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kte_03
September 17th, 2008, 11:52 AM
Introduction


SmileyEyes... again >_>. Since my Sacred Scroll thread was pure fail, I decided to try my hand at ExoCores. Unlike Sacred Scrolls, I have full experience with each and every ExoCore that is currently out in RF. So hopefully, this'll work :D

Legend/Vocabulary

P - Punch; Default Key Setting: X
K - Kick; Default Key Setting: C
G - Guard; Default Key Setting: Z
kG - Special Attack; After pressing Kick, immediately press Guard
+ - Press the assigned buttons together
^ - Popup Hit; Lifts an opponent over fence, but not enough for a juggle

Juggle Launcher - A certain combo, or attack that can send the opponent in the air for an opportunity to extend your combo
Ground Pound - Hits opponents while they're on the ground
Underlined Letters - This part of the combo does 2 hits or more
Bolded Letters/Specialized Delay - This part of the combo, the button can be held to be a guard breaker or to hold a delay. Not all scrolls/exocores with bolded letters have guard breakers. Such as Zin TKD or Blood Wind Ninjitsu.
360 Grabability - The scroll/exocore is capable of grabbing the opponent from all angles.

kte_03
September 17th, 2008, 11:53 AM
ExoCores

Birthday Party ExoCore; 100 Astros; 30 Day Time Limit

*Changes Punch Combo(s) to PPPP

Skill 1 (Fire Drill) : Very similar to Dragon Striker, this attack charges in a drilling method after your opponent.
Skill 2 (Firewall) : Very similar to Fire Charger, this attack sets up a firewall that makes your opponent(s) "dance" when they make contact with it.

Pros

- Skill 1 has no charge time, can be used for Combo Breaker
- Skill 1 goes through opponent, great for escapes or hits opponents behind
- Skill 2 is spammable, making opponents careful but vulnerable
- PPPP is swift and deadly

Cons

- Fucking ugly
- 30 Day Limit

Overview

The awesome about this exo is that it really has no Cons and mostly just awesome Pros. It is plain and simple. This ExoCore is great for all types of battles.

Black/Blue/Red Iron Armor; 106 Astros; Alchemist Only

*Changes Punch Combo(s) to PPP^P
*Changes Kick Combo(s) to KK
*Changes Slide Kick to Roll Attack
*Changes Grab to Forward Throw

Skill 1 (Armor Up) : Increases the Iron Armor's defense for a limited time.
Skill 2 (Buttstomp) : Iron Armor leaps high into the air and crushes the ground with its butt. Blasts opponent(s) high in the air if not blocked.

Pros

- Available in 3 stylish colors
- Skill 2 is a Juggle Launcher
- Skill 2 is a Ground Pound
- Skill 2 has great stun
- PPP^P has great damage and is good for knockoffs
- Forward Throw is great for edging
- Roll Attack has recoil and keeps distance

Cons

- Slow
- Big target because of big hitbox, everyone will mostly go for you first
- Roll attack does not knock down
- Juggling is not too easy
- PPP^P has no delay

Overview

The Skill 1 increases defense for a limited amount of time. This attack is best used where opponents aren't around. Once used, jump into the battle and start buttstomping! The Buttstomp is good for mob control. The good thing about the Buttstomp is that even though your opponent blocks it, you have enough time to block a combo because of their stun. The KK is not too great as it has slow attack speed and recovery, spamming it will just leave you open. This ExoCore is best used for support.

Blade Spirit; 210 Astros; Soul Fighter Only

*Changes Punch Combo(s) to PPPP; PK
*Changes Kick Combo(s) to KK
*Changes Ram to Flip Slash
*Changes Slide Kick to Blade Slide

Skill 1 (Blade Smash) : Blade wielder jumps in the air and smashes the opponent with a blade with immense power.
Skill 2 (Dash and Slash) : Blade wielder rushes against opponent and lifts them in the air for a punishing slash combo.

Pros

- Long range
- Good delay and angling
- PPPP has great damage
- KK is great against drifters
- PK is a Juggle Launcher
- Skill 1 hits opponent's back at close range
- Skill 2 can dash through gaps (Ex. Glacier Cove Island)
- Skill 2 is great against Recovery Kick maniacs
- Skill 1 is a Juggle Launcher
- Slow animations gets confusing

Cons

- Has no Recovery Kick
- Slow animations gets confusing

Overview

The Blade Spirit is a great ExoCore for 1v1 and Team Battles. Its long range can dodge panics and the Slide Kick attack is great for chasing opponents. The KP Juggle Launcher is quick and easy and is great for knockoffs as well. The Blade Smash is something many people don't like to fight too much. Hitting your opponent from behind with it can launch them REALLY high which makes a perfect juggle opportunity. The long reach of the blade makes the juggle much easier for catching the opponent. Some people find the Blade Smash very predictable as many Blade Spirit users use the technique that hits their backs at close range. Some experienced players will defend their backs "knowing" you'll try to hit their back. Mixing PPPP to hit their back when they "know" you're gonna Blade Smash or any other combo with this Blade Smash strategy can easily confuse your opponents. Blade Smash can go through upper platforms, which can hit your opponent at the top while you are at the bottom (Moonlight Valley is a great example). Dash and Slash is also great for chasing opponents down and is great for knockoffs. This excore is great for all types of battles.

Brown Taurus; 203 Astros; Soul Fighter Only

*Changes Punch Combo(s) to PPPP; PK
*Changes Kick Combo(s) to KK
*Changes Slide Kick to Bull Charge

Skill 1 (Taurus Quake) : Taurus smashes its weapon in a vertical fashion hitting the ground or directly the opponent.
Skill 2 (Wooden Cyclone) : Taurus gains momentum and spins around along with the log creating a deadly force.

Pros

- Skill 1 hits opponents back at close range
- Skill 1 is a Ground Pound
- Skill 2 lifts opponents over fences
- PK is a Juggle Launcher
- Slide Kick can go through opponents, great for escape or hitting opponents behind
- PPPP is strong

Cons

- Juggle is hard to pull off
- Ground Pound is best used for very hard juggle
- Slide Kick can lead to own fall
- Big target because of big hitbox, everyone will mostly go for you first

Overview

Taurus gives you the power to be a raging Minotaur. One thing that makes this Exo different from other Soul Fighter morphing ExoCores is that you have a recovery kick. The PPPP deals great damage. One thing about the Skill 1 is that it is a Ground Pound. The bad thing is that there's not much in this Exo that you can connect with the Ground Pound. The juggle which is hard to pull off is the best thing that can connect with the Taurus Quake Ground Pound. Though, one other thing can connect with a certain rate is the grab. Once grabbing, use Taurus Quake right away and the AoE in the Ground Pound should hit your opponent. Spamming it will result in a delay and it will just give the opponent time to get up. Another great thing about Taurus is the ram. This ram is very annoying to others as you can do it over and over again. It's kind of like Mao Gong's Pounce attack 'cept it goes farther and it actually damages. Though just like Mao Gong, it can be stopped with a hit, which will stop you from going further and if your opponent meant to stop you like that, he/she can combo you. Wooden Cyclone is great for knockoff stages. When caught with it, you are lifted right away, which is great for knock off stages such as Dos or Moonlight. KK is one thing you won't want to use the whole time. Just like Iron Armor, spamming it will just leave you open. This Exo is great for knockoffs and support.

Cannon Barrel; 11,500 Carats

*Changes Punch Combo(s) to PPPP

Skill 1 (Barrel Bullet) : Cannon wielder takes aim and shoot a bullet in a straight path.
Skill 2 (Barrel Blast) : Cannon wielder takes aim and shoots a gigantic cannon in a straight path.

Pros

- Great for sniping, long range
- Skill 1 is quick once shot
- Skill 2 goes through opponents, hits opponents behind
- Skill 2 is a Juggle Launcher
- PPPP is strong

Cons

- Skill 2 is slow
- Skill 1 can be dodged by slide kicking (does not work all the time, mostly sliding on Moonlight bridges with the curve)
- PPPP is slow
- Skill 2 juggle is hard to pull off

Overview

Cannon Barrel is mostly used by snipers or players who don't really like to go into hand-to-hand combat. The Barrel Blast is great for mob control and great against dters. Though the first opponent may block it, the 2nd opponent may not be expecting it and will end up being blasted sky high. Just like any sky high juggle, Barrel Blast is hard to pull off. Unlike Iron Armor, it doesn't keep you right in front of your opponent or in line with them at the least. A ram is mostly followed after blasting your opponent. Barrel Blast is best used from far because of its 2-second charge. Barrel Bullet is great for chasing runners. PPPP is great for damage and can't be blocked after caught with the first. Though the slow attacks makes it very to be countered once blocked. This Exo is mostly used for support.

Cannon Launcher; 13,500 Carats; Alchemist Only

*Changes Punch Combo(s) to PPPP

Skill 1 (Barrel Bullet) : Cannon wielder takes aim and shoot a bullet in a straight path.
Skill 2 (Crazy Cannonball) : Cannon wielder takes aim and shoots a gigantic smiling cannonball that scouts and chases a targeted opponent.

Pros

- Great for sniping, long range
- Skill 1 is quick once shot
- Skill 2 is a homing attack
- Skill 2 is a Juggle Launcher
- PPPP is strong

Cons

- Skill 2 is slow and blows up after a certain amount of time
- Skill 1 can be dodged by slide kicking (does not work all the time, mostly sliding on Moonlight bridges with the curve)
- PPPP is slow
- Skill 2 juggle is hard to pull off

Overview

Cannon Launcer is just like Barrel Cannon except for its Crazy Cannonball. This one does not go through opponents except it chases them. The bad thing about it is that after it is shot, after a certain amount of time, it will blow up disregarding if it hit a target or not. Plus, it can be easily seen coming and can be easily blocked. It is great for finding runners or hiding opponents and once it finds a target, it starts to gain speed. Other than that, it basically has Barrel Cannon's characteristics and is best used for support.

Cyclone Charger; 98 Astros; Elementalist Only

*Changes Punch Combo(s) to PPPP

Skill 1 (Tornado Nudge) : Cyclone Charger fires up a mini cyclone that slightly nudges the opponent.
Skill 2 (Artificial Cyclone) : Cyclone Charger plants a cyclone that grows bigger and bigger sucking up and spinning any caught opponents

Pros

- PPPP is VERY strong
- Skill 1 has good stun
- Skill 2 is a Juggle Launcher
- Skill 2 has big knockback when blocked
- Skill 2 can hit opponent's back when they're in the middle of cyclone

Cons

- Slow
- Skill 1 is weak
- Skill 2 can be easily blocked

Overview

Cyclone Charger is a very underrated exo many people think they found out the trick of. At first, it was a very "cheap" exo to many because of the Artificial Cyclone. Many people thought that as long as they were in the cyclone, they couldn't prevent it other than blocking until it goes away. Until one person realized that once you hear the "hit" effect of the cyclone, you are safe even though the cyclone is still there. From then on, many have thought of Cyclone Charger as useless. But, many forget that PPPP has one of the strongest Punch Combos around, one thing an Elementalist needs for their lack of strength. PlayerOne has also found that the "weak" stun by the Tornado Nudge actually leaves a great mark when blocked. When someone blocks the Tornado Nudge, you can do a running grab to them because of the stun left by the nudge. Also, Artificial Cyclone is great for knockoffs. When your opponent is at an edge, they are basically dead or will be left in a windy torture. If they block it, they will be knocked off because of the knockback by the big cyclone. If they don't block, they will be just caught by the big cyclone, giving you an opportunity to juggle them. Artificial Cyclone is also good for hitting your opponent's back when they're right in the middle of the Cyclone. Many Rumblers have forgotten how great this exo is for all kinds of battles, may it be support, 1v1, or knockoffs.

Devil Shadow; 163 Astros

Skill 1 (Shadow Punch) : The shadow's arm grows bigger and extends a far distance hurting any opponent's around.
Skill 2 (Shadow Scream) : The shadow screams leaving a devilish stench nauseating the opponent.

Pros

- Skill 2 is very spammable
- Skill 2 has far distance horizontally and vertically
- Skill 1 is great for mid range
- Skill 1 and 2 hits opponent's at close range

Cons

- You need to be a certain distance to hit opponent's back with Skill 1
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Dragon Striker; 111 Astros; Striker Only

Fire Charger; 10,500 Carats; Alchemist & Elementalist Only

Golden Lion; 185 Astros; Striker & Soul Fighter Only

Green Skyhorn; 166 Astros; Elementalist Only

Heaven's Fist; 15,000 Carats; Striker Only

kte_03
September 17th, 2008, 11:54 AM
Ice Charger; 203 Astros; Elementalist Only

Iron Fist; 105 Astros

Knight Blade; 171 Astros; Alchemist Only

Martial Arts Soul; MAS; 25,000 Carats

Mecha Strike; 11,500 Carats; Striker Only

Moon/Night Wolf; 140 Astros; Soul Fighter Only

Ninja Spirit; 10,500 Carats; Soul Fighter Only

Psychic Charger; 105 Astros; Elementalist Only

Relic of Phantomcore; Pcore; 178 Astros; Soul Fighter Only

Sheep's Cry; 130 Astros; Soul Fighter Only

Xero Discus; Dual Shields; 191 Astros; Striker Only

Yaki Cannon; 203 Astros; Alchemist Only

Youngblood Wolf; 15,000 Carats; Soul Fighter Only

kte_03
September 17th, 2008, 11:54 AM
Closing
Please tell me if you find this guide useful. Please leave a comment and some feedback. This guide will be ongoing until all ExoCores are out. Which is ... NEVER!! TAHAHAH

Credits

- PlayerOne (Rumble IGN), johnlee1986 (YouTube)

If you wish to know more about ExoCores, check out my
Contacts:

In RF: SmileyEyes
OGP Forums: kte_03
MLValley Forums: kte_03

POST AWAY! :D

skayte
September 19th, 2008, 02:08 PM
*post*

Nice guide so far =)

Yoshi13
September 20th, 2008, 06:53 PM
Nice guide. You can also check out mine at GameFAQs: Rumble Fighter (PC) FAQ by Gcyoshi13 (http://www.gamefaqs.com/computer/doswin/file/939131/51929)

I have an exocore section similar to this.

kte_03
September 21st, 2008, 10:34 AM
lol wow coming from you Yoshi? I'm happy :D and thanks too Skayte. Yoshi I've already checked out your guide and I was also the guy that told you about the Enchanting and what happens when it fails :P

ZombieBreath
September 21st, 2008, 12:46 PM
This is a very good Exocore guide....keep up the good work!

d-(^_^d)

Kekki
October 4th, 2008, 01:08 PM
Now that I think of it doing that bullet dodge on Moonlight on the bridge thing would be SO cool for a RF video ...IF it was played in Slow-Mo:cool:

SilentZen
November 2nd, 2008, 11:30 AM
not bad