out first punches to test your opponent
before you go for the kicks. Muscle Buster's kick recovery is poor and
it's delays are not great.

	MB's greatest asset that could make Judo and Sambo very jealous,
would be it's juggle launcher. It's a three hit juggle launcher that
begins from it's kicks, which is a common trait of a good juggle launcher.
Not only that, but the last hit recovers fairly quickly and the way it
hits your opponent gives you a good amount of time to prepare for the
juggle. End your juggle with a kick combo as that hurts more than the
punch.

	MB's juggle launcher is also the quickest recoverying juggle
launcher vs your opponents time airborne. It's the only juggle launcher
which allows certain exocore follow-up attacks (like Suriya Crystal's
Force Disk or Muhon Claw's Spinning Gale). Also if you are near an
elevated ledge you can even follow up with a jump kick, land on the
elevated ledge, and successfully land a punch the moment you land
for an extended uphill juggle.

	Muscle Buster's front throw, the Powerbomb, is powerful and fun
to watch. Use it often to throw people off. The Fireman's Carry is better
suited for bridges since the throw distance is very small. It's also the
first back throw that tosses your opponent forward. Sometimes when people
confront Muscle Buster, they become uneasy and will often avoid a throw
at all costs by attacking often and moving a lot. If such is the case,
juggle them.

	The Giant Throw is interesting. If you manage to catch someone with
it, you will spin and throw them very far away. This also does 320+ damage,
and the best part is that if this can also throw from behind people as well.
The back throw is the same as the Fireman's Carry but you still do 320+ damage.

	This brings up a puzzling question. What throw should you use?
The special throw is far more powerful but it comes out slower than a normal
throw (due to the Kg input). If you're going to chain attacks into throws
like punch -> kick, then you might want to use the normal throws as those
are more reliable. Normal throws are also better for drifting opponents who
try to side step or back away from you. The special throw is better suited
when punishing opponent's mistakes or if you're planning on doing a running
throw. MB's special throw can actually be done while running. If done
correctly, your character will perform the begining of a slide tackle and
then throw. The slide tackle usually doesn't hit, but the throw does.

	Muscle Buster is a great scroll, but it's not as easy to use as
it looks. Many people can take advantage of it's slow speed, and Muscle
Buster users must develop a sense to understand what kind of opponents
they are facing. Throws are useful if they connect, but if they won't
let you throw them, go for the combos, and if they turtle away, throw
them. Mastering the Giant Swing is key as well. Muscle Buster is a
really awesome scroll. Sure some of the positions of the throws look
odd, but that's just because Wrestling is awesome like that. What
other sport beautifully and artistically combines beauty, brawn, and
brains? It's not badminton for sure.










====================================================
====================================================
Ninjitsu - 12500 Carats
====================================================
====================================================

A person either loves Ninja, or is sick of them. I, for one, still think
Ninjas are pretty cool, but the Naruto fad is really annoying me. When one
thinks of Ninjitsu, one begin to immediately think of Teleportation, Smoke,
Water, Jumping around, Electric shocks, Harry Potter, and whatever. However,
Ninjitsu at its core, it's just a generic martial art that practices the
most practical, quickest, and effective ways of dispatching an enemy.


Reference:
=-=-=-=-=-
The stance and style is based upon Raven from the Tekken series, but nearly
EVERY game has a ninja in it, even if it doesn't fit in...cough cough..DOA.


Moveset:
=-=-=-=-
Ninja Strike - P,P,P,P = Punch combo. Has great delay and great
knockback.

Sweep Kick - K,K = Kick combo. Quick with so-so knockback.

Sudden Kick - P,K = Punch Kick combo. Quick with so-so knockback.


Overview:
=-=-=-=-=
	Out of all of the 4 class-based scrolls, Ninjutsu is the cheapest.
The best way to describe Ninjitsu is "Faster Renegade". Ninjitsu's punch
combo does similar damage to renegade and has the same knockback as
well. The kicks hits twice and has a good knockback, exactly just like
Renegade. The only thing that makes Ninjitsu different is the Sudden
Kick attack, which is a quick way to knock people off.

	Oh yeah, by cheapest, I mean the most inexpensive.

	Ninjitsu's greatest aspect is its delay abilties, being able to
delay every hit of its punch combo. The best way to put this to use is
to confuse your opponents by throwing some attacks slowly and others quickly.
Ninjitsu has a very customizable attack rhythm, so use that to your advantage.

	Ninjitsu's first two punches link fairly quickly. Crossovers and good
drifting can allow you to easily get behind your opponents. If you're behind
your opponents, you're garaunteed a full punch combo so long as you don't
delay anything.

	Kicks are pretty fast, but average in terms of everything else. It's
intended as a more reliable quick knock-off combo than the punch-kick combo
because the P,K combo can be blocked even if the first punch connects. The
kick combo is good for sudden angle knock offs on bridge. However resort the
the tricky punches to deplete someone's healthbar. The reach of the kicks is
just terrible.

	Despite all the popularity and hype of ninjas, Ninjitsu is not that
impressive. It's certainly not a bad scroll, bolstering very quick speed,
and good knockback cabilities, but Ninjitsu is pretty much just a faster
Renegade.












====================================================
====================================================
Pa Kua Kwon - 182 Astros
====================================================
====================================================

PaKuaKwon? Where the heck did this name come from? Anyways, the
original name is BaJiQuan, which is Chinese for "Eight Extreme Fist". It's
the most hardcore Shaolin Kung Fu, commonly recognized by its explosive
elbow and body strikes along with its double kicks. In Japanese,
the name of this martial art is Hakkyouken. PaKuaKwon is actually Korean
translation of it, but it sounds just plain ridiculous. Say it 5 times
really fast in front of your friends and ask them what you sound like.
Number one response should be "chicken".


Reference:
=-=-=-=-=-
Akira is the main character of Virtua Fighter and despite being a main
character, he's quite difficult to use. He fights with Hakkyouken. Kyo
Kusanagi from KOF also fights with a lot of PaKuaKwon halmark techniques.


Moveset:
=-=-=-=-
Dynamic Body Check - P,P,P = Good knockback and last "punch" can turn
twice.

Explosive Body Check - P,P,P(hold) = Last hit is unblockable. Does around
40 more damage than if uncharged.

Phoenix Rise - K,P = PKK's launcher.

Dragon Kick - K,K,K = Knocks enemies over EVERYTHING. This include Dos
walls and regular fences. However damage is weak and so is the knockback
range.

Diety Force - K,K,P,P = Most powerful combo for PKK. Good Knockback.

Evasive Body Check - K,G (G must be RIGHT after K) = Meh damage, and poor
knockback. However can dodge an attack that is thrown straight at you.


Overview:
=-=-=-=-=

	This is one scroll that I looked forward to, and it has some great strong
points with few drawbacks. Starting with the good, It's very quick and its
priority is unmatched. Its attacks come out faster than any other scroll.
Each attack in a combo comes out remarkably quick, which can be very
effective when mixed with good delaying. Another good thing is the versitality
this scroll has to offer. It has the quickest juggle starter in the game, one
of the best edging combos in the game, a guardbreaker, and an unique special
attack. You can do a lot with all of that  stuff. PaKuaKwon is very flexible
and can adapt to most, if not all, situations.

	As for weaknesses? The first punch of this PaKuaKwon has insane reach. Your
character takes a huge step forward and throws out a low punch. Now how is this
bad you're wondering? A huge step means that it is very difficult to juggle
your opponents once they are thrown off at odd angles. Its special attack is
neat, but not that practical. It's too weak and the knockback is terrible.
Although  the Kicks are good for fence/net edging, its regular knockback
almost ties  Murekwon's punch combo for the worst knockbacks in the game.
Those are minor weaknesses, but it does hurt the scroll a bit, aside with its
good but unspectacular damage.  Zin TaeKwonDo, Shoot Boxing, GeumGangTu
and even Koroshu are more powerful. Don't get the wrong idea, PKK is by no
means weak.

	PKK is blessed with the best two hit juggle launcher in the game. There
are multiple reasons to which why this is so. The problem with most two-hit
juggle launchers is that the user's reaction time might be to slow to know
when the first hit connects. This often results in people delaying their
second hit, causing it to be blockable. Fortunate for PKK, the stun of the
first kick is very good, and the speed at which the second hit comes out
is fast. Even if delayed substantially, the combo isn't blockable.

	On the down-side, PKK has the weakest juggle in the game. This is due to
its rather weak 2-hit juggle launcher, and its KKPP doing so-so damage.
Kobudo has the second weakest juggle, but it still tops PKK's juggle by like
30-40 damage. Luckily, PKK's juggle launcher has fairly good delays, recovery,
and priority for a 2-hit juggle (better than any other 2-hit juggles like
Drunken
Boxing and Sambo). Don't let this intimidate you from pulling out that juggle
though. 550+ damage from a juggle is still better than just 450 damage from
doing KKPP.

	Its special attack? It's an odd body tackle that first moves your character
Diagnally then moves him back up with a body hit. It's basically a quick
“dodge n' hit”. It's good if you can predict your opponent's delayed attacks,
but doesn't work so swell against drifters. It's fancy but its use should be
limited.

	Pa Kua Kwon has some good mix-ups with it's KKPP combo as well. One
of my favorite tricks is to constantly loop KKP combos since it recovers so
quickly. Deals excellent damage, and pretty much forces your opponents to start
blocking. Watch out for counters however, if they start anticipating them, you
can use your Kg special (the evasive body check) or throw them. You can even
do a crossover kick or just drift. There's many possibilites, so you shouldn't
only attempt juggle launchers or finish your KKPP combo all the time.

	Like Zin, you can angle your PPP combo so that your first punch hits an
opponent, and angle the 2nd downwards, and have the third strike your
opponents back (assuming he was in the same spot where you punched him).
You can do this since the third punch can turn twice. This is otherwised refered
to as a triangle back hit. However your opponent can move out of the way (or
accidentally run into the hit). It truly varies upon the behavior of your foe.

	PKK relies on it's user to be quick. It's damage output is quite low so
this means you'll have to consistently pressure your opponents. Try constantly
poking your opponents or try to make circles around your opponent at a distance
where your far reaching punches can hit them. The moment they make a move,
punish
them. PKK is a very quick scroll, so it must require some quick reflexes.

	It's a great scroll, but it's far less user friendly than the likes of Shoot
Boxing and ZinTKD which are much powerful scrolls and are easier to use.
Don't get me wrong, it's still powerful but it requires some tactics
to be used well. But hey, it looks pretty cool right? That's all that really
matters to me.










====================================================
====================================================
Persona - 184 Astros
====================================================
====================================================

The common term of Persona is a model personality in which people try to
formulate their own personality from. An example? Well I love Yoshi from
the Super Mario series (Still do, my favorite character of all times as you
can see from my IGN: Yoshi13). However as a 4th grader, I would even
run like the guy with my arms tucked like a T-rex, and my head stuck out
a bit forward. Yes, I was a douchebag. Please slap me if you ever see me
run like that again (RF characters doesn't count!). Anyways, this scroll is
basically the "freak" scroll of the game, so obviously the "personality" of
the scroll would be odd (if scrolls had personality that is).


Reference:
=-=-=-=-=-
The scrolls animation is adapted mainly from Freeman from Garou: Mark of the
Wolves. The Kg attack of this scroll is one of Freeman's signature special
moves as well. Often times, Voldo from Soul Calibur has been mentioned
(that guy is nuts). There is also a lot of similarities that the scroll
shares with Iori from KOF (the stance and throw etc.). If it's wierd, it's
Persona I guess. Oh yeah, how could I forget, throw in half of the Guilty
Gear roster too. They are all absurd and whacked (except for Potemkin, now
that's cool!).


Moveset:
=-=-=-=-
Freakshow - P,P,P,P,P = Persona's punch combo. Far Knockback. Last hit angles
well suprisingly.

Devil's Windmill - K,K,K = Persona's kick combo. Far knockback. Last hit hits
twice.

Liquid Claw - K,P = Persona's main launcher. The punch moves your character
forward by A LOT.

Nightmare - K,G (G must be RIGHT after K) = An alternative juggle launcher.
It goes far and hits high. It's blockable though.

Sadist Toss - P+G = Persona's unique throw. It throws behind you like a normal
throw except with more damage and distance.




Overview:
=-=-=-=-=
	Persona is the freak scroll of the game. Its animations may be
only for show, but those movements contribute to the scroll having a some
odd and flexible hit reach with its attacks.

	Persona's punch combo flows quickly and has impressive stun time
even when the hits are blocked. The unique thing about persona's punch
combo is that it the hitbox constantly change. For example, the first
punch is downright the best anti-air punch in the game. However its
horizontal reach is very poor. Persona's second and third punch has
excellent peripheral reach to hit opponents at your side. Finally the 4th
punch hits high again, and the last one covers nearly everything. In the
end, you have a powerful punch combo that can essentially hit anyone
around you.

	Since Persona's first punch hits so high, you can easily hit
and start up juggles from people who jump a lot. This is easily one
of Persona's greatest strengths. If you meet a player who just loves
to jump a lot, use rapid uses of the first punch near him/her to begin
juggling.

	Persona's kick combo on the other hand is pretty bad. It comes
out fast, but it's tied with wrestling for the worst kick reach in the
game. If that wasn't problematic enough, the whole kick combo is very
similar to GeumGangtu's punch combo. The problem with the last hit
being a double hit is that it's easy to panic out of. Angling with it
is not effective as usually only the first hit will hit, leaving you
open after you finish with your second kick. There's a lot of problem
with the kick combo in general. However due to its sweeping motion,
it's peripheral reach is good, so use it often at close-range.

	Rapid uses of the two hits of the KKK combo is key to being a
tricky Persona player. Persona recovers very quickly from it's second kick,
so it's a fairly safe move to use. If the two kicks connect, go for the
third. Otherwise never attempt the last kick as it's too easy to punish if
blocked or missed.

	Don't be shy about using the kick combo despite the
paragraph above. The second kick has excellent recovery. Just don't
use the whole kick combo unless you're SURE it's going to hit.
Risking a full kick combo against a blocking enemy is very dangerous.

	If that wasn't enough, Persona's launcher has even more problems.
Aside from the awful kick reach, the punch moves your character very
far before the actual punch. In fact, you move so far, your opponents
will even have trouble hitting you after you miss (which is probably
most of the time). The only real way to get the whole KP combo to hit
is if you and your opponent are alligned correctly. Otherwise, you're
bound to miss the juggle launcher. It also suffers the problem of most
2-hit juggle launchers, where your reflexes can sometimes be too slow
to realize that your first hit won't hit but you do the second anyways
(and the opposite where you manage to hit your first kick, but delay
the juggle launcher in hesitation). You should only attempt juggle
launchers at that moments where you know your first hit will connect
(so that you won't delay it) and where you are lined up to your
opponents (so that you won't move past them). Otherwise stick with
the kick combo.

	You can also use the juggle launcher as a means of moving
randomly to be confusing and possibly catch your opponent while
they attempt to drift around you. The movement the KP makes might
be hard to deal with when controling it, but it also helps make
your random attempts to catch your opponents a bit more safe because
you tend to be out of your opponents reach if you do happen to miss.

	There's an alternative juggle launcher. However it's just
as unreliable as the KP version of it. Despite the matrix bend it
makes before the attack, it doesn't really dodge anything. It
moves fairly far, so it can be used as an alternate shoulder ram which
you can juggle off of. Use it to suprise your opponents, but don't
get predictable. It can still be seen a mile away, and its easy to
block and avoid.

	Persona's throw is good and quick. Don't be bashful to
toss your opponents whenever they give you the chance.

	Persona's punch combo and kick combo does equivilent damage.
If you manage to juggle your opponents try to think you have more STR
vs your opponents ARM, then go for the punch juggle. If not, do the kick
one. In terms of difficulty though, the kick one is easier and better
off for fence edging. The punch combo juggle requires you to move forward
a bit and also some tricky delays as well.

	Overall Persona is good, but it's hard to make worth of what
it has to offer. Play it like boxing. Use its punches often but don't
be afraid to kick and throw when necessary. If you're really clever,
then you can easily use the first punch to hit people out of the air
and set them up for a juggle. Play with your delays and you can even
use the odd juggle launchers to move around. It's a odd scroll, so
try to play a bit unpredictably and aggressively. Try to refrain from
using the juggle launcher too much and you should do fine. Persona is
an excellent scroll, but it's easy to think otherwise if you don't
know its limits.


Note: There are a few instances (probably a glitch) where your punch combo
can sometimes randomly reset as if you fallen off a short cliff.











====================================================
====================================================
Pro Wrestling - 157 Astros
====================================================
====================================================

Wrestling is a grappling sport that was practiced since the days of the Romans.
The only difference now is that it's more based upon picking up people and
throwing them, and that we don't do it naked. Wrestling didn't really become
popular until Vince Mchanon steered the wrestling corporation into popularity
by giving people what they want, entertainment. Then WWF came and became the
number one sport of entertainment.


Reference:
=-=-=-=-=-
Many characters were based from this, such as Zangief, from the SF series,
Wolf from Virtua Fighter, and Big Bear/Raiden from the Fatal Fury series.
R. Mika would also be a good Street Fighter example of Pro Wrestling. The
stance is directly mimicked from Zangief of the Street Fighter series.
(originally thought it was Alex).


Moveset:
=-=-=-=-
Spinning Knockdown - P,P,P,P = Punch combo. Good knockback.

Stunner - K,K,K,K = Kick combo. Last kick works like a throw. It's blockable.
Angles very well.

Chest Kick - K,K+G = 2-hit knockback combo. So-so knockback.

Drop Kick - K,P,K = Kick Punch Kick combo. Knocks people over fences. Last
kick is very powerful and can deal 150 damage to someone in the air, and
300 damage to someone on the ground.

Spear - K,G,P (G must be RIGHT after K) = Wrestling's special. The K,G part
of the attack puts the user into a ready stance and the punch unleashes
an unblockable charge. Good knockback.

Back Breaker - P+G (facing front of enemy) = Pro Wrestling's front grab.
Deals equivilent damage to a normal grab except it throws the enemy far
forward.

German Supplex - P+G (facing side/back of enemy) = Pro Wrestling's side and
back grab. Deals equivilent damage to a normal grab, except it throws the
enemy at a short distance backwards.

Stomach Kick - G (while running) = Pro Wrestling's juggle launcher.


Overview:
=-=-=-=-=
	I had to rewrite this section mostly due to this scroll receiving
a huge update as of October 22nd, 2009. The changes are this for those who
do not know:

+ Punch combo is one hit longer. Originally a 3-hit combo, the 3rd punch is
now a repeated animation of the second punch and the 4th hit is the same as
the original combo's 3rd hit.

+ The Chest Kick was Wrestling's original kick combo. It's input is now
changed to K,K+G to pave the path for it's new kick combo.

+ Wrestling received a new kick combo with new animations. It's now the
first scroll with a throw-like attack for the last hit of it's combo.
The combo itself is 4-hits.

+ Wrestling now has a juggle launcher. It's pressing Guard while running for
a launcher kick.

+ Wrestling's backthrow throws your opponents slightly farther now.

+ Wrestling has a special now. By pressing K,G the user will go into a ready
stance. Pressing punch after that will cause the user to run and if he/she
collides against an opponent, the opponent will be knocked down (works like
a hit -> throw). The attack is unblockable.

	As you can see this is a massive update to the simple 3-hit combo
Wrestling we once knew. Now the scroll is much more complex.

	Wrestling's punch combo is still pretty true to what it originally
is. Wrestling's first punch is slow, and the later punches are not any
faster. It's generally best used behind your opponents but if your opponent
is blocking the hits, the combo has good delays to trick your opponents.
Use the punch combo often, because it's still Wrestling's fastest attack.

	Wrestling's kick combo is very good now. The reach of every attack
is still crap as ever, but the damage done and the fact that it's now
a total of four attacks makes kicking a far more viable option than it
originally was. The last attack is not really a kick but it's kind of
a throw. It's still blockable if your opponent blocks the previous
attacks or if you delay it too long. However, this kick combo is now
one of the best angling combos in the game. It still suffers the problem
of Wrestling's first kick however, which still has the shortest reach
in the entire game.

	Also due to the last kick being a throw, it's reach is not that
good and can only hit one person at a time. You will most likely grab

	The Drop Kick is no longer Pro Wrestling's main combo, but it's
still a incredibly useful one. In group battles where long combos can
easily be interrupted, the drop kick is a quick way to ensure 400+
worth of damage to your opponents in 2 seconds worth of time. It's still
also a very good fence edger. Never forget that you have this combo.

	The Chest Kick is still good as a 2-hit combo, but now with
a kick combo that angles better, the chest kick is kind of more obsolete.
Use it for places where edges are really common, such as Moonlight Valley.
For most other cases, the kick combo is much better.

	It's still wrestling, and wrestling is a grappling sport, meaning
that with wrestling as your scroll, you will want to throw a lot. This is
not a spammable scroll, in fact it's far too slow for mindless attacking.
This scroll's biggest fear is being predicted. A person who can
predict this scroll can easily avoid its grapples. The user must know
when to grab and not to. This all boils down to how intelligent and
quick your opponent is, and how good your own reflexes are.

	Wrestling's juggle launcher is pretty strange as it starts
off while you're running. The problem with this is that it can be
seen pretty easily. Generally the idea with the juggle launcher is
to be used while your opponent is down. When your opponent is down,
begin running around. Try to dodge their recovery kick/punch while
remaining close to them so that your juggle launcher will connect.
You can also do be doing your kick/punch combo, end it midway,
run back quickly (to trick them), and run back at them with the
launcher. You have to be pretty tricky to land this, because
the reach and speed of this attack is not good. It's pretty
situational, and the kick combo itself is already powerful so you
should refrain from using this too often.

	If you do land your juggle launcher there are a few options.
The best juggle in most scenarios would simply be two punches and
a drop kick. However, if you're approaching a wall, you can land
a full kick combo ending with the stunner so long as that wall
can help prevent your opponent from moving too far while juggling.
Last but not least, ending the juggle with a full punch combo is
the weakest out of the three, but also the easiest. Landing the
juggle launcher is difficult for wrestling and juggling is hardly
any easier due to the slow speed of the attacks.

	It's possible to do the land the whole kick combo in a
juggle without the assistance of a wall. Doing so is almost
impossible. I'm just throwing it out there just so this guide
is somewhat complete. The trick to doing this is to angle the
second kick during the juggle and angle the third kick back.
It can be done in various ways, but mostly you have to angle
at least one kick of the kick combo and you have to be incredibly
lucky. Just stick with the Drop kick.

	Wrestling's special is unique in that doing the kick
guard input will put the user in a ready state. Pressing punch
during the state will cause the user to run forward (can be
angled). If the user comes in contact with someone who's
on the ground, the user will do a damaging tackle that works
similarly to a throw.

	The knockback is pretty good, but what's really good
about this special is the hitbox and the fact that it's
unblockable. It's suprisingly good to catch drifters with with
it's deceivingly large hitbox. Being unblockable too allows
you to take advantage of some people's reflex to block.
Furthermore, being a throw type attack, if you land this, you
will drag the opponent with you and he/she will always be pushed
back in front of you no matter where you hit them from. Let's
say you run at an edge and the opponent is behind you. He/she
is close enough to be hit, and will actually be pushed in front
of you to the edge. There's a lot of tricks to using this. Just
beware for people who jump a lot. This does not work at all at
airborne enemies.

	Being a two-step input, you can also just do the
crouching preparation of the special without doing the special
itself to psyche people out.

	The trick to using wrestling is basically through
repeated use of it's first punch to pressure people. The
kick combo is pretty reliable once you can lock on to your
opponent. Throws are vital against defensive opponents and
even if your opponent is not too aggressive, it should still
be used often.

	The juggle launcher can be somewhat useful if you
incorporate a lot of running with your tactics. If you're
running at your opponent there are many options you can do,
the main ones being slide kick, jump and jump kick, juggle
launcher, or throw. Mix it up and don't be predictable. If
you mess up, you're vulnerable for punishment so play
cautiously.

	Wrestling has gone through some dynamic changes but
it's still essentially what it once was. It's definitely more
complex now as it once was a simple scroll with 360 throws
capability. Now it's a scroll with 360 throws, an interesting
throw-type unblockable dash, a kick combo with a throw
at the end and a running launcher. Despite all these changes,
Wrestling's weakness still remains and that is the lack of
speed and reach on many of it's attacks. It's definitely
more powerful now and it's pressuring has been expanded
greatly. Wrestling is much more dangerous now.


















====================================================
====================================================
Red Scorpion - 41,500 Carats
====================================================
====================================================

The in-game description of this scroll says that Red Scorpion
was a nickname for a legendary Muay Thai fighter who's attacks
have been incorporated for this scroll. Interesting backstory,
even if it's short. Scorpions don't really play a big role in
Thailand's culture aside from being fairly common insects and
sometimes a delicacy.


References:
=-=-=-=-=-=
Based mostly on Bruce Irving from the Tekken series. His infamous
rapid shin strikes and his cinch throws are evident in Red
Scorpion.

Moveset:
=-=-=-=-
Spinning Elbow Rush - P,P,P,P,P = Punch combo. Good knockback.

Rising Knee Jab - P,K,P = Punch kick combo. Fair knockback but
it knocks over fences.

Vulcan Shin Crusher - K,K,K,K = Red Scorpion's kick combo. Good
knockback, but lacks delays.

Ankle Sweep - K,G (G must be RIGHT after K) = Red Scorpion's ground
hit.

Scorpion Cinch - P+G = Red Scorpion's unique throw. Throws a fair
distance behind and can be followed up with a ground hit.

Foot Push - K+G (time with enemy attack) = Red Scorpion's unique
counter. Does good damage and has decent knockback.

Meteor Elbow Impact - G (while running) = Red Scorpion's launcher.


Overview:
=-=-=-=-=
	Red Scorpion is often dubbed as Muay Thai's upgrade due to
the heavier price tag and more combos/specials than Muay Thai.
The stance looks completely akward though. The purpose of the
infamous Muay Thai stance is to protect your face, but with your
hands flailing around at the sky like with Red Scorpion, I don't
really know if you're trying to protect your head or to scare
little children.

	Red Scorpion has a lot going for it, more than what some
may think. It's far from an easy scroll to use, but with proper
application, this scroll is capable of suprising many. Red
Scorpion really shines in 1v1 games (like on blacktop), because
Red Scorpion is a scroll that can be very effective with a lot
of space to move around along with no one to interrupt you.

	One of Muay Thai's best assets has been incorporated into
Red Scorpion, and that is the really good first punch. Muay Thai
had one of the best first punches in the game. It hit high and
came out fast and the reach was reasonable. Red Scorpion has
the same two punches as Muay Thai's punch combo, but the
later three punches are much different. Red Scorpion's later
punches of it's punch combo are a bit sluggish, so be careful when
delaying. It's fairly decent at angling because the last punch
has a pretty decent hit box.

	It's kick combo is a bit strange as well. The kick combo
has almost no delays whatsoever, so all the trickery with the
combo is basically to have your opponent to incorrectly guess
how many kicks out of four you plan on doing. The kicks have
VERY good block stun and mid-combo counters (where your opponent
blocks your first kick and counters your second) are pretty
difficult to pull off against Scorpion's kick combo. All the kicks
cover a fairly wide area, making them good for angling. It's a
pretty useful kick combo despite having no delays.

	Also remember, the kicks cannot juggle at all almost.
If I were to give an estimate, I'd say that you will fail
95% of the time on doing a full kick juggle. The kicks are
not good anti-air whatsoever, making the punch combo (primarily
the first punch) far more useful against enemies who love
to jump. In fact, it's almost like the first punch was
designed against jump-happy enemies.

	It's Rising Knee Jab (PKP) combo is Red Scorpion's
fence edger. Even though the last punch doesn't have very
far knockback, it's still quite useful. Generally it's
best used for edging obviously. You can also follow up with
a ground hit after.

	Red Scorpion's launcher requires the user to run and
press guard while running, similar to that of Pro Wrestling.
It's a pretty fast moving elbow strike that sets up the enemy
for a juggle. This launcher is very good in numerous ways and
also pretty situational in others. The best way to use the
launcher is to chase people who attempt to recovery punch away
from you. The launcher closes in on a lot of distance making it
excellent for this purpose.

	Once you land that juggle launcher, your most powerful
juggle would just be two punches and a full punch combo followed
by a ground hit. It's not a particularly hard juggle, just
a few steps forward and a bit of delay for few of the punches
and you pretty much got it's juggle down.

	While the juggle launcher can also be used for those running
tactics, I don't really advise it. Let's say that you're running
at your opponent. Your opponent would have to decide whether
you're going to go for the launcher or go for a throw (and other
options as well). If you can guess correctly your opponent takes
a hit, but if you guess incorrectly, you set up yourself for
a pretty potentially powerful punishment. It's a risk, and if
you're willing to gamble, you can try.

	Red Scorpion's throw is pretty powerful as it does more
damage than the default throw. Furthermore, it can 100% be
followed up with a ground hit. This itself makes throwing a very
dangerous option for Red Scorpion users. The knockback on the
other hand is not as good as the default throw, but with the
ground hit, it shouldn't be as bad.

	Red Scorpion also has a unique counter. The counter
animation is different as well, as it doesn't move your character
in that silly jerky motion. Instead, the counter animation for
Red Scorpion doesn't move the user at all. The user just cringes
a little defensively. This is useful because sometimes (common
with airborne enemies), the movement made with the counter can
cause the attack to hit behind you or miss you. On the downside,
using the counter to drift after you end a combo is a pretty
safe way to defend yourself. If you successfully land the
counter, you'll just push your enemy with a foot. It's pretty
dumb, but that's an instant 250+ damage there and can be followed
up with a ground hit as well (ludicrous). The knockback is also
good, making countering as a means to edge a pretty easy trick.
You can just angle counter on a bridge in moonlight valley and
glacier and your opponent won't really know what killed them.

	Red Scorpion's ground hit should just be used as a ground
hit, as there are little redeeming ways to use it otherwise. The
blockstun is not good like other scroll's ground hits, the
damage is not so great, and the knockback is none minimal.
If you do land this on a standing enemy you'll trip him/her and
can follow it up with another ground hit. Humiliating. As a
ground hit though here are the possibilities:

+ After any juggle.
+ After any combo if there's a wall in the way.
+ After a PKP combo.
+ After a throw.
+ After a successful counter.
+ After a ground hit.
+ After hitting your opponent out of the air.

	Lot's of possibilities here. It almost makes sambo and
lucha in desperate need of a new ground hit. Practice your
timing with the ground hit as following up with them after
a throw or counter is not as easy as it seems. Some speed
stat can definitely help out here.

	Red Scorpion players have a lot at their disposal to
play a pretty frustrating offensive game and a pretty devastating
defensive game. Alter between the two whenever necessary. The
first punch is absolutely vital against jumping opponents, while
the kick combo is excellent if you can anticipate to where your
opponent might plan to drift to. If you ever knock your opponent
down, always move behind him/her and plan your next move. Always
be on the look out for their recovery punches, because those
are excellent opportunities to juggle them. Don't be afraid
to spam kicks if necessary since the blockstun of those are
harder to punish than it may look. However you'd still want to
be cautious, and a counter or block after an incomplete kick
combo is always a good precaution, especially if your opponent
is waiting for that moment to attack the moment you end your
kicks (and he is blocking them).

	It's a good scroll given you know how to use your
tools. While it's tempting to run around and throw out juggle
launchers in hopes of them hitting, it's really not a great
idea if you intend to win. Analyze your opponent and find
spots for countering, kick him to where he plans on moving,
or punch juggle him if he jumps. If you can properly predict
your opponent with Red Scorpion, you're bound for a suprisingly
easy victory.











====================================================
====================================================
Renegade - 6000 Carats
====================================================
====================================================

The definition of Renegade is pretty much a traitorous person. How
this fighting style depicts it is beyond me. It has a knee and elbow
combo, making this style quite similar to Muay Thai. Maybe it's a
style that refuses to be absolute ownage, so it rebels against that
idea and becomes something pretty bleh (it sucks!).


References:
=-=-=-=-=-=
No clue


Moveset:
=-=-=-=-
Rebel's Elbow - P,P,P,P = Punch combo. Has pretty good knockback.

Rebel's Knee - P,P,P,K = Punch knee combo. Identical knockback
to the Punch combo.

Double Kick - K,K = Kick combo. Decent knockback.


Overview:
=-=-=-=-=
	Renegade is probably the first scroll you will come across by,
and it's not a fairly bad scroll in terms of power. It's slow though, and the
kick combo is quite forgettable.

	Your best bet with Renegade is to use grapples, tackles, and
slides a lot, then follow up with a combo or counterattack. Renegade has
trouble connecting its combo when you are hitting the front of the
enemy. Use jump kicks a lot to get behind the enemy then throw out
your powerful punch combos. There is very little difference between the
Punch combo and the Punch knee combo, so just do what you want.

	Its kick combo is the same as default with one improved
difference: it is now no longer blockable after the first hit.
Still a downright crappy kick combo though.

	Everyone should be familiar with Renegade, as it's gifted
automatically to any player who reaches level 2. It only lasts 10 days
though.

	Renegade's first punch hits fairly high. You can use this
to your advantage by constantly throwing out rapid first punches.
If you manage to catch your opponent right when he/she jumps, juggle
them. After that first punch, just throw another punch and finish it
with a PPPP or PPPK combo. PPPP is easier to me since the last hit
is delayable, but either works.

	Renegade is cheap cost-wise, but it's not that bad. Renegade
deals good damage with good knock back. However it's just too slow,
and there's no delays to fool your opponents with. Play it like
default.















====================================================
====================================================
Sage Master - Varies
====================================================
====================================================

Sage Master is obviously not real, as I have yet to see someone in real life
who could throw fire at me. Reminds me of Junior High when some random
guy thought it was cool to light a match and throw it away. The match landed
on an indian kid's shirt and it caught on fire (it was a small fire, no
one was really hurt except for the Indian kid of course).


References:
=-=-=-=-=-=
Sage Master is based upon the many characters of King of Fighter, who could
seem to throw fire with ease. Among these would be Kyo Kusunagi, Iori Yagami,
'K, and Ash Crimson. The grapple is often considered to be a Star Wars Sith
Choke.


Moveset:
=-=-=-=-
Pyromancer - P,P,P,P = Massive range due to the flames. High
knockback.

Trailblazer - K,K,K = Massive Range due to the flames.

Rising Scorch - K,P,P = Sage Master's launcher.

Infernal Aura - P,K,P = Sage Master's guard break.

Force Choke - P+G = Sage Master's unique grapple. Deals slightly more
damage than normal grapples throws the enemy in front at a huge
distance.


Overview:
=-=-=-=-=
	I don't know that much about this scroll. To obtain Sage Master,
you must buy a key for 25 astros and a chest for 1700 carats. After
buying those two, you must equip the key. If a key icon shows up in
your key slot (located above the white letters labled "KEY" which is
above the 1,2,3 slots). Once that is done, just play until you get 5,000
exp and a warning will come up saying "your chest has been activated".
Go to your invetory and open it up.

	You can also obtain it by other means, such as an event. There
was a event called "code sage" where if people played at 1:00-3:00
Pacific Time, and played 5 battle games, he/she would recieve Sage
Master the following day.

	Apparantly there's a 5% chance of getting Sage Master per box.
Considering each chest is 1.25 U.S dollars, it would technically take 25
dollars to get Sage Master. Not necessarily a cheap bargain, but
remember, you still get exclusive items that give splendid stats. All
items from the chest, including Sage Master, lasts 30 days.

	As for the scroll itself, It's brutal. The damage is horrendously
high, and the hit range is enormous. The flames surround the user, so the
user won't have to worry about people approaching him from behind as
he/she is hitting someone in front. The grapple is also unique because it
does not throw an opponent behind you, but instead literally chokes
him/her with a laser and throws them far away in front of the thrower.


	Sage also has a guard break which surrounds the user, knocking
back all who approaches him/her. If you see this coming, immediately
run away. Even if you interrupt the user from this attack, the attack will
still come out. It's also one of the fastest guard breaking attacks in the
game.

	Sage's flame attacks are not counterable. Slide tackles, Rams, and
jump attacks can still be countered, but don't even try against any other
of the attacks that involves fire.

	Sage also has the most powerful nanmu in the game. Most scrolls in
the game has around a 600 damage nanmu, but sage has a whopping 1000 damage
one. Crazy indeed, so use it wisely.

	People understand that Sage Master is very powerful, and will often
play very defensively. Delaying your attacks is often pretty useless,
so go for the guard breaker or a throw. Your guardbreaker charges up very
quickly, but it's very easy to avoid by jumping. If your you think your opponent
might jump, don't charge the guard breaker so that it will catch them before
they
can jump out of the attack's proximity.













====================================================
====================================================
Shaolin - 29000 Carats
====================================================
====================================================

Shaolin Kung-Fu is long practiced Martial Art of the Shaolin Monks in China.
Due to my lack of proper Chinese, Shaolin turns out to be the correct
spelling of the martial art in Chinese (it's Shao-Lin, not Xiao-Lin). Thanks
to... crap I forgot, and the e-mail has been wiped away already.
It's a very disciplined martial art, often requiring years of
training and devotion on training the mind, body, and spirit.


Reference:
=-=-=-=-=-
Lei Fei from Virtua Fighter is a Shaolin Kung Fu practicioner, and is the
main basis of this scroll's attacks.


Moveset:
=-=-=-=-
Double Shotgun - P,P,P,P = Punch combo. Has a pretty good
knockback.

Shaolin Triple-Sweep - K,K,K = Kick combo. Has very good knockback

Aerial Shotgun - P,K,P = Punch kick Punch combo. Has decent
knockback. Knocks people over fences.

Spinning-Kick Shotgun - K,P = Kick Punch. Nothing too special.


Overview:
=-=-=-=-=
	Shaolin is fast and it hits hard as well. Shaolins punches snaps
out fast, and the kicks are even faster. Shaolin has a variety of attacks for
 variety of situations thus making it one of the most versitile scrolls that
you can buy with carats.

	Like I said Shaolin is very fast, and since each consecutive punch
in its combo goes further, so it has a pretty large hit range as well. The
Triple Kick hurts, and it's fast as well. The Spinning-Kick Shotgun is
fairly forgettable, only good if you know for sure that your kicks will not
reach your opponent. The Aerial Shotgun is the fastest "knock up and hit
away" attack in the game. Other examples of this kind of attack is Muay
Thai's punch-knee combo and Jujitsu's punch combo. Shaolin's comes
out the fastest and is clearly a beast for moonlight games.

	Pulling out those kicks is an easy way to catch someone off-guard,
but at the same time can put yourself in deep trouble if it misses. Shaolin's
kick have poor recovery, meaning that if you whiff it against a blocking
opponent, they can most likely successfully attack back, especially if
you stop at the 2nd or last kick. Act quick, and stop the moment the
first kick misses, unless some thing tells you that your second one can hit.
Problem with Shaolin's kicks is that it has no delays (well maybe like a
milisecond or so, but you get the point hopefully).

	The trick to playing Shaolin well, is to be fast. Slide tackles
and air jumps are in your disposal. Good shaolin players will beat
the crap out of you with cross-overs, delays, and throws. They are
fast, and they are smart. Just like the real-life martial art, Shaolin
does need some dead-accurate reflexes.

	Powerful and fast, what more can I say? It's clearly worth the
money. Has some minor drawbacks, but then again, what scroll doesn't?
Shaolin still ranks up there as one of the most balanced scrolls in
the game.









====================================================
====================================================
Shidokan - 13200 Carats
====================================================
====================================================

Shidokan is a type of karate that involves a variety of Muay Thai techniques,
and grappling. It's a pretty focused fighting art, and is a common sport
among some cultures.


References:
=-=-=-=-=-=
Bryan Fury from Tekken. (I'm not sure)


Moveset:
=-=-=-=-
Spinning Hook - P,P,P,P = Punch combo. Has pretty good knockback.

Spinning Lariat - K,K,K = Kick combo. Range is good. Has a good knockback
as  well.

Shoot Kick - P,K = Punch kick combo. Fast and has a decent knockback.


Overview:
=-=-=-=-=
	Shidokan was the first scroll I got, and I'm glad that it was the
first one I got. I thought it was pretty lame at first, however I later
realized that Shidokan is quite possibly one of the best carat styles in the
game. It's a style with great delay capibilities, damage, knockback, and
angle capabilties.

	Delay is the pause time in your punch attacks you can control
before you continue on with the next hit. The reason why you would
even use delay in the first place is to trick people into thinking that you
ended your combo. Often times, people try to quickly counterattack after
you stop attacking, but you can use Shidokan's massive delay to trick
them. It's very useful if used intelligently. The only non-delayable attacks
would be its PK combo and the second kick of its kick combo.

	Shidokan also has the best angling abilities in the game.
Shidokan has a lot of range to support its ability to turn well, allowing
you to knock people around angles with relative ease. No scroll can do
this better.

	If you happen to have your punch combos being blocked, it's
sometimes best that you don't risk delays or an attempt to reset
your combo. Instead, try blocking. It's safer and it might give you
a chance to exploit a mistake they might make. Shidokan has pretty
long recoveries on few of it's attacks, so resetting combos might
not be a great idea.

	Shidokan's last kick is also quite deleyable. It's something
not many people expect, but be careful if you do choose to delay it.
If you actually plan to delay any of your hits with shidokan, always
angle them. Most likely, your angled hits should still hit, but also
move you out of the way a bit (although this may not be enough
to full avoid damage).

	In my honest opinion, I used to consider this to be the best
carat  scroll in the game. Obviously, it really isn't, but if you ask
most high levels in the game, they will tell you that's an underrated
and underused scroll, but a good one as well.

	A good way to describe Shidokan would just be flexible. You
can use it in a variety of ways and be successful with it.










====================================================
====================================================
Shoot Boxing - 175 Astros
====================================================
====================================================

Shoot Boxing a one variation of Boxing which focuses more on straight jabs,
thus the nickname "Shoot Boxing" (also refered to simply as "Shooting").
The same idea applies to normal boxing. Throwing out perfect jabs requires
a lot of work. Not only does a jab have to be strong and fast, but a twist
is required for additional power to give it the characteristics of a drill
(in physics this is called torque). Torque is only useful for straight punches
because any oddly angled punches (like uppercuts or hooks) have an odd
direction that requires different actions. In that case, it's a twist in the
body. Shoot Boxing was founded in 1985 by Ceaser Takeshi (real name is Tomofumi
Murata), who is a professional japanese kickboxer.


Reference:
=-=-=-=-=-
Balrog and few other guys. Just look at boxing. Oh and of course, its creator
Ceaser Takeshi (Tomofmi Muarat is his real name).


Moveset:
=-=-=-=-
Combo Fury - P,P,P,P,P = Punch combo. Second punch hits twice. Very
powerful and huge knockback.

Crazy Hook - K,K,K,K = Kick combo. Good knockback.

1-2-Uppercut - K,P,P = Shoot Boxings launcher.

The Haymaker - K,G (G must be RIGHT after K) - Unblockable. Requires
a lot of walking distance before the punch is actually thrown.


Overview:
=-=-=-=-=
	Jeez... This scroll really hurts. With proper equipment, you can kill
anyone within 30-50 seconds assuming you play well. It's also among
one of the fastest scrolls in the game. Power and speed. That's already
a good start. There is no doubt that this is going to remain as a top
tier scroll for a long time.

	The punch combo deals around 80-100 damage per hit. The punches have
a good amount of delay and are very fast. These two aspects of Shoot
Boxings punches forces people to turtle against Shoot Boxing users.
Throw a Haymaker at them, or simply just grab them.

	The "Kicks" deal good damage, but not as much as the punches. It's
still a lot, and it's better for angling. The Kicks also have the
usual Kick stun where if you land one hit, you'll most likely
land the following three, unluck where the second punch of the
punch combo is blockable even if you manage land the first one.
It comes out really fast as well, meaning you can out-prioritize
nearly every scroll in the game. Talk about crazy.

	The Uppercut is self-explanatory. Use it to juggle. Note that Shoot
Boxing's juggle requires two very important times to delay. After
inserting the two usual punches, to get a full 11-hit juggle, you
must delay the double punch a bit, then delay the third one after.
It's tricky and takes practice, but is not a major challenge. If
you are really lazy to learn this, you can just do the two punches
and just press away without delaying. You'll miss a hit, but big
deal.

	The Haymaker is a unique guard breaker. It comes out very slow
and is laughably easy to dodge. Whip it out when no one is expecting
it. Many people guard as a reflex, so use that against them. Unlike
most guard breakers in the game, this one moves your character
forward at a fairly far distance, meaning you can start this up
and hit someone who's a screen away. However this comes at the
cost of having an uncustomizable timing to it. Once you start it,
you must wait for it to end or someone to interrupt you while doing
so.

	Shoot Boxing's most notable weakness is its short reach.
Other slower scrolls with short reach will have an very difficult
time beating a decent Shoot Boxing player (such as Boxing, Murekwon
Ninjitsu, Wrestling, and Karate). Drift and take advantage of its
short range. There's not much else to it, as Shoot Boxing will
remain as one of the most powerful scrolls in the game. Shoot Boxing
is rigged, but it is by no means invincible.

	Oh yeah Shoot Boxing players instantly give me an impression of being
"skilless". Trust me, Shoot Boxing + Strength Stacking is a pretty
lame way to win (and if they don't win, shame on them).











====================================================
====================================================
Stinger - 192 Astros
====================================================
====================================================

"Float like a butterfly, sting like a bee" is a famous quote from a legendary
boxer named Muhammad Ali. Stinger Boxing is not a real martial art, and is
mainly created because Rumble Fighter somehow needed a new Boxing scroll
apparantly. Regular Boxing is dubbed as dull and boring, and Shoot Boxing
is for helpless people who can't win otherwise (VERY few exceptions). Stinger
fits in between, while adding some flashy moves along the way.


Reference:
=-=-=-=-=-
Well it's boxing, but the main character this scroll was modeled off of would
be Steve Fox from Tekken.


Moveset:
=-=-=-=-
Overhead Smash - P,P,P,P = Stinger's punch combo and juggle launcher.

Hornet Sting - K,K,K,K,K = Stinger's "kick" and most powerful combo. Its
also Stinger's fence edger.

Gut Lunge - K,P = Stinger's 2-hit combo for quick edging purposes.

Bobbing Shoulder Gun - K,G (G must be RIGHT after K), KKK = Stinger's
special starts off with a ducking dash, followed by three attacks.


Overview:
=-=-=-=-=
	If you guys ever played Super Smash Bros. Brawl then I could easily summarize
Stinger in a nutshell. Turn on Final Smashes, choose Sonic, break the Smash
Ball, use Sonic's Final Smash, and watch yourself fly uncontrollably around
the screen while randomly killing everyone on the screen. It's a bit of an
exaggeration, but Stinger Boxing sets the new standard of how powerful
and uncontrollable scrolls can be.

	Okay Okay, I'm exaggerating a bit. Once you understand the scroll
better, it's easier to understand. However, there are some problems with this
scroll aside from it's movements.

	Stinger's punch combo is also its juggle launcher. The first punch
moves your character a lot, and each following hit does the same. The last hit
has a suprisingly large hit range hit as well and is unique for a juggle
launcher. Most juggle launchers knock your character up, but Stinger's last
punch actually smashes your opponent to the ground before flying up by the
rebound. It's not a huge difference, but it does give you more time to
prepare for a juggle. You're going to need every second to think about how
you want to juggle too, because it's all too easy to mess up a Stinger juggle.
Another big problem with Stinger's punch combo is that the second punch comes
out a bit slow. Too many times have I punched someone's back and watched them
successfully turn around and block my second punch.

	Stinger's kick combo moves a lot too, especially on the first and fourth
hit. There's not a whole lot to it. The fourth hit is an uppercut that hits
your opponent slightly up in the air, and the last kick is a small fence edger.
You won't be edging people over anything but Moonlight fences and a few others,
but at least the last kick angles fairly well. It should also be noted that
this combo is one of the most powerful ones in the game (without ground hit).

	Stinger's KP combo is good and simple. Use it a lot to knock off people
who are near edges. Its quick and reliable. In fact, it's one best 2-hit combos
out there. The second hit has a bit of air knockback as well. It doesn't angle
well however.

	Stinger's first punch looks remarkably identical its first "kick" which
can be confusing to anyone except for the Stinger user. The punching motion is
the same, but the fist that is being used to punch is different. Stinger's first
punch is a jab with the left hand. Stinger's first "kick" is a jab with the
right.
Don't try to pay too much attention to this, because no matter with fist it is,
a punch is still a punch.


	Juggling with Stinger requires some thinking in order to maximize the
damage you can do varying on what situation you're in. Stinger moves so much
during
any of its combo (excluding the Gut Lunge and Stinger's Special), which can
pretty much ruin any juggle especially if you are not directly aligned with
your opponent. A few important tips are don't get greedy, and always delay
your hits. Often times, you won't be able to throw in the two punches before
the full kick combo (or else you'll probably move past the person you're trying
to juggle). If you have a slight hunch that your juggle is going to fail, just
play it safe. Even just the punch combo launcher and kick combo deals a lot
of damage. Second, try to delay your hits, because if you make your combos
flow too quickly, you might end up zipping past your opponents. Overall,
juggling with Stinger is quite bothersome.

	Stinger's special is actually quite interesting. The Kg input causes
your character to duck forward a bit, rendering him/her invincible for around
one second. During that one second, nothing can hurt you (even if it doesn't
make sense). Throws will also fail to work. After the duck, you can press
kick as many as three times to do a combo. It's basically a dodge n' hit
attack, similar to that of Pa Kua Kwon's, but only better. However its use
should be limited to dodging single attacks. The best time to use this is
to dodge your opponents recovery kick, jump kick/punch, last hit of a combo,
or the hit before the last hit. Those are some examples of excellent chances
to impress/show-off. You can try to dodge some other fancy things like
Yaki Cannon's blast or Cannon bullets, but you'll just look dumb if you get
hit. Try not to do it while your opponent is attacking because you'll
either get hit the moment your invincibility wears off (there's only enough
time to dodge one attack), or hopefully trade hits with your opponent when
you do the first attack of the Stinger's special combo.

	Stinger requires some very good footwork to utilize it's odd but
far hit reach. Always keep a good distance with your opponents so that
you are prepared to strike the moment they make a dumb mistake. If they
plan to jump to a different spot towards you, greet them with a combo
the moment they land (if they block, use delays or throw). Stinger
can maintain some very good pressure as long as you have the right
footwork.

	Stinger has many tricks, but it requires lots of control. A bit
problem with Stinger is to not to be tempted by it's punch combo. Juggling
is cool, but with Stinger's slow punch combo, juggling is more of a secondary
option. Stick with the kick combo, as it's far more reliable. Keep your
distance,
and jab when the time is right. If your opponent curls up, you can take
advantage of Stinger's crazy movements and attempt to move while attacking
and find their backs. An easier and more punishable alternative is to just
throw them. The special is called "special" for a reason, and that is because
it should be used when the time is right. If you manage to land a juggle,
don't get greedy. If you are missing your punches, you should definitely stop
punching because not only will you be traveling to the somewhere where you might
not want to be, but it can be a easily-punishable mistake as well. As Muhammad
Ali said "Float like a butterfly, sting like a bee". Movement and distance is
an important concept for Stinger.












====================================================
====================================================
Street - 5000 Carats
====================================================
====================================================

Street is practically an instinctual fighting style. There are no rules to
street, and if Rumble Fighter had a more complex fighting system, we would
see biting and cheap shots. No matter what kind of martial art you
practice and no matter how strong you are, no man can survive a punch in
the groin. It's better to be a female under those circumstances, right?
Probably not, I heard it really hurts for the ladies too.



Reference:
=-=-=-=-=-
There are some characters that exhibit a free-style kind of martial art,
my favorite among these would be Cody from the Street Fighter/Final
Fight series.


Moveset:
=-=-=-=-
Slugging - P,P,P = Punch combo. Has a huge knockback.

Street Stomp - K,K = Kick combo. Has a fair knockback.

Low Blow - P,K = Punch kick combo. Does not knock enemy down.


Overview:
=-=-=-=-=
	You get what you paid for, and if you bought this scroll, you
might be suprised in a good or bad way. Street is both slow and weak,
the only thing that it has going for it is the knockback, and only the
punch combo has a good knockback.

	The best way to be effective with street is if you play it as if you
are playing default. Use slides, grapples, and jump kicks to hurt people,
and use the Slugging Combo to knock people off the map. The kick combo has
a slightly less knockback, but has a great hit range. Low Blow does not
knock people back, meaning you can stream multiple hits if your opponent
is caught unaware.

	For the cheapest scroll in the game, Street Stomp is one of the kicks
with the furthest reach on the first kick, competing with Jeet, Dragon,
Shidokan, and GeumGangTu. However the lack of delay, damage, and even
knockback hampers it a lot.

	Problem with Street is that it has no delays whatsoever. The
only other scroll that has this problem is Default, and that hardly
even counts as a scroll.

	Street also has a very cool nanmu which definitely gives the
scroll a "brawling" kind of feeling. Definitely an interesting and stylish
scroll, however, it does not really do well competitively.














====================================================
====================================================
Tae Kwon Do - 11000 Carats
====================================================
====================================================

TaeKwonDo is THE Korean martial art. It's a martial art based primarily
upon swift and a flury of kicks. Many people think it's useless and not
practical. Whereas this may seem true, TaeKwonDo practices and trains
ones reflexes.


References:
=-=-=-=-=-=
Kim and his team in the KOF series all use TaeKwonDo. Hworang from Tekken
also practices TaeKwonDo.


Moveset:
=-=-=-=-
Double Punch - P,P = Punch combo. Fast but weak. Does not knock
people down.

Rapid Stretch Kicks - K,K,K,K = Kick combo. Fast and has a pretty good
knockback.

Axe Kick Lariat - P,K,K = Punch kick combo. Has decent knockback.


Overview:
=-=-=-=-=
	TaeKwonDo is perhaps the cheapest scroll in terms of cost that
can still play well competitively against those higher tier scrolls such as
Mao Gong, Koroshu, and others. TaekwonDo is very simple to use.
Taekwon do has long kick combo, that deals good damage and has nice
range.

	Playing TaeKwonDo is relatively simple, but using it effectively
requires some strategy. If an enemy is blocking your kick combo, test
his/her patience. Keep stringing on kicks, but don't complete the last
kick. You can also perform a grapple, jump kick, or drift. Do whatever
it takes to land those kicks.

	If you are going to stream kicks together, remember that ending
your 2nd kick will allow you to quickly begin a new kick combo. You
can do this with the third as well, but it's much slower and some people
can easily interrupt you.

	The Axe kick Lariet is useful sometimes, and that last kick
is delayable. Use it sometimes for mind games, but you should still
rely mostly on those kicks.

	Unfortunately that is all TaeKwonDo has going for it. However,
the kick combo is all it needs, because the punch is weak. The Axe Kick
Lariat combo could be useful for some situations, such as juggling and
knock-offs, but you probably wouldn't be using it much.












====================================================
====================================================
TaekKyon - 21500 Carats
====================================================
====================================================

A more ancient form of TaeKwonDo. Just like how Muay Boran made Muay
Thai, Taekkyon made TaeKwonDo. It's still all about kicks, but there's
more variety. TaeKwonDo usually just has fast and fancy kicks, but
Taekkyon is more practical.


References:
=-=-=-=-=-=
Not sure, should be similar to TaeKwonDo. The stance is directly
based upon Sarah Bryant from the Virtua Fighter. She fights
with a MMA styled TaeKwonDo but since Taekkyon is pretty much
like TaeKwonDo, I guess it doesn't really matter.


Moveset:
=-=-=-=-
Double Punch - P,P = Punch combo. Fast but weak. Does not knock
people down.

Quadruple Torrent - K,K,K,K = Kick combo. Last kick is delayable.
Decent knockback.

Axe Drop - P,K = Punch Kick combo. Quick with so-so knockback.


Overview:
=-=-=-=-=
	TaekKyon is nearly identical to TaekwonDo, however, Taekyon is
almost twice as expensive as TaeKwonDo. TaekKyon has more peripheral
range, which is more ideal to fight off against drifters (people who
sidestep a lot). The Punch Kick combo is the same as TaekwonDo,
except it doesn't have a 3rd kick like Taekwon do, which is better
because this makes the P,K combo for TaekKyon faster and more angle-
friendly. To sum it up these are the differences between TaekKyon and
TaekwonDo:

TaekwonDo is weaker
TaekKyon has peripheral range due to spinning kicks
TaekwonDo has frontal range due to stretch kicks
TaekKyon has a quick P,K combo that is more angle friendly and faster
TaekwonDo has a delayable 3rd kick to its P,K combo. Taekyon doesn't
TaekKyon can delay the last kick of its kick combo. TaekwonDo can't
TaekKyon's Kick combo is a bit slower than TaekwonDo's.
Taekkyon's kicks have MAD CRAZY STUN!

	Yes they are similar, but these differences are enough to
classify them as different scrolls. The most notable difference is
the change to the Axe Drop combo (P,K). Originally TaeKwonDo had an
extra kick at the end, but Taekkyon loses that. However, it's a better
trade, because the knockback for the Axe Drop comes out faster (on
the second hit instead of the third), making it more difficult to
counter. Plus the second kick does much more damage so the damage
difference is not as big as it seems.

	The added delay toe the last kick is nice, but like all last
delayable attacks, it's a gambit to use it as a method to bait people
out of blocking. You manage to hit someone with it? Extra 140 damage.
You whiff it? You're in trouble. Use it with caution. Angling the
last hit always makes it safer, although it will never completely
save you.

	Some people consider TaeKkyon to be worse than TaeKwonDo. Of
course this is a matter of perspective, but Taekkyon has far more than
what meets the eye. Taekkyon is just fast as TaeKwonDo with its first
kick, but TaeKwonDo's kick flows too quickly to make it tricky.
Taekkyons kick flow is perfect and is far more useful against blocking
opponents. The kick range is not only great for Taekkyon working as
one of the most effective anti drifting scrolls in the game.

	Another thing I've noticed about Taekkyon is quite interesting.
There are many moments where you and your opponent will collide hits
at the same time. In this case, both you and your opponent might
attempt to attack again, seeing who can gain the advantage. In moments
like these, Taekkyon kicks always win these battles. I'm actually
not kidding. I've never won an outprioritizing stalement against
Taekkyon. That kick stun is odd, but it's also the best in the game.

	TaekKyon is worth the money, but with only one delay in its
moveset, it's hard not to be predictable with it. Otherwise you
got yourself a really powerful and annoying scroll...

... If not the most annoying scroll in the game that is. If you got
every "easily-angered" person to play Rumble Fighter and made them
fight Taekkyon for 4 games, you would end up with a lot of broken
computers.













====================================================
====================================================
Vale Tudo - 175 Astros
====================================================
====================================================

Vale Tudo is is literally "Anything-Goes" in Portuguese. Vale Tudo
is a mixed martial art that originated in most sub-cultures that are
primarily located around Brazil. However Vale Tudo is not necessarily
a style, but instead is a way to describe "style vs style" fights.
Vale Tudo originally started off as a set of rules for boothe fighting
(which is pretty much a stage where anyone can just go on and fight at
the cost of some money). However, now it's defined as a mixed martial
art or a combat sport.


Reference:
=-=-=-=-=-
Craig Murduk from Tekken fights with Vale Tudo, but he is far more
grapple based than what Rumble Fighter portrays. Rumble Fighter's
portrayal of Vale Tudo is much more similar to Venessa Lewis from
Virtua Fighter. Apparantly Night Wolf from Mortal Kombat is also
a Vale Tudo practitioner, but I hardly got to play much Mortal
Kombat (too bad because I love Reptile Ha Ha!).


Moveset:
=-=-=-=-
Raging Beat Down - P,P,K,K,K = Vale Tudo's most powerful combo.

Furious Thrasher - K,K,P,P,K = Vale Tudo's "kick" combo. Can knock
over fences.

Sky Knee - K,P,K = Vale Tudo's launcher.

Shoulder Spin - K,K+G = Vale Tudo's quick knockback.

Sadistic Stomp - K,G (G must be RIGHT after K) = Vale Tudo's ground
hit.


Overview:
=-=-=-=-=
	No doubt about it, this scroll is so powerful, it's almost
rigged. With the most powerful juggle and combo in the game so far,
this scroll can decimate anyone within seconds. Of course, you would
need to know how to even use this thing, because spamming it will
get you only half way there.

	Vale Tudo's punch combo is LONG. Goes on forever and it's
the most powerful punch combo to date. Other than that, there's
nothing else that this punch combo is really worth mentioning.
It got delays, but not that much, and its angling is so-so. However,
the first and second punch got some very impressive reach. Using
the first two punches is a great way to test your opponents before
going on to the kicks to deal the remaining 300 damage of the
punch combo. Unlike most "punch-spam" combos in the game, Vale
Tudo's first punch is not only slow, but its recovery is quite
poor as well. The best use of Vale Tudo's punch combo is to
actually just constantly throw first punches to "poke" at your
opponent. The kicks are actually more powerful because a
ground hit is 100% gauranteed.

	Vale Tudo's kick combo is another very long combo. Great
damage, but the best thing about this is that it works as a fence
edger. However unlike most fence edging combos, this one has fairly
good angling capabilities. As long as you remain close to your
opponents, there's a good chance that you can angle that last kick
and still have it hit. Also, the punch combo is techinically
stronger but the kick combo can always be followed up with a
ground hit. Thus, overall the kick combo followed up with a ground
hit is actually one of the most powerful non-juggle combo in the
game (around 570 damage, Yikes).

	Juggling is pretty self explanatory. Beware that any
slight delay after the punch of it's K,P,K juggle launcher can
cause your last kick to be blockable. Another very important thing
is the horrid range of the punch of the juggle launcher and recovery
of the last kick. These two factors can put you at a huge risk any
time you attempt a juggle, so use it wisely.After landing a juggle
launcher, QUICKLY catch your opponents with your punch, because
that first punch comes out a bit slow. After that, follow with
whatever works for you, and end it with a ground hit. The most
powerful juggle in terms of damage would to end it with a punch
combo, but that requires some tricky delay with the second punch.
The kick combo juggle is easier and is also better suited for
edging due to the last hit. All juggles can end with a ground hit.

	The Shoulder Spin (K,K+G) has a strange hitbox and it's
quirky to pull off, but it works well as a 2-hit edging tool.
It's actually a somewhat okay angling attack, but it's great
for suprising your opponents. Most people always expect a long
combo from vale, and not a 2-hit attack.

	The ground hit has some other uses other than just being
a method to build damage. All the attack really is, is a large
hop. You can actually use this to hope over people's recovery
kicks, but it's not recommended. If you manage to hit a blocking
opponent with this, they will be in their block animation for
a small moment, which can give you time to move into a combo.
Generally most people think that a blocked Vale Tudo ground hit
is a great time to attack back, but that huge block stun says
otherwise.

	I would say that Vale Tudo is the new Shoot Boxing/Mao
Gong in terms of strength, but Vale Tudo is far slower than it
seems. Clearly it's not as slow as Karate, Judo, or Wresting,
but its speed can only be described as average. With rather
limited delays as well, Vale Tudo clearly needs to emphasize
on some other forms of mind games, such as jump kicks or even
its ground hit block stun. With Vale Tudo, you can't be
greedy. Even when ending your combos mid-way, there is a long
enough recovery time for your opponent to successfully start
a juggle of his/her own. Pressure is the most important
thing about Tudo, and once you pin your opponents in a bad
spot, keep him/her there. If you control the battle with
Vale, then you can pretty much eat up your opponent in
a few seconds, because I'm not kidding when I say, "Vale
Tudo is the king of damage"...

... Well it's kind of tied with Capoeira.
















====================================================
====================================================
Zin TaeKwonDo - 175 Astros
====================================================
====================================================

Zin TaeKwonDo is also known as Jin TaeKwonDo. It's a fictional
form of TaeKwonDo. Basically Rumble Fighter felt bad for making such a
mainstream martial art worth 11,000 carats, so they stapled this in
to redeem it. I have no idea what the "Zin" really means but in the
animation files, it's apparantly "Jin", which could be from Tekken.
I was told that Jin means "True".


Reference:
=-=-=-=-=-
The combos are mainly based off of Hworang's combos from the Tekken
series. Even the stance is no different.


Moveset:
=-=-=-=-
Elbow Strike - P,P,P = Punch combo. Last hit goes far and has a good
knockback.

Twirling Axe Kick - P,K,K = Punch Kick combo. The final kick has a
very strange angling ability, allowing it to make full 90 degrees
turn before hitting.

Twirling Gullotine - P,K,K (charge) = Punch Kick combo. It's the
same as the Twirling Axe Kick, except the last kick is charged. It
does NOT guard break. It just hurts more.

Triple High Kick - K,K,K+G = Zin TaeKwonDo's launcher.

Kicking Fury = K,K,K,K,K = Kick combo. Last kick has a decent knockback.


Overview:
=-=-=-=-=
	Zin TaeKwonDo, was perhaps the most highly anticipated scroll
among players. Many people rushed to get it the moment it came out, and
there is a good reason why. It's fast, painful, and flashy.

	Zin TaeKwonDo plays quite similarly to regular TaeKwonDo, except,
with Zin TaeKwonDo, the punches are not as useless. Elbow Strikes are for
a quick knockback, whereas the Twirling Axe Kick is great for mind games.
The Twirling Axe Kick and Twirling Axe Death last kick can turn around
twice! Meaning it can make full 90 degrees turn before the last kick. A
very neat trick can be performed with this ability. If facing a blocking
enemy, you can punch straight at him, turn away from him at the second
kick (at this stage you should be near his side), and the last kick can
turn and aim at the blocker's back. There are much more ways this could
be used. (thanks to Axon for showing me this trick)

	The Kicking Fury combo should be abused. It's fast and strong.
Each hit deals around 80-100 damage, while the finishing kick does
around 140. It's great way to build damage, and it can juggle as well.

	Zin TaeKwonDo players tragically suffer from the same problem
as Baguazhang players. Most Zin TaeKwonDo players seldomly grab, and will
keep throwing out attacks, waiting for your guard to randomly drop.
Zin TaeKwonDo has some delay, but not a lot, so it can be fairly
predictable.

	The last 3 hits of the kick combo are delayable, so use those
accordingly. Always delay so your opponent will be more anxious whether
to go on the offensive or not. That anxiety can easily leave you enough
time to quickly stop a combo and begin a new one, or possibly leave you
enough time to throw them. However, watch out for side blockers, as you
will have to aim your attacks accordingly so they won't fall out of
your attack range. Otherwise you'll not only will they be safe from
your hits, but you will be open to theirs.

	Always choose juggling over finishing a kick combo if possible.
The moment you see two kicks connect, you should be able to react
quickly enough to pull out the juggle launcher instead of a third kick.
The damage is far greater so try to make this a habit.

	Zin can just as effectively stream kicks as TaeKwonDo. however
it's sometimes better to just complete your combo instead of getting
greedy to begin a new one. Also watch out as a person can easily
just walk away after you stop attacking, due to Zin's rather poor
recovery time (especially on the 4th kick). Zin's kick is not spectacular
as well, so it's not one of the best combo streamers out there.

	It lives up to its hype, as a good player can be very very
dangerous with it. The scroll has a lot to offer, but each attack has
to be used intelligently in order to maximize the benefits of this scroll.
Otherwise, it would be just a waste.

	Oh and another thing, I find it funny how people complain about
"TKD Spams" but not about "ZTKD Spams".















/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
3.) Exocores
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


Well here it is folks. All of the exocores currently out. There are a
good amount of variety. Don't ask me to choose what's best for you. If
you like something the moment you see it, it's probably the right
exocore for you.






====================================================
====================================================
Birthday Party - 100 Astros (30 days) - ALL CLASSES
====================================================
====================================================

	Released for RF's first year anniversary. This whacky exocore
has literally a birthday cake on the users head along with amputated
parts of two other exocores. In this case, the user will recieve the
Dragon Striker red claws, and the Fire Charger's orange boots. Yes, it
looks quite ugly, but this exocore is very powerful. However the reason
why you probably never see anyone use it, is because the exocore costs
100 astros and only lasts for 30-days.


Overdrive 1: Dragon Twister
=-=-=-=-=-=-=-=-=-=-=-=-=-=
	Exactly the same as the second overdrive of the Dragon Striker
Exocore, except much faster. This skill can combo break now, otherwise
it's the same thing. How's that for original?


Overdrive 2: Firewall
=-=-=-=-=-=-=-=-=-=-=
	Exactly the same as the second overdrive of the Fire Charger
Exocore, except you can set up 3 seperate firewalls at one time.
Otherwise it's the exact same thing.


Other Attacks:
=-=-=-=-=-=-=-
Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
The claws add great reach.


Overview:
=-=-=-=-=
	A limited edition exocore to celebrate Rumble Fighter's first year
annivesary (woop-di-doo). A pretty quirky looking exocore. It's
the claws of the Dragon Striker exocore, shoes of a Fire Charger, and
a birthday cake as a hat. Aside from looks, it's a powerful exocore.
Setting up 3 firewalls can be very annoying for your opponents, and
a quicker version of an already powerful and fast exocore attack is
nothing to scoff at. However the 30-day limit, of the exocore really
drags it down, which is the reason why hardly anyone has it.

	If you see someone using this in Demolition, you better kill that
guy quick. I saw a lone guy kill off a whole team by setting up
three seperate fires at the top of Demolition. I was horrified
but I couldn't stop laughing.





====================================================
====================================================
Black Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================
====================================================

	I was quite suprised that OGP even had the nerve to call this a
"new" exocore. It's like painting myself purple and calling myself a
brand new man.


Overdrive 1: Butt Crush
=-=-=-=-=-=-=-=-=-=-=-=
	A very good overdrive, however it has one glaring drawback, It's
too predictable. This is best for group brawls where people are just
clobbering away. Pull this off and not only will it do 400+ damage, but it
will send your opponents flying up. You can then follow up with
ANOTHER Butt Crush and send them flying again. They should fly at a
lower altitude but you can still follow up with a Giant Swing and Punch.
That's a total of around 1000+ damage, which is crazy. However
otherwise, this overdrive is difficult to connect, as people can merely
jump or block.

Overdrive 2: Reinforce
=-=-=-=-=-=-=-=-=-=-=-
	The idea that the robot can boost its own defense is pretty neat,
however it's not as useful as it seems. The SP cost is reasonable, but it
just doesn't last that long.


Other Attacks:
=-=-=-=-=-=-=-
Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw
the enemy behind but instead pick your enemy up and slam him/her
down on the ground. The enemy will bounce a few times away from
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good
range and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit
the enemy and bounce back. Even if the opponent blocks this, the
bounceback will make sure you are safe.


Overview:
=-=-=-=-=
	The Black Iron Armor was the 3rd out of all the armors to come
out. It's a pretty neat exocore, disregarding a user's scroll and providing
him/her with a whole new moveset. The punches have extroadinary
reach, probably the best in the game. The damage it deals isn't to shabby
either. However it's also one of the slowest exocores in the game, and
the kicks are pretty much useless. The grapple is useful for opponent
who are turtling near edges, and the additional tackle speed and distance
is helpful as well. Overall an excellent exocore for a decent astro price.

Note: I did copy this from the Blue Iron Armor because they are exactly
identical. The myspace blog for Rumble Fighter said that this exocore
deals more damage than the others, but I highly doubt that because they
are the same price.







===================================================
====================================================
Black Taurus - 203 Astros - SOUL FIGHTERS ONLY
====================================================
====================================================

	Ouch. They released this three weeks after they released
the Brown Taurus, so anyone who liked black better than brown were
struck pretty hard. OGPlanet is hilariously cruel sometimes. This
is also refered to as Grandpa Taurus.


Overdrive 1: Pulverizing Smash
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The bull will hollar a warcry "An earshattering "MOO!" and slam
his/her totem forward. Those who are hit will be stunned and be
open to an attack right after the Taurus recovers. Not as good
as the Totem Rampage as this special is slower, weaker, and
has no knockback at all. However the knockback and weaker part is
not necessarily true as you immediately follow up with something
such as a punch combo. It's a good special, but Totem Rampage
has more practical uses. This attack can also hit people on
the ground, making this more useful than how I'm describing it
right now. If you can though, you'll want to conserve SP for
Totem Rampage.


Overdrive 2: Totem Whirlwind
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The bull will immediately make 3 full revolutions with his/her totem
sticking out in the front. A very quick attack to come out and works
excellently as a combo breaker and mob killer. It hits up to three
times and does respectable damage each hit. It also lifts up your
opponents and sends them farther depending on how many hits connect.
Amazing priority, crazy range, and versitile edging makes this
the most useful Taurus special. Missing it isn't a huge deal either
as the block-hit stun is quite large so the moment your opponent
blocks this and is able to attack is the moment you recover from
this attack. Most people who try to sneak in a hit after witnessing
you use it, will either be hit by the last swing, or too late as
you are already ready to block or fight back. Is it Cheap? Definitely.



Other Attacks:
=-=-=-=-=-=-=-
Totem Swing - P,P,P,P = Once one hit connects, the rest will
probably too. Good damage and amazing reach. It's pretty slow
however.

Stomp n' Gore - K,K,K = Pretty balanced in all aspects, as it's
fairly fast and still quite powerful. The last hit is the best
angling hit that Tauren will have to settle with.

Totem Smash - P,K = Taurus' juggle starter. Hardly anyone
uses this because Taurus is a pain to juggle with.

Ole! - P+G = Taurus' throw is the same as any other normal
throw.

Bull Air Punch - P (while airborne) = Taurus's air punch
is no different.

Flying Bull - K (while airborne) = Taurus's air kick is
no different.

Bull Charge - P (while dashing) = Taurus' tackle is quite
identical to a normal one.

Bull Rush - K (while dashing) = Tarus' slide is unique because
it works like a normal slide, but you move quite fast and
you run literally through your opponents while damaging them.
You can also run quickly to enclose small gaps such as
from the Glacier mainland to the small island in the middle.
Beware of falling off though.

Recovery Kick - K (while down) = Taurus's recovery kick is
the same as normal, except with a little more reach.


Overview:
=-=-=-=-=
	Taurus can be summarized as "Iron Armors" for Soul Fighters, and
it's better. Like Iron Armors, they are remarkably big, making them big
targets for anything that comes at them. Being big, they also must be
stereotypically slow, a weakness for many Taurus regular attacks.
There is one fast attack only in the entire Taurus moveset, and that
happens to be it's most useful overdrive. That special will be your
bread n' butter to edge people, clear out mobs, and to score painful
3 hits specials if you land a successful combo break. Juggling is an
option for Taurus, but it's hardly practical as it's not only hard
but it's just so much easier to just press punch three times than
incorporate precise timing.

	The kicks are good for angling, and the Stomp n' Gore special
is an excellent way to hurt a confined group of enemies. It also hits
people who are lying down, so it can work similarly as the Default
Striker Exocore's Terra Crush. Good damage and has some practicallity
so don't be afraid to use it when Totem Swing is getting dull. Using
this when you're right in front of somebody will cause this attack to
hit their back disregarding the fact whether they are blocking or not.

	Totem Rampage is very cheap in that its block stun makes
is too long for anyone who is blocking to fight back, and that it
can instantly score some easy edge kills in a huge radius.

	Bull Rush is interesting, but can often result in a tragically
stupid suicide since the Taurus runs so far when this is used. Just
be smart while using it.

	Most people don't want to eat a painful Tauren combo so they
will just turtle through most of your attacks to wait for a good
opportunity to counter. Just throw or use the Pulverize special since
it can work as a back hit too.

	Overall, Taurus suffers from similar problems as the alchemist
Iron Armors exocores. Being a large target and a rather slow attacking
one too, greatly cripples both exocores, but the Taurus makes it up
with its reach and power, along with its two useful overdrives. Hard
exocore to master, but it has potential.

Note: I copied this from the Brown Taurus section because both of these
exocores are exactly the same.









====================================================
====================================================
Blazing Phoenix - 203 Astros - ELEMENTALIST ONLY
====================================================
====================================================

	The Phoenix is a wildly universal symbol in many mythologies
and myths. The Phoenix is usually portrayed as a red, crimson, or
golden bird with the symbolic ability to revive itself from the very
ashes of itself when it burns to death. In the myths, the Phoenix
usually has a 500-100 year life expentancy and supposely migrates
around the world (which is thus why so many culture embraces the
idea of the Phoenix). In Egyptian mythology, the sun god "Ra" is
a type of Pheonix. In Greek mythology, the phoenix lived among the
gods and would sing for them. In the Chinese culture, the Phoenix
is the second most-respected mythological creature, the first
being the Dragon, and is a symbol for woman of China. There was
this phrase: " " which is an inspirational saying for girls to
grow up to become something extroadinary. Phoenixes are everywhere
among cultures. Heck, I have one in my backyard and in the bathroom.
Seriously.


Overdrive 1:
=-=-=-=-=-=-=-=-=-=-=




====================================================
====================================================
Blade Spirit - 210 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

	Oh jeez. I heard there's a new term to describe Bleach fans
and that new term is "Bleachtards". Well I was never able to get into
bleach but I know CHAD is a really sexy character. Anyhoos, yeah this
exocore is very powerful and is quite common among many people. Boring
exocore to face, but I guess it's fun to use. You even go into those
black robes when this exocore is out. Ichigo's sword is called the
"Bankai" I believe (I'm not a huge anime guy, especially with bleach.
I like stuff with a little more concepts/philosophy like Shaman King
or Full Metal Alchemist).


Overdrive 1: Earth Splitter
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The soul fighter will leap forward and hit the ground with tremendous
force. The range of the impact is large and the damage is good. What
makes this overdrive so good though, is the mind games you can play
with it. Often times this must be blocked from behind, so in order
to block it, your opponent will have to turn around and block. It
also comes out really fast. Hitting an opponent will cause him/her
to fly far away. This is high enough to follow with a Side-Check
Double Chop combo.



Overdrive 2: Moon Slash
=-=-=-=-=-=-=-=-=-=-=-=
The soul fighter will instantly dash and if it he/she makes contact
with an enemy, he/she will launch the unlucky fellow up in the air
for a impressive air combo. All of the damage is done at the moment
of contact, so the air combo is just for show. It deals an impressive
500 damage, and can if you manage to catch an enemy near an edge with
this, there's a chance you can knock your foe off the map. However,
it works like a really quick and fast punch. If your opponent is
blocking, it won't work. It can also hit your opponents in mid-air
sort of, but this usually results in some whacky things happening.


Other Attacks:
=-=-=-=-=-=-=-
Side-Check Double Chop - P,P,P,P - Two large horizontal cuts
followed by two large vertical chops. Blade Spirit's most powerful
combo. Amazing reach.

Twirling Slash - K,K - Two spinning slashes. Range is great, and
is perhaps the Blade Spirit's best angler.

Upper Slash - P,K - Spirit Sword's Launcher. Perform a Side-Check
Double Chop after doing this.

Front Flip Slash - P (while dashing) - A front flip followed by
a large chop. Comes out slower than the usual shoulder tackle.

Blocking Smack - K (while dashing) - A very quick sprint with the
sword in front. It's a faster version of the usual Slide Kick. It
also travels further.

Air Slash - P (while airborne) - A slow side chop while airborne.
It's pretty hard to hit anyone with this.


Overview:
=-=-=-=-=
Quite possibly the most anticipated exocore among the RF community,
and I can understand why, afterall... around 60-70% of the community
are bleach fans. Anyways, this is a great exocore, no doubt about it, it's
just that the price tag seems a bit hefty, and ever since they took the
option to pay 15 dollars for astros, you have to shed in 20 bucks for this
guy. Aside from the price, It's quite unmatchable 1v1-wise. The attack
combos have a huge stun whether it's blocked or hit. You can easily hit
someone's back by using the Splitter, and if you want to get fancy,
you can use the Moon Slash. There are loads of different attacks to toy with,
all of them being quite versitile as the swords range is HUGE. If someone
tries to drift around you, the Twirling Slash has huge horizontal range
to take care of that. With the Blade Spirit, you're pretty much unbeatable
in close-combat. Just don't get overconfident.

	One of the problems with Blade Spirit was that it lacked a recovery
kick. That is now changed after a patch during late February. It's the same
as any normal recovery kick.









====================================================
====================================================
Blood Storm Shuriken - 203 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

	Well well well... This is a pretty scary name for an exocore.
According to the in-game description (which makes me giggle like a
japanese schoolgirl), Blood Storm is some elite ninja clan that is
renowned to leave a STORM of BLOOD after a fight. Now that's
impossible. No matter how many times you hit someone with a sawblade,
bullet, explosive, arrow, sword, fist, claw, and kick, you will never
see them bleed. Obviously that description is there to make some
Naruto loving kids piss their pants in excitement. If I was 10 years
old, I would be like "OMFGWTFBBQ, NINJAS, BLOOD, AND STORMS, SO COOL".
Well it is a pretty cool exocore actually.


Overdrive 1: Shuriken Storm
=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will do a large flip forward and throw three ninja
stars. One star goes behind him/her, the second one lands around the
middle, and the last one lands in front of him/her. The attack also
works as a decent ground hit, doing around 160 damage. It's a good
overdrive, but not as good as it seems. The shurikens have a very
small hitbox, meaning it's likely to miss. It's a safe skill and
it has various uses. Don't be afraid to use it, but remember to
save SP for the other skill as well.


Overdrive 2: Blood Shuriken
=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will throw a huge shuriken that travels at lightning
speed but stops still after traveling a certain distance. The Giant
Shuriken will stay in one spot for around 8 seconds or so, and continue
to hit anyone near it. This skill alone can set up infinite possibilites.
The simplest approach is to throw the shuriken at someone, and just
keep hitting the poor person while they are simultaneously being hit
by the Shuriken. The shuriken itself does terrible damage, usually
never going above 40. At max the Shuriken can hit someone around 8
times. The shuriken itself won't be doing the damage, so that's where
you come in to lay down the pain. Anyone being caught will also be
unable to successfully panic their way out, because the moment they
recovery from their panic attack, they are bound to be hit by the
shuriken again.


Overview:
=-=-=-=-=
	203 astros for this exocore is a tad expensive, but it's
well-worth the cost if you can get creative. Soul Fighters lacks
a good SP stat, so constantly being able to use your skills might
be a problem.

	The first skill is simple. It can pull off some nice tricks
by hitting people behind your, under you, and in front, all at the
same time. It's also a good ground hit.

	The second skill is probably the reason people get the
exocore. You can simply set up a trap where people already are at,
or will be. One you catch someone, you can do many things. If they
are standing on the ground, you can simply just pull off a few
incomplete combos (like don't do the last finishing hit), or even
just ram them off if they are near an edge. People who are airborne
will simply bounce of the shuriken, setting up a potential juggle.

	This exocore takes a lot of in-game experience to be good
with, but it's well worth it if you can master what it has to offer.







====================================================
====================================================
Blue Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================
====================================================

	The first alchemist astro exocore is a fairly interesting one.
It's a full transformation of a blue armored knight (fat one that is).
With this, you obtain legendary reach with your punches and one of the
most potentially dangerous overdrives in the game. However it comes at
a cost of having your character running like he/she has no control of
his/her limbs. You also walk like a pregnant woman with this exocore.


Overdrive 1: Butt Crush
=-=-=-=-=-=-=-=-=-=-=-=
	A very good overdrive, however it has one glaring drawback,
too predictable. This is best for group brawls where people are just
clobbering away. Pull this off and not only will it do 400+ damage, but it
will send your opponents flying up. You can then follow up with
ANOTHER Butt Crush and send them flying again. They should fly at a
lower altitude but you can still follow up with a Giant Swing and Punch.
That's a total of around 1000+ damage, which is crazy. However
otherwise, this overdrive is difficult to connect, as people can merely
jump or block.

Overdrive 2: Reinforce
=-=-=-=-=-=-=-=-=-=-=-
	The idea that the robot can boost its own defense is pretty neat,
however it's not as useful as it seems. The SP cost is reasonable, but it
just doesn't last that long.


Other Attacks:
=-=-=-=-=-=-=-
Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw
the enemy behind but instead pick your enemy up and slam him/her
down on the ground. The enemy will bounce a few times away from
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good range
and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit
the enemy and bounce back. Even if the opponent blocks this, the
bounceback will make sure you are safe.


Overview:
=-=-=-=-=
	The Blue Iron Armor was the 1st out of all the armors to come
out. It's a pretty neat exocore, disregarding a user's scroll and providing
him/her with a whole new moveset. The punches have extroadinary
reach, probably the best in the game. The damage it deals isn't to shabby
either. However it's also one of the slowest exocores in the game, and
the kicks are pretty much useless. The grapple is useful for opponent
who are turtling near edges, and the additional tackle speed and distance
is helpful as well. Overall an excellent exocore for a decent astro price.







====================================================
====================================================
Blue Skyhorn - 162 Astros - ELEMENTALISTS ONLY
====================================================
====================================================

	The Blue Skyhorn is the ice sibling of the trio. Aside
from that, and being blue of course, it's the same exocore as
the other skyhorns. The sound effects of the ice arrow is actually
taken upon Warcraft III's frost arrow sound effect. I believe the
frost arrow is an upgrade of the "Priestess of the Moon" Hero for
the Night Elf race. Anyhoo, I don't play Night Elves. The Blue
Skyhorn is one of the most broken exocores so far in my opinion,
(others are broken too, but blue is probably the worst).


Overdrive 1: Frost Arrow
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The user will shoot out an blue arrow out of his/her crossobow.
It comes out really fast, and it travels very quickly too. The
only other ice attack in the game drains around 220 damage on
impact and it freezes your opponent for a second. A second is
enough to be able to sneak in a combo when up close or shoot
another arrow to give your opponent little options other than
block or to get hit.

Overdrive 2: Skyhorn
=-=-=-=-=-=-=-=-=-=-
The user will shoot a yellow energy bolt at the sky and it will
rain into many shards with scatter accross the ground. A very
useful Area of effect attack. This overdrive consists of two
attacks. The first part is where the user shoots up. Anyone
near or above will be shot. This means you can shoot through
roofs to hit the enemies above. The second part is where the
shards come down and scatter around. The shards will scatter
around the user for a short time and then quickly fly up
and disappear. If you got hit by the first part, you won't
get hit by the second. Deals good damage, but SP cost is
a tad high. It's worth it though, unlike some other exos,
cough...cough...IronFist.


Other Attacks:
=-=-=-=-=-=-=-
Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's
fast and powerful, and can angle well. Couldn't have asked
for a better punch combo for this exocore.

Spin Kick - P,K = Nearly the same as the kick combo. Same
knockback, and similar damage (if not the same).

Back-Up Kick - K,K = This is the only two hit combo, that
has very high knockback. It looks dull and boring for sure,
but never overlook this attack. It's extremely useful.


Overview:
=-=-=-=-=
	A great exocore. A very useful projectile, great mob overdrive, and
versitile combos are all aspects of this exocore. Even better, it's often
viewed as a minimal threat by many players, when compared to the likes of
Xero Discus or Blade Spirit. However, Skyhorns will probably be one of
your most feared exos in team games.

	With three skyhorns out now, people are debating which one is the best
like it's some sort of presedential election. I'm going to try to outline
the pros and cons of each aspect of skyhorns projectiles:

- FIRE does the most damage on impact (280 damage) and knocks people down.
The most useful on bridges as it can score some easy edge kills. However,
after someone is shot by the arrow, the skyhorn user cannot follow up with
anything other than just to wait for the person to get back up.

- POISON does the least damage on impact (100 damage) and has a similar
hit impact to that of a slide tackle (means that if you hit a grounded
enemy they will just get hit and not fall down. Same applies to an airborne
enemy but instantly fall back on the ground). Not falling down, means you
can follow up with other tactics like shooting them again or beginning
a combo if they are close enough. However the damage that the arrow
inflicts relies on the poison build up, meaning you have to wait for your
opponents to die and that shooting them repeaditly doesn't really do as
much damage in the long run. The poison does slow down people as a side
effect.

- ICE does 220 damage and freezes someone for a second. There is absolutely
no knockback at all, making it the least edge-able arrow out of the three.
However you can easily score consecutive hits on an airborne enemy by just
rapid firing (because they can't block in mid air and the arrow will come
at them like a half second after they unfreeze). If an enemy is close enough
you can attempt to sneak in a combo.

	Ice is NOT as good as it seems, but that's justifiable since it's
supposed to balance out with the other two skyhorns. That 1 second freeze
can do some pretty spectacular things if used right. It just seems to me
that the fire one is a bit lame, but a 300 damage faster traveling bullet
with edging potential is nothing to laught at.

	Skyhorn is a whole different overdrive. Just use it in mob fights,
and you'll bound to hit at least one unlucky fellow. The shards that fly down
also fly back up before disappearing. You can use this to your advantage. In
moving screen games, near the top, if someone is edge-guarding on the
middle plank (the one you jump from to reach the top), and you are standing
the lower plank (the one you jump from to reach the middle), you can shoot
one of this and the shard will hit the edge-guarders back. Talk about neat.

	Combos are pretty self-explanatory. Never underestimate this exocore.
It's much better than it looks.

Note: I copied some of this from the Red and Green Skyhorn section because these
three exocores are quite similar.







====================================================
====================================================
Brown Taurus - 203 Astros - SOUL FIGHTERS ONLY
====================================================
====================================================

	Perhaps the most obvious Warcraft reference ever. The second
overdrive works just like how it does in Warcraft III, allowing the
Tauren/Taurus to stun enemies that are hit by it. For the Horde!
RF calls them Taurus to barely dodge potential Blizzard lawsuits
(The WC and RF Tauren/Taurus look exactly alike almost). Taurens in
Warcraft III were among the Orcish Horde's most powerful ground
units, having a pretty hefty health, dealing hefty damage, and
having a pretty dangerous passive ability: Pulverize, which grants
a 25% chance of their basic attack becoming an AOE attack.


Overdrive 1: Pulverizing Smash
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The bull will hollar a warcry "An earshattering "MOO!" and slam
his/her totem forward. Those who are hit will be stunned and be
open to an attack right after the Taurus recovers. Not as good
as the Totem Rampage as this special is slower, weaker, and
has no knockback at all. However the knockback and weaker part is
not necessarily true as you immediately follow up with something
such as a punch combo. It's a good special, but Totem Rampage
has more practical uses. This attack can also hit people on
the ground, making this more useful than how I'm describing it
right now. If you can though, you'll want to conserve SP for
Totem Rampage.


Overdrive 2: Totem Whirlwind
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The bull will immediately make 3 full revolutions with his/her totem
sticking out in the front. A very quick attack to come out and works
excellently as a combo breaker and mob killer. It hits up to three
times and does respectable damage each hit. It also lifts up your
opponents and sends them farther depending on how many hits connect.
Amazing priority, crazy range, and versitile edging makes this
the most useful Taurus special. Missing it isn't a huge deal either
as the block-hit stun is quite large so the moment your opponent
blocks this and is able to attack is the moment you recover from
this attack. Most people who try to sneak in a hit after witnessing
you use it, will either be hit by the last swing, or too late as
you are already ready to block or fight back. Is it Cheap? Definitely.




Other Attacks:
=-=-=-=-=-=-=-
Totem Swing - P,P,P,P = Once one hit connects, the rest will
probably too. Good damage and amazing reach. It's pretty slow
however.

Stomp n' Gore - K,K,K = Pretty balanced in all aspects, as it's
fairly fast and still quite powerful. The last hit is the best
angling hit that Tauren will have to settle with.

Totem Smash - P,K = Taurus' juggle starter. Hardly anyone
uses this because Taurus is a pain to juggle with.

Ole! - P+G = Taurus' throw is the same as any other normal
throw.

Bull Air Punch - P (while airborne) = Taurus's air punch
is no different.

Flying Bull - K (while airborne) = Taurus's air kick is
no different.

Bull Charge - P (while dashing) = Taurus' tackle is quite
identical to a normal one.

Bull Rush - K (while dashing) = Tarus' slide is unique because
it works like a normal slide, but you move quite fast and
you run literally through your opponents while damaging them.
You can also run quickly to enclose small gaps such as
from the Glacier mainland to the small island in the middle.
Beware of falling off though.

Recovery Kick - K (while down) = Taurus's recovery kick is
the same as normal, except with a little more reach.


Overview:
=-=-=-=-=
	Taurus can be summarized as "Iron Armors" for Soul Fighters, and
it's better. Like Iron Armors, they are remarkably big, making them big
targets for anything that comes at them. Being big, they also must be
stereotypically slow, a weakness for many Taurus regular attacks.
There is one fast attack only in the entire Taurus moveset, and that
happens to be its most useful overdrive. That special will be your
bread n' butter to edge people, clear out mobs, and to score painful
3 hits specials if you land a successful combo break. Juggling is an
option for Taurus, but it's hardly practical as it's not only hard
but it's just so much easier to just press punch three times than
incorporate precise timing.

	The kicks are good for angling, and the Stomp n' Gore special
is an excellent way to hurt a confined group of enemies. It also hits
people who are lying down, so it can work similarly as the Default
Striker Exocore's Terra Crush. Good damage and has some practicallity
so don't be afraid to use it when Totem Swing is getting dull. Using
this when you're right in front of somebody will cause this attack to
hit their back disregarding the fact whether they are blocking or not.

	Totem Rampage is very cheap in that its block stun makes
is too long for anyone who is blocking to fight back, and that it
can instantly score some easy edge kills in a huge radius.

	Bull Rush is interesting, but can often result in a tragically
stupid suicide since the Taurus runs so far when this is used. Just
be smart while using it.

	Most people don't want to eat a painful Tauren combo so they
will just turtle through most of your attacks to wait for a good
opportunity to counter. Just throw or use the Pulverize special since
it can work as a back hit too.

	Overall, Taurus suffers from similar problems as the alchemist
Iron Armors exocores. Being a large target and a rather slow attacking
one too, greatly cripples both exocores, but the Taurus makes it up
with its reach and power, along with its two useful overdrives. Hard
exocore to master, but it has potential.













====================================================
====================================================
Cannon Barrel - 10500 Carats - ALL CLASSES
====================================================
====================================================

	A Barrel on your arm with a nozzle sticking out to shoot bullets.
That's exactly what this exocore looks like. The bullets that this exocore
shoots bears a lot of resemblance to the infamous Super Mario Bros. enemy:
Bullet Bill. God those guys were annoying.


Overdrive 1: Bullet Shot
=-=-=-=-=-=-=-=-=-=-=-=-
The cannon will shoot a fast bullet. The bullet does quite a bit of damage,
able to go up to 300 damage, and doesn't cost much SP at all. An excellent
projectile, and should be used more than the Smiley Bomb in most cases.


Overdrive 2: Rocket Fire
=-=-=-=-=-=-=-=-=-=-=-=-
The cannon will charge and shoot a slow moving large bomb with a
smiley face. Moves relatively slowly, but it's big, making it difficult
to sidestep. If it connects, it deals around 200-400 damage, and sends
the person up in the air. You can follow up with a combo but you must be
quick to know where your opponent will land and when. SP cost is considerably
large.


Other Attacks:
=-=-=-=-=-=-=-
Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	The Cannon Barrel is free to use for any class and is the most basic of
exocores in terms of projectiles. It's very powerful, but quite slow as well.
The SP costs of its attacks makes it better for elementalists to use, so I
don't recommend this for soul fighters or strikers. Using this exocore
effectively is simple. Just shoot at people, or where you think people might
be. Use the Bullets to hit faster people, and the Rockets to hit mob battles.

	The small bullet is good for just sniping people and the damage is
not far off from the Rocket. With a tiny SP cost, I suggest to use this
more than the rocket.

	However the rocket has it's uses as well. Small clustered areas such
as bridges are perfect times to use the rocket. Not only does it deal around
400 damage, but it sends your opponents sky high allowing you to follow up
with a slide tackle, ram, or juggle, assuming your timing is good enough.







====================================================
====================================================
Cannon Launcher - 13500 Carats - ALCHEMIST ONLY
====================================================
====================================================

	Similar looking to the Cannon Barrel but it's all black. The Chinese
Red Symbol is pronounced as "Huo" and it means "Fire".


Overdrive 1: Bullet Shot
=-=-=-=-=-=-=-=-=-=-=-=-
The same exact overdrive as the Cannon Barrel.The cannon will shoot a fast
bullet. The bullet does quite a bit of damage,able to go up to 300 damage, and
doesn't cost much SP at all. An excellentprojectile, and should be used more
than the Smiley Bomb in most cases.


Overdrive 2: Homing Rocket
=-=-=-=-=-=-=-=-=-=-=-=-=-
The cannon will charge and shoot a slow moving large bomb with a
smiley face, that will lock on and home in on a target. The difference with
this to the Cannon Barrel Bomb is that this one chooses a target and homes in
on it. This makes the Cannon Launcher much more useful, because you don't
have to bother aiming as it will seek a target on its own and follow it.
However, the bomb now disappears after it hits something, whereas the
non-homing one would keep on going.


Other Attacks:
=-=-=-=-=-=-=-
Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	Pretty much the same exocore as the Cannon Barrel, with a slight twist. Not
only is it BLACK and it looks cooler, but the homing bomb is actually worth the
additional 3,000 carat cost.

	The small bullet is good for just sniping people and the damage is
not far off from the Rocket. With a tiny SP cost, I suggest to use this
more than the rocket.

	The rocket is more useful in more cases now that it has the ability
to home in on a specific target, meaning you don't have to aim or randomly
shoot everywhere in hopes of hitting someone. The damage is the same and so
is the knockback properties (it will still end your opponent sky high for
a juggling opportunity).





====================================================
====================================================
Cyclone Charger - 99 Astros - ELEMENTALIST ONLY
====================================================
====================================================

	Remarkably underatted exocore, and it's perhaps the best for the
buck. It doesn't even breach the 100 mark and it has a super powerful
punch combo with a pretty useful overdrive.


Overdrive 1: Cyclone Burner
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will summon a small tornado that travels forward for a
short distance. This projectile is pretty lame as it does pitiful damage,
travels slowly and dissipates after a short distance. SP cost is low,
but it's just not useful. The knockback when it's blocked is quite
large though, so it can be used to chip people off edges.


Overdrive 2: Cyclone Field
=-=-=-=-=-=-=-=-=-=-=-=-=-
The elementalist will put his/her palm on the ground and summon a tornado
from that spot. The tornado will gradually expand and catch and stun any
who makes contact with the tornado. The unfortunate people who get caught
in the tornado will fly up temporarily and spin around then hit the ground.
Before the reach the ground you can perform a juggle with the Big Punch combo
provided by the exocore.

This exocore is also unique because it has a huge knockback distance if it's
blocked. People who block this exocore gets pushed back a huge distance, thus
making it risky to block in small platforms. You can pressure people to
whether get caught in the tornado, or pushed off an edge trying to block it.


Other Attacks:
=-=-=-=-=-=-=-
Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	A unique exocore with a pretty useful overdrive, only hindered by its
lackluster speed and terrible projectile. The main thing to master is getting
down the timing to juggle people who get caught in your Cyclone Field. Doing
so can result in lots of damage, as the Big Punch Combo is powerful. You can
also use the Tornado Shield to push blocking enemies off cliff as the knockback
is HUGE.

	Yes, the Cyclone burner is a pretty crappy excuse for a projectile, but
it has its uses suprisngly. First of all, it does not dissipate after hitting
someone, meaning that it will go thru somebody. Second of all, it does not
knockdown people if it hits them while they are standing, so you can quickly
attempt to follow up with a punch combo or something after they are hit. Third
the stun time (like all of the cyclone chargers attacks) have a large block-hit
stun, meaning if someone blocks your overdrives, they take awhile to unblock
and attack. Using these properties, you can pressure someone, but do your best
not to let them run away.

	An excellent exocore if used correctly, otherwise it's too predictable
as most people won't even go near the tornado. Use it near mobs where people
don't pay attention to their surroundings as much as they would if they
focused all their attention on you. The Cyclone Field is great for blocking
narrow areas and edge guarding.







====================================================
====================================================
Demon Samurai - 210 Astros - ALL CLASSES
====================================================
====================================================

	In the old days of the Japan, the dream and ambition of nearly
every Samurai was to be famous and well-known so that their name could
forever be written in Japan's history. However, this dream was an
impossible one to many, and with that being said, a legend was born.
This legend was about Samurais who sold their soul in exchange for
skill and power beyond those of most humans. These people were called
the "cursed samurais." As for armors with mouths, I'm not quite sure
if that was part of Japan's history, but I know that RF based this
exocore from Bishamon from the DarkStalker series. Aside from the
looks, the only difference between this and the normal Samurai
Exocore is the 2nd overdrive.


Overdrive 1: Quick Draw
=-=-=-=-=-=-=-=-=-=-=-=
	The user will prepare his/her sword for a dashing quick draw
strike. This overdrive deals good damage and covers a decent area,
but it's fairly easy to block because it takes around a second to
come out. It also has a long cooldown before it can be used again.
You can use this to quickly dash over small gaps like from the
glacier mainland into the middle island. It's best used in mobs
to interrupt other people's battles.


Overdrive 2: Burning Demon
=-=-=-=-=-=-=-=-=-=-=-=-=-
	The face on the armor will spew out a large flame. This
attack is very powerful and unblockable, and it actually also
comes out faster than it's first overdrive. The major drwaback
is that this skill has the longest recovery time in the
game for almost a whopping three seconds of you being vulnerable
after the attack. Many times it's possible to be hit by the
recovery punch/kick of the very person that you hit with this
attack. The flame covers a decent area though, but you have
to be very careful in deciding when and where you use this.


Other Attacks:
=-=-=-=-=-=-=-

Samurai Swordsmanship - P,P,P,P = A series of 4 slashes. If the first slash
hits, the following slashes will connect.

Lethal Cut - K,K,K = Samurai's kick combo.

Death Cut - K,K,K (fully charged) = Same as the lethal cut, but it's
now unblockable.

Jumping Sky Slash - K,P,P = Samurai's aerial hit. Can hit over fences and
be 100% followed up by a ground hit.

Sword Parry - K,K+G = Samurai's 2-hit combo.

Spinning Blade - K,G(G MUST BE PRESSED RIGHT AFTER K) = Samurai's ground
hit. It hits twice, but only the last hit is a ground hit.


Overview:
=-=-=-=-=
	This exocore partially transforms your look, leaving only your
head and shoe unchanged. While the outfit does look a bit clunky, it's
still pretty cool in my opinion. As an exocore, it's pretty powerful and
in the right hands, this thing can really kill.

	The punch combo is harder to control than it looks. The hitboxes
are not very reliable. There are times where you can land the first three
hits of the punch combo just to have the last one miss. It's also a pretty
poor angler, but at least the damage is good. Also note that the last
hit has a long block stun, so you can use that to your advantage to
escape or apply further offensive pressure if your punch combo is blocked.

	The kick combo is good stuff, and the ability to turn twice is
pretty useful to suprise those who try to sneak up on you from the side.
It recovers fairly quickly as well. As for the KPP combo, it's actually
Samurai's most powerful attack, because that can 100% be followed up
by the ground hit. You'll need some precise timing to get this down,
but once you do, you'll be eating away your opponents life 550+ damage
at a time. KK+G is just a two hit knockback, and should be used whenever
there's a quick edge kill is needed.

	Samurai's first special is pretty good for clearing out straight
line mobs. It does good damage and the attack goes by really fast, but
there's a slight start up time which can give your opponent to easily
block it. Also note that you move through your opponents during the middle
of your dash.

	Samurai's second special varies upon which Samurai exocore
you're using. In this case, the Demon one spews out a pretty big fire.
The user is invincible as long as that demon auro is projecting from
him/her, but once that flame is gone, you take almost around three
seconds to recover, which is more than enough time for your opponent
to scratch his nose, eat a chip, and go for a combo. It's unblockable
and for an unblockable attack, this comes out pretty fast. Like I said,
it's a great overdrive and it deals tons of damage, but if you're not
smart when using it, you might regret it.

	Overall Samurai is pretty good. It's close-combat attacks are
a bit difficult to aim sometimes, but it's just something that you
might need to get used to. It's skills are good as well. It's basically
a different and more varied version of the Soul Fighter's Blade Spirit.
It's a great exocore, but only in the right hands.


Note: This was mostly copied from the Samurai section because the two
exocores are almost identical.







====================================================
====================================================
Dragon Striker - 111 Astros - STRIKERS ONLY
====================================================
====================================================

	Dragon claws and feet. You gain very long tails and toenails for
your battle needs. Was originally the very first astro Striker exocore.
Don't underestimate it, it's actually quite powerful.


Overdrive 1: Dragon Grave
=-=-=-=-=-=-=-=-=-=-=-=-=
The striker will spin around once and quickly jump up and perform an
uppercut. This does not go as far as the Dragon Twister and doesn't do
as much damage either, but the best thing about this Overdrive is that
it knocks people over fences which is useful in maps such as Moonlight valley.
Hits twice and can fence edge if close enough.


Overdrive 2: Dragon Twister
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The striker will ready himself/herself propell his/her body forward
and spin with the claws in front. Deals good damage and moves quick.
The charge time makes this Overdrive easy to anticipate, so its best
to use this attack on mobs and when people can't see you. This
attack travels far, so be careful not to fly off the map.


Other Attacks:
=-=-=-=-=-=-=-
Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
The claws add great reach.


Overview:
=-=-=-=-=
	For something that was so powerful when the game came out, I hardly
even see this exocore anymore. It's a shame because it's actually still a
very good one too. Good damage, spectacular reach, and straightforward
overdrives are the charms of this exocore.

	Dragon Grave is pretty useful but it's relatively slower compared to
Dragon Twister. Dragon Grave does 200 damage per hit, whereas Dragon Twister
does slightly smaller damage (like 380). If you ever run out of SP, the Rip
Claw combo does amazing damage with among the best reach in the game. Not a
bad bargain at all.

	A pretty simple and easy exocore to use. It's very powerful and the
Overdrives are fairly decent. If you see a good time to use the Dragon Twister,
such as when people all mob into a line or group, then just keep using it. The
claws have an amazing reach so you should use those often. Easy exocore to use
effectively so it's great for beginners and advance players alike.







====================================================
====================================================
Dullahan - 198 Astros - ALL CLASSES
====================================================
====================================================

	Dullahan is a headless horseman which is a part of an Irish myth.
The Dullahan apparantly supposed to carry is own head and ride around
endlessly. He only stops to call out a name for a person who's due to die.
Once the name is called, the person perishes immediately. Other headless
horseman tales include the famous American fairy tale "The Legend of
Sleepy Hollow". Jeez, to call out people's name and have them die. At
least Light Yagama from the Deathnote series never got ahold of such power
right? Unless... Dullahan is Kira! (another plot twist!) Please
ignore that awful reference. This is also a holiday exocore such that
it's only going to be buyable for Halloween probably, but the exocore
itself is permanent.


Overdrive 1: Coffin Prison
=-=-=-=-=-=-=-=-=-=-=-=-=-
The user will spin around with a dust cloud around him/her. People who
are hit by the area of the dust cloud will be trapped inside a coffin.
After a few seconds, the coffin explodes and shoots the person at the
opposite direction he/she was facing along with dealing 250+ damage.
It has a fast start-up and is good for mobs. Once the people are
shot out of the often, you can hit them with a ground hit. Just
be careful when using this as it's blockable, and if they are close
enough, you are vulnerable. This attack can also trap up to 9
people (obviously there will be less than 9 people in battle
games, but in boss/zombie mode it can only trap 9 enemies per
use).


Overdrive 2: Skeleton Stampede
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The user will quickly summon a row of six skeletons that will run
straight forward. Skeletons shatter upon impact, so they are basically
just projectiles. Great damage and it multi-hits pretty easily.
Being a six-staged projectile that comes out quickly and recovers
quickly as well, there are a lot of uses for this. If people attempt
to block this, you can easily run to them while they are blocking
the skeletons for a free throw. If they choose to not block
the skeletons, they will probably be hit by around 2-4 skeletons.


Other Attacks:
=-=-=-=-=-=-=-
Cavalry Swordsmanship - P,P,P,P = Dullahan's unique punch combo.
Good combo overall with good reach, damage, angle-ability, and
knockback.

High Sword Swing - K,K = Dullahan's Launcher.

Horse Headbutt - P (while running) = Dullahan's Dash. The horse
will attempt a headbutt. It's pretty similar to the Sheep's
headbutt.

Joust - K (while running) = Dullahan's Dash. The user will
charge straight forward, hitting and going through whatever
is in his/her way (similar to Taurus's running kick).

Grave Stomp - G (while running) = Dullahan's ground hit.
It can be done off ledges as well and even jump over
recover kicks.

Fierce Lunge - K,G (G must be pressed right after K) = Dullahan's
special is similar to it's ram, but it comes out more slowly
in exchange for a longer block stun and reach.

Moonlight Spin - P/K (while airborne) = Dullahan's airborne
attack.

Horse Bite - P+G = Dullahan's throw. It's the same as any other
throw.

Horse Parry - K+G (time with enemy attack) = Dullhan's counter.
Same as any other counter.


Overview:
=-=-=-=-=
	Well, this exocore is pretty innovative compared to a lot
of new exocores that have been released. Despite having a lot of
it's animations mimicked from the Sheep exocore, it's still a
pretty unique exocore with the animations of the first special
and the headless horseman's swordplay. By the way, why the
heck is the horse and horseman so small? I can't help feel
like this exocore looks like a puppet that's riding one of
those "My Little Pony" toys. Anyways...

	The first special is great for mobs where no one pays
particular attention to one individual. Just jump into the
middle of a fight and throw this out to suprise people. If
people happen to be facing away from an edge, this can potentially
edge them (because this attack knocks people back the opposite
direction that they are facing regardless if where you hit
them). Just be careful having this blocked. If there's less
than two people around, you'd probably want to just fight
them with your combos instead.

	Speaking of combos, the punch combo on that thing
is pretty good. Juggling is also an great option if you don't
have to worry about other people interrupting your juggles.
Just do a full punch combo followed by a running ground
hit after your launcher connects.

	Dullahan's second special has two purposes depending
on how your opponent reacts. If he/she get's hit, that's
a good chunk of health gone from his/her life bar. However,
if they choose to block the barrage, you can run to them
while they are blocking and throw them. You can even go
behind them and begin attacking from there.

	 Dullahan is a great exocore and the smaller midget
hitbox is pretty neat for avoiding those attacks. Without
a head, those Suriya Crystal Discs won't be of any trouble
against you. You got good specials/combos at your disposal
with this exocore.







====================================================
====================================================
Fire Charger - 10500 Carats - ALCHEMIST/ELEMENTALIST ONLY
====================================================
====================================================

	Those gloves look exactly like Kyo Kusanagi's gloves. The
fact that they both are based upon fire, is no coincidence either.


Overdrive 1: Firestorm
=-=-=-=-=-=-=-=-=-=-=-
The User will raise one arm in the air and hit the ground. The
ground will erupt in flames in a relatively large area. This is an
excellent overdrive for group fights as it deals 100-200 damage to
any opponents who are on or near the ground at a big radius. The SP
cost is small too so use this often.


Overdrive 2: Firewall
=-=-=-=-=-=-=-=-=-=-=
The user will rise one arm in the air, but won't hit the ground with
it. A scorching sound will be made, and the ground underneath the user
will be burning. Anyone who happens to walk on the burning area, will
take damage and be stunned for a while, thus allowing additional follow
up of damage. A good overdrive for narrow areas.


Overview:
=-=-=-=-=
	A simple exocore which has many benefits. If an enemy gets
caught in a Firewall, search for a way to knock him/her off the stage.
Otherwise, just deal as much damage as possible.

	The Firewall has many interesting functions. One important thing
is that people can not jump over the fire wall as its verticle hitbox
is deceivingly high. People who attempt to jump over it will just get
burned and fly up, setting themselves for a possible juggle. People who
just walk over it, will take damage along with being vulnerable to
anything else that hits them for around 5 seconds or so. Take that time
to edge them, and if not, do as much damage as possible.

	Normally no one is dumb enough to just walk over fire, but in
some cases, it's inevitable. Set up firewalls near mob fights to where
you think people might go. For demolition, set up firewalls on the corner
of the top platform where people have to make that "great leap".

	Firestorm is simple and consumes less SP. The damage is decent
(around 180), and the area of effect is larger. However it just knocks
people down the start up time makes it easy to anticipate and block.

	Great exocore if paired up with the right strategy and brains.






====================================================
====================================================
Golden Lion - 185 Astros - STRIKERS/SOUL FIGHTERS ONLY
====================================================
====================================================

	It's based upon an animal called... a Lion!


Overdrive 1: Lion's Roar
=-=-=-=-=-=-=-=-=-=-=-=-
The user will charge up and shoot a enormous lion's head forward.
It doesn't go far, but its range is enormous. It dishes out a
good amount of damage, but it's blockable. People that are right
in front of you will have their backs hit if they are too close
to you. The damage done is slightly more than the Golden Beam.


Overdrive 2: Golden Beam
=-=-=-=-=-=-=-=-=-=-=-=-
The user will quickly leap backwards and disperse a large laser
that quickly travels forward as the user travels back. This
comes out FAST, has a LARGE range, and it HURTS. This is the
highlight of the Golden Lion exocore, and should be used often.
It's blockable, but it can hit the back of someone who's right
in front of you. Excellent for hitting retreating enemies, and
the recoil protects the user.


Overview:
=-=-=-=-=
	I originally thought this was a carat item, but it
never was. Anyways, Lion's Roar is fairly useless, since it
not only comes out slower than the Golden Beam, but it has
less range as well. The damage is higher, but not by a
signficant amount. The Golden Beam is an awesome attack,
doing lots of damage and having a very far range. However,
you're basically paying 185 astros for one attack, so it's
not worth it unless your some big fan of Lions or something.

	Golden Beam has massive range, but another interesting
thing about it is that you can hit people from the back (in
fact you can do this with both attacks). Just use this right
when you are in front of someone and it will hit them from
behind. Good for some mix-up games.

	Lions Roar is meh. It does more damage, but is much
slower. Stick with Golden Beam in most cases.







====================================================
====================================================
Green Skyhorn - 162 Astros - Elementalist Only
====================================================
====================================================

	Slow and Poison? Sound effects are taken from Warcraft III
slow poison effects. In Warcraft III slow-poison was generally
a difficult status to access and was limited only to the Orc
race, who could upgrade their wyvern's javelins to produce this
effect. Wyverns were very good units, but steam engines are by
far the sexiest. Mass them and you can run down a base no matter
how many units attack you. Of course you lose the steam engines
at the end, but it's one of the most hilarious way to destroy an
enemy base. I mean c'mon... steam engines practically have the
durability of a building so it's really funny to see your enemy
units dealing 6 damage per hit to a 700 HP unit as you destroy
their base.


Overdrive 1: Slow Poison Arrow
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The user will shoot out an green arrow out of his/her crossobow.
It comes out really fast, and it travels very quickly too. The
only poison attack in the game drains around 100 damage per
few seconds and lasts pretty shortly. It also slows the poisoned
enemy down. Very useful and spammable due to the low SP cost.
Among one of the most useful projectiles in the game.

Overdrive 2: Skyhorn
=-=-=-=-=-=-=-=-=-=-
The user will shoot a yellow energy bolt at the sky and it will
rain into many shards with scatter accross the ground. A very
useful Area of effect attack. This overdrive consists of two
attacks. The first part is where the user shoots up. Anyone
near or above will be shot. This means you can shoot through
roofs to hit the enemies above. The second part is where the
shards come down and scatter around. The shards will scatter
around the user for a short time and then quickly fly up
and disappear. If you got hit by the first part, you won't
get hit by the second. Deals good damage, but SP cost is
a tad high. It's worth it though, unlike some other exos,
cough...cough...IronFist.


Other Attacks:
=-=-=-=-=-=-=-
Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's
fast and powerful, and can angle well. Couldn't have asked
for a better punch combo for this exocore.

Spin Kick - P,K = Nearly the same as the kick combo. Same
knockback, and similar damage (if not the same).

Back-Up Kick - K,K = This is the only two hit combo, that
has the highest knockback. It looks dull and boring for sure,
but never overlook this attack. It's extremely useful.


Overview:
=-=-=-=-=
	A great exocore. A very useful projectile, great mob overdrive, and
versitile combos are all aspects of this exocore. Even better, it's often
viewed as a minimal threat by many players, when compared to the likes of
Xero Discus or Blade Spirit. Prove them wrong!

	Couldn't have asked for a better projectile. The damage it initially
deals on impact is low, but the poison damage will add up. Eventually the shot
should do around 200-300 worth of damage when the poison dissapates. The
poison arrow comes out much faster than the CannonBarrel's Bullet and travels
faster as well. The shot also slows down the opponent considerably to around
1/3 of the person's original speed. Talk about crazy! The only weakness I can
see is that the shot does not knock down opponents, therefore it doesn't have
much ability to knock people off of bridges and etc. You can easily turn this
into a strength though, as you can shoot someone and then beat the crap out
of him/her.

	Skyhorn is a whole different overdrive. Just use it in mob fights,
and you'll bound to hit at least one unlucky fellow. The shards that fly down
also fly back up before disappearing. You can use this to your advantage. In
moving screen games, near the top, if someone is edge-guarding on the
middle plank (the one you jump from to reach the top), and you are standing
the lower plank (the one you jump from to reach the middle), you can shoot
one of this and the shard will hit the edge-guarders back. Talk about neat.

	Combos are pretty self-explanatory. Never underestimate this exocore.
It's much better than it looks. You can in fact win by just spamming away
the Skyhorn skill.







====================================================
====================================================
Heaven's Fist - 16500 Carats - STRIKERS ONLY
====================================================
====================================================

	You can summon giant fists from the ground. Looks really painful for
those who are hit.


Overdrive 1: Maximum Impact
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Striker will charge and summon a giant fist from the ground in front
of him/her. This comes out relatively fast, and deals around 100-200 damage.
Use this if you feel your opponent is threatening to attack you, but is
relatively far away.


Overdrive 2: Super Maximum Impact
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Striker will charge and summon a giant fist from the ground far away from
him/her. This is pretty much the same overdrive as the Close Range Fist Strike,
except it hits far away, takes longer to charge, has a bigger fist, and deals
more damage. Use this where your opponents can't see you so that they won't
block it.



Overview:
=-=-=-=-=
	A slow and difficult exocore to use. It's powerful for sure, but
very easy to anticipate, dodge, or interrupt. The effective way to use this
exocore is to be tricky. Make sure your opponent does not notice where you are,
and use the Super Maximum Impact to hit him/her. You have to measure the
correct distance and direction as well.

	This exocore takes a bit of luck and timing to execute correctly. A
neat thing about this exocore is that it can provide astro users with a
different kind of juggle. I copied and paste this from the tips section.

Heavens Fist Juggling is just like any other kind of juggling but with a
twist. First of all you need:

1. Astro scroll of some sort (in this case we will use boxing as our
example). Kobudo does not work because it's an elementalist only scroll
and elementalists can't equip Heavens Fist.

2. Striker Class equiped with the Heavens Fist exocore.

Once you have that, we can begin:

1. Hit your opponent with your launcher attack. This is boxings P,P,P,P
combo.

2. Right after hitting your opponent with the launcher, moving a little
forward and immediately do the short Heavens Fist special

3. Your opponent should land on the ground and the fist should come
out shortly after. If all goes well, you opponent should be up in the air
again, but behind you this time.

4. Turn around and juggle.

	This is useful in cases where you're being pushed to an edge but
cannot seem to grapple your opponent. This also deals more damage
than if you were to just juggle after the launcher.

	Heaven's fist is only as good as you want it to be. There's a
large difference between how a beginner uses it and a professional uses
it.






====================================================
====================================================
Hellhand Gauntlet - 203 Astros - STRIKERS ONLY
====================================================
====================================================

	Anything involving the hell and devil himself is bound to be powerful.
In this case it's no exception. Most likely based upon a concept from the
Soul Calibur series. Every Soul Edge weapon has an eye on it similar to
how the HellHand is portrayed. Then again, never doubt that Nimonix is
capable of their own ideas.


Overdrive 1: Hell Crescent Spire
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The user's Hellhand claw will glow and throw a slow traveling fire
beacon that will travel for a small distance. From the beacon a giant
fire spire will rise. Anyone who is hit by it will be sent up as if they
are hit by a Tornado Charger cyclone and can be followed up with a combo.
Those who are airborne and are hit by it, will just simply take damage
and bounce off. The damage on this thing is HUGE, going up to 650+ damage.
The only problem is landing this attack properly. The hit box is not
large and it takes at least 3 seconds to come out. Not only that, but
it's can be seen from a mile away. The best way to use this (once again)
is in mobs, but if you can predict someone's recovery punch, this
can be effective as well. You can also be sneaky and use this on
lower elevations to take advantage of the spire's tall height and
hit people from below. Due to the SP cost and situational uses of this
overdrive, you might want to keep it's use to a minimum. This attack
is also unblockable.


Overdrive 2: Hell Discharge
=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will point forward with the Hellhand claw and shoot
out three orbs that spread a little before disappearing. Great damage
once again, but despite this being faster than the first overdrive,
it's still a slow one. The orbs don't go far before disappearing and
it is also blockable. Generally, you should use this like how you
use most projectiles, but just throw one and then fight, because
spamming this from a distance is pretty bad.


Other Attacks:
=-=-=-=-=-=-=-
HellHand Sweep - P,P,P,P = A series of ground sweeps with excellent
reach and damage. Quite possibly the highlight of this exocore.

Gremlin Hop - K,K,K = A unique kick combo. The second kick is a hop
that is intended to jump over your opponent. The final kick is
a forward slash.

Demon Stab - K,K,P = Same as the Gremlin Hop, except the final punch
hits the other way. Angling is inverted so to angle your attack upwards,
you have to press down on your keyboard, and to angle it downwards
you have to angle it up.



Overview:
=-=-=-=-=
	What we have here is an exocore that looks incredibly overpowered
when seen and demonstrated, but is actually pretty average in-game. It's
still an exocore that will kill you within seconds if you're not prepared
to fight against it, but it's overdrives can easily be deemed useless
if your opponent is cautious to avoid it.

	By far the best trick to use the first overdrive is to use it when
your right in front of your opponent. He/she will probably try to take
advantage of this by hitting you. If this happens, use your panic attack
to push them into the fire spire behind them, then go for a combo while
they are being spun up. You can even demoprh your exocore and attempt
a nanmu juggle. Another trick to landing the first overdrive is to
find a favorable situation where your opponent might recovery punch.
move right in front of their lying body and then instantly use your
first overdrive at where they might be heading. If you're lucky, you
will catch them.

	Both overdrives are slow and have difficulties hitting so
the decision of which one to use doesn't really matter. The first
overdrive is an all-or-nothing kind of attack, while the second one
is just slightly more reliable. You decide what's best for each
situation. It doesn't really matter, because the best thing about
the HellHand is the punch combo actually.

	Another thing that needs mentioning is the kick combo. There
are two follow ups after the hop, and that is to either move forward
and slash, or backwards. You only do the backwards one if you actually
make your way over the opponents back (and preferably hit them on that
second hit too). Generally a lot of mind games can be played with the
kick combo, but often times, you will be missing and thus confusing
yourself as well. Just remember that if you're against a wall, You
should always do the forward slash (K,K,K).

	A good exocore, but not as overpowered as it looks. If you
can land hits consistently with it then you're bound to be a huge
threat. Most of the time, you'll spend your time missing your
overdrives just to make your opponent feel better about their
evasiveness. If that's the case, slap them with that huge ugly
HellHand of yours. The punch combo is where it's at for this
exocore.







====================================================
====================================================
Ice Charger - 203 Astros - ELEMENTALIST ONLY
====================================================
====================================================

	An exocore with the unique ability to freeze people, and for the
longest time too (the other is blue skyhorn, but not as long). The first exo
to introduce this status effect. Pretty difficult to use, but it has plenty of
uses, especially in team games.


Overdrive 1: Death Chill
=-=-=-=-=-=-=-=-=-=-=-=-
	The elementalist with harness ice energy in his/her hand and
unleash it in a wide mist that travels at a short distance. Anyone caught
within the mist will instantly become frozen. If you come up against someone
who has this, RUN!!! Even if you block, you will be frozen. Even if you are
airborne, you will be frozen.

	The approach to using this effectively is finding the best way to
punish your frozen enemies. The number one thing you want to look for is a
possible way to knock them off the stage. A grounded opponent can be tackled
or punch/kicked. A blocking opponenet must be hit from behind, or by a guard
breaking attack. An airborne opponent can be tackled if he/she is low enough
or be juggled by kicking him/her and catching him/her with a punch for they
land.

	You would want to freeze your opponent as much as possible before
getting the opportune time to kill or knock them. If you can't seem to think
of anyway to knock them down, just go behind them and complete a punch or kick
combo. Once they are lying on the ground, do another Death Chill, so then they
get up they will be frozen again. I know it's cheap, but people paid 10 bucks
for this...

Or at least some people did >.>


Overdrive 2: Ice Javelin
=-=-=-=-=-=-=-=-=-=-=-=-
	The elementalist will quickly form a spear made entirely of ice, and throw
it forward. This is a pretty good projectile as it doesn't disappear after
hitting someone. This is excellent for bridge battles and it deals good damage
 as well. However, I would use this sparingly as saving SP for Death Chills
should be the main priority of many elementalists who use this exocore.


Overview:
=-=-=-=-=
	Overall, a pretty expensive exocore and for a good reason too. The Death Chill
overdrive itself is worth it, being one of the most useful (and rigged)
overdrives in the game. The Death Chill is there for your abuse, and
use it intelligently to cheap your opponents in as many ways as possible.
This exocore is absolutely brutal in stages like Moonlight Valley and Inferno,
where it's easy to be knocked off. This exocore is best paired with hard
hitting versitile scrolls like Shaolin or Murekwon. Better yet, pair it with
a scroll with a guard breaker. If people manage to be blocking while frozen,
you can safely charge up a guard breaking hit for them.

	This exocore is also disastrous in maps such as demolition. A simple strategy
 near is at near the top, when the timer gets to around 50 seconds, the screen
 will start to move up again. Soon the only safe platform will be the highest
one. You can just freeze your opponents at the lower levels and keep them
frozen. Before they are able to break free, they would already fall off the
screen. The same applies to Hangar games. Very very cheap tactic,
and you have to be prepared for some insults.

	Now that almost every exocores will be around 180-200 astros, I guess
this could no longer be called expensive.








====================================================
====================================================
Invincible Fist - 210 Astros - STRIKERS ONLY
====================================================
====================================================

	Most unimpressive exocore for its price. Something like this should at
MAX be worth 170 astros. It leaking sand from the tip which could be a homage to
the Naruto character: Gaara of the Sand, who would carry around a gourd of
sand and manipulate it to his will. The back of the bag reads something like
(Heaven under "something") I forgot the last two characters. Asian languages
are a bore to learn and read, and is hell to write.


Overdrive 1: Explosive Impact
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will quicky jump forward and slam the ground with his/her palm
with the additional add of the mysterious bag behind the user. Damage is good,
Sp cost is low, and it works well as a ground hit. Using it on a blocking enemy,
you can hit someone's back with it even if they are facing forward (just like
Blade Spirit's Splitter attack or any projectiles). This attack has pretty
decent AOE too. It's useful, but that large leap makes it somewhat difficult to
aim at nearby enemies. Its sole and best purpose is to work as a 200 damage
ground hit and as a tricky back hit.


Overdrive 2: Blind Murder
=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will throw the bag upwards and kick it behind him/her resulting
in a large explosion. A good overdrive I guess, but pretty strange to use. The
bag is actually thrown behind you, so in order to hit anyone, you have to face
away from them. If someone catches you during this attack and manages to run
toward you, consider yourself screwed. Good AOE, but pretty meh otherwise.


Overview:
=-=-=-=-=
	210 Astros? Were talking about Yaki Cannon and Blade Spirit here. This
exocore is not even half of both of those exocores I've just mentioned. Two
unimpressive overdrives and it's worth 210 astros. Clearly a huge rip off.
Anyways...

	Explosive Impact works as a powerful ground hit. That's all it would
be used for, other than a mid-range AOE attack or back-hit. Blind Murder is
a slow ranged AOE attack as well. Both attacks are blockable, but if aimed
right, these attacks can actually be used to go past people's guard (especially
the Explosive Impact). Damage-wise both are great attacks, but that still does
not compensate for the ridulous price.

	You'd want to use it if you don't rely on exocores that dramtically
alter your moveset, and if the current scroll you're equipped with doesn't
have a ground hit. This scroll goes amazingly well with Taekkyon, Zin Taekwondo,
Boxing, Shoot Boxing, and Stinger Boxing.

	I'll admit it's a cool exocore, but if you haven't seen me type it already,
this exocore is a complete rip off. What's OGP even thinking?







====================================================
====================================================
Iron Armor MK2  - 203 Astros - ALCHEMIST ONLY
====================================================
====================================================

	A fancier version of the original Iron Armor design. It's cool looking
perhaps, but it still has the same normal attacks. I'm highly confident that
this exocore was inspired by the Nintendo Franchise: Custom Robo. Of course,
you can call it a Gundam too, but whatever. The japanese have a fetish with
robots. They are going to have perfectly rendered robot chicks for dating.


Overdrive 1: Laser Discharge
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The robot will whip out its two guns behind it and fire lasers out of
them. The lasers stop at a certain point but it goes pretty far before it
stops. The lasers are also unblockable and does a good deal of damage. However
the overdrive has a tremendously long start-up time and cool-down, because the
robot takes nearly a whole two seconds to whip out the guns and put them
back down. Its speed downright cripples this overdrive. When the lasers are
being fired, the Iron Armor also moves back while doing so, so this can either
work as an evasive manuever, or as a dumb way to suicide.


Overdrive 2: Magnetic Ripple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The Robot will slam the ground with one hand at create a small electric
circle. With a small range, so-so damage, and poor knockback, it's not that
useful. At least it comes out pretty quickly and can be used for small mobs.
The electric shock lasts for a small while so even those who aren't hit
at the moment the shock comes out, can accidentally run into it.


Other Attacks:
=-=-=-=-=-=-=-
Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Thunder Uppercut - KG(G must be pressed RIGHT after K) - Unique to the
Iron MK2. It's a single-hit launcher that comes out really suddenly.
Can set up a juggle.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw
the enemy behind but instead pick your enemy up and slam him/her
down on the ground. The enemy will bounce a few times away from
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good range
and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit
the enemy and bounce back. Even if the opponent blocks this, the
bounceback will make sure you are safe.


Overview:
=-=-=-=-=
	Iron Armors have always been slow so you can pretty much expect
what I have to say about this exocore. It's powerful like all slow things,
but that second overdrive is very risky to use. Unique to the MK2 that
the other robots dont have is the Thunder Uppercut which is actually pretty
useful and can even work as a combo breaker against slower scrolls or
delays. After a successful Thunder Uppercut, you can even follow up with
another Thunder Uppercut then a punch combo.

	The skills needs to be used strategically as anyone can easily
take advantage of the long start-up and cooldown time of the second skill.
The first skill may not be spectacular but it's still worth using. The
second skill is best used in chaotic fights where people won't be paying
attention to you (which is unlikely since the MK2 is so big and colorful).

	A so-so exocore. I'll admit it's cool, but it's definitely not
as powerful as some of the exocores in the game (which is probably a good
thing because overpowered exocores are no fun).








====================================================
====================================================
Iron Armor MK 2M - 203 Astros - ALCHEMIST ONLY
====================================================
====================================================

	A fancier version of the original Iron Armor design. It's cool looking
perhaps, but it still has the same normal attacks. I'm highly confident that
this exocore was inspired by the Nintendo Franchise: Custom Robo. Of course,
you can call it a Gundam too, but whatever. The japanese have a fetish with
robots. They are going to have perfectly rendered robot chicks for dating.


Overdrive 1: Missle Bombardment
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The robot will plant both hands on the ground and take 3 seconds to
fire a group of missles in a very large area. The missles will soon explode
individually within miliseconds of eachother. Great damage, massive range,
but the attack takes a very long time to come out. The robot is invincible
for a second right after shooting the missles. Use it when people are not
paying attention to you, as this attack is quite noticeable when it's being
prepared. A great attack, but it must be used wisely, otherwise you're just
painting yourself as a target.


Overdrive 2: Magnetic Ripple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The robot will slam the ground with one hand at create a small electric
circle. With a small range, so-so damage, and poor knockback, it's not that
useful. At least it comes out pretty quickly and can be used for small mobs.
The electric shock lasts for a small while so even those who aren't hit
at the moment the shock comes out, can accidentally run into it.


Other Attacks:
=-=-=-=-=-=-=-
Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Thunder Uppercut - KG(G must be pressed RIGHT after K) - Unique to the
Iron MK2. It's a single-hit launcher that comes out really suddenly.
Can set up a juggle.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw
the enemy behind but instead pick your enemy up and slam him/her
down on the ground. The enemy will bounce a few times away from
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good range
and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit
the enemy and bounce back. Even if the opponent blocks this, the
bounceback will make sure you are safe.


Overview:
=-=-=-=-=
	Iron Armors have always been slow so you can pretty much expect
what I have to say about this exocore. It's powerful like all slow things,
but that second overdrive is very risky to use. Unique to the MK2 that
the other robots dont have is the Thunder Uppercut which is actually pretty
useful and can even work as a combo breaker against slower scrolls or
delays. After a successful Thunder Uppercut, you can even follow up with
another Thunder Uppercut then a punch combo.

	The skills needs to be used strategically as anyone can easily
take advantage of the long start-up and cooldown time of the second skill.
The first skill may not be spectacular but it's still worth using. The
second skill is best used in chaotic fights where people won't be paying
attention to you (which is unlikely since the MK2 is so big and colorful).

	A so-so exocore. I'll admit it's cool, but it's definitely not
as powerful as some of the exocores in the game (which is probably a good
thing because overpowered exocores are no fun).





====================================================
====================================================
Iron Fist - 105 Astros - ALL CLASSES
====================================================
====================================================

	The first common class astro exocore still has the overdrive that deals
the most damage in the game. Of course it's balanced out by being the slowest
and SP-costly overdrive too. It's a so-so exocore, but it truly shines in team
battles and demolition.


Overdrive 1: Iron Ball Crusher
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The user will raise his/her arms in the air for a long time. A giant spiked
iron ball will drop down in front of the user. Slowest overdrive in the game,
but it's the most powerful as well. The ball is huge, and once it falls it
will stay at its spot for a few seconds. Anyone who touches it will
instantly take around 400-600 damage, and fly up in the air. The ball also
hits those who are lying in the ground. The iron ball comes from the sky and
hits area in front of the user, so whoever is areborne on the designated drop
spot of the ball will take damage as well. This also takes massive SP to
use, so use it wisely.


Overdrive 2: Mezzo-Punch
=-=-=-=-=-=-=-=-=-=-=-=-
	The user will wind up one of his/her fist and dash forward with a huge punch.
 The fist grows unusually large for this particular attack. Despite it being
similar to the Mecha Strike charge punch, this one is notably worse. The
damage is decent, but the charge is long and the punch doesn't go as far as the
Mecha Strike's punch. The punch also knocks the opponent up for a strange
reason, so the opponent will pretty much land a step away from where you
punched him/her. You should avoid this overdrive unless you want to just
have fun.


Other Attacks:
=-=-=-=-=-=-=-
Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	To be quite honest, the only thing you would want to buy this for is the
damage. Otherwise it's a slow exocore with not much to offer. There are
some pretty interesting ways you can use this, but you have to be tricky.
In team games, this can be lethal, as the Iron Ball drop can take out a huge
chunk out of anyone's health. You have to use this in a tricky way, by
making sure no one sees you getting ready to throw down an iron ball, as they
 will try to interupt you or dodge the attack. You can only use around 3-4
Iron Ball Drops, and you wouldn't want to use the Wind-up Punch because it's
just not that useful. I personally think this should be a carat exocore, but
if you really want it, then go ahead buy it.








====================================================
====================================================
Knight Blade - 171 Astros - ALCHEMIST ONLY
====================================================
====================================================

	Strangely enough, this exocore is tied with Hell Hand as Gem Fighter's
most expensive scroll (6,300 CS). Most of this cost comes from the excellent
punch combo of the exocore, but the overdrives are not as overpowered as many of
the other exocores in the game. Maybe it's just overpriced in Gem Fighter.


Overdrive 1: Blade Shot
=-=-=-=-=-=-=-=-=-=-=-=
	The alchemist will charge up his/her sword and swing it with a huge wave
appearing in front of it. This attack is Rumble Fighter's first guard
piercing attack. It deals good damage, around 250-400. This attack is
unblockable and the range is quite large, so use this often. If you come up
against this exocore, you should either jump or side-step, as the peripheral
and aerial range of this overdrive is pretty poor. Those who attempt to block
the attack, will be sliced, and open for a painful sword combo. This attack
also hits behind you as well, as part of the sword slash wave goes behind
you, which is really neat to guard against those who attempt to sneak up
from behind.


Overdrive 2: Time Chaos
=-=-=-=-=-=-=-=-=-=-=-=
	The alchemist will swing his sword around in a circle and summon a clock
represented  by roman numerals. The alcehmist will then shatter the clock,
and a wave will come out. This is a pretty strange overdrive, due to its
strange reach and effects. Anyone who doesn't block this will take 100-200
damage and be in a confused status, where his/her controls will be reversed.
The range to this is pretty large, but it doesn't go that far. Due to the large
 height that this attack hits, you can be on lower elevation, and use this
to hit people.


Other Attacks:
=-=-=-=-=-=-=-
Knight Blade Slash - P,P,P,P = The first punch has a long stun, and has a
large range. The rest of the attacks come out fairly quickly. Due to the nature
 of the slashes (the first slash swings up), this combo is excellent for
catching people for an air juggle.


Overview:
=-=-=-=-=
	With guard breaks, status attacks, and a strong/fast P,P,P,P combo, this is
certainly a fearsome exocore to come up against. Use the Blade Shot whenever
you want to touch someone far away, or if an unlucky person happens to be
blocking right in front of you. Don't abuse it though, as once it gets
predictable, it's fairly easy to avoid. The Time Chaos is there for mob
battles. Opponents who are confused will either mostly just block, jump around,
 or attempt to adapt to the change and fight. Once a opponent is confused, just
 chase him/her and deal as much damage as possible. The Knight Blade Slash
combo is your greatest weapon, as it's extremely fast and powerful, so abuse
that often. Farily expensive exocore, but it's really good.

	What I love to do with Knight Blade is to do the first three punches
of the Knight Blade Slash combo. Right after that, I whip out a Blade Shot,
because many people have a tendency to just stand and block after being hit
or when under pressure. If the blade shot hits, you can follow up with
a full combo (or attempt it again, but they probably won't fall for it
again). If it doesn't work once one someone, don't try it again.






====================================================
====================================================
Martial Arts Soul - 25000 Carats - ALL CLASSES
====================================================
====================================================

	Great exocore in the hands of a pro. Otherwise it's pretty bad. Takes
some practice to be good with it, and it takes experience to know every trick
that it is capable of. Based entirely off from Ryu, the main character of the
Street Fighter series. In fact, the whole game has helluva lot characters that
can perform the Shoryuken. The Shoryuken was also fairly famous for having
multiple frames of invincibility (which explains this exocores combo breaking
ability). We started off with Ryu and Ken... Then came that douchebag Akuma,
then
after was Sakura, and *laughs* Dan, with Sean coming after. Don't even get me
started
on Art of Fighting characters.


Overdrive 1: Shoryuken
=-=-=-=-=-=-=-=-=-=-=-
	The user will instantly perform a large uppercut that propells him/her in the
air. Doing this near fences will not make you fall. A very quick attack that
deals pretty lame damage. However this is made up by the fact that this attack
is very difficult to interrupt in the beginning of the attack. The later frames
 of this attack renders the user temporarily invincible, allowing the user to
 easily break out of many sticky situations. If an opponent is throwing a fury
of punches while you are blocking, you can easily whip this out and hit them.
After knocking them in the air, you can then even perform a juggle, but
you have to be quick on your toes. Timing is crucial.


Overdrive 2: Tatsumaki Senpuu Kyaku
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will lean sideways and his/her legs will flash. The user will then
zoom forward with the legs spinning, kicking those who are in the way. This
attack comes out quickly as well, but it's also weak. Each hit of the leg hits
around 30-50 damage, and this attack hits 2-3 times. The best thing about this
overdrive is that it travels far, and if blocked, pushes the blocker at a far
distance. This is good to push back those who are blocking near a ledge.
Otherwise, it's quite useless, as it doesn't hold the combo breaking potential
like the Shoryuken.


Overview:
=-=-=-=-=
	A fairly interesting exocore were it not for the fact that it's so expensive.
25,000 carats can almost get you Mao Gong or Shaolin. I don't really recommend
buying this exocore as its use is fairly limited. It is pretty fun to use
however, as combo breaking can be fairly satisfying. This exocore is also
very useful in moonlight games, and in other situations as well. It's weak
damage though is a bit disappointing, but you can follow up with a juggle after
 using the Shoryuken. Good exocore, but I wouldn't recommend buying it unless
you have lots of spare change, or a huge fan of Street Fighter. However it's
carats, and that is good!







====================================================
====================================================
Mecha Striker - 12500 Carats - STRIKERS ONLY
====================================================
====================================================

	I really like this exocore. That Giant Knuckle overdrive is hilarious
as it is painful to watch. I can't help but go "OH!" everytime someone is hit
by it. Fun exocore, great for its price.


Overdrive 1: Giant Swing
=-=-=-=-=-=-=-=-=-=-=-=-
	The striker will charge up and spin with his/her fists while moving forward.
If it hits a grounded opponent, they will fly up in the air. First off, this
attack is quite slow, and the hit range is fairly poor. Luckily you are moving
 forward while attacking. Once you hit an enemy, you can perform this attack
again and hit him/her while he/she is in the air. You can even throw a Giant
Knuckle, but some timing is required. The best damage opportunity is to use
the huge punch combo, but it's not likely to hit, unless you have some lucky
timing.


Overdrive 2: Giant Knuckle
=-=-=-=-=-=-=-=-=-=-=-=-=-
	The striker will charge up his/her fist and dash forward very quickly with
a huge punch. A fun overdrive to use. Grounded opponents who are hit by this
will fly back very far. Airborne opponents however will just take damage and
get knocked back a little. Blocking opponents will successfully block this,
but will get knocked back pretty far. The damage of this is excellent, doing
around 300-400 damage. The only effective way to use this is to make sure
your opponent does not see you charge. If they do, you'd better hope they make
a mistake, such as, trying to block it near an edge.


Other Attacks:
=-=-=-=-=-=-=-
Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	This exocore is all about power and nothing about speed. The damage that this
exocore inflicts is lethal. A good STR stat boost (about 20+ STR), can cause
the Big Punch Combo to deal around 700 damage almost. However, being a slow
exocore, means that it must be played intelligently in order to best smarter
opponents. The Giant Swing is there for mob battles, and the Giant Knuckle is
to get a huge chunk of HP off those who aren't aware. Take advantage of every
damage opportunity you get, as any hit from this exocore will hurt. Worth the
money for sure, just remember, if you ever need to switch to a faster exocore,
or just can't make use of the slow punches, you can just deactivate
this exocore.







====================================================
====================================================
Metal Force - Free w/ Alchemist - ALCHEMIST ONLY
====================================================
====================================================

	Default alchemist exocore. Second overdrive is still one of my favorites
actually. Full Metal Alchemist right there man. It's a great anime/manga, and
Zolf J. Kimblee is undoubtly the coolest character in the series. Of course
almost every charater is cool like Number 44! Or Greed's chimera team. Call me
a nerd if you will, it's a good story that combines great elements of
character design, action, and philosphies. Not some everlasting crap like
Naruto (Which is like on it's 440 chapter or something). Every good thing must
end.


Overdrive 1: Alchemy Piercing
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The alchemist will charge and dash with his/her sword. This attack goes far,
but deals pretty pathetic damage. I never saw it go above 160, and saw it go
as low as 34. Pretty lame, but it could be use to chase opponents if they are
trying to run. Otherwise there's not much use for this move.


Overdrive 2: Alchemy Stonewave
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The alchemist will raise his/her sword in the air and tap it on the ground,
creating a long spiked wall. An excellent and very cool overdrive. The SP cost
is decent and the damage is nice. The wall doesn't last too long, but lasts
long enough to hit some opponents who happen to run through after you finish
attacking. This goes through walls too, so it's pretty fun to stab some
opponents who are in the other side. A fun overdrive to use, and an effective
one too.


Other Attacks:
=-=-=-=-=-=-=-
Sword Swing Combo - P,P,P,P = Exclusive to the Metal Force exocore only, it's
a pretty powerful combo, but is slow. The knockback is good.


Overview:
=-=-=-=-=
	For a default exocore, this thing is quite good. This is the dominating
exocore for average players in beginner/amateur servers. In higher level games,
 experienced players will be able to avoid your overdrives. The sword swing
combo is powerful so use that often. The Stab Dash is pretty weak, so it's
best to avoid using it oftenly. Stonewave is excellent to annoy many people
by blocking small ways or just using it to hurt people. It's good for either
purpose and should be abused. Don't under estimate it, you'll end up looking
stupid when this thing whoops your butt.







====================================================
====================================================
Moon Wolf - 140 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

	Pretty funny stuff when this exocore came out. People were all debating
how this is better than the Night Wolf when both of them were actually the same
thing. For those who are familiar with the game Bloody Roar, the sound effects
are exactly the same from Yugo's Wolf Form. Bloody Roar was a fun game by the
way. My favorite character? Busizima, the Chameleon.


Overdrive 1: Werewolf Kick
=-=-=-=-=-=-=-=-=-=-=-=-=-
	The wolf will do some strange handstand and propell itself up in the air with
a kick. It's not that powerful, but it acts as a combo breaker and a launcher,
like martial arts soul. You can use this to interrupt enemies while
they are attacking, as this overdrive has some strange hit properties. It
comes out fast, but also at certain frames, render the user invincible. Once
it connects, you can follow up with a Werewolf Slasher, but you will need to
delay your attacks properly to get a full combo to connect. This is also
excellent in moonlight games as you can just pull one of these to knock your
opponents off the stage. Since the wolf lacks a proper recovery move, this
can also be an ideal way to clear yourself from harm the moment you get up.


Overdrive 2: Bloodlust
=-=-=-=-=-=-=-=-=-=-=-
	The wolf will dash forward and if it makes contact with an opponent, it will
begin to bite him/her. This works as a grapple, so you'd better hope there
won't be that much lag. A successful hit will result in 300-400 damage and
this is unblockable as well. This can also grab your opponents while they are
facing backwards. There's not much tricks for this, just pull it out and see
what happens. However, I do have get a strange feeling when I use this on girl
characters, as I wonder if the wolf is really sucking her blood, or doing
something else...


Other Attacks:
=-=-=-=-=-=-=-
Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's
difficult to juggle with because of the angle of each slash.

Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air.
This is the wolf's launcher.

Wolf's Mark - P+G = Wolf's throw. It's the same as a normal one pretty much.

Aerial Slash - P (while airborne) = A quick slash in the air.

Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack,
but it serves its purpose.

Double Claw - P (while running) = A quick double slash. each slash deals
pretty poor damage and it doesn't knock the opponent down if it connects.

Roll - K (while running) = A quick roll that has a pretty good knockback. No
matter what, the wolf will always roll bounce back as a safety precaution, thus
making countering this pretty difficult.


Overview:
=-=-=-=-=
	An unique exocore that transform the user into a completely different being.
It presents the user a new moveset that is useful and powerful. Despite it
being a Werewolf, one might think that it should be quick, but it's not that
fast. It is however, not slow at all either. As for weaknesses, the wolf is
rather large, making dodging things a tad harder to dodge things. The
wolf is pretty strange to play as, but can be dangerous in the hands of an
expert.

	Originally the Wolf was quite vulnerable because it lacked a recovery
kick. however an update around late February gave the Night Wolf a recovery
kick. It's pretty good and hits everyone around the wolf.

Note: I did copy this from the Night Wolf because they are exactly identical.







====================================================
====================================================
Muhon's Claws - 203 Astros - STRIKERS ONLY
====================================================
====================================================

	Often considered to be based upon Kratos from God Of War. I couldn't think
of someone else in which this was based upon. Maybe Nimonix actually create
their
own original designs for some of these exocores.


Overdrive 1: Gale Hook
=-=-=-=-=-=-=-=-=-=-=-
	The user will spin for around a good 8 seconds. Each hit doesn't do a
big deal of damage, but it can hit for around 8 times max, with the last hit
knocking people back. The good thing about this overdrive is that you can
still control where you want to move while you spin. Not only that, but the
recovery and start-up time of the Gale Hook is very fast. The moment the
spin ends, you can start up another one within a second. If you manage to
catch someone in the spin, try to angle the last hit towards an edge, so
that the opponent will fly off towards that edge. You can also use it to
rapidly push a blocking person off an edge. Watch out for projectiles and
anything that could possibly hit you. You can still be hit during the spin.


Overdrive 2: Death Latch
=-=-=-=-=-=-=-=-=-=-=-=-
	The user will extend and throw the claws forward, and pull them back
a moment later. A pretty tricky move to block, and a difficult one since
you only have around a second to react and decide whether to block backwards
or forward. Does good damage, goes far, and is very quick. You only need
to block this attack once, but deciding where to block can be tricky. If
the Muhon user is right in front of you, the claws won't hit you, but when
it is pulled back, you will have to block the attack from behind. A useful
Overdrive that should be used whenever someone attemps to run, and it does
more damage under less time than the spin.


Other Attacks:
=-=-=-=-=-=-=-
Muhon's Fury - P,P,P,P = Last hit hits three times. Good damage and is a
very useful punch combo overall.

Claw Kick - P,K = Large knockback for a 2-hit attack. Good for edging.


Overview:
=-=-=-=-=
	Being stereotypical of Strikers, this is a very powerful exocore.
It's very fast as well. It's specials are fairly straightforward, but have
some niche to it which can be devastating given the right circumstances. If
happen to be double-teaming someone, the Gale Hook is excellent for trapping
him/her from getting up. Death Hook is great for mobs and people who try to
run. Lastly, you got two replaced combos that are excellent. The main problem
is trying to maintain the SP cost of it's specials, but OGP released a number
of items that boosts one's SP stat by a lot. I'm kinda skeptical on this
decision, because even though I try to refrain from complaining about them,
exo spammers really bug the crap out of me.





====================================================
====================================================
Nagib's Head - Free w/ Shaman - SHAMAN ONLY
====================================================
====================================================

The Shaman's default exocore completely outclasses every other default
exocore and can even compete as a competent exocore on it's own. It's
the reason why Shaman's are 200 astros to begin with. As for the exocore
itself, I have no clue what a Nagib is and searching it up on the
Internet doesn't show anything lizard related. That tongue attack
surely reminds me of Scorpion from Mortal Kombat however.
Scorpion uses rope with a blade at the end however, not a whip/tongue
like the exocore. Regardless... GET OVER HERE!


Overdrive 1: Poison Mist
=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will spray a mist in front of him/her. The mist will
deal a small of amount of damage and inflict slow poison on whoever is hit.
This attack is also unblockable. A very good skill overall although it's
a bit slow to come out. It's a good mob killer or a DT tool, because the
mist usually lingers on for a small while before disappearing. Use it
often because the poisen effect allows the damage to build up fairly
well and also slows your opponents down, allowing you to chase them
more effectively.


Overdrive 2: Nagib's Tongue
=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will pull out an adhesive whip and attempt to catch
someone and pull them towards him/her. There are some interesting ways
to use this overdrive. The most obvious use of it is to catch people
from a small precise distance away for a free damaging combo. However
if there is a gap between you and your opponent, you can attempt to
catch them and pull them into the hole inbetween. The most obvious
situation is on Glacier Cove when people go to the middle island.
If you successfully catch them from the mainland, you can pull
them into the water. Good stuff. Aside from that, Poison Mist
is still more useful overall because the hitbox of the tongue
is pretty tiny and the distance must be precise. It is unblockable
at least.


Overview:
=-=-=-=-=
	Unlike the other default exocores, the one for Shaman's was not
intended to be elementary and simple. It's a very powerful exocore on
it's own and can pull off some interesting tricks that most exocores
can't. With an unblockable poison AOE attack and a distance throw-like
move that can set up a free combo, this exocore shouldn't be underestimated.

	That poison attack is the highlight of this exocore. It covers
a large distance in front of you and most people who attempt to attack
you from the front will often be hit by the poison instead. The damage
done by the poison builds up pretty quickly.

	The whip on the other hand is good if it hits. It doesn't hit
airborne people and the measure of distance and timing must be precise.
It's not an easy move to land, but if it does connect, you can do
whatever with the person you caught.

	Treat this exocore like any other dangerous exocores out there.
Whether the fact that this exocore is worth 200 astros on it's own is
questionable, but remember that this is only the default exocore for the
Shaman's and that they will recieve more unique things in the future.








====================================================
====================================================
Night Wolf - 140 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

Soul Fighter's first astro exocore, and it's still fairly good up to this day.
In the hands of a pro, this is tough stuff. Fear it, because only veteran
players use this nowadays.


Overdrive 1: Werewolf Kick
=-=-=-=-=-=-=-=-=-=-=-=-=-
	The wolf will do some strange handstand and propell itself up in the air with
a kick. It's not that powerful, but it acts as a combo breaker and a launcher,
like martial arts soul. You can use this to interrupt enemies while
they are attacking, as this overdrive has some strange hit properties. It
comes out fast, but also at certain frames, render the user invincible. Once
it connects, you can follow up with a Werewolf Slasher, but you will need to
delay your attacks properly to get a full combo to connect. This is also
excellent in moonlight games as you can just pull one of these to knock your
opponents off the stage. Since the wolf lacks a proper recovery move, this
can also be an ideal way to clear yourself from harm the moment you get up.

Overdrive 2: Bloodlust
=-=-=-=-=-=-=-=-=-=-=-
	The wolf will dash forward and if it makes contact with an opponent, it will
begin to bite him/her. This works as a grapple, so you'd better hope there
won't be that much lag. A successful hit will result in 300-400 damage and
this is unblockable as well. This can also grab your opponents while they are
facing backwards. There's not much tricks for this, just pull it out and see
what happens. However, I do have get a strange feeling when I use this on girl
characters, as I wonder if the wolf is really sucking her blood, or doing
something else...


Other Attacks:
=-=-=-=-=-=-=-
Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's
difficult to juggle with because of the angle of each slash.

Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air.
This is the wolf's launcher.

Wolf's Mark - P+G = Wolf's throw. It's the same as a normal one pretty much.

Aerial Slash - P (while airborne) = A quick slash in the air.

Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack,
but it serves its purpose.

Double Claw - P (while running) = A quick double slash. each slash deals
pretty poor damage and it doesn't knock the opponent down if it connects.

Roll - K (while running) = A quick roll that has a pretty good knockback. No
matter what, the wolf will always roll bounce back as a safety precaution, thus
making countering this pretty difficult.


Overview:
=-=-=-=-=
	An unique exocore that transform the user into a completely different being.
It presents the user a new moveset that is useful and powerful. Despite it
being a Werewolf, one might think that it should be quick, but it's not that
fast. It is however, not slow at all either. As for weaknesses, the wolf is
rather large, making dodging things a tad harder to dodge things. The
wolf is pretty strange to play as, but can be dangerous in the hands of an
expert.

	Originally the Wolf was quite vulnerable because it lacked a recovery
kick. however an update around late February gave the Night Wolf a recovery
kick. It's pretty good and hits everyone around the wolf.

Note: I did copy this from the Night Wolf because they are exactly identical.








====================================================
====================================================
Ninja Spirit - 10500 Carats - SOUL FIGHTER ONLY
====================================================
====================================================

	Well if you love ninjas, go for it. Throwing giant shurikens and a
stealth attack with Kunais is actually pretty fun in nearly anyone's eyes.
Shurikens are one of the most annoying projectiles to come by actually, and
it's fairly common.


Overdrive 1: Throw Shuriken
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The soul fighter will throw a large shuriken straight. This deals so-so damage
usually around 150. However the greatest asset of this is the tendency to knock
the opponent to his/her right. For example, let's say someone is at the bridge.
If I were to hit him/her with a projectile from any exocores, that person
will get hit, but not fall off the bridge. The shuriken has a very LARGE
tendency to hit that person on the bridge and knock him/her off the process.
People who are hit also fly high in the air so you can follow up with a juggle
if you know where your foe is going to land.

Overdrive 2: Throw Kunai
=-=-=-=-=-=-=-=-=-=-=-=-
The soul fighter will leap up and throw a batch of Kunai knives down. Despite
the batch being a small projectile, the range of this attack is strangely
large. This also hit people who are on the ground. You can perform this after
the Muay Thai Punch combo, and similar combos alike, for additional damage.
 You can also perform this right in front of a blocking opponent, and hit their
exposed back. Its damage is rather pitiful, and the knockback is little. It's
quite fun to use however.


Overview:
=-=-=-=-=
	A terrible exocore when it comes to damage, but it's absolutely
lethal in bridges. The chances of hitting someone off a bridge with a shurken
is scaringly high, and the projectile is fast. Throw Kunai is fun to use,
but it isn't that great. You can use it to hit people below you, or hit
a blocking opponents back. You can even follow up certain combos with it for
additional damage and knockback (the knockback is very very little). A very
fun exocore to use. Nearly everyone has it though.






====================================================
====================================================
Persona  - 210 Astros - ALL CLASSES
====================================================
====================================================

	Persona is basically a model personality that which we base our
own on. The half mask of that kind is commonly seen in the anime/manga
series named Bleach, as many of the characters in the anime have forms
that involve a half mask on their face that usually enhances their
abilities or powers. One of the specials of this exocore is a pretty
close KoF reference to Kyo and Iori's Shiki: Saku Tsumagushi type
specials.


Overdrive 1: Infernal Overdrive
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The user will do a long dash forward. Those who are hit while he's
englufed in flames will be hit. The start-up on this attack is pretty
fast and you move pretty far with this allowing you to hit a long
line of enemies. Since you move so far, it's probably that you
will end up in a safe spot after (or possibly end up suiciding).
However, your attack will stop once you begin to slow down (and you
won't be hitting anyone but you will still move a bit), which can
be dangerous especially if an enemy that you intended to run over
is blocking you. The damage done by this overdrive is very good.



Overdrive 2: Blood Riot Explosion
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The user will do a leap with his/her hand in the air that is prepared
to grab someone. The start-up on this attack is long enough so that
most people who see it coming can avoid it. However once the user
jumps, he/she is invulnerable. You can only be hit near the beginning
of this attack and right near the end before the grapple (which is
usually too late if someone is within range to be thrown). This
attack works like a throw and hits people from any side airborne or
on the ground (the hit box is fairly low so catching airborne enemies
is not likely). The damage is huge as well and it's unblockable, but
despite all the advantages of the attack mentioned so far, it's
still a pretty slow special and one that is not easy to land against
many. The knockback is so-so as well and it also moves you backwards
considerably after the explosion.


Overview:
=-=-=-=-=
	This exocore is similar to Invincible Fist in that it's a
fairly weak exocore that offers little content for a pretty high
price. You get a dash special and a special throw one. Both of
them being so-so.

	The first special is pretty straight forward. If you see
a mob of people (preferably lined up), go ahead and run them
over. The damage is excellent and it comes out fairly fast. Just
be careful as you can still be hit while dashing.

	The second special requires you to be very tricky or
else you probably won't be hitting much with it. There are
various ways that you can probably use this to catch some
people off-guard. Some examples being...

- After blocking your opponent's combo. Your opponent might attempt
to block as a reflex after he fails to land a complete combo on you.
As long as his reflexes is slower than your special, you can land
this. However it would probably be better to just juggle him
or something.

- Try this on mobs at mid-distances. You're invincible after you
jump, so just try to stay a short distance away from a group so
that no one hits you. Once you jump, just pray that you'll grab
one unlucky fish to fry.

- It works as a pretty risky combo breaker (and a slow one). If
you make a mistake that looks like it's easily punished, you can
attempt to throw this out in hopes of tricking them.

- You can end your combo mid-way and throw this out because some
people block as a reflex even after being attacked. If he/she
moves alway though, you're boned.

	As you can see, all of these scenarios require you to take
a pretty large gamble. If you miss, the recovery isn't so awful and
you can probably make it out alright. Just don't always expect
to see your mistakes go unpunished however.

	Overall, it's a pretty bad exocore especially for it's
price. It's hard to use, and even when used effectively, there's
not really much to it. Yaki's Cannon and Blade Spirit both have
far better dashes for various reasons, and they are also
exocores that offer much other various benefits as well (both
Yaki and Blade have new combos and very useful first special
as opposed to an average one). Not a great exocore, but if you
want to stand out, you can probably go for it. It's pretty
fun to use, but you have to be very cunning. The edging
capabilities on this thing is crap as well.










====================================================
====================================================
Psi Force - Free w/ Elementalist - ELEMENTALIST ONLY
====================================================
====================================================

	Elementalist starting exocore. It's so-so, but it can really shine
in a few moments. Can really annoy people after being hit by two fish or
so. Oh yeah, the overdrives are often refered to as "Fish" or "Bubbles".
I even saw it being called as a crab once. Of course no one knew what
she was talking about.


Overdrive 1: Small Elemental Soul
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will throw a small water spirit from his/her hand. The fish
will pick a target the moment it's thrown and home in on it. Deals so-so
damage, but serves it's purpose as a homing projectile which is useful in
many situations. The smaller spirit is also much faster than the larger one,
making it more easy to catch your foes with it. deals 70-200 damage.


Overdrive 2: Large Elemental Soul
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will summon a small water spirit from the ground. The fish
will pick a target the moment it's released and home in on it. Deals much
more damage than the smaller spirit but travels slower as well. However the
slow speed of the spirit has some benefits, as it gives it more time to turn
to follow an opponent that it locked on to. Basically this spirit has the
ability to follow an enemy given that the enemy doesn't move to fast, which
can lead to some interesting pressuring options. Deals 200-300 damage.


Overview:
=-=-=-=-=
	The default exocore for elementalist is interesting, but its use is pretty
limited in terms of use. It's good for one thing and one thing only, which is
far-ranged support. Although this is good, the spirits or fishes as some call
it has some drawbacks. You can throw a small spirit for small damage,
but a higher gaurantee that it might hit an aware opponent, or you can summon
a bigger spirit for higher damage, but easy to run away from and block. It's
excellent for edge guarding in demolition games but otherwise it's only
best to annoy your opponents with.







====================================================
====================================================
Psychic Charger - 99 Astros - ELEMENTALIST ONLY
====================================================
====================================================

	Neat exocore for its price. Both overdrives are useful and it
has a powerful punch combo too. Not a bad bargain at all. Grab it
and annoy the crap out of your opponents with it. It's one of the
best demolition edge guarders suprisingly.


Overdrive 1: Psychic Shield
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will halt and surround himself/herself with an
electrical shield. Shield lasts for awhile, but disappears the
moment the user is able to move. A very annoying overdrive. The damage
is decent, usually doing around 200 damage. However, the radius is
suprisingly large, and you can still recieve damage by the shield even
right when it disappears. It's pretty much a defensive technique, but
can be used to knock people off small areas (mainly bridges). Excellent
for edge guarding too. Use this often.

Overdrive 2: Telekenic Projectile
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will charge and shoot 3 seperate balls of energy.
The trajectory of each ball is different, but usually one ball will
travel faster than the other two. These balls also home in on people.
It deals pretty lame damage, unless all 3 hits, which is kind of neat
as one ball can knock someone up and the other two will hit him/her
on the way up. However it's a nightmare on Demolition games, where
if you were to dodge on ball on your way up, you would get hit by the
other two. This is the best projectile for edgeguarding.


Other Attacks:
=-=-=-=-=-=-=-
Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:
=-=-=-=-=
	Pretty much the moving screen king of exocores. This is an absolute
nightmare to come accross. Even otherwise, it's still a noteable threat.
The Psychich shield is good for mob battles as it not only protect the user,
but hurts everyone around him/her. The user is not invincible however, so
he/she can still be hit by projectiles. The Telekenic Projectile because it's
not one projectile, but three. It also homes as well. A great exocore with
many benefits.







====================================================
====================================================
Red Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================
====================================================

	Same thing as the Blue Iron Armor. It was released as a Halloween
version of the Iron Blue Armor on 2007. Red for BLOOD! SCARY!


Overdrive 1: Butt Crush
=-=-=-=-=-=-=-=-=-=-=-=
	A very good overdrive, however it has one glaring drawback, It's
too predictable. This is best for group brawls where people are just
clobbering away. Pull this off and not only will it do 400+ damage, but it
will send your opponents flying up. You can then follow up with
ANOTHER Butt Crush and send them flying again. They should fly at a
lower altitude but you can still follow up with a Giant Swing and Punch.
That's a total of around 1000+ damage, which is crazy. However
otherwise, this overdrive is difficult to connect, as people can merely
jump or block.

Overdrive 2: Reinforce
=-=-=-=-=-=-=-=-=-=-=-
	The idea that the robot can boost its own defense is pretty neat,
however it's not as useful as it seems. The SP cost is reasonable, but it
just doesn't last that long.


Other Attacks:
=-=-=-=-=-=-=-
Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air,
and the 4th punch knocks them back. Be careful as the 4th punch has a
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw
the enemy behind but instead pick your enemy up and slam him/her
down on the ground. The enemy will bounce a few times away from
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good
range and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a
regular tackle however it's much faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit
the enemy and bounce back. Even if the opponent blocks this, the
bounceback will make sure you are safe.


Overview:
=-=-=-=-=
	The Red Iron Armor was the 2nd out of all the armors to come
out. It's a pretty neat exocore, disregarding a user's scroll and providing
him/her with a whole new moveset. The punches have extroadinary
reach, probably the best in the game. The damage it deals isn't to shabby
either. However it's also one of the slowest exocores in the game, and
the kicks are pretty much useless. The grapple is useful for opponent
who are turtling near edges, and the additional tackle speed and distance
is helpful as well. Overall an excellent exocore for a decent astro price.

Note: I did copy this from the Blue Iron Armor because they are exactly
identical. The myspace blog for Rumble Fighter said that this exocore
deals more damage than the others, but I highly doubt that because they
are the same price.







====================================================
====================================================
Red Skyhorn - 162 Astros - Elementalist Only
====================================================
====================================================

	Makes the same sounds as the Fire Arrows from WarCraft III.
In fact it's actually the arrows from the Guard Tower from the Human
Race. Yeah! Humans are my favorite, and I love to mass Steam Engines
and run down a person's base (I usually lose because these Steam
Engines can only attack buildings LOL). I'm very very bad at RTS
games. I'm not kidding. All I did in Starcraft was build Goliaths.


Overdrive 1: Flame Arrow
=-=-=-=-=-=-=-=-=-=-=-=-
The user will shoot out a red arrow out of his/her crossbow.
It comes out really fast, and it travels very quickly too.
Unlike the green crossbow, this arrow does around 280 damage
instantly and knocks people down.

Overdrive 2: Skyhorn
=-=-=-=-=-=-=-=-=-=-
The user will shoot a yellow energy bolt at the sky and it will
rain into many shards with scatter accross the ground. A very
useful Area of effect attack. This overdrive consists of two
attacks. The first part is where the user shoots up. Anyone
near or above will be shot. This means you can shoot through
roofs to hit the enemies above. The second part is where the
shards come down and scatter around. The shards will scatter
around the user for a short time and then quickly fly up
and disappear. If you got hit by the first part, you won't
get hit by the second. Deals good damage, but SP cost is
a tad high. It's worth it though, unlike some other exos,
cough...cough...IronFist.


Other Attacks:
=-=-=-=-=-=-=-
Swinging Crossbow - P,P,P,P = Versitile Punch combo. It's
fast and powerful, and can angle well. Couldn't have asked
for a better punch combo for this exocore.

Spin Kick - P,K = Nearly the same as the kick combo. Same
knockback, and similar damage (if not the same).

Back-Up Kick - K,K = This is the only two hit combo, that
has the highest knockback. It looks dull and boring for sure,
but never overlook this attack. It's extremely useful.


Overview:
=-=-=-=-=
	A great exocore. A very useful projectile, great mob overdrive, and
versitile combos are all aspects of this exocore. Even better, it's often
viewed as a minimal threat by many players, when compared to the likes of
Xero Discus or Blade Spirit. Prove them wrong!

	It's been debated whether the red skyhorn's fire arrow is as good
as green skyhorn's poison arrow. I'm going to break down every pro and con
that differentiates these two. Here it is:

- The damage done by both projectiles are nearly the same if not any more than
the other. They also travel and come out at the exact same speed.

- The fire one does all its damage at once and knocks people down. This can
edge on bridges as long as provide time to run away while your opponents are
knocked down.

- The poison one does build-up damage. It does not knock foes down so you can
repeaditly shoot your enemies (however poison damage does not stack). They
slow down as well while being poisoned, so it also inhibits their ability
to chase or run away.

- They have the same hitbox and "splash damage".

	So if you actually look at it, they are both pretty good exocores.
Many people consider Poison to be better because it's just more unique.
Red Skyhorn fire arrow is just like the Cannon Barrel's bullets.

	Skyhorn is a whole different overdrive. Just use it in mob fights,
and you'll bound to hit at least one unlucky fellow. The shards that fly down
also fly back up before disappearing. You can use this to your advantage. In
moving screen games, near the top, if someone is edge-guarding on the
middle plank (the one you jump from to reach the top), and you are standing
the lower plank (the one you jump from to reach the middle), you can shoot
one of this and the shard will hit the edge-guarders back. Talk about neat.

	Combos are pretty self-explanatory. Never underestimate this exocore.
It's much better than it looks.

Note: I copied some of this from the Green Skyhorn section because these two
exocores are quite similar.







====================================================
====================================================
Relic of the Phantomcore - 173 Astros - SOUL FIGHTER/SHAMAN ONLY
====================================================
====================================================

	Well it's RF's Necromancer exocore. It's the only exocore that
has the unique ability to strip off a persons exocore (that sounds
naughty). There were a few glitches in the past where this exocore
would be able to disconnect everyone in the room. Now that's something
to be feared. Necromancy has always been something pretty cool, ever
since I played Diablo II.


Overdrive 1: Crying Skull
=-=-=-=-=-=-=-=-=-=-=-=-=
The user will extend both arms at opposite directions and shoot
out flying from both directions. An excellent projectile, as it covers
both your front and your back, making it useful on bridges, etc. However
its quite SP costy and soul fighters have a small SP pool, so use
this sparingly. Quite strong too, does around 300-360 damage.


Overdrive 2: Skeletal Curse
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The user will extend one arm out and shoot a purple substance
which transforms any grounded opponent into a skeleton. This status
infliction is unique to this exocore. People who are transformed into
skeletons have their movespeed dramatically decreased, and is limited
to one attack only which is a pitiful headbutt. The headbutt deals
small damage, comes out slowly, has small range, and does not knock
down. It's just there for some comic relief. Airborne enemies who
are hit by the Skeletal transformation would originally not change
into skeletons, but of a patch awhile ago, it now does.

There was a recent upgrade to this skill The upgrade drastically
changes the potential of the Skeletal Curse overdrive which can no
render anyone who gets hit by the purple beam (even airborne or
when walking within 1 second of it's disappearance) into a
skeleton. Airborne enemies that are hit by this will transform
into a skeleton the moment they land.


Other Attacks:
=-=-=-=-=-=-=-
Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
Unlike the Dragon Striker, the Relic of the Phantomcore does not have long
claws, therefore the range is not as large.


Overview:
=-=-=-=-=
	Personally, I think this is a great exocore, but just for the
wrong class. Elementalists will have a much easier time maintaing the SP
requirements of the overdrives and can endure the lack of speed which it
has. Soul Fighters on the other hand, need to be fast and the Rip Claw
combo is quite slow. They also do not have a lot of SP. It's a fun
exocore for sure, but even if you get a successful hit with the skeletal
transformation and turn your opponents into skeletons, you will still
have to chase and hit them. Nearly everyone will try to run away in a
skeletal form, which is a tedious and annoying chore. If you transform
them into skeletons, you most likely also transform them into chickens.

	Shamans was released later and is much better suited with this
exocore. Not only is the overall premesis of this exocore better designed
for Shaman's but they also have a better SP pool.

	The skeletal curse also forcefully strips off people's exocores,
meaning they will be useless for around 15 seconds along with having
to re-equip their exocore. The best way to use this exocore is to
disable a team's good player so you can pick on another one. Not only
does this make DTing easier, but a skeleton now might think twice
before abandoning his/her teamate to save his/her own life. Just
remember that the most annoying thing is to chase a skeleton after
successfully transforming them into one.hell

	It's a Good exocore, but just like the Firecharger, you must use
some stategy and ideas when using this. Just randomly throwing out overdrives
will only get you a quarter of the way there.

	Just recently around January 2009, this exocore got a major
upgrade (probably due to the Gem Fighter having a new class released
that can use this exclusive exocore too). The upgrade drastically
changes the potential of the Skeletal Curse overdrive which can no
render anyone who gets hit by the purple beam (even airborne or
when walking within 1 second of its disappearance) into a
skeleton.







====================================================
====================================================
Samurai - 210 Astros - ALL CLASSES
====================================================
====================================================
	Samurai's are Japan's honorary warriors who have traditionally
trained in the use of a katana, along with many other weapons like the
spear or bow. Heavily armored, these were basically the knights of
Japan. Samurai's were highly respected warriors for their discipline
and tradition. Do I like Samurais? Kind of, but Mitsirugi from
Soul Calibur can be one cheap mothertrucker. This exocore has two
main references: One being Mitsirugi and the other being Haohmaru
from the Samurai Showdown series. That spinning skill is Haohmaru's
signature attack, which is named: Ougi Kogetsu Zan.


Overdrive 1: Quick Draw
=-=-=-=-=-=-=-=-=-=-=-=
	The user will prepare his/her sword for a dashing quick draw
strike. This overdrive deals good damage and covers a decent area,
but it's fairly easy to block because it takes around a second to
come out. It also has a long cooldown before it can be used again.
You can use this to quickly dash over small gaps like from the
glacier mainland into the middle island. It's best used in mobs
to interrupt other people's battles.


Overdrive 2: Ougi Kogetsu Zan
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	The user will perform four spinning slashes with his/her sword
followed by a final uppercut slash, making that a total of five slashes.
The user is COMPLETELY invincible if he/she is not hit during the first
quarter second the attack comes out. Right after the final slash (while
he/she is in the air), the person is no longer invincible. It's a great
skill because you can't be interrupted for majority of the attack, allowing
you to crash into other people's fights without them being able to do
anything about it. However be careful that you can still fall off while
doing this move, and that it is impossibly difficult to angle this skill
and still land all five hits on someone. The damage is so-so, but it can
really push people off the edge if used right.


Other Attacks:
=-=-=-=-=-=-=-

Samurai Swordsmanship - P,P,P,P = A series of 4 slashes. If the first slash
hits, the following slashes will connect.

Lethal Cut - K,K,K = Samurai's kick combo.

Death Cut - K,K,K (fully charged) = Same as the lethal cut, but it's
now unblockable.

Jumping Sky Slash - K,P,P = Samurai's aerial hit. Can hit over fences and
be 100% followed up by a ground hit.

Sword Parry - K,K+G = Samurai's 2-hit combo.

Spinning Blade - K,G(G MUST BE PRESSED RIGHT AFTER K) = Samurai's ground
hit. It hits twice, but only the last hit is a ground hit.


Overview:
=-=-=-=-=
	This exocore partially transforms your look, leaving only your
head and shoe unchanged. While the outfit does look a bit clunky, it's
still pretty cool in my opinion. As an exocore, it's pretty powerful and
in the right hands, this thing can really kill.

	The punch combo is harder to control than it looks. The hitboxes
are not very reliable. There are times where you can land the first three
hits of the punch combo just to have the last one miss. It's also a pretty
poor angler, but at least the damage is good. Also note that the last
hit has a long block stun, so you can use that to your advantage to
escape or apply further offensive pressure if your punch combo is blocked.

	The kick combo is good stuff, and the ability to turn twice is
pretty useful to suprise those who try to sneak up on you from the side.
It recovers fairly quickly as well. As for the KPP combo, it's actually
Samurai's most powerful attack, because that can 100% be followed up
by the ground hit. You'll need some precise timing to get this down,
but once you do, you'll be eating away your opponents life 550+ damage
at a time. KK+G is just a two hit knockback, and should be used whenever
there's a quick edge kill is needed.

	Samurai's first special is pretty good for clearing out straight
line mobs. It does good damage and the attack goes by really fast, but
there's a slight start up time which can give your opponent to easily
block it. Also note that you move through your opponents during the middle
of your dash.

	Samurai's second special varies upon which Samurai exocore
you're using. In this case, the normal one performs five slashes.
During the slashes, the user is invincible. It can be used as a semi-
reliable guard breaking manuever, but it truly shines in cornering
people off edges and pestering other people. After all, it's really
annoying to have a spinning guy slashing through a crowd without
being able to be hit. Just be careful if it's blocked or dodged.

	Overall Samurai is pretty good. It's close-combat attacks are
a bit difficult to aim sometimes, but it's just something that you
might need to get used to. It's skills are good as well. It's basically
a different and more varied version of the Soul Fighter's Blade Spirit.
It's a great exocore, but only in the right hands.







====================================================
====================================================
Shadow Devil - 162 Astros - ALL CLASSES
====================================================
====================================================

	One of the most useful exocores in team games due to its
remarkable ability to set up team infinites. Just get two people
with this exocore and have them take turns using the second skill.
The range of the attack also makes this easier (in fact it's the
skill with the best overall range in the game). It's pretty broken
in fact.


Overdrive 1: Devil's Touch
=-=-=-=-=-=-=-=-=-=-=-=-=-
The Shadow Devil will extend its arm half way accross the screen.
Good damage, but not a largely useful overdrive. It can touch people
from behind at the right distance, and also deals fairly good damage
(around 400). When compared to the Swarm of Terror however, it's
just far inferior. Devil's Touch is still fun to use though, as the
attack itself looks cool.

The neat thing about the Devil's Touch is that, the moment you
execute the attack, it will ALWAYS come out. The shadow devil also
remains in the same spot where the attack was used. If someone
tries to sneak up behind and hit you, they will be hit the moment
the shadow devil retracts his/her hand. Even if someone hits you,
they might be in danger of being hit by that hand.


Overdrive 2: Swarm of Bats
=-=-=-=-=-=-=-=-=-=-=-=-=-
The Shadow Devil will summon a large swarm of bats that travel and
disperse in random areas in a large area. This attack has the
LARGEST attack range and area in the game. Seriously, it's
ridiculous. You can be on the middle island of Glacier and hit
the people on the bridge with this attack, or on the ground of
Zen Temple and hit the people fighting upstairs. It's just crazy.
Good damage, and also stuns so you can follow up with more damage
assuming you can reach your foes quickly enough. Grab a partner
with this exocore too and take turns spamming bats. It's a common
guild strategy, and is one of the most ridiculous ways to win.


Overview:
=-=-=-=-=
	Definitely not a overwhelmingly powerful exocore, but awesome
is not enough to describe it's 2nd overdrive skill. Similar to the
Golden Lion exocore, you'll probably end up buying this exocore for one
attack only. The Shadow Devil itself does not attack on its own or help
you fight. He just lazily watches you.

Randomly spamming specials will only deplete your SP gauge while
hitting a few people. Its attacks are blockable, so you'll have to be
tricky when using this. It definitely looks cool as well, although
its lack of sound effects makes it kind of empty (people on
youtube complained that the sound was too annoying, but I thought
it was pretty cool). Good mob killer, but like the Golden Lion
exo, you're pretty much paying 162 astros for a really good attack,
and a so-so one.

	It's notorious for setting up team infinites. You can just
pair up with someone else who has this exocore and take turns using
the second skill. Cheapos.






====================================================
====================================================
Sheep's Cry - 130 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

	Often considered as a joke exocore. It's not that weak, but
it's far from powerful. RF needs more exocores like this actually.


Overdrive 1: Sheep Sonic Boom
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The sheep will shout and will emit a sound wave from its mouth. The
sound will confuse those who are hit (invert their controls). Serves
its purpose as a projectile, but the confuse status is a huge
bonus. It can devestate those who don't know how to control it,
and can handicap those who know how. The damage is fair, but it's an
excellent overdrive.


Overdrive 2: Expansion
=-=-=-=-=-=-=-=-=-=-=-
The sheep will shout and expand. A strange overdrive. It's quite similar
to the psychic charger's shield attack, but this attack lasts longer
and has a bigger radius as well. The damage is fair, but just like the
psychich charger, it's good for defense and edge guarding. However
be careful if people block it as the recovery time is terrible.


Other Attacks:
=-=-=-=-=-=-=-
Sheep Ram - P,P,P,P = The sheep will simply just leap forward 4 times.
Deals so-so damage.

Sheep Back Kick - K,K = This is the sheep's launcher.

Carnivorous Sheep - P+G = Sheep's throw. It's the same as the normal
throw. Looks kind of funny, as sheep's dont generally seem to be
carnivorous.

Sheep Tackle - P (while dashing) - The sheep will just charge forward
with a big leap.

Sheep Spin - K (while dashing) - The sheep will spin. This goes through
projectiles and has the same properties as a slide kick.

Sheep Flip - P (while airborne) - The sheep will spin in midair. This
hits people who are lying on the ground.


Overview:
=-=-=-=-=
	Well it's a sheep. There are many strange properties of this
exocore that makes it downright unique and fun, but overall, it's not
a very good exocore. The Sheep's Cry confuses those who are hit, and
the Grow Big Skill is a good shield. Soul Fighters have a limited
SP pool, so use your overdrives sparingly. The sheep can juggle, but it
does pitiful damage and is difficult to coordinate. As you can see, the
sheep flip can hit people who are lying on the ground, but being an air
attack, you have to hit someone on higher elevation. The sheep spin
goes through projectiles, which is very cool. It's a fun exocore for sure,
but making it useful is a whole different ball game.

	As of a recent update in February, the sheep was given a
recovery kick. It's a fairly good one, because the sheep
spins around which covers a good area.







====================================================
====================================================
Soul Force - Free w/ Soul Fighter - SOUL FIGHTERS ONLY
====================================================
====================================================

	Wolf claws and shoes to suit the beast within.


Overdrive 1: Werewolf Cry
=-=-=-=-=-=-=-=-=-=-=-=-=
The user will let out a howl that will temporarily stun nearby
people. The damage is a bit low and it's blockable, but the attack
fully surrounds you. Those who are successfully hit by the howl
will be stunned for a small time. If you want to hit someone, you'd
better do it quick, because they recover almost as fast as you do.


Overdrive 2: Fury Slasher
=-=-=-=-=-=-=-=-=-=-=-=-=
The user will move forward while performing four slashes. It's
useful to push blocking people off edges or to even edge people
over fences. However this attack also leaves you wide open whenever
it's blocked or missed. It's best used in mobs to edge those who
are unlucky to be hit by it. Never use it for damage, because your
combos could probably do more. The total damage done for all
four hits is at best around 200.


Overview:
=-=-=-=-=
	Out of all the default starting exocores, Soul Fighter's
is arguably the worst. It's still better than nothing of course.

	The first skill is pretty good. The SP cost is reasonable,
and it can set up some opportunities for you or your teamates to
do some damage. Watch out as if it is blocked, you can easily
be punished.

	It's second skill is more of a last push edging attack
that can edge those who are near the edge. Otherwise there's
almost no use of this skill.




====================================================
====================================================
Snowman Exocore - 25,000 Carats - ALL CLASSES
====================================================
====================================================

	A brand new exocore that wasn't even out in Gem Fighter.
This exocore allows you transform into snowman, which may seem like
an odd and weak thing to transform to, but it's actually decievingly
dangerous. However it's not really worth the price due to the 30-day
limit. Gem Fighter got this update about a week after we got ours.


Overdrive 1: Avalanche
=-=-=-=-=-=-=-=-=-=-=-
The snowman will curl and turn into a giant snowball and roll
forward. It's exactly the same thing as the Xero Discus Roll
attack, except with snow. Great damage (around 400 damage to a
standing enemy) and also comes out fast. Of course, avoid those
pointless suicides. It can even work as a decent combo breaker
due to some invincibility frames in the beginning of this attack.


Overdrive 2: Snow Storm
=-=-=-=-=-=-=-=-=-=-=-=
The snowman will spew out a cold mist similar to how the
Shadow Devil's bat swarm looks like. The range is big, but
not as big as the bat swarm. The best part about this is that
anyone who is hit, whether they are airborne or blocking will
take 50 damage and be frozen, giving you a perfect opportunity
to edge someone. If no such opportunity exists, just chuck
snowballs at them.


Other Attacks:
=-=-=-=-=-=-=-

Snowball Barrage - P,P,P - Good range because it's actually
someone of a projectile attack. However it has an odd tendency
to miss occassionally, especially with the third snowball.

Snowman Flip - K,K - The best option if you're going for an
angle kill. It's so-so otherwise.

Snowman Punch - P (while airborne) - Same as a normal air
punch.

Snowman Drop - K (while airborne) - Looks wierd, but it's the
same as a normal airborne kick.

Top Hat Headbutt - P (while dashing) - Works the same way as
a normal ram.

Sleigh Ride - K (while dashing) - Same thing as a normal
dash.

Angry Snowman - P+G - The snowman's throw is the same as any
other normal throw.


Overview:
=-=-=-=-=
	Well it's a pretty funny exocore just like the sheep.
What's also funny is that this exocore is actually not half
bad. Its specials are both very useful in many situations. On
the other hand, its combos are bit unreliable and makes it
seem like you're playing with default (like no sacred scroll
equiped). It's a good exocore and fun for laughs as well. There's
not much else to it.


Note: This exocore was only available during the Christmas
season (around December). It sold for 25,000 carats and lasted
for 30-days.









====================================================
====================================================
Stone Golem Gauntlet - 203 Astros - ELEMENTALISTS ONLY
====================================================
====================================================

	The country of Chile owns a small island called Easter
Island, which holds a deep and profound history. Buried among
that history, is the mysterious carvings of many stone figures
often called as "Maoi". These stone figures are usually just
heads that face a particular direction (usually toward the
ocean), for some obscure reason. I'm highly confident (looking
at the stone golem's face) that this exocore is based upon this
Easter Island story. I'm pretty sure everyone has seen a Maoi
before, but hardly no one knows where or what it is or even
its history.


Overdrive 1: Summon Stone Golem
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The user will summon a Golem from the ground and the golem
will then start smashing the ground, creating a large fissure
directly in front of him. He will continue to create fissures
while rotating 45 degrees clockwise, for a total of 9 times.
The highlight ovdrive of this exocore and is potentially one of
the most damaging overdrives you'll come across. The impact
of one fissure is pretty good, as the hit range of the attack
goes reasonably far and also slightly surrounds the golem too.
The problem however, is that the noise it makes is a dead
give-away, and any people without the will to suicide will
avoid the proximity of the golem's attacks. The trick is to
get people in corners and use this, or to temporarily seal off
an important area (like glacier's island). If any unlucky
person happens to be juggled by the golem, make sure to laugh
at them. The positioning of the golem can determine the
difference between disaster for your enemies or disaster for
your ears.


Overdrive 2: Hurl Crag
=-=-=-=-=-=-=-=-=-=-=-
The user will chuck a gigantic boulder with one hand.
Before you ask, a crag is a rugged pointed piece of rock.
That's what it's called in the sound file for this game (Skill_
HurlingCrag). Anyways... despite being a really large boulder,
this is one of the fastest projectiles in the game (which
honestly makes little sense). It takes one second for a boulder
to fly a whole screen away, which is ridiculous considering
it's such a large boulder. It's quite powerful, doing around
300 damage, and its SP cost is quite low. The boulder stays
still for about a second or so after it lands, so it can
even hit those who might walk into it after it stops moving.
It's blockable (yes, you can block a MASSIVE KILLER STONE
that's moving at you at 50 mph). The luxury of this
overdrive, is that you can still use it while the Golem is
banging the ground.


Overview:
=-=-=-=-=
	An undoubtly good exocore. The Summon Golem overdrive
may seem like one of the best overdrives to use in the
middle of a mob battle, but it's rather the best overdrive
to divide and split a mob battle instead. Most people will
run away aftering seeing the the golem pop out. That's why
it's better to use the golem in choke points or in corners
where people have trouble escaping. The Hurl Crag overdrive
is really good, and it's a great way to knock down anyone
from a far distance, whether they are busy fighting someone
else or planning to run away. It also wins the title for the
"most noisiest exocore" in the game. Two of these exocores
will drive you nuts if you don't happen to turn down your
sound or volume.







====================================================
====================================================
Strike Force - Free w/ Striker - STRIKERS ONLY
====================================================
====================================================

	The default Striker exocore used to be the most potentially
dangerous exocores in the game strangely, due to its ability to
work as a ground hit that could lift people from the ground. Now,
it's a shadow of its former self. It's still useful, not just not
as powerful as it once was.


Overdrive 1: Double Slice
=-=-=-=-=-=-=-=-=-=-=-=-=
The striker will two kicks in mid-air while moving forward. Damage of
each kick is around 100. It's so-so, but works well as a combo breaker.
Otherwise save your SP for the Ground Crush.


Overdrive 2: Terra Crush
=-=-=-=-=-=-=-=-=-=-=-=-
This exocore itself, is what probably makes the Strike Force one of the
most powerful exocores in the game (I'm not kidding). There are three
reasons why. One is the speed. This comes out pretty fast; at least
fast enough to follow up after you completed a juggle. Reason two is for
the damage. An extra 160 damage after anything is not shabby at all. Reason
three is the knockback, where it can mean the difference between almost
knocking off your opponent and actually knock him/her off. A trick that
is commonly on bridges is to hit your opponent down, then slightly move
up/down and do a Terra Crush. This will set your opponent to bounce off
the bridge.

Note: A recent patch around September I believe, changed this attack
dramatically. A Terra Crush will still bounce opponents who are
standing, but no longer lift your opponents when they are hit on
the ground. The damage is still the same, but you can no longer use
this is a method to hit people over fences. Bridge tactics still
work, but are not as effective as the knockback is somewhat smaller.


Overview:
=-=-=-=-=
	Out of all of the default exocores, this one would be the only
one that could compete with all of the other astro and carat exocores.
The Terra Crush has plentitude of uses to build damage and knock people
off. You can end your juggle with a Ground Crush for an extra 160 damage,
or you can knock off people on bridges with this. There are countless
ways to use this effectively.







====================================================
====================================================
Suriya's Crystal - 36,000 Carats - ALL CLASSES
====================================================
====================================================

	Suriya (usually spelled as Surya) is a sun diety of Hindu religion.
Often mentioned within the religion as a visible God that is seen every day,
Suriya is an important part of Hindu religion and is one of the eight forms
of Shiva, the major Hindu God. Many Hindus worship Suriya by doing so
during sun rise while enchanting sacred mantras. As for RF, Suriya brought
his crystals here to blind fellow RF players and to give them seizures.


Overdrive 1: Flash of Suriya
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The user will jump up and emit a flash that goes at an invisible and impressive
distance. Those who are hit by the flash will not only suffer around 200+
damage, but will have their whole screen turn completely white for 4 seconds
or so before reverting back to it's normal colors. The best aspect about this
overdrive is that if you are hit within a half second or so after you activate
this attack, it will still come out (even if the flash doesn't come out). A
very annoying attack for you enemies, as even good players will have troubles
fighting when they can't see (also it does actually hurt your eyes). How to
counter this? Don't play completely in the dark, and keep a lamp near your
computer. The SP cost of this attack is reasonable, and it has a cooldown
for each use.


Overdrive 2: Solar Force Disk
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The user will quickly pull out a disc in mid air and throw it. A very good
projectile, as it travels very quickly after it's thrown and it hits very
high and wide. What's even better is that the moment the disc appears it
can hit people, so it even works as a decent melee attack on it's own.
Also because of the disc's size, it will hit people behind you the moment
you use this attack, and when it's thrown, it will hit many people who
are fighting on elevation above you. A great projectile overall and should
be used often along with the Flash of Suriya. The SP cost for this
overdrive is reasonable.


Overview:
=-=-=-=-=
	A very fun exocore for you, but a white nightmare for your opponents.
It's the only exocore with the flash status effect, which temporarily turn
anyone's screen into complete white for a few seconds while they have this
status effect. The problem is how quick the transition is from RF's normal
colors into a complete white. It's very annnoying especially if you don't
see it coming. Suriya users should utilize this to their advantage, by
constantly finding ways and moments where a group of opponents are open to
a quick flash.

	Once someone is blinded, they will act randomly. Some will fall off
the map due to being unable to see where they are going. Others will just
stay in one spot and jump/block. Others will attack air in hopes of hitting
something that they saw before they were blinded. No matter what they do,
try to find the most efficient way to defeat somebody while they are
vulnerable. In this case, most people who are blinded won't see a shoulder
ram coming, so that will usually be your best option.

	The disc is an awesome projectile. It works like a quick shield
attack that will keep you safe within the first few seconds of the attack.
At first, the disc travels slowly, but it will eventually accelerate to
be the fastest projectile before disappearing. A great projectile overall,
and should be used often. Overall this exocore is just very good. No
other exocore in this game can actually physically harm other players.








====================================================
====================================================
Thunderstorm Charger - 16,500 Carats - ELEMENTALIST ONLY
====================================================
====================================================

	Great team exocore. It may not be an impressive display of the mighty
element, Lightning, but it's still pretty useful nonetheless.


Overdrive 1: Lightning Ball
=-=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will hold his/her fist back and charge it with electrical
energy. The energy is thrown as an orb. A pretty bland and boring overdrive,
but it serves its purpose as a projectile. SP cost is low, but so is the
damage. The object does travel quickly though. The recovery time is really
fast so you can juggle after the projectile or follow it up with a
Thunderstorm for an infinite reset if you're nearby.


Overdrive 2: Thunderstorm
=-=-=-=-=-=-=-=-=-=-=-=-=
The elementalist will raise one hand in the air and a lightning bolt will hit
his/her hand. The elementalist will then throw his/her hand down causing
the ground to be electrified within a relatively large radius. The damage is
so-so, but the huge plus to this is that this can stun anyone who is on the
ground, which also includes those are knocked down.


Overview:
=-=-=-=-=
	Despite lightning being such a powerful and dreadful element, this
exocore is quite weak damage-wise. Thunderbolts and thunderstorms
at max will only do around 150-200 damage, and can go as low as 40-70.
However, the Thunderstorm does have some very unique properties, which can
instantly paralyze those who are on the ground, even if they are lying on
the ground. This brings up some interesting ways to bully people, who try
to make an escape by rolling away. The radius is good, so use the
Thunderstorm often. Thunderbolt is weak, but it's one of the fastest
traveling projectiles in the game, and the recovery on it is still one
of the best I've seen from an overdrive. Pretty much a utility exocore, as
it makes it's use by support, instead of damage.

	One of the unique features of this exocore is it's infinite reset,
which involves doing the Lightning Ball and Thunderstorm over and over. Not
an easy thing to set up and it eats a lot of SP, but it's still something
to take note of regardless.






====================================================
====================================================
Typhoon - N/A - ALL CLASSES
====================================================
====================================================

	The Typhoon exocore is a very powerful exocore, but also a
pretty rare one as well. The Typhoon exocore can only be obtained by finding
three  "Relic of Ancient Times" that corrospond to the same class. This is
how it works. There are three kind of Relic of Ancient Times, named as
Relic of Ancient Times 1, Relic of Ancient Times 2, and Relic of Ancient
Times 3. Each one of these relics can be in different colors (representing
the classes like Strikers and etc.). For example, to get the boss exocore,
you must find a Relic of Ancient Times 1 (Striker), Relic of Ancient
Times 2 (Striker), and Relic of Ancient Times 3 (Striker), and double
click on one of them to combine them. You can only obtain Relic of
Ancient Times pieces from the normal typhoon chests, and the latter
two from the hard typhoon chests. The exocore lasts for 30-days.


Overdrive 1: Death Chill
=-=-=-=-=-=-=-=-=-=-=-=-
Exactly the same as the Ice Charger's first overdrive. The user will
charge up energy in his/her hand and unleash it within a second or so.
The damage is pitiful, but that's not the point of this attack. Anyone,
even those who are blocking or airborne, will be frozen as long as they
are hit by the attack. Use this opportunity to edge those who might
seem like they can be edged, or just do as much damage as possible.
You can also use this attack repeaditly just to stall for time and
keep your enemies stuck for as long as your SP bar can handle.


Overdrive 2: Subzero
=-=-=-=-=-=-=-=-=-=-
The user will slam his/her hand on the ground and summon a massive
wave surrounding him/her. This attack comes out quickly, but has
a long duration and recovery time. On the otherhand however, there
is A LOT of invincibility frames within this attack, so the user
is not as vulnerable as it seems to be. The damage on this attack
is excellent, and it knocks sends your opponents upwards so that
your teamates can hit them. A great overdrive, but it's still
very risky to use despite the invincibility frames.


Other Attacks:
=-=-=-=-=-=-=-
Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
Unlike the Dragon Striker, the Relic of the Phantomcore does not have long
claws, therefore the range is not as large.

Glacial Spike - P+K = The exocore's unique panic attack. The user will
stomp on the ground very quickly and two waves of ice pillars will pop
out. Great damage, and an awesome attack, but you can only use it once.


Overview:
=-=-=-=-=
	First of all, if you actually get this exocore, then congratulations.
The problem with Ice Charger is that all it can really do is freeze and throw
a few ice spears. This exocore's purpose is not only capable of inflicting
the frozen status on your opponents, but it's also able to clear out mobs
with it's Subzero overdrive and wreck havoc with it's excellent punch combo.
Another thing to note is it's panic attack, which is a great attack on it's
own. It still should be used as a panic attack only, but if you happen to
get in troubles with large mobs, you can use this to knock all of them down.
Use the Death Chill as a way to support your teamates or pick off enemies,
and use the Subzero for those hectic mobs.







====================================================
====================================================
White Devil Fang - 37,000 Carats - ALL CLASSES
====================================================
====================================================

	A pretty old exocore in Gem Fighter, the White Devil Fang is
a pretty powerful exocore. Doesn't seem like it offers much, but it can
really pull off some cheap kills in a stage with many edges.


Overdrive 1: Evil Sommersault
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As the name implies, the user quickly performs a flip. The hit reach is
pretty good. This overdrive is useful for two things. First, there's
tons of invincibility frames in the start up of this attack, and second,
you can easily juggle after a successful Devil Flip (if it hits someone
who is standing). It's best compared to Martial Art Soul's Shoryuken,
except easier to use and higher damage. Near edges, you can afford
to be reckless with it, as spamming it will make it hard for people to
hit you. Smarter players might be able to take advantage of you however
by predicting where and when you will flip. Nothing to fear, just keep
throwing them out and you're bound to win (sarcasm).


Overdrive 2: Devil's Fang
=-=-=-=-=-=-=-=-=-=-=-=-=
The user will quickly raise a pillar of fangs at a fair distance away.
This comes out really fast and is good for small mobs or to simply trap
people. There are various uses for this. You can easily hit people who
attempt to recovery punch somewhere with this. You can also use this
to hit people from behind although this requires a keen eye for distance.
It's also good for small mobs. A unique thing about this overdrive is that
the knockback is actually pretty good, allowing you to edge on medium
sized platforms pretty easily.


Overview:
=-=-=-=-=
	The easiest way to describe this exocore in a nutshell would be
Martial Arts Soul on easy mode. Not only is this exocore better in almost
every aspect, but it's also so much easier to use effectively. Then again,
both exocores are pretty easy to use in maps like Dos Polmas, Moonlight
Valley, or Risky Escape.

	Juggling after the Devil Flip should be of no problem as there
is plenty of time to land two punches and a whole combo in. The Flip has
a lot of invincibility frames in the beginning making it a perfect way
to safetly get out of situations where you lack the frame advantage
(such as after your opponent blocks your full combo). It's also
a pretty easy way to score some quick kills in edging stages.

	The second overdrive is quite good actually although some
don't bother using it. It's edging abilities are suprisingly good,
although it's not as good as first overdrive for the most part. Just
watch out for misses, because this overdrive leaves you vulnerable
while you attack. If you perform this while an enemy is right
next to you, you'll inevitably miss and will probably be attacked
in the process.

	For 37k I must say that this exocore is really worth it. Although
I loathe these instant edge kills exocores (Taurus, MAS), White Devils
Fang is really good.








====================================================
====================================================
Xero Discus - 191 Astros - STRIKER ONLY
====================================================
====================================================

	One of my most feared exocores. It's a generic striker exocore
(meaning most strikers will have this). It's powerful and fast, which is
the reason many people deem it as an overpowered exocore. I would agree
too, but no one can argue against the fact that this exocore is cool.


Overdrive 1: Xero Roll
=-=-=-=-=-=-=-=-=-=-=-
The striker will curl up and his/her shield will suddenly expand into a large
yo-yo like wheel. The striker will roll forward at a quick speed for a small
amount of time. A powerful overdrive that can deal around 400 damage. It comes
out very fast and is pretty much impossible to jump over. Your best bet is to
run away or side-step. The striker is invincible to any punch or kick (because
if you get too close, you're bound to be hit anyways). However, I'm sure that
the striker is vulnerable to any projectiles. A very effective overdrive on
bridges, but be careful not to roll off. It's blockable but the striker bounces
back after he/she stops rolling, so it's harder to follow-up with an attack of
your own.


Overdrive 2: Yo-yo Launch
=-=-=-=-=-=-=-=-=-=-=-=-=
The striker will throw one disc and immediately throw the other. Both disc
will travel and then curve back and return to the striker. Certainly the most
difficult projectile to dodge in the game. It's clearly the fastest traveling
projectile in the game. Aside from being absurdly fast, this overdrive act as
a boomering. You probably know what this means. The discs can hurt you while
it's traveling forward, or on its return. You must block at the direction
where the discs are coming from. Jumping over it is extremely difficult
because the discs fly above  the ground too. It also has a huge tendency to
knock people sideways, so it's excellent for scoring knock-offs on bridges.
The best way to dodge it is to sidestep, but due to how quickly this attack
can be whipped out, it's pretty much inevitable that you are going to be hit
if you don't block.

You only need to block this attack once. If you block it while it's coming at
you, the discs won't hit you on it's return.



Other Attacks:
=-=-=-=-=-=-=-
Spinning Disc Slice - P,P,P,P = Fast, power, and good range. I'm pretty sure
it's almost faster than the Knight Blade combo. The last punch hits twice
and knocks people over fences.

Spinnign Disc Illusion - P,P,K,K = Very unique combo. The kick causees the
striker to jump back and call back his discs as if it was a yo-yo. This
retreat protects the striker from counter attacks and panic attacks. The
last punch is a big spinning dash attack that hits twice.



Overview:
=-=-=-=-=
	Holy crap, and people thought Knight Blade was cheap. This is
certainly the one of the most deadly exocores you'll come accross.
Consider your team dead if you come accross a team who all have this
exocore. Fist of all, it's an extremely fast exocore. Second of all,
its range is deadly. It's extremely difficult to run away from someone
who has this exocore. Third, this exocore hurts! Expect to see most
of your life gone after a few hits. Good thing strikers don't have a
massive SP pool, as the overdrives of this exocore use a lot of SP.
If you come accross it, make sure you have an exocore of a similar
calibur, such as Ice Charger or Knight Blade. Otherwise, you better
drift and jump a lot.

	If you are feeling cheesy (and boooooy do I hate you!) then
you can just do the P,P,K over and over again, and there's hardly
much your opponent can do.







====================================================
====================================================
Yaki Cannon - 203 Astros - ALCHEMIST ONLY
====================================================
====================================================

	Many people think this is overpowered, but when you look at Skyhorns
who have a more spammable AOE attack with more range and a friendlier SP
cost that does nearly equal damage, this exocore begins to lose its shine.
It's indisuptably powerful, but it's not as overpowered as some other exocores
in the game.


Overdrive 1: Final Flash
=-=-=-=-=-=-=-=-=-=-=-=-
	The alchemist will aim his/her gun downwards and shoot the floor,
resulting in a HUGE shockwave. The shockwave is unblockable, and very difficult
to jump over. The Atomic Blast is not spammmable, as you'll have to wait around
5 seconds before you can use another one. The damage it deals is good, but not
as spectacular as one would expect. A grounded enemy would recieve around 300
damage, while an airborne would recieve around half. The best mob killer period.
Only weakness I can see to it, is that it has a large charge.


Overdrive 2: Converging Fire
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
	The alchemist will dash quickly and if the alchemist runs into an
enemy, the enemy will be knocked upwards with a gun and be shot numerous times.
This works similarly to a grapple, so your opponents can't be attacking in the
process. Otherwise the attack will fail. A successful hit will result in around
550 of your opponents HP gone. The knockback is tremendous too. It's similar
to the Blade Spirit's special, however there are also some differences. They do
similar damage, but the Yaki's one comes out slower and travels less distance,
but has nearly three times further knockback than the Blade Spirit one. Takes
around the same SP as the Atomic Blast (actually takes slightly more, but it's
almost unnoticeable). The Yaki one can also hit an opponent facing any direction
whereas the Blade Spirit one requires the enemy to face forward. However,
both attacks are quite buggy, so this is not entirely true.


Other Attacks:
=-=-=-=-=-=-=-
Gun Smack Combo - P,P,P,P = Same as the normal cannons, but the range of it is
larger. The swings also hit opponents behind you as well, but due to its long
range, it's no longer juggle friendly. The third hit usually misses in a juggle.

Double Swing - P (while dashing) = Goes farther than the normal grab, but it
swings twice, so if you hit someone airborne or someone's back, there's a chance
you'll hit twice for double the damage. Hitting someone's front will still knock
him/her down, and it's safer than the normal tackle when blocked.


Overview:
=-=-=-=-=
	This is easily comparable to the likes of Xero Discus and Blade Spirit, but
the difference is that this exocore heavily relies on its skills, since the
other exocores have more reliable combos once the user's SP runs out. Starting
from the strong points of this exocore, this exocore's abilities are completely
unblockable. Both attacks are pretty slow, but the first one makes up for it for
its hilariously ridiculous range. The other one is powerful, but quite hard to
land a hit, so you have to make sure you're going to hit. This thing is an SP
monster, and it's combos are far from spectacular. Don't get me wrong, it's
good, but everything about this exocore sufferes the same weakness... It's
just TOO SLOW! If you can get passed that, then this exocore is a
behemoth. It destroys mobs within seconds and no exocore can really do
better.







====================================================
====================================================
Youngblood Wolf - 15000 Carats - SOUL FIGHTER ONLY
====================================================
====================================================

	Great exocore for its price. It seems like all the exocores that RF
started with have prices that actually make sense.


Overdrive 1: Werewolf Kick
=-=-=-=-=-=-=-=-=-=-=-=-=-
	The wolf will do some strange handstand and propell itself up in the air with
a kick. It's not that powerful, but it acts as a combo breaker and a launcher,
like martial arts soul. You can use this to interrupt enemies while
they are attacking, as this overdrive has some strange hit properties. It
comes out fast, but also at certain frames, render the user invincible. Once
it connects, you can follow up with a Werewolf Slasher, but you will need to
delay your attacks properly to get a full combo to connect. This is also
excellent in moonlight games as you can just pull one of these to knock your
opponents off the stage. Since the wolf lacks a proper recovery move, this
can also be an ideal way to clear yourself from harm the moment you get up.


Overdrive 2: Bloodlust
=-=-=-=-=-=-=-=-=-=-=-
	The wolf will dash forward and if it makes contact with an opponent, it will
begin to bite him/her. This works as a grapple, so you'd better hope there
won't be that much lag. A successful hit will result in 300-400 damage and
this is unblockable as well. This can also grab your opponents while they are
facing backwards. There's not much tricks for this, just pull it out and see
what happens. However, I do have get a strange feeling when I use this on girl
characters, as I wonder if the wolf is really sucking her blood, or doing
something else...


Other Attacks:
=-=-=-=-=-=-=-
Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's
difficult to juggle with because of the angle of each slash.

Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air.
This is the wolf's launcher.

Wolf Mark - P+G = Wolf's throw. It's the same as a normal one pretty much.

Aerial Slash - P (while airborne) = A quick slash in the air.

Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack,
but it serves its purpose.

Wofl Claw- P (while running) = A pretty big slash, that works the same as
a shoulder tackle.

Dashing Bite - K(while running) = Works pretty much the same as a slide
kick.


Overview:
=-=-=-=-=
	A unique exocore that transform the user into a completely different being.
It presents the user a new moveset that is useful and powerful. Despite it
being a Werewolf, one might think that it should be quick, but it's not that
fast. It is however, not slow at all either. There are two things about the
wolf that severly handicaps it. One is the lack of a recovery kick, which can
clear its body from being piled on when it's knocked down. Second would be
the rather large size of the wolf which makes dodging things harder. These two
things drag the wolf down considerably. Since the wolf lacks a proper
recovery move, this can also be an ideal way to clear yourself from harm the
moment you get up. As for the size, there's nothing you can do about it. The
wolf is pretty strange to play as, but in the hands of a master, it's quite
possibly the most lethal exocore in the game.

	The only difference from this wolf and the Moon Wolf/Night Wolf is that
this wolf has different dashing attacks. Youngblood's Wolf Kick special comes
out a bit slower, and its overall attacks are slightly weaker. This wolf is
also somewhat smaller, but otherwise both wolves are pretty much identical.

Note: I did copy most of this from the Night Wolf because they are nearly
identical.











/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
4.) Maps/Stages
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/



This section will cover the variety of stages that Rumble Fighter has
to offer. This will also cover the variety of ways that these stages
are played such as NHAA (No hit at all) or NHTT (No hit till top).
Variety of stages also have some interesting spots in which you can
access.



====================================================
Blacktop Melee: Street Brawl
====================================================

Natural Disastors: None


Game Types: Survival

Other Game Types:None


A pure brawling stage, this is the ideal stage for those who despise
Knock-Offs as it is nearly impossible to knock anyone off this stage.
The only viable place in which you can fall is at the top over the fence
and usually, everyone fights at the bottem. This is also the iddeal stage
for 1v1 games, as it's a fairly large flat ground.


- This is the most ideal spot for 1v1 games.

- The electrical wires is actually a large skinny  platform. You can access
the platform by jumping from the top, or using the cat walk to the left.

- The catwalk to the left consists of many stairs that progressively lead up.

- You can stand on the basket ball rim. All you need is a good running start
After you go up the grey stairs. You can also jump from the fire extinguisher
next to it.


====================================================
China Town: Urban Downtown
====================================================

Natural Disastors: Electricity near the buildings at the northern part of the
map.


Game Types: Survival, Practice, Potion Battle

Other Game Types: Heart/Pumpkin Farming


A stage with no (excluding glitches) way to knock people off. It's an
interesting stage with many different places to jump around. Also to note is
the electrical wires near the top, which can electricute those who plan on
jumping around there. The electricity does small damage, but can hit multiple
times.

- This is the same map as the the practice stage.

- If you jump around a lot at the top. Eventually you reach the top of the
buildings.

- There are many glitches in this stage. One of the most interesting ones
allows you to go inside of the buildings.

- Heart/Pumpkin farming refers to the events where people had to collect
objects that would replace the normal items. Whoever collects a lot of
these, would win something. The reason why this stage is chosen
for heart/pumpkin farming is because of the plentitude of items that
appear in this stage.


====================================================
Cliff Temple: Night Rooftop
====================================================

Natural Disastors: None


Game Types: Survival

Other Game Types: None


A pretty symmetrical stage which consists of three buildings and two bridges.
The middle bridge has barriers to prevent people from being knocked off. Those
who fall off the bridge might be saved by the bridge below it, or the building
above it.


- Despite the description above, the bridge is the only thing that is not
symmetrical. It starts off high on the left and descends downwards.

- Only stage where it can be impossible to tell where you've spawned. Both
the left and right building are exactly identical. The best strategy is
to first look around and see whether you are on the left or right building.

- Angle grapples are your best friend and enemy here. If you know your
opponent is too dumb to fall for one, then just beat the crap out of
him/her.

- Each building (excluding middle) consists of three levels. The bottem
one, middle, and top. A proper angle grapple will kill those who are
at the second level.

- The bridge in the middle isn't a normal one. It has large barriers that
even prevent scrolls like Murekwon and Muay Thai from knocking people off.
You can still however use exocores such as Xero Discus or Martial Arts
Soul to knock people off.

- Right below the bridge is another bridge. This one has two gaps in it.
You can slide or nanmu over the gaps to get to the middle.

- For some reason, it's quite difficult to jump from the broken bridge
back up to the buildings. Easier with more of the JMP stat.

- The middle building is accessible. You cannot go inside any of the
buildings.

- Due to the game's strange clipping, you can often go inside the rocks
in the background, or end up being blocked by invisible walls.


====================================================
Demolition: Construction Site
====================================================

Natural Disastors: It's a moving screen, so you need stay within a certain
boundary that moves. Going too high or low results in death.


Game Types: Moving Screen

Other Game Types: NHTT, NHAA


This is the main moving screen map played on. It's a fairly complex stage
with many paths and tricks. Many players will find different ways to knock
you off the stage. The map starts off on the ground, but after 20 seconds
the screen will start to move up and the players will be forced to move
along with it. At the very top, there is a medium-sized platform. Within
the last 30 seconds of the game, that platform is the only safe one.

- This is the map of carat farming games. Carat farming, as the name
implies, is a quick (but boring) way to make carats. There are various
types of carat farm games. There are:

1. NHAA - No Hit At All. The rules to this is that no one can hit anyone
at all.

2. NHTT - No Hit Til Top - The rules is that you cannot hit until you
reached the top. Most NHTT games also discourage players from edge
guarding. The boxes on the back is considered a 'saftey zone' in which
players who do not intend to fight can relax in.

3. 1 Round NHAA/NHTT - same rules applied to NHAA or NHTT. However,
this only lasts 1 round. Some of you may wonder why it's only 1 round.
This is because 1 round games gets players 60 carats, whereas a 2 round
one would get you around 90, and 3 is 120. Although I'm not really
exact with the latter two numbers, I know for sure, that in the long run
1 round carat farms are much faster and efficient.

- There are much much more paths to get to the top than just the ramps
that are presented.

- In the beginning, there is a main ramp in the middle to get up.
Players can also use the logs on the left to get up, or the boxes on
the right.

- Somewhere in the middle of the map, you can use the boxes or barrels
to get up.

- Near the top, the ramp in the middle isn't the only way to get to the
top platform. You can use the poles and jump from there as well. Soul
Fighters have a much easier time doing this, but Alchemists should
not attempt it without nanmu.




====================================================
Dos Polmas: Octopus Paradise
====================================================

Natural Disasters: None

Game Types: Survival, King of the Hill

Other Game Types: KOTH


A new map for the Summer, and it was a map that I'd thought I'd really enjoy.
Though it may not look like it, this map is an edging paradise, so prepare
to die some lame deaths. It's a quite pretty map, but the water doesn't even
move.

- Oddly enough, Muay Thai's PPPK combo and Pa Kua Kwon's KKK Combo are the
only scroll attacks that can knock someone over the fishnet. Juggle launchers
such as Jeet's KKK combo can potentially knock someone over if aimed directly
upwards. Murekwon and Xero Disc's punch combo can do the same as well.

- There's a long thin platform under the main one. You can land on it with
ease if you jump from the bottem of the highest docks.

- There's an octopus on the platform. It does nothing but make the platform
assymetrical.

- The are a lot of poles, and nothing can one-hit knock people over some of
these poles (only exceptions are the ones on the ramps).

- As for King of the Hill, it's more like King of the Hills, as there's not
one hill, but instead three. So basically you have three different spots
that you can recieve points from. Technichally the quickest way to win a
match is if your team manages to hold all three points for awhile.

- Each "Hill" is located at the middle of the stage at three different
elevation levels. One hill is located at the highest platform. Another
hill is located at the middle place (the area is outlined by a white
box, if you were to leave the area, you are no longer king of the hill).
The last hill is at the very bottem thin platform (also outlined by
a white box).

- Defending the top hill can be tricky. A good AOE exocore helps out,
but the problem is, most AOE skills have a long charge/recovery time
and can leave you open for a knockout if you miss. You can knock off
people before they even land on the platform with a simple ram or
jump attack. If they manage to land on the island, use your edging skills!
Angle rams, grabbing, etc. Recommended scrolls? Something with a quick
knockback combo and good angling ability.

	- Drunken Boxing's PK combo is a good angling attack and its ram attack
	  goes further than a normal ram attack.

	- Wrestling is a bit slow, but a 360 degree grab can prove invaluable.

	- Shidokan is the best angling scroll in the game. Period. As long as
	  you catch someone with your kicks, you can angle him/her off.

	- Drunken Master has similar strengths to Drunken Boxing, but that
	  long grab animation can leave you vulnerable if your and your
	  opponent aren't alone on the hill.


	Just find the scroll that's right for you.


- Defending the middle is relatively easy (for me anyways). Staying
airborne is staying evasive, so don't be afraid to jump every so often.
An AOE exocore is vital, Yaki Cannon and Skyhorn are great exocores
for defending the middle, since their AOE skills can hit those in other
hills as well. Fire Charger is a great carat alternative as a firewall
can protect you and provide a free edging opportunity if lucky.
Recommeded scrolls? There are two ideal ones.

	- Muay Thai has no weakness, and can knock people over the fishnets.
	  It's fast and can angle decently as well, and it isn't as slippery
	  Pa Kua Kwon.

	- Pa Kua Kwon can knock people over the fishnets as well, and its
	  methods are more reliable than Muay Thai's, but it's a bit harder
	  to control.

- Defending the bottem is basically a matter of rock, paper, scissors.
Go crazy with the offense, angle tackle them off (start at the bottem/top
edge and tackle, so you won't fall). If they get too defensive, throw them.
If they are somewhat inbetween, just angle hit them off. Mix it up, and
be confusing. You don't necessarily have to hit them off as long as you
stay on the hill. Recommended scrolls?

	- Shidokan angle hits are a blessing. It's great for guarding the
	  bottem.

	- Shaolin is actually pretty good with the bottem. Not as good
	  with the angling as Shidokan, but it's faster.

	- Wrestling's 360 degree grab is a gaurantee kill if it works
	  (assuming the throw is angled and isn't glitched)






====================================================
Glacier Cove: Arctic Bridge
====================================================

Natural Disastors: None


Game Types: Survival

Other Game Types: None


One of the most commonly played maps due to its simple design and balance
between the ways on how you can defeat your opponents. You can just take down
all of their health, go on the brdige to knock them off, or go on the island
to knock them off. It's really up to you and how your opponent react, but you
should definitely be prepared on how to react to certain situations.

- In 4v4 games, half the team will spawn on the left and half will spawn on
the right. It's recommended that you stay on your side to help your teamate
unless an opponent runs off otherwise.

- Go on the island if you seem to be at a disadvantage, but still have the
same amount of players alive as the opposing team. Starting from here,
the game pretty much becomes a mind game. Use your exocores and
prepare for some team effort.

- The bridge is there to knock people off for some cheap kills. There are
many bridge tactics that are very effective. Be warned as many people love
to throw projectiles through the bridge, the one that you will have to fear
the most are the Shurikens and Discs.

- There's a tiny island above the bigger one in the middle. You can land on
that, from aiming your fall from the bridge, doing a massive double jump
from the left side, or jump from the right.

- If your positioning is close enough, you can use a nanmu to get from the
mainland to the island. Other quick dashes work as well, such as Blade Spirit's
dashing overdrive and Dragon Claw's dashing overdrive. Some don't work, such
as Xero Discus's Roll.


====================================================
Graffiti Kicks: Basketball Court
====================================================

Natural Disastors: None


Game Types: Survival (1-player mode)

Other Game Types: None

Not a playable stage in multiplayer. This is the stage that survival is
played on. It's pretty much Blacktop Melee with a giant basketball
court in the middle with some added details.

- This is where survival is played on. You must defeat 7 NPC's to beat
survival.

- When reaching level 20, you must complete survival 3 times (doesn't
need to be consecutive), in order to get nanmu. Nanmu is a multihitting
combo attack which can be done once per round.


====================================================
Hangar: Secret Elevator (Arena)
====================================================

Natural Disastors: None


Game Types: Arena

Other Game Types: None


It has the same texture as its moving screen counterpart. It's a very
basic map. It's basically a box with a platform in the middle. That's it.

- It's small, so it will be crowded. Take advantage of crowds with a good
exocore.

- If you are playing without teams, always look to see who is about to die
and finish him/her. Don't do this if you are one of those people who
boycott KSing (kill stealing).



====================================================
Hangar: Secret Elevator (Moving Screen)
====================================================

Natural Disastors: It's a moving screen, so you need stay within a certain
boundary that moves. Going too high or low results in death. The lights
are also dim, so make sure you actually land on a platform when falling down.


Game Types: Moving Screen

Other Game Types: NHAA, NHTB


A moving screen that is played less than Demolition due to its different
style. Hangar is a stage that goes down, and players must drop down
platform from platform. Missing one might cause players to fall down
to their death. At the bottem, players are given around 40 seconds to fight
it out before time runs out.

- Slide tackle is your best friend in this stage. Slide tackling off a
platform allows you to double jump during your fall. Use this double jump
to aim at where you are going to land.

- The bottem is where all the items are.

- NHAA refers to no hit at all. NHTB refers to no hit until bottem. If
you don't understand what this might mean, read the description in
for Demolition.

- There is a strange glitch that allows you to go through the walls at
the bottem of the stage.

- The lights are dim which makes it hard to see in some cases.




====================================================
Incinerator: Lava Factory
====================================================

Natural Disastors: Periodic lava streams that flow from the middle of the
stage, mine carts that roll down at the left part of the stage, the lava pool
at the upper-left and upper-right part of the stage, the fire that comes from
the many holes in the pipes on the ground.


Game Types: Survival

Other Game Types: None


A stage with many traps. Basically this whole stage becomes a mess in 4v4s.
You have fire spurring out everywhere, people getting run over by mine carts,
people tripping over lava, and people falling off at the bottem. It's quite a
mess.


- There are large chains that works as ramps on the left and right sides of
the stage. These chains lead to a platform high on the top.

- The railroad on the left is DANGEROUS!!! Those mine carts really hurt. They
can hit twice and take out 1/5 of your life.

- There is a very neat trick in using the lava pools to your advantage.
You can kick your opponent in the lava, and they will fly up from the
lava, and then you can kick them right back in. This can be repeated
for three times, but you need to be at the corner and angle your kicks.

- Watch out for the bottom, You can fall off there.





====================================================
Inferno: Sacred Tomb
====================================================

Natural Disastors: The totem in the middle that spins and breaths fire.


Game Types: Survival

Other Game Types: None


A dangerous map with many places to fall from. Pretty much a combination of
Incinerator and Moonlight Valley. There are fences in a few spots, but most of
the area is exposed and all of the bridges are broken. The totem will spin
around slowly and spew fire at a straight direction. The fire itself doesn't do
much damage but it can hit up to 4 times, and pushes you away from the center.
If you are close enough to the edge, you will fall if hit.

- There are a total of 4 platforms on this stage. There's the main one with the
fire totem, the shortest cliff on the top right, the cliff on the top left, and
the small spot on the bottem left.

- Unless you have lots of JUMP, you won't be able to jump from the Totem
platform to the top left cliff.

- Avoid staying on the edge on the totem platform as the fire from the totem can
hit you and knock you off.





====================================================
Moonlight Cliff: Lonely Peak
====================================================

Natural Disastors: None


Game Types: King of the Hill

Other Game Types: None


This is a map exclusive to the King of the Hill rumble mode. It's quite
similar in texture to Moonlight Valley, but it's noticeably taller. Most
of the fighting will take place at the top as people will try to compete
to rule the top.

- First player who reaches the top becomes King of the Hill. That person
must try not to get knocked off and accumulate as much points as possible.

- If this is not a team game, this will be chaotic.






====================================================
Moonlight Valley: Blue Mountain
====================================================

Natural Disasters: None


Game Types: Survival

Other Game Types: Moonlight Games


An interesting map which practically forces players to use methods of knock
off to hit their opponents off the map. It's very easy to die here, so watch
out. Don't expect to defeat your opponents by downing them. Hit or throw your
foes off the map.

- There are types of games called "Moonlight Games" which all three rounds
takes place in Moonlight Valley.

- There are a lot of fences that act as barricades. Certain scrolls like
Murekwon, Muay Thai, and BaguaZhang can knock people over these fences.

- There are a lot of bridges as well, meaning you can use projectiles or
angle hits to knock your foes off the map.

- There are quite a few glitches which enable one to go through the stages
rocks and cliffs. Watch out, you get banned if someone reports you for this.


====================================================
Pirate Harbor: Festive Dock
====================================================

Natural Disastors: None


Game Types: Survival, Potion Battle

Other Game Types: None


Pirate Harbor is a stage with many different spots to run and hide.
Similar to Zen Temple, people can go inside the ship, outisde the ship,
and in front of the ship. There are lots of places to fight, edge, and
hide.

- The ramp in the middle is quite dangerous. A proper angle tackle can
knock you off. Most people like to run at the barrier that's on the
ship and angle tackle those who come up.

- The people inside the ship can't those who are outside and vice versa.

- The ship has a plank, which usually has a good item when the clock hits
the right time. The plank is very skinny so it's easy to get knocked off.

- There is a balcony on the right. To get to it, you mist walk past the
mast of the ship.

- There are a lot of strange accessible areas in pirate harbor. One of
them is located on the right top and needs some kind of special projectile
(such as a shuriken or smiley bomb) to knock hit you up.

- It's possible to glitch through the wall, past the chair. However
you can't go anywhere, and people can still see you. Going too far will
result in death, as you will just fall through the stage.





====================================================
Ressurection: Sacred Earth
====================================================

Natural Disasters: None


Game Types: Survival, Caged Beast

Other Game Types: None


It's a floating rock with little floating rocks flying around it. A very simple
map for an all out brawl. Watchout of the edges though as a desperate opponent
might try to knock you down.

- With all of the floating rocks, this map is far more laggy than your typical
map.

- If you play this map with items on, there is an abundance of items that start
appearing at the specific time. They are all clumped together too, so it's easy
to have one greedy guy take everything for him or herself.

- Like every stage, watch out for the edges. There are no barricades to protect
you.

- Caged Beast mode is a certain rumble mode designated to create a 1v1
environment. However it's completely broken. With half health, most people
are sure to die within 3 combos. The cages also emit some special blue aura.
With the floating rocks and aura, this stage is very very laggy. People
can also escape the cage by glitching it. This is done by repeated slides
after immediately turning around. Watch out, you can get banned for this.

- Some jerks might whip out their exos and try to hit people in the fence.
Your worst fear should be the Yaki Cannon.





====================================================
Reverse Demolition: Building Evacuation
====================================================


Natural Disastors: It's a moving screen, so you need stay within a certain
boundary that moves. Going too high or low results in death.


Game Types: Moving Screen

Other Game Types: NHTB, NHAA


Well this is an awfully a cheap excuse for a new stage. It's the exact same
stage as Demolition, except you start from the top and crawl your way down.
That's the only difference. Might as well add another island in Glacier
and call it Glacier 2. Ridiculous!


- NHAA refers to no hit at all. NHTB refers to no hit until bottem. If
you don't understand what this might mean, read the description in
for Demolition.

- You can fall a long way down and still not manage to die. However the
same does not apply to going up.

- You can just slide off the stage and jump back on to it, similar to
what you would do in Hangar moving screen games.

- Once you reach the bottem, be very careful of people who have any exocore
that can knock you high upwards such as Iron Fist or Martial Arts Scroll.
If they knock you up near the stairs, there is a chance that you will go
too high and die.





====================================================
Ring of Death: Electrical Arena
====================================================

Natural Disasters: The wires around the arena will have electricity running
through them.


Game Types: Survival, Arena, Tutorial

Other Game Types: None


It's pretty much a wrestling arena with wires around the ropes. There will be
electricity that travel around the ropes that can damage and stun those who
are hit. People can fight inside the ring or outside. You can't pull out
chairs or ladders as if this was WWE though.

- This is the same stage where the tutorial is held.

- This stage is playable as an Arena mode, where people try to score points
by kills.

- Try keeping your foes near the ropes. If they get shocked while they
are on the ground, they will be stunned and open for some more hits.

- In the Arena version of this, you can't leave the ring.






====================================================
Risky Escape: Catwalk Phenomenom
====================================================

Natural Disasters: None


Game Types: Survival

Other Game Types: None


Unlike most survival maps in RF, this one is taller than it is wide.
It consists of 4 "floors" with some platforms to the right and left.
Each nearly each stair and catwalk is surrounded by a fence barrier.

- There's a bunch of platforms on the right disguised either as
a air conditioner or just a platform (platform disguised as a
platform... real clever...). Each platform is designed to catch
you the moment you fall off one.

- Despite being large fences, it still won't be able to stop certain
scrolls like Muay Thai from edging you. I belive the scrolls with
combos that can still edge you (if angled of course) would be
Muay Thai, Pa Kua Kwon, and Combat Sambo. Murekwon might be able to,
but in most cases, the person will just land on the other side very
near the edge. Avenger, Judo, Dragon, Jeet Kun Do, and a few other
scrolls can use their juggle launcher and a well placed punch to
edge people.

- MAS can easily knock people out of the map. MAS is also for cheap
brats. Some other exocores to watch out for are Xero Discus and
Taurus. Yaki can also be particularly dangerous for those who
choose to fight on the stairs.

- Since the whole stage is mostly vertical based, Iron Fist users
can just hide on the bottem and drop iron balls on those above.
Skyhorn users can also shoot people one level above them.

- The best way to avoid getting edged is to stay inside near the
wall. If you really want to pansy out, people seldomly pay attention
to the left or right side of the map.







====================================================
Rooftop: Messy Brawl
====================================================

Natural Disasters: None


Game Types: Survival

Other Game Types: None


Rooftop is a strange uneven map. There's not really much to it but there
are a lot of objects in which u can jump on, and a lot of places to hide.

- There's an opening on the right side of the stage. This opening
allows players to walk behind the fence.

- You can get knocked off the map by either the opening near the fence,
or off the building itself (this is at the bottem of the stage).

- There are many boxes to jump on. The boxes on the left can be climbed.
After going on the highest box on the left, you can do a big jump south
to land on another platform on the top.






====================================================
Taurus Temple: Minotaur Sanctuary
====================================================

Natural Disasters: It's a moving screen, so you need stay within a certain
boundary that moves. Going too high or low results in death.

Game Types: Moving Screen

Other Game Types: None

Taurus Temple is a rather open-ended Moving Screen stage. There are places
you can be edged, but it's far less than that of Demolition or Hangar.

- There are perhaps many ways to get to the middle. Some examples are
the blocks on the left, stairs in the middle, and pillars on the right.

- The screen will halt in a total of 4 spots. The first is in the
beginning of the round, second is in the middle area with the giant
pot and the "Sparta" pit. The third is right before the top to
let players jump to the middle. Finally, the fourth is at the
end.

- The final jump is disastously difficult especially for those with
a terrible SPD or JMP stat. Soul Fighters and Elementalists can just
jump normally from the edge to the middle, but Strikers and Alchemists
needs to jump from that fire pot (well they don't need to, but it's
highly recommended). If you have troubles, you can always resort
to using your nanmu to help you out.

- That pit in the middle looks familiar for those who watched "300".





====================================================
Third Rock: Space Enterprise
====================================================

Natural Disasters: None

Game Types: Survival

Other Game Types: None

A pretty cool looking map, but the actual stage design is very simple
and plain. A human being in space does not explode or freeze in space
but just simply suffocates. It's a game, nothing is obligated to
make sense.

- Each platform is conveniently labled by a number. They also have
poles around the edges that could possibly save people from being
edged.

- There's a small gap between the lower platforms to the higher one.
This gap is big enough for people to fall through, but it's not
as easy as it seems.

- It's possible to jump from the left platform to the right and
vice versa.

- The top platform is technically the safest one, because there's
a sign that prevents people from being edged upwards, and the two
platform that can possibly save you if you get knocked towards
that direction.

- Don't listen to the jerks who tell you that you can jump on the
UFO. If you attempt that, I will laugh at you. That UFO is just
a background animation.





====================================================
Under Construction: Advertising Billboard
====================================================

Natural Disasters: None

Game Types: Survival

Other Game Types: None


Under Construction is a unique stage in that you can destroy the
stage to some extent.

- In the bottem part of the stage, you can destroy the fences
with a few hits. Those fences will prevent people from falling.

- It's possible to jump from the bottem left to the bottem right
and back.

- There's a stair case on the middle left that will lead to the
highest part of the stage, which is just a narrow platform.

- The left and right areas are mainly connected by a small bridge,
similar to glacier cove.

- That billboard will sometimes change to do some in-game
advertising.





====================================================
Zen Temple: Buddhist Mountain
====================================================

Natural Disasters: None


Game Types: Survival, Potion Battle

Other Game Types: None


Zen Temple is a large map with many places to hide and lots of space
to fight. You can go inside the temple itself which will lead to a
deck in the middle. You can also fight in front of the temple.

- The roof of the temple can be walked on. Some people like to hide
behind the big chinese sign.

- There are two entrances to the temple. The left and right, which
both lead to the main deck on top.

- People inside the temple cannot see those who are outside and
vice versa. Use this to your advantage by throwing projectiles
inside the door.

- There are other ways to the deck of the temple. You can use the
pots to the left or the logs on the right.

- Potion battle games are often played here, due its many hiding
spots.








/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
5.) Adventure Mode
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/



	So what's Adventure Mode? It's a series of game modes where you
don't actually fight other people, but instead fight CPU controlled
enemies (called NPCs usually). It's basically a quest mode where you
can work with other people to defeat enemies.


================================================
================================================
Zombie Mode
================================================
================================================

	Zombie mode is a single-player mode where you must defeat as
many zombies as possible until you run out of life or the time limit
is over. Your rank is based upon how many zombies you kill, ranging
from rank D to rank S.

========================
Mechanics:
========================
- You are given 120 seconds to kill as many zombies as you can. The
moment a zombie is killed, it respawns.

- The carats given are based upon what rank you recieve, which is
based upon the amount of zombies you defeat.

- Any carat bonus modifiers like the Silver British do NOT work
here. Same with EXP modifiers such as the Bunny Item that grants
50% more EXP.

- Near the beginning, there will be a fair chance of zombies
dropping SP recoverable items after they die. Later on however,
they will start dropping HP recoverable items as well.

- It's possible to break the windows on the subway. This being
said, this will allow you to edge the zombies if you can manage
to knock them out the window. You can also then jump out of the
window to your death if you're that kind of person.



========================
Enemies:
========================

=-=-=-=-=-=
Male Zombie
=-=-=-=-=-=
The male zombies of the game remind me a lot of the ones I see in
Resident Evil. Their vomiting idea reminds me of Left 4 Dead's
Boomer. Getting vommited on is a terrible thing, in L4D and in
real life. Good thing I'm not that unlucky yet (in real life that
is).

Attacks:
--------
Rotten Bile - The male zombie will vomit out some green poisonous
liquid that will poison and slow you if you walk over it.

Dashing Claw - The male zombie will throw out his body and attempt
to scratch you.


Overview:
---------
Probably the zombie that you will have the most troubles with. Stepping
over poison vomit will probably be your number 1 cause of HP loss as
it's sometimes difficult to avoid because the vomit is everwhere. That
dash attack the male zombie does can also be annoying since it comes out
fairly suddenly (for a zombie that is). It's best to stay away from
them because that melee attack of theirs is fast enough to interrupt an
exocore special.





=-=-=-=-=-=-=
Female Zombie
=-=-=-=-=-=-=
Even when a zombie, the female still manages to keep beautiful pink
hair and wear proper skirts with panties under. Just shows how
precise and proper girls manage be, no matter what's expected of
them.


Attacks:
--------
Cannibilize - The female zombie will grab you and take a few bites
off of you.


Overview:
=-=-=-=-=
Probably the zombie that you will have the least troubles with.
Cannabilize is her only attack and it's a throw. So long as you are
doing something like exocore transforming, attacking, or jumping
you shouldn't be able to beat hit by this. However if you do, you
have just lost valuable time and 400+ HP. However it's nothing you
should be very worried about. If you ever watched any zombie movies
then you should know that the best way to deal with any zombies is
to stay away from them.





=-=-=-=-=-=-=
Police Zombie
=-=-=-=-=-=-=
Where did a zombie learn to shoot anyways? Maybe in a future
update we will see them with chainsaws, claws, and miniguns.
See what I did there?


Attacks:
--------
Gunfire - The police zombie will slowly lift his gun and shoot a
small fast bullet.


Overview:
=-=-=-=-=
These zombies can be quite troublesome at times. Although their
gun takes awhile to shoot (around 4 seconds to shoot), the bullet
is pretty fast, big, and powerful. Worst of all, it's unblockable.
On the good-side however, it takes them awhile to shoot again
because the recoil of the gun sends them on the floor. You might
be shot a few times, so be careful. The bullets do around 300+.
There are usually only two Police Zombie alive at a time.






========================
Tricks/Tips:
========================
- Despite the common conception some might have, AOE skills are
NOT the best in this mode. They are useful however. The best option
would be to use projectiles that pierce. Ice Charger's Ice Javalin
and Cannon Barrel's Rocket Fire are excellent examples.

- You can destroy the windows of the subway which grant you the
ability to edge your zombies (only work on the door windows). This
is easier said than done however, since the window is fairly small
and is quite high. Edging the zombies is a difficult strategy to
implement well because you will constantly be shot by the police
zombies.

- The top baggage area is a safe spot. You can go from one side
of the subway or exocore transform safetly with this.

- Your exocore is bound to run out one time or another. A great
trick however is whenever your exocore bar is about to run out,
do one final attack and demorph instantly. Take Cannon Barrel
for example. Shoot one giant rocket and demporh. The damage
done by the rocket will instantly rebuild your exo bar so that
you can morph right back. Many exocores can't do this however.

- Some great exocores for this mode would be Ice Charger and
Cannon Barrel. Shadow Devil, Skyhorns, Rock Gauntlet, Xero Discus,
Birthday Exocore, and Dragon Striker are all good examples too.

- Some exocores can glide over vomit puddles, like the Dragon Striker's
drill dash.

- The best stat to stack would be SP. STR sounds like a good option
but think of this way. 20 more SP is pretty much a ice javalin
that can deal 300 to zombies in a straight line accross the Subway.
5 extra STR will help you kill 1-3 zombies barely any faster than
without the stat. SPD might be useful for the moments needed to
move quickly, same with JMP. HP and ARM is not very useful for
attempting a high score.









================================================
================================================
Al Hata
================================================
================================================

	In Al Hata, you embark on a quest located on a tropical
island filled with goblins and ogres to defeat the mighty Typhoon.
Who is Typhoon? He's some really obese dragon goblem thing. He
commands some pretty powerful ice attacks.


========================
Mechanics:
========================

- This mode can be played on either Normal or Hard difficulty.

- There are serveral differences between Normal and Hard mode.
In Hard mode, there are more monsters and they have more health
and do more damage. On the second floor after the first stairs,
there are more poison statues. Finally, Typhoon has more life
and deals more damage and also gains access to a new move that
allows him to summon ice crystals.

- You can still fail the mission after being Typhoon. The
reason behind this is that you also have to defeat the minions
around him in order to win the boss hunt.

- The final prize at the end given differs on the difficulty.
A normal Al Hata win will yield a Typhoon Normal Chest which
will need a Normal Typhoon Key to open it (bought at the item
shop for 800 carats). Beating Al Hata on hard will yield a
Hard Typhoon Chest that must be opened with a Hard Typhoon
Key (bought at the item shop for 1,600 carats).

- Sometimes when you open a chest, you might get some wierd
object called a relic piece. You must accumulate three
of each seperate piece of the same class. For example, if
I get a Relic of Striker 1, then I must obtain a Relic of
Striker 2 and 3 to create the unique boss exocore. The
boss exocore lasts for 30-days.

- The boxes give various items, some of them being statted
versions of the items already in the shop, and some of them
being original altogether. An item from the normal chest
lasts for 24 hours upon opening, while an item from a hard
chest lasts for 3 days upon opening.

- Sometimes you may recieve strange items that go to your
bank invetory, although this is rare. The two items is
Typhoon's skin, and Typhoon's plunder. The only purpose of
these two item is to sell it for a impressive price. The
skin sells for 5,000 carats, while the treasure chest sells
for 10,000 carats.

========================
Enemies:
========================

=-=-=-=-=-=-=-
Goblin Warrior
=-=-=-=-=-=-=-
Goblins! Boy are they scary little things. They come at you
with clubs and shields, but they are still tiny and meager.
Goblins are notorious in many cultures and often appear in
many folklores and fairy tails. The origin of the goblin
character was somewhere in Britain and it spreaded
throughout Europe and even other continents. Asia had a
few fairy tails about goblins, but because asians were very
pretty superstitious, we were practically afraid of everything,
while we ate everything. I'm asian myself and I can't stop
thinking how strange this is. Of course, Europeons were just
as superstitious back then though, so it's nothing that
special.


Attacks:
--------
Triple Club Swing - The goblin will do two quick swings and
a delayed third one. Attack comes out very quickly and the
second hit is unblockable if the first connects. The third
hit is blockable no matter what however.

Retreating Strike - The goblin will take a rather large leap
backwards and jump forward with a striking slam. Blockable.

Retreat - The goblin will make two backward leaps.

Panic Attack - The goblin will panic attack like regular players
do.


Overview:
=-=-=-=-=
These guys can be pretty annoying. They do some good damage in
normal but are very dangerous in hard. Only throw them when
they block, because they are very difficult to throw otherwise
due to them spamming the triple club swings. They may also
retreat, but this is a bit random sometimes. The best way
to beat them is to simply just loop combos over and over. If
they ever panic attack, just block after they end, because
they will most likely attack right afterwards.





=-=-=-=-=-=-=-
Goblin Slinger
=-=-=-=-=-=-=-
These guys throw rocks. If you ever been hit by a rock, you'd
know how painful that is. In fact, the Bible had a story about
a boy named David who used a sling and flung a rock at a huge
monstrous warrior named Goliath. That rock killed goliath, and
David claimed he won because he had God on his side. This
proves that David is probably the greatest cheater that ever
existed... EVER.


Attacks:
--------
Stone Throw - The goblin will throw a rock that travels a fair
distance forward.

Retreat - The Goblin will make two backward leaps.

Panic Attack - The goblin will panic attack like regular players
do.


Overview:
=-=-=-=-=
These guys are probably not as much of a threat as the warriors,
but they are probably more troublesome to deal with. They have
a tendency to retreat more than the warriors do, due to being
ranged fighters. Rocks do a substantial amount of damage, but
they are easy to avoid. It's reasonable to ignore them while
working on the goblin warriors and dogs. If they panic attack,
just jump kick them or block the rock that they might throw.
If they retreat, chase them with a slide kick.





=-=-=-=-=-=-=
Goblin Canine
=-=-=-=-=-=-=
The loyalty of dogs is usually the most treasured aspect of
owning a dog. Apparantly goblins also keep pets on their own and
raise it with care. With that being said, I'm not sure if these
are dogs or caramel apple jelly beans with mouths.


Attacks:
--------
Jumping Bite - The Goblin Dog will do a small leap and bite.
Does not knock down and is blockable.

Panic Attack - The dog will panic attack like regular players
do.


Overview:
=-=-=-=-=
They don't have a lot of health compared to the other enemies so
these are fairly easy to kill. They should be handled first
because they have a large tendency to be troublesome. They are
the fastest enemy in this stage, but aside from that they are at
best, a pest.





=-=-
Ogre
=-=-
Ogres are usually depicted as giant, deformed, humanoid creatures
with an IQ that's usually under 30. Jack and the Beanstalk is a
very famous fairy tale about a kid named Jack who planted a
bean that grew to a stalk which became a passage to the sky.
He went up, met an ogre, ogre wanted to eat him, Jack ran, Ogre
raged... blah blah blah. The Ogres in Rumble Fighter is probably
related to a fruit called a pineapple. Need I explain what
a pineapple is? It's one of those fruits you don't want to
rub yourself with.


Attacks:
--------
Ground Slam - The Ogre will slam the ground knocking down those
who are hit. This is blockable.

Panic Attack - The ogre will panic attack like regular players
do. However his panic attack is fairly powerful on it's own.

Overview:
=-=-=-=-=
Probably the easiest enemy to deal with due to it's size. Since
he's slow on the attack and movement, you should focus on fighting
the other enemies first. It's very likely that you will end up
hitting him in the process anyways, because he's that big. Any
jump kick will hit this poor guy and interrupt his attack. This
enemy should be the last-prioritized enemy to defeat because he's
arguably the easiest one to beat.



=-=-=-=-=-=-=
Poison Statue
=-=-=-=-=-=-=
A white statue that's not really an enemy, but more of a stage
environmental threat. All it does is shoot waves of green gas
that knocks you up in the air (same to Inferno's fire Tiki
torch).


Attacks:
--------
Poison Field - The statue will spew out a line of poison gas
that will travel from it's left to it's right. Weak, but it
knocks down and is unblockable.


Overview:
=-=-=-=-=
It's not an enemy you're required to defeat, because it's
indestructable anyways. However it will still be a very big
nuisance. You can avoid it by either staying above it, or
very far below it.




=-=-=-=-=-=-=-
Typhoon (BOSS)
=-=-=-=-=-=-=-
Alright, the boss of Rumble Fighter is a giant ogre-ish looking
creature. Safe to say, it's a giant goblin-ogre combination with
the ability to command ice. According his annoying dialogue at
the start of every game, he was locked up 500 years ago by
a group of shamans. He managed to free himself and plans to
rule the world by freezing everything that opposses him. Your
goal is to put a cold stop to his plans and then free him right
after so you can kill him again the next time you choose to boss
hunt. He'll forget about those many times you kicked his ass.


Attacks:
--------
Tsunami Swing - Typhoon's melee attack. He will perform a massive,
but blockable, swing that has a huge hit box.

Iceberg Breaker - Typhoon's other melee attack. He will charge
up momentarily for a devastating unblockable blow on the ground.

Glacial Spike - Typhoon will stomp on the ground and two series
of spikes will pop out from the ground surrounding him.

Subzero - Typhoon will slam his hand down and summon a giant
blossom-looking field around him.

Blizzard Breath - Typhoon will blow a frosty wind in front of
him. Blockable suprisingly.

Crystalize (HARD MODE ONLY) - Typhoon will summon crystals all
displaced around the battlefield that explode and freeze anything
nearby after a time limit.


Attack Signals/Opportunities:
-----------------------------
Tsunami Swing - Typhoon will begin turning while moving backwards
as if he's going to prepare for a huge swing (which he will be).
It's best to block it, as the range is deceptively larger than
it might seem. After the swing you can throw around 2-3 hits without
worry, but he moves back after the swing, so you might miss.

Iceberg Breaker - Typhoon will raise of it's hands and it will
begin to glow. You can also hear a charge-up sound similar to
that of Heaven's Fist or Mecha Strike. It's unblockable but
the overall reach of it is quite poor. Just move anywhere that
is not in front of him and beat him down. This is his most
punishable move as you can get at least two full combos on
him before he recovers (varies upon scroll).

Glacial Spike - This attack comes out fairly quickly compared
to his others. He will raise one leg and stomp with two waves
of ice pillars coming after. If you see the signal of this
attack (the stomping preparation motion), just block. He
recovers very quickly from this, so you'll only have time
for around two hits.

Subzero - His fastest attack next to Glacial Spike. The signal
that he will use this attack is when he lifts up both of his
arms in preparation to slam the ground. If you're right in
front of him, you have to turn around to block it, otherwise
it will hit your back. Sideblocking works as well. Be careful
not to walk into the attack as the ice field changes in size
during the attack. Don't be greedy, you can only get around
2 hits after he uses this.

Blizzard Breath - If you're near him while he uses this, you
have nothing to worry and can hit him for a full combo. If
you're at mid distance away from him however, then just block
it. Make sure you're facing the right direction when blocking
however, because it can hit you from behind if you're close
to him (but not like nose to his belly close).

Crystalize - A really annoying attack. There's no sign of
him using this. The crystals fall randomly from the sky and
will just stay there until exploding. It's recommended you
only destroy the crystals that might pose a threat to you.
Crystals have around 200 HP, and usually die within three
hits or so. If you're in a situation where you cannot
avoid the crystal, just block, because Typhoon only has
one move that can break guards.



Overview:
=-=-=-=-=
	This guy is huge, no kidding about that. Being that big
however, means he's not a terribly difficult target to hit. But
you'd want to be very cautious on how you hit him.

	A big boss in any video game is always beaten by a common
pattern. Just block/avoid it's attacks and counter. If you get too
greedy, you'll most likely risk more chances of getting hit. For
Typhoon, block most of his attacks, and deal some damage before you
block his next attack.

	Since he's so big, a jump kick from any height is bound
to hit him. Use this to your advantage to get behind him by
jumping through him. Some of his attacks are easier to avoid
from behind.

	Work with your teamates to defeat all the minions first.
You can use AOE skills while fighting Typhoon, or lure them down
from the top. Be warned that if you happen to lure Typhoon down the
stairs, he will respawn at the top with full health. A good tactic
is to have one guy run around typhoon to lure all the enemies and hide
in a corner, while the other two uses their exos to wipe the minions
out (like Shadow Devil).

	An easy tactic to defeating Typhoon is to have one skilled
person to distract the boss, while the other two spams the Psi Force
(default elementalist exocore) fishes over and over. Of course, anything
works, so long as you don't get hit.

	Know your noodles and don't be rash. You can't take many hits
from him, especially in hard mode. As long as you don't fall asleep
while fighting him, you should be able to safetly wither away his
health. He's only as difficult as you make it.



========================
Tricks/Tips:
========================

- The most important thing to do for Boss Hunt is to come prepared,
scroll and exocore wise (exocore being vastly more important). Equips
are good too (mainly SP equips).

- Hands down, the best exocore for Al Hata is Shadow Devil. The bat
swarm range,damage, and stun, makes it the perfect exocore for wiping
out a whole wave of enemies. So long as two people in your team have
it, and take turns using it, you should have an easy time with the
boss hunt in general.

- Not everyone has Shadow Devil. Skyhorns also work great for mobs,
Same with Iron Fist. Against Typhoon, Rock Golem is good because
it can hit him various times with the Summon Golem special. On
hard mode, you'll come against crystals, which can easily be
whiped out with Suriya's crystal's disc or by Dragon Striker/
Birthday Exocore's drill dash. An exocore is as good as you use
it, so anything can work.

- When it comes to defeating Typhoon himself, Taurus is probably
the best exocore to go with, due to the spinning whirlwind
overdrive hitting thrice and being very fast. Rock Gauntlet is
good too so long as you find those moments to summon a golem near
him. Psi Force elemental spirits are great for attacking Typhoon
safetly from a distance and they do good damage for the SP.

- Pa Kua Kwon is probably the best scroll to fight Typhoon with.
Pa Kua Kwon has a really fast three hit punch combo that hits for
440+ damage. It's KKP loop is also good for normal enemies. Other
noteworthy scrolls would be Shoot Boxing and zinTKD. Scrolls don't
make a huge difference anyways so don't be discouraged for what
you're using currently.

- When it comes to fighting the enemies, the quickest way to defeat
a single enemy is to loop combos over and over (e.g. PaKuaKwon's
KKP combo over and over). If fighting swarms however, you're better
off knocking them down wiith a full combo while focusing on another
enemy right afterwards.

- While it's a good idea to save your exocores and SP for later on,
it's a better idea to use some of it early on. Plan with your teamates
to see who will use their exocores at each wave. Also remember that
there is a chest prior to the boss that will give HP healing items,
SP healing items, and buffs.

- While it's not necessary, avoid being a greedy jerk-off. If you
see someone kill a monster by himself/herself and the monster
drops a coin upon dying, don't run up and steal it. Also avoid
hogging all the items, and just judge who needs it more. Likewise,
if you happen to come across someone like this, try to avoid
raging about it.











/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
6.) Strategies and Tips
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


5A.) General Tips/Tricks
========================




Advance Nanmu Juggle
====================
The typical 100% reliable nanmu juggle is always punch, punch, nanmu.
However some scrolls have different options that deal much more damage
than usual. Some of these are included in my videos (check it out at
www.youtube.com/gcyoshi13). It's not easy, but it's rewarding to do.
Some are easier than others.




Air Grab
========
An air grab is an grapple that is performed in mid-air. It's
quite difficult to do, and even more difficult to connect. To
do it, you have to jump, and at the peak of your jump, you
have to perform a grab. You can also do this right after
double jumping.

To get it to connect, you have to be at the same distance where
you can grab an opponent as if you were on the ground. Even if
you are in the air, the grapple will still connect, as long
as the angle and distance is right.

You can even angle your grab while airborne.

There has been debate about Air Grabs being bannable. Air Grab
is NOT bannable. What's bannable is refered to as R-climb, or
air-climb. Air/R climb is used to delay an inevitable death
usually near the bottem of the stage where you are falling
down and where people can't easily hit you.





Angle Grapples
==============
Angle grapples as the name implies, is throwing your opponents at an
angle. One of the cheapest way to get a edge-kill on bridges or ramps,
use this wisely, and you can quickly dominate the opposition. It's simple
to perform as well.

The enemy must be facing somewhere your direction. For example: If I
face forward, to successfully grab him, He has to be facing toward me, or
45 degrees up or down. If he's facing upwards and im facing foward, the
grapple won't be a success.

According to this, you can throw your opponent if you're facing him
diagnally and he's facing forward. The throw will be a success and he
probably will fly off the map if you throw him on a bridge or ramp.





Angle Knockback
===============
Angle Knockback is to turn, right before your finish your combo. The
resulting hit will knock your opponent back, however they will fly off at
an angle. This is incredibly important and useful to get knock offs
especially on crammed areas like bridges or ramps.

The difficulty of a successful Angle Knockback varies upon your style.
Styles that move a lot in their finishing hit, such as Street, Koroshu etc.
have a difficult time completing angle hits. Shidokan is the best at Angle
knockbacks.





Angle Recovery Kicks
====================
Recovery kicks are the kicks in which you perform while you are lying
on the ground. It has a fair knockback and small damage. Angle
Recovery Kicks are very useful on places like bridges where vertical
space is small. To angle them, just roll and then press up or down and
kick. The reason why you would want to roll first is because if you were
just to press up or down, the result would be you rolling off and the
other team laughing. Also note that enemies that are really close behind
you, will also be hit. It's a great way to clear out nearby enemies,
along with scoring some potentially cheap kills.





Combo Breaker
=============
A combo breaker is a move performed to interupt someone's combo.
In order to do this, certain exocores are needed. The best one
would be the Martial Arts Soul Exocore, because it's fast and
a successful Combo Breaker can allow you to juggle your opponent.

Let's say I have TaeKwonDo.I kick this guy who is blocking. Before
I can even continue to my second kick, he whips out a Shoryuken,
and hits me. That's a combo breaker.

Some examples of combo breakers are:

Martial Arts Soul (First overdrive with the large uppercut)
Night/Moon Wolf (First Overdrive with the quick high kick)
YoungBlood Wolf (First Overdrive with the quick high Kick)
Xero Discus (First Overdrive that rolls)





Countering
==========
To counter you press K+G. Your character will make an odd dash. To
actually get it to work, you must catch an opponents attack with it.
In this case, there are many methods to do so. Such moments are...


- Beginners normally punch away with no delays whatsoever. If
you happen to be blocking their attacks, you can always quickly
unblock and counter thus interrupting their combo.

- Some people's jump attacks are very linear. If you see them
flying at you, catch it with a counter.

- After slide tackling or being slide tackled, you can always
counter in hopes of catching an aggressive opponent's attacks.

- Countering after being countered can also work, however most
people will always throw you.

- Countering after landing from a jump can also work in many cases,
especially against an eager opponent. Just make sure they notice
when you jump, and that they are actually near you.





Countering (interruption)
=========================
Counter interruptions is basically a combo breaker with a counter.
If you happen to be blocking while your opponent is doing a combo,
you always attempt a counter in hopes of catching their next attack.
However it varies upon their delays, and it's also a risky manuever.
It is pretty useful though in most cases, and it's also impressive
to do.





Crossover
=========
Crossover is a common term in many fighting games. A crossover is
a special kind of jump kick that can hit an opponents backside. How it
works is quite simple. A blocking character can be hurt from behind
(assuming he/she has no shells). The whole point to this, is to
jump over someone. Aim your jump to land near an opponents back and
kick.

An effective way to use crossovers is do a really quick double
jump. Let's say me and my foe are really close and we're facing
eachother. I do a very quick double jump over him and kick. If done
right, I would kick his back, even though my kick wasn't faced at
him.




Delay
=====
Delay is the pause you can control before continuing a combo. For
example some attacks have little to no delay to them at all. If
I'm playing with Shidokan I can:

Punch (quarter second pause), Punch (half second pause), Punch (half
second pause), Punch (3/5 second pause).

Shidokan has the best delay abilities in the game, but many other scrolls
have good delays as well. Mainly slower scrolls like Murekwon, Karate,
Ninjitsu (Ninjitsu is pretty fast actually) all have good delays.

The point of delays is to tempt your opponents to thinking that you've
stopped attacking. This can provoke some opponents to let their guard
down





Demolition Bridge Angle Tackle
==============================
If you notice in the moving screen: Demolition, the ramps has a pretty
limited amount of space, but it's just enough space to do an angle tackle.
In order to set this up with out falling you need to take these precautions.


1. Make sure you are at the very side of the ramp. To get this, there are
poles and signs in which you can use as a reference.

2. Make sure you angle tackle only. Tackling vertically results in
suicide.

The best way to learn this is to simply play moving screen with
proffesionals, who find every chance to cheap their opponents. Sure you
will probably die against them, but learning is priceless.





Drifting
========
Drifting is the basis of a pro's movement during 1v1's. Drifting is to
walk around the opponent and attack at different angles and direction.
Drifting is useful for these following reasons:

1. Drifting is pretty much like dodging. Most attacks in rumble fighter
are linear, thus if you keep moving around them, they will have to
change the angle of thier attacks.

2. Drifting also provides an offensive help as well. Drifting allows you
to move around a person's guard. The person will most likely just turn
and keep blocking, leaving him/her open to a grapple.

Most people forget that in Rumble Fighter you can move your character
in 9 directions, not just right and left. Once you forget that it's not a
linear game, you can move freely and be more unpredictable. This is
quite necessary for "pro" fights.

Most people love to test the waters by throwing a single punch and then
moving around you. It's a good way to test out how your opponents would
react.





Edging (Counter)
================
This is just using your counter to catch and opponents attack and
pushing them off the map. The trick behind this is to angle it the right
way. Let's say that you are playing on Glacier Cove, and you meet this
guy on the bridge. He starts dashing towards you and is going to perform
a slide tackle. Since the bridge has little vertical space, you can angle
your counter diagnally so that if you manage to catch his slide tackle, he
will stagger backwards at a diagnal opposite of the direction you
countered him, thus making him fall off.

Sure this sounds cool, but not only are counters pretty difficult to time,
but you need a fair amount of prediction as well. The largest downfall to
this is that your opponent can just throw you.

The best method to this would be use it on someone who is lying down right
beside an edge. Make sure you stand right in front of him/her so he can't
roll away from the edge. Hopefull you can counter his/her recovery kick
so he/she ends up staggering off the edge.




Martial Arts Soul Back Hit
==========================
The Shoryuken overdrive of the Martial Arts Soul Exocore knocks your
opponents pretty high-up and far. However strangely enough, this
punch hits those directly behind you as well.

A common method is to go near a fence or pole and face it. Go really
close to it. If a person does not know what you are planning, they
will think that you are vulnerable. The moment they approach
your back, perform an uppercut. If it works, it will hit them, even
if they are behind you, and they will fly over you and into their
doom.





Heavens Fist Juggling
=====================
Heavens Fist Juggling is just like any other kind of juggling but with a
twist. First of all you need:

1. Juggling scroll of some sort (in this case we will use boxing as our
example). Kobudo does not work because it's an elementalist only scroll
and elementalists can't equip Heavens Fist.

2. Striker Class equiped with the Heavens Fist exocore.

Once you have that, we can begin:

1. Hit your opponent with your launcher attack. This is boxings P,P,P,P
combo.

2. Right after hitting your opponent with the launcher, move a little
forward and immediately do the short Heavens Fist special

3. Your opponent should land on the ground and the fist should come
out shortly after. If all goes well, you opponent should be up in the air
again, but behind you this time.

4. Turn around and juggle.

This is quite useful in cases where you're being pushed to an edge but
cannot seem to grapple your opponent. This also deals more damage
than if you were to just juggle after the launcher.




Infinite Combo (Exocore Stun Reset)
===================================
Infinite's can easily be performed with exocores that generally give
a large stun time such as Thunderstorm Charger or Shadow Devil. This
can result in an infinite, assuming you have a partner who's willing
to cooporate. All you have to do is take turns to paralyze your
enemy with the right overdrive. Here are some of the more effective
exocores at performing this task:

Shadow Devil (second overdrive with the large swarm of bats)
Thunderstorm Charger (second overdrive with the electric field)
Ice Charger (first overdrive with the freeze ability)
Fire Charger (second overdrive that sets the ground on fire)
Birthday Exocore (same as fire charger)





Infinite Combo (Scroll Juggling)
================================
Infinite combos can spur out of a simple juggle starter. It requires
good coordination however, and a partner who is comfortable with
juggling and someone who also knows that you guys are going to
infinite juggle. Here's an example.

Me and my friend both have boxing (no need to have the same scroll).

He starts his combo and does the full juggle. Before the juggled
person falls to the ground, I start my juggle. After my juggle ends,
he does his again. We basically just alternate until one of us fails
or the poor guy dies.

There are videos on youtube. Look them up.





Infinite Combo (Heaven's Fist)
==============================
An infinite combo is possible if you have Heaven's Fist paired with
the right exocore. The only scrolls that can do this currently are:
Jeet Kun Do, Dragon, and Koroshu. The whole idea works similarly
to the normal Heaven's Fist juggling, but except you can throw out
a single punch, do the small fist, and repeat. It's unrollable if
you do it quick, and the only limit is your SP gauge.

An example of how this works is... (with Jeet or Dragon since they
have the exact same steps)

1. Do the kick combo juggle launcher to get them up in the air.

2. Punch once

3. Do the short Heaven's Fist special

Repeat, and also remember to aim your punch to where your opponent
might land. They usually fly at your side if you don't move forward
after the first punch.





Juggling (with launcher)
========================
Launcher refers to having an attack that hits an opponent high up in
the air, allowing you to start a juggle. Juggling is pretty simple.
Just hit your opponent before the land (or right when they land).

The bases of all juggles work like this:

1. Juggle Launcher
2. Two first punches
3. A full punch/kick combo (should be the most powerful juggle)
4. Ground hit (if your scroll has one)

Some scrolls are easier to juggle than others. It's recommended
and even required for some scrolls that you should walk a bit
forward after each punch. The reason behind this is that some
scrolls tend to miss their full combos due to a lack of reach.




Juggling (without launcher)
======================================
Juggling without a proper launcher or exocore helkp is quite tricky and
very  difficult to set up. There are, however, a few ways to do this:

1. Kick or punch someone out of the air. If you land before the person
that you hit in the air, you can have a chance to juggle him/her.
However, that kick/punch to get your opponents out of the air counts
as one hit, so you can only follow up with a single punch and then
a full combo.

2. Perform your juggle right after someone completes his/her juggle or
combo. The only combos that can be juggled from would be those fence
edging combos. Some examples of this are:

Muay Thai (PPPK)
MureKwon (PPPP)
Jujitsu (PPPP)
Vale Tudo (KKPPK)
BaGuaZhang (KKK)
Default (PPP)
Shaolin (PKP)


I've only listed some examples, but as long as your opponent is in the air,
juggling is possible. It may be hard without a proper set up is hard and
the chances aren't much but it can be useful for the extra damage or
knockback.





Nanmu (Feint Exocore Transformation)
====================================
This is a neat trick where you transform, but before you complete
your transformation, you instead instantly nanmu. You can nanmu
to interupt your transformation. The use of this is to trick your
opponent who would try to wait until you are done putting on your
exocore.





Nanmu Recovery
==============
Strange enough, you can nanmu while you're lying on the ground.
It's a great way to catch opponents off guard and really useful
if someone knocks you down and you need to escape. Simply
press "V" while lying on the ground and you will use your Nanmu.





Panic Prediction
================
Performing this pretty much shows your opponents that you can read
their moves as if it were a newspaper. The whole point behind this
is to simply pressure an opponent to the point where you would expect
a panic. At the point where you predict the panic, you block. If
you succeeded, you would've blocked your opponents panic attack,
and can follow up for more damage or a knock off.

One example is this. Let's say I do my TaeKwonDo kick combo. The
guy being kicked is near an edge, and if he were to let me finish
my combo, the guy will be knocked off the stage. However, most
people realize this right before the finishing hit (in this case
it's the 4th kick of TaeKwonDo's kick combo). So instead of
completing my kick combo, I stop at the third kick and block.
He ends up panicing and I blocked it. Then I begin my combo again
before he can recover and edge him.

It's a very impressive manuever to disregard and put waste to
people's effort to save themselves.

This is better seen than explained. Predicting panics needs
masterful and precise prediction.





Panic Prediction (counter)
==========================
Pretty much the way to counter those who attempt to predict your
panic. When it seems like they are trying to knock you off. Just
go for a grab instead of panic. If it works, your opponent
will block in anticipation of a panic, but instead will be grappled.

This extremely risky. Only use it if your opponent is sure to
attempt to block a panic. Even then it's not recommended.

The best method is to simply walk away to safety or jump out.





Projectile Back-Hits
=======================
Basically since projectiles detach from your body and acts as
its own seperate hit box, you can easy hit someone's back just
by throwing the projectile at the right time. Take the Cannon
Barrel for example, the projectile starts around an inch in
front of you. If someone is really close to you, the projectile
will start at his back, and thus hit him when the projectile
is suddenly thrown out. Some examples of detachable hits are:

Projectiles
-----------
Ninja Soul (Both overdrives can do this)
Cannon Barrel (Both overdrives can do this)
Cannon Launcher (Both overdrives can do this)
Psi Force (Both overdrives can do this)
Xero Discus (Second overdrive that throws the discs)
Thunderstorm Charger (First overdrive that shoots the ball)
Metal Force (The overdrive that creates the stonewall)
Shadow Devil (The second ovedrive with the swarm of bats)
(basically any projectile in general)

Non-Projectiles
---------------
Blade Spirit (First overdrive with the large slash)
Invincible Fist (First overdrive)
(basically any long disjointed hitboxes)





Sneaky Demolition Hits
======================
Some exocores have some wierd hit boxes. In Demolition, at platform
right underneat the highest one, people can actually hit the people
on top from below. One example is this is the Iron Fist exocore that
can drop an Iron ball from the sky. It's possible to remain completely
hidden from the people on top, and drop an iron ball on top of them.
Same thing can be done with the Martial Art Soul exocore. Here's
a list of exocores that can hit people on the platform above you:

Iron Fist (second overdrive that drops the large iron ball)
Martial Arts Soul (first overdrive with the large uppercut)
Skyhorn (any color) (second overdrive that shoots the large bolt up
to the sky)




Thunderstorm Charger Reset
=======================
This is a infinite that can only be done by the Thunderstorm Charger
Exocore which is only hampered by the amount of MP your
character has. The process for this is quite simple. All you have to do is:

1. Shoot someone with the Lighting ball projectile.

2. The guy you shot should go flying in the air. Go near him/her and
before he/she lands use your electric ground attack special. It should
paralyze the person even when he/she is on the ground.

3. Repeat step 1 again.

The only limit to this "infinite combo" is the amount of SP you have.
You don't necessarily have to use the electric energy ball.




Wake-Up Game
=======================
Wake-Up Game refers to how you knockdown your opponent after they
get back up. With a good wake-up game, you can easily control the
battle.

Some tips on developing a good wake-up game...

1. Try to always get behind your opponents after knocking them down.
The back is more exposed to hits than the front, and the second
punch of a punch combo cannot be blocked if you land the first
punch behind your opponent.

2. Sometime people love to recovery kick. If you can measure the
distance that the recovery kick will go and when they will
perform the kick, then you can basically land a free kick
combo on them. Jump kicking over their recovery kick is also
a good method.


Those are just two concepts to an otherwise complex mindgame. It
can get as wierd as dashing circles around your down opponent as
you wait for the right time to slide tackle, or as simple as
throw them the moment they get up.













/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================================
====================================================
====================================================
7.) FAQ
====================================================
====================================================
====================================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/





Well this is embarassing. Despite it being a FAQ, THERE'S NO FAQ
SECTION!!! Well here it is.

Questions include (in order):

1. What class should I pick?
2. What scroll should I buy?
3. How do I trade my items?
4. What sacred scroll do you use?
5. Can you be my friend?
6. Can you be my girlfriend?
7. Can you be my boyfriend?
8. How do I fight this guy? He lags to much?
9. This guy is hacking!
10. How do I obtain Astros?
11. Should I get Astros?
12. Is (insert something here) considered nooby?
13. Is NHAA bad?




What class should I pick??
==========================
Classes generally play similar, the only thing that varies is its
scroll choices, stats, and exocores. These are huge factors however
so you would want to carefully choose.

Strikers - Their exocores are more geared toward hand-to-hand
combat and don't often rely on a huge SP pool. This benefits
strikers as they have a terrible SPD and SP stat. Their JMP and
ARM stat is average, but they have the highest HP and STR stats
in the game. Their class-specific clothing enhances their already
large STR stat.

Choose Striker if you just want to kill people and kill them fast.


Soul Fighters - Their exocores are more varied than Strikers,
providing soul fighters with a wide array of support and attacking
abilities. With a large SPD and JMP stat (which can be further
boosted by their class-specific clothes), they are excellent for
chasing retreating foes or running out of mobs. However they have
a very poor ARM and low HP stat, thus making them quite fragile.
Their STR and SP are nothing to brag about either.

Choose Soul Fighter if you like to run around a lot.


Elementalist - Their exocores are purely supportive, and can
be one of the best team players in the game. Their clothing are
more geared to giving additional SP. Stat-wise however,
elementalists are very weak, bolstering pretty much abysmal stats
in every category. They pretty much have the lowest STR, HP, and
ARM stat in the game. Their SP is the highest, and their SPD
is pretty good.

Choose Elementalist if you want to be a team player.


Alchemist - A specialized class. Plays similarly to strikers
due to the terrible speed, but have certain abilities like that
of a elementalist. They have the highest ARM stat in the game,
but that's about it. Their SPD is as low as the strikers and
they have the lowest JMP in the game. The rest of their stats
are average, SP being the only somewhat above average stat.
Most of their gear increases ARM.

Choose Alchemist if you can't seem to decide between Striker,
Soul Fighter, or Elementalist.


Really, it's not that huge of a difference. Your character is
essentially the same. If you ever want to play a different
class, you can just buy one in the shop for 5,000 carats. You
can even buy characters of the opposite gender. Disturbing!





OMG!! What sacred scroll should I buy?
======================================
Well it's difficult to say, first thing you want to consider
is the cost. My first advice is to get your class specific
scroll. This would be...

If you are a Striker, get Kung FU

If you are a Soul Fighter, get Ninjitsu

If you are an Elementalist, get Kobudo

If you are an Alchemist, get Shidokan (Awesome Scroll!!)

After you developed some kind of playing style, try considering
the next scroll you want to get. Most likely, the scroll that
you think is cool, will be your next favorite scroll. No
need to fall for peer pressure, and get a scroll because other
people use it, or because it's just a powerful/cheap scroll
(like Shoot Boxing or Capoeira).








How do I trade my items?
========================
There is no official trade system. There is only a gift system.
Trading is pretty much a risky method where one person has to
go first to give the item, then the other guy gives the item.

You cannot give an item that you already bought.

It's VERY VERY VERY VERY risky. Only trade with your friends.
If you want to trade with me, then contact me. I will not trade
astro items, for I barely have any astros. I will trade carats of
course.

I did a total of two big trades. One trade was that I gift Mao Gong
for Karate. The trade went beautifully. Thank you a lot HellaPinoy.

The second trade was a disaster. Guy ran off with Mao Gong. Lost
29,000. Ouch. Take a snapshot of RumblePunch if you ever see him.
Kick him out of your room too if you are room master.

A good website to go to, is mlvalley.com if you ever want to trade.






What Sacred Scrolls do you use?
==============================
Mainly there are a few sacred scrolls that I have used:

(in order that I have obtained and used them)


1. Shidokan

I personally consider this the most powerful and most deadly
carat scroll if played well. The angling abilities of this
scroll is the best in the game. Some scrolls fight a little
sluggishly under certain circumstances, but Shidokan is very
very flexible. This was the first scroll that I've bought.


2. Murekwon

Second scroll that I got was Murekwon. A scroll that is rather
difficult to use due to the strange punches and lack of reach
with the kicks. It's a powerful scroll for sure, but it's much
harder to use. I mainly like it for its stance. Makes me look
like a thug or something.

The scroll I used to use in Moonlight games (until Pro
Wrestling came out)


3. Karate

Stance looks awesome in my opinion. A scroll with lots of mix
ups and mind games. Karate can be very confusing to fight
against, but can also be very easy to beat. Juggling is a bit
of a hassle with it though, because it's quite slow.


4. Pro Wrestling

The newest among the scrolls that I got, and it's a very fun
one to use. It's pretty powerful, but the grapples are
awesome. True, it's cheap to throw people off the map, but
at least somewhat predictable in some sense.


5. Pa Kua Kwon

Looked like Karate, and it's a very fast scroll. In fact,
it's a bit too fast for me to use properly, but for awhile
ago, I considered this to be my main. It's definitely
one of the most dangerous scrolls in the hands of a pro.


6. Judo

Used it not because I really liked it, but because it's
the closest thing to Sambo at that time.


7. Sambo

YES! The scroll I've been waiting for. Why do I like it?
It's practically sex in martial art form. Hot stuff!






Can you be my buddy?
====================
No, I don't like you.






Can you be my Girlfriend?
=========================
No, I don't like you.






Can you be my Boyfriend?
========================
Sure! Hahaha just kidding.

No, I don't like you.







How do I fight this guy? He lags too much!
==========================================

Alright now this is a huge issue among players. First, there
are some fundamental ideas to understanding lag.

1 - To identify lag, all you have to do is just look. If
someone appears out of the ordinary and is warping around
then he/she most likely is lagging to you! (notice how I
added "to you" because that particular person might not be
lagging to anyone else).

2 - Someone who is laggy to you, might not be laggy to
others. If so, then that person is probably just laggy in
general.

3 - REMEMBER! If that person is laggy to you, then you are
laggy to that person!

4 - It's an online game! If this were a console game and the
people you play are right next to you, then of course there
will be no lag. However such is not the case, so don't whine
about it!

People who complain and whine about lag, and say to people
"you lagger!" right after they die, are all really lame people.
It's an online game. If you want to play a non-laggy game go
to the arcades or something. Sheesh.

As for fighting laggers, just punch where he/she is. You will
land some hits and miss others. There's not much to it. It
all comes down to experience.




This guy is HACKING!!!!
=======================

Perhaps the most ridiculous and hilarious excuses coming out of
noobs would be them calling people hackers. I have yet to see
someone hacking in this game. However there are some issues
that can easily have people assume others lag. Here are some:

1 - Lag

A laggy player can sometimes have an advantage
over others.
However, it's not a hack. It's just a beneficial lag.


2 - Invincibility Glitch

Now this is a rather uncommon glitch that happens every now and
then. It just happens spontaneously where a person is unable
to be harmed. To get rid of the glitch, just counter-attack the
invincible person.


3 - Going through walls/etc.

Once again, these are just glitches. You don't need a hack to
go through certain walls in the game. This is bannable however.


4 - Massive damage

Look at the persons equips. If you see a hocky mask and metal
gloves, then yeah, that guy's kicks will obviously hurt.




How do I obtain Astros?
=======================

The best way to find out is to go to OGplanet's official website.
The best and most efficient method is by credit card. The moment
you pay with credit card is the moment you get astros.

There was also another method of gift cards, which was taken out
due to scamming issues.

You've probably heard people mention that they obtained free
astros. THIS IS TRUE!! Well at least it's partially true. People
used something called a "survey website" where they obtain points
by completing surveys. These people exchange the points for gifts.
I know it works, cause I have done it a few times. However, it's
not necessarily free as survey websites take a lot of time.

You can now buy OGP gift cards for 25 dollars in a select
Blockbuster stores. They are tax free, and will score you exactly
25 dollars worth of astros (which is 500 astros). You can also
an Ultimate Game Card to get astros as well, which is sold in
more stores than the OGP card (such as 7-Eleven and stuff).






Should I get Astros?
====================

Sure, there's nothing wrong with it. However there are two things
which I highly recommend you to consider.

1. Try avoid spending over 50 dollars on this game. It's just not
worth it. The more you spend, the more OGPlanet will notice, and
the more greedy they will get. There is one thing from Gem Fighter
that was suppose to be carats (Geumgangtu sacred scroll). This is
already a signal of them trying to milk out the cash. Plus, you might
regret it.

2. Avoid falling for the fads, and wait for what you truly want.
Just because everyone is buying the Dual Shields exocore, doesn't
mean you have to.








Is (insert something here) considered nooby?
============================================
Most people who whine, don't want to accept some particular fact.
For a brief list, here you go:

Is spam throw nooby?
--------------------
No, it's your fault for being thrown.


Is spam punch nooby?
--------------------
No, but it's annoying.


Is spam kick annoying?
----------------------
No, but it's also annoying.


Is edging nooby?
----------------
No, it's your fault for being edged.


Is stacking Stats nooby?
------------------------
No, most people who stack a stat only do so because they feel that
their skill is not good enough to beat somebody. Stats is just
one step closer to winning. I dislike it a lot, but it's not like
it's against the rules or anything. I'd rather look good and kick ass.


Is Koro/Mao/Shoot/Cap nooby?
--------------------------
If nooby means easy to use and almost broken in terms of power, then
yes, those three scrolls are quite "nooby". Of course there exists
of such thing as a good Koro/Mao/Shoot/Cap player.

Try not to whine about things because no one cares and you will look
foolish. I had many times where I felt like saying something, but sometimes
people have to restrain themselves.




Is NHAA bad?
============================================
It's not bad, it's just boring as hell in my opinion. They say it's
fast carats, but time flies when I'm fighting people. Do it under
your own disgression, but watch out for people who like to crash
them.





====================================================
====================================================
8.) Credits
====================================================
====================================================


Myself obviously, cause I wrote this whole thing.

My girlfriend!!! I can't believe I forgot to mention her! She actually
introduced me to this game!

Thanks to my good friend Duux for offering some suggestions mainly
about Muay Thai and Ninjitsu. He's also my Kwon Ho pal as well.
Good Times!

Thanks to Noobasaurus. Was getting too lazy to update this guide.
Remember, it's the fans that keep the creator to keep on making.
He got banned, because Support018 (GM_Panda) is a douchebag.

Thanks to Grognor and StriderLJM helped me come up for a few names,
mainly for Stinger Boxing.

Thanks to Axon who showed me some pretty good tricks with Zin Taekwondo,
mainly the Punch, Kick, Kick combo back-hit trick. He also provided me
information straight from the Rumble Fighter sound files, and was able
to give me the real names of some of the exocore overdrives. Thanks
a lot.

Thanks to DevilzKat, VanillaKat, etc. (person keeps on changing her
identity) for the enchantment update.

Thanks to Rich who sent me an e-mail regarding me forgetting the
default Soul Fighter exocore.

Wikipedia for many of the Martial Arts information.

Thanks to Grognor who pointed out those awful it's/its problems that
the FAQ was infested with. Fixed every single one of them... I think.


If you want to be included in the credits you can do so by providing me
information, or by gifting me items that I do not currently have. If you
plan to gift me something you can first send me an e-mail, then we can
talk about it on AIM or something. Note that I will not credit for
trivial mistakes or whatnot.



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9.) Contact
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Before I give you my e-mail there are some things I want you to know.

1. Don't sent me "hate" mail saying stuff like "you suck" or "your mom
this and that". Not only are you wasting my time but you are wasting
yours as well. I know when I play horribly and when I play well. You
can never judge if someone is bad or good (unless they are terrible).

2. You can e-mail me things that need confirmation in the guide.
However don't question things about sections that I haven't written about
yet.

3. You can e-mail things about grammar just don't get picky. The whole
point of language is getting what you want said with the least amount of
work. Details are just there to make things look better.


Contact me at gcyoshi14@aol.com


Well that concludes the guide, more will be added.