This 'bot is the greatest thing to happen to general construction work since the hammer. Capable of building and demolition, it uses its five ton chains for the heavier jobs. This unit will be the primary model used for the initial colonization of Ganymede.
When used for combat purposes, Flail's chains come in handy. Most of the special offensive maneuvers center around the use of these chains as weapons. Also, Flail can use its powerful Charging Punch, which is guaranteed by WAR to level any mortar wall built by man.
Definitely the oddball of the group, I can imagine the Elam's conceptualizing the designs for the Flail after one too many slices of a Meat-Lover's pizza with extra pepperoni. This 'bot looks like it could handle anything from smart missiles to heavy indigestion. And it can, too. (I'm guessing on the indigestion part) Although discouraging to learn, the Flail is one of the more interesting, and fun, 'bots to use. And Although he's hard to use against the instantaneous reflexes of the computer, he's a blast to use against your friends-turned-enemies in Two Player Mode. However, to even things out in your battle against unfair AI response time, there are a couple of bugs that you can use to win your personal war against the evil Major.
I'm not really good enough with this bot to give even basic strategies. -raptor
Flail is extremely short and can actually pass under several attacks, some of his moves also moves him forward at various rates that can be used to avoid attacks, especially Charge Punch can be used to run under someones jump attacks if timed well. Generally Flail likes to stick at medium range and use his chains reach for pokes, then rush in and hammer with his more powerful and faster punches. The only bot with two throws, which is also his main defense against opponents getting to close.
Ai have problems defining the range for most attacks, so just throw long range attack at max range, and the AI will most likely walk into them.
No clue what to say here. -raptor
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This assumes default setting with Rehit mode on.
Flail is fundamentally unique. He controls like no one you've ever seen, and it takes a while to get used to being small and weak with huge powerful chains, so expect a learning curve. The Strategy Guide says Flail is top tier. If there were no combos in this game, he might even have a shot at it. Unfortunately, Flail has so much difficulty dealing lethal damage or even stunning his opponent that he can't afford any mistakes. Since he generally loses when he trades hits and the chains trade hits too often, too much skill is expected of Flail players versus everyone else for him to be anything more than a cult favorite.
MOVE NAME | COMMAND | DMG. | TYPE ------------------------+-------------+--------+------------- Jump Punch | (air) P | 12.5 | Medium Jump Jump Kick | (air) K | 10 | Light Jump Jab | P | 5 | Light AR Fierce | b+P | 15 | Medium Short | f+K | 5 | Light AR Forward | K | 10 | Light AR Roundhouse | b+K | 17.5 | Heavy Low Jab | df+P | 5 | Light AR Low Strong | d+P | 11 | Medium AR Low Fierce | db+P | 15 | Light KD Low Short | df+K | 5 | Low AR Low Forward | d+K | 10 | Low AR Slide | db+K | 15 | Low KD Slow Swinging Chains | d,K | 15+15 | Medium KD Fast Swinging Chains | d,P | 7+7+7 | Light AR Charging Punch | b,b+P | 15 | Heavy KD Shadow Charging Punch | qcb,b+P | 15 | Heavy KD Spinning Throw | f,f+K | 1+25 | #1 Air Spinning Throw | (air) f,f+K | 1+25 | #1 Massive Multiple Mauler | (close) f+P | 25 | Light Throw
Scrap Part 1: f,f,f+P Scrap Part 2: f,b+P during 1st hit Destruction: b,f+P after 1st hit Fire & Ice: hcb+K during 2nd hit
#1: Heavy KD that can be blocked only if the opponent is already blocking; opponent recovers stun between each hit
Notes: The Swinging Chains can be controlled with the joystick in Hyper Mode or with the 1st enhancement. The 2nd enhancement makes the Shadow Charging Punch faster. The opponent recovers stun normally while being hit by a throw.
Stats: Forward Speed: 4.4 Back Speed: 3.4 Jump Speed: 12.3 Fall Speed: 0.9 Armor: 105 Stun Res: 27.5
Normal Moves
P: Jab. Flail has a really tiny, gimpy jab that chains into and out of plenty of useful moves but is just too small to hit anyone unless you're so close that df+P would work anyway. If you're in range, feel free, it hits mid and it's totally safe. Use in combos.
b+P: Fierce. Flail rotates his massive torso and sticks one arm way out. It's fast, does decent damage, hits mid, and has range most bots would die for, making it useful even though its range is outclassed by a lot of Flail's other moves. While it hits mid, it tends to lose to slide kicks (Flail's mortal enemy), so use mainly when your other ranged moves are getting too unsafe or predictable.
f+K: Short. Flail flicks one chain forward. Doesn't combo or anything, and it's quite slow, but the priority is good. I have yet to see a use for this move other than tick throwing. Maybe you can try it against things that tend to beat low short.
K: Forward. Flail flicks his back chain forward more slowly and a little farther. Good in air combos, or for making the opponent nervous, since it recovers more quickly than it looks. Of course, for moves that hit high, you have better options, many of them.
b+K: Roundhouse. Flail swings one chain straight out in a big loop. Hits high, extremely slow (it may not even combo after a jump-in, that's how slow), chains into a lot of things but may not combo (b+K,df+P is particularly useful), but does good damage and has lots of priority and hits even on the way back. If Spinning Chains weren't around, this move would be one of Flail's key weapons, but as is, it's just a high attack to stuff people who jump in the wrong area.
Crouching Moves
df+P: Low jab. Fairly average, and since Flail ducks so low, the priority is decent as well. Perfectly timed, it'll beat a lot of things, and it's safe and chains into itself or Spinning Chains. Like most bots without amazing normals, you'll be using low jab a lot to get out of tight spots at close range.
d+P: Low strong. Like low jab but slower and more powerful. Since you're playing Flail, you should have given up on the idea of doing damage on a regular basis anyway, so don't use this move.
db+P: Low fierce. Flail does a long-ranged punch to the enemy's feet. Acts like most sweep attacks, but doesn't duck as much stuff. Use it to counterattack whiffed/blocked low moves and whatnot. Also surprisingly effective in air combos.
df+K: Low short. This move is so slow and awkward it should be treated as a poke rather than a jab-class attack. The move hits on exactly three frames of animation; it is imperative that you memorize where those hit so you can use its impeccable priority and safety to stuff anything that crosses those paths. Surprising range, but Flail wasn't hurting for range anyway.
d+K: Low forward. Like low short but slower, making it generally better for anti-air when you can see it coming (since it spends more time above his head).
db+K: Flail leans way back and runs the opponent down with his spiked wheels. Knocks down. A fairly slow and short slide kick, ironically, since you're on wheels. The major benefit of this move is its range (although you need a fast pilot to get this) and its ability to duck an obscene amount of moves. Try it and see. At point-blank range, it will also combo from almost anything. Of course, it's very unsafe, just like everything else Flail does.
Special Moves
d,P: Spinning Chains, aka “Swinging Chains”, aka “The Chains”. Flail spins in a circle with both chains straight out. You can move him left or right with the arrow keys. His signature move, because you'll be using it way too often. The range and speed of this move is ridiculous - it's the perfect round opener. The priority is surprisingly low, and it actually doesn't hit close to Flail's body (meaning you should watch out for jump attacks or low kicks), and it does piddly damage and doesn't knock down, but since it can tag someone from half the screen away near-instantly, it's stupidly effective against anyone trying to poke you or jump. Quite safe against most things if you hold back while doing it. Does up to three hits if you hold forward.
d,K: Spinning Chains, but bigger and badder. The kick version is only fractionally slower than the punch one, and at about low fierce range it starts to juggle for two hits and respectable damage. It takes forever to finish, but is quite mobile on the ground, so you can run away if they don't have the agility to immediately sweep you when it's blocked/whiffs, or move forward to press the advantage. The main advantage is the knockdown, allowing you to hopefully get into your proper range.
f,f+K: Spinning Throw. The only real command throw in the game, it's slightly slower and longer-ranged than a real throw, can catch jumping opponents' legs, and does slightly more damage than his normal throw (and throws them to the opposite wall). If it whiffs (which it shouldn't, since you're being careful), Flail just grabs the air ineffectually with his chains. Flail's only tool to be fearsome up close, but it's a good enough incentive that everybody uses only jabs up close for fear of being thrown. Tick throw into it until they catch on. Against high-endurance pilots, actually does negative stun damage.
b,b+P: Charging Punch. Flail does a fierce punch while wheeling forward. He stops in his tracks to finish the punch when it's blocked, meaning he's very vulnerable. Don't use this move, as the range advantage you get is negated by the huge risk.
qcb,b+P: Shadow Charging Punch. As usual, better than the Charging Punch in what matters: it's faster and it goes through projectiles on startup. This move is useful only in combos or to punish a whiffed move from long range. It's vulnerable, but less so if it hits late into its motion. It's suicide against another Flail, since it will always lose to Flail's jump punch.
(close) f+P: Throw. Doesn't do much stun damage, as usual for Flail's moves, and tends to knock them back a little, but it does juggle, making it useful. It's especially good to pull out when the opponent is counting frames on you, because they forgot that you don't just have a Spinning Throw, you can tag things up real close too.
Jumping Moves
P: Not a very impressive jump move, but you'll be using it a lot anyway, because you have no other option. Flail throws both fists out at a shallow angle. Can be hard to anti-air with some moves because Flail raises his wheels during the move.
K: Flail swings one chain up, over and down, extending it fully for a brief period. If this move were more smoothly animated, it would be great, but right now it just tends to miss. Like low short, this move takes practice, but if you put time into it, it makes a good anti-air.
f,f+K: Air Spinning Throw. Same animation as the ground one; if it hits, you just land together and then begin the throw animation. You'll never actually connect with this, because an opponent above you is likely to be kicking you instead of passively being thrown, but it's still awesome.
Most Powerful Ground Combo d+P → d+K → df+P → d,K: Really hard, only works on large bots (wall) b+K → df+P → d+P → d,K: Same deal. Works better in right corner. (wall) b+K → f,f+K: for smaller bots
Meaty Moves (late) b+K → d,K or f,f+K
Chain Combos and Special Move Cancels P/df+P → P/df+P (close) df+P → f,f+K d+P → P/df+P d+P → d+K (close) P, d/df+P, or d/df+K → d,P or d+K b+K → P/df+P/K/f+K (may not combo) (close) b+K → f,f+K d+K → P/d+P/df+P d,K → b,b+P (E1) d,P → b,b+P (E2) b,b+P → f,f+K (E1) (close) any fast attack → db+K
Basic Combos
* (air) P → P x1-3 → d,K If the Chains are too slow, use d,P instead; in tourny mode, add b,b+P.
* (close) f+P → f+K → qcb,b+P Standard throw combo. Against difficult-to-combo opponents, omit f+K.
* (close, wall) f+P → df+P → f,f+K Standard wall throw combo. If you're feeling adventurous, add another jab.
Tricky Combos
* (close, wall) f+P → df+K → d+K → K → qcb,b+P Showy wall throw combo if you're fast. End with b+K if you think you can. If the opponent is pushed too far upward for d+K to connect, jumpkick (which hits above you) and get ready to Spinning Throw as they come down.
* (close) f+P → d,K (one hit) xx b,b+P xx f,f+K Double-enhancement combos are fun, and this one is extremely impressive. Note that it works only when the b,b+P does NOT cause a wall hit.
* (air) P → d,K (two hits) xx b,b+P → df+P → qcb,b+P A more impressive double enhancement combo that works only with Flail's back to the wall and on a slow opponent. You can also do these starting from a throw, but you won't get the second d,K hit. You can use d,P instead of d,K, but it does less damage.