This guide is made to work as apart of and also with the following guide: http://forums.playredfox.com/index.php?threads/ultimate-guide-to-improving-at-rf.48131/ Since everyone is asking me to revive my old threads lost at OGP and GC, I will bring back a 2019 Editing of a indepth guide of how to play Rumble Fighter. Rumble Fighter features a pretty unique fighting system. You can't play it like the 2d/3d style of arcade fighting or your typical numerical annotation systems. You have to accept that Rumble Fighter is a P2W game to a certain extent, But outside of Teams/GuildWars (and even then we are talking about 20-50$ required), Skill will always be way more important and impactfull than $ on your account. Certain rare items, Well, V or B to win.... But hey rares often get kicked, blacklisted from 1v1, gw and tourneys. Number 2, No matter how well you perform with a certain item, It might not always be the optimal choice. Meaning that, You could be better with other items or that other people have the advantage with other things. 1)Intro Now rumble fighter has various scenarios that are simular to rock paper scissors but factor in the time of the action. -Doing nothing, Blocking, Countering, Being forced into post-action frames, Will always lose to a well directed grab. -Counter with timed precision will negate an attack and reset the pressure with the default animation (on a perfection ping). Meaning that in reality if you had the same scrolls, You would clash at an attempt of hitting after the counter. You can avoid being grabbed too by doing the correct action. -Hitting someone who attempts a grabs will punish them. -Blocking or Avoiding a Panic Attack will give you advantage. Getting hit by the panic attack will reset pressure or give the user advantage if you get hit by its lingering frames. -Finishing certain combos guarantee's a grab for the person who blocked it. Some other combos are safe and feature stun. Now; for the basics: Linear Fighting/2D style: Some scrolls will out pressure other and have the advantage fighting like this. Some scrolls also have a hard time to move/angle and will lose with advanced drifting methods. Overall, Someone who is in the same position is predictable. Being predictable is opening a door to defeat. Drifting/3D style: RF is designed to let you move in 8 different directions. This opens up the possibility to do different things. Not using every tool offered to you is limiting yourself. Y Guarding: RF's counter measures against someone who are blocking are very weak in terms of HP but can be a 1 move killer while edging. It is very safe to hold block in Non-Edge situations/1v1. The most damage you will take is 200-400HP. Its way less then a combo. You need to know your danger zones. Can you get edged? Try moving to a different location or changing your guard direction. Juggles: Somewhat featured in alot of games, For RF it allows you to clear distance to edge or do HIGH DAMAGE. There are all sort of difficulties and methods of juggling. Basic scroll combos, catching people in the air, using terrain, advanced nanmus, resets, etc. The most common one is one performed from a launcher. http://forums.playredfox.com/index.php?threads/every-reset-and-advanced-nanmu-scroll-exo.29740/ Exocore System: Not allowed in 1v1, However its a build up system that allows you to utilise an equipped Exocore to aid you in combat. Unlocks 2 new skills V and B. I won't go in depth cause this is self explanatory. Hit Stun: This is when a move connects to you, That isn't guarded of course. Each one will affect you a certain duration. Punch combos will never fully connect on a front-facing opponent. They can block all punch combos after the first hit. Most of them hitting a rear-facing opponent however cannot be blocked unless shells are used. Another popular technique is jump kicking into combos. If the jump kick is done before landing and connects, Players cannot block the followed action. Guard Stun: This is when you block an attack. You will be forced to guard for a certain amount of time. This will prevent you from moving, countering, avoiding a grab, etc. This is a very important thing, Because often players open up while being guard stunned and will lose the following clash. Nanmu, Savor and Assassin: Unlocked at levels 15 and 20. Assassin is a flatout useless 5% crit stat. Savior will allow you to instantly recover from knockdown preventing some distance knockback, ground hits, etc. It can also be used offensively as a wakeup, punish, etc. It can also be punished. Intresting tool. Nanmu is a 10hit+ combo that is used for high damage and is very quick. It creates longer jungles, Can be used on the ground or in the air and it also forces your enemies to stand up. Savor is a must. 3Hit Rule: This is the law of physics for RF. Some hits are inputed as a 3 hit rule mechanic. Basically, Only 3 of these can be applied in a row and then they won't connect. Meaning if you Launched an opponent and did P P P P, The last one wouldnt work. If you did P P PPPP it would because the hits following a first one, aren't included in the 3 hit rule. Nanmus dash, jump kick/punch, slide/ram, first combo hits, certain exocores, etc, Are apart of this rule. Invincibility Frames/Combo Breakers: Some hits/skills have frames that give you "Godmode". You cannot be hit giving you the advantage. Many exocores have this feature. Some scrolls Cz or >>Z inputs have them too. Gimmicks: There are some hidden gimmicks in Rumble Fighter that come and go. Some are patched, some are kept, some are glitches. You will need to look out for some of these things. I will post some on this thread to help out but there are so many. Some counters or grabs from example will stop you from being capable of performing savor on the ground for example. Fire-stun hits can ground hit and prevent you from doing anything when getting up. Magnet grabs will hit you if you turn without doing an action and force the grab onto you. With all of these short explainations, You know enough to judge what you see, Find out what you want to learn, etc. Now its time to get to what you want to know to improve at Rumble Fighter. The term skill has 2 reflections in Rumble Fighter. The dexterity to do actions and the capability of being unpredictable with best of judgement. 2)Basics of Fighting This section will be a guide of basically "How to react to "X" situation" and "What you can do" in general. For example, Lets create a mini scenario and turn it into an example: Player 1 keeps of jump kicking player 2 but after delaying hes second jump which keeps applying damage. Well this is a very easy move to counter because while jumping, its optimal to use kicks to chose path and be unpredictable. Now it is wise to use the optimal counter method (counter attack) but its also the most predictable choice of move to do. Player 1 could bait you and actually air grab you. The take on this part of the thread is one of the most important ones, You can be a know it all fan boy, Know every optimal decision, But have poor judgement. Many Fans can shout what to do in the sidelines but are still Silver at League of Legends lmao. Its not doing the optimal choices that make you the best, Its everything you know and how you apply them. Now there is many playstyles you will encounter, Many tactics and "types of players". I will breakdown most of these and elaborate on counter-strategies. The 2-Dimensional Fighter: Someone who is very linear, who counts on his scroll and his knowledge/experience of button mashing. Some scrolls are very powerful and will win most trades because they can have combinations of Recovery, Speed, Guardstun, Hitstun, etc. In lower-skill games, They will literatly just be a 2-Dimensional fighter. Many mooners also have this habbit, Of all skill levels. Specially when you corner them, Prevent them from going into the air/platforming or bring them away from objects/platforms. This is a fighting style thats not "developped" and "optimal" to begin with. You could optionally choose to beat them at their own game. This is both possible with a better and worst scroll. It will require you to know the counter-points, the moves safer for you to engage and a read on your opponent. If you are forced or feel forced into this situation, For whatever reason such as Map conditions, placements, pressure; Your optimal decision would be to take them into waters they arent use too. If you have space, Drift alot. Beware that some scrolls are excellent for landing hits on players at distance. Another optimal decision would be to utilize the jumping mechanic. This would work both in a linear map and one with space. Focus of targetting the back. If you have nanmu, it will 100% connect after connecting with a unblocked jump hit. Mix in some air grabs. The safest moment to jump is when your enemy delays mid combo, ends a full one, is blocking or fails to land a counter/grab. You could also create distance and then jump. The Drifter (3-Dimensional fighter): Someone who utilizes the direction system of RF. Tends to be more unpredictable. This style tends to be more experienced players. They will come at you from any direction, Try to either be really safe and "lure"/bait, Or they will be on the hunt and try to come at you with pressure. Unfortionately, There is no magical sauce to beat this player as it comes down to experience and skill. However there is situational tactics that can be magical. In almost every game, The top players of the whole game can be made to look like a noob in defeat. You get use to your own style, When something doesn't work you tend to try other things. Depending on your skill, You might still be just as good at those tactics. However sometimes it might have been the wrong one. From my experience on Rumble Fighter, Some people are so good at applying pressure, But when they can't it can turn into a 9-0 situation. This is also a reason why many players such as a rank 3 world wide could lose to a top 100 unorthodox playstyle. You're going to want to try and be the one in control of the game. Think about which direction its going, Try your best to read your opponent. The most important will be to deny his actions or bait the wrong ones into something you can profit. This will either open the guard up of a lurer and cause them to be less defensive, or cause someone to stop utilizing movement and block. The Lurer (Mr.Bait): This playstyle is probably the most annoying. Someone who will sit there and make the fight go on until you get into his waters. Hi thats me FuzionBra------------- Nvm. Someone who is a "Lurer" could pass his game off without you noticing. When someone has a read on you, It could seem as if hes not even blocking or not even creating distance from you, yet you would be going to his confort zone. I can go on to explain in detail what it is, But I'm pretty sure you have the idea. I just wanted to inform on how discreet it could be. You're going to want to play in an "unorthodox" way. You can't be easy to read. This doesn't mean to "not to the optimal choice" cause a very good fighter could expect that out of you if he sees it in you. You need to know how to not just switch up your style, but every little trick in the book. Whats always the optimal/safest/nutral actions without putting yourself in too much risk. Switch it up. The Generic Im-Good-Mooner: The skilled yet unskilled fighter. These players gather experience from playing on moonlight. A mode where you spend more time dead than alive compared to every other mode. You also tend to not live out your 2.8k-ish HP. The skill-level of this playstyle is defined from the experience utilizing the map and scrolls/exocores. Since you are not limited to fighting one person, skill levels are unbalanced from room to room and everything is highly situational. Where as 1v1 you could know just from your opponents name what you're going to be dealing with. IMO, Experienced Player's skill outweights experience of a map/platform usage. Movement can be denied, control, baited. Forcing close combat and winning at it, etc. I can go on? But do I need to? In lower skill levels this "logic" is not really applied because both don't know enough to solidify themselves as actually "better at both". If you can use platforms, objects and situations to your advantage well kudos to you for being able to apply it, But you will ultimately want to control the fight. Do what you feel most confortable with because you just need to stay safe and finish the fight when you see an oppertunity, in moon of course. Let them go in the air and profit of them being vulnerable in the air during the descent. Force them in a place, Stick to them. Up to you. If you're more skilled, Then apply it. If they are more skilled, Well in the end thats what it comes down to. If a generic mooner is running his mouth at you in blacktop, plsdontlose. PS: inb4iMoonandcan1v1+beatu, Well you don't just moon do you? And you are a skilled player? Skill reps skill, not map names. The "I STRESS AND RUN AWAY" Guy: So you're logging into a PvP brawl game to fight, and the whole reason this guy loaded 40$ of RC and plays the game is to spam jump kicks on islands. There isn't much to this. Go wreck his team 4v3 if you don't wanna challenge him. Just charge him with multiple jumps or a nanmu too. I play teams but I'm better than you: The typical Glacier and guild war player seems to think they have the highest skill level among all of RF, Yet never really accomplishes much outside of teams. Yes, Knowing how to play as a team does require skill and knowledge, But it revolves more around chemistry while factoring the skill of each individual to a lesser amount. Ironically, They are the first one to call out a 1v1 blacktop and then ask for a 1v1 in Moonlight, and wel... just ultimately say "YOU CANT BEAT ME IN TEAMS THO" as if you needed others to help you prove yourself. Anyways, Since you will encounter these players in teams. Assuming you are an individual in a casual room, You will need to isolate the players who tend to be of most assistance. Many players don't realize it, But that 1 guy who disruspts everyones combos with a single slide or jump kick, Who lands 1 random grab and causes players to be knocked down a few seconds, Well he is changing the game. 3)Action Vs Action & Action Discription This section will cover how to react to every type of attack. The optimal choice and the alternatives to it. There are very easy methods to counter a certain action, however some are very predictable. Safe-Blocking: Someone who won't block for too long/switch up the angles of his block, Waiting for you to do a grab so he can combo or wait until you have a bad recovery spot in your scroll. This is a very tough call cause you will need to bait him or change up the situation. He might not know all of your recovery points or he might think you will go for a grab due to "fake waiting". You can also force him to stop it tactic by walking away and resetting the pressure. Another option is to simply wait, don't guard, sit right infront of him and then strike the second you see him unblock. Very risky however. Extended-Blocking: Someone who literatly just blocks. Grab the hell out of him at every chance you get. Pressure his guard, Sit infront of him and bait him too. This is how stressed players react. Using Platforms: Someone, typically experience gained on Moon and blacktop; Who uses objects to continue juggles, create combos and change up game play by utilizing the jump mechanics. While this is not a must, it can be beneficial and it can also be your downfall. It can punish someone who is not ready/adapted to the situation, However its not cause you do it that you are better. It requires practice and timing; However it still is a Skill VS Skill outcome. The player who reacts can try to beat him at his own game by doing the same or applying a counter strategy. To beat him at his own game, you will need to gain the high ground by taking a different route onto the same object, timing it for when he lands or jumps; meaning if he lands, after his jump kick stops due to landing. If he jumps, before his jump kick is initatied. If you want to apply a counter-strategy, you can easily either counter his kick on his descent (you can be punished by a sneaky air grab) or sacrifice little hit and launch a single punch. A jump kick doesn't apply enough stun to prevent you from doing a follow up punch and create a juggle. Constantly in Movement: This seems to be a bring trend in 2019. Maybe players will try to reset the pressure nonstop by moving away whenever they have a moment to breath. Facing this situation will be very annoying. It transitions most of the battle into a rock-paper-scissors type of battle. You either engage by slide kick, jumping or getting in range for a combo. Every situation can be won by timing it first, hitting the slide kick with an air attack, blocking or avoiding the attack. Ultimately my main suggestion is to stick to them like glue because its a situation they obviously do not enjoy. Save your nanmu to punish these players in movement. Recovery roll should be 100% punishable by a slide kick, if not just position and combo them too. Your factor in skill can be greatly decreased in this situations because you include a form of RNG. Close Combat Fighters: A typical high skill fighting style. People with less experience will fail at this due to less experience/knowledge with scrolls and the system of RF itself. Many players will constantly change up. Not grab alot and then do it unexpected, grab alot and then stop, Start jumping and then not seem to jump at all. Thats mind games. Thats something that Skill+reaction will greatly effect. However ultimately your goal is not be read while trying to get a read; My greatest advice is that the hardest thing one can do is train himself to react a different way. Situations where you have little to no time to think, is where your natural instinct comes to play and you react. If you can figure out these very situations, they will be punishable a certain number of times until your opponent gets a read on what you're doing. Jump Kick: The jump kick is a very useful mechanic. It can be done normal, with a delayed double jump, with a single jump, low jump, matrix, platform, etc. Applying a jump kick in the back can guarantee a combo or nanmu if timed right + using the right scroll. It is also very punishable unless done with a foward low jump. Then the risk is very reduced but still can be read. You can try to land any form of hit of a combo, single hit, that will clash with your opponent kicking you. You will be able to create a juggle from that. You can also counter it as it has "lingering frames" (last a certain duration). Its hitbox is big too, making it very easy to counter. Once you absorb the hit with guard or not, you can either counter the follow up attack, expect a grab or clash with your scroll. You need to keep in mind that some scrolls have priority over others and this ultimately comes down to reading. You can also read when the user will jump and try to hit them the second they lift up to create a juggle. Jump Punch: Like the jump kick, it is very simular. It has slightly more stun however it has less range. It can be avoided by walking. It will also be harder to clash a hit to try and create a juggle off of the moment due to the extra stun. The user of the jump punch will have advantage in timing once the hit is connected so trying to clash or outspeed your opponent with a hit is not recommended. Jump away, countering or change guard direction however is recommended. Its hit box is small and can be avoided with positioning. Air Nanmu: Using nanmu at a certain hight in the air, as a dash, will hit the opponent and put you on the ground due to not being able to combo in the air. If you do it low enough, and the dash lasts until you land on the floor, it will allow you to continue it. However, Using it just high enough that it won, Will apply enough stun to do a follow up combo if just the V-dash hits. A very risky but rewarding trick. Low Jump: Low jumping is a higher skill technique that is very rewarding. It can be done in many situations and is very hard to react to for everyone. You can only do it at an exact timing, which means its the fastest point of a frame that lets you do an action. (Meaning a low jump can be done only on the first frame where you are not locked into-place by the command, so you have timing advantage if doing the jump). It can be countered unless the player moves towards your back. You must immediatly side guard. The time to turn will make you lose most clashes also, tie them at best. Its faster so you can be punished for absorbing a hit and its very quick. You can punish a low jump done straight up or backwords, but not on a angle, side direction or towards you. It can be punished the same way as a regular jump/jump kick in the other cases. The low jump can be done in juggles to add damage, it can also counter users currently in the air by catching them if they wasted a kick at a higher height. Savor: An amazing mechanic that can save you or punish you. It can be done the moment your have been knockbacked but before you're giving the chance to roll around. It can safe you from being pushed slightly further or the damage of a ground hit. However blocking a ground hit with stun once you get up can be dangerous too. You can also be punished if using saver by a grab if you don't react immediately upon getting up. You can also be punished hard if the opponent has your back. If you do not have a ground hit thats fast (while having the back), it can be used to apply the ground hit while punishing the player if he tries to get up. Allowing the situation to be repeated. However if you do not have stun on the hit or the back, it can be risky. Savor has a slight time period so it can be played around the ground hit. However you can also chose to do a combo too if you think he will savor up. Another great option is to use the time of the savor to get positioning over your opponent. By the way, getting savor is a must. 1 less mechanic = your at a dissadvantage! Slide Kick: A simple mechanic. You run dash and apply damage. If done straight, easily punishable by a combo or a grab. Its fairly easy to counter since theres a certain build up animation to it. Doing it in angles is far safer. Jumping away/over it is very good too. If you avoid it and combo, you need to have proper timing cause the distance created can allow for a quick counter. Also users might fake a dash to grab while running. Ram: This won't be too indepth. Taking a ram can be deadly on an edging map. Very useless and dangerous in 1v1 itself unless there are edges in this situation. A wake up Ram is the best way to use it. Blocking is the best way to counter it. Avoiding it is risky but possible. You could also try to let it hit your back INCASE you are not sure of avoiding it to avoid the knockback. It can also be used with jump kick/punch if timed right to stun and ram off someone. You could also get it off in a juggle to end it quick. Grabing: Grabing is a yes or no situation. You do it and it works, great. You miss, get ready to be punished. However as long as you have nanmu, you can break the animation of casting grab or the connected grab. You could avoid being punished or falling off. Air Grabbing: Air grabbing is a different way to apply it. Sneaky, can be used to stop the jump at a certain place, drop and break the fall to nanmu also. It can also create a technique called Air Climbing since it lets you jump twice again. You will need jump. Combo Grabs: Some grabs will feature a grab as a hit. This will only hit 1 player unless it glitches. You can break out of the animation with nanmu to punish saver, to punish another player, a grab glitch where the player doesnt follow the animation, etc. It will also be safe if you have nanmu, cause you can break the animation at the end to get away on an angle or punish your opponent if he doesn't expect your nanmu. (In high skill play, players should always be aware of time, nanmu, panic status) Counter: IMO, countering isn't a must. You can with without applying a counter. Its creating a risk for yourself. If you got a read and it works, great. It can shut down spammers. It can shut down jump users. But can be punished also. It requires judgement and shouldn't be used as a weapon but as a shield. You can break the cast of counter with a grab too. Panic: When someone gets hit by a panic, It comes down to timing and action. If you block a panic, you win 100% of the situation and can punish it. If you get hit by the panic, if its at the beggining of the animation both players have equal pressure due to being knockback and the panic animation being the same time. If you get hit by the panic at the end of the animation, you will be forced to block as you won't have time to react. Panic can be used in the air too, however it doesn't reset the 3 hit rule. If you panic on the second single punch, your opponent can catch you but cant do anything more than a combo. If you time it mid combo, you might get hit by a follow up. If the single punches reach high, you can be punished too. However you can use this as a mind game to connect a nanmu, jump hit or get positioning at the beginning of being launched or at the end of a juggle. A panic can also be used to create a panic break. Panicing at the same time as your opponent but doing the combo will give you god mode 2 seconds but eat your panic. If your combo has delayed frames, it can enter panic, break panic with the next frame and avoid anything that tried to stop you including a panic or counter. Panic Break: Previously mentioned in the previous section. It will allow you to avoid not only the other persons counter to continue the combo, but you can actually panic break any hit that will interupt your combo. You either need to panic precisely when your opponent panics to do the traditional one while continueing your combo nonstop, or be in a breakable frame and panic and then break the panic with the delayed frame that follows. Nanmu: Nanmu is a unique action. It can break multiple actions and can be altered sometimes. You can do it while being on the ground to get up instantly, like savor. It can be done in the air to dash, nanmu someone by surprise, recover from a knockdown (in air)m etc, It can go from edge of edge, for example glaciers cover to the island and nanmu somebody. If someone is camping the island you can do it so even if you get jump kicked, you're not dead. You can break out of grabs, counters, certain re skills, create advance combos, so on. Some people will use this to bait out your panic, it will hurt your HP but if you do not panic it right as it starts, well you'll be doing it for nothing cause each hit is relatively low. Matrix Jump: Matrix is a cool gimmick. Pretty useful sometimes. Basically your character jumps backwords while looking foward, a double jump can be used to come back foward. You need to basically do a 180 degree (turn around) and block without the block animation of the turn happening. This can be done by pressing the desired direction and block at the same time after specific animations such as a jump, a combo hit, panic, etc. You could also do a simular movement to R-Breaking (Where you quickly change your guard without any start up or moving animations and change the direction of it to ignore stun and block multiple angles without shells. You can use it to "trick" your opponent or surprise them. It can be linked to a nanmu or just a well aim kick. You could do it after a surprise low jump or as a get away tactic. Theres no actual counter play to this besides using the time it takes to setup again him. You could also try and predict his landing as you lose momentum with the double jump. R-Break: R-Break is a very hard and risky technique to pull off. Its not a guaranteed function cause its very hard to pull off and has so many factors to it. You need to basically move your guard past the hitbox of the incomming attack, or absorb it with a deleted frame. Basically, As mentioned for the Matrix jump, You can skip the animations of blocking. (If you turn and block and turn again you will see your character turns with his hands moving). Your guard will basically be there but invisible and you will be facing the other way, allowing you to block the angle you would be turning and where you are actually facing. It reduces stun also and could god mode. This creates the opening for magnet grabs however. Air-Stall: You can basically stay in the air at certain locations for however long you want. You need to set it up by creating the effect of sliding over an object with speed instead of landing on it. When you have momentum and you land on something, if you do not jump kick to land instantly, you will glide abit until you officially land on it. If you glide of the object, you will glitch and land in the air. At this point you can turn around and turn again and keep turning to stay at the exact same height in air. Further more, you can jump again,air walk and air block from this position. You can easily target someone doing this however. Air-Guard: There is a method that is pretty safe to avoid getting punished if you want to use platforms and jump. If you walk off of a platform, you can for a slight section, turn and walk back onto certain platforms of change your fall direction towards it. During this very same moment, you can also block. If you unblock you will be still fall but will be able to walk and jump again in the air. You can be grabbed however. Hit-Stun: Hit stun is the forced delay when a scroll hits a non-guarding player. For example, a punch combos first punch has so little hit stun that you can block the follow ups (even while mashed at top speed) unless it hits your back. Some scrolls are too slow and cant even follow up on the back. (Keep in mind shells will allow you to block) (Also keep in mind, Hyper scrolls Parkour, Sage Masters, Blood Dragon have upgraded hit stun on the punch combos). Some hits, such as jump punch, slide kick and many Cz inputs have alot of hitstun too. Example Vale Tudo. There is not much to do when you have hitstun. Deal with avoiding the punishment or pressure by what you think your opponent will do, blocking in a direction your willing to get grabbed in, etc. Block-Stun: Its the very exact same as Hit-Stun. High hit-stun doesn't translate into high Block-Stun. Slide kicks do not block-stun at all. However, some do translate like that. Vale Tudo for example, The Cz has very high of both, but block stun is higher. Sometimes its more worth it to take this shot with your shell, or just not block it. These hits tend to be slower luckily, so you can counter or move out of the way sometimes. Recovery Roll: This is a basic mechanic, Basically when you're knocked on the ground you can roll by pressing Punch input. You can chose a direction and go. It has high block-stun. It also has a big hit-box. Its also very easy to punish. Someone who knows where you're going, if hes infront of you, can walk and avoid you while getting to that location to punish you. You could also be followed and hit by a slide or ram very easily. Nanmu is the same distance as the leap, so a nanmu could be used to target you also. Someone abuse its hitbox and roll against the wall even if they don't close distance, cause it has multiple impact frames + a big hitbox. However generally, if you get punished you take a beating. If you are both knocked down (due to something like a double jump kick, roll is the safer option as it beats recovery kick. but it still can be punished if timed incorrectly). It can be easy to counter also in any situtation, including your opponent recoverying also. Recovery Kick: A very fast attack. If it lands you gain pressure advantage or can edge. If it is blocked, it has guard-stun and gives you an extra edge. However its hitbox is very smaller. Risky to use. Can be easily punished by a counter, movement or a jump hit. Recovery VS Standing: Everytime you are in this situation, you can be punished. You are not out of the deep end until you are up and free. All recovery options can be punished. You can roll, kick, punch, savor and do simply nothing. You can block also after rolling or without rolling, However you will generally get either grabbed or someone hitting your guard. However, a grab is only around 200 dmg. Its not much risk unless there is a edge. Get a feel of the battle, your opponents skill and ability to read and you will have to battle it out. Nanmu can be used as a last resort to get away, or to punish an opponent with his guard down. You can also high or combo immediatly upon getting up however you do not have the timing priority or the safety. Alot of people tend to do this and alot of people in the long run lose because of it without noticing. They get 1-2 combos in sometimes and think its amazing, but take damage every other time. I would let my opponent get it on me if he tried every now and then, cause in the long run I'll push so much more over him. Standing VS Knockeddown: Everytime you are in this situation, you have the upper hand. You're opponent has to play around you. You have the priority when you have the opponents back. You need to keep a safe distance so a recovery kick can hit you, but be close enough to grab or kick. If you jump the gun too soon, you can walk into a recovery attack or let your opponent get away. If you don't do anything, he might roll away with no punishment. Also sometimes be aware your opponent might do his worst, most unsafe option, try to just stand and fight. I would advise that even if you dont punish your opponents "maybe roll", you atleast shoot shots in the air incase he were to hit you. Combo Breakers: Combo breakers use to be mostly exocore skills such as Martial Art Soul and White Fang. However we started seeing scrolls with the ability to. Persona Cz, Wicked Flare Cz, White Fang Cz, Parkour first Kick, etc. These are animations that if timed well, will have "god mode" and ignore your attack. You need to be aware of which animations are easier to combo break, as well as finding a punish method if you are fighting someone. Some combo breakers are safer than others. (Due to speed or stun). All of them have different punish methods, Such as wicked flares being its distance/hitbox and time. If you side step it, you have time to counter. This is experience at its finesse. - 4)Choosing a Scroll This will cover the top tier line-up of scrolls of this meta, In no particular order. Some might just be considered over powered than others in that very same category, But experience & skill within this tier is the real game changer. The following tiers will range from Highly recommended to Still viable. No rares will be put in here, for the sole reason that most of them are viable or very situational. This guide will be also, very obviously, useless for Hyper Mode and Classic. RE/SE versions will be put due to them not really being rare/unaccessible. They are also very realistic upgrades that aren't OP. Some will ban them, which is still understandable. However I cant justify calling them unfair compared to SS tier. SS Tier: Highly Recommended -Akido -Blood Wind Ninjutsu (R) -Combat Taekkyeon -Cyclone -D.Bringer -Dowul -Eagle Claw/RE -Heartseeker -Hitman/RE -Kazahk Kuresi -Mystic Arts -Rage/RE -Raging Fist -Shaolin Tiger RE -Shoot Boxing -Vermillion Phoenix/RE -Wicked Flare -Zin Karate -Zin Taekwondo/(R) I feel that every scroll above that be argued that it deserves to be here. They all have very different utilities and strong points. While some might be very hard to use, You will be forced to show them respect when someone with experience is using them. Scrolls like Karate can be very hard to use and be less rewarding, While I can guarantee every scroll on this list is extra rewarding. S Tier: Recommended -Agent -Another Avenger -Black Turtoise/RE -Blood Wind Ninjutsu -Born -Boxing SE -Capoera RE -Choy Lee Fut -Crasher -Doutetsu -Dragon/RE -Electro -El Luchador -Gunki -HawkHunter -Hondon -Hunter -Judo RE -KravMaga -Lucha Libre SE -Meriken -Metatron -Muay Boran -Muay Thai SE -Praying Mantis -Redemption -ShaolinTiger -Tongbeiquan -Volador -Volt -White Fang -White Tiger RE -Wing Chun -Xinyi Liuhe Quan RE A Tier: Viable if owned -Abyss -Agni -Asura -Blackout -Capoeira -Combat Sambo/RE -DarkSider -Dirty -Drunken Master -Exile -Extreme TKD -IceBreaker -InnerFire -JinTekkyon -Judo -Jujitsu SE -Kenpo -Lightning -LimenBaguazhang -LuchaLibre -Mach Knuckle -Muhons Ninjutsu -Murekwon SE -Muscle Buster -Pa Kua Kwon -Persona -Redleg -Sanshou -ShaolinCrane -Slash -Soulless -Stalker -Stringer -Taekwondo SE -Tengoryu Karate -The Blue Dragon/RE -The Wind -Viper -White Tiger -Xingyiquan -Xinyi Liuhe Quan Relate to this list for your scrolls you want to learn and try to find information about them. I will have guides on my main guide thread linked at the begining of this post. SS and S tier are what I would recommend for any player to master. Some might be very hard for beginners and that can be a issue for a some. So you might need to do some research on your part if you have a limited budget. Just remember, to beat others and the scrolls they chose, its best to known them yourself and try them. 6)Correct Way to Train- This is what changes everything. Some players will have 8 years experience and not be as good as others who have played for 1. You need to take account of how serious someone takes competition and improvement. This part of the guide is for players who want to dedicate either a little or alot of time to improvement. I personally started in 2007, quit, played slightly more in 2008-2010, quit often however. I only picked up RF seriously in 2010 and made it on top lists by 2011. I gamed alot as a kid on consoles, but never did I play online before RF. PvP was new to me outside of SSB on n64 or gamecube for example. I didn't have good reflexes, paid attention to the right things, etc. I started looking at the game with a certain logic, reading the players with a certain logic... so on well I improved. Its PvP and people will bad mouth, So when you lose it can make you feel like a loser. However you're only a loser if you did not learn for those games. You can learn a few things from it. Why did you lose? What did your opponent do? Is it things you dont know, can you implement it to your style? What is a good way to counter those actions? Can I find videos of top 1v1ers put in simular situations? What are actual reflexes he tend to have? What reflexes or tendencies I have that I got punished on? Did I not know that scroll enough? Can I find videos, someone with it or 10$? Can I recreate the situation on randoms and practice it VIA sparring rooms or casuals? Asking yourself a question, Finding the awnser to it yourself will ultimately make you best. The best of the best can give you his personal tactics and they might not work for you. Everyone could potentially have different mindsets, styles, stuff that doesn't work for others. While they can tell you the best reaction to have, reflex, what the best action to counter another one is, you need to experience it and find a way to perform it. Some people know they have a bad defense and just can't fix it right. They perfect such a presure playstyle and if it can't get applied they might lose. Ultimately, to get good you need to do the following: -Admit you are not the best to yourself. Until you get to the point you're ready call yourself among the top. You aren't. You're 1 out of many of this server. -Be prepared to lose. Don't use excuses for your loss. Every game is experience. Experience can be wasted like it is in NHAA. Experience can be used right too. If you see your going to lose and the ship is sinking, Try new things. Get desperate. Use the time of your loss to notice errors you did and see if anything, you might be able to fix those in the last rounds. You might turn it around, you might learn something new about yourself, or even change a habit. -Use as many scrolls as you can, fight people in as many situations as possible. People will play different on edge maps, in tight spots, in dangerous spots, etc. This will get you use to knowing how people might react in stress, under pressure, etc. This will help you learn more about everything and get reads on it. -Spectate if you can. Either videos or in live. Some people might not be good. But you might see people take advantage of them. You need to have judgement while learning yourself. Sometimes you will learn bad habits and it will slow you down. Dont get down about it. I have learned many bad habits. I managed to get rid of them. I even managed to add them to my book and do surprising stuff that nobody would expect. -High risk/High reward isn't always valid. You don't need to take risk to win. You can ultimately just punish. I take the less risk possible. I jump alot, I move alot, I hold block alot. You might feel thats risky. But if I don't feel pressure, I move or act unpredictable and never get punished, Well I'm not really risking anything for a reward. Low jump is my favorite engage. Even when I'm in someones face. Cause I have little to no risk. I do it instantly and jump over so I can't be punished. You need to train your judgement. -Coaches aren't pro players. Those guys giving team tips on NBA, can they play? Yeah? Ok. But can they do it like the teammates do? Ouf. Thats another game. Knowing about it and practicing it are two different categories. As a fighter, you need both. You won't have a coach. Don't be the kid who knows everything but can't do it. You'll get roasted. -You can beat someone and not be better than them. Skill honnestly, has so many levels to it. I can understand why league has Bronze, Silver, Gold, Plat, Diamond, Master, Challenge, with tiers of 1-5 and so on. I think there might be even more levels to skill as it is than that. There could be 50 players, all lined up. One respectfully better than the other to beat the previous one light a god. Then again, A top 10 player could make all 50 of em look bad. Skill isn't made by fighting any level of skill, you need to go up against all skill levels. You can't train with the bad and expect to beat the best. You have no idea about what you're up against until you've seen it and actually beaten in. Its crazy. To think I thought I was good was I was pulling close to the top 20 list in OGP days. Then to see how much the skill in the final top 20-30 people were huge gaps from one to the next. To be where I am now, Regardless of the community size of RF, Is crazy. When I see people who I can beat, Tell me they have a friend that they would like to see me fight cause that same person beats them just as bad; It makes me laugh. Cause I been around so long that even the hidden skilled casuals, I know em. They are still casuals because they didn't have the skill to beat me too. Now I'm not saying this to inflate my ego, but to make people understand just how much and how far you need to be willing to go. -Even once you correct a bad habit, Learn a new good strategy, etc. You still can be skill gaps away from being relatively good. Experience is such a vast thing you need to deal with. -At the end winning is winning. You can learn from it too if you are wise enough. People often ask me why I never 9-0 people, go for perfections or give stupid rounds. I personally like to not fight in the situations I would prefer myself, I would like to see how I can manipulate my opponent, how he plays in certain situations and so on. This helps with reading and also gives you a very good idea on how press onto your opponent. You can also prevent being read, confuse your opponent, etc, By making certain mistakes you are willing to give him to throw him off. If you can force yourself to change your style, if you can force yourself to do something wrong and make it postive, Thats an amazing fighter.