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Rumble Fighter Guide Tips & Tricks

Rumble Fighter Guide

===============================================================
(Please Read The Introduction)





Rumble Fighter Guide

By: Jason Wang (Yoshi13)

Current Version: 0.16



Table of Contents:

0.) Introduction
	0A.) Legal Stuff
	0B.) Update History
1.) Character Visual and Statistical Customization
	1A.) Item list (incomplete)
		-Head/Hair
		-Eyes
		-Nose
		-Mouth
		-Top (Incomplete)
		-Bottem (Not available yet)
		-Gloves (Not available yet)
		-Shoes (Not available yet)
		-Necklace (Not available yet)
		-Earrings (Not available yet)
		-Face (Not available yet)
	1B.) Mystery box items (incomplete)
	1C.) Enchanting
2.) Sacred Scrolls List (complete)
3.) Exocores List (incomplete)
4.) Maps (incomplete)
5.) Strategy and Tips List
6.)
7.) Credits
8.) Contact

	
	



====================================================
====================================================
0.)Introduction:
====================================================
====================================================


I began to write this guide simply out of boredom and the fact that
 there wasn't any FAQs or guides on Rumble Fighter that was out 
on GameFAQs yet. My username is Yoshi13, and this is basically
 an generic guide for nearly everything. I'm not a master of the 
game, but I'm not absolutely horrid (some of you might disagree 
=/), however please enjoy this guide.

Bear in mind that this guide is not complete, and I will keep 
updating it.


If you can gift me anything, I would greatly appreciate it. I
just recently got scammed -_-. Really dumb. Never do trades with
strangers, and even friends might be difficult to trust. I
was suppose to get Geumgangtu by giving Mao, but ended up just
giving Mao. I was hoping it would've worked out like my first
trade.

Really dumb of me, hopefully you guys can learn from my mistake,
but please, anything you gift me will be helpful.

If you see a guy named: RumblePunch, do me a favor and report
him and then kick him.

I also know that lately I've been very very grumpy (if you don't
know why read the above few paragraphs). Normally I don't try to
be an jerk on purpose. Please forgive me if I have hurt you or 
any of your friends.



====================================================
====================================================
0A.)Legal Stuff
====================================================
====================================================



This guide may not be reproduced under any circumstances 
without my permission. The only place where this FAQ should be 
found right now is at GameFAQs.com, otherwise this FAQ is 
stolen. Use of this guide on any other web site or as a part of any 
public display is strictly prohibited, and a violation of copyright. I 
did write this myself you know...

All other trademarks and copyrights contained in this document are 
owned by their respective trademark and copyright holders.


====================================================
====================================================
0A.)Update History
====================================================
====================================================

version .10 - 	Released the guide to GameFAQs - 2/28/2008

version .11 - 	Added the map section - 3/17/2008
		Updated exocores section
		Fixed my spelling error for Jujitsu
		Updated Ninjitsu description
		Added Guemgangtu

version .12 -	Fixed spelling error for Shidokan - 4/1/08
		Moved some of the tips around
		Added Predicting Panics and Countering Panic Predicters
		Fixed a variety of small mistakes
		Finished Exocore section
		Added few more maps in the map section
		Added shirts in the item list (incomplete)

version .13 -	Fixed spelling error for TaekKyon - 4/2/08
		Added lots of new strategy and tips
		Finished the maps section
		Added more description for certain scrolls
		Forgot to finish Ninja Spirit Exocore
		Fixed few other errors

version .14 -	Fixed few errors - 4/7/08
		Added Cliff Temple to maps section
		Added Xero Disc in exocore section
		Added 2 more strategy and tips
		Updated Introduction (PLEASE READ)
		Added an FAQ section. FINALLY.

version .15 -	Fixed more errors - 4/18/08
		Added more stuff for scrolls
		Forgot Koroshu. Added it to the scrolls section
		Added more for Xero Disc
		Added Pro Wrestling to the scrolls section
		Added Reverse Demolition in the maps section
		Added more questions to the FAQ

version .16 -	Added Zin TaeKwonDO to the scrolls section
		Added the Golden Lion exocore
		Expanded the Intro to Scrolls
		
		


PLEASE READ THE INTRODUCTION.
		



====================================================
====================================================
1.) Character Visual and Statistical Customization
====================================================
====================================================

What's an online game if you can't distinguish yourself? That's 
why nearly every game has character customization and Rumble 
Fighter is no exception. Compared to most games, Rumble Fighter 
has a pretty decent list of items to select from. Choose what suits 
you, or what gives the best stats. It's all up to you. However don't 
go on a shopping spree, as money is slow to obtain. Here is the list 
of items and it's prices.


====================================================
====================================================
Head/Hair
====================================================
====================================================

Afro

Carat

Description: A typical afro.
Colors:Brown(blonde-ish), Red, Black
Stats: None



Amish Hat

Astros

Description: A tall black hat. Made for Thanksgiving.
Colors: Black
Stats: +150 HP, +2 STR (needs confirmation)



Avenger

6,000 Carats, Obtainable from Mystery Chest
Description: The hairstyle of Sasuke from the manga series, Naruto. 
The name derives from Sasuke avenging his befallen Uchiha Clan.
Colors: Red, Blue, Black
Stats: None



Beanie

Carats

Description: A Beanie with blonde hair.
Colors: Red, Black, White
Stats: None
Obtain: Purchase from Shop



Bear

Carats

Description: A somewhat strange hat that looks like a bear. Brown is 
for grizzly bear, and white is for 
polar bear.
Colors: Brown, White
Stats: None



Betty - Female only

Carats

Description: A well trimmed hairstyle for girls. Short hair.
Colors: Brown, Gold, Black
Stats: None



Bigger Afro

Astros

Description: Imagine the normal afro, but bigger!
Colors: Brown(blonde-ish), Red, Black
Stats: None



Bowl Cut

Carats

Description: Self-explanatory. Every boy had this cut once in their 
life-time.
Colors: Black (blue-ish)
Stats: None



Bunny Ears

30 Astros

Description: Ridiculous looking bunny ears. These aren't your 
seductive Playboy kind of ears.
Colors: White, Pink, Blue
Stats: None



Classy,Sassy, Crassy - Female only

Carats

Description: Relatively short hair with a ribbon.
Colors: Blue, Red, Black
Stats: None



Combover - Male only

Carats

Description: Bald, with all the hair at the back of your head. Makes 
you look older.
Colors: Grey, Brown
Stats: None



Crescent - Male only

Carats

Description: Hair that is grown out a bit long. Has quite a bit of hair 
hanging in the front.
Colors: Brown (blonde-ish), Red, 
Stats: None



Damsel - Female only

Carats

Description: Long and curvey hair for girls. The grey one makes you 
look old. Green one is just plain akward.
Colors: Green, Black, Grey
Stats: None



Debbie - Female only

Carats

Description: Hair with a ponytail at the character's left side (right side 
if you are looking straight at her).
Colors: Black, Brown, Blue
Stats: None



Demon

30 Astros

Description: Disheveled hair with spikes in the front.
Colors: Blue, Red, Yellow
Stats: None



Dreadlocks - Male only

33 Astros

Description: Messy dreadlocks with a headband on the forehead.
Colors: Black
Stats: None



Drops - Male only

Carats

Description: Drops that apparantly looks as if you just taken a 
Shower or swim. Looks as if you got claws on your face.
Colors: Brown, Black
Stats: None



Frenchy - Female only

Astros

Description: Relatively short hair with a maid headgear.
Colors: Blonde, Orange, Pink, Green, Blue
Stats: None



Hairband

Carats

Description: Small hair that is combed over with a headband.
Colors: Green, Brown
Stats: None



Hooligan

Carats

Description: A hat that is pretty much a giant soccer ball. Looks goofy.
Colors: White (with black spots, like a soccer ball)
Stats: None



Jeanie

Astros

Description: Long and smooth hair with some kind of bang in the 
front.
Colors: Pink, Green, Purple
Stats: None



Jester

Carats

Description: Jester's hat. Colored blue, red, and yellow.
Colors: 3 at once (blue, red, and yellow).
Stats: None



Fedora - Male only

3,000 Carats

Description: Fedora with black spikey hair in the back. Fedora is tilted 
frontwards.
Colors: Red, Blue, White, Black
Stats: None



Football Helmet

43 Astros

Description: Football helmet for the Superbowl event. Blue (blonde hair) 
is for the Giants, and White (black hair) is for the Patriots.
Colors: White, Blue
Stats: None



Independence Day Hat

Event - Independence Day Event

Description: Hat given early out when the game was quite new. This is 
the hat Uncle Sam wears.
Colors: Red White and Blue!!!
Stats: (not sure about this)



Insect Mask - Male only

Carats

Description: A mask that makes you look like a fly. Covers your whole 
face. Makes you look like a Spiderman villain.
Colors: Green
Stats: None



Koi

Carats

Description: Bandana with shaggy hair at the back. Red and Silver Koi's 
have black hair, whilst the gold one has brown.
Colors: Silver, Red, Gold
Stats: None



Leprechaun Hat

Description: A Leprechaun hat. Has brown hair
Colors: Green
Stats: +70 HP, +2 STR



Liberty Spikes

20 Astros

Description: Hair that only consists of spikes and even, different, 
directions. Imagine a sea urchine.
Colors: Blue, Red, Yellow
Stats: None



Magician Hat

Carats

Description: Magician's hat with white hair.
Colors: Red, Yellow, Cyan
Stats: None



Maverick - Male only

3,000 Carats

Description: Pretty much a buzz cut except the color of the head is solid. 
Green one looks like you have goo on your head.
Colors: Black, Red, Blonde
Stats: None



Mohawk

30 Astros

Description: Mohawk made by progressively enlarging spikes starting 
from the neck.
Colors: White, Green, Pink-ish
Stats: None



Mouse

55 Astros (lasts 2 weeks)

Description: A strange-looking hat-gear to celebrate Chinese New 
Years: The year of the rat.
Colors: Pink, White(with black stripes)
Stats: +50 HP, +2 SPD, +2 JMP



Native American Headgear

Astros

Description: A bunch of feathers neatly formed into a large hat.
Colors: White
Stats: +150 HP, +2 STR (needs confirmation)



Party Hat

Event - Given for free at the New Years Event (lasts 7 days)

Description: A purple cone-shaped hat placed on top of red liberty 
spikes. Made for 2007-2008 New Years Celebration.
Colors: Purple
Stats: +3 STR, +3 ARM



Piranha - Male only

Carats

Description: Disheveled hair with a few spikes out in the front, pointing 
down.
Colors: Blue, Brown
Stats: None



Ponytail

Carats

Description: Hair with a few strands hanging from the front and a 
ponytail in the back.
Colors: Blue, Auburn, Brown
Stats: None



Pumpkin

Event - Halloween

Description:A pumpkin that covers your whole face. Made for 
Halloween.
Colors: uhhh...Orange?
Stats: (not sure about this)



Racing Cap

82 Astros

Description: Racing hat with short blonde hair. The grey one is labeled 
"NascarBay", and the Blue one has an "89" on the front.
Colors: Grey, Blue
Stats: Grey one gives +2 STR +2 SPD, Blue one gives +2 SPD +2 JMP 



Raiden

44 Astros

Description: A vietamese bamboo hat. Name and look is derived off of 
the Mortal Kombat character, Raiden.
Colors: Yellow, Silver, Black
Stats: None


Raindrop

Carats

Description: Makes your head literally look like a raindrop. This could 
be lethal if you can headbutt people.
Colors: Blue
Stats: None



Santa Hat

Astros

Description: Santa hat. Boys have a generic santa hat, whereas girls has 
green braids hanging from the front.
Colors: Red
Stats: (not sure about this)



Side-Part - Male only

Carats

Description: Different colorations of the default male hair.
Colors: Black, Green
Stats: None



Slick

Carats

Description: Hair which the back is not neatly combed.
Colors: Black, Green
Stats: None



Sumo - Male only

2,000 Carats

Description: Sumo hair. Has short neat hair with a bun at the top.
Colors: Red, Blue, Black
Stats: None



Towel Ram

4,100 Carats

Description: A towel neatly wrapped on your head. Has two buns on the 
side and black hair hanging from 
the front and back.
Colors: Blue, Pink, Gold
Stats: None



Uncombed

45 Astros

Description: Rather long and sloppy hair.
Color: Black, Green, Yellow
Stats: None



Viking

3,000 Carats

Description: Helmet with stripes and bull horns. Has your hair in the 
back in two neat braids.
Colors: Green, Red, Yellow
Stats: None



Witch Hat - Female only

Event - 

Description: Design is identical to the magicians hat, except has more 
texture and is purple with black hair. Made for the Halloween event.
Colors: Puple
Stats: (not sure about this)



Youngblood - Male only

3,000 Carats

Description: Hair with 3 spikes pointing upwards in the front.
Colors: Black, Brown, Blue
Stats: None

====================================================
====================================================
Eyes
====================================================
====================================================

Annoyed Eyes

3,000 Carats

Description: Unhappy, yellow eyes with yellow eyebrows as well.



Baby Blues - Female Only

3,000 Carats

Description: Light blue eyes.



Beserker Eyes

3,000 Carats

Description: Despite it's name, it's awfully goofy looking. A comical 
way to look very mad.



Calm Eyes

3,000 Carats

Description: Innocent-looking, purple eyes.



Dead-Set Eyes - Male only

3,000 Carats

Description: Determined eyes of a dictator. The eyes I use.



Determined Eyes

3,000 Carats

Description: Big, simplistic, purple eyes.



Dilated Eyes

3,000 Carats

Description: Big mellow eyes with a mole near the left eye.



Disturbed Eyes - Male only

3,000 Carats

Description: Eyes with some attitude. If you have these in real life, no 
one would bother you.



Eastwood Eyes

3,000 Carats

Description: Very angry and squinty eyes. Looks very intimidating.



Fire Eyes

3,000 Carats

Description: Big red eyes.




Fired-up Eyes

3,000 Carats

Description: Intimidating red eyes. Now you're angry.



Frankey Eyes

3,000 Carats

Description: Strange looking eyes that is very baggy.



Frozen Eyes

3,000 Carats

Description: Light-blue eyes. 



Heartless Eyes - Male only

3,000 Carats

Description: Emotionless, Hazel-colored eyes. Good eyes to watch your 
opponents die with.



Illuminati Eyes - Female Only

64 Astros

Description: Seductive red eyes.



Indigo Eyes

3,000 Carats

Description: Large "cute" eyes.



Insomnia Eyes

3,000 Carats

Description: Really baggy eyes. These are the same eyes as the first "L" 
from the manga series, "Death Note"



Intense Eyes

3,000 Carats

Description: Dark Red eyes. Looks pretty cool.



Kindling Eyes - Female Only

3,800 Carats

Description: Cute red eyes. Reminds me of white mice.



Loveless Eyes

3,000 Carats

Description: Dark, glaring eyes with a lot of black around it. These are 
the same eyes as "Gaara" from the manga series, "Naruto".


Mac Eyes - Female Only

3,000 Carats

Description: Regular, black eyes.



Omni Eyes

62 Astros

Description: Relatively big plain eyes. These are the same eyes as 
"Hinata" and "Neji" from the manga series "Naruto". Also known as the 
Byukagen.



Patient Eyes

3,000 Carats

Description: Calm, purple, eyes.



Possessed Eyes

3,000 Carats

Description: Strange eyes that is very blue.



Rawr Eyes

3,000 Carats

Description: Very big cartoon-ish eyes. These are the same eyes as the 
"Blossom" from the cartoon, "Powerpuff Girls".



Sad Eyes

3,000 Carats

Description: Sad Eyes, as if you're about to cry.



Sapphire Blue Eyes

3,000 Carats

Description: Blue eyes like...sapphire!



Scarface - Male only

3,000 Carats

Description: A red scar covers the right eye. These are the same eyes as 
"Kakashi" from the manga series, "Naruto".



Souless Eyes

3,000 Carats

Description: The kind of eyes I have when I've been given busy work.


U.F.E

3,000 Carats

Description: Alien eyes. Looks very creepy.



Worried Eyes

3,000 Carats

Description: Strange eyes that is looking up. Looks as if you're worried 
about something falling on you.




====================================================
====================================================
Nose
====================================================
====================================================


Bandaged Nose

3,000 Carats

Description: Regular nose with a band-aid on it.



Flat Nose

3,000 Carats

Description: Just a flat nose



Pig Nose

3,000 Carats

Description: Nose with big nostrils.



Pointy Nose

3,000 Carats

Description: Nose that you can probably stab people with.



Regular Nose

3,000 Carats

Description: Well... It's regular.



Roman Nose

3,000 Carats

Description: A big nose to sniff your enemies out!



Sickly Nose

3,000 Carats

Description: A nose that is pink from a cold.



Small Nose

3,000 Carats

Description: A small nose.



====================================================
====================================================
Mouth
====================================================
====================================================


Kitty Smile

3,000 Carats

Description: A smile of a cat.



Lipstick

3,000 Carats

Description: Red lipstick. More suitable for girls.



Poker Face

3,000 Carats

Description: To me, this is the regular mouth. The one I use.



Pout

3,000 Carats

Description: A small mouth.



Pucker

3,000 Carats

Description: Really similar to the pout, except it has less texture. It's just 
a very small line.



Smirk

3,000 Carats

Description: A smirk. Laughing with it looks ridiculous.


====================================================
====================================================
Shirt
====================================================
====================================================

6 Tee 9

1500 Carats

Description: Different colored shirts that all have the number 69 on them.
Color: White, Red, Green, Yellow
Stats: None


Anarchy Star

70 Astros

Description: It's the same as the David, Marko, Dwayne shirts, except with
boobies.
Color: Pink, Black, Blue, Red
Stats: +40 HP +2 STR +1 SPD



Arabian Clothes

7,000 Carats

Description: Arabian clothing of different colors.
Color: Purple, Red, Blue
Stats: +10 SP


Bikini

Astros

Description
Color:
Stats:



Billy Lo

6,000 Carats

Description: Really tight shirt with long sleeves.
Color: Blue, Yellow, Green
Stats: +1 STR



Black Button-Up

8,000 Carats

Description: Black Button-up clothing. Inspired by Kyo from the King of
Fighters series.
Color: Black
Stats: +2 STR



Blaze Top

61 Astros

Description: A long sleeved shirt with the buttons all buttoned up low.
Has flame patterns
Color: Black, Dark Red
Stats: +1 STR +1 ARM


City Top

Carats

Description: It's a 6 Tee 9 shirt with a jacket over it. 
Color: Red, Green, Yellow, Blue
Stats: None



Clover T-Shirt

Carats

Description: A regular shirt with a clover on it. Released for St. Patricks
Day.
Color: Green
Stats: None



David, Marko, Dwayne

70 Astros

Description: A ripped out sleevless vest out of a leather jacket. Inspired 
from Terry Bogard from the Fatal Fury series.
Color: Red, Green, Blue
Stats: +40 HP, +2 STR, +1 SPD



Diva

Carats

Description
Color:
Stats:


Diva Tee

Carats

Description
Color:
Stats:


Dojo Mojo

Carats

Description: A white karate shirt. Has a black belt.
Color: White
Stats: None


Doubler T

Carats

Description: It's a small shirt over a long shirt. Don't know what the "W"
logo on the front stands for.
Color: Light Green, Pink
Stats: None



Eclipse

8,000 Carats

Description: A slim fancy vest with no sleeves.
Color: White, black
Stats: +2 SPD



Football Jersey

80 Astros

Description: Jersey's to represent the 2008 Superbowl. Colors are represented
by the two teams: Patriots and Giants. White being Pats and Blue being Giants.
Color: Blue, White
Stats: +2 ARM, +2 STR



Graceland

73 Astros

Description: Very fancy and flashy patterns on top. Buttons are buttoned up 
low.
Color: Black (white on top)
Stats: HP +40 STR +1 ARM +1


Hoodie

Carats

Description: A sweatshirt with a hood.
Color: Green, Yellow
Stats: None

Leprechaun Top

88 Astros

Description: A pretty dorky green outfit for St. Patricks Day.
Color: Green
Stats: +70 HP, +2 STR, +2 ARM



Li

Carats

Description: Chinese outfit. Really hard to describe. Looks like the shirt
that Lei from the Tekken series wears, except it's either blue or black.
Color: Blue, Black
Stats: None



Lionhart

3,500 Carats

Description: Quite possibly inspired by the FF8 character, Squall Lionhart.
It's his same jacket.
Color: There's like 6. The jacket varies from Black and Silver, whereas
the shirt inside can be striped or black.
Stats: None



Kungfu

Carats

Description: A single colored vest with no sleeves.
Color: Blue, Yellow, Red
Stats: None



Kungfu (Striker)

Carats

Description: A single colored vest with no sleeves. Has a belt.
Color: Blue, Yellow, Red, Green
Stats: +1 STR



Maid's Top

Astros

Description: Top part of a Maid's uniform with suggestively large assets.
Color: Black, Blue, Red, Pink
Stats:


Nullskull

Carats

Description: A shirt with a skull on it. It also has striped sleeves.
Color: Blue, Red, Yellow
Stats: None


Mohican/Apache Top

Carats

Description: Native American Tops. Apache and Mohica are both Native
American Tribes.
Color: Green, Blue
Stats: None



Qualities Shirts

Carats

Description: Different colored shirts that have the number 34 on them.
Each color holds a different value.
Color: Light Blue, Grey, Pink, Red, Green
Stats: None



Racing Tank

Astros

Description: Small tank tops that you normally see girls wear in 
car races.
Colors:
Stats:


Reno, Atlanta, Vegas

70 Astros

Description: Low buttoned shirts with patterns all around.
Color: White (w/ Red Patterns), White (w/ Black Patterns), Black
Stats: +30 SP, +2 ARM, +1 SPD



Scarecrow

Astros

Description: Shabby green clothing.
Color: Green.
Stats: 



Shaka

62 Astros

Description: A tropical shirt that's not buttoned up.
Color: Black w/ red patterns, Orange
Stats: +70 HP +1 STR +1 ARM



Santa

Astros

Description: Hopefully you know what Santa's jacket looks like.
Color: Red
Stats



School Bully

Carats

Description: A private school uniform with a red tie, vest, and striped shirt
shirt.
Color: Blue
Stats: None



Sleeveless

8,000 Carats

Description: Sleeveless vests.
Color: Black (w/ Red outline), Black (w/ Dark Blue outline)
Stats: +1 STR +1 ARM


Soccer Jersey

Astros

Description: Soccer Jersey's. Each jersey represents a different team.
Color: White, Red, Yellow, Blue
Stats: +50 HP +1 ARM



Stonewall 

80 Astros

Description: Name is inspired by the Civil War Confederate
general nicknamed as "Stonewall Jackson". It's pretty much a cool looking
generals vest. The colonal one looks different in design though.
Color: Dark Blue, Dark Red, Blue
Stats: +2 ARM, +2 STR



Tatoo

6,000 Carats

Description: No shirt on. It's just a tatoo.
Color: Blue, Red
Stats: +1 STR



Turtleneck Tank

Carats

Description: Soft comfortable turtleneck clothing. A lot of ladies look
nice in turtlenecks.
Color: White, Black, Red
Stats: None



Vest

Carats

Description: Really skinny vest.
Color: Black, Orchid (Purple-ish Pink), Light Blue
Stats: None



West

57 Astros

Description: Native American clothing with long sleeves but small
body coverage.
Color: Green, Yellow, Grey
Stats: +2 STR, +1 ARM, +1 SPD



Witch

Astros

Description: Purple perky outfit. 
Color: Purple
Stats:



Workhorse

Carats

Description: Amish clothes. Plain shirt with overalls.
Color: Blue, White, Green
Stats: None



====================================================
====================================================
1B.) Mystery Box Items
====================================================
====================================================
These are some known items to come out of the mystery box. All items 
last for 30 days. The 30 day limit only begins once u begin to use the 
item.

Avenger - Hair/Hat

Description: The hairstyle of Sasuke from the manga series, Naruto. The 
name derives from Sasuke avenging his befallen Uchiha Clan.
Colors: Black, Red, Blue
Stats: +2 STR, +1 ARM



Earth Rockers - Shoes

Description: Large boots emprinted with stars.
Colors: Black, Red, Green, Blue (red is not confirmed)
Stats: Black/Green +3 STR, +2 ARM, +1 SPD, Blue +2 STR, +2 ARM, + 1 SPD



Flippers - Shoes

Description: Swimming Flippers with blue webs.
Color: Blue, Red
Stats: +5 ARM, +2 SPD



Magician Hat - Hair/Hat

Description: Magician's hat with white hair.
Colors: Red, Yellow, Cyan
Stats: +100 SP, +1 SPD



Raiden - Hair/Hat

Description: A vietamese bamboo hat. Name and look is derived off of 
the Mortal Kombat character, Raiden.
Colors: Yellow, Silver, Black
Stats: +3 STR, +1 ARM



Sage Master - Sacred Scroll

Description: Elusive scroll that allows one to wield flames.
Color: N/A
Stats: N/A





====================================================
====================================================
1C.) Enchantment System
====================================================
====================================================

Have you noticed that whenever you hold your mouse over a certain 
item, below it's description there's some strange yellow circle? That 
circle is for enchanting. Enchanting is upgrading any of your item with a 
particular stat. I have tried out this enchanting system myself (messed up 
on my first try and wasted 80 astros T_T. I'm really stingy about using 
real money in video games so this was a big deal to me), and below I 
will list the instructions on how to do this.


1.  First you have to buy the gem itself. Each gem is 80 astros. YOU 
ONLY NEED 1 GEM FOR ONE ITEM!

2. You have to buy an upgrade card. Upgrade cards have a anvil on them.

3. Go to "My Character". Click on accessory and click on enchant.

4. It will show a gemstone and the card. Choose what gemstone you 
want to upgrade and the particular card. After you are done choosing, 
press the enchant button. If it works, the game will tell you and your 
gem will go up a level. The max level is 5. Each level gives a bonus stat, 
so if the HP gem gives 40 HP at level 1, it will now be at level 2 and 
give 80 HP.

5. After you are done with upgrading the gem, you can attach it to any 
equipment in your invetory that has a socket.

6. Once you socket an item (feel like I'm talking about Diablo II) the 
gem will remain there. YOU CANNOT REMOVE THE GEM!!! YOU 
CAN HOWEVER REPLACE IT WITH A NEW GEM, BUT YOU 
WILL LOSE THE OLD GEM. Yeh, had to put that in caps, because I 
don't want people to make the same mistake as I have. I bought an armor 
gem and didn't know how to upgrade it. I stupidly forged it with my 
general uniform...sigh. 



Following enchantment items are:

Obsidian of Defense : +1 ARM for every level
Ruby of Power: +1 STR for every level
Sapphire of Speed: +1 SPD for every level
Tanzonite of Mana: +12 SP for every level
Topaz of Jump: +1 JUMP for every level
Zircon of Health: +40 HP for every level


Following upgrade cards are:

Lesser Enchant Card

====================================================
====================================================
2.) Sacred Scrolls
====================================================
====================================================

This is it! All the sacred scrolls so far out, and there's many more to 
come. A Sacred Scroll is your character's fighting style. There are many 
to pick from, but choose one that you like best.

Just because everyone uses it, or it's easy to win with, doesn't mean
you should use it. Just because all the "pros" use MaoGong or Koroshu
doesn't mean you have to use it as well. Pick something you like.

Since Rumble Fighter seems to absorb and mimic a little from other games.
I will list a few references to which anime/video game character's fighting
style that these scrolls could relate to.

Scrolls currently out in Rumble Fighter:


BaGuaZhang

It's a real Chinese Martial Art. Somewhere it was mentioned in Naruto, that 
Neji's Byakugan was based upon BaGuaZhang. 



Boxing

This is generally vague, as there is so many boxers in video game culture.
Some of the more famous ones would be Balrog(M. Bison in Japan) from the
Street Fighter Series, and Steve from the Tekken series.



Default

Not really based on anything. It's just a generic fighting style that was
meant to suck. Doesn't mean it's absolutely worthless, as people can still
proliferate with it.



Drunken Boxing

Drunken Boxing originally started off as a culture in China, from a legend
about a strong chinese man who drank many bowls of wine and killed a tiger
while he was drunk. It became popular after Jackie Chan's movie "Drunken
Fist". Drunken Boxing's spinning headbutt was derived from one of the fight
scenes. Many characters in video games began to adopt this fighting style,
few being: Chin Gentsai (KOF), Lei WuLong (Tekken), and Brad Wong (DOA).



GeumGangtu

In the Youtube website, the scroll was translated as "Vajra Boxing". Vajra
is a type of Metal Weapon with many religious purpose in Budhism, Jainism,
and Hinduism. However I had no idea where this scroll came from (or where
it was based upon).



Jeet Kune Do

Jeet Kune Do is "style" of Bruce Lee. The reason style was quoted, is because
Bruce Lee did not really promote the idea of having a style. He encouraged
fighters to be flexible, instead of sticking hard to a stance. Jeet Kune Do
translates to "intercepting fist". There are a few Jeet Kune Do characters
in video games, the most famous of them is Law from the Tekken series.



Jujitsu

It's actually supposed to be spelled as Jujutsu, but either works for me. It's
a fighting style that arose in Japan. It's a grappling martial art, but God
knows why it's crap in Rumble Fighter. I often get this confused with Judo.



Karate

Karate is just Karate. It's a Chinese and Japanese Martial Art, which is the
reason why there are so many branches of it. There are a lot of characters
that fight with Karate, but it's usually a fictional form of karate. Some of
these include: Shotokan Karate (Ryu, Ken, Sakura, Akuma (Gouki in Japan)) uses
this kind of Karate. Ryo, Robert, and Takuma (aka Mr.Karate) fights with
KyoKugenRyu Karate. Even Shidokan is a branch of Karate.



Kobudo

A Korean martial art that is focused on fighting with weaponry. Since you
can't really pick up a weapon with Kobudo, the creators of Rumble/Gem Fighter
has decided to make this a slapping martial art! Isn't that lovely.



Koroshu

Not a real fighting style, and the in-game description about the soldier 
surviving with bare hands and feet is pretty bogus. It's based upon the KOF
character: Terry Bogard, who's attacks are incorporated the scroll. The most
famous of these attacks would be his Crack Shoot kick, and Shoulder Tackle.
Looking at the scroll now, I can understand why this scroll would be so cheap.
I mean if I were a soldier surviving by myself, of course I would just spam
extremely powerful kicks at any enemy soldier who came at me.



Kung Fu

Whenever people think about the Chinese, usually (and depressingly) these 
are the two words that usually come to mind. Kung Fu is generally the basis
of all martial art. Kung Fu has many branches, even some that mimic the
ways of an animal. There are a lot of characters that fight with Kung Fu
but I can't seem to get any specifics.



Mao Gong

I'll be damned if such fighting style really exists. Who the hell would want
to fight like a cat? Seriously, if I saw someone who was crouching with two
paws circling near his chin, I would first be really creeped out; then I will
burst out laughing. Mao Gong is based upon the DarkStalker character: Felecia.
Felecia fights this way, because she is a cat. 



Murekwon

The in-game description says this is a branch of Karate, but I have never 
heard of such thing as a Bear Fighting Style. It sure as hell, sounds cool
though. C'mon, uppercuts and axe kicks? That's a recipe for disaster. Being
a Martial Art that resembles a Bear, it could be based upon Kuma and Panda
from the Tekken series.



Ninjitsu

A person either loves Ninja, or is sick of them. I, for one, still think 
Ninjas are pretty cool, but the Naruto fad is really annoying me. When one
thinks of Ninjitsu, one begin to immediately think of Teleportation, Smoke,
Water, Jumping around, Electric shocks, Harry Potter, and whatever. However,
Ninjitsu at it's core, it's just a generic martial art that practices the
most practical, quickest, and effective ways of dispatching an enemy. The
stance and style is based upon Raven from the Tekken series, but nearly
EVERY game has a ninja in it, even if it doesn't fit in...cough cough..DOA.



Pro Wrestling

Wrestling is a grappling sport that was practiced since the days of the Romans.
The only difference now is that it's more based upon picking up people and 
throwing them, and that we don't do it naked. Wrestling didn't really become
popular until Vince Mchanon steered the wrestling corporation into popularity
by giving people what they want, entertainment. The WWF came and became the
number one sport of entertainment. Many characters were based upon this, such
as Zangief (Fought more with Sambo than actual Wrestling), from the SF series,
Wolf from Virtua Fighter, and Big Bear/Raiden from the Fatal Fury series.
R. Mika would also be a good Street Fighter example of Pro Wrestling.



Sage Master

Sage Master is obviously not real, as I have yet to see someone in real life
who could throw fire at me. Sage Master is based upon the many characters of
King of Fighter, who could seem to throw fire with ease. Among these would be
Kyo Kusunagi, Iori Yagami, 'K, and Ash Crimson. The grapple is often considered
to be a Star Wars Sith Choke.



Shaolin

Shaolin Kung-Fu is long practiced Martial Art of the Shaolin Monks in China.
The actual spelling in Chinese Pingying would be Xiao instead of Shao, but
since many Americans don't know what an "X" sounds like, it's just spelled
as Shao. It's a very disciplined martial art, often requiring years of
training and devotion on training the mind, body, and spirit. Some characters
that fight with Shaolin Kung-Fu would be



Shidokan

Shidokan is a type of karate that involves a variety of Muay Thai techniques,
and grappling. It's a pretty focused fighting art, and is common sport
among some cultures.

Street

Street is practically instinctual fighting style. There are no rules to 
street, and if Rumble Fighter had a more complex fighting system, we would
see biting and cheap shots. There are some characters that exhibit a
free-style kind of fighting style, my favorite of these would be Cody
from the Street Fighter series.



TaeKwonDo



TaeKKyon



Zin TaeKwonDo

Zin TaeKwonDo is also known as Jin TaeKwonDo. It's basically a fictional
form of TaeKwonDo which derives moves off of Hworang from the Tekken
series.


==========================
==========================
Baguazhang - 150 Astros
==========================
==========================

Dancing Palm - P,P,P,P = Punch Combo. Good knockback.

Dancing Kick - P,P,K,K,K = Punch Kick combo. Good knockback.

Dancing High Kick - P,P,K+G = Launcher. Use this to start a juggle. 
Second punch hits twice.

Quadruple Kick - K,K,K = Kick combo. First kick hits twice, Second 
kick knocks enemy up in the air, Third kick knocks them away.

Kicking Palm - K,P Kick Punch combo. Use it for a quick knockback. 
Second punch comes out a bit late, so it might catch people off guard.

	A popular astro scroll, and for a good reason too. This scroll can 
pretty much be described as a combination of Mao Gong and Muay Thai 
with a juggle. The reason why this scroll is similar to Mao Gong is the 
multi hit punches and kicks that this scroll has. Baguazhang has one of 
the longest combos in the game which is the P,P,K,K,K combo. The 
reason why this scroll is similar to Muay Thai is because of the kicks 
which have the cability to knock people off the map over obstacles like 
fences.

	This scroll also has the longest juggle in the game (without 
exocore or teamate support). The launcher already gets 4 hits, but with 
the additional two punches and the Dancing Kick combo, you can get 12
 hits total.

	The biggest drawback to this scroll that I've noticed is that 
people seem to like the punches and kicks so much, that they forget that 
they can grapple, jump, and slide as well. Most will try to merely 
"spam" you to death, thus making them easy to read and counter. Just 
because a combo looks nice, doesn't mean you should keep on using it.

	Overall, Baguazhang literally has everything a scroll needs. The 
only real drawback would be the somewhat mediocore damage that this 
scroll inflicts. Otherwise this scroll could possibly be one of the most 
versitile scroll in the game, due to the fact that there is no situation 
where this scroll cannot be useless.






==========================
==========================
Boxing - 141 Astros
==========================
==========================

One, Two, Three, Uppercut! - P,P,P,P = Punch combo and launcher.

Shooting - K,K = "Kick Combo" It's actually two straight punches. So-so
knockback

	Boxing is a seemingly simple scroll that can be suprisingly 
confusing with it's stance and weaves. It's also a relatively easy scroll to 
use, but I wouldn't know because I dont have it.

	The punch combo is what you will be using to deal damage and 
possibly juggle people off the stage. The kick combo is fast and has a 
decent knockback. The punch combo has a tricky delay timing to it, 
which is essential to bait those who play defensively. Make them think 
you're done attacking, then continue on with the punches.

	Lots of people play defensively against boxing, so grab a lot.
This will make you more unpredictable, as people won't know whether
to block and get grabbed, or not-block and get punched.

	There's really not much to Boxing, simply because Boxing 
doesn't need much. Boxing is very fast, and powerful. However, it 
doesn't have much range. Most of the time with boxing, you will be 
pressuring your opponents to block, so grab often. Mixed with drfiting, 
delaying, and grappling, Boxing is difficult scroll to beat.





==========================
==========================
Default - Free
==========================
==========================

Triple Punch - P,P,P = Punch combo. Pathetic knockback. Knocks 
people only slightly up the air.

Double Punch, Kick - P,P,K = Punch Punch Kick combo. Does not 
knock people down.

Punch Kick - P,K = Punch Kick combo. Does not knock people down.

Double Kick - K,K = Kick combo. Slow. Second kick might not connect even 
after the first one connects.

	This is your "style" if you don't equip a secret scroll. It's weak 
and slow, and should only be your style if you don't have the money to 
afford one, or if you are taking pity on your opponents. The punch 
combo knocks people up in the air, but does not sends them over 
obstacles like fences. Avoid the kick, because even if your first kick 
connects, the second kick will most likely not.

	The only realistic way to get anything effective out of this is to 
stick with the attacks that all styles share: Slide, Shoulder Tackle, 
Grapple, and Jump kicks. The P,P,K combo is pretty good, as you can 
follow up with more attacks if your opponent isn't aggressive to fight 
back or run. In-fact, most of the best players who use default, seldomly
complete a punch or kick combo. They will most likely just jump kick,
slide kick, and grab the crap out of you. 





==========================
==========================
Drunken Boxing - 150 Astros
==========================
==========================

Staggering Boxing - P,P,P,P = Punch combo. Good knockback

Down Flip Kick - P,P,K = Punch Punch kick combo. Good knockback.

Spin Kick - P,K - Punch Kick combo. Decent knockback.

Double Walking Kick - K,K - Kick combo. Hits twice and is very 
fast. Decent Knockback.

Staggered Uppercut - K,P - Drunken Fist's launcher.

Spinning Headbutt - Dash, P - Drunken Fist's unique ram attack. Deals 
equivilent damage to a normal ram, but has a steady velocity.

	Drunken Fist, a famous martial art known for it's unpredictability 
and akward movements. However in this game, it's not that confusing once 
you understand what it's attacks look like. There's many variations of 
combos for Drunken Fist and it's damage is decent. It's juggle is among 
the easiest to perform, requiring little delays and not much movement. 
Drunken Fist has a variety of moves which makes it quite versitile.

	The most unique thing about Drunken Fist is the dashing P attack 
which replaces the usual shoulder tackle with a spinning head butt. This 
attack goes the same distance as the tackle, but has no start up 
acceleration, making it faster. You still want to treat it as a tackle 
though, because most people can successfully retaliate if you miss or 
have this blocked. It's better than the normal tackle for sure, but doesn't 
mean it's spammable.

	Drunken Boxing's launcher comes out fast, leaving people with
little time to panic. If a person happens to be near a ledge, this can
get an easy kill. Drunken Boxing is also one of the easiest scrolls to
juggle with.
	
	The Spin Kick attack is excellent for angling while the Double 
Kick is very fast. The juggle is there for mass damage oppurtunities, and 
the punches is for confusing (with delays and drifting). Overall, an 
excellent scroll, just make sure you don't complete your combos while 
your opponent is blocking, because Drunken Fist has some terrible 
recovery time with it's attacks.



==========================
==========================
Geumgangtu - 160 Astros
==========================
==========================

Shoulder Double Palm - P,P,P - Good knockback. Last punch hits twice.

Roundhouse Slam - K,K,K - Good knockback and damage. Excellent for angling.

Roundhouse Elbow Stab - K,K,P,P - Good damage and knockback.

Back Kick Elbow - K,P - Good knockback.

Back Kick Massive Elbow - K,P (hold) - Unblockable but slow. Good knockback.

	Geumgangtu would've been a better scroll were it not for it's cost.
I find it absurd that a scroll that deals less damage than koroshu and lacks
a juggle to be 160 astros. The reason behind this though, is because of it's
guard break, which is the Back Kick Massive Elbow.

	Starting off, it's punch combo is limited. You would want to stick with it's
kicks, as it has more variety. The Roundhouse Slam is an excellent kick combo. 
It's remarkably similar to shidokan's kick combo, having good damage and 
angling abilties, and it's faster to boot. The Roundhouse Elbow Stab is your
 most painful combo, so use that often.

	The guard breaker of this scroll is quite slow, and it's only really effective
to catch an opponent who is either has slow reflexes, or is not used to facing
Geumgangtu. There are however a few tricks to this. The elbow in the 
guardbreaker actually has a good range, because the user will propel 
his/her own body towards a direction. Using this you can use this far away to 
get a good hit on anyone who's nearby. If you happen to knock someone down 
with any attacks, you can just pull this off, so that when the opponent gets
up, you can hit them. It's unblockable and powerful, and the range is not too 
shabby either.

	Did I say it's not too shabby? Actually it's range is among the best.
Tied with Jeet Kun Do and Shidokan for kick range, except it's far faster.

	However, I doubt it's worth the cost. This really disappoints me as I was
expecting it to be carats. It's pretty much a Shaolin with a guardbreak. It's
good if you're willing to shed the money, but I already have Karate so oh well.



==========================
==========================
Jeet Kune Do - 141 Astros
==========================
==========================

Intercepting Fist - P,P,P = Punch combo. Has great knockback.

Double Fist Back Kick - P,P,K = Punch Punch Kick combo. Deals more 
damage than the Intercepting Fist.

Punch Kick - P,K = Punch Kick combo. Very fast.

Backflip Kick - K,K,K = Kick Combo. This is Jeet Kune Do's launcher

	
	Jeet Kune Do is a simplistic juggling scroll that has good reach 
and quick speed, which is only hindered by being "way too simple". The 
kick combo is the juggle starter and the punches are there to juggle with 
and knock people away. 

	Jeet Kune Do's most powerful juggle combo is the 
launcher(K,K,K), 2 punches(P,P), and the Double Fist Back 
Kick(P,P,K). The double fist back kick must be delayed properly in 
order to connect, and you must move forward while doing the punches. 
It takes practice to do right, but if you don't feel like doing so, you can 
just replace the double fist back kick with the flip kick launcher.

	The kicks have a very far reach. Use this to your advantage.
You can kick someone right after his/her recovery kick. If your opponent
happens to be blocking and is not expecting a third kick of the blackflip
combo, you can do one and angle the last kick. Angling the last kick allows
you to move to your opponents side, tricking him/her, and also allows you
to take your chances to hit your opponent.

	A seemingly simple scroll, it's actually one of the ones that I 
have the most troubles fighting. Combined with equipment that gives 
speed and proper drifting, Jeet Kune Do becomes a nightmare to deal with.

	All the best players use Jeet Kune Do. It's just generally one of
the best scrolls currently out in the game. Has absolutely no weakness.






==========================
==========================
Jujitsu - 9000 Carats
==========================
==========================

Flowing Palm - P,P,P,P = Punch combo. Very far knock back

Back Kick - K,K = Kick combo. Has good range and knockback.

Slice Kick - P,K = Punch kick combo. Same knockback as the kick 
combo.

	Jujitsu is an interesting scroll that is inexpensive and useful. The 
major drawback of Jujutsu is that it's not that powerful and fast. 
However it's knockback is very good, and can hit people over fences.

	Jujitsu has its uses in a variety of situations. Its kick combo has a 
range similar to that of taekwondo, which is pretty far. Its punch sends 
people flying away, however there is a huge problem with Jujitsu's 
punch combo. Attacking an enemy in the front can be problematic. The 
reason why is because Jujitsu's punches are VERY SLOW. There are 
too many times where I had the first punch connect and the second one 
blocked (nearly all scrolls have this problem but this somehow occurs A 
LOT when I play Jujutsu). Your best bet with Jujutsu is to attack by 
behind or stick with it's kicks. Use jump kicks to get behind the enemy 
or just move around to evade attacks.

	Overall Jujitsu is a decent scroll for the cost. Great variety of 
attacks, however it's weak and a bit slow.






==========================
==========================
Karate - 147 Astros
==========================
==========================

Dragon Punch - P,P,P,P = Punch combo. Great knockback.

Multi-Kick - P,K,K = Punch Kick combo. Great knockback.

Karate High Kick - K,K,K =  Kick combo and launcher.

Karate Assault - K,K,P,K = Karate's most powerful combo. Great knockback.

	Karate is a very cool style, however out of all the astro scrolls, 
Karate is by far the slowest (Koroshu is faster). It's speed is equivilent to 
that of Murekwon, and both scrolls have a pretty linear attack pattern. 
Karate is definitely very powerful, and tricky as well, but it's also much 
more difficult to use, compared to Koroshu or Boxing.

	Every Karate Combo except for the launcher has a very nice 
knockback, however it does not have any quick combos to ensure a 
quick knockback, which limits it's uses in maps like Moonlight Valley. 

	Karate is slightly different to juggle with due to it's poor speed. 
You'll have to be faster, especially if you want to pursue the 10 hit 
juggle which ends with the Karate Assault. To achieve the 10 hit juggle, 
you  will have to move forward everytime you punch during the two 
punches before the Karate Assault. The last hit of the Karate Assault has 
HUGE delay which is needed in order to get the last hit of the juggle to 
connect.

	Karate has a variety of mix-ups and great delays, but is limited to 
strikers and alchemists only, and both classes have an abysmal speed 
stat. Drifting is more difficult, and Karate's slow attack start ups don't 
help. You need good prediction, and a decent mind game to maximize 
the potential of this scroll. Grapples and Delays are your best friend.

	This is the scroll I use, and suffice to say, I still have a incredibly
hard time getting down a 10 hit juggle. Must be my crappy keyboard. 
Remember folks, if people say "you suck", just blame your keyboard =P.






==========================
==========================
Kobudo - 15000 Carats
==========================
==========================

Cutting Chops - P,P,P,P - Kobudo's punch combo and launcher.

Chop Kick - P,K - Punch kick combo. Quick.

Double Frontal Kick - K,K - Kobudo's kick combo. 

	Kobudo is an elementalist-only scroll. Kobudo is very simple and fast as 
well, which makes it perfect for beginner and advance players alike. The 
only drawback to this scroll is the mediocore damage that this scroll 
inflicts, due to the fact that this scroll is a juggling scroll which isn't 
bought with astros.

	Kobudo is the only carat style currently that has a juggle. It's punch 
combo is it's launcher, and it is FAST. Kobudo's punches come out fast, 
but due to the fact that it's a punch, people might be able to block the 
second punch even if the first one hits. If you manage to get the combo 
to connect, juggle them. The kicks are there if you need to quickly knock 
people off. The kicks also have good angling potential.

	Kobudo is a good scroll to use. Damage is the only setback in this scroll 
(although it's a huge setback, because elementalists are quite weak). 
Otherwise you got yourself a pretty versitile scroll. Pimp Slapping 
Sacred Scroll, I mean Kobudo, is definitely worth the money.



==========================
==========================
Koroshu - 150 Astros
==========================
==========================

Power Charge - P,P,P - Koroshu's punch combo. Last "punch" has a 
strange hit range.

Lariat Hook - P,K - Koroshu's Punch kick combo. Fast with so-so
knockback.

Power DUnk - K,P,K - Koroshu's Launcher.

Crack Shoot - K,K,K,K - Koroshu's kick combo. Insane damage and
hit range. Great knockback as well.

	Everytime I see someone using this scroll, I don't even try to
bother fighting him/her. I just knock them off the stage if I have the
chance, and I'm going to tell you why.

	Koroshu is the king of damage. It's kick combos with the proper
STR boosting equips can almost breach 200 damage on the last kick. Each
kick progressively does more damage. A kick combo from Koroshu can easily
eat up around 600 damage or so. This is not all, as smarter players will
juggle you instead. Juggles will usually do around 700 damage. Absolutely
ridiculous scroll, considering the kicks have huge reach, and the juggle
is extremely noob-friendly (easy to use).

	Koroshu needs little input of skill to get a good result, which
is why it's such a commonly used scroll by noobs who can't seemingly win
with any other scroll (except for Mao Gong, which most Koroshu players
have as well). The punch combo is fairly useless, as the shoulder tackle
has terrible reach or angling abilities.

	If you are desperate to win, then be my guest and get this scroll.
If you come against this scroll, your best bet is to sidestep a lot. 
Koroshu is a fairly slow scroll, and a missed attack will leave your 
opponent vulnerable.

	I hate this scroll, and I take pride in beating people who use it.
Most people think they are really good just because they can beat people
with it. In reality, Koroshu is very easy to win with as it is extremely
noob-friendly. It's tied with Mao Gong as perhaps the easiest-to-use, 
and powerful scrolls in the game.



==========================
==========================
Kung Fu - 15000 Carats
==========================
==========================

Kung Fu Smash - P,P,P = Punch combo. Good knockback.

Kung Fu Monkey Kick - K,K,K = Kick combo. First kick hits twice. Fast and
decent knockback.

Kung Fu Suprise - P,K = Punch kick combo. Quick with so-so knockback.

	Kung Fu is a very good scroll, carrying everything a good scroll 
should have. Good knockback, Fast combos, and Great damage are all 
aspects of Kung Fu. The only downfall to this scroll would be a the lack 
of ability to angle well and knock people over fences.

	Kung Fu has a very fast kick that hits twice, automatically giving 
it priority over any other scrolls. Being very powerful as well, this 
makes Kung Fu especially dangerous.

	All you really need is the Kicks for Kung-Fu. The rest of the 
attacks are just there to knock people off the map. Kung Fu is generally 
pretty simple, but it's actually one of the most powerful scrolls in the 
game, due to the fact that is both powerful and quick, unlike some 
scrolls which are only powerful such as Murekwon and Koroshu.








==========================
==========================
Murekwon - 19500 Carats
==========================
==========================

Bear Brawl - P,P,P,P = Punch combo. Knocks people over small 
Obstacles (fences, Other players, etc.)

Axe Kick - K,K,K = Kick combo. Knocks people very far away.

Chop Kick - P,K = Punch kick combo. Knocks people at a fair distance. 
It's very fast though.



	My favorite and signature scroll. Murekwon is a very powerful 
scroll with average speed. It's a very underated scroll, and for a good 
reason too.

	A dangerous aspect of murekwon is the speed of which it's 
attacks come out. This part of Murekwon is unusually fast, but it's
recovery is very poor.

	Murekwons punch combo has a very small horizontal knockback 
distance. However, it ends with an uppercut that can knock your 
opponents over fences and small obstacles, which is very useful for 
maps such as moonlight where you can knock people over the fences. 
The kick combo knocks people very far away. Use the punches to knock 
people over fences in maps like Moonlight Valley and use your kicks to 
knock people off ledges. Your opponent doesn't have to be that close 
from an edge to be knocked off the map, because the knockback off 
Murekwons kick is tremendous. The punch kick combo is very fast and 
it's excellent to knock people off before they can use their panic to 
escape.

	An interesting note with Murekwon is that if you manage to land 
a juggle with the punch combo, the last uppercut hit will send people 
very far away. Since Murekwon does not have a launcher, juggling with 
it is a bit tricky. You have to delay all of your punches in order for it to 
work. The kick can juggle too, but the last kick rarely hits.

	Overall an interesting scroll. It's very powerful and each of its 
combo has it's uses. The only real drawback to this scroll is the lack of 
knockback with the punch combo and the overall speed of the style, 
which is quite slow.








==========================
==========================
Mao Gong - 29000 Carats
==========================
==========================

Cat Swipes - P,P,P,P = Punch combo. 2nd and 3rd punch hits twice, 
making it a total of 6 hits. Has huge knock back.

Cat Paddle - K,K,K = Kick combo. 2nd kick hits twice. Has fair 
Knockback.

Kitty Kick - P,K = Punch kick combo. Very fast. Has fair knockback.

Pounce - K,P = Kick punch combo. Not as fast as the P,K combo. It 
does more damage but has same knock back.

Cat Sprint - G (while running) = Dash. A quick sprint that allows you to 
go through players.


	Despite the games description of it being very fast, it's also a 
very powerful style. This style racks up combos very quickly and it's 
knockback is very good.

	Basically, an average player with Mao Gong can ensure a 
victory. Mao is fast, powerful, and tricky to fight against. Basically the 
"spammability" of Mao makes it such a nightmare to fight against. The 
trick against fighting Mao Players is to predict them and quickly react. If 
they pause to start a new combo or to grapple, take that time to hit them 
back. Counters also work wonders against mao. The only thing you need 
to really watch out for is that some players love to angle the last hit of 
their kick. This causes them to leap and appear at your side. If this 
happens, quickly turn and attack them, or jump/back off if you can't 
seem to react quickly enough. Some Mao players like to cat sprint and 
appear behind you. Just turn around and hit them if that happens.


	Mao Gong is fast, spammable, and strong. There's many things 
you can do with it. However don't get too careless with this, as the Mao 
Gong is very "slippery" meaning that if you press too many buttons, you 
can fight yourself off the stage.

	Oh, and another thing, if you beat people with Mao, don't think 
you're that great. Mao Gong is fairly cheap. People who are stocked with
STR items and use Mao Gong, are perhaps the lamest people you can come
against. Mao users, in general, are all pretty lame.




==========================
==========================
Muay Thai - 27000 Carats
==========================
==========================

Elbow-Knee Strike - P,P,P,K = Punch knee combo. 3rd punch knocks 
enemies to air, and kick knocks them very far away.

Triple Knee Threat - K,K,K = Knee combo. Fast and has decent 
knockback.

Spinning Shin - P,K,K = Punch kick combo. Good damage and decent 
knockback.

	One of the most versitile scrolls in the game. It's fast and 
excellent at moonlight games.

	The noteworthy aspects of Muay Thai is that its punch knee 
combo knocks people at a great distance and sends them over obstacles 
such as fences as well. Muay Thai has a lot of priority, meaning that its 
attacks, mainly its kick, comes out fast. The punches have good delay 
and the spinning shin is good for angle hits.

	Muay Thai also has some strange delay properties that most
scroll lacks. It's perhaps the only scroll with a delayable second kick
to it's kick combo. This is quite useful to trick people into getting
hit by a second kick after blocking the first.

	The weakest aspect of Muay Thai is the damage, which isn't 
terrible, but since the last knee hit of the punch combo hits the opponent 
while he/she is in the air, it doesn't do that much damage. Otherwise you 
got yourself a fast scroll that can potentially knock off people from 
anywhere.









==========================
==========================
Ninjitsu - 12500 Carats
==========================
==========================

Ninja Strike - P,P,P,P = Punch combo. Has great delay and great 
knockback.

Sweep Kick - K,K = Kick combo. Quick with so-so knockback.

Sudden Kick - P,K = Punch Kick combo. Quick with so-so knockback.

	Out of all of the 4 class-based scrolls, Ninjutsu is the cheapest. 
The best way to describe Ninjitsu is "Faster Renegade". Ninjitsu's punch 
combo does similar damage to renegade and has the same knockback as 
well. The kicks hits twice and has a good knockback, exactly just like 
Renegade. The only thing that makes Ninjitsu different is the Sudden 
Kick attack, which is a quick way to knock people off.

	Ninjitsu's greatest aspect is it's delay abilties, being able to
delay every hit of it's punch combo. The best way to put this to use is
to confuse your opponents by throwing some attacks slowly and others quickly.
Ninjitsu has a very customizable attack rhythm, so use that to your advantage.

	Despite all the popularity and hype of ninjas, Ninjitsu is not that 
impressive. It's certainly not a bad scroll, bolstering very quick speed, 
and good knockback cabilities, but Ninjitsu is pretty much just a faster 
Renegade.





==========================
==========================
Pro Wrestling - 157 Astros
==========================
==========================

Spinning Knockdown - P,P,P = Punch combo. Good knockback.

Chest Kick - K,K = Kick combo. So-so knockback.

Drop Kick - K,P,K = Kick Punch Kick combo. Knocks people over fences. Last
kick is very powerful and can deal 150 damage to someone in the air, and
300 damage to someone on the ground.

Neck Breaker - P+G = Pro Wrestling's front grab. Deals equivilent damage
to a normal grab except it throws the enemy far forward.

German Supplex - P+G = Pro Wrestling's side and back grab. Deals equivilent
damage to a normal grab, except it throws the enemy at a short distance
backwards.

	Well this is certainly one of the most fun scrolls I have ever 
used. In fact, I never had so much fun ever since I got Shidokan, Murekwon,
or Karate.

	It's wrestling, and wrestling is a grappling sport. This means
that with wrestling as your scroll, you will want to grab a lot. This is
not a spammable scroll, in fact it's far too slow and weak to spam. 
This scroll's biggest fear is being predicted. A person who can
predict this scroll can easily avoid it's grapples. The user must know
when to grab and not to. This all boils down to how intelligent and
quick your opponent is, and how good your own reflexes are.

	The front grab throws enemies forward, so this is perfect for
certain mind games with your opponent. If your foe is standing near an
edge, you now have two options: whether to grab or tackle. The backgrab
is harder to score knock-offs with, but 250 damage is always a good thing.
The Drop Kick is Pro Wrestling's most powerful combo, and it knocks
people over fences. It deals more damage and has more knock back than
the Chest Kick, so it should be used more. The chest kick is better suited
for angling.

	On the downside, it's combos are very short, barely have any
delay, and has horrible range. It's also tied (if not slower) with
Karate as the slowest astro scroll currently available. Unlike Karate
it makes up for it with it's ridiculously fun-to-use grapples.



==========================
==========================
Renegade - 6000 Carats
==========================
==========================

Rebel's Elbow - P,P,P,P = Punch combo. Has pretty good knockback.

Rebel's Knee - P,P,P,K = Punch knee combo. Identical knockback 
to the Punch combo.

Double Kick - K,K = Kick combo. Decent knockback.

	Renegade is probably the first scroll you will come across by, 
and it's not a fairly bad scroll in terms of power. It's slow though, and the 
kick combo is quite forgettable.

	Your best bet with Renegade is to use grapples, tackles, and 
slides a lot, then follow up with a combo or counterattack. Renegade has 
trouble connecting its combo when you are hitting the front of the 
enemy. Use jump kicks a lot to get behind the enemy then throw out 
your powerful punch combos. There is very little difference between the 
Punch combo and the Punch knee combo, so just do what you want.

	Everyone should be familiar with Renegade, as it's gifted
automatically to any player who reaches level 2. It only lasts 10 days
though.

	Renegade is cheap cost-wise, but it's not that bad. Renegade 
deals good damage with good knock back. However it's just too slow.



==========================
==========================
Sage Master - Varies
==========================
==========================

Flamemancer - P,P,P,P = Massive range due to the flames. High 
knockback.

Dancing Fire - K,K,K = Massive Range due to the flames.

Upper Flame - K,P,P = Sage Master's launcher.

Flame Aura - P,K,P = Sage Master's guard break. 

Force Choke - P+G = Sage Master's unique grapple. Deals slightly more 
damage than normal grapples throws the enemy in front at a huge 
distance.


	I don't know that much about this scroll. To obtain this scroll, 
you must buy a key for 25 astros and a chest for 1700 carats. After 
buying those two, you must equip the key. If a key icon shows up in 
your key slot (located above the white letters labled "KEY" which is 
above the 1,2,3 slots). Once that is done, just play until you get 5,000 
exp and a warning will come up saying "your chest has been activated". 
Go to your invetory and open it up.

	Apparantly there's a 5% chance of getting Sage Master per box. 
Considering each chest is 1.25 U.S dollars, it would technically take 25 
dollars to get Sage Master. Not necessarily a cheap bargain, but 
remember, you still get exclusive items that give splendid stats. All 
items from the chest, including Sage Master, lasts 30 days.

	As for the scroll itself, It's brutal. The damage is horrendously 
high, and the hit range is enormous. The flames surround the user, so the 
user won't have to worry about people approaching him from behind as 
he/she is hitting someone in front. The grapple is also unique because it 
does not throw an opponent behind you, but instead literally chokes 
him/her with a laser and throws them far away in front of the thrower.

	Sage also has a guard break which surrounds the user, knocking 
back all who approaches him/her. If you see this coming, immediately 
run away. Even if you interrupt the user from this attack, the attack will 
still come out.

	I never tried, but I doubt sage is counterable, and even if it was, I 
wouldnt want to risk it. There's a reason why this scroll can only be 
obtained randomly from a mystery chest and that it only lasts 30 days. It 
doesn't render someone invincible, but it's far from balanced.

	A side note, most people that I've encountered using this tend to 
lag. The only one who seemed to use this suitably was the GMs. I'm not 
sure if it's the scroll's fault or the user, I guess I'll have to try to found 
out.



==========================
==========================
Shaolin - 29000 Carats
==========================
==========================

Double Shotgun - P,P,P,P = Punch combo. Has a pretty good 
knockback.

Triple Kick - K,K,K = Kick combo. Has very good knockback

Aerial Shotgun - P,K,P = Punch kick Punch combo. Has decent 
knockback. Knocks people over fences.

Spinning-Kick Shotgun - K,P = Kick Punch. Nothing too special.


	Shaolin is fast and it hits hard as well. Shaolins punches snaps 
out fast, and the kicks are even faster. Shaolin has a variety of attacks for
 variety of situations thus making it one of the most versitile scrolls that 
you can buy with carats.

	Like I said Shaolin is very fast, and since each consecutive punch 
in its combo goes further, it has a pretty large hit range as well. The 
Triple Kick hurts, and it's fast as well. The Spinning-Kick Shotgun is 
fairly forgettable, only good if you know for sure that your kicks will not 
reach your opponent. The Aerial Shotgun is the fastest "knock up and hit 
away" attack in the game. Other examples of this kind of attack is Muay 
Thai's punch-knee combo and Jujitsu's punch combo. Shaolin's comes 
out the fastest and is clearly a beast for moonlight games.

	Powerful and fast, what more can I say? It's clearly worth the 
money.


==========================
==========================
Shidokan - 13200 Carats
==========================
==========================

Spinning Hook - P,P,P,P = Punch combo. Has pretty good knockback.

Spinning Lariat = Kick combo. Range is good. Has a good knockback as 
well.

Shoot Kick = Punch kick combo. Fast and has a decent knockback.

	Shidokan was the first scroll I got, and I'm glad that it was the 
first one I got. I thought it was pretty lame at first, however I later 
realized that Shidokan is quite possibly one of the best carat styles in the 
game. It's a style with great delay capibilities, damage, knockback, and 
angle capabilties.

	Delay is the pause time in your punch attacks you can control 
before you continue on with the next hit. The reason why you would 
even use delay in the first place is to trick people into thinking that you 
ended your combo. Often times, people try to quickly counterattack after 
you stop attacking, but you can use Shidokan's massive delay to trick 
them. It's very useful if used intelligently.

	Shidokan also has the best angling abilities in the game. 
Shidokan has a lot of range to support it's ability to turn well, allowing 
to knock people around angles.

	A good way to describe Shidokan would just be flexible. You 
can use it in a variety of ways and be successful with it.








==========================
==========================
Street - 5000 Carats
==========================
==========================

Slugging - P,P,P = Punch combo. Has a huge knockback.

Street Stomp - K,K = Kick combo. Has a fair knockback.

Low Blow - P,K = Punch kick combo. Does not knock enemy down.

	You get what you paid for, and if you bought this scroll, you 
might be suprised in a good or bad way. Street is both slow and weak, 
the only thing that it has going for it is the knockback, and only the 
punch combo has a good knockback.

	The best way to be effective with street is if you play it as if you 
are playing default. Use slides, grapples, and jump kicks to hurt people, 
and use the P,P,P combo knock people off the map. The kick combo has 
a slightly less knockback, but has a great hit range. Low Blow does not 
knock people back.

	Street also has a very cool nanmu which definitely gives the 
scroll a "brawling" kind of feeling. Definitely an interesting and stylish 
scroll, however, it does not really do well competitively.





==========================
==========================
Tae Kwon Do - 11000 Carats
==========================
==========================

Double Punch - P,P = Punch combo. Fast but weak. Does not knock 
people down.

Stretch Kick Combo = Kick combo. Fast and has a pretty good 
knockback.

Axe Kick Lariat = Punch kick combo. Has decent knockback.

	TaeKwonDo is perhaps the cheapest scroll in terms of cost that 
can still play well competitively against those higher tier scrolls such as 
Mao Gong, Koroshu, and others. TaekwonDo is very simple to use. 
Taekwon do has long kick combo, that deals good damage and has nice 
range.

	Playing TaeKwonDo is relatively simple, but using it effectively
requires some strategy. If an enemy is blocking your kick combo, test
his/her patience. Keep stringing on kicks, but don't complete the last
kick. You can also perform a grapple, jump kick, or drift. Do whatever
it takes to land those kicks.

	Unfortunately that is all TaeKwonDo has going for it. However, 
the kick combo is all it needs, because the punch is weak. The Axe Kick 
Lariat combo could be useful for some situations, such as juggling and 
knock-offs,but you probably wouldn't be using it much.









==========================
==========================
TaekKyon - 21500 Carats
==========================
==========================

Double Punch - P,P = Punch combo. Fast but weak. Does not knock
people down.

Spinning Kick Combo - K,K,K,K = Kick combo. Last kick is delayable.
Decent knockback.

Axe Drop - P,K = Punch Kick combo. Quick with so-so knockback.

	TaekKyon is nearly identical to TaekwonDo, however, Taekyon is 
almost twice as expensive as TaeKwonDo. TaekKyon has more peripheral 
range, which is more ideal to fight off against drifters (people who 
sidestep a lot). The Punch Kick combo is the same as TaekwonDo, 
except it doesn't have a 3rd kick like Taekwon do, which is better 
because this makes the P,K combo for TaekKyon faster and more angle-
friendly. To sum it up these are the differences between TaekKyon and 
TaekwonDo:

TaekwonDo is weaker
TaekKyon has peripheral range due to spinning kicks
TaekwonDo has frontal range due to stretch kicks
TaekKyon has a quick P,K combo that is more angle friendly and faster
TaekwonDo has a delayable 3rd kick to it's P,K combo. Taekyon does't
TaekKyon can delay the last kick of it's kick combo. TaekwonDo can't
TaekKyon's Kick combo is a bit slower than TaekwonDo's.


	TaekKyon is worth the money, but comes at a cost of being very 
very predictable. Once you know how to do interupt counters 
(countering during your opponents combo), TaekKyon players become a 
breeze to beat, that is unless they are good drifters.





==========================
==========================
Zin TaeKwonDo - 175 Astros
==========================
==========================

Elbow Strike - P,P,P = Punch combo. Last hit goes far and has a good
knockback.

Twirling Axe Kick - P,K,K = Punch Kick combo. The final kick has a
very strange angling ability, allowing it to make full 90 degrees
turn before hitting.

Twirling Axe Death - P,K,K (charge) = Punch Kick combo. It's the
same as the Twirling Axe Kick, except the last kick is charged. It
does NOT guard break. It just hurts more.

Triple High Kick - K,K,K+G = Zin TaeKwonDo's launcher.

Kicking Fury = K,K,K,K,K = Kick combo. Last kick has a decent knockback.

	Zin TaeKwonDo, is perhaps the most highly anticipated scroll 
among players. Many people rushed to get it the moment it came out, and
there is a good reason why. It's fast, painful, and flashy.

	Zin TaeKwonDo plays quite similarly to regular TaeKwonDo, except,
with Zin TaeKwonDo, the punches are as useless. Elbow Strikes are for 
a quick knockback, whereas the Twirling Axe Kick is great for mind games.
The Twirling Axe Kick and Twirling Axe Death last kick can turn around
twice! Meaning it can make full 90 degrees turn before the last kick. A
very neat trick can be performed with this ability. If facing a blocking
enemy, you can punch straight at him, turn away from him at the second
kick (at this stage you should be near his side), and the last kick can
turn and aim at the blocker's back. There are much more ways this could
be used. (thanks to Axon for showing me this trick)

	The Kicking Fury combo should be abused. It's fast and strong.
Each hit deals around 80-100 damage, while the finishing kick does
around 140. It's great way to eat damage, and it can juggle as well.

	Zin TaeKwonDo players tragically suffer from the same problem
as Baguazhang players. Most Zin TaeKwonDo players seldomly grab, and will 
keep throwing out attacks, waiting for your guard to randomly drop.
Zin TaeKwonDO has some delay, but not a lot, so it can be fairly
predictable.

	It lives up to it's hype, as a good player can be very very
dangerous with it. The scroll has a lot to offer, but each attack has
to be used intelligently in order to maximize the benefits of this scroll.
Otherwise, it would be just a waste.

	Oh and another thing, I find it funny how people complain about
"TKD Spams" but not about "ZTKD Spams". 





====================================================
====================================================
3.) Exocores
====================================================
====================================================

Well here it is folks. All of the exocores currently out. There are a
good amount of variety. Don't ask me to choose what's best for you. If
you like something the moment you see it, it's probably the right
exocore for you.



====================================================
====================================================
Black Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================
====================================================

Overdrive 1: Butt Crush

	A very good overdrive, however it has one glaring drawback, It's 
too predictable. This is best for group brawls where people are just 
clobbering away. Pull this off and not only will it do 400+ damage, but it 
will send your opponents flying up. You can then follow up with 
ANOTHER Butt Crush and send them flying again. They should fly at a 
lower altitude but you can still follow up with a Giant Swing and Punch. 
That's a total of around 1000+ damage, which is crazy. However 
otherwise, this overdrive is difficult to connect, as people can merely 
jump or block.

Overdrive 2: Reinforce

	The idea that the robot can boost it's own defense is pretty neat, 
however it's not as useful as it seems. The SP cost is reasonable, but it 
just doesn't last that long.


Other Attacks:

Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, 
and the 4th punch knocks them back. Be careful as the 4th punch has a 
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw 
the enemy behind but instead pick your enemy up and slam him/her 
down on the ground. The enemy will bounce a few times away from 
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good 
range and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a 
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit 
the enemy and bounce back. Even if the opponent blocks this, the 
bounceback will make sure you are safe.


Overview:

	The Black Iron Armor was the 3rd out of all the armors to come 
out. It's a pretty neat exocore, disregarding a user's scroll and providing 
him/her with a whole new moveset. The punches have extroadinary 
reach, probably the best in the game. The damage it deals isn't to shabby 
either. However it's also one of the slowest exocores in the game, and 
the kicks are pretty much useless. The grapple is useful for opponent 
who are turtling near edges, and the additional tackle speed and distance 
is helpful as well. Overall an excellent exocore for a decent astro price.

Note: I did copy this from the Blue Iron Armor because they are exactly 
identical. The myspace blog for Rumble Fighter said that this exocore 
deals more damage than the others, but I highly doubt that because they 
are the same price.

====================================================
====================================================
Blue Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================
====================================================

Overdrive 1: Butt Crush

	A very good overdrive, however it has one glaring drawback, It's 
too predictable. This is best for group brawls where people are just 
clobbering away. Pull this off and not only will it do 400+ damage, but it 
will send your opponents flying up. You can then follow up with 
ANOTHER Butt Crush and send them flying again. They should fly at a 
lower altitude but you can still follow up with a Giant Swing and Punch. 
That's a total of around 1000+ damage, which is crazy. However 
otherwise, this overdrive is difficult to connect, as people can merely 
jump or block.

Overdrive 2: Reinforce

	The idea that the robot can boost it's own defense is pretty neat, 
however it's not as useful as it seems. The SP cost is reasonable, but it 
just doesn't last that long.


Other Attacks:

Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, 
and the 4th punch knocks them back. Be careful as the 4th punch has a 
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw 
the enemy behind but instead pick your enemy up and slam him/her 
down on the ground. The enemy will bounce a few times away from 
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good range 
and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a 
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit 
the enemy and bounce back. Even if the opponent blocks this, the 
bounceback will make sure you are safe.


Overview:

	The Blue Iron Armor was the 1st out of all the armors to come 
out. It's a pretty neat exocore, disregarding a user's scroll and providing 
him/her with a whole new moveset. The punches have extroadinary 
reach, probably the best in the game. The damage it deals isn't to shabby 
either. However it's also one of the slowest exocores in the game, and 
the kicks are pretty much useless. The grapple is useful for opponent 
who are turtling near edges, and the additional tackle speed and distance 
is helpful as well. Overall an excellent exocore for a decent astro price.



====================================================
====================================================
Cannon Barrel - 10500 Carats - ALL CLASSES
====================================================
====================================================

Overdrive 1: Bullet

The cannon will shoot a fast bullet. The bullet does quite a bit of damage,
able to go up to 300 damage, and doesn't cost much SP at all. An excellent
projectile, and should be used more than the Smiley Bomb in most cases.

Overdrive 2: Smiley Bomb

The cannon will charge and shoot a slow moving large bomb with a 
smiley face. Moves relatively slowly, but it's big, making it difficult
to sidestep. If it connects, it deals around 200-400 damage, and sends
the person up in the air. You can follow up with a combo but you must be
quick to know where your opponent will land and when. SP cost is considerably 
large.

Other Attacks:

Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the 
punch connects, the rest of the hits are sure to hit. Powerful, but very slow. 


Overview:

	The Cannon Barrel is free to use for any class and is the most basic of
exocores in terms of projectiles. It's very powerful, but quite slow as well. 
The SP costs of it's attacks makes it better for elementalists to use, so I 
don't recommend this for soul fighters or strikers. Using this exocore 
effectively is simple. Just shoot at people, or where you think people might 
be. Use the Bullets to hit faster people, and the Bombs to hit mob battles. 



====================================================
====================================================
Cannon Launcher - 13500 Carats - ALCHEMIST ONLY
====================================================
====================================================

Overdrive 1: Bullet

The same exact overdrive as the Cannon Barrel.The cannon will shoot a fast 
bullet. The bullet does quite a bit of damage,able to go up to 300 damage, and 
doesn't cost much SP at all. An excellentprojectile, and should be used more 
than the Smiley Bomb in most cases.

Overdrive 2: Homing Smiley Bomb

The cannon will charge and shoot a slow moving large bomb with a 
smiley face, that will lock on and home in on a target. The difference with 
this to the Cannon Barrel Bomb is that this one chooses a target and homes in 
on it. This makes the Cannon Launcher much more useful, because you don't 
have to bother aiming as it will seek a target on it's own and follow it. 
However, the bomb now disappears after it hits something, whereas the 
non-homing one would keep on going.

Other Attacks:

Gun Smack Combo - P,P,P,P = The first punch has the stun of a kick, so if the 
punch connects, the rest of the hits are sure to hit. Powerful, but very slow. 


Overview:

	Pretty much the same exocore as the Cannon Barrel, with a slight twist. Not
only is it BLACK and it looks cooler, but the homing bomb is actually worth the
additional 3,000 carat cost. A good exocore overall.



====================================================
====================================================
Cyclone Charger - 99 Astros - ELEMENTALIST ONLY
====================================================
====================================================

Overdrive 1: Whirlwind

The elementalist will summon a small tornado that travels forward for a 
short distance. This projectile is pretty lame as it does pitiful damage,
travels slowly and dissipates after a short distance. SP cost is low,
but it's just not useful.

Overdrive 2: Tornado Shield

The elementalist will put his/her palm on the ground and summon a tornado
from that spot. The tornado will gradually expand and catch and stun any
who makes contact with the tornado. The unfortunate people who get caught
in the tornado will fly up temporarily and spin around then hit the ground.
Before the reach the ground you can perform a juggle with the Big Punch combo
provided by the exocore.

This exocore is also unique because it has a huge knockback distance if it's 
blocked. People who block this exocore gets pushed back a huge distance, thus 
making it risky to block in small platforms. You can pressure people to 
whether get caught in the tornado, or pushed off an edge trying to block it.

Other Attacks:

Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:

	A unique exocore with a pretty useful overdrive, only hindered by it's
lackluster speed and terrible projectile. The main thing to master is getting
down the timing to juggle people who get caught in your tornado shield. Doing
so can result in lots of damage, as the Big Punch Combo is powerful. You can 
also use the Tornado Shield to push blocking enemies off cliff as the knockback
is HUGE. An excellent exocore if used correctly, otherwise it's too predictable
as most people won't even go near the tornado.

 

====================================================
====================================================
Dragon Striker - 111 Astros - STRIKERS ONLY
====================================================
====================================================

Overdrive 1: Dragon Drill Dash

The striker will ready himself/herself propell his/her body forward
and spin with the claws in front. Deals good damage and moves quick.
The charge time makes this Overdrive easy to anticipate, so it's best
to use this attack on mobs and when people can't see you. This
attack travels far, so be careful not to "attack" yourself off the
stage.

Overdrive 2: Dancing Uppercut

The striker will spin around once and quickly jump up and perform an
uppercut. This does not go as far as the Drill Dash and doesn't do
as much damage either, but the best thing about this Overdrive is that
it knocks people over fences which is useful in maps such as Moonlight valley.

Other Attacks:

Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
The claws add great reach.


Overview:

	A pretty simple and easy exocore to use. It's very powerful and the
Overdrives are fairly decent. If you see a good time to use the Drill Dash, 
such as when people all mob into a line or group, then just keep using it. The
claws have an amazing reach so you should use those often. Easy exocore to use
effectively so it's great for beginners and advance players alike.
	

	



====================================================
====================================================
Fire Charger - 10500 Carats - ALCHEMIST and ELEMENTALIST ONLY
====================================================
====================================================

Overdrive 1: Eruption

The User will raise one arm in the air and hit the ground. The
ground will erupt in flames in a relatively large area. This is an
excellent overdrive for group fights as it deals 100-200 damage to
any opponents who are on or near the ground at a big radius. The SP
cost is small too so use this often.

Overdrive 2: Fire Trap

The user will rise one arm in the air, but won't hit the ground with
it. A scorching sound will be made, and the ground underneath the user
will be burning. Anyone who happens to walk on the burning area, will
take damage and be stunned for a while, thus allowing additional follow
up of damage. A good overdrive for narrow areas.


Overview:

	A simple exocore which has many benefits. If an enemy gets 
caught in a Fire Trap, search for a way to knock him/her off the stage. 
Otherwise, just deal as much damage as possible.






====================================================
====================================================
Golden Lion - 185 Astros - Strikers and Soul Fighters Only
====================================================
====================================================

Overdrive 1: Lion's Roar

The user will charge up and shoot a enormous lion's head forward.
It doesn't go far, but it's range is enormous. It dishes out a
good amount of damage, but it's blockable. People that are right
in front of you will have their backs hit, if they are too close
to you.


Overdrive 2: Golden Beam

The user will quickly leap backwards and disperse a large laser
that quickly travels forward as the user travels back. This
comes out FAST, has a LARGE range, and it HURTS. This is the
highlight of the Golden Lion exocore, and should be used often.
It's blockable, but it can hit the back of someone who's right
in front of you. Excellent for hitting retreating enemies, and
the recoil protects the user.


Overview:

	Another item that is suppose to be carats (the first one is
GeumGangTu). OGPlanet should really stick to what's suppose to be
carats and astros, instead of trying to milk the cash. It's not
worth the price, as it's a fairly easy exocore to defend against.
Sure it's powerful, and the Golden Beam is a beast, but I wouldn't
recommend getting it. Both classes that this exocore is supported
for does not have the decent SP stat to support it's attacks,
Strikers, however were given some new clothes that regenerate SP
that can remedy this. Overall, just avoid this exocore, unless
you are a huge fan of lions or something.




====================================================
====================================================
Heaven's Fist - 16500 Carats - STRIKERS ONLY
====================================================
====================================================

Overdrive 1: Close Range Fist strike

The Striker will charge and summon a giant fist from the ground in front
of him/her. This comes out relatively fast, and deals around 100-200 damage.
Use this if you feel your opponent is threatening to attack you, but is
relatively far away.


Overdrive 2: Far Range Fist strike

The Striker will charge and summon a giant fist from the ground far away from
him/her. This is pretty much the same overdrive as the Close Range Fist Strike,
except it hits far away, takes longer to charge, has a bigger fist, and deals
more damage. Use this where your opponents can't see you so that they won't 
block it.



Overview:

	A slow and difficult exocore to use. It's powerful for sure, but
very easy to anticipate, dodge, or interrupt. The effective way to use this
exocore is to be tricky. Make sure your opponent does not notice where you are,
and use the Far Range Fist strike to hit him/her. You have to measure the
correct distance and direction as well.

	This exocore takes a bit of luck and timing to execute correctly. A
neat thing about this exocore is that it can provide astro users with a 
different kind of juggle. I copied and paste this from the tips section.

Heavens Fist Juggling is just like any other kind of juggling but with a 
twist. First of all you need:

1. Astro scroll of some sort (in this case we will use boxing as our 
example). Kobudo does not work because it's an elementalist only scroll 
and elementalists can't equip Heavens Fist.

2. Striker Class equiped with the Heavens Fist exocore.

Once you have that, we can begin:

1. Hit your opponent with your launcher attack. This is boxings P,P,P,P 
combo.

2. Right after hitting your opponent with the launcher, moving a little 
forward and immediately do the short Heavens Fist special

3. Your opponent should land on the ground and the fist should come 
out shortly after. If all goes well, you opponent should be up in the air 
again, but behind you this time.

4. Turn around and juggle.

This is quite useful in cases where you're being pushed to an edge but 
cannot seem to grapple your opponent. This also deals more damage 
than if you were to just juggle after the launcher.


====================================================
====================================================
Ice Charger - 203 Astros - ELEMENTALIST ONLY
====================================================
====================================================

Overdrive 1: Freeze Wind

	The elementalist with harness ice energy in his/her hand and
unleash it in a wide mist that travels at a short distance. Anyone caught
within the mist will instantly become frozen. If you come up against someone
who has this, RUN!!! Even if you block, you will be frozen. Even if you are
airborne, you will be frozen.
	The approach to using this effectively is finding the best way to
punish your frozen enemies. The number one thing you want to look for is a
possible way to knock them off the stage. A grounded opponent can be tackled
or punch/kicked. A blocking opponenet must be hit from behind, or by a guard
breaking attack. An airborne opponent can be tackled if he/she is low enough
or be juggled by kicking him/her and catching him/her with a punch for they
land.
	You would want to freeze your opponent as much as possible before
getting the oppurtune time to kill or knock them. If you can't seem to think
of anyway to knock them down, just go behind them and complete a punch or kick
combo. Once they are lying on the ground, do another Freeze Wind, so then they 
get up they will be frozen again. I know it's cheap, but people paid 10 bucks 
for this...

Or at least some people did >.>

Overdrive 2: Ice Lance

	The elementalist will quickly form a spear made entirely of ice, and throw
it forward. This is a pretty good projectile as it doesn't disappear after 
hitting someone. This is excellent for bridge battles and it deals good damage
 as well. However, I would use this sparingly as saving SP for Freeze Winds 
should be the main priority of many elementalists who use this exocore.


Overview:

	Overall, a pretty expensive exocore and for a good reason too. The Freeze Wind
overdrive itself is worth it, being one of the most useful (and rigged) 
overdrives in the game. The Freeze Wind is there for your abuse, and 
use it intelligently to cheap your opponents in as many ways as possible. 
This exocore is absolutely brutal in stages like Moonlight Valley and Inferno, 
where it's easy to be knocked off. This exocore is best paired with hard 
hitting versitile scrolls like Shaolin or Murekwon. An awesome exocore, 
but it's very expensive as well.

	This exocore is also disastrous in maps such as demolition. A simple strategy
 near is at near the top, when the timer gets to around 50 seconds, the screen
 will start to move up again. Soon the only safe platform will be the highest 
one. You can just freeze your opponents at the lower levels and keep them 
frozen. Before they are able to break free, they would already fall off the 
screen. The same applies to Hangar games. Very very cheap tactic,
and you have to be prepared for some insults.

	

====================================================
====================================================
Iron Fist - 105 Astros - ALL CLASSES
====================================================
====================================================

Overdrive 1: Iron Ball Drop

	The user will raise his/her arms in the air for a long time. A giant spiked 
iron ball will drop down in front of the user. Slowest overdrive in the game, 
but it's the most powerful as well. The ball is huge, and once it falls it 
will stay at it's spot for a few seconds. Anyone who touches it will 
instantly take around 400-600 damage, and fly up in the air. The ball also 
hits those who are lying in the ground. The iron ball comes from the sky and 
hits area in front of the user, so whoever is areborne on the designated drop 
spot of the ball will take damage as well. This also takes massive SP to 
use, so use it wisely.

Overdrive 2: Wind-up Punch

	The user will wind up one of his/her fist and dash forward with a huge punch.
 The fist grows unusually large for this particular attack. Despite it being 
similar to the Mecha Strike charge punch, this one is notably worse. The 
damage is decent, but the charge is long and the punch doesn't go as far as the
Mecha Strike's punch. The punch also knocks the opponent up for a strange 
reason, so the opponent will pretty much land a step away from where you 
punched him/her. You should avoid this overdrive unless you want to just 
have fun.


Other Attacks:

Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:

	To be quite honest, the only thing you would want to buy this for is the 
damage. Otherwise it's a slow exocore with not much to offer. There are 
some pretty interesting ways you can use this, however it's pretty slow. 
In team games, this can be lethal, as the Iron Ball drop can take out a huge 
chunk out of anyone's health. You have to use this in a tricky way, by
making sure no one sees you getting ready to throw down an iron ball, as they
 will try to interupt you or dodge the attack. You can only use around 3-4 
Iron Ball Drops, and you wouldn't want to use the Wind-up Punch because it's 
just not that useful. I personally think this should be a carat  scroll, but 
if you really want it, then go ahead buy it.

====================================================
====================================================
Knight Blade - 171 Astros - ALCHEMIST ONLY
====================================================
====================================================

Overdrive 1: Death Slash

	The alchemist will charge up his/her sword and swing it with a huge wave 
appearing in front of it. This attack is Rumble Fighter's first guard 
piercing attack. It deals good damage, around 250-400. This attack is 
unblockable and the range is quite large, so use this often. If you come up 
against this exocore, you should either jump or side-step, as the peripheral 
and aerial range of this overdrive is pretty poor. Those who attempt to block 
the attack, will be sliced, and open for a painful sword combo. This attack 
also hits behind you as well, as part of the sword slash wave goes behind 
you, which is really neat to guard against those who attempt to sneak up 
from behind.

Overdrive 2: Confusion Clock

	The alchemist will swing his sword around in a circle and summon a clock 
represented  by roman numerals. The alcehmist will then shatter the clock, 
and a wave will come out. This is a pretty strange overdrive, due to it's 
strange range and effects. Anyone who doesn't block this will take 100-200 
damage and be in a confused status, where his/her controls will be reversed. 
The range to this is pretty large, but it doesn't go that far. Due to the large
 height that this attack hits, you can be on lower elevation, and use this 
to hit people.


Other Attacks:

Knight Blade Slash - P,P,P,P = The first punch has a long stun, and has a 
large range. The rest of the attacks come out fairly quickly. Due to the nature
 of the slashes (the first slash swings up), this combo is excellent for 
catching people for an air juggle.


Overview:

	With guard breaks, status attacks, and a strong/fast P,P,P,P combo, this is 
certainly a fearsome exocore to come up against. Use the Death Slash whenever 
you want to touch someone far away, or if an unlucky person happens to be 
blocking right in front of you. Don't abuse it though, as once it gets 
predictable, it's fairly easy to avoid. The Confusion Clock is there for mob 
battles. Opponents who are confused will either mostly just block, jump around,
 or attempt to adapt to the change and fight. Once a opponent is confused, just
 chase him/her and deal as much damage as possible. The Knight Blade Slash
combo is your greatest weapon, as it's extremely fast and powerful, so abuse 
that often. Farily expensive exocore, but it's really good.


====================================================
====================================================
Martial Arts Soul - 25000 Carats - ALL CLASSES
====================================================
====================================================

Overdrive 1: Shoryuken

	The user will instantly perform a large uppercut that propells him/her in the 
air. Doing this near fences will not make you fall. A very quick attack that 
deals pretty lame damage. However this is made up by the fact that this attack 
is very difficult to interrupt in the beginning of the attack. The later frames
 of this attack renders the user temporarily invincible, allowing the user to
 easily break out of many sticky situations. If an opponent is throwing a fury 
of punches while you are blocking, you can easily whip this out and hit them. 
After knocking them in the air, you can then even perform a juggle, but
you have to be quick on your toes. Timing is crucial.

Overdrive 2: Tatsumaki Senpuu Kyaku

	The user will lean sideways and his/her legs will flash. The user will then 
zoom forward with the legs spinning, kicking those who are in the way. This 
attack comes out quickly as well, but it's also weak. Each hit of the leg hits 
around 30-50 damage, and this attack hits 2-3 times. The best thing about this 
overdrive is that it travels far, and if blocked, pushes the blocker at a far 
distance. This is good to push back those who are blocking near a ledge. 
Otherwise, it's quite useless, as it doesn't hold the combo breaking potential 
like the Shoryuken.


Overview:

	A fairly interesting exocore were it not for the fact that it's so expensive. 
25,000 carats can almost get you Mao Gong or Shaolin. I don't really recommend
buying this exocore as it's use is fairly limited. It is pretty fun to use 
however, as combo breaking can be fairly satisfying. This exocore is also 
very useful in moonlight games, and in other situations as well. It's weak 
damage though is a bit disappointing, but you can follow up with a juggle after
 using the Shoryuken. Good exocore, but I wouldn't recommend buying it unless 
you have lots of spare change, or a huge fan of Street Fighter.

====================================================
====================================================
Mecha Striker - 12500 Carats - STRIKERS ONLY
====================================================
====================================================

Overdrive 1: Tornado

	The striker will charge up and spin with his/her fists while moving forward. 
If it hits a grounded opponent, they will fly up in the air. First off, this 
attack is quite slow, and the hit range is fairly poor. Luckily you are moving
 forward while attacking. Once you hit an enemy, you can perform this attack 
again and hit him/her while he/she is in the air. You can even throw a 
Mecha Punch, but some timing is required. The best damage oppurtunity is to use
the huge punch combo, but it's not likely to hit, unless you have some lucky
timing.

Overdrive 2: Mecha Punch

	The striker will charge up his/her fist and dash forward very quickly with 
a huge punch. A fun overdrive to use. Grounded opponents who are hit by this 
will fly back very far. Airborne opponents however will just take damage and 
get knocked back a little. Blocking opponents will successfully block this, 
but will get knocked back pretty far. The damage of this is excellent, doing 
around 300-400 damage. The only effective way to use this is to make sure 
your opponent does not see you charge. If they do, you'd better hope they make 
a mistake, such as, trying to block it near an edge.


Other Attacks:

Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:

	This exocore is all about power and nothing about speed. The damage that this 
exocore inflicts is lethal. A good STR stat boost (about 20+ STR), can cause 
the Big Punch Combo to deal around 700 damage almost. However, being a slow 
exocore, means that it must be played intelligently in order to best smarter 
opponents. The Tornado is there for mob battles, and the Giga punch is to 
get a huge chunk of HP off those who aren't aware. Take advantage of every 
damage oppurtunity you get, as any hit from this exocore will hurt. Worth the 
money for sure, just remember, if you ever need to switch to a faster exocore, 
or just can't make use of the slow punches, you can just deactivate
this exocore.

	

====================================================
====================================================
Metal Force - Free w/ Alchemist - ALCHEMIST ONLY
====================================================
====================================================

Overdrive 1: Stab Dash

	The alchemist will charge and dash with his/her sword. This attack goes far, 
but deals pretty pathetic damage. I never saw it go above 160, and saw it go 
as low as 34. Pretty lame, but it could be use to chase opponents if they are 
trying to run. Otherwise there's not much use for this move.

Overdrive 2: Transmute

	The alchemist will raise his/her sword in the air and tap it on the ground, 
creating a long spiked wall. An excellent and very cool overdrive. The SP cost 
is decent and the damage is nice. The wall doesn't last too long, but lasts 
long enough to hit some opponents who happen to run through after you finish 
attacking. This goes through walls too, so it's pretty fun to stab some 
opponents who are in the other side. A fun overdrive to use, and an effective
one too.


Other Attacks:

Sword Swing Combo - P,P,P,P = Exclusive to the Metal Force exocore only, it's 
a pretty powerful combo, but is slow. The knockback is good.


Overview:

	For a default exocore, this thing is quite good. This is the dominating 
exocore for average players in beginner/amateur servers. In higher level games,
 experienced players will be able to avoid your overdrives. The sword swing 
combo is powerful so use that often. The Stab Dash is pretty weak, so it's 
best to avoid using it oftenly. Transmute is excellent to annoy many people 
by blocking small ways or just using it to hurt people. It's good for either 
purpose and should be abused.


====================================================
====================================================
Moon Wolf - 140 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

Overdrive 1: Wolf Kick

	The wolf will do some strange handstand and propell itself up in the air with 
a kick. It's not that powerful, but it acts as a combo breaker and a launcher, 
like martial arts soul. You can use this to interrupt enemies while 
they are attacking, as this overdrive has some strange hit properties. It 
comes out fast, but also at certain frames, render the user invincible. Once 
it connects, you can follow up with a Werewolf Slasher, but you will need to 
delay your attacks properly to get a full combo to connect. This is also 
excellent in moonlight games as you can just pull one of these to knock your 
opponents off the stage. Since the wolf lacks a proper recovery move, this 
can also be an ideal way to clear yourself from harm the moment you get up.

Overdrive 2: Savage Bite

	The wolf will dash forward and if it makes contact with an opponent, it will 
begin to bite him/her. This works as a grapple, so you'd better hope there 
won't be that much lag. A successful hit will result in 300-400 damage and 
this is unblockable as well. This can also grab your opponents while they are 
facing backwards. There's not much tricks for this, just pull it out and see 
what happens. However, I do have get a strange feeling when I use this on girl 
characters, as I wonder if the wolf is really sucking her blood, or doing 
something else...


Other Attacks:

Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's 
difficult to juggle with because of the angle of each slash.

Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air. 
This is the wolf's launcher.

Aerial Slash - P (while airborne) = A quick slash in the air.

Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack, 
but it serves it's purpose.

Double Claw - P (while running) = A quick double slash. each slash deals 
pretty poor damage and it doesn't knock the opponent down if it connects.

Roll - K (while running) = A quick roll that has a pretty good knockback. No 
matter what, the wolf will always roll bounce back as a safety precaution, thus 
making countering this pretty difficult.


Overview:

	A unique exocore that transform the user into a completely different being. 
It presents the user a new moveset that is useful and powerful. Despite it 
being a Werewolf, one might think that it should be quick, but it's not that 
fast. It is however, not slow at all either. There are two things about the 
wolf that severly handicaps it. One is the lack of a recovery kick, which can 
clear it's body from being piled on when it's knocked down. Second would be 
the rather large size of the wolf which makes dodging things harder. These two 
things drag the wolf down considerably. Since the wolf lacks a proper 
recovery move, this can also be an ideal way to clear yourself from harm the 
moment you get up. As for the size, there's nothing you can do about it. The 
wolf is pretty strange to play as, but in the hands of a master, it's quite 
possibly the most lethal exocore in the game.

Note: I did copy this from the Night Wolf because they are exactly identical.


====================================================
====================================================
Night Wolf - 140 Astros - SOUL FIGHTER ONLY
====================================================
====================================================

Overdrive 1: Wolf Kick

	The wolf will do some strange handstand and propell itself up in the air with 
a kick. It's not that powerful, but it acts as a combo breaker and a launcher, 
like martial arts soul. You can use this to interrupt enemies while 
they are attacking, as this overdrive has some strange hit properties. It 
comes out fast, but also at certain frames, render the user invincible. Once 
it connects, you can follow up with a Werewolf Slasher, but you will need to 
delay your attacks properly to get a full combo to connect. This is also 
excellent in moonlight games as you can just pull one of these to knock your 
opponents off the stage. Since the wolf lacks a proper recovery move, this 
can also be an ideal way to clear yourself from harm the moment you get up.

Overdrive 2: Savage Bite

	The wolf will dash forward and if it makes contact with an opponent, it will 
begin to bite him/her. This works as a grapple, so you'd better hope there 
won't be that much lag. A successful hit will result in 300-400 damage and 
this is unblockable as well. This can also grab your opponents while they are 
facing backwards. There's not much tricks for this, just pull it out and see 
what happens. However, I do have get a strange feeling when I use this on girl 
characters, as I wonder if the wolf is really sucking her blood, or doing 
something else...


Other Attacks:

Werewolf Slasher - P,P,P,P = Good damage, far reach, and quick. However it's 
difficult to juggle with because of the angle of each slash.

Werewolf Bite - K,K = So-so damage, but knocks opponents up in the air. 
This is the wolf's launcher.

Aerial Slash - P (while airborne) = A quick slash in the air.

Spinning Kick - K (while airborne) = Comes out a bit slow for an air attack, 
but it serves it's purpose.

Double Claw - P (while running) = A quick double slash. each slash deals 
pretty poor damage and it doesn't knock the opponent down if it connects.

Roll - K (while running) = A quick roll that has a pretty good knockback. No 
matter what, the wolf will always roll bounce back as a safety precaution, thus 
making countering this pretty difficult.


Overview:

	A unique exocore that transform the user into a completely different being. 
It presents the user a new moveset that is useful and powerful. Despite it 
being a Werewolf, one might think that it should be quick, but it's not that 
fast. It is however, not slow at all either. There are two things about the 
wolf that severly handicaps it. One is the lack of a recovery kick, which can 
clear it's body from being piled on when it's knocked down. Second would be 
the rather large size of the wolf which makes dodging things harder. These two 
things drag the wolf down considerably. Since the wolf lacks a proper 
recovery move, this can also be an ideal way to clear yourself from harm the 
moment you get up. As for the size, there's nothing you can do about it. The 
wolf is pretty strange to play as, but in the hands of a master, it's quite 
possibly the most lethal exocore in the game.

Note: I did copy this from the Night Wolf because they are exactly identical.


====================================================
====================================================
Ninja Spirit - 10500 Carats - SOUL FIGHTER ONLY
====================================================
====================================================

Overdrive 1: Shuriken Toss

The soul fighter will throw a large shuriken straight. This deals so-so damage
usually around 150. However the greatest asset of this is the tendency to knock
the opponent to his/her right. For example, let's say someone is at the bridge.
If I were to hit him/her with a projectile from any exocores, that person
will get hit, but not fall off the bridge. The shuriken has a very LARGE
tendency to hit that person on the bridge and knock him/her off the process.
People who are hit also fly high in the air so you can follow up with a juggle
if you know where your foe is going to land.

Overdrive 2: Kunai Strike

The soul fighter will leap up and throw a batch of Kunai knives down. Despite
the batch being a small projectile, the range of this attack is strangely
large. This also hit people who are on the ground. You can perform this after
the Muay Thai Punch combo, and similar combos alike, for additional damage.
 You can also perform this right in front of a blocking opponent, and hit their
exposed back. It's damage is rather pitiful, and the knockback is little. It's 
quite fun to use however.


Overview:

	A terrible exocore when it comes to damage, but it's absolutely
lethal in bridges. The chances of hitting someone off a bridge with a shurken
is scaringly high, and the projectile is fast. The Kunai Strike is fun to use,
but it isn't that great. You can use it to hit people below you, or hit
a blocking opponents back. You can even follow up certain combos with it for
additional damage and knockback (the knockback is very very little). A very
fun exocore to use.


====================================================
Psi Force - Free w/ Elementalist - ELEMENTALIST ONLY
====================================================


Overdrive 1: Summon Small Water Spirit

The elementalist will throw a small water spirit from his/her hand. The fish 
will pick a target the moment it's thrown and home in on it. Deals so-so 
damage, but serves it's purpose as a homing projectile which is useful in 
many situations. The smaller spirit is also much faster than the larger one, 
making it more easy to catch your foes with it. deals 70-200 damage.

Overdrive 2: Summon Large Water Spirit

The elementalist will summon a small water spirit from the ground. The fish 
will pick a target the moment it's released and home in on it. Deals much 
more damage than the smaller spirit but travels slower as well. However the 
slow speed of the spirit has some benefits, as it gives it more time to turn 
to follow an opponent that it locked on to. Basically this spirit has the 
ability to follow an enemy given that the enemy doesn't move to fast, which 
can lead to some interesting pressuring options. Deals 200-300 damage.


Overview:

	The default exocore for elementalist is interesting, but it's use is pretty 
limited in terms of use. It's good for one thing and one thing only, which is 
far-ranged support. Although this is good, the spirits or fishes as some call 
it has some drawbacks. You can throw a small spirit for small damage, 
but a higher gaurantee that it might hit an aware opponent, or you can summon 
a bigger spirit for higher damage, but easy to run away from and block. It's 
excellent for edge guarding in demolition games but otherwise it's only 
best to annoy your opponents with.

====================================================
Psychic Charger - 99 Astros - ELEMENTALIST ONLY
====================================================


Overdrive 1: Psychic Shield

The elementalist will halt and surround himself/herself with an 
electrical shield. Shield lasts for awhile, but disappears the
moment the user is able to move. A very annoying overdrive. The damage
is decent, usually doing around 200 damage. However, the radius is 
suprisingly large, and you can still recieve damage by the shield even
right when it disappears. It's pretty much a defensive technique, but
can be used to knock people off small areas (mainly bridges). Excellent
for edge guarding too. Use this often.

Overdrive 2: Telekenic Projectile

The elementalist will charge and shoot 3 seperate balls of energy.
The trajectory of each ball is different, but usually one ball will
travel faster than the other two. These balls also home in on people.
It deals pretty lame damage, unless all 3 hits, which is kind of neat
as one ball can knock someone up and the other two will hit him/her
on the way up. However it's a nightmare on Demolition games, where
if you were to dodge on ball on your way up, you would get hit by the
other two. This is the best projectile for edgeguarding.

Other Attacks:

Big Punch Combo - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.


Overview:

	Pretty much the moving screen king of exocores. This is an absolute
nightmare to come accross. Even otherwise, it's still a noteable threat.
The Psychich shield is good for mob battles as it not only protect the user,
but hurts everyone around him/her. The user is not invincible however, so
he/she can still be hit by projectiles. The Telekenic Projectile because it's
not one projectile, but three. It also homes as well. A great exocore with
many benefits.


====================================================
Red Iron Armor - 106 Astros - ALCHEMIST ONLY
====================================================


Overdrive 1: Butt Crush

	A very good overdrive, however it has one glaring drawback, It's 
too predictable. This is best for group brawls where people are just 
clobbering away. Pull this off and not only will it do 400+ damage, but it 
will send your opponents flying up. You can then follow up with 
ANOTHER Butt Crush and send them flying again. They should fly at a 
lower altitude but you can still follow up with a Giant Swing and Punch. 
That's a total of around 1000+ damage, which is crazy. However 
otherwise, this overdrive is difficult to connect, as people can merely 
jump or block.

Overdrive 2: Reinforce

	The idea that the robot can boost it's own defense is pretty neat, 
however it's not as useful as it seems. The SP cost is reasonable, but it 
just doesn't last that long.


Other Attacks:

Giant Swing and Punch - P,P,P,P - 3rd hit knocks people up in the air, 
and the 4th punch knocks them back. Be careful as the 4th punch has a 
lot of momentum.

Head Crush - K,K - Good knockback, but slow and not that useful.

Powerbomb! - P+G - The robot's grapple is unique as it doesn't throw 
the enemy behind but instead pick your enemy up and slam him/her 
down on the ground. The enemy will bounce a few times away from 
you.

Smash - (while airborne) P - The robots aerial punch has good range.

Drop Kick - (while airborne) K - The robots aerial kick has good 
range and damage.

Shoulder Tackle - (while dashing) P - The robots tackle is just like a 
regular tackle however it's must faster and travels further.

Roll - (while dashing) K - The robots slide attack is useful as you will hit 
the enemy and bounce back. Even if the opponent blocks this, the 
bounceback will make sure you are safe.


Overview:

	The Red Iron Armor was the 2nd out of all the armors to come 
out. It's a pretty neat exocore, disregarding a user's scroll and providing 
him/her with a whole new moveset. The punches have extroadinary 
reach, probably the best in the game. The damage it deals isn't to shabby 
either. However it's also one of the slowest exocores in the game, and 
the kicks are pretty much useless. The grapple is useful for opponent 
who are turtling near edges, and the additional tackle speed and distance 
is helpful as well. Overall an excellent exocore for a decent astro price.

Note: I did copy this from the Blue Iron Armor because they are exactly 
identical. The myspace blog for Rumble Fighter said that this exocore 
deals more damage than the others, but I highly doubt that because they 
are the same price.


====================================================
Relic of the Phantomcore - 173 Astros - SOUL FIGHTER ONLY
====================================================


Overdrive 1: Double Skull Shot

The soul fighter will extend both arms at opposite directions and shoot
out flying from both directions. An excellent projectile, as it covers
both your front and your back, making it useful on bridges, etc. However
it's quite SP costy and soul fighters have a small SP pool, so use
this sparingly. Quite strong too, does around 300-360 damage.

Overdrive 2: Skeletal Transformation

The soul fighter will extend one arm out and shoot a purple substance
which transforms any grounded opponent into a skeleton. This status
infliction is unique to this exocore. People who are transformed into
skeletons have their movespeed dramatically decreased, and is limited
to one attack only which is a pitiful headbutt. The headbutt deals
small damage, comes out slowly, has small range, and does not knock
down. It's just there for some comic relief. Airborne enemies who
are hit by the Skeletal Transformation will not be transformed into
skeletons, but will still have their speed decreased.

Other Attacks:

Rip Claw - P,P,P,P = The first punch has the stun of a kick, so if the
punch connects, the rest of the hits are sure to hit. Powerful, but very slow.
Unlike the Dragon Striker, the Relic of the Phantomcore does not have long
claws, therefore the range is not as large.


Overview:

	Personally, I think this is a great exocore, but just for the
wrong class. Elementalists will have a much easier time maintaing the SP
requirements of the overdrives and can endure the lack of speed which it
has. Soul Fighters on the other hand, need to be fast and the Rip Claw
combo is quite slow. They also do not have a lot of SP. It's a fun
exocore for sure, but even if you get a successful hit with the skeletal
transformation and turn your opponents into skeletons, you will still
have to chase and hit them. Nearly everyone will try to run away in a 
skeletal form, which is a tedious and annoying task.




====================================================
Sheep's Cry - 130 Astros - SOUL FIGHTER ONLY
================