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Mosley
September 10th, 2008, 12:39 PM
At the moment our site is a bit lacking on Exocore information. This is where we need your help.

Please post descriptions of exocores in the following format

"
Ninja Spirit
Attack 1: A long range ninja star which can damage multiple enemies.
Attack 2: A short range jump attack which is capable of hitting multiple enemies.

Special Combos: Same as equipped scroll
"

Thanks in advance!

The Last One
September 11th, 2008, 12:42 AM
"
Psy Force
Attack 1:Fast and Straigh Fish like Missile Spell.Low-Med Damage
Attack 2:Slow but Guided Fish like Heat Guided Missile Spell.Med-High Damage

Special Combos: Same as equipped scroll
"

ZombieBreath
September 11th, 2008, 12:46 AM
Green Skyhorn/Red Skyhorn/Blue Skyhorn(oh noes a gem exo)

Overdrive 1(Green): Long range poison arrow, slows and poisons opponent doing DoT(damage over time) for about 6 seconds. No knockback. Can splash on impact and hit multiple targets as long as they are close together.
Overdrive 1(Red): Long range fire arrow, burns and knocks opponent down. Can hit over small fences like on Moon. Can splash on impact and hit multiple targets as long as they are close together.
Overdrive 1(Blue): Long range frost arrow, freezes opponent for a second or 2. No knockback. May have splash effect, but I can not say with certainty since I haven't seen or used this outside of youtube.
Overdrive 2: AoE(area of effect) attack. You shoot a large blast straight up that can hit anyone not blocking near you, the blast falls back down and disperses around you hitting anyone not blocking. If hit by the blast shot into the air you will not be hit by the secondary blast that falls to the ground.

Special combos: PPPP(good combo that comes out very quick and does good knockback), PK(short combo with fair knockback), KK(short combo with enormous knockback). you completely lose your scroll to this exocore unless it has a special throw such as Drunken Master or Pro Wrestling.

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Psychic Charger

Overdrive 1: medium range blast. Shoots three balls of energy that home in on a target. will not go through objects and detonate after a medium distance.
Overdrive 2: Creates an energy field directly around your character anyone not blocking who is near you will be knocked into the air, even if blocking they get pushed back a little from the field. Range for the field is fairly wide around your character.

Special combos: PPPP(first punch stuns like a kick so while its a slow combo if the first punch connects the rest will also does good knockback), kick combos retained from scroll.

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Xero Discus

Overdrive 1: Your shields surround you and you roll a good distance forward hitting anyone in your path. At the end you bounce back a short distance, nice for avoiding retaliation. This attack can be blocked by an enemy blocker or a teammate standing in your way. Note that if blocked by a enemy they have a perfect chance to get a free combo in most of the time.
Overdrive 2: You throw the shields on your arms out in front of you and then they boomerang back to you. This attack can hit on the journey from you or on the journey coming back to you only one of the attacks will land. If the attack is blocked when thrown out the attack where the discs return to you will not hit. This attack comes out extremely fast, fastest projectile attack I believe.

Special combos: PPPP(6 hit attack. The 4th punch knocks you into the air, high enough to go over most objects such as the fences in Moon or even the boxes on demo, and pushes you forward), PPKK(5 hit attack. This combo is a very awsome one the first kick sends your character flying backwards while throwing the discs forwards into your enemy. The second kick sends you back towards them and hits twice. This combo can be used to trick an opponent into thinking your done but not and on the second kick you rush back in to hit them after they drop their guard, or can be used as a means of escape by not finishing the combo and just doing PPK as the distance you jump back is substancially far and puts you out of harms way), kick combos retained from scroll.

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Blade Spirit

Overdrive 1: You jump up then bring your sword down with tremendous force onto the ground in front of you creating a crater. Anyone near the crater will be hit also if they are near enough to you when you use it, it hits their back so even if they block it will still hit. It can be blocked if the person is standing near the edge of the crater facing the attack while blocking.
Overdrive 2: You dash forward a good distance and if you encounter an enemy you will knock them into the air with your sword and begin to slash them repeatedly ending with a downward slash that knocks them to the ground. The knockback is fair and can edge your opponent if close enough. Also note that the dash sends you far enough to cross the gap on the Glacier map, but not to cross the gap between the top docks on Dos. Does great damage and does it instantly basically the sword strikes in the air are all show.

Special Combos: PPPP(2 quick horizontal slashes with your sword then 2 vertical chops, good knockback and damage), KK(2 horizontal slashes with great knockback), PK(Blade Spirits Launcher you'll wanna hit PPPP combo instantly after this), dash P(Sends you forward slightly bringing your blade down right in front of you. takes longer than a normal tackle but has a longer range due to the sword), dash K(Sends you dashing forward attempting to smash your foe with the hilt of your sword. Sends you further,faster than the normal slide kick) You completely lose your scroll to this exocore even your special throws such as Drunken Master's or Pro Wrestling's.

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Golden Lion

Overdrive 1: You charge your hands for a sec then project a giant lions head in front of you. This attack does good damage and knocks the opponent in the direction they were hit with this attack so if hit by the side they will fall to that side.
Overdrive 2: Your character jumps backward and projects a giant beam in front of him which ends in an explosion. This also does good damage can get you out of harms way and if the enemy was standing close enough to you when you use it it will hit their back instead so even if they block they will be hit.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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Default Exocores

Metal Force

Overdrive 1: You charge up your bladed arm and dash forward hitting anyone in your path and knocking them down. This attack can be blocked and the blocker will stop you from going any further.
Overdrive 2: You charge up your bladed arm with transmutative properties then release them into the ground causeing a line of spikes to burst from the ground in front of you. This attack lasts for a few seconds and can still hit you as long as its visible. Knocks you down if hit by it.

Special combos: PPPP(you slash at your opponent with your bladed arm. Does good damage and has good knockback), kick combos retained from scroll.

Strike Force

Overdrive 1: You move forward and do a double kick. This attack can be used as a combo breaker it does good damage and knocks your opponent down.
Overdrive 2: You pull all your energy into one punch into the ground which explodes on impact. This attack can hit anyone near you not blocking and it can hit people who have just been knocked tot eh ground.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

Soul Force

Overdrive 1: Your rush forward slashing at your opponent with spirit claws. This attack doesn't do good damage, but can be useful as a suprise or to get someone off of you.
Overdrive 2: You cry out with the spirit of the wolf and dissorient anyone near enough to you. This attack also does minimal damage, but it completely paralyzes your opponent for a few seconds enough time to get a combo in or knock them off the edge.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

Mosley
September 11th, 2008, 12:53 AM
Thanks guys.

Also, Zombie... That is some high quality data you've posted there. If you typed those up yourself, then PLEASE stick around and keep contributing info like this.

If anyone decides to post info from someone elses guide, please link to the source in the post. We want to have full consent from all contributors before we use their content on the site.

ZombieBreath
September 11th, 2008, 01:02 AM
Thanks guys.

Also, Zombie... That is some high quality data you've posted there. If you typed those up yourself, then PLEASE stick around and keep contributing info like this.

If anyone decides to post info from someone elses guide, please link to the source in the post. We want to have full consent from all contributors before we use their content on the site.

Yeah I did I just typed it all up from my brain :D

I can do more, but these are Exo's I have personal experience with. I can do others, but it wont be first hand experience data.

If you want I can add the rest of the default Exo's to the list right now.

Mosley
September 11th, 2008, 01:06 AM
Yeah, definitely contribute whatever you can!

No rush though, I probably wont start adding these until I have at least half.

ZombieBreath
September 11th, 2008, 01:26 AM
Updated post with the remaining default exocores.

I might do more of the exo's later. I'll continue to let you know if i update my original post. :D

ZombieBreath
September 11th, 2008, 02:36 AM
Updated Skyhorn section.

ZombieBreath
September 11th, 2008, 12:55 PM
Devil Shadow

Overdrive 1: The devil hovering behind you reaches forward attempting to hit anyone in the way. If positioned correctly when attacking it can bypass an opponents block.
Overdrive 2: The devil hovering behind you unleashes a wave of bats that travels in a cone in front of you raising into the sky. Anyone hit by the bats becomes paralyzed for a few seconds. Since the cone travels up it can hit enemies on higher platforms while your below, such as at the top of Demolition or attacking the top docks on Dos from the middle dock.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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Yaki Cannon

Overdrive 1: You point your cannon at the ground and charge it up firing an enormous blast into the ground. It creates a giant blast that covers a large area all around you hitting anyone in the range of the blast. This attack is unblockable.
Overdrive 2: You dash a short distance forward, and if you meet an opponent you knock them into the air and fire many shots into them ending with a giant blast which sends your opponent flying away. This attack has good damage and HUGE knockback.

Special combos: PPPP(long range punches due to using the cannon), kick combos retained from scroll, dash P(you launch forward and swing twice with your cannon. Can hit twice if your opponent isn’t knocked down)

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Blue Iron Armor/Red Iron Armor/Black Iron Armor

Overdrive 1: You jump up into the air and come crashing down with your butt causing a shockwave around you. Anyone hit by it will be launched high in the air and can be juggled as they fall.
Overdrive 2: You focus your SP into your robotic armor and gain extra defense for a short time.

Special combos: PPPP(Long range punches that can knock opponents over objects the 3rd punch raises them and the 4th punch pushes them forward), KK(not kicks but 2 headbutts with decent knockback), Throw(you throw forward now instead of behind just like Pro Wrestling and Drunken Master), Dash P(you tackle your opponent), Dash K(you roll forward into your opponent and bounce back), Airborne P and K(both are given a range boost)

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Knight Blade

Overdrive 1: You raise your blade and charge it for a second then slash a large area in front of you. This attack is unblockable.
Overdrive 2: You create a large clock in front of you by rotating your blade then destroy it by slashing it creating a large shockwave in front of you. Any opponent hit will take damage and have their controls reversed for a short time.

Special combos: PPPP(this attack has a large range and the first punch has the stun of a kick so if it connects the rest are sure to hit), kick combos retained from scroll.

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Cannon Barrel

Overdrive 1: You fire a single bullet which travels straight in front of you quickly and for a long distance. Explodes on impact and knocks opponent down.
Overdrive 2: You charge your cannon and fire an enormous round. It travels straight in front of you at a slower pace but it does more damage and if it hits it send the opponent flying high into the air. If you are quick you can juggle the opponent. This attack can also hit the back of your opponent if fire while they are standing close enough to you when fired.

Special combos: PPPP(a slow punch combo but first punch has the stun of a kick so if it hits the rest are sure to hit), kick combos retained from scroll.

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Cannon Launcher

Overdrive 1: exact same attack as the Cannon Barrel’s first overdrive.
Overdrive 2: You charge your cannon and fire an enormous round painted with an evil smiley face. This round is like the Cannon Barrel’s Overdrive 2 except it’s a homing round and can follow an opponent…just very slowly.

Special combos: PPPP(exactly the same punch combo as Cannon Barrel’s), kick combos retained from scroll.

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Iron Fist

Overdrive 1: You raise your arms for a short time and summon a giant spiked ball in front of you. Any opponent who gets hit is sent flying into the air, and it remains for a few seconds after it hits the ground anyone who touches it while its still visible will be hit as well and thrown into the air. The ball hits those who are lying on the ground and It can go through certain things such as the top of Demolition, so you can be on the floor below the top summon the ball and hit the people that are on the top floor.
Overdrive 2: You wind up your fist to punch your opponent, your fist will grow large and you will lunge slightly forward. If it connects it will send them flying high in the air.

Special combos: PPPP(slow punch combo but the first punch has the stun of a kick so if it hits the rest will most likely connect), kick combos retained from scroll.

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Martial Arts Soul

Overdrive 1: You charge into an uppercut that sends your opponent flying high into the air. This attack comes out super fast so it can be used as a combo breaker and it can be used as a juggle starter for scrolls without a launcher.
Overdrive 2: Your legs flash and you charge forward with your legs spinning kicking anyone in your path. It doesn’t do much damage but it travels a good distance and if blocked will push your opponent back quite a ways and even force them off the edge if they were near one.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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Heaven’s Fist

Overdrive 1: You charge up and summon a giant fist from the ground right in front of you. Any opponent hit by it will be thrown high into the air and can be juggled as they fall.
Overdrive 2: You charge up even longer and summon a giant fist from the ground further away from you. Any opponent hit by it will be sent high in the air.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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Mecha Striker

Overdrive 1: You charge up your fist and begin to spin moving forward as you do for a short distance. Any opponent you hit will be knocked high into the air and can possibly be juggled as they fall.
Overdrive 2: You charge up your fist and dash forward with a giant punch. If your opponent is hit while grounded they will be knocked back very far, if airborne they will be damaged and knocked back slightly, and if blocked the opponent will be pushed back a good distance while receiving no damage.

Special combos: PPPP(slow punch combo but the first hit has the stun of a kick so the rest are sure to hit if the first connects), kick combos retained from scroll.

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Dragon Striker

Overdrive 1: You spin around once then perform an uppercut on your opponent which can knock them over objects.
Overdrive 2: You charge up and launch yourself forward in a spin doing good damage a knocking down any opponents you hit. This attack travels a good distance so you have to be careful not to edge yourself with it.

Special combos: PPPP(long range punches and the first punch has the stun of a kick so if it connects the rest will most likely hit), kick combos retained from scroll.

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Cyclone Charger

Overdrive 1: You summon a small tornado and launch it in front of you. It does minimal damage and can knockdown your opponent. If summoned while they are close you it can bypass their block and hit their back.
Overdrive 2: You summon a large tornado at your feet and catches any opponent it hits and suspends them in the air for a second and can be juggled as they fall. If your opponent blocks the tornado they will be pushed far away from it.

Special combos: PPPP(slow punches but powerful and with the stun of a kick on the first punch so if it connects the rest should also), kicks retained from scroll.

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Fire Charger

Overdrive 1: You raise your arm into the air and bring it down causing the ground to erupt into flames around you. A fairly large area is affected but this attack can be blocked.
Overdrive 2: You raise your arm into the air and the ground beneath you bursts into a small patch of flames for a short time. Any opponents who touch it will be left helpless for a few seconds as their feet burn.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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Ice Charger

Overdrive 1: You charge up then release a wave of ice in front of you. Any opponent caught in the wave will be frozen for a short time no matter what they are doing.
Overdrive 2: You raise your hand and summon a spear of ice which you throw in a straight line in front of you. This attack can hit multiple targets as it can go through your opponents.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

ZombieBreath
September 11th, 2008, 12:58 PM
Thunderstorm Charger
Overdrive 1: You charge up an orb of electricity and throw it in front of you. Any opponent hit will be knocked into the air.
Overdrive 2: You raise your hand into the air and summon lighting into it then throw it to the ground where it disperses into a paralyzing field around you. This attack can hit downed foes too bringing them to their feet and paralyzing them.

Special combos: This exocore retains all of your scroll, nothing is changed. All it does is give you the overdrive attacks.

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There's a word limit on posts.....OH NOES!!! lol Anyway I will post the rest here or even open another post if I have to. I was gonna try and put it all on one post, but oh wells.
At this point I just have Soul Fighter Exo's left, so that means 6 to go, and I don't feel like typing them up now so I'll get to them later. ^_^

BenDNFA
September 11th, 2008, 02:22 PM
The default SoulFighter one has:
1. A forward moving multiple strike hit
2. Roar that stuns nearby enemies

The wolves are basically the same, except more furry.

kte_03
September 11th, 2008, 05:50 PM
LOL.... Wolves are basically the same as that weak SF Default? Not even xD. SOOOO OFF LOL

Wolves are great for 1v1 while the SF Default can be the only reason why you lost.

Wolves have great delay and have great speed in attack.

Skill 1 is a High Kick attack that can be used as a Combo Breaker. Though, its downfall is that you'll have to know where your opponent is falling to attack them. Unlike MAS, the user will be back where they were before the High Kick.

Skill 2 is a Death Bite. Kinda useless, but it's mostly used for catching opponents. It's glitchy at times, which isn't always good. But, it can be used fmor time to time for extra damage.

PPPP = The best combo for this Exo. The delay and the damage is just crazy. The fact that it can hit 2 opponents back to back is even greater.

KK = The juggle launcher. Used mostly for PPPP.

The Running Slide is a roll attack that can keep your distance away from an opponent because of the roll. The Tackle is a 2-hit attack that doesn't knock down your opponent, but instead, keeps them open for another combo, usually PPPP.

IMO, Wolf > SF Default :P

Blueblur
September 11th, 2008, 08:08 PM
Heres some advanced techniques for the exocores:

Metal Force:
Back Attack - Able to hit the opponents back while facing the front. (B)

Juggle - Press B (Preferably behind the opponent) If it hits behind, look the opposite way and press PPPP and a 5 hit juggle for it should have landed.

Streak - Allows you to pass little gaps by pressing (V)
---------------------------------------------------------------------------------

Ninja Spirit:
Back Attack - Able to hit the opponents back while facing the front. (V)
Ground Pound - Press V when the opponent is on the floor to use an extra attack.
----------------------------------------------------------------------------------

Strike Force:

Combo Breaker - Pressing (V) will allow you to intterupt a combo.

Ground Pound - Able to hit the ground by pressing (B).
----------------------------------------------------------------------------------

Mecha Fists:

Juggle - Pressing (B) [The one that sends you flying up, i dont own it]and then (B) again, and pppp willl allow you to use a 6 hit juggle.

Streak - Allow you to go throw small gaps by pressing (V) or (B) [I dont own it, but its the one that charges it in One hand and sends you flying sideways]
----------------------------------------------------------------------------------

Iron Knight [Red,Blue,Black]:

Ground Pound - Pressing (B) will allow you to hit the opponent while they are on the ground.

Juggle - pressing (B) and then (B) again, then Pppp will allow you to use a 6 hit juggle.




I hope it helped...

StriderLJM
September 12th, 2008, 03:41 PM
Can I be in charge of naming Overdrive attacks?

Also, I can do Exos and Scrolls from Gem Fighter.

ZombieBreath
September 12th, 2008, 03:48 PM
There are already 2 people doing scrolls and Exocores in the Gem fighter section.

If you wanna name them all I don't see why you can't, but that doesn't make your name the official one.

StriderLJM
September 12th, 2008, 03:50 PM
Yeah, I just saw that section. Well can I help with that then?

And my namings are so catchy, they might as well be official. ;D

slayer16
September 12th, 2008, 05:23 PM
how much naruto exos are they making?

ZombieBreath
September 13th, 2008, 02:29 AM
Yeah, I just saw that section. Well can I help with that then?

And my namings are so catchy, they might as well be official. ;D

You are welcome to post all your Overdrive names a post here for the Overdrive names of released exocores and a post on my Gem Fighter exocore page, Which can be found here: http://mlvalley.com/forum/gem-fighter/34-gem-fighter-exocores.html

If they are catchy enough I might even add them into my Exocore guide. :D

ZombieBreath
September 13th, 2008, 02:32 AM
how much naruto exos are they making?

NONE!

They do have a "DBZ"-ishly themed one that is just in Gem Fighter at the moment. The real name for it is Corrective repairs, but the Overdives look fiendishly like "DBZ" attacks.

Blueblur
September 13th, 2008, 05:48 AM
NONE!

They do have a "DBZ"-ishly themed one that is just in Gem Fighter at the moment. The real name for it is Corrective repairs, but the Overdives look fiendishly like "DBZ" attacks.

They actually have TWO naruto exocores.

ZombieBreath
September 13th, 2008, 07:02 AM
They actually have TWO naruto exocores.


Whatchu talkin bout?

I don't see any that look like Naruto Exocores and I'm pretty sure I have all of them on my Gem Fighter Exo list.

slayer16
September 13th, 2008, 09:43 AM
Cyclone Charger

Overdrive 1: You summon a small tornado and launch it in front of you. It does minimal damage and can knockdown your opponent. If summoned while they are close you it can bypass their block and hit their back.
Overdrive 2: You summon a large tornado at your feet and catches any opponent it hits and suspends them in the air for a second and can be juggled as they fall. If your opponent blocks the tornado they will be pushed far away from it.

Special combos: PPPP(slow punches but powerful and with the stun of a kick on the first punch so if it connects the rest should also), kicks retained from scroll k i got it now thank you

slayer16
September 13th, 2008, 02:38 PM
Heres some advanced techniques for the exocores:

Metal Force:
Back Attack - Able to hit the opponents back while facing the front. (B)

Juggle - Press B (Preferably behind the opponent) If it hits behind, look the opposite way and press PPPP and a 5 hit juggle for it should have landed.

Streak - Allows you to pass little gaps by pressing (V)
---------------------------------------------------------------------------------

Ninja Spirit:
Back Attack - Able to hit the opponents back while facing the front. (V)
Ground Pound - Press V when the opponent is on the floor to use an extra attack.
----------------------------------------------------------------------------------

Strike Force:

Combo Breaker - Pressing (V) will allow you to intterupt a combo.

Ground Pound - Able to hit the ground by pressing (B).
----------------------------------------------------------------------------------

Mecha Fists:

Juggle - Pressing (B) [The one that sends you flying up, i dont own it]and then (B) again, and pppp willl allow you to use a 6 hit juggle.

Streak - Allow you to go throw small gaps by pressing (V) or (B) [I dont own it, but its the one that charges it in One hand and sends you flying sideways]
----------------------------------------------------------------------------------

Iron Knight [Red,Blue,Black]:

Ground Pound - Pressing (B) will allow you to hit the opponent while they are on the ground.

Juggle - pressing (B) and then (B) again, then Pppp will allow you to use a 6 hit juggle.




I hope it helped...

ZombieBreath
September 13th, 2008, 02:53 PM
Cyclone Charger

Overdrive 1: You summon a small tornado and launch it in front of you. It does minimal damage and can knockdown your opponent. If summoned while they are close you it can bypass their block and hit their back.
Overdrive 2: You summon a large tornado at your feet and catches any opponent it hits and suspends them in the air for a second and can be juggled as they fall. If your opponent blocks the tornado they will be pushed far away from it.

Special combos: PPPP(slow punches but powerful and with the stun of a kick on the first punch so if it connects the rest should also), kicks retained from scroll k i got it now thank you

.....ok now its bugging me a bit.....you just copied one of my Exocore write-ups..... 0.o

Heres some advanced techniques for the exocores:

Metal Force:
Back Attack - Able to hit the opponents back while facing the front. (B)

Juggle - Press B (Preferably behind the opponent) If it hits behind, look the opposite way and press PPPP and a 5 hit juggle for it should have landed.

Streak - Allows you to pass little gaps by pressing (V)
---------------------------------------------------------------------------------

Ninja Spirit:
Back Attack - Able to hit the opponents back while facing the front. (V)
Ground Pound - Press V when the opponent is on the floor to use an extra attack.
----------------------------------------------------------------------------------

Strike Force:

Combo Breaker - Pressing (V) will allow you to intterupt a combo.

Ground Pound - Able to hit the ground by pressing (B).
----------------------------------------------------------------------------------

Mecha Fists:

Juggle - Pressing (B) [The one that sends you flying up, i dont own it]and then (B) again, and pppp willl allow you to use a 6 hit juggle.

Streak - Allow you to go throw small gaps by pressing (V) or (B) [I dont own it, but its the one that charges it in One hand and sends you flying sideways]
----------------------------------------------------------------------------------

Iron Knight [Red,Blue,Black]:

Ground Pound - Pressing (B) will allow you to hit the opponent while they are on the ground.

Juggle - pressing (B) and then (B) again, then Pppp will allow you to use a 6 hit juggle.




I hope it helped...

and here you just copied BlueBlurs post.......

Blueblur
September 13th, 2008, 03:04 PM
Whatchu talkin bout?

I don't see any that look like Naruto Exocores and I'm pretty sure I have all of them on my Gem Fighter Exo list.

The forgotten fan of sakura is Temari's fan in naruto.

The demon pot is Gaara's sand pot.

ZombieBreath
September 13th, 2008, 03:09 PM
The forgotten fan of sakura is Temari's fan in naruto.

The demon pot is Gaara's sand pot.


uuuhhh.....

I don't think so......I mean I guess you could relate them to that kinda...but the fan is tiny compared to Temari's, and she never used it as a hand to hand weapon. Garra's sand gourd never exploded in a small pillar of fire, and he never threw it on the ground.

I really don't think those were meant to be naruto exocores......if I'm wrong....I'm sorry, but I'm pretty sure I'm right about this.

Blueblur
September 13th, 2008, 03:59 PM
Your right about the fan, only the overdrives were ripped from naruto...

And the demon pot... Well ya i guess your right.

But one thing i know is that they took 2 exocores straight out of bleach...
Gemfighter has to get more original.

ZombieBreath
September 13th, 2008, 04:00 PM
Your right about the fan, only the overdrives were ripped from naruto...

And the demon pot... Well ya i guess your right.

But one thing i know is that they took 2 exocores straight out of bleach...
Gemfighter has to get more original.


Ok, I know Blade Spirit is totally ripped right from bleach......., but whats the second one?

Blueblur
September 13th, 2008, 04:08 PM
Ok, I know Blade Spirit is totally ripped right from bleach......., but whats the second one?

Persona's mask.

Is was on the episode of Ichigo vs Byuakua.

The Last One
September 13th, 2008, 04:49 PM
i want to know whats the difference between all the alchemist suit of armor.

ZombieBreath
September 13th, 2008, 04:51 PM
Persona's mask.

Is was on the episode of Ichigo vs Byuakua.

alright I'll give it to you, but its not exactly the same as the Bleach mask and I doubt the attacks are the same......I don't think Ichigo ever uses a fire dash and a grab with explosion move.

ZombieBreath
September 13th, 2008, 04:54 PM
i want to know whats the difference between all the alchemist suit of armor.

Color.

They have no difference between them other than the paint jobs. They have the same attack power too, sorry no increased damage.

Question answered.

The new MK2 robots have some new overdrive attacks and a launcher attack, but otherwise they are almost exactly the same as the Blue/Red/Black Iron Armor we have now. Same punch combo, same kick combo, and same dash attacks. They do however look 10,000x more AWSOME than the Iron Armor we have now. ^_^

The Last One
September 13th, 2008, 05:03 PM
hmm should i get an exocore for my alchemist or striker class?

ZombieBreath
September 13th, 2008, 05:07 PM
hmm should i get an exocore for my alchemist or striker class?

That depends for 1, which do you like to play more?

Also what exocores do you have now, and what kind of currency are we talking about Astros or Carats, and what amount are we working with?

The Last One
September 13th, 2008, 05:15 PM
Too much to think about failing to comply.... :broken:... probably astros i play alchemist and striker both equaly depending on what the game type is.(or map)

Blueblur
September 13th, 2008, 06:35 PM
Color.

They have no difference between them other than the paint jobs. They have the same attack power too, sorry no increased damage.

Question answered.

The new MK2 robots have some new overdrive attacks and a launcher attack, but otherwise they are almost exactly the same as the Blue/Red/Black Iron Armor we have now. Same punch combo, same kick combo, and same dash attacks. They do however look 10,000x more AWSOME than the Iron Armor we have now. ^_^

Zombie, its not only that.

The MK2 Have a launcher, and the two robots have different overdrives.

They both have the ground-smash, But one shoots lasers and one shoots missles.

Blueblur
September 13th, 2008, 07:00 PM
Adavanced moves 2.
------------------------------------------------------
Golden Lion:
Extra Juggle Attack/Dodge - While performing a juggle, press (B) To hit with the golden lion attack.

Attack from behind - Able to attack from behing, while facing front by pressing (B)
------------------------------------------------------
Cyclone Charger:
Revenge attack - Able to attack the opponent even if the attack was evaded. (Blocking is different) Use (V) To do it.

Juggle - Pressing (B) will launch the opponent in the air, while they are about to touch the ground, press PPPP. Should be a 4 hit juggle. (5 If the tornado connects perfect)
-----------------------------------------------------
Psychic charger:
Built in juggle - Able to auto juggle by pressing (V).

Juggle - By pressing (V) wait for the 3 hits to land, then press PPPP where the user is. Should activate a 7 hit juggle.
-----------------------------------------------------

Martial Arts Soul:
Auto-Edge - pressing (B) will allow you to edge automatiocally when next to a fence/edge.

Combo Breaker- Allows you to break a combo by pressing (V).
-----------------------------------------------------
Cannon Launcher/Barrel -
Juggle - Pressing (B) will send the opponent flying, then pressing PPPP will allow a 4hit juggle. (5 if the blast connects)

Attack from behind- Able to attack from behind while facing front. (V or B)
-----------------------------------------------------

Psy Force:

Juggle - Pressing (B) will bring them into the air, then you can juggle with your scroll.

Attack From Behind - Pressing (B) will allow you to attack from behind while facing front.
------------------------------------------------------
Soul Force:
Auto edge - Pressing (V) will allow an auto edge when near an edge/fence.
------------------------------------------------------

Fire charger:
Lead-In-Launcher- If you can knock your opponent back into the fire from the charger, you have started a launch, and can juggle. (B)

Ground Pound - Able to hit the person on the ground. (B)
-------------------------------------------------------

ZombieBreath
September 13th, 2008, 07:01 PM
Color.

They have no difference between them other than the paint jobs. They have the same attack power too, sorry no increased damage.

Question answered.

The new MK2 robots have some new overdrive attacks and a launcher attack, but otherwise they are almost exactly the same as the Blue/Red/Black Iron Armor we have now. Same punch combo, same kick combo, and same dash attacks. They do however look 10,000x more AWSOME than the Iron Armor we have now. ^_^

Zombie, its not only that.

The MK2 Have a launcher, and the two robots have different overdrives.

They both have the ground-smash, But one shoots lasers and one shoots missles.

Blur next time read all the post before posting lol ^_^

ZombieBreath
September 13th, 2008, 07:03 PM
Too much to think about failing to comply.... :broken:... probably astros i play alchemist and striker both equaly depending on what the game type is.(or map)

Well if its astros then Xero Discus is an awsome striker exocore, while for Alchemist I would recomend Yaki Cannon or 1 of the Iron Armors.

Blueblur
September 13th, 2008, 09:41 PM
Blur next time read all the post before posting lol ^_^

Sorry zombie, i must have read too fast.

The Last One
September 14th, 2008, 12:20 AM
I defenetly getting a suit of armor for the other exocore i might take a look at them once i get more astros.... still gotta wait a few days to get my astros since i bought them with paypal :|

StriderLJM
September 14th, 2008, 03:40 PM
The forgotten fan of sakura is Temari's fan in naruto.

The demon pot is Gaara's sand pot.

=l

Geisha Fans and Pots containing demons aren't from Naruto, but rather mythology and culture. In fact, Naruto probably got THOSE ideas from that. Kyuubi aka The Nine Tailed Fox was Japanese legend BEFORE Naruto...

Sieg121
September 14th, 2008, 04:01 PM
=l

Geisha Fans and Pots containing demons aren't from Naruto, but rather mythology and culture. In fact, Naruto probably got THOSE ideas from that. Kyuubi aka The Nine Tailed Fox was Japanese legend BEFORE Naruto...
o_O didn't everyone know it was based off of stuff like that? There was an interview with that dude that created naruto about this stuff.
uh his name was....Masashi Kishimoto right?

Makoto_Korashi
September 14th, 2008, 07:46 PM
Taurus
--------------------------------------

Special 1.) Stun attack. Can be used on opponents that are knocked down.
Special 2.) Spin attack. Hits twice. Hits over fences.

Punches The punches deal high damage. Cannot hit over fences. Can be angled if at the right position. (Slightly to the left if your trying to angle to the right.)

Kicks 3 hit combo. Does not hit over fences. Decent damage. Can be angled(?) (I'll check into this later).

Punch Kick K-P is a juggle starter, it can be challenging to pull off the juggle though.

Slide attack The slide attack can be dangerous near edges. When used you automatically run a somewhat far distance. Usefull for escaping DT.

Ram Normal ram.

ThrowNormal throw. There is currently a glitch which causes the throw percent to drop. Hopefully it'll be fixed.


Tips and Tricks
---------------------------------------------

If someone is on the ramp, in Night City, (at the bottom) run to the upper part, next to the water towers, use the spin attack (special 2) onn them. Assuming they didn't block it, it should knock them off.

The P-K can hit opponents below you (e.g. On moonlight, if you're on the upper ledge, next to the sign in the bottom middle.)

When an opponent is blocking, the knockout attack (special 1) can hit behind their block, if close enough. Once you've knocked him/her out, do a spin attack, or a full punch/kick combo on him/her.


I will update this later.

skayte
September 15th, 2008, 08:06 AM
oh wow o_o I was gonna do this but someone beat me to it. Maybe I should check threads earlier...

SilentZen
November 3rd, 2008, 12:05 AM
wow zombie i just figured your sig and woooow lol funny

nakedRAGE
January 10th, 2009, 04:24 AM
good info

ThisOne
January 28th, 2009, 12:07 PM
Well damn.....i was gonna post my favorite exo but Zombie beat me to it......

Oh well ill just list some tips for a few exos and stages.
Mas can hit people from underneath and edge them in risky escape just look down and if they happen to run above you well....free kill =)
Likewise with dragon striker altho the positioning and the timing is much harder (mas=almost instant, dragon strike=about 1-2 seconds)

For many projectile attacks such as fishies(big and small) ninja stars and bullets(big and small). If you are almost point blank range you will hit them in the back giving you opportunity for a free juggle
{Shells nullify this effect}
this may seem liek common knowledge but there are many who do not know these effects
More info later lol class almost over gotta go *poof*

EnterTheDragon
May 10th, 2009, 02:37 PM
Fire Charger
Overdrive 1: The person raises his arm and smashes it on the ground, making a burst of fire. This is pretty slow, and a lot of people will block it. Use it for group brawls when no one is paying attention to you. The SP cost isnt large, so you can spam it if you have enough SP.
Overdrive 2: The person raises his arm and the ground sets on fire. Anyone who steps on the fire will take damage and be stunned. Set the fire on bridges where people have to cross. Then do your combos on them.

ThisOne
June 1st, 2009, 01:04 PM
Dont forget that the Fire(fire dance effect) can ground hit =D

PinoyCP
August 8th, 2009, 03:27 AM
whoa this helps allot

Oblivion
August 8th, 2009, 05:00 PM
Try not to bump old threads. Instead, if you really want to pay your respects, thank the original or the most useful post.

Takeiuchi
September 18th, 2009, 12:55 PM
Considering that this is a stickied thread, I guess you guys won't mind if I post some information on the MK2.
Iron Armor Mk2L
---------------------
Dual Lazers (V button)
The exocore pulls two lazer cannons from its back, then fires them. The shot is slow to activate, and has a rather long cool down and SP cost, but the attack is powerful, has an incredibly long range, and is blockable.
Thunder Punch (B button)
The exocore punches the ground in front of it with an electrically charged fist. The ground is electrocuted, and anyone that is hit, or walks over it is knocked to the ground with around 200 damage. It doesn't hit anyone already laying on the ground.
Combos:
PPPP Basic punch. Third punch raises opponents off the ground.
KK Basic Kick. The robot Headbutts the opponent. Slow, but angles nicely.
K-G Launcher. The robot activates thrusters in the arm for a powerful uppercut.
Grab The robot grabs the opponent and slams him to the ground powerfully. Usually doesn't throw the opponent over a fence.

slpyboyzZ
January 13th, 2010, 11:57 PM
Anomaly Staff: Shaman only, 210 Astros

SKill One, V - your character waves his staff infront of him, sending a small purple like cloud (very similiar to that of the shaman in Sejul boss mode) if the cloud hits an opponent, they will turn into a frog with about a second delay after being hit. the frog incapable of attacking and all attacks will cause them to fall down. by this i mean juggle launchers only connect as combos, and slide kicks make them fall down after taking the damage

Skill Two, B - the better of the two specials, this skill makes a giant circle infront of your character after a second delay of casting it. the green circle has poison bubbles coming out from it and anyone who steps into it gets poisoned and is slowed down, both statuses being unblockable. this special is useful for mobbing either in boss mode, zombie mode, or plainly when you see a lot of people together, or for 1 v 1 when you are in restricted space so your oponent cant run away

Special Combos:

Punch Combo - P , P, P, P - pretty delayable on all hits, all hits have decent range, first attack is a jab animation so it goes pretty far but has a big recoil time if you stop your attack. the combo has pretty good knockback and when juggline with this combo, last hit goes farther than most exos but can be followed up by a ground hit if your scroll permits

Carcal
September 22nd, 2010, 09:00 PM
thank you for info on the exos(:3)