Wicked Flare - 1000 RC Recommended: Yes Rating: A Difficulty to use: Low to High Potential: Very High Quick Summary: A very overall balanced scroll, unique damage over time abilities and can be used in every part of RF. The fire animations will provide a small debuff that will damage your opponents over time. It has Two fencers, three launchers, long combos and semi resets. This scroll has alot of potential, amazing for those who want to be creative, apply mixup and bring depth to their playstyle. Not recommended for players who like sticking to the basics or seek something like Shoot Boxing Combos: C=Counter ( ) = Charge P/K = Burn P/K = Launcher P/K = Burn+Launch P/K = Fence PPP PP(P) PK KKK KCPP KCPP KPPPP Cz <<I Frames >>Z <<Groundhit Nanmu Advanced Combos (Easy to Hard): PP(P) P P KPPPP >>Z KCPP P P KPPPP >>Z KPPP V+PPPPPPPPP >>Z KCP(Cancled next P with Nanmu) + PPPPPPPPPP >>Z KCPP P P KCPP V+PPPPPPPPPPPP >>Z KCPP P P KCPP V+P P P KPPPP >>Z KCPP P P KCPP V+PPPPPPP (Finish nanmu at Cz hit on an angle for stun launch) P P KPPPP >>Z Combo Guide: PPP & PP(P): These combos aren't something you want to "resort" to. They offer a good mix up with safety. You can risk the PPP into PP(P) and also use it to mix it up even further with mid charges. Just PPP and PP(P) semi charged have insane recovery. PPP offers amazing wide range hitbox while PP(P) offers a lunge with I-Frames PK: A very quick 2 hit knockback. I prefer using this when I land the first punch on a users back due to the Damage over time effect on it. If you want to mix it in with some PPP and PP(P) thats a fine idea because it offeres insane recovery also with a good hitbox. Strongest 2 hit in the game. KKK: A very simple move really. Theres an object you want to launch your opponent past? Direct it and mash the key. Very fast and effective. Optimal for fencing. Pretty much it. KCPP: This combo is where the damage gets spicy. 2 Full juggles and well, your opponent is ready to die in a few hits. Thats of course if you don't tag him abit before, cause in that case hes dead LOL. However its very unsafe. Its angles are pretty complicated but good. Depends on the side you angle to and how your opponent tries to move around it. However its very unsafe on every hit, last hit... well you will be punished hard for missing it. High risk High reward? The DoT will last a good amount of time to let you apply another one at the end of a full juggle. I recommend to save nanmu to mix up with this combo in a juggle or simply to cancle the combo itself to save yourself or get the quick damage you need. KPPPP: If you want to try and keep pressure, while your opponent blocks, to start another combo, walk away or put in a Cz, Your best bet is this combo. This is pretty much your go to combo. The highest damage potential if you connect a combo outside of a juggle. For a juggle, KCPP is for an ADV and KPPPP is if you don't have nanmu. You could also do KPPP+Nanmu if you need exactly that damage to end someone. Cz: This is the sauce. Another High risk/High Reward move. If you miss, Well you slowly go foward and can easily be punished. However if your opponent falls for it, launcher + DoT. Its a 2 part move. The build up in the first, into the uppercut. The build up is pretty harmless. Very low dmg. If opponents miss a side step to this... they can still punish you. However if your opponent blindly falls for one of your recovery spots or predictions, nice hp m8te. >>Z: A decent ground hit. Great for chasing people doing recovery roll or punishing recovery kick. It hits very high so players you knocked up objects can be ground hit, when they try to get down it can hit also. I also noticed, many players up on the wall try to jump away when you knock them down and it almost always connects. Its safe also on guard. Nanmu: This nanmu is actually very intresting. It can cause two resets. First is by doing KCPP, you do the combo so that your nanmu actually misses with the blue dash and connects with the first punch of it, which you stop there and continue the juggle with another combo. The second one is at around 90% of the nanmu, The Cz animation if it is done on an angle, it will stun-launch the opponent allowing you to juggle off of it. Gameplay: There are actually various ways of using it, All of which should be used consecutively and in a way not to be read. 1) Keep BURN applied. The longer its applied, the more damage you can rack up. Sometimes the KCPP launcher is very predictable, even if 2 juggle means almost 90% HP, You need alternatives. 2)The Kick combo is very easy to predict. The combo input changes at the second hit (KPPPP, KCPP, KKKK) therefor your enemy knows your combo route and how to react to it. KKK isn't worth it for the mix up or damage. Its to secure kills if the first kick hits on a edge map. KCPP is the combo to do if you catch someone unblocking, You can also try to force it in but its the most risky choice. KPPPP offers amazing damage for a simple combo, Just the last hit or two is very worth it due to DMG from the burn and the fact it can edge also. 3)Importance of nanmu: You can get either just the damage you need from KCPV+PPPP or KPPPV+PPPPP to end the fight, Safety from doing KCPP and not being punished, or even infact bait them into the nanmu..... Or you can rack in damage with the simple advance or the Advanced Combo 1 and 2. Exploit this, If your opponent panics early you can potentially kill them in 1 combo. You could also waste nanmu at around 40-50% HP of your opponent to force the panic out. Therefor 1 more juggle and its a W. 4)Importance of PPP, PP(P) and CZ: These are your I-Frame gimmicks. PP(P) litteratly has frames the whole animation after the charge, hits twice, applies burn and launches. IT LUNGES foward. You opponent has to jump it or step very far and fast. It can be punished however. But mixing it with regular PPP or semi charged PPP is amazing due to you being able to block after your move due to recovery. It also has almost a near 180 degree hitbox from close and ends with a double angle, Making it almost impossible to hit you from any direction, Also making your opponent scared to try and predict the PP(P) full charge. The Cz stuns the guard, has 50% i-frames of the PP(P) and applies Burn too. However it is far more easy to punish and no gimmicks to make it less predictable. Its amazing for challenging Combo initiations, first hit spam, slides, hard delays, etc. Hard Counters and Threats: Scrolls have somewhat of a counter and threat list now possible to do scroll natures having some very serious properties. Ex Range, Hitbox, Speed, Spam, etc. This scroll is very good against scrolls that have that slow but solid build. Scrolls like D.Bringer, BWN, Krav Maga, Scrolls that apply alot of stun per hit and can be delayed are inaffective against this scroll. The Cz will destroy the delay. Scrolls that require delays to mixup due to no alternate combos such as Capoeira, ZinTKD and Shoot boxing will also have the short end of the stick, Hard-Delaying will be punishable. Scrolls like Wingchun, Rage, ZinKarate, Vermillion phoenix for example, That will stun lock you into place, That can rapidly go from delay to almost instant hit, have very hardcore hitboxes and worst for Wicked Flare users, Lingering frames.