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Mosley
September 12th, 2008, 04:37 AM
Hey guys.

The Last One posted a thread about scroll Pros/Cons. I accidentally deleted the thread while trying to sticky it. (lol noob)

I decided that Pros/Cons would be a great addition to the scroll pages on the main site.
So yeah, post away :D

Feuerrader
September 12th, 2008, 06:42 AM
Hey guys.

The Last One posted a thread about scroll Pros/Cons. I accidentally deleted the thread while trying to sticky it. (lol noob)

I decided that Pros/Cons would be a great addition to the scroll pages on the main site.
So yeah, post away :D

Most people that write guides particularly for a sacred scroll will include pros/cons. Also, Kallas has a ton in his guide, which I'll post here:

Default

* + Fast first punch
* + low cool down time on all attacks
* + Low knock back actually sets up for alot of wake up games
* - No delay
* - Scrolls with good kicks could give it alot of trouble
* - low damage
* - Kicks can be blocked after first hit
* - Slow kick starter

Kungfu (Striker Only)

* + Confusing animations
* + Fair delay on attacks
* + Punch combo is quick
* + Has a fair priority with kick combo
* + kick combo angles well
* + First kick has anti air properties
* - Not the highest damage
* - No 4 hit combo and no juggle
* - Muay Thai could give it trouble

Muay Thai

* + Fast punches and kicks
* + Nice combo variety
* + Huge priority on kick combo
* + Good cool down time after attacks
* - Kicks don't have much range
* - Doesn't do the greatest damage

Ninjitsu (Soul Fighter only)

* + High priority punch combo
* + Good cool down time
* + Very quick 4 hit punch combo
* + Kick combo angles well without too much movement
* - Only a 2 hit kick combo
* - Not enough combo variety
* - No juggle which could help this scroll alot

Kobudo (Elementalist only)

* + Very quick punch combo
* + Nice delay on punch combo
* + Difficult but effective juggle
* - Doesn't do that much damage so pulling off the juggle is required
* - only 2 hit kick combo
* - Could have problems with scrolls with good kicks

Jujitsu

* + Nice delay on all punches
* + Fair damage on punch combo
* - No variety
* - 2 hit kick combo isn't so great

Murekwon

* + Nice damage
* + Good delays on final punch
* + Kick combo doesn't move you much
* - Punch combo moves around too much and doesn't have the best delay
* - No range on kicks
* - Not the greatest cool down time
* - hitbox on kicks and punches isn't so great

Mao Gong

* + Huge Range on first kick
* + Final kick can be angled which puts players into safety after doing so (against most scrolls)
* + Huge damage on all comboes
* + Confusing animations and great delay
* - Moving around so much could hurt this scroll
* - Can be countered easier than most scrolls
* - Out ranged by vajra boxing

Shidokan

* + Good damage
* + Punch combo has good delays
* + Punch combo can angle well
* + Punch combo has nice hit boxes
* + Kick combo has good range and nice hitboxes
* + Kick combo can angle well without much movement
* - Can leave a player wide open if avoided
* - Not the best damage on kick combo
* - First punch isn't quite as spammable as most

Jeet Kune Do

* + Quick punch combo
* + Nice range on kick combo
* + Juggle on kick combo can lead to extreme damage
* + Kick combo has long range and short cool down
* - Not the best damage unless juggles are landed
* - Punch combo has less knock back than most
* - Final kick has horrible cool down

Karate

* + Fair punch combo
* + Nice combo variety and awkward delays
* + KKPK has invincibility frames on the last kick in places
* + Has a juggle combo
* + Nice cool down time on kick combo
* - Slow first kick
* - slow first kick makes juggle combo hard to get off and leads to alot of moments where players can't be punished

Shaolin

* + Very nice delayable long range punch combo
* + Good variety in comboes
* + Huge priority on kick combo
* + Nice cool down time on kick combo
* + Kick combo angles well
* - No delays on kick combo
* - Not the best range on kick combo

Boxing

* + High priority punch combo
* + Awkward delays
* + Juggle combo pressure makes it one of the better scrolls at grappling
* + Good range on first punch
* - Bad range on kick combo
* - 2 hit kick combo
* - not the best cooldown
* - can move a bit too much at times
* - Taekkyon could give it problems

Taekkyon

* + High priority on Kick combo
* + If kick combo collides with a punch it leads to a free kick combo
* + Good hit box and delays
* - No combo variety
* - horrible cool down time
* - punch combo has no knockback or knockdown
* - only 2 hit punch combo

Taekwondo

* + Nice cool down on kick combo
* + Confusing animations
* + Fair damage on kick combo
* + Long range on kicks
* + has alright variety
* - Same punch problems as Taekkyon

Geumganteu

* + Nice spammable first punch
* + Good combo variety
* + Guard Breaker sets up for various tactics (such as wakeup games)
* + Best range on first Kick
* + Great damage and angling abilities overall
* + Out ranges Mao gong's kicks (and any others) making it a good counter
* - Punch combo is still a bit lacking
* - Awkward hit box on 2nd kick

Koroshu

* + Great damage
* + Nice range on kicks which also angle well
* + All attacks in this scroll can be delayed
* + Juggle starter is quick and easy to do
* - horrible hit box on final punch making it unreliable
* - kicks are outranged by mao gong

Pro Wrestling

* + 360 grab which sets up for anti-drift and great air grab comboes
* + Doesn't have to worry about side blockers ever
* + Relatively high damage
* - Terrible range on kick combo
* - Not the best cool down time
* - Overall the combo's make it hard to justify the 360 grab

Baguazhang

* + Nice combo variety and has a juggle starter
* + 5 input combo
* + anti air properties on first kick
* + Fair damage overall
* + Good delays
* - 2nd punch has horrible cool down time
* - kick combo lacks range
* - max juggle is relatively difficult to pull off

Drunken Boxing

* + Kicks execute quickly
* + Punches have an awkward delay
* + Juggle starter is nice and fast
* + Relatively easy juggle to pull off
* - only 2 hit kick combo
* - kick combo doesn't have much range
* - when attack someone from the back with punches they can turn around and block after first hit
* - delays on drunken make it not have the best cool down time

Zin Taekwondo

* + Great range on punches which are excellent for both drifting and catching people
* + 5 delayable kicks
* + Strongest kick combo in the game
* + Angling is superb
* + Juggle is relatively easy to pull off
* + Does good damage
* + Has Taekkyon kick stun effect when collided with punches
* - maybe not the best hitbox
* - Cool down on first kick isn't as good as other scrolls

Shoot Boxing

* + Outdamages the majority of scrolls
* + Very confusing punch combo with 5 inputs
* + Kick combo comes out pretty fast (need confirmation)
* + All inputs on all comboes can be delayed
* + Has a guard breaker than can be useful for wakeup games
* + Doesn't move you around that much so side blockers can't really get away from you
* + Comes with an easy to do juggle
* - first punch doesn't have the best recovery
* - not enough range on this scroll

Pau Kua Kwon

* + Longest range punch in the game that also recovers fast
* + Punch combo comes with a guard breaker
* + It's extra K>G attack has invincibility frames and a huge hitbox
* + Fair delay
* + Juggle is only 2 hits which is useful for punishing
* + Because of first punch range and recovery, it is very hard to escape from people who use this scroll.
* - Not the greatest damage output
* - Not the best kick range either
* - relys more on pressuring people by not being able to escape and fear of guard breaks rather than grapple pressure.

Drunken Master

* + Confusing comboes, the delay in the attacks can really set off an opponents rhythm
* + Good damage output
* + has a ground attack for when they are knocked down.
* + has a forward throw which is great for wakeup games and exocore comboes.
* - Not the best recovery on attacks, if you miss prepare for some punishment.
* - Not alot of range either.

Dragon by Mizami

+ Long kick range. Less than Lmao Gong (see my signature) and Geumgangtu, tied with TKD and Shido, but longer than most other scrolls.
+ Good punch range. The somewhat lunging punch combo covers more distance than many people give it credit for.
+ Every hit of every combo can be delayed.
+ The flying kick is more useful than a lot of people think.
+ Very damaging juggle, and starts with a kick. Great for punishing mistakes.
+ Long, damaging nanmu that also ends with a lifting attack, followed by an aerial knockback. Goes over Moonlight fences and similar obstacles, not to mention the damage it deals.
- Very linear scroll, a good drifter can get around you if you’re not careful. (Many scrolls have this weakness though).
- The delays are punishable if you’re predictable. Always mix them up.
- Some of the attacks are tricky to angle. You need to pick the right moments for certain combos.
- When doing the punch combo, a careless person may fall for a sideblocker, and an even more careless person may commit suicide.


(THREAD OVER)

BenDNFA
September 12th, 2008, 02:05 PM
Ninjitsu:
Pros-
- Easy to use 4 hit combo
-You can delay the last hit to throw people off
- kicks have good knockback
-fast punches
Con-
- sometimes too simple
- recoil time after big combo that other people can come up and hit you for like a second
- soulfighters only
-can be countered if you delay the last punch

marioandluigi
September 13th, 2008, 12:06 AM
Kobudo


Pros

Has juggle launcher
fast kicks and punches
short combos (goes both ways)

Cons

Blockable launcher after first hit
short combos (goes both ways)
does little damage
juggles are kinda hard to do, due to the short range of punches
Elementalists only

The Last One
September 13th, 2008, 12:38 AM
Hey guys.

The Last One posted a thread about scroll Pros/Cons. I accidentally deleted the thread while trying to sticky it. (lol noob)

I decided that Pros/Cons would be a great addition to the scroll pages on the main site.
So yeah, post away :D:( /sniff

The Last One
September 13th, 2008, 12:46 AM
Jujitsu

Pros
-Great Knockback
-Good Delay
-Simple Scroll

Cons
-Low Kick Damage
-Recovery Rate

ishootu
September 13th, 2008, 02:25 AM
Baguazhang:

Pros:
-Lots of hits and combos
-Long, decent juggle
-Kick combo hits over fences
-Punches are pretty fast
-Many moves of this scroll can be used to 'slide'
-Underused

Cons:
-Kicks aren't quite spammable
-Juggle is quite hard for some people
-Frustrating to learn the juggle
-Very counterable
-If not used right, you become VERY predictable

slayer16
September 13th, 2008, 09:44 AM
Pros:
-Lots of hits and combos
-Long, decent juggle
-Kick combo hits over fences
-Punches are pretty fast
-Many moves of this scroll can be used to 'slide'
-Underused >???

Makoto_Korashi
September 14th, 2008, 04:07 AM
Muay Thai.

-Good punch combo.
-Nice juggle.
-Last kick can angle.
-Has nice delays on punch combo.
-Has pretty good range.
-Punch combo hits over fences.
-Decent knockback.

Cons.

Overused?
Only has 3 combos.
Last kick on the PPPK combo doesn't angle.
Punch combo can be countered easily (especially the last kick on the punch combo).


I'll update this later, right now I'm to tired to think of the rest.

Grognor
September 16th, 2008, 12:29 AM
Pro Wrestling!

Pros:
A scroll for pros
Short combos
360 grab, forward from front
Coolest looking scroll
KPK sends flying over fences
High per-hit damage
Good angling on PPP and KK

Cons:
High recovery
Short combos
Slow
Lag makes it less fun (can't throw)

ZombieBreath
September 16th, 2008, 04:46 AM
Pro Wrestling!

Pros:
A scroll for pros
Short combos
360 grab, forward from front
Coolest looking scroll
KPK sends flying over fences
High per-hit damage
Good angling on PPP and KK

Cons:
High recovery
Short combos
Slow
Lag makes it less fun (can't throw)

Grog your desire to have Pro Wrestling, one of the coolest scrolls available right now in my opinion, makes me very proud of you. *single tear rolls down cheek*

God Speed in your quest. If I can I'll gift it to ya, yes the scroll is that cool.

*SUPER NICE GUY POSE* d-(^_^d)

skayte
September 16th, 2008, 08:45 AM
Zintkd

Pros:
Long Strong kick combo (all delayable)
Good punches (all delayable, fast first punch)
Charge up attack (not a guard breaker)
Easy juggle, 10 hits, don't have to move at all
Kick combo is fast, not many scrolls can beat it

Cons:
Can be linear, drifters can catch you if you're not careful
Recovery time on the kicks can be beaten
Delay on the juggle launcher was nerfed, shorter delay time, some people will counter after the 2nd kick
dosn't angle well on narrow ledges imo unless you're careful.

Any other thoughts are appreciated.

Geumgangtu (Vajra Boxing)

Pros:
Strong kkpp combo.
kkpp combo is also unblockable unless you delay it (and of course get the first kick off)
kkk combo angles fairly well
first punch is fast with good recovery time, unless they guess it right away you can mix them up
Small tiny delay inbetween the elbows (punches) in the kkpp can catch opponents off guard
last punch in the ppp combo is a double hit, hits fast with good knockback

Cons
People generally don't fall for delays in the ppp combo
if you don't delay the last punch in kkpp correctly prepare to eat a combo
Sometimes angeling the kkpp dosn't work out, and you'll wiff on the pp
The pp in kkpp has poor recovery time, and moves you forward a bit so you're up in there face for a combo

McGerkey
September 16th, 2008, 09:28 AM
Drunken Master

Pros:
- Does a bunch of damage
- Has that awesome running ram thing
- Was free
- Juggling
- You stumble around when you're not moving
- Has that cool alt throw thing

Cons:
- I CAN NOT JUGGLE FOR SHIT

Sieg121
September 16th, 2008, 12:08 PM
Kung Fu
Pros:
Anti air kick combo,
Quick combos,
Good delays,
Kicks are great so I'd imagine adding some exo like mecha's punches.
Great scroll to 1v1 with.

Cons:
Its for very close encounters.
Not too strong for a team game without a supporting exo.
Can be predictable.

Viet
November 26th, 2008, 07:28 PM
So overall what scroll do you guys reccomend?

AznDudeIsOn
January 7th, 2009, 05:56 AM
As a person who revolves around counters. Ever since Dragon came out, I have been relieved from the Counter Nightmare of Jeet Kune Do.
I don't feel like listing all the pros and cons, especially since I've never used it.


Jeet Kune Do

Pros- First Punch and First Kick have two different counter timing.
(So, if your opponent trys to counter too fast, a slow kick comes at you.
If you counter tooo slow, a fast punch comes at you.)



BTW Viet, I reccomend getting all scrolls, EXCEPT renegade. But that's just my opinion. Renegade is the only scroll I've used that I find no strengths in. I barley win a 1v1 match with Renegade

Llami
January 7th, 2009, 09:48 AM
since the revamp of RF though renegade has tiered up! (tiers are for queersssss)
Thats right!
all joking aside
Renegade has powered up!
The damage is actually pretty decent actually
and the second kick stuns better then default!
meaning that the opponent can't block the second kick if the first connects!
and since it's renegade in general
many will not expect the knock back of its elbow/knee combo!(which is, once again, decent)
surprise surprise!

(i have to agree that renegade totally sucked bullocks before the updates)

YourkillerRF
January 22nd, 2009, 05:11 PM
Avenger/Brawler
Pros
+Fast first punch
+Unique grab
+Two hit KICK launcher
+K,g has Amazing distance, I have nicknamed it the HBK(Sweet chin Music)
+Cool looking Stance
+Decent damage, nice knock back
+Every hit of each combo can be delayed, even the two kicks
+Good at drifting

Cons:
-The juggle could be a little stronger
-Only three combos?(con?)
-Not the best at angling
-First punch comes out fast, but doesn't stun much

I have only had this scroll for what 5 hours lol? My info might not be the best, and I might be a little biased because I really like it =P

ThisOne
January 23rd, 2009, 01:25 PM
Karate:
Combos: P~P~P, P~K~K, KK~K, KK~P~~K
This scroll has some amazing delay on it. I almost ALWAYS can catch anyone with the massive delay on the kkpk
ok enough bias-ness-ism onto pro/cons

Pros:
No one uses it (no one will know how to fight it)
Good attack power
Massive delay on kkpk
Can delay pretty much every hit
Juggle is average strength
Full juggle looks just Bad-Ass
First kick looks like defaults first kick (can confuse some people not used to it)
Great knockback on almost every combo

Cons:
Full Juggle is very difficult to pull off
No one uses it
Angling is slightly below average imo (and angles are my best friend)
Drift is not your friend(fighting it i mean)
Very linear

Shidokan
Combos: PP~P~P, P~K, KK~K
(Best scroll in rumble nuff' said >=3)
lol no flames please I prefer water

Pros:
Strong attacks
AMAZING angle ability
PK will almost always get anyone
Amazing delay on last two punches and last kick
Good Knockback
Hits around you, good for crowds

Cons:
Kinda slow
Gets kinda predictable after a while
No one uses it
Some kick based scrolls give it trouble
Easily interupted

I tried to not be too biased but these are my two favorite scrolls.
So if my thoughts are biased then sorry lol
lemme know if im wrong =3

Street
Combos: P~P~P, K~K, PK

Pros:
Strong single hits
Low combo sets up for wake up game
KK is good for angles and quick edges
No one ever expects street fighters to delay
Stance is just kick ass
People will now always expect avenger

Cons:
Delay is very little
Low combo
Kick based scrolls are your enemy
Easily interupted

TheBard
May 4th, 2009, 08:15 PM
Guess I'll do some new ones.

PERSONA:

Pros
-Very quick spammable punch combo.
-special attack surprises many people.
-stance looks uber crazy
-juggle isn't that hard (think it's possible to just spam it like shoot)
-Uber cool and absurdly fast nammu
-Underused

Cons
-Last punch comes out rather slow (harder juggle).
-Kick combo ends in double hit (no panic prediction).
-Moves you around a lot for launcher
-not the best angling (on kicks)
-I feel it is slightly overpriced

STINGER:

Pros:
-Pretty good damage on combos
-combos look the same, confusing opponent
-good pop-up to knock over fences

Cons:
-Rather pathetic angling
-long commbos make it hard to edge
-Launcher is punches (blockable)

SAMBO

Pros:
-KKPK is very good for edging and panic prediction
-grabs are anti drift
- punches have massive delay.

Cons:
-Rather slow scroll overall.
-lag hurts the grab spam
-no wake up game due to new recovery punch

BLOOD WIND NINJITSU

Pros:
-Longest juggle in game (13 hits)
-Variety of combos to use
-pop up helps to make better at edging
-charges help play mind games
-forward throw
-anti-recovery punch special

Cons:
-Hard scroll to control
-charges have no guard break (useless on good player)
-throw is gltiched up in some places.
-punches aren't that great.
-kick combo (not 2 hit) is a bit long

windfang
May 4th, 2009, 08:45 PM
sheesh, people actually have the time to type all this o_o

EnterTheDragon
May 12th, 2009, 12:40 AM
Vale Tudo
Pros
Extremely powerful comboes.(Like SUPER high dmg if you know what your doing)
Has a pretty good ground hit
Kick combo is useful for fence edging
Has quick knockdown which is useful for angling
Cons
Not so good cooldown
Not very fast either
Lack of delays in punch combo
Is hard to juggle with this scroll

Veteran
May 12th, 2009, 12:02 PM
Actually no one using karate is a pro

mavatheswift
June 12th, 2009, 04:04 PM
Exile

+Very VERY good range on kicks, making it hard to drift around
+Built in ground pound for punches, and kicks
+Good, solid Damage
+Easy To edge with kick combo
-Punch juggle launcher making it harder to get in the juggle
-kp Doesnt have very good Recovery time, Which means no Ground pound
-A little 2 pricey

RoastBeef
November 11th, 2009, 09:04 PM
Mao gong- generally easy. spammable. fun. tricky. and very unique

tinyfighters
January 18th, 2010, 04:08 PM
I'm using jujitsu and I'm doing pretty good with it...

SecondDragon
February 21st, 2010, 10:15 PM
lol good but needs to be updated xD

ShinyPuffy
April 6th, 2010, 02:06 AM
Infinite Barrage Ninjutsu
+ Good damage on all combos
+ 11-hit juggle with massive range
+ All kicks are delayable, great pressure and for confusing the opponent
+ Invincibility frames on kG similar to PKK's kG
+ First punch is a slap, can catch drifters easily
- Third punch has awkward hitbox and bad range, cannot catch drifters if first two punches are avoided
- Bad cooldown on all kicks: easily punishable if predicted
- Punch combo makes Naruto fans squeal

Ninto20
April 6th, 2010, 09:25 AM
which is the best?

LaffyTaffy
April 21st, 2011, 02:36 AM
Muhon's Ninjitsu

Pros
Has good delay

Forward grab for some decent exocore combos

Simple 2 hit juggle starter that stuns

effective P+K+K combo for easy over the fence edges

Long combo P+P+K+K+K with easy delay times

kicks are decent range

punches have normal range

ground hit for ending the juggle

Cons

at times can be slow

if you miss with the juggle launcher there is not great of a recovery time

grab goes far forward along with your opponent and could lead to falling off with him