Kung fu/karate Roll attacks

24 posts · 2008-10-15 03:05:58 to 2008-12-29 05:27:51

#36300510430 10/15/2008 03:05:58 Kung fu/karate Roll attacks

hey all..

I have loaded kung fu whole tree and karate up to that special...dont remember now cuz iam at work..Ki kick or something..anyway..

Iam looking for some tips on a good roll attack..

I tried a few cycles but they dont just work togheter...

i start whit sky high and then machine fist combo but after that the timer wont click whit the other abilitys...

So if u guys have a idea post some plz...

So far it is:

sky high kick>machine fist combo>i dont know the rest SMILEY)

#36300510433 10/15/2008 03:18:00 Re:Kung fu/karate Roll attacks
Try these:

Misdirect Punch-->Machinegun Fist Combo
Wooden Dummy Drill-->Machinegun Kick
Sky-High Sidekick-->Sidekick Combo
Sky-High Sidekick-->Suicidal Butterfly
Sky-High Sidekick-->Extreme Falling Kick

Those are the basic ones that I know of, give 'em a whirl.

#36300510565 10/15/2008 08:43:06 Re:Kung fu/karate Roll attacks
Try using some low level attacks aswell.
#36300510577 10/15/2008 09:53:14 Re:Re:Kung fu/karate Roll attacks
KevinX wrote:
Try using some low level attacks aswell.
Uh, why?  Yeah, let me waste anywhere from 25-45 IS for 5 DPS and a 3 second blind (only low level state).  He wants to know combos, wasting IS for a quick roll is stupid.

Pretty much I always use Sky High Sidekick for the debuff, then as soon as it's red use Sidekick Combo.  Let both recharge, hope for staggered, Piston Kicks if so - if not, repeat.  If I'm running low on IS I'll switch to speed throw on Kung-Fu and throw Butterfly, MGF, or if stated DMS.
#36300510654 10/15/2008 14:27:14 Re:Kung fu/karate Roll attacks
Low level attacks into combos. <_<

It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.
#36300510665 10/15/2008 15:02:36 Re:Kung fu/karate Roll attacks
for me at least... skyhigh kick is probably the best way to start a combo because it normally hits, then i use misdirect punch or extreme falling kick and hope for a stun
#36300510740 10/15/2008 18:12:35 Re:Re:Kung fu/karate Roll attacks
KevinX wrote:
Low level attacks into combos. <_<



It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.
It's stupid because it's a waste of IS.

DPS:IS > IS:DPS
#36300510741 10/15/2008 18:13:28 Re:Re:Kung fu/karate Roll attacks
Paschendale wrote:
for me at least... skyhigh kick is probably the best way to start a combo because it normally hits, then i use misdirect punch or extreme falling kick and hope for a stun
Pasch, we allknow you can only get that combo backwards. SMILEY
#36300510783 10/15/2008 22:28:16 Re:Re:Re:Kung fu/karate Roll attacks
KanoR wrote:
KevinX wrote:
Low level attacks into combos. <_<



It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.
It's stupid because it's a waste of IS.

DPS:IS > ISSMILEYPS

It's not stupid at all. Damage may be essential, but in the times of Tactic Switching, it does not matter too much. For instance the low level attack "Overhandsmash" can be pretty handy because of it's debuffs. Guard Breaker is handy as well if you're nearly out of IS (still does 36 DPS and debuffs their def). It depends on the situation. DPS is NOT > IS. Strategy wins over mindless spamming, which apparently is what you prefer.

Apropos: We have a whole lot of IS regen clothing these days. Worrying about IS is not SO essential anymore. Try fighting with ANY IS clothing on, though, you'll feel the difference.
#36300510791 10/16/2008 00:06:27 Re:Re:Re:Re:Kung fu/karate Roll attacks
GoDGiVeR wrote:
KanoR wrote:
KevinX wrote:
Low level attacks into combos. <_<



It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.
It's stupid because it's a waste of IS.

DPS:IS > ISSMILEYPS

It's not stupid at all. Damage may be essential, but in the times of Tactic Switching, it does not matter too much. For instance the low level attack "Overhandsmash" can be pretty handy because of it's debuffs. Guard Breaker is handy as well if you're nearly out of IS (still does 36 DPS and debuffs their def). It depends on the situation. DPS is NOT > IS. Strategy wins over mindless spamming, which apparently is what you prefer.

Apropos: We have a whole lot of IS regen clothing these days. Worrying about IS is not SO essential anymore. Try fighting with ANY IS clothing on, though, you'll feel the difference.
You seem to be really good at only reading single posts.
I've never said I just spam for DPS.

Using low DPS abs is completely pointless in PvE grind.  This is not a PvP discussion.
#36300510835 10/16/2008 02:57:51 Re:Kung fu/karate Roll attacks

btw i forgot to say somethings...

This is in pvp fight iam looking for a good roll..

And iam lvl 50 

But i think i got one now...

iam gonna use it for now and c if it works nicely but iam still open for more good suggestions...

Thx for the reply so far SMILEY

#36300510854 10/16/2008 03:44:44 Re:Kung fu/karate Roll attacks
In PvP base it around your tactic and which style you're using.  
If you're going speed/kung-fu, try Sky High to MGF.  Use OHS and the pimp slap that causes blinded.  Things to debuff.

Use states properly.  Things like SHSK to Ki-Charged Punch for staggered.  Just know the timings.

PvP do use lower abs for debuffs.
#36300510898 10/16/2008 05:45:54 Re:Re:Re:Re:Re:Kung fu/karate Roll attacks
KanoR wrote:
I've never said I just spam for DPS.
I said "which you apparently prefer", you made no suggestion (in contrast actually) whatsoever (until you last post) to make someone think otherwise.

KanoR wrote:

You seem to be really good at only reading single posts.

Using low DPS abs is completely pointless in PvE grind.  This is not a PvP discussion.
Apparently I was still right, it seems. Keke




#36300510904 10/16/2008 06:04:34 Re:Re:Re:Re:Re:Re:Kung fu/karate Roll attacks
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#36300512170 10/19/2008 17:14:37 Re:Kung fu/karate Roll attacks
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

          Sky High Sidekick                  -->                  Wrist Throw                      -->         Machine Gun Fist           -->          Sidekick Combo           --> Repeat
(Melee damage resistance debuff)      (High damage + high chance on stun)     (Chance to remove self buff)       (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
#36300512383 10/20/2008 10:47:14 Re:Re:Kung fu/karate Roll attacks
Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

          Sky High Sidekick                  -->                  Wrist Throw                      -->         Machine Gun Fist           -->          Sidekick Combo           --> Repeat
(Melee damage resistance debuff)      (High damage + high chance on stun)     (Chance to remove self buff)       (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).
#36300512437 10/20/2008 13:22:41 Re:Re:Re:Kung fu/karate Roll attacks
GoDGiVeR wrote:
Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

Sky High Sidekick --> Wrist Throw --> Machine Gun Fist --> Sidekick Combo --> Repeat
(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).

What he said.
Also, again, dont hesitate on low level attacks, the debuffs are nice.
If ever caught in a desperate situation with no IS, cycle block and Iron Guard attack. It has Low IS cost + defensive buffs, wich in some situations can be enough to delay your demise and give your allies enough time to land some damage on your opponent.
#36300522854 11/23/2008 08:59:52 Re:Re:Re:Kung fu/karate Roll attacks

GoDGiVeR wrote:

Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

Sky High Sidekick --> Wrist Throw --> Machine Gun Fist --> Sidekick Combo --> Repeat
(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).

Oh I dunno it used to get me at least 700-800+ damage on someone with high Melee resist.

It's the same as getting a level 20 state special in damage so I never thought it was a waste of IS, unless it missed of course SMILEY

#36300524441 11/28/2008 14:27:16 Re:Kung fu/karate Roll attacks

my favorite recently is:

punch slam -> sky high -> EFK -> machine gun fist-> maybe butterfly

using martial arts expertise either right before sky high or right after which should last you for 3 moves if your lucky.

that combo has beaten my dreadful nemisis the patcher hybrid

also its real nice if you get a dazed somewhere in there especially after efk cause poeple will want to heal after that massive damage a wooden dummy or dim mak with let you finish them off with ease.

also I prefer to use aikido with speed on for this, but thats just me.

o ya forgot maki in there you can replace that with punch slam or if the combo gets interupted somewhere to hopefully get you back on the offensive.

#36300525909 12/04/2008 06:13:10 Re:Kung fu/karate Roll attacks

Tbh, i usually wait for states but sometimes i go crazy anyways this is usualy what i do

Tomo Nage --> Guard Breaker --> Sky-high --> Sidekick

Ki Charged Foot --> Ki charged Punch

if im failing a lot of rolls like grabs n that i usually do a quick sidekick combo and then serene karate grab

O: i just revealed mah tactix

oops nvm, just forget about teh aikido bit ^^

#36300525916 12/04/2008 06:33:29 Re:Kung fu/karate Roll attacks

I've been using Sky High > EFK since launch of CR2.0, so nowadays I use:  Suicidal butterfly (Stops them switching tactics for 1 round, and if you know what tactic they are on, you are sure to hit the next ability) > Sky High (Lowers Resistance) > Iron Guard (Raises Melee and Ballistic defense) > Extreme Falling Kick (Finishing them off ^.-)

If that chain fails, I'll use Sidekick Combo > Sky High > Suicidal Butterfly > Machine Gun fist > Overhand Smash > Extreme Falling kick

I always throw in Machine Gun fist to take off there title buffs and hypers

#36300526969 12/08/2008 03:19:23 Re:Kung fu/karate Roll attacks

My main tree is aikido so there ain't really many combos so i'v touched down into kung fu. Tried having karate aswell but going between the 3 trees seems to make me miss more.

Overhead and Iron Guard are very useful. I tend to use them to the follow up with either a Maki (good chance at lowering their acc) or efk. Using prowess between this combo can lead to really good damage and if you can, hit with an mgf after.

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.

#36300528201 12/11/2008 14:03:45 Re:Re:Kung fu/karate Roll attacks

The_Bruceter wrote:

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.

not true If I'm lucky my long string of combos will kill them when I have about 30 IS left :]

#36300532183 12/29/2008 05:27:51 Re:Re:Re:Kung fu/karate Roll attacks

Zeac wrote:

The_Bruceter wrote:

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.

not true If I'm lucky my long string of combos will kill them when I have about 30 IS left :]

Long string of combos = spamming. Spamming is easily solved by Serne Calm and block, then your the one without the IS.

I'v noticed people v SW, only time they can actually do substantial damage is by spamming sky high or of course, states.