Scroll Counter Breakpoints [ REMAKE ]

Discussion in 'Game Guides' started by BloodNinja, Jun 29, 2021.

  1. BloodNinja

    BloodNinja Well-Known Member

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    Special Thanks To Aaron
    This is an updated guide for all scroll counter breakpoints in Rumble Fighter.
    A breakpoint is a move where due to the lack of block-stun of the previous move or the slow startup of the following attack you can fit a counter in while you are in the process of blocking, if an opponent delays an attack the window for this becomes larger as you are obviously in a position where u have more frames to execute a counter command, certain scrolls are harder to counter than others and all basic moves such as
    • Slide Kicks
    • The very first hit of a nanmu and any moves inside of a nanmu
    • Rams / Slides
    • Jump Kicks / Punches
    • First Punches / Kicks (Except for Sage Master )
    Can all be countered unless stated otherwise.
    NOTE: These were all performed in-game with two players in a single room with optimal ping (about 20-25ish) serpent was also used to counter due to it being a faster cast than regular counters so it was able to capitalize on tighter strings default counters and extended counters such as those on inner fire will have harder times countering certain combos due to their cast time in general though everything on this list can be countered with a default counter and has been tested with default counters for accuracy a macro program was also used to minimize the concept of delay.
    All first punches will not be included in the breakpoint list since they are all counterable.

    The Fastest Counters In The Game go in this order: Red Scorpion/Muay Boran , Inner Fire, Serpent, Meriken ,Default Counter, Hunter.

    Color Key


    • Dark Red = Extremely Difficult to counter you have to be a literal god to hit these as you have literally about 1-2 frames to time these almost perfectly.Very hard to execute without one of the top 3 Fastest counters
    • Red = Hard : These are breakpoints that are difficult to counter not recommended to go for unless you have serpent/inner fire or you know the timing very well scrolls like hunter will not be able to cast their counters in this time window.
    • Blue = Moderate : This is where most scrolls fall you usually see this if the previous move has a small amount of blockstun that throws off the counter timing but in general most people can hit these inner fire can also be cast during this time these are not very difficult to perform.
    • Green = Easy : You will most commonly see this on scrolls with very low blockstun or very slow moves these are the easiest moves to counter some of them are even slow enough for hunter to interupt they usually make up for this downfall with high delay but regardless you should be hitting these counters ingame very consistently.
    • Any Move Written In Bold Purple Text is unable to be countered this is usually because the previous move has high blockstun or the startup of the following move is very fast a combo that is completely purple is very godlike ( Important Note : These can still be countered if delayed or if the hit is caught without the prior moves connecting )
    • Black is reserved for first punches these are always counterable and have their own color just to reduce confusion.
    hopefully his sheds light on why newer scrolls are so op as you will soon realize breakpoints decrease the newer a scroll gets
    Scroll Counter Breakpoints [ Work in Progress ]

    PP
    [​IMG]
    PPP
    [​IMG]
    PPPP
    [​IMG]
    PPPPP
    [​IMG]
    KKKKK ( Very High Blockstun )
    PPPK
    [​IMG]
    KPK
    [​IMG]
    >>>G ( Counterable )
    KG K
    PP
    [​IMG]


    P
    PP
    PPPP
    [​IMG]
    Note : PPK/ PPPK is only uncounterable because it doesnt have active frames its just a extended animation not an actual move. I also didnt include different recordings for PPPKP move due to the PPKPP being the same exact animation you are able to counter them just the same as the regular 2 or 3 hit starter due to the stance switch always giving a slight gap of delay since it offers no blockstun or active frames.
    PPKP / PPPKP
    [​IMG]
    PPKPP / PPPKPP
    [​IMG]
    PPPKK/PPKK
    [​IMG]
    KKKK
    [​IMG]
    KKP
    KG K
    KG P
    PP
    [​IMG]
    PPP
    [​IMG]
    PPPP
    [​IMG]
    PPPPP

    [​IMG]
    KKKK
    KPP
    KG
    PP
    [​IMG]

    PPP
    [​IMG]
    PK
    [​IMG]


    PKK
    [​IMG]
    KK
    [​IMG]
    KKKKK
    [​IMG]
    K K K+G
    KG
    PP
    [​IMG]
    PPPPP
    [​IMG]
    KKKK
    [​IMG]
    KKK
    [​IMG]
    KKKK
    [​IMG]
    KKP
    [​IMG]
    KP
    [​IMG]
    KG P
    PP
    [​IMG]
    PPP
    [​IMG]
    PPPPP
    [​IMG]
    KKKK
    [​IMG]
    K K+G K
    KP
    KG
    PP
    [​IMG]

    PPP
    [​IMG]

    PPPK
    [​IMG]

    PPPP
    [​IMG]
    KKKP
    [​IMG]
    KKPP
    [​IMG]
    KP
    [​IMG]
    >>G
    KG
    PP
    [​IMG]
    PPP
    [​IMG]
    PPPP
    [​IMG]
    KK
    [​IMG]

    KKK
    [​IMG]
    KKP
    [​IMG]

    KKPP
    [​IMG]

    KKPPK[​IMG]
    KP
    [​IMG]
    KG
     
    Last edited: Aug 8, 2021
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  2. BloodNinja

    BloodNinja Well-Known Member

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    PP
    [​IMG]
    PPP
    [​IMG]
    P
    K

    [​IMG]
    KK
    [​IMG]
    KKK

    [​IMG]
    KKKK
    [​IMG]
    KP
    [​IMG]
    KPP
    [​IMG]
    PP
    [​IMG] PPPP
    [​IMG]
    KKKKK KP
    KG KKK KG P
     
    Last edited: Jun 29, 2021
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  3. BloodNinja

    BloodNinja Well-Known Member

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  4. BloodNinja

    BloodNinja Well-Known Member

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  14. Jazztech

    Jazztech Well-Known Member

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    wow, remade it because I got in there beforehand. Unlucky
     

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