Get your own free workspace
View
 

General Techniques

Page history last edited by LowNBHoldem 3 years, 3 months ago
Practice the following techniques without stats, without shells, and with a weaker scroll to maximize your growth and to become a better Rumble Fighter.

 

Drifting:

Drifting, or constant movement, is a key point to learn in order to become a good Rumble Fighter.  More specifically, drifting is the art of circling.  Learn to constantly circle both clockwise and counterclockwise around your opponent.  They teach this in real life martial arts and especially in grappling styles, such as wrestling.  So, circle.  Punch once, circle; Punch twice, circle; Punch three times, circle.  Constantly mix up the attacks and circle to keep your opponent guessing which way and where you are going.  The point is to attack at an angle and never straight ahead.  This makes sense as your opponent can block a head-on attack resulting in no damage given by you.  However, if you continuously circle around them, you can get angle and back shots that will cause damage.  The thing to avoid is repetition-- do not be robotic and fall into patterns of punching or circling the exact sae way each time.  Constantly mix it up with punch(es) and kick(s) combos, while circling.

 


 

Front-Back Drifting (A.K.A. Reverse Drifting):

 


 

Anti-Drifting:

 


 

Grabs and Throws:

     Angle Throwing

     Air Grabbing

 


 

Jumping:

     Jump Kick:

     Jump Punch:

 


 

Tackling vs. Sliding:

 


 

Blocking:

 


 

Side Blocking:

 


 

The Auto Grab:

For the longest time, it annoyed and actually infuriated me when others did this.  However, I soon realized that it is a great skill and a must-learn to be great.  The Auto Grab is a throw that will grab your opponent 100% of the time even if they turn around, try to run away, or attempt to drift around you.  Timing is perfection with this.  Here is how it works:  Your opponent does a move that has a pause at the end (finishes a combo, tackles/slides, etc) while you are blocking.  The INSTANT the animation for the last hit shows, grab.  The timing can be difficult to learn, but the best way to practice is with the Training Bot.  Block and let the 'bot punch or kick you.  Though he only hits once, there is a delay.  Practice until you can get the timing-- you will see it eventually.  Soon, you will be able to do this against any opponent that finishes a combo or rams.

 


 

Defending/Glitching Throws (again, these are 100% timing):

To not be thrown at all:  Typically, you are more likely to be thrown when you are holding block.  Again, the instant the grab animation occurs, let go of the block button.  This will result in you not being thrown at all (though you still take the damage), a small pause on your part, and your opponent should see you thrown.  Because he sees you thrown, he will most likely turn around and prepare to attack the image of you.  However, you are now at his back and after the dealy, have full access to unload a combo.  If you cannot get the timing down (practice with a friend), tap the block button as fast as you can.  This will defend the throw roughly 90% of the time.  If you can tap the button fast enough, blocking a combo is still possible, though highly dangerous.  I do not encourage the tapping method.  Another method is to hit the jump button at the appropriate time to glitch the throw.  Again, timing is everything.

 


 

Countering:

 


 

Panic Predicting:

Generally speaking, panic predicting is two button press, block, allow them to panic, then finish with a combo.

Example:  P, P, BLOCK (opponent panics), <insert desired combo>

Players that are new to the game tend to counter early in the round, but late in a combo series.  So you may have to adjust accordingly-- i.e. wait a touch long for them to panic while you are still blocking.

More experienced players tend to reserve their panic in hopes to use it later.

 


 

Advanced Panic Predicting:

The biggest difference between newer players and more experienced players is knowing their location with respect to your location.  If your opponent is between you and a nearby edge, he/she will probably panic faster than normal when you combo them.  So instead of two button presses, one should suffice.

Example:  P, BLOCK (opponent panics), <insert a short, undelayed, & fast knockback edging combo>

 


 

Panic Predicting-Predicting:

 


 

Panic Breaking:

 


 

Fishing

 


 

Natural Reaction:

 


 

Watching the Map:

 


 

Recovery Kicks:

 


 

Using Shells:

 


 

Nanmu:

     Offense:

     Defense:

 


 

Catching Jumpers:

 


 

Fighting Bots:

 


 

Dealing with Lag:

     Your own lag:

     Your opponent's lag:

     God Mode:

      


 

Stage Items:

 

 

 

 

 

 

 

Comments (0)

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