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<title>Latest posts for the topic &quot;Kung fu/karate Roll attacks&quot;</title>
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<description>Latest messages posted in the topic &quot;Kung fu/karate Roll attacks&quot;</description>
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<title>Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;KevinX wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Try using some low level attacks aswell.&lt;/blockquote&gt;Uh, why?&amp;nbsp; Yeah, let me waste anywhere from 25-45 IS for 5 DPS and a 3 second blind (only low level state).&amp;nbsp; He wants to know combos, wasting IS for a quick roll is stupid.&lt;br /&gt;&lt;br /&gt;Pretty much I always use Sky High Sidekick for the debuff, then as soon as it&apos;s red use Sidekick Combo.&amp;nbsp; Let both recharge, hope for staggered, Piston Kicks if so - if not, repeat.&amp;nbsp; If I&apos;m running low on IS I&apos;ll switch to speed throw on Kung-Fu and throw Butterfly, MGF, or if stated DMS.</description>
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<pubDate>Wed, 15 Oct 2008 09:53:14 GMT</pubDate>
<author>KanoR</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>Low level attacks into combos. &lt;_&lt;
&lt;br&gt;
&lt;br&gt; It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.</description>
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<pubDate>Wed, 15 Oct 2008 14:27:14 GMT</pubDate>
<author>KevinX</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>for me at least... skyhigh kick is probably the best way to start a combo because it normally hits, then i use misdirect punch or extreme falling kick and hope for a stun</description>
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<pubDate>Wed, 15 Oct 2008 15:02:36 GMT</pubDate>
<author>Paschendale</author>
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<title>Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;KevinX wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Low level attacks into combos. &amp;lt;_&amp;lt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.&lt;/blockquote&gt;It&apos;s stupid because it&apos;s a waste of IS.&lt;br /&gt;&lt;br /&gt;DPS:IS &amp;gt; IS:DPS</description>
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<pubDate>Wed, 15 Oct 2008 18:12:35 GMT</pubDate>
<author>KanoR</author>
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<title>Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;Paschendale wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;for me at least... skyhigh kick is probably the best way to start a combo because it normally hits, then i use misdirect punch or extreme falling kick and hope for a stun&lt;/blockquote&gt;Pasch, we allknow you can only get that combo backwards. &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;</description>
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<pubDate>Wed, 15 Oct 2008 18:13:28 GMT</pubDate>
<author>KevinX</author>
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<title>Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;KanoR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;KevinX wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Low level attacks into combos. &amp;lt;_&amp;lt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.&lt;/blockquote&gt;It&apos;s stupid because it&apos;s a waste of IS.&lt;br /&gt;&lt;br /&gt;DPS:IS &amp;gt; IS&lt;img src=&quot;/mxo/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;PS&lt;/blockquote&gt;&lt;br /&gt;It&apos;s not stupid at all. Damage may be essential, but in the times of Tactic Switching, it does not matter too much. For instance the low level attack &amp;quot;Overhandsmash&amp;quot; can be pretty handy because of it&apos;s debuffs. Guard Breaker is handy as well if you&apos;re nearly out of IS (still does 36 DPS and debuffs their def). It depends on the situation. DPS is NOT &amp;gt; IS. Strategy wins over mindless spamming, which apparently is what you prefer.&lt;br /&gt;&lt;br /&gt;Apropos: We have a whole lot of IS regen clothing these days. Worrying about IS is not SO essential anymore. Try fighting with ANY IS clothing on, though, you&apos;ll feel the difference.</description>
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<pubDate>Wed, 15 Oct 2008 22:28:16 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;KanoR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;KevinX wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Low level attacks into combos. &amp;lt;_&amp;lt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; It is not stupid. Sometimes you need a quick roll if you want a higher chance to hit your next move.&lt;/blockquote&gt;It&apos;s stupid because it&apos;s a waste of IS.&lt;br /&gt;&lt;br /&gt;DPS:IS &amp;gt; IS&lt;img src=&quot;/mxo/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;PS&lt;/blockquote&gt;&lt;br /&gt;It&apos;s not stupid at all. Damage may be essential, but in the times of Tactic Switching, it does not matter too much. For instance the low level attack &amp;quot;Overhandsmash&amp;quot; can be pretty handy because of it&apos;s debuffs. Guard Breaker is handy as well if you&apos;re nearly out of IS (still does 36 DPS and debuffs their def). It depends on the situation. DPS is NOT &amp;gt; IS. Strategy wins over mindless spamming, which apparently is what you prefer.&lt;br /&gt;&lt;br /&gt;Apropos: We have a whole lot of IS regen clothing these days. Worrying about IS is not SO essential anymore. Try fighting with ANY IS clothing on, though, you&apos;ll feel the difference.&lt;/blockquote&gt;You seem to be really good at only reading single posts.&lt;br /&gt;I&apos;ve never said I just spam for DPS.&lt;br /&gt;&lt;br /&gt;Using low DPS abs is completely pointless in PvE grind.&amp;nbsp; This is not a PvP discussion.</description>
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<pubDate>Thu, 16 Oct 2008 00:06:27 GMT</pubDate>
<author>KanoR</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;btw i forgot to say somethings...&lt;/p&gt;&lt;p&gt;This is in pvp fight iam looking for a good roll..&lt;/p&gt;&lt;p&gt;And iam lvl 50&amp;nbsp;&lt;/p&gt;&lt;p&gt;But i think i got one now...&lt;/p&gt;&lt;p&gt;iam gonna use it for&amp;nbsp;now and c if it works nicely but iam still open for more good suggestions...&lt;/p&gt;&lt;p&gt;Thx for the reply so far &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Thu, 16 Oct 2008 02:57:51 GMT</pubDate>
<author>najjinoo</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>In PvP base it around your tactic and which style you&apos;re using.&amp;nbsp;&amp;nbsp; &lt;br /&gt;If you&apos;re going speed/kung-fu, try Sky High to MGF.&amp;nbsp; Use OHS and the pimp slap that causes blinded.&amp;nbsp; Things to debuff.&lt;br /&gt;&lt;br /&gt;Use states properly.&amp;nbsp; Things like SHSK to Ki-Charged Punch for staggered.&amp;nbsp; Just know the timings.&lt;br /&gt;&lt;br /&gt;PvP do use lower abs for debuffs.</description>
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<pubDate>Thu, 16 Oct 2008 03:44:44 GMT</pubDate>
<author>KanoR</author>
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<title>Re:Re:Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;KanoR wrote:&lt;/cite&gt;&lt;br /&gt; &lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;I&apos;ve never said I just spam for DPS.&lt;/blockquote&gt; I said &amp;quot;which you &lt;b&gt;apparently&lt;/b&gt; prefer&amp;quot;, you made no suggestion (in contrast actually) whatsoever (until you last post) to make someone think otherwise.&lt;br /&gt;&lt;cite&gt;&lt;br /&gt;KanoR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;You seem to be really good at only reading single posts.&lt;br /&gt;&lt;br /&gt;Using low DPS abs is completely pointless in PvE grind.&amp;nbsp; This is not a PvP discussion.&lt;/blockquote&gt;Apparently I was still right, it seems. Keke&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;cite&gt;&lt;br /&gt;&lt;/cite&gt;</description>
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<pubDate>Thu, 16 Oct 2008 05:45:54 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Re:Re:Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;null&lt;br /&gt;&lt;/cite&gt;</description>
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<pubDate>Thu, 16 Oct 2008 06:04:34 GMT</pubDate>
<author>KanoR</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>We&apos;re going back about 2 an a half years ago since I was MA so it might be out of date but I used to use&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sky High Sidekick &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Wrist Throw&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Machine Gun Fist &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sidekick Combo&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; --&amp;gt; Repeat&lt;br /&gt;(Melee damage resistance debuff)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (High damage + high chance on stun)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Chance to remove self buff)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Damage attack for linking)&lt;br /&gt;&lt;br /&gt;So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability&apos;s. </description>
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<pubDate>Sun, 19 Oct 2008 17:14:37 GMT</pubDate>
<author>Denary</author>
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<title>Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;Denary wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;We&apos;re going back about 2 an a half years ago since I was MA so it might be out of date but I used to use&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sky High Sidekick &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Wrist Throw&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Machine Gun Fist &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; --&amp;gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sidekick Combo&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; --&amp;gt; Repeat&lt;br /&gt;(Melee damage resistance debuff)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (High damage + high chance on stun)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Chance to remove self buff)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (Damage attack for linking)&lt;br /&gt;&lt;br /&gt;So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability&apos;s. &lt;/blockquote&gt;That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You&apos;d better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (&amp;lt;-- PRCS is also a drain on IS, but hits more easily and costs less, plus it&apos;s 100% sure to powerless).</description>
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<pubDate>Mon, 20 Oct 2008 10:47:14 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Denary wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;We&apos;re going back about 2 an a half years ago since I was MA so it might be out of date but I used to use&lt;br /&gt;&lt;br /&gt; Sky High Sidekick --&amp;gt; Wrist Throw --&amp;gt; Machine Gun Fist --&amp;gt; Sidekick Combo --&amp;gt; Repeat&lt;br /&gt;(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)&lt;br /&gt;&lt;br /&gt;So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability&apos;s. &lt;/blockquote&gt;That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You&apos;d better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (&amp;lt;-- PRCS is also a drain on IS, but hits more easily and costs less, plus it&apos;s 100% sure to powerless).&lt;/blockquote&gt;&lt;br /&gt;What he said.&lt;br /&gt;Also, again, dont hesitate on low level attacks, the debuffs are nice. &lt;br /&gt;If ever caught in a desperate situation with no IS, cycle block and Iron Guard attack. It has Low IS cost + defensive buffs, wich in some situations can be enough to delay your demise and give your allies enough time to land some damage on your opponent.</description>
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<pubDate>Mon, 20 Oct 2008 13:22:41 GMT</pubDate>
<author>Hyperviolent</author>
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<title>Re:Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;&lt;cite&gt;GoDGiVeR wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;cite&gt;Denary wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;We&amp;#39;re going back about 2 an a half years ago since I was MA so it might be out of date but I used to use&lt;br /&gt;&lt;br /&gt; Sky High Sidekick --&amp;gt; Wrist Throw --&amp;gt; Machine Gun Fist --&amp;gt; Sidekick Combo --&amp;gt; Repeat&lt;br /&gt;(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)&lt;br /&gt;&lt;br /&gt;So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability&amp;#39;s.&lt;/blockquote&gt;That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You&amp;#39;d better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (&amp;lt;-- PRCS is also a drain on IS, but hits more easily and costs less, plus it&amp;#39;s 100% sure to powerless).&lt;/blockquote&gt;&lt;p&gt;Oh I dunno it used to get me at least 700-800+ damage on someone with high Melee resist.&lt;/p&gt;&lt;p&gt;It&amp;#39;s the same as getting a level 20 state special in damage so I never thought it was a waste of IS, unless it missed of course &lt;img src=&quot;/mxo/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Sun, 23 Nov 2008 08:59:52 GMT</pubDate>
<author>Denary</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;my favorite recently is:&lt;/p&gt;&lt;p&gt;punch slam -&amp;gt; sky high -&amp;gt; EFK -&amp;gt; machine gun fist-&amp;gt; maybe butterfly&lt;/p&gt;&lt;p&gt;using martial arts expertise either right before sky high or right after which should last you for 3 moves if your lucky.&lt;/p&gt;&lt;p&gt;that combo has beaten my dreadful nemisis the patcher hybrid &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; /&gt;&lt;/p&gt;&lt;p&gt;also its real nice if you get a dazed somewhere in there especially after efk cause poeple will want to heal after that massive damage a wooden dummy or dim mak with let you finish them off with ease.&lt;/p&gt;&lt;p&gt;also I prefer to use aikido with speed on for this, but thats just me.&lt;/p&gt;&lt;p&gt;o ya forgot maki in there you can replace that with punch slam or if the combo gets interupted somewhere to hopefully get you back on the offensive.&lt;/p&gt;</description>
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<pubDate>Fri, 28 Nov 2008 14:27:16 GMT</pubDate>
<author>Zeac</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;Tbh, i usually wait for states but sometimes i go crazy anyways this is usualy what i do&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;text-decoration: line-through;&quot;&gt;Tomo Nage &lt;/span&gt;--&amp;gt; Guard Breaker --&amp;gt; Sky-high --&amp;gt; Sidekick&lt;/p&gt;&lt;p&gt;Ki Charged Foot --&amp;gt; Ki charged Punch&lt;/p&gt;&lt;p&gt;if im failing a lot of rolls like grabs n that i usually do a quick sidekick combo and then serene karate grab&lt;/p&gt;&lt;p&gt;O: i just revealed mah tactix&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;oops nvm, just forget about teh aikido bit ^^&lt;/p&gt;</description>
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<pubDate>Thu, 4 Dec 2008 06:13:10 GMT</pubDate>
<author>azarazamataz</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;I&amp;#39;ve been using Sky High &amp;gt; EFK since launch of CR2.0, so nowadays I use:&amp;nbsp; &lt;strong&gt;Suicidal butterfly&lt;/strong&gt; (Stops them switching tactics for 1 round, and if you know what tactic they are on, you are sure to hit the next ability) &amp;gt; &lt;strong&gt;Sky High&lt;/strong&gt; (Lowers Resistance) &amp;gt; &lt;strong&gt;Iron Guard&lt;/strong&gt; (Raises Melee and Ballistic defense) &amp;gt; &lt;strong&gt;Extreme Falling Kick&lt;/strong&gt; (Finishing them off ^.-)&lt;br /&gt;&lt;br /&gt;If that chain fails, I&amp;#39;ll use &lt;strong&gt;Sidekick Combo&lt;/strong&gt; &amp;gt; &lt;strong&gt;Sky High&lt;/strong&gt; &amp;gt;&lt;strong&gt; Suicidal Butterfly &lt;/strong&gt;&amp;gt;&lt;strong&gt; Machine Gun fist&lt;/strong&gt; &amp;gt; &lt;strong&gt;Overhand Smash&lt;/strong&gt; &amp;gt; &lt;strong&gt;Extreme Falling kick&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I always throw in Machine Gun fist to take off there title buffs and hypers&lt;br /&gt;&lt;/p&gt;</description>
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<pubDate>Thu, 4 Dec 2008 06:33:29 GMT</pubDate>
<author>Sphairo</author>
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<title>Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;My main tree is aikido so there ain&amp;#39;t really many combos so i&amp;#39;v touched down into kung fu. Tried having karate aswell but going between the 3 trees seems to make me miss more.&lt;/p&gt;&lt;p&gt;Overhead and Iron Guard are very useful. I tend to use them to the follow up with either a Maki (good chance at lowering their acc) or efk. Using prowess between this combo can lead to really good damage and if you can, hit with an mgf after.&lt;/p&gt;&lt;p&gt;If its SW pants, no point really going for combos (well apart from the sky high one)&amp;nbsp;cause by the time you&amp;#39;ve got them down to half - quarter health, you&amp;#39;re out of IS so can&amp;#39;t get the rest down. States tend to win.&lt;/p&gt;</description>
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<pubDate>Mon, 8 Dec 2008 03:19:23 GMT</pubDate>
<author>The_Bruceter</author>
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<title>Re:Re:Kung fu/karate Roll attacks</title>
<description>&lt;p&gt;&lt;cite&gt;The_Bruceter wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;If its SW pants, no point really going for combos (well apart from the sky high one)&amp;nbsp;cause by the time you&amp;#39;ve got them down to half - quarter health, you&amp;#39;re out of IS so can&amp;#39;t get the rest down. States tend to win.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;not true If I&amp;#39;m lucky my long string of combos will kill them when I have about 30 IS left :]&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 14:03:45 GMT</pubDate>
<author>Zeac</author>
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