Komos
October 5th, 2008, 08:47 PM
Alright, I've seen rooms like " TEACH ME KOBUDO NOW." And such. I've taught Four people the basics of kobudo, and it's getting old. So here is a Guide on How to effectively use the Scroll Kobudo. Use this scroll in Conjunction with basic play tactics, as said by Kallas.
I'm going to tell you straight up, I'm nowhere near as good as people like Velvetrose. But I don't suck either.
One more thing-If anyone would like me to teach them more in depth, just PM me, or find me in game. Lessons are free, Unless ya wanna gift me something, so don't be shy =D
KOBUDO
So first, let's Discuss to basics. I'm not going to list damage here. I might laterz though. Kobudo's punches look like slaps, earning it the title of Pimp Slap Scroll. Be warned, you will probably be called a "Kobudo Spammer" By some. It gets annoying, Lemme tell ya.
Basic Punch Combo: PPPP- Slap,Slap,Slap,Launcher Punch
Basic Kick Combo: KK-Kick, Knockback Kick
Other Combos: PK- Slap, Knockback Kick
Nanmu: 11 Hits, Ends with a Knockback Kick.
Kobudo has some of the fastest punches in the game at the moment, but as it is Elementalist only, many people don't use it since Elementalist have low damage. However, Mastering the juggle is key if you want to succeed with this scroll. It can easily take people off the stage, and I've Defeated people with this scroll w/o any upgrades.
The Juggles
Kobudo has a few different juggles. Eash one can take your opponent pretty far. I'm goign to warn you now, IF YOU SPAM KOBUDO, YOU WILL NEVER WIN. Why? Because you'll be predictable, and you'll never get more then 6 hits.
6 hit Juggle: PPPP KK
Do not hold direction
6 hit Juggle: PPPP PK
Hold direction from hit 4 to 5
7 hit juggle: PPPP P PK
Hold direction from hits 4 to 5, 5 to 6
8 hit Juggle: PPPP PP~PP
PPPP P P PK
PPPP P P KK
Move forward from hit 4 to hit 5 in the first one. In the other two, hold direction from hit 4 to 5, 5 to 6, then no more,. The ~ means a delay.
10 hit juggle: PPPP P P PP~PP
PPPP P P P~P~P~P
That hardest, Hold direction from hits 4 to 5, 5 to 6, and 6 to 7. ~ means a delay.
17 Hit Juggle: PPPP P P Nanmu
Hold direction from hit 4 to 5, 5 to 6.
After PPPP P P, give it about half a second, then Nanmu. If you moved too far, you'll miss, Too little, and one of your Nanmu hits will miss. It's quite easy to get the timing down in practice, though.
Strategies
Here I will list the Strength and Weaknesses of Kobudo, as well as some basic strategies. You want advanced, figure it out on your own. Handing everything to you on a silver platter won't make you any better. But enough ranting =D
Strength: Fast Punches
Kobudo has some WICKED fast punches. Against another punching scroll, You'll win unless it's Bag. So use those punches to your advantage.
Strength: Pressure
Many people are pressured not to get hit by that last punch, the Launcher. Use this to your advantage. I'll use Glacier as my example, as that is the map played the most. Enjoy =D
Me: *Oppenent near the edge, back to me, no shell* PPP *block*
Person: * Hit Hit Hit Panic* *Panic Blocked* OMFG YOU NOOB
Me: *Hits them off* Pwned.
As you can see, Kobudo is great to get a person to use their panic early, thus opening them up to SO much more, including the Nanmu Juggle. Also, you can use the pressure to throw them more often, adding more pressure to the situation. After a few combos/juggles, the opponent will simply sit there and block((Sometimes)) , so you can just throw them to Kingdom Come.
Strength: Kicks
The Kicks are underused, Unexpected by most, Quick, and can be angled. That about Sums it up.
Weakness: Kicks
Yes, thats right. This scroll is demolished by kicking scrolls. Don't be discouraged, however. Learn to drift well, and this weakness will be eventually overcome. Just watch out for Muay and Mao, as those scrolls are EVERYWHERE and have nice kicks.
Weakness: Counters
It seems the last hit for the launcher can be countered. So watch out people.
Sideblocking: I've found that while my opponent is sideblocking, If I stop my combo then go at them from the side, just after I pass them I angle my last hit to launch them up, then juggle them. It's kinda risky, but 9/10 they will drop them guard.
Shells: Since they have to turn around to hit you, just PPP until they turn around, then make them your ho =D
Strategies
Alright, so here are some Strategies I use
1. Mixing up My combos.
I rarely finish a combo if the are blocking, stopping at three hits or two, then start it up again. If I don't have them after three unsuccessful combos, then I throw them. However, choose your own time to throw, otherwise you'll become easily readable.
2.Using Kicks
People don't expect kicks, but these are awesome as they are unexpected and quick. Not only that, they can be easily angled for places like Glacier, Moon, and Demo. Also, when you just use the punches, people will learn when to kick. So throw in some kicks to confuse them.
3. Exocores
Exocores can be very important when using Kobudo. Using an Exo like Ice/Fire/Thunder Charger, you can stun your opponent then juggle them. Then stun them again, and juggle them again. Lather, Rinse, Repeat. Personally, I own the Fire charger Exo. In case you guys care.
Conclusion
So, now that I have posted a basic guide to Kobudo, I hope that the general skill of players using this scroll will increase. You will need to develop your own strategies in conjunction with these in order to win, or else you'll become easy to read.
4: Crossover Technique
A technique I only recently noticed I was using, it's actually two combos instead of one. First, however, you need to know your opponent. If they will attack as soon as you stop,this won't work. Now then, first slap them two or three times ((If the block. If they don't juggle them)) then walk down and attack them again. They should now be sideblocking. From here, you should be able to angle left ((Assuming your on the right in the beginning and your opponent is on the left.)) towards there back then angle right to catch their back. If they unguard, they are still hit and launched. This also is incredibly easy to juggle off of.
Edited AGAIN: Added in more things, and Bumped this up.
Edit 12/08:Added in new technique
I'm going to tell you straight up, I'm nowhere near as good as people like Velvetrose. But I don't suck either.
One more thing-If anyone would like me to teach them more in depth, just PM me, or find me in game. Lessons are free, Unless ya wanna gift me something, so don't be shy =D
KOBUDO
So first, let's Discuss to basics. I'm not going to list damage here. I might laterz though. Kobudo's punches look like slaps, earning it the title of Pimp Slap Scroll. Be warned, you will probably be called a "Kobudo Spammer" By some. It gets annoying, Lemme tell ya.
Basic Punch Combo: PPPP- Slap,Slap,Slap,Launcher Punch
Basic Kick Combo: KK-Kick, Knockback Kick
Other Combos: PK- Slap, Knockback Kick
Nanmu: 11 Hits, Ends with a Knockback Kick.
Kobudo has some of the fastest punches in the game at the moment, but as it is Elementalist only, many people don't use it since Elementalist have low damage. However, Mastering the juggle is key if you want to succeed with this scroll. It can easily take people off the stage, and I've Defeated people with this scroll w/o any upgrades.
The Juggles
Kobudo has a few different juggles. Eash one can take your opponent pretty far. I'm goign to warn you now, IF YOU SPAM KOBUDO, YOU WILL NEVER WIN. Why? Because you'll be predictable, and you'll never get more then 6 hits.
6 hit Juggle: PPPP KK
Do not hold direction
6 hit Juggle: PPPP PK
Hold direction from hit 4 to 5
7 hit juggle: PPPP P PK
Hold direction from hits 4 to 5, 5 to 6
8 hit Juggle: PPPP PP~PP
PPPP P P PK
PPPP P P KK
Move forward from hit 4 to hit 5 in the first one. In the other two, hold direction from hit 4 to 5, 5 to 6, then no more,. The ~ means a delay.
10 hit juggle: PPPP P P PP~PP
PPPP P P P~P~P~P
That hardest, Hold direction from hits 4 to 5, 5 to 6, and 6 to 7. ~ means a delay.
17 Hit Juggle: PPPP P P Nanmu
Hold direction from hit 4 to 5, 5 to 6.
After PPPP P P, give it about half a second, then Nanmu. If you moved too far, you'll miss, Too little, and one of your Nanmu hits will miss. It's quite easy to get the timing down in practice, though.
Strategies
Here I will list the Strength and Weaknesses of Kobudo, as well as some basic strategies. You want advanced, figure it out on your own. Handing everything to you on a silver platter won't make you any better. But enough ranting =D
Strength: Fast Punches
Kobudo has some WICKED fast punches. Against another punching scroll, You'll win unless it's Bag. So use those punches to your advantage.
Strength: Pressure
Many people are pressured not to get hit by that last punch, the Launcher. Use this to your advantage. I'll use Glacier as my example, as that is the map played the most. Enjoy =D
Me: *Oppenent near the edge, back to me, no shell* PPP *block*
Person: * Hit Hit Hit Panic* *Panic Blocked* OMFG YOU NOOB
Me: *Hits them off* Pwned.
As you can see, Kobudo is great to get a person to use their panic early, thus opening them up to SO much more, including the Nanmu Juggle. Also, you can use the pressure to throw them more often, adding more pressure to the situation. After a few combos/juggles, the opponent will simply sit there and block((Sometimes)) , so you can just throw them to Kingdom Come.
Strength: Kicks
The Kicks are underused, Unexpected by most, Quick, and can be angled. That about Sums it up.
Weakness: Kicks
Yes, thats right. This scroll is demolished by kicking scrolls. Don't be discouraged, however. Learn to drift well, and this weakness will be eventually overcome. Just watch out for Muay and Mao, as those scrolls are EVERYWHERE and have nice kicks.
Weakness: Counters
It seems the last hit for the launcher can be countered. So watch out people.
Sideblocking: I've found that while my opponent is sideblocking, If I stop my combo then go at them from the side, just after I pass them I angle my last hit to launch them up, then juggle them. It's kinda risky, but 9/10 they will drop them guard.
Shells: Since they have to turn around to hit you, just PPP until they turn around, then make them your ho =D
Strategies
Alright, so here are some Strategies I use
1. Mixing up My combos.
I rarely finish a combo if the are blocking, stopping at three hits or two, then start it up again. If I don't have them after three unsuccessful combos, then I throw them. However, choose your own time to throw, otherwise you'll become easily readable.
2.Using Kicks
People don't expect kicks, but these are awesome as they are unexpected and quick. Not only that, they can be easily angled for places like Glacier, Moon, and Demo. Also, when you just use the punches, people will learn when to kick. So throw in some kicks to confuse them.
3. Exocores
Exocores can be very important when using Kobudo. Using an Exo like Ice/Fire/Thunder Charger, you can stun your opponent then juggle them. Then stun them again, and juggle them again. Lather, Rinse, Repeat. Personally, I own the Fire charger Exo. In case you guys care.
Conclusion
So, now that I have posted a basic guide to Kobudo, I hope that the general skill of players using this scroll will increase. You will need to develop your own strategies in conjunction with these in order to win, or else you'll become easy to read.
4: Crossover Technique
A technique I only recently noticed I was using, it's actually two combos instead of one. First, however, you need to know your opponent. If they will attack as soon as you stop,this won't work. Now then, first slap them two or three times ((If the block. If they don't juggle them)) then walk down and attack them again. They should now be sideblocking. From here, you should be able to angle left ((Assuming your on the right in the beginning and your opponent is on the left.)) towards there back then angle right to catch their back. If they unguard, they are still hit and launched. This also is incredibly easy to juggle off of.
Edited AGAIN: Added in more things, and Bumped this up.
Edit 12/08:Added in new technique