State your reasoning solid doesn't cut it rares are supposed to be better than store bought scrolls and should always be a+or a- with Fearless we have a scroll that's b- I don't think it deserves it
Fearless is the first scroll to ever become rare+boxed. It's just a piece of history that's pretty much it
I support this. Also does every boxed item have to be A-tier though? I originally said that Savate shouldn't have been boxed, but upon reflection Nimonix and @Tengu made the right choice.
Not every boxed item needs to op in order to be a worthy rare tbh I'm just glad that the scrolls in the shop can compete against the rare scrolls Savate's design is actually ridiculously powerful -has the best groundhit knockback in the game -has the best dodge-combo in the game -one of the only rare scrolls to have both a punch launcher combo, and a kick launcher combo -every combo is safe on block
U just proved my point lol savate is a very good scroll that is very good even if not OP What I'm tryna say is a scroll that is boxed or rare should be able to compete very competitively and perform well no matter how it looks I.E: hungar
Fearless is still pretty amazing though -A safe on block launching kG that can connect to everything -A punch charge that's an unblockable -KPPK has incredible pressuring potential -KKKK has huge blockstun -A reverse knockback counter -A grab that gives insane positional advantage
The thing with rares is that they are supposed to be better than or atleast very good and that is the reason they are locked behind boxes what I'm implying is a scroll like sumo or Fearless should not be rare because if they're inability to combat or perform on the level of current scrolls even in the have of a experienced player like I have seen professionals with Fearless lose battles to much weaker scrolls like azteca
Hungar is actually very underrated, and so is Sumo they both have insane potential as a scroll all the scrolls that are boxed have huge potential tbh Sumo's KP and >>G alone can pretty much win fights Hungar's KPP is one of the most interesting juggle followups in the game, and has a backlock setup and it also has a punch combo that backlocks
1. The kg might be safe but remember that it has massive startup time even while u fly 2. Your with the kpp being able to pressure but what does that mean If the kick comes out horrendously slow and the combo is blockable if I don't do it full speed 3. Blockstun that is very small requires a full combo which means you are only gauranteed partial safety is going up something fast like Zin attempting that is asking to be punished Punch charge lol have u seen how long it takes to charge the entire thing I can literally punch them between it I agree with a cool counter but think about the counters we have nowadays we have counters that last almost 3 seconds counters like marang that fence edge and eat panics That grab is eh tbh
the kG can dodge attacks while airbourne though, so it's not that bad of a trade-off The first kick has pretty amazing stun in my opinion, which is why the KPP can cause nice mindgames. It requires positioning though, since the kick is pretty linear. The punch charge is unblockable, which means that the opponent will eventually have to act, since the fully charge is extremely rewarding. And the punch combo can triangle attack pretty well due to the movement of the punches. Combos with charges generally have high value, when it comes to scrolls
I already know that hunger is a very good scroll tbh it's almost like savate recycled animations very good scroll sumo is weaker than u think lol I own it and can tell u personally how weak it is the kp might seem good but even after fully connecting kp it barely stuns and people usually block or even are able to punch u afterafter ,>>g only has edging capabilities punishable asf and because u fly in air so long any smart person will block and punish sumo only shines in the edging scene with a perfectly Angling K kg a run g with 360 radius where by u can drop in on people and the farthest reverse grab and counter
When Sumo's KP is used in a corner/wall, it pretty much gives insane advantage. And the >>G can hit airbourne opponents during the animation, and can be used to go right behind the opponent to setup a backlock, while also groundhitting them. It's similar to El Luchador, but the anti-air hitboxes are way better
The kg can barely Dodge any scroll with a high punching hitting punch can hit u while on air tbh it's happened beforebefore I agree with the stun on the first kick but that's punishable if u cant aim because of the linear range and aoe Lol I think a fully charged Fearless only does like 50 or 30 extra damage People barely fall for triangles anymore
I will show u a video that proves how bad it is And run g capability ehh it goes farther so triangling like el lucha is much harder
kG is very easily interrupt-able on the startup (not recommended in close range). It's when you're fully in the air, the kG has priority Often charge combos get countered easily, but since it's unblockable, that option is not there. That itself makes it so powerful