DarknightK
June 1st, 2009, 07:25 PM
:haithar: Hai thar.
this guide is dedicated to jujitsu.
First of all, I've had Jujitsu as long as I have had Street, which was well as HALF of my entire time playing RF. I got Combat Sambo on December 25, 2008. Christmas. Before that, I was using Jujitsu and Street, since Valentines Event 2008. I was gifted Street by some random player and I bought Jujitsu.
The Basics.
P = Punch
K = Kick
_ = Delay
^ = Pop-up.
PPP^P - 365
KK - 291
PK - 254
Nanmu: 636
Juggles (MAS or WDF)
Launcher Skill -> P -> P PP_PP
Launcher Skill -> P -> P KK
Launcher Skill -> P -> P PK
Angling Advantages
Jujitsu can be deadly with the PPPP Angle and the PK Angle. The PPPP angle is difficult because to do it, you will have to start angling on the third hit, not the fourth. Doing so on the fourth will make you completley miss your enemy, most of the time. (I have seen very few people who have pulled it off successfully, although they positioned themselves specificly for that angle.) If you angle on the second punch, you will hit the enemy, then the pop-up will completley miss your enemy while your open for an assult to your back. Again, this is quite hard to pull off, though practice makes perfect. :D
The PK angle is easier since it is two hits, shorter in moving distance, and has more accuracy than the pop-up angle. To pull off the angle, punch, then kick in the angle you want your enemy to fly in. The delay on this combo might prove useful if your enemy mindlessly walk forward.
The advanced PPPP angle/Triangle Attack: This angle acts just like Zin Taekwondo's PKK angle. Punch vertically away from the enemy (they might try to counter, giving you enough time to use the second punch). After that, use the second punch (back to the direction that you were from the start) and then angle the third punch towards your enemy. The pop-up should strike your opponent's back if he stays there or has countered. The last punch will send him flying in the air. An improved version of the PPPP juggle. Don't try it if your enemy has a turtle shell/candy/astronaut pack/etc.
For example:
1. You----Enemy North^
2. Punch towards the southeast
3. Punch towards the East
4. Punch towards the Northeast
5. Punch towards the North.
This has the same result if you were to do the original PPPP juggle.
Note: In the example your third punch would hit the opponent's front instead of his back, you could do this too, although it wouldn't be as much as effective. Though you would be a lot safer.
KK Angle - Same as PK.
Random Note(s)
The third punch of the punch combo can act as a juggle starter for an infinite juggle.
If anything needs to be added, please tell me and I will add it to the guide.
Feedback plawks. :smilez:
this guide is dedicated to jujitsu.
First of all, I've had Jujitsu as long as I have had Street, which was well as HALF of my entire time playing RF. I got Combat Sambo on December 25, 2008. Christmas. Before that, I was using Jujitsu and Street, since Valentines Event 2008. I was gifted Street by some random player and I bought Jujitsu.
The Basics.
P = Punch
K = Kick
_ = Delay
^ = Pop-up.
PPP^P - 365
KK - 291
PK - 254
Nanmu: 636
Juggles (MAS or WDF)
Launcher Skill -> P -> P PP_PP
Launcher Skill -> P -> P KK
Launcher Skill -> P -> P PK
Angling Advantages
Jujitsu can be deadly with the PPPP Angle and the PK Angle. The PPPP angle is difficult because to do it, you will have to start angling on the third hit, not the fourth. Doing so on the fourth will make you completley miss your enemy, most of the time. (I have seen very few people who have pulled it off successfully, although they positioned themselves specificly for that angle.) If you angle on the second punch, you will hit the enemy, then the pop-up will completley miss your enemy while your open for an assult to your back. Again, this is quite hard to pull off, though practice makes perfect. :D
The PK angle is easier since it is two hits, shorter in moving distance, and has more accuracy than the pop-up angle. To pull off the angle, punch, then kick in the angle you want your enemy to fly in. The delay on this combo might prove useful if your enemy mindlessly walk forward.
The advanced PPPP angle/Triangle Attack: This angle acts just like Zin Taekwondo's PKK angle. Punch vertically away from the enemy (they might try to counter, giving you enough time to use the second punch). After that, use the second punch (back to the direction that you were from the start) and then angle the third punch towards your enemy. The pop-up should strike your opponent's back if he stays there or has countered. The last punch will send him flying in the air. An improved version of the PPPP juggle. Don't try it if your enemy has a turtle shell/candy/astronaut pack/etc.
For example:
1. You----Enemy North^
2. Punch towards the southeast
3. Punch towards the East
4. Punch towards the Northeast
5. Punch towards the North.
This has the same result if you were to do the original PPPP juggle.
Note: In the example your third punch would hit the opponent's front instead of his back, you could do this too, although it wouldn't be as much as effective. Though you would be a lot safer.
KK Angle - Same as PK.
Random Note(s)
The third punch of the punch combo can act as a juggle starter for an infinite juggle.
If anything needs to be added, please tell me and I will add it to the guide.
Feedback plawks. :smilez: