/\ /\ /\ |\ | ^^|^^ ^^|^^ /--- / \ / \ /--\ | \ | | | <__ / \/ \ / \ | \| | __|__ ___> Disclaimer: This guide is created for the use of people who understand One Must Fall Battlegrounds and have some measure of experience any failure to understand the notation or language used is solely due to your own newbishness Notation: LP = Left Punch RP = Right Punch LK = Left Kick RK = Right Kick LC = Left Counter (LP + LK) RC = Right Counter (RP + RK) f. = Forwards + a. = Aerial m. = Misses x. = Either + = Attack buttons pressed at the same time - = Next button pressed just afterwards LSA: Light side attack (left or right + LP or RP) HSA: Heavy side attack (double tap left or right + LP or RP) T: Throw (LP + RP) All damage values taken with Gracy in Practice Mode, Counter Damage is unavailable due to it being impossible to use them in Practice Mode Moves that due variable damage depending on how you use them are given as an average over 5 uses and prefixed with "App." Where left versions have different hits and damages to right versions a slash "/" is used, Left before and Right after Note that during combos damage of hits decreases as number of hits incresaes Pilot Guide: Mantis requires a medium agility, Too low and moves wont link, too high and you will often find yourself landing in front of an opponent and open to attack Mantis super moves are pathetic, most of the time they will get you killed any points on focus are wasted Why pick Mantis: As previously stated Mantis’ super moves are pretty poor, however it makes up for this with Combo power and kamikaze drones (spiders are particularly good) Mantis’ attacks are supposedly based mainly from Kung Fu, I’m not sure how true this is but in any case their odd movements make for near-limitless combo capabilities and have no recovery when blocked The Kamikaze drones can be strategically used to add hits to combos and to interrupt Super-Moves and combos Attack List: Normal attacks: LP: 2 handed strike (32 Dmg) f.LP: Short forwards jab (13 Dmg) RP: Spinning uppercut, knocks opponent into air (32 Dmg) f.RP: Light spin attack (13 Dmg) LK: Flipkick, moves behind opponent and attacks, shift to Air (32 Dmg) f.LK: Short slidekick (13 Dmg) RK: Double kick, hits all sides (2x 13 Dmg, 23 overall) f.RK: Actually an aerial attack that is used on the ground (13 Dmg) a.LP: Drops a spider mine directly in front, delayed attack (19 Dmg) a.f.LP: Quick spin (13 Dmg) a.RP: Drops a spider mine directly in front at longer distance (19 Dmg) a.f.RP: Quick uppercut (13 Dmg) a.LK: Flying kick (32 Dmg) a.f.LK: Kick which moves opponent to the left (13 Dmg) a.RK: Very short range double kick (32 Dmg) a.f.RK: Kick which moves opponent to the right (13 Dmg) LSA: Uses Spider Mine to create small explosion (19 Dmg) HSA: Slides Spider Mine under opponent (19 Dmg) T: Attaches spider to opponent and kicks it (No Knockback, 19 Dmg) LC and RC: A forward slide Special Moves: Spider Drone: b-b.xP: Creates Spider drone, when thrown these will seek 19 Dmg opponents then explode, left version throws further, if there are no opponents nearby these will sit as mines waiting for remote detonation Fly Drone: b-b.xK: Creates fly drone, when thrown these will seek App.18.6 Dmg opponents then explode faster then spiders and don’t 1-4 Hits damage creator, but require charging to extend life span to a useful extent Insect Strike: f-f.xK: Slides forward and does a 2 hit combo if this 23/30 Dmg connects, Left version turns opponent and knocks 2/3 Hits him away, Right moves to Air and knocks opponent further Acid Spit: b-f.xP: Usual projectile attack 28 Dmg Detonate Spiders: RK+LK: Makes any inactive spider drones previously thrown explode Super Moves: Spider Ball: b-f.RP+LP: Throws a ball which will explode on impact App.74.6 Dmg scattering spider drones, these are easily 3-10 Hits outrun Super Fly Drones: b-f.LK+RK: Aims upward and throws out a swarm of App.40.4 Dmg flies which will explode soon after 8-15 Hits leaving, it has short range and if it doesn’t hit then the opponent gets a free combo Savage Strikes: f-f.LK+RK: Slides forward, if this connects a 10 hit 76 Dmg Aerial combo will be used, very risky due to 10 Hits its strange connection pattern Tricks: Double Kick (2 hit Combo): This pivots on f.RK being an aerial attack, you wont stay in the air very long but there will be just enough time to use a.LK This simple 2 move combination has a long range and can be used to start off many combos, it also does a good amount of damage LK Dodge (Evasive Move): If there is an attack coming, but you don’t have time to evade or counter, using LK could dodge it and even get you into a favourable position, this even works with the spikes in Blade Pit Attack Flips (Counter Attack): After using a flip it is possible to use an aerial attack before hitting the ground, if you have just dodged an attack coming at your front with a Back Flip then, if your flip brings you close by an opponent a.RK will hit, if there is an opponent slightly further away then use a.LK, these are very powerful in many situations and can often replace Counters completely Spider Swarm (Lamer Prevention): If there is someone sitting on an energy pad and spamming, you can use Spider Drones to remove them, simply create and throw spiders at a rapid rate and they will be forced to either move or take a beating, be ready when they attack you, note that this rarely works on Force or Warlord Delayed Fly Attack (Combo Expander / Attack Prevention): If you charge and throw a Fly before attacking an opponent it will come back and hit the opponent during the fight, since Flies do not affect the position of people trapped in combos, or harm their creator the fly will simply add an extra hit to any combo you happen to be doing, or stop any combo you are trapped in Confusion Turn (Anti-Team Attack): So your trapped between 2 people, one is in front, one is behind, they aren’t gonna give you chance to evade, your screwed right? Wrong Use a Left Slide on the guy in front of you, he will block and your HAR will turn to attack the guy behind, they wont be expecting it so if the guy behind is using an attack you can out prioritise him and get out This should be reserved for desperate situations where no other options are available since its chances of success are low Mirror Evade (Evade Catching): When someone Air Evades from certain moves it is possible to evade with them, follow this with a.LK or a.RK if close and it’s a guaranteed hit LK Disorientation (Deceptive Tactic): When you knock someone down try using LK just as they get up, they will attempt to turn to where you were and end up turning their back to you This works particularly well on Warlords who will obscure their users view, as a result they might not be sure where you have gone Speed Hits (Aerial Mini-Combo): a.f.LP and a.f.RP can with perfect timing combo together with most aerial attacks This takes a lot of practice to get right but the 2 moves eventually will link so fast that an evade is impossible between them, use it to your advantage in expanding your aerial combos Melee Spider (Combo Starter / Surprise Attack): If your in a medium-range battle with someone, try throwing a spider directly beside your opponent, if your close enough you can combo from the hit Once the spider lands there is nothing your opponent can do about it they are going to get hit, and provided you take the opportunity, trapped in a combo as well Timing and range here has to be learned by trial and error, but once you can get it right this is a powerful tactic RK Counter (Attack Prevention): If someone starts an attack with an Air Evade to your side it is almost certain that they will try to use an unnevadable combo on you, however if you use RK you will instead hit them and move to a safer position Punishment (Revenge) If you are hit while charging Spider Ball the ball will explode in the Teleportation Chamber, while this damages you it scatters spiders all around you, much to the dismay of whoever landed the blow, they will take a lot more damage than you did If you know a hit is coming, and you aren’t going to be able to dodge it then try using this, even in some places over a counter, it’s a nice way to turn a messy situation around Spider Slide (Your not so clever any more) Some people think that picking up spiders when you throw them is really clever, when you get one of these people, try using Insect Strike or Savage Strikes right after throwing your spider, since your opponent has ducked to pick the spider up this will hit home Super Moves Guide: Savage Strikes: The Savage Strikes super move has an odd connection pattern and there is no guarantee it will hit at all, even if your aim and timing are perfect One way around this is to use Savage Strikes in combos, and this is where it works best, Savage Strikes will hit after any move which throws the opponent backward, this includes Super Fly Drones Of the combo supers on the various HARs Savage Strikes is easily the best if you get it working (Big If), try the following to add hits after Savage Strikes: a.LK Twice, the first will move you forwards, the second will connect, follow this with a.RK if possible Right Insect Strike will also connect if you use it after hitting the ground, but not if you use a.LK, you will have to judge which is best for the situation Spider Ball: The best way to use spider ball is either in the Punishment trick above or to throw it in to the middle of a crowd Super Fly Drones: This only has one real use and that’s if someone is trying to land an aerial attack from the front, this is more likely to happen while fighting Gargoyle Recommended Combos (Credit to Cedes for these): Unnevadable: a.RK, f.RK, a.LK, RK, LP, Savage Strikes, Right Insect Strike Easy Stun Combo: LP, RP, LK, a.LK, a.RK 1 Super Ultimate Stun Combo: LK, a.RK, a.LK, a.LP, LP, RK, fRP, RP, fLP, fRK, a.fLP, a.fRP, Savage Strikes, m.a.LK, Left Insect Strike, left Acid Spit 2 Super Ultimate Stun Combo: LK, a.RK, a.LK, a.LP, super flies, LP, RK, fRP, RP, fLP, fRK, a.fLP, a.fRP, Savage Strikes, m.a.LK, left Insect Strike, left Acid Spit Evade Trap Combo (Does more damage if the opponent tries to evade): a.LP, LP, RK, f.RP, RP HAR Specific Tactics: Jaguar: Jaguar is almost your equal in Melee combat, so try to keep your distance and look for an opening to use Insect Strike The key thing here is to play it defensively Force: Get in close and pummel, keeping your distance is a big mistake If you knock a Force down try to use LK to get over to the other side since it almost certain he will spam Repulser in your direction Evades are very important, since Force has the Grav-Well special you will want to stay on the ground as much as possible, however Air Evades are the only counter to some Force tactics, you will have to find a balance Pyros: Gauge your opponents skill early, a skilled Pyros will be able to catch all of your special evasive moves so try to stick to normal Air Evades Spiders are usually the best combo starters Warlord: Don’t let it hit you, evade like mad and given Warlords bulkiness it has a better chance of working, use of Attack Flips and Double Kick are your best bets, and LK has a higher chance of hitting Melee Spider works wonders as a combo starter, and spiders in general are good Katana: Razor Spin out prioritises all of your attacks, when it comes just block it or counter it A lot of Katana’s moves allow good opportunity to evade so use it, however be careful with them in the air Gargoyle: Fly Drones are your best friend, use them to stop his glides and aerial attacks, if you can handle the loss of an arm try to have a fly spawned at all times, preferably in the right arm since this one generally attacks faster Gargoyles ground evades are poor, use that to your advantage Mantis: LK can be countered simply by walking forwards, and then rolling to one side Attack Flips and LK Deceptive tactics are useless Chronos: If you hear a Teleport go off near by use a counter immediately None of Cronos’ attacks hit behind it, so use this to your advantage A good way to lure Chronos into a frontal attack is to stand with your back to a wall and throw spiders at it, since he cant teleport behind you a frontal attack is his only option Credits and Copyright: This guide was written by and is Copyright to Andrew "Mordax" Pay Recommended combos developed by Cedes Much training by Cedes and The Unknown Factor Many tips given by Cedes One Must Fall Battlegrounds game by Diversions Entertainment Version History: 1.1: Punishment and Spider Slide added, Double Slide removed 1.2: Attack Damages and Hits Added