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Gladiator explained
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hellopeople
Asunyan
♡♥♡(✿◠‿◠)✿♥♡♥
purple_cat
sillyfishy
PURKO
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Gladiator explained
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PURKO- Newbie
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Join date : 2010-11-27
Re: Gladiator explained
vroom is the most famous bulgarian junk who plays gunz
sillyfishy- Forum Noob
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Re: Gladiator explained
yehh.. damm sarah >: (
sillyfishy- Forum Noob
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Age : 31
Re: Gladiator explained
"the other bish" FUCCCKKK U qvor.
u too nico.
u too nico.
purple_cat- No Life
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Re: Gladiator explained
*******************************************************
********************** GLADIATOR **********************
************************ GUIDE ************************
*******************************************************
1. Introduction to Gladiator
1.1 Basic Gameplay
1.2 Fairplay
1.3 Weapons
1.4 Moves
1.4.1 Blockrush
1.4.2 Blocklaunch
1.4.3 Groundslash
1.4.4 Shadowslash
1.4.5 Lightstep
1.4.6 Butterfly
1.4.7 Double Butterfly
1.4.8 Triple Butterfly
1.4.9 Other Moves/Techniques
2. Recoiling
2.1 Block
2.2 Phase
2.3 Angle
2.4 Tipslash
2.5 Massives
3. Approach (Neutral)
3.1 Approach Techniques
4. Offense
4.1 Example Combos/Attacks
4.2 Control/Speed
4.3 Massives
4.4 Footwork
5. Defense
5.1 Void-blocking
5.2 Counter-angling
5.3 Footwork
5.4 Massives
6. General Advanced Gladiator
6.1 Traps
-------------------------------------
----- Introduction to Gladiator -----
-------------------------------------
1.1
- Basic Gameplay
1.2
- Fairplay
Most gladiators generally agree on the following rules:
No flip (no nonstun flips instead at some occasions)
Rusty/lightweight sword/kodachi
150 hp/ap or lower
No running
Which establishes a more tactical gameplay, and more fair for all levels. With no flip all gladiators have the choice of defense, offense or neutral stances, and normal hits take more skill than flipping. (3-4 hits are relatively easy to get with a flip)
1.3
- Weapons
The only choice of weapons in gladiator are basically sword and kodachi, so this section will be small.
Swords have the longest groundslash range but a higher groundslash(and lightstep) delay.
Kodachis have a shorter groundslash range but a lower groundslash/lightstep delay, making kodachis the best weapon for offensive players who use a lot of groundslashes or lightsteps in their combos. Tipslash is however a large part of most players styles, which is why these are uncommon.
1.4
- Moves
All instructions enclosed in braces are optional.
If the dash in a move is left out, it is called the stationary/static version. (fx. static bf)
1.1.1
- Blockrush
Dash-Flip-Block
Basic move to block on the ground, while keeping speed. You cancel the flip before you actually perform the flip. You can actually move quite fast by doing this.
Since you can't slash while holding a massive, this move is effective for getting out of your opponents combos while in defense, or defensive movement while holding a massive.
1.1.2
- Blocklaunch
Dash-Flip-Block-Jump
That's right, just blockrush with a jump at the end. A fast way to get in the air and gain speed at the same time, effectively.
1.1.3
- Groundslash
Slash-Block
Basic slash cancel. The range is longer than a normal slash (in ze air), making it excellent for tipslashing to gain the offense.
(Uncancelled slashes have a little longer ranges though)
1.1.4
- Shadowslash
Slash-Slash-[Slash]-[Slash]-Block
Done on the ground. You cancel the last slash right after the animation begins, cancelling it. (The slash can be said
to have been "hidden," giving the move its name)
1.1.5
- Lightstep
Jump-Dash-Slash-[Jump]-Dash
The most mobile move with two dashes, but the very lowest in damage.
A lightstep with a jump is called quarter lightstep, without it's called half.
1.1.6
- Butterfly
Jump-[Dash]-Slash-Block
Very mobile, but low damage.
1.1.7
- Double Butterfly
Jump-Slash-Block-[Dash]-Slash-Block
Mobile, and has quite high damage.
Possibly the most popular move in both gladiator and gunning.
1.1.8
- Triple Butterfly
Jump-Slash-Block-Slash-Block-[Dash]-Slash-Block
Little mobility (the dash version too), but highest damage.
Hard to control in all respects, and very immobile, making it an useless move for most people's styles.
Also quite hard to perform (no matter how good you are at it) making it unreliable for the few purposes it may have.
1.1.9
- Other Moves/Techniques
Voidblock - tapping block to the rhythm of the opponents attacks.
Monk-Style/Divine Gates - a style basically involving spamming stuff at the highest speed possible.
Dragon Gate - Slash-Block in the air.
Turtoise Gate - Block at the highest speed possible making it basically impenetrable. (this takes little to no skill to perform, so it is generally considered cheap)
Phoenix Gate - Slash-[Slash]-Block on the ground.
Tiger Gate - Dash-Slash-Block in the air.
-------------------------------------
------------- Recoiling -------------
-------------------------------------
2.1
- Block
In the first, or last animation of a block, you cannot recoil. If you're still holding block after the first animation, it will go into the animation where you CAN recoil people. This is very important to remember if you actually intend to recoil anyone, or if you're trying to not get recoiled. The following sections are ways to avoid recoiling. (These can, however, be countered)
2.2
- Phase
Phasing is basically turning horizontally after you slash. The angle you then slash to, must be ~45º away from your original angle, and ~45º away from the opponents angle + 180º (No matter where he or you are positioned) to avoid recoil.
2.3
- Angle
Angling is basically, somewhat alike phasing, vertical turning before you slash. The angle you must then turn to must then be 90º away from the inverse of the opponents angle. (fx. if he was looking 30º to the sky the inverse would be 30º ground, so the required angle would be any angle above 60º sky)
People automatically tend to look a bit down when they fight, due to the general design of the game, so most people use ground angles. Most people are aware of this, so they look up when they try to recoil/defend.
2.4
- Tipslash
Tipslashing is, yeah, slashing with the tip of your sword. This is the most commonly used opening, combined with groundslash.
2.5
- Massives
To hit someone blocking with a massive, the inverse of your vertical angle needs be 90º within the opponents vertical angle.
If it is not, you need a different horizontal angle.
(Reverse block blocks both 45º massives, and both 45º blocks block a reverse massive)
-------------------------------------
-------------- Approach -------------
-------------------------------------
3.1
- Approach Techniques
The most used technique for approaching/opening is tipslash. (with groundslash)
You can, however, also use feints, fx., turning to indicate that you are moving to a side, so you can either hit your opponent in the back while following you, or possibly surprise him by reverse to fx. recoil him. (People don't angle every slash)
An easy one for example. About two dash distances away from your opponent, butterfly to the side and then blockrush to the opposite side. Your opponent will go to the side and you can immediately combo his back while his slashes are turned away from you. Just attack right after the blockrush.
You can also do this in your combos to get hits.
-------------------------------------
-------------- Offense --------------
-------------------------------------
4.1
- Example Combos/Attacks
180º DBF - A dbf where the first bf is a 180º inwards phase (inwards = towards the opponent, fx. if you were attacking his right side you would turn left) and the second is a tipslash. This is very easy to do, so you can pretty much spam this. It is also pretty hard to recoil, especially if the first is a tipslash too. It's very predictable, and you are moving very close to the opponent, so you should watch out for massives.
2x BF - 180º inwards bf and then backwards bf.
Triangle BF - Triangle is a pattern consisting of, well... a triangle. You outwards 60º forward bf, outwards 60º backward bf, outwards 60º forward bf, creating a triangle.
Elbowing - Start with a 90º groundslash then hold forward and 180º groundslash each time you reach about the end of the opponents block. You should have done the 180º before the slash finishes, throwing it right behind the opponents block. This is of course very predictable and slow and easily counterable, but it is just an example of how you can hit someone. You can fx. dash behind the opponents block and cancel it with a groundslash, turning to hit behind his block.
Reverse BF - Turn 180º and do a backwards bf. With the backwards dash you will hit his back. You can also do this to his side with a 90º or some other angle.
4.2
- Control/Speed
To be able to actually follow and hit your opponent you must have control over what you're doing. If you go too fast, fx., you will probably miss and your opponent will escape. You don't have to swing everytime you have the opportunity. Spamming may get you a few hits, but you will lose in the long run.
DBF is very effective for following your opponent and continually damaging him.
4.3
- Massives
Massive control is a problem for most gladiators. If you get a massive you should blockrush away, and hold it. If you throw every single massive you get, you're obviously going to be predictable, and your massives are going to miss/get blocked.
Blocking/evading massives is also a widespread problem. You will need to predict when your opponent is going to throw a massive, or do some defense combo like shadowslash from a distance.
If you're in the middle of a combo, you lose him for a short while, and he'll be about 1½ dash distance away, standing with a massive from your last slash. He can obviously see that you are going to try to continue the combo and attack him directly so he will throw a massive whenever you jump at him. So, you triple dash towards him, (bl forwards, lightstep backwards then forwards) which will make him throw the massive. The lightstep will sling you towards him again and you can continue. That was an example of predicting a massive, and evading it. Just lightstep (s-w) if you ever see a massive coming.
Of course, some people throw very little to no massives, but most massives are unintentional. If the opponent is not expecting you to slash he will most likely throw the massive he gets, depending on his level of massive control.
4.4
- Footwork
Just walking forward is enough to make your opponent expect you to go forwards. Combining blockrush and back/side dashes is an easy way of getting hits to the back. Fx. blockrush past him and backwards bf, you will hit his back. When he starts to predict this, or will start to, you can fx. turn 90º before the backwards bf, hitting him eitherway.
-------------------------------------
-------------- Defense --------------
-------------------------------------
5.1
- Void-blocking
Void-block is basically tapping block each time the opponent slashes. This will NOT recoil him, only protect you from slashes. You will have to predict when and where the opponent will strike; look for patterns etc.
5.2
- Counter-angling
To counter someones angle/recoil them, you basically just break the rules for angling previously mentioned. Basically, just mirror the opponents angle and keep yourself in recoil range. If someone does a 90º groundslash, you can either turn 90º to the other side, you can also walk to the side he angled to, (still mirroring his angle though) or you can walk the opposite way. When you walk, you create something like an extra angle. Fx., if he did a 180º, and you were walking forwards looking directly towards him, (without tipslash etc.) he will recoil. This is much easier, and safer, than turning a large angle to recoil. Possibly a little harder.
5.3
- Footwork
Movement is an essential part on defense. You can move out of range to not get hit/escape and you can move in range to recoil. (To block tipslashes)
You also can move to recoil. (previously explained)
An easy movement pattern for defense is moving forward, then backwards. Forwards to get in recoil range, backwards to avoid other slashes (can't recoil before your block cooled down anyways) and to let your block "cool down". Keep walking backwards (while v-blocking) until you're right out of his range.
5.4
- Massives
Massiving are a good way of gaining the offense quickly while doing damage. If you miss, however, you will be stunned for a relatively long time, vulnerable to slashes. Again, throwing every massive will be very predictable and therefore easily exploitable. Most people just go directly for the back, passing you closely by, while being quite vulnerable to massives since they have to apply angles to avoid recoiling etc. Fx., if someone does the dbf combo previously showed, he will pass right next to you. Just throw a "normal" massive right when he turns, he will be turned away from your angle, and most likely looking a little down, making him vulnerable to a ground massive.
********************** GLADIATOR **********************
************************ GUIDE ************************
*******************************************************
1. Introduction to Gladiator
1.1 Basic Gameplay
1.2 Fairplay
1.3 Weapons
1.4 Moves
1.4.1 Blockrush
1.4.2 Blocklaunch
1.4.3 Groundslash
1.4.4 Shadowslash
1.4.5 Lightstep
1.4.6 Butterfly
1.4.7 Double Butterfly
1.4.8 Triple Butterfly
1.4.9 Other Moves/Techniques
2. Recoiling
2.1 Block
2.2 Phase
2.3 Angle
2.4 Tipslash
2.5 Massives
3. Approach (Neutral)
3.1 Approach Techniques
4. Offense
4.1 Example Combos/Attacks
4.2 Control/Speed
4.3 Massives
4.4 Footwork
5. Defense
5.1 Void-blocking
5.2 Counter-angling
5.3 Footwork
5.4 Massives
6. General Advanced Gladiator
6.1 Traps
-------------------------------------
----- Introduction to Gladiator -----
-------------------------------------
1.1
- Basic Gameplay
1.2
- Fairplay
Most gladiators generally agree on the following rules:
No flip (no nonstun flips instead at some occasions)
Rusty/lightweight sword/kodachi
150 hp/ap or lower
No running
Which establishes a more tactical gameplay, and more fair for all levels. With no flip all gladiators have the choice of defense, offense or neutral stances, and normal hits take more skill than flipping. (3-4 hits are relatively easy to get with a flip)
1.3
- Weapons
The only choice of weapons in gladiator are basically sword and kodachi, so this section will be small.
Swords have the longest groundslash range but a higher groundslash(and lightstep) delay.
Kodachis have a shorter groundslash range but a lower groundslash/lightstep delay, making kodachis the best weapon for offensive players who use a lot of groundslashes or lightsteps in their combos. Tipslash is however a large part of most players styles, which is why these are uncommon.
1.4
- Moves
All instructions enclosed in braces are optional.
If the dash in a move is left out, it is called the stationary/static version. (fx. static bf)
1.1.1
- Blockrush
Dash-Flip-Block
Basic move to block on the ground, while keeping speed. You cancel the flip before you actually perform the flip. You can actually move quite fast by doing this.
Since you can't slash while holding a massive, this move is effective for getting out of your opponents combos while in defense, or defensive movement while holding a massive.
1.1.2
- Blocklaunch
Dash-Flip-Block-Jump
That's right, just blockrush with a jump at the end. A fast way to get in the air and gain speed at the same time, effectively.
1.1.3
- Groundslash
Slash-Block
Basic slash cancel. The range is longer than a normal slash (in ze air), making it excellent for tipslashing to gain the offense.
(Uncancelled slashes have a little longer ranges though)
1.1.4
- Shadowslash
Slash-Slash-[Slash]-[Slash]-Block
Done on the ground. You cancel the last slash right after the animation begins, cancelling it. (The slash can be said
to have been "hidden," giving the move its name)
1.1.5
- Lightstep
Jump-Dash-Slash-[Jump]-Dash
The most mobile move with two dashes, but the very lowest in damage.
A lightstep with a jump is called quarter lightstep, without it's called half.
1.1.6
- Butterfly
Jump-[Dash]-Slash-Block
Very mobile, but low damage.
1.1.7
- Double Butterfly
Jump-Slash-Block-[Dash]-Slash-Block
Mobile, and has quite high damage.
Possibly the most popular move in both gladiator and gunning.
1.1.8
- Triple Butterfly
Jump-Slash-Block-Slash-Block-[Dash]-Slash-Block
Little mobility (the dash version too), but highest damage.
Hard to control in all respects, and very immobile, making it an useless move for most people's styles.
Also quite hard to perform (no matter how good you are at it) making it unreliable for the few purposes it may have.
1.1.9
- Other Moves/Techniques
Voidblock - tapping block to the rhythm of the opponents attacks.
Monk-Style/Divine Gates - a style basically involving spamming stuff at the highest speed possible.
Dragon Gate - Slash-Block in the air.
Turtoise Gate - Block at the highest speed possible making it basically impenetrable. (this takes little to no skill to perform, so it is generally considered cheap)
Phoenix Gate - Slash-[Slash]-Block on the ground.
Tiger Gate - Dash-Slash-Block in the air.
-------------------------------------
------------- Recoiling -------------
-------------------------------------
2.1
- Block
In the first, or last animation of a block, you cannot recoil. If you're still holding block after the first animation, it will go into the animation where you CAN recoil people. This is very important to remember if you actually intend to recoil anyone, or if you're trying to not get recoiled. The following sections are ways to avoid recoiling. (These can, however, be countered)
2.2
- Phase
Phasing is basically turning horizontally after you slash. The angle you then slash to, must be ~45º away from your original angle, and ~45º away from the opponents angle + 180º (No matter where he or you are positioned) to avoid recoil.
2.3
- Angle
Angling is basically, somewhat alike phasing, vertical turning before you slash. The angle you must then turn to must then be 90º away from the inverse of the opponents angle. (fx. if he was looking 30º to the sky the inverse would be 30º ground, so the required angle would be any angle above 60º sky)
People automatically tend to look a bit down when they fight, due to the general design of the game, so most people use ground angles. Most people are aware of this, so they look up when they try to recoil/defend.
2.4
- Tipslash
Tipslashing is, yeah, slashing with the tip of your sword. This is the most commonly used opening, combined with groundslash.
2.5
- Massives
To hit someone blocking with a massive, the inverse of your vertical angle needs be 90º within the opponents vertical angle.
If it is not, you need a different horizontal angle.
(Reverse block blocks both 45º massives, and both 45º blocks block a reverse massive)
-------------------------------------
-------------- Approach -------------
-------------------------------------
3.1
- Approach Techniques
The most used technique for approaching/opening is tipslash. (with groundslash)
You can, however, also use feints, fx., turning to indicate that you are moving to a side, so you can either hit your opponent in the back while following you, or possibly surprise him by reverse to fx. recoil him. (People don't angle every slash)
An easy one for example. About two dash distances away from your opponent, butterfly to the side and then blockrush to the opposite side. Your opponent will go to the side and you can immediately combo his back while his slashes are turned away from you. Just attack right after the blockrush.
You can also do this in your combos to get hits.
-------------------------------------
-------------- Offense --------------
-------------------------------------
4.1
- Example Combos/Attacks
180º DBF - A dbf where the first bf is a 180º inwards phase (inwards = towards the opponent, fx. if you were attacking his right side you would turn left) and the second is a tipslash. This is very easy to do, so you can pretty much spam this. It is also pretty hard to recoil, especially if the first is a tipslash too. It's very predictable, and you are moving very close to the opponent, so you should watch out for massives.
2x BF - 180º inwards bf and then backwards bf.
Triangle BF - Triangle is a pattern consisting of, well... a triangle. You outwards 60º forward bf, outwards 60º backward bf, outwards 60º forward bf, creating a triangle.
Elbowing - Start with a 90º groundslash then hold forward and 180º groundslash each time you reach about the end of the opponents block. You should have done the 180º before the slash finishes, throwing it right behind the opponents block. This is of course very predictable and slow and easily counterable, but it is just an example of how you can hit someone. You can fx. dash behind the opponents block and cancel it with a groundslash, turning to hit behind his block.
Reverse BF - Turn 180º and do a backwards bf. With the backwards dash you will hit his back. You can also do this to his side with a 90º or some other angle.
4.2
- Control/Speed
To be able to actually follow and hit your opponent you must have control over what you're doing. If you go too fast, fx., you will probably miss and your opponent will escape. You don't have to swing everytime you have the opportunity. Spamming may get you a few hits, but you will lose in the long run.
DBF is very effective for following your opponent and continually damaging him.
4.3
- Massives
Massive control is a problem for most gladiators. If you get a massive you should blockrush away, and hold it. If you throw every single massive you get, you're obviously going to be predictable, and your massives are going to miss/get blocked.
Blocking/evading massives is also a widespread problem. You will need to predict when your opponent is going to throw a massive, or do some defense combo like shadowslash from a distance.
If you're in the middle of a combo, you lose him for a short while, and he'll be about 1½ dash distance away, standing with a massive from your last slash. He can obviously see that you are going to try to continue the combo and attack him directly so he will throw a massive whenever you jump at him. So, you triple dash towards him, (bl forwards, lightstep backwards then forwards) which will make him throw the massive. The lightstep will sling you towards him again and you can continue. That was an example of predicting a massive, and evading it. Just lightstep (s-w) if you ever see a massive coming.
Of course, some people throw very little to no massives, but most massives are unintentional. If the opponent is not expecting you to slash he will most likely throw the massive he gets, depending on his level of massive control.
4.4
- Footwork
Just walking forward is enough to make your opponent expect you to go forwards. Combining blockrush and back/side dashes is an easy way of getting hits to the back. Fx. blockrush past him and backwards bf, you will hit his back. When he starts to predict this, or will start to, you can fx. turn 90º before the backwards bf, hitting him eitherway.
-------------------------------------
-------------- Defense --------------
-------------------------------------
5.1
- Void-blocking
Void-block is basically tapping block each time the opponent slashes. This will NOT recoil him, only protect you from slashes. You will have to predict when and where the opponent will strike; look for patterns etc.
5.2
- Counter-angling
To counter someones angle/recoil them, you basically just break the rules for angling previously mentioned. Basically, just mirror the opponents angle and keep yourself in recoil range. If someone does a 90º groundslash, you can either turn 90º to the other side, you can also walk to the side he angled to, (still mirroring his angle though) or you can walk the opposite way. When you walk, you create something like an extra angle. Fx., if he did a 180º, and you were walking forwards looking directly towards him, (without tipslash etc.) he will recoil. This is much easier, and safer, than turning a large angle to recoil. Possibly a little harder.
5.3
- Footwork
Movement is an essential part on defense. You can move out of range to not get hit/escape and you can move in range to recoil. (To block tipslashes)
You also can move to recoil. (previously explained)
An easy movement pattern for defense is moving forward, then backwards. Forwards to get in recoil range, backwards to avoid other slashes (can't recoil before your block cooled down anyways) and to let your block "cool down". Keep walking backwards (while v-blocking) until you're right out of his range.
5.4
- Massives
Massiving are a good way of gaining the offense quickly while doing damage. If you miss, however, you will be stunned for a relatively long time, vulnerable to slashes. Again, throwing every massive will be very predictable and therefore easily exploitable. Most people just go directly for the back, passing you closely by, while being quite vulnerable to massives since they have to apply angles to avoid recoiling etc. Fx., if someone does the dbf combo previously showed, he will pass right next to you. Just throw a "normal" massive right when he turns, he will be turned away from your angle, and most likely looking a little down, making him vulnerable to a ground massive.
♡♥♡(✿◠‿◠)✿♥♡♥- (\__/)
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Re: Gladiator explained
atleast gimpface owned the background music for when actually reading this
sillyfishy- Forum Noob
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Re: Gladiator explained
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Re: Gladiator explained
"u too nico"purple_cat wrote:"the other bish" FUCCCKKK U qvor.
u too nico.
im not good enough to spend a whole sentence on??
sillyfishy- Forum Noob
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Re: Gladiator explained
who's guide is that lol
Asunyan- Forum Deity [RETIRED]
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Re: Gladiator explained
Fuck knows lol.
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Re: Gladiator explained
that would be whose by the way
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Re: Gladiator explained
where'd you get it from?
It basically has all the tier 1 combos lol.
It basically has all the tier 1 combos lol.
Asunyan- Forum Deity [RETIRED]
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Re: Gladiator explained
Missing block launch combo though.
This should be stickied
This should be stickied
Asunyan- Forum Deity [RETIRED]
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Re: Gladiator explained
does it really help when u stoned??
hellopeople- Badiator
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Re: Gladiator explained
my combos are tier 4 that is why every1 plays like i do on gunz now
dylman- 8===================D~~~~
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Location : is ukraine
Re: Gladiator explained
what is tier 4?
what is tier 1?
is there tier 2 ?
or 3 ?
pls explain =o
what is tier 1?
is there tier 2 ?
or 3 ?
pls explain =o
williewodka- Triple OG
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Re: Gladiator explained
Tier 1 combos are basic stuff you start off with usually after learning to phase like groundslash > bf/dbf I think
Tier 2 slightly more advanced after you get used to it
Tier 3 is better still like dbf > reverse bf or something idk
Tier 4 is Dylan combos
Tier 2 slightly more advanced after you get used to it
Tier 3 is better still like dbf > reverse bf or something idk
Tier 4 is Dylan combos
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williewodka- Triple OG
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Re: Gladiator explained
*Crawly-chan* =^_^= (b")b wrote:
1.2
- Fairplay
Most gladiators generally agree on the following rules:
No flip (no nonstun flips instead at some occasions)
Rusty/lightweight sword/kodachi
150 hp/ap or lower
No running
Which establishes a more tactical gameplay, and more fair for all levels. With no flip all gladiators have the choice of defense, offense or neutral stances, and normal hits take more skill than flipping. (3-4 hits are relatively easy to get with a flip)
Nice explanation man, just two things. Doesn't the low delay on LW make it more pissy than military sword? After all, you're able to deal way more hits in a short period of time, unless the only thing you do is spamming bf like some crazy bunny. And what's up with the hp/ap limit being at 150 all randomly? Why not 115 which is default. Once upon a time there was some cool dude that only had equipment enough to get 150 in total so they set the limit there without a second thought, or am I wrong?
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Re: Gladiator explained
i think its because its possible to still partly dress the way u like without having an advantage + he means regular team gladiator's too in which most people have more than 115 hp/ap
sillyfishy- Forum Noob
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Re: Gladiator explained
noSunny wrote:Nice explanation man, just two things. Doesn't the low delay on LW make it more pissy than military sword? After all, you're able to deal way more hits in a short period of time, unless the only thing you do is spamming bf like some crazy bunny.
i've yet to see anyone care about the twenty millisecond difference anyways
it's the max someone below lvl 10 can get without premsSunny wrote:And what's up with the hp/ap limit being at 150 all randomly? Why not 115 which is default. Once upon a time there was some cool dude that only had equipment enough to get 150 in total so they set the limit there without a second thought, or am I wrong?
once upon a time you even used to be able to get 140 with the 1000 starting bounty at lvl 1 and then you could get the rings at like lvl 4
150 makes it fair for anyone above lvl 6 or so and allows cool clothes (important)
and it seems pretty fitting as to the length of fights imo
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Re: Gladiator explained
You still need same amount of hits as rusty with lw, and the delay isn't that much of a difference.
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