You can find me on twitter: @PolarBair_ON
I TO a few games, mainly Dan-Ku-Ga, Cyberbots, and Fighter's History Dynamite.
You can find VODs and other content I upload on my youtube, here.
I also play Samsho 3, Samsho VSp, Ring of Destruction, Breakers Revenge, Double Dragon, and lots more. If it's on Fightcade, I'll give it a try!
I created the Ring of Discord for Ring of Destruction, found here.
Sandbox
Bust Nakoruru
testing a large block of text here
- 「Oogami ni Matagaru」 - 214D (can be used unarmed)
- (Description) - What Bust Nakoruru’s entire game revolves around. She hops on Shikuru, assuming she's close enough. When not on the wolf, she can still happily hold her own, but you’re playing Slash Nako without Mamahaha when you do so. Get on the wolf and you gain access to a whole host of special moves and overall increased mobility complemented by dash cancels to run circles around your opponent with. Getting hit will knock you off the wolf, and you’ll need to find space to get back on and start your offense again.
- Being on Shikuru allows Nakoruru to play more aggressively. It removes her ability to kick, side step, circle step, deflect, pick up her weapon, throw, and rage charge. She doesn't even have any low-hitting attacks during this. The upsides that Shikuru provides more than make up for these downsides. Chief among these upsides granted by the wolf is that Nakoruru is almost completely immune to normal throws, air throws, and special throws; they just whiff even if she’s right in the opponent’s face. The three major exceptions are that Bust Gaira’s command throws can still connect, she is vulnerable to command throws when using her special moves (i.e. when recovering), and she can be air thrown specifically if she is P2.
- On top of everything else, Bust Nakoruru also does not take deep hitstun from airborne attacks that connect while she’s crouching on the wolf. This includes universal overheads, which you will almost always be able to punish on hit. Often with something quite painful.
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- 「Oogami ni Matagaru」 - 214D (can be used unarmed)
- (Description) - What Bust Nakoruru’s entire game revolves around. She hops on Shikuru (assuming she's close enough), gaining access to a whole host of special moves and increased mobility, complemented by dash cancels to run circles around your opponent with. When not on the wolf, she can still happily hold her own, but you’re playing Slash Nako without Mamahaha when you do so. Getting hit will knock you off the wolf, and you’ll need to find space to get back on and start your offense again.
- Being on Shikuru has plenty of defensive benefits, starting with a near-complete immunity to throws. The three major exceptions are that Bust Gaira's command throws still connect, she's still vulnerable to command throws when using her special moves, and she can be air thrown specifically if she is P2. Even worse, Bust Nako does not take deep hitstun from airborne attacks that connect while she’s crouching on the wolf. This includes universal overheads, which you will almost always be able to punish on hit. Often with something quite painful. Basically, most characters struggle to open her up.
- It does have downsides, however. It removes her ability to kick, side step, circle step, deflect, pick up her weapon, throw, and rage charge. She doesn't even have any low-hitting attacks during this.
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Monkey Help 236P Rasta call Rasta call Monkey wait Monkey wait Monkey attack Monkey attack
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Version
|
Damage
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Start-up
|
Active
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Recovery
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Guard
|
Hit Advantage
|
Block Advantage
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Cancel
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236P (Call)
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-
|
-
|
-
|
50 total
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-
|
-
|
-
|
-
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Two different monkey assists which form a large part of Rasta’s offense. You can only call one at a time, and the active monkey needs to basically stop in front of your opponent to attack.
If they run around the ring too long (600f/10 sec) looking for that chance, the monkey gets bored and returns to its corner. An active monkey can be hit during the startup of its attack, and both Rasta and the monkey can be hit.
You can take advantage of the opponent's response to a monkey by attacking at a different angle - jump if you called 236LP, since they can only hit it with low attacks, go for a running grab if they block, etc.
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236LP (Monkey)
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-
|
28
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30
|
47
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L
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-
|
-
|
-
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The rolling monkey. This is what you want to use most of the time. Hits low, so you have hard-to-block or unblockable setups with this. Since the game emphasizes high/low, side, and throw mixups, people respect the low monkey.
Does not juggle, instead ending combos as soon as it hits.
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236HP (Monkey)
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-
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23
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31
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47
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LH
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-
|
-
|
-
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The jumping monkey. Despite appearances, you can unfortunately block it low. On the plus side, the monkey can jump over low normals to score you a knockdown.
Hit causes a juggle, allowing you to follow up with other specials if you time it right.
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Character Data
Variant Armor
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Defense Modifier
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Guts**
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Boost Type
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Boost Count
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Blodia
|
1.00
|
?
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Dash
|
2
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Swordsman
|
0.93
|
?
|
Dash
|
1
|
Riot
|
1.05
|
?
|
Hover
|
*
|
Reptos
|
1.10
|
?
|
Dash
|
2
|
Lightning
|
1.00
|
?
|
Dash
|
1
|
Jackal
|
1.03
|
?
|
Jump
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4
|
Fordy
|
1.14
|
?
|
Dash
|
3
|
Tarantula
|
1.10
|
?
|
Jump
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5
|
Killer Bee
|
1.19
|
?
|
Hover
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*
|
Guldin
|
0.95
|
?
|
Dash
|
1
|
Vise
|
0.88
|
?
|
Dash
|
1
|
Cyclone
|
0.93
|
?
|
Jump
|
3
|
Gaits
|
1.03
|
?
|
Dash
|
3
|
Helion
|
0.93
|
?
|
Hover
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*
|
Super-8
|
0.95
|
?
|
Jump
|
8
|
Warlock
|
0.93
|
?
|
Hover
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*
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* Hover boost gauges last for 5 seconds of sustained flight.
** It appears there is another modifier which alters defense during combos or based on current health. Specifics are unknown.
Special Moves
Full Metal Charge 623L/H test test
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Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Level
|
Hit Advantage
|
Block Advantage
|
Cancel
|
623L
|
-
|
initial hit
|
duration attack hits
|
time until you can move
|
high, low, or mid
|
attack level
|
plus on hit
|
minus on block
|
-
|
|
623H
|
-
|
initial hit
|
duration attack hits
|
time until you can move
|
high, low, or mid
|
attack level
|
plus on hit
|
minus on block
|
-
|
|
|