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Pikamaster
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Topic: Guide to All Exo Cores [New: Jellyman]
Posted: Jun 14 2011 at 12:20am
Quote Pikamaster Reply
Welcome to my thread of guides to all Exo Cores.  It's a work in progress but I know with support, motivation, and a lot of testing I'll get this done.  Since Exo Cores aren't as complex as scrolls they'll come out relatively quickly.

Feel free to request an Exo Core and I'll start working on it.

Knight's Blade

Price: 171A
Class: Alchemist Only
Description:This ExoCore is the relic of mighty knights who fought against Dark Guardians.  The user of this ExoCore may wield might knight blade skill.  This Blade used to be very heavy, but with this ExoCore, it's heavy weight was reduced to the minimum level.
Opinion: Knight's Blade is a very under rated Exo Core.  It's not used, and it's not flashy but it's amazingly useful.  Though it tends to hide itself in team support, Knight's Blade is a relatively good FFA Demolition and Moon exocore.  It utilizes a anti range punch combo while using its skills to play keep away.  This Exo Core is devastating from close to mid range and should be never under estimated.
Support Rank: 8
Singles/Damage Rank:
6
Ease of use: Moderately Easy
Mastery: Medium
Versatility Rank: 7
Potential: Medium

Reference Skill Speed (in launching) and Range:
http://www.youtube.com/watch?v=k3Ap1o7AqjU

P-P-P-P

90-125-160-190 [565]
Now, you may be wondering, what's so good about this punch combo?  It lowers (or bumps up) your punch combo to 4.  It's not even that damaging... I can't even do my standard two punch before proceeding on to the kick combo juggle with this thing!

This highly underestimated exocore has one of the best exocore based punch combos in this game.  The range is high in both length and width.  The hit stun is amazing.  The block stun renders any part of this combo block safe.  This combo even has anti air properties like Viper's kick combo!  Catch them mid air and feel free to continue your combo!  It's totally juggle safe!

This combo can be used to bait, pressure, and has a high damage potential.  Although the recoveries are along the sluggish side, the powerful stun it gives off makes up for it.  It's a punch combo not to be underestimated.

The first punch has low-mid high hitboxes swinging from bottom right to top left.  The length is better than its width range, however being an exocore the punch combo seriously goes out of its way.  I'll say this now.  All the hits can be used as an anti drifting tool.

The second punch is almost completely identical.  The user swings the blade around in the same direction.  Same recovery and start up as the first punch.

The third punch is a cross slash from the other direction.  Mid-top left to mid-bottom right.  The width in terms of its hitboxes are slightly more than the previous two punches and is best to catching drifters off guard.

The fourth punch is a wide cross slash left to right.  Start up and recovery are the same as the other 3 (being average).  The length is the same as the first punch with the width equaling the third punch.  Basically loads of range to knock down that opponent.

Skill 1: X-Slash
You've seen the range.  I don't think I have to go into detail on how far this can go.  With the new upgrade, this skill now knocks down the player enabling easier ways to edge and or knock down, but due to the upgraded range it brings a whole new level of "wake up game".  No matter what, this skill can hit from a safe distance (that's if you land the hit) and play another wake up game.  This skill is good for surprising people on demolition and moon as well as knocking opponents down in team games.  The major draw back is the start up time.  It takes a while for it to come out still.  Even with its upgraded range the skill is still relatively easy to avoid, so the user has to use this skill with caution.  The best way is from out of the opponent's screen distance, or when your opponent is distracted.

Skill 2: Time Chaos

Now this is why you are willing to spend 171 Astros now.  The skill comes out a lot faster still holding its original confusion time status and range.  Being completely anti air this skill is best used when your opponent is jumping a lot.

Time Chaos renders the opponent "confused" with mixed up directional controls for a given 7 seconds or so (correct me if I'm wrong).  Playing around, the user can easily manipulate their advantage.  Don't be afraid to attack.  Unless they're a genius they won't get their controls that easily so go in and attack.  They try to block?  Just run around.  The normal person won't even have the thinking time to react to an onslaught of kicks from "the back".

Are they jump kicking while they're confused?  Use the skill again.  The skill can be used from a relatively safe distance as well, so you should be fine if you use it within safe boundaries.  This skill is very great team support and works well with stun exocores examples being:
Relentless Mace
Tarus
Hornet
and
Devil's Shadow.

Scrolls that go along with this exocore:
Geumgangtu
Viper
Rage
Capoeira
Hitman - To an extent
Exile
Lucha Libre
Jeet Kun do
Taekkyon
Taekwondo

Hornet Hive



Reference Skill Speed (in launching) and Range:
http://www.youtube.com/watch?v=4kzbQnvovpU
Price: 190A
Class: All Class
Description: The Hornet Hive Exo Core is a pair of specially-designed gloves that can actually shoot hornets at an opponent.  Despite their ridiculous appearance, they pack a huge punch.  No matter how good your enemies are, they can't fight off hordes of angry hornets.
Opinion: Hornet's Hive is another under rated Exo Core that really is never looked at.  Hornet Hive utilizes safety and range for its success.  Hornet Hive also gives any combo a 8 hit ground hit.  Both combos are safe on block and can be used from a far distance, the second skill mainly.  Given the upgrade from it's prior non-moving second skill to a tracking "missile" type projectile Hornet's potential is now high.  Although Hornet Hive is mainly used as keep away and support, the additional ground hit (being pretty much saver safe) gives it a higher damage potential.  Hornet Hive plays one deadly range game.
Support Rank: 7
Singles/Damage Rank: 7
Ease of use: Medium
Mastery: Medium-Hard
Versatility Rank: 5
Potential: High


Skill 1: Speed Swarm

This skill is a combo hoars dream.  Do you want best combo?  This skill is MEANT for you.

Disregarding that use, Hornet Hive's first skill is very unique.  It sends out a fury of bee attacks while maintaining a safe AoE and distance.  Like Viper's running G's first kick, the user jumps back in an awkward position that can potentially confuse the opponent on where they're going to land.

What makes this skill so useful is it's almost completely safe.  Unless the opponent is behind you, you can regard yourself not going to be hit.  If the opponent is trying for a jump kick/punch, they'll find themselves knocked away due to the hornets still in place.

This skill can also give ANY combo an 8 hit ~100 damage ground hit (a lot more given a str set).  Whether it's a blocker or not, diving in with this skill is safer than most other skills while maintaining to be safe.

Another thing is, with the new upgrades on Exo Cores they're actually untapped iFrames (as seen in the video) with the first skill.  The cool down isn't all that bad either.

Either way this skill is mainly situational in either getting a quick ~150 damage while keeping away, or a 100 damage ground hit.

Skill 2: Swarming Fury
Now, this is one of the main reasons why this Exo Core should ever be considered at all.  As seen in the video and stated above, this "swarm" will literally stalk the nearest opponent and on hit will "stun" them for a period of time leaving them completely immobile and unguarded (if not blocked that is).  This can be shot at any distance and travels relatively far.  It'll even stop mid air if possible, so it basically requires the enemy to block in the correct conditions.  A lot can happen with a force block as well.  The skill itself plays mind games.

From far away, this exo core can provide support against running enemies, or just in general.  Although the bees aren't as fast or multiple as phoenix, this exocore takes advantage in its range and what it can do.

Scrolls that play well with Hornet Hive:
Agent
Muscle Buster
Geumgangtu
Pro Wrestling
Dragon
Hitman
Shoot Boxing
Pu Kua Kwon
Zin Taekwondo
Stinger
Blood Wind Ninjitsu
Persona
Xinyi Liuhe Quan
Black Out
Koroshu
Infinite Ninjitsu
Plum Blossom

Relentless Mace



Reference Skill Speed (in launching) and Range:
http://www.youtube.com/watch?v=er-rIiR-Hk4
Price: 210A
Class:  All Class
Description: A tool of justice and supreme power, the Relentless Mace was crafted to punish the  Resistance and smite foes not worthy of its might.
Opinion: Relentless Mace used to be a under rated Exo Core, but now with its upgrades it's been used a lot more often, but often not used correctly.  Relentless Mace has the potential to be devastating.  Seriously dangerous beyond belief.  With it's long range, and faster out put of it's skills, this Exo Core has become literally on its own class.  It's something to be careful of from close to mid-range.
Support Rank: 7
Singles/Damage Rank: 9
Ease of use: Medium
Mastery: Very Hard
Versatility Rank: 8
Potential: Very High

P-P-P-P
90-120-150-180 [540]
Relentless mace's potential comes from its combos.  With high stun and range, this is probably one of the most deadliest exo core combos out of all of Rumble Fighter.  In fact it's range is so far, it can out distance a panic.

The length of its attacks is basically the longest "hit" move in all of Rumble Fighter while maintaining a safe distance.  This combo maintains a solid mental pressure with the ability to both pressure and play keep away.  The high stun usually ranks over during stun wars and is safe on block so you can end at any point of the combo.  What's even more dangerous is it does a whooping 540 for its distance.

One thing to know about Relentless mace's combo is that it's relatively linear and can't angle at well.  It's not meant as an anti drift tool, but more of "anti-meta" playing keep away and punish, however somewhere like the moon bridge it can pressure quite effectively.

The draw back is that the recovery is quite sluggish, and the out put isn't fast.  Though it can make up for stun, if you miss expect a kick combo in your face.

K-K-K
100-100-115 [315]
The even more dangerous combo of Relentless mace.  As you seen in the video, this is Relentless Mace's juggle launcher which can lead into a 600+ (or 700+ with the ground hit) juggle.

This combo like the previous combo can out distance a panic which is pretty important to remember.  Though the range seems to be shorter than the punch combo, they're tested to be the same.

With recoveries just frames better than the punch (just on the first and second hit), the kicks are actually a better alternative to "dive in" though the animations maybe deceiving.

Since the hammer starts from a high hit box and swings down, the general combo is relatively anti-air.

Like the punch combo, the hammer plays keep away punishment.  Remember, us your distance as your tool!

K-G
[180] - Standing Still
[108] - Grounded

The KG since upgraded can be regarded as some use.  Although it still has a slow out put, the fact it works like Red Scorpion's juggle launcher makes it out range recovery kicks and punches (in certain situations).  The stun isn't too shabby and puts  you at a slight frame advantage, but miss and you'll be punished.

Use with caution.

Juggle:
100-100-115-54-72-90-108 [639]
With a ground hit +108 damage [747]

Skill 1: Justice Smite!
o sry did mai hmer stunz u lul???  sry u mad.

Just kidding.  Skill one is a fast Hammer Pound to the ground with some pretty beast range (as seen in the video).  For its speed and being unblockable, you can dub this skill as people like to say... over powered.  Since its upgraded, Justice Smite is basically an unblockable Taurus.  The stun time is long enough to walk and juggle as well.

Against someone who isn't wary, or simply doesn't have time to react fighting someone else, this skill is best used against a turtler or someone who's preoccupied with someone else.  It's likely you'll get a 2 in 1 in free for alls like that.

Combine with sheep's cry, doctor's first skill, or even Knight Blade's Time Chaos, the stun combined with confusion create a deadly offense.

Another little thing is Justice Smite has the ability to hit platforms below it.  Instead of explaining it, let say Platform A can hit platform B like this:


Skill 2: Relentless Tornado!
o ya.  Anyways, like you noticed Relentless Mace's tornado skill comes out a lot faster and maintains a juggle like Muhon's Claw.  In a matter of fact, it's almost exactly like Muhon's Claw's tornado skill... EXCEPT WITH IFRAMES (and spins not as fast).

Relentless Tornado doesn't have the output speed to match things like Taurus and Muhon's claw, but it's good to happen to slide in a cluster or mob for easy edge kills.  With this skill, there's no possible way people can enter while you're spinning, however there are draw backs.

1) Easily punishable - There's a long recovery time after the tornado spin, and if people have kept their distance, they can slide and play mind games.

2) Output is slower than a lot of things.  Like Yaki Cannon's blast cannon, but not as useful.

3) Not as useful.  Saver people will recover around the same time as you.

Exo Cores that play well with Relentless Mace:
Doctor
Knight's Blade
Anything that confuses or stuns

Sabres Claw


Reference Skill Speed (in launching) and Range:
http://www.youtube.com/watch?v=dO8jqy8Xwbw
Price: 200A
Class:  Soul Fighter
Description: The Ancient God of the Soul, the Blood Wolf takes the form of a powerful tiger that can strike down enemies with mystic force and ferocity.
Opinion: Sabre Claw is without a doubt one of the most dangerous 1 on 1 exo cores you'll ever meet.  It can play both keep away and offensive punishment just because of its two skills.  Fight it alone and there's a more likely chance you'll lose.  The stun and range in its normal combos are beyond average, with recovery on the slower side, but the skills are just outrageous.  Just imagine Devil Fang's flip skill with more range.  Yup, that's Sabres Claw for you.  Ranges and things are shown in the video.  The slide and ram are amazingly impressive.  They reach longer and wider hit boxes while both retaining to be "safe" on block and possibly jumping away from it in the right conditions.
Fun Fact: Sabre Claw has its own critical rate :>.
Support Rank: 4
Singles/Damage Rank: 9
Ease of use: Medium-Easy
Mastery: Medium
Versatility Rank: 7
Potential: Low

P-P-P-P
92+107+152+182 [533]
Sabre Claw has a really unique punch combo.  It covers long and wide distances with terrific block and hit stun.  In cases you're paired up with a scroll during a stun war, you'll win.  The block stun also lets you utilize your uppercut skill.  Sabre Claw does a nice 533 damage for its punch combo too.  All punches are safe on block.

The punch combo like most exocores have huge range but sluggish recovery.  Like said before, without SP this plays a keep away type of attack.  You punish the player's move at every mistake they make.

The thing is, if you have SP you can literally stop at any point in the combo and use the claws uppercut skill and it'll hit assuming they unblock and try to attack.  That's what makes Sabre Claw so devastating.  It plays tricky mind games where the user isn't at fault since the skill is block safe as well.

K-K-K
102+102+107 [311]
Like the punch combo, the kick combo reaches far distances with sluggish recovery.  I should warn you though that the punch combo has significantly great ranged hit boxes though compared to the first kick.  All kicks are safe on block.

This is the juggle launcher for Sabre Claw.  It's something used for 1v1 when your SP has run out to juggle with.  It has similar stun properties with the punch combo, but with the disadvantage that it comes out slower.  Facing against a scroll though you will always win a stun war.

The launcher does a decent 311 damage which for a 3 hit launcher isn't much, but the juggle does 100 damage more than the punch combo.

Fighting exclusively with this exocore is only on a punishment basis.  As long as you have SP, feel free to pressure.

Skill 1: Shadow Tiger
This skill is what makes Sabre Claw probably 200 Astros.  Shadow Tiger basically covers the long distance for which is what makes this exocore so dangerous in 1vs1 situations.  The skill is safe on block (if the opponent is right in front of you) and  goes through the opponent being safe anyways (assuming you created a significant distance).  In the video I've displayed the range of Shadow Tiger and other ways to use it.

Skill 2: Roaring Uppercut
Considering the range and iFrames, one would consider this skill... over powered.  This skill has anti air properties similar to hit and run, with the iFrames of Devil's Fang also being safe on block.  The range is nothing to scoff at either.  Combining Sabre's combo stun + this skill makes predicting on the opponents part hard while making your mind  games easier to make.  Most of it is explained in the video so I do hope you watch it.

Exo Cores that play well with Sabres Claw:
Phoenix
Hornet Hive
Psy Force

Idol

Price: UGC card event
Class: All
Description:
Opinion:Very unique exocore.  Forces blocks, plays great crowd control, but extremely bad 1vs1 situations.  iFrames in it's first skill create a combo breaking ram.  Very powerful tool and remedies it's fail 1vs1 situation.
Support Rank: 8
Singles/Damage Rank: 3
Ease of use: 6
Mastery: Easy
Versatility Rank: Medium
Potential: Medium

Skill 1 - Dazzling Ram
What's unique about Idol is people literally don't know about this skill and skip straight ahead to spamming that dancing move.  Given, the dance move is more useful, but this skill is FAR underestimated.  A friend of mine told me with Idol's self skilled ram, you could literally run through a Yaki Cannon blast unscathed.  With further testing, well what do you know.  Time it right and boom, you can run through a yaki blast unscathed dealing 200 some damage to the opponent (assuming your STR is equal to their ARM).

The start up time is as fast as Devil Fang's and Martial Art's Soul so this is literally a combo breaking ram.  A very powerful edging device and a giant surprise factor.  It makes chasing recovery punchers easy and sniping a lot safer.  I guess you can say it makes a "dazzling" skill.  Basically use this skill as if you would use Devil Fang's launcher.  Instead of expecting a juggle though, expect to knock them down.  The knock back isn't much though, so expect it actual ram distance.

Due to it's long iFrames (as long as you're running during this skill), this plays some extremely mean wake up games too essentially making the only way to dodge it is either recovery punching.  Go dazzle the audience with this unknown skill guys.

Skill 2 - Dance Dance Revolution
Okay, I really couldn't think of a name that wasn't corny.  Anyways this is the skill you see people with idol spamming.  Amazing skill in non-1vs1 situations.  Beast crowd control, insane support, and it gives the mentality of having the opponent to move out of the dance circle.  A very versatile move making it devastating to people who don't know any better.

This skill is the ultimate counter to people who attack search or rely on the movement of their attacks to hit.  When within range while they're still attacking, launch up this skill and there's your free juggle launcher.

Position yourself right, this skill out distances a punch recovery.

Like said before, this skill really shines as team support OR crowd control in either Free For Alls or Teams.  It forces opponents to either move out of the way or block making it have an advantage for your team, however be wary though if blocked you're open for a nice free kick combo, so only use it when there's more than 3 around (assuming the other two aren't going to team you).

Scrolls good with Idol:
Sage Master
Android default (lol ram).
Drunken Scrolls (lol ram also).
Exocores good with Idol:
Hell Hand
Magma Destroyer/Tornado
/Al Hata Boss
Hit N' Run
Fire Starters/Birthday Exo
Blue Skyhorn
Freeze Charger

Jellyman

Price:208A, 200A, 200A (in order)
Class:All
Description:You can't even handle the awesome of Jellyman.
Opinion:A very underrated ExoCore.  This ExoCore has potential to edging an entire moon game as well as hindering opponents from threats to just people jumping around.  It's not something to scoff at and outshadowed by more practical ExoCores.
Support Rank:7
Singles/Damage Rank:4
Ease of use:Somewhat-Easy
Mastery:Medium
Versatility Rank:High-Medium
Potential:High
Fun Fact:Jelly man reduces your hitboxes, however it's barely noticable (but noticable to the experienced player).

Skill 1: Jelly Throw
In this skill you'll find yourself "throwing" yourself onto someone hindering their speed to less than that of a mute mask (or the same as a mute mask).  With that, speed becomes a hinderance and the person hit is at a major disadvantage probably making them jump around to avoid damage.  The skill itself is somewhat anti air and comes out fast enough to be used offensively as support in a team match.  On 1vs1 it's relatively useless though.

With it's moderate-speed output and traveling at admirable speed (but not something worthy of praise), Jellyman from up front is somewhat easy to dodge, unless someone is distracting your opponent.  The skill itself is quite situational, but if one lands a hit well it's a knock down there.  The user is at one hell of an advantage in terms of wake up games and just overall stats.

Without obstacles Jellyman travels at an infinite distance (until it hits the map wall or another player).  Launching the attack far ranged is probably the most practical way assuming you have good prediction skills on where the opponent is.  Best used as team support or when others are distracted in a free for all match.

Skill 2: Hopscotch
With iFrames, somewhat of an AoE, and being completely safe on block or not as it goes through blocking opponents.  This skill potentially edges better than any exo core I can think of at the moment (under the assumption it's a fence edge).  This skill can be used to get out of clusters, edging situations, or simply to get out of the way.

With the iFrames, and the fact it combo breaks
this skill can be used similar to that of Devil's Fang but instead of a juggle, you play a wake up game.  The skill's range has enough to snipe a recovery punch as well.  In the end, this saves Jellyman from becoming a disaster.

Scrolls good with Jellyman:
Soulless
Combat Sambo
Darksider
Viper
Vale Tudo
Blood Wind Ninjitsu
and some others.
Exocores good with Jellyman:
Relentless Mace
Hell Hand
Tornado (elementalist)
Hit N' Run


Edited by Pikamaster - Jul 16 2011 at 2:26am
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Pikamaster
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Posted: Jun 14 2011 at 12:20am Quote Pikamaster Reply
Originally posted by Kietsu

Because I'm such a creative person and have nothing to do but sit here for the next three hours.

Exocores are tricky. Unlike scrolls, you can't test them out to get a feel for how they work before you buy them, so it's pretty much a leap of faith sometimes - especially if one of the less used exos catches your eye.

So let's talk about exocores.

[All Class Exocores]

Barrel Cannon

Barrel Cannon is an inexpensive Carat exocore that gives you two projectile attacks and replaces your punches.

Your first skill is a very simple bullet attack - it travels slightly slowly and stops when it hits a player or a wall. It does around 280 damage, does very small knockdown, and is easily blocked - not something you'll normally use in a 1-on-1 fight, although if you fire it at point blank against a guarding opponent it'll back hit them. Most of the time though, you'll want to use this from a safe distance to poke at a battle. Or better yet, use your second skill.

Said second skill fires a much larger shot. It travels a bit slower, but does a lot more damage, launches targets pretty high, and has only a slightly higher SP cost. The best thing here, though, is that it doesn't stop when it hits someone - it just keeps on traveling, letting it hit groups of targets. Just be careful with the charge time - you take longer to charge this up than your other projectile skill.

The punches are... well, exocore punches - they can't block your 2nd punch if the first one hits. The Cannon punches are neat because the first one comes out surprisingly fast and has equally surprising range. Just be careful with the rest- it's kind of slow, though the blockstun doesn't make it a problem if you manage to catch you target with them.

Overall, this exocore isn't all that great for regular fights, though it can be pretty nasty on maps where a lot of the fighting happens in long horizontal areas. (Risky!) Where this thing really shines, though, is Boss mode. You can clear entire rooms on Hell difficulty by just baiting enemies into a line and mashing the 2nd skill when you combine Barrel Cannon with a decent SP set - and that's just awesome.

Martial Arts Soul

This one's a classic. Back when only Astro scrolls could juggle, this was how all the Carat users got to launch their opponents - not to mention it was great for the Astro scrolls too.

Its first skill is basically what the exo is for. You wind up and unleash a wicked uppercut that launches your enemy into the air and gives you ample time to move in and juggle them as they come down. But the great thing here is that it's a combo breaker - for most of the animation, you're invincible, and nothing will hit you. So with a little bit of practice (and timing) you'll be able to go straight through enemy attacks, taking no damage, punching them in the face, and getting free juggles. And that's basically all you'll use this for - NEVER use this skill if you're not sure your enemy will attack, because if they block it, you're left wiiiiide open.

Your second skill is... well, it's just not that good. You basically just spinkick through the air, hitting three times for pretty terrible damage. The one thing that saves this skill from being completely useless is that it can pop people over short fences - your uppercut does it too, but poking with this skill is a bit safer. Oh, and the block stun + pushback is decent.

The real problem with this exocore is that it's just completely outshined by Devil Fang now - there's literally nothing this exocore does better, unless you really like the spinning kick for some reason. Otherwise, unless you're on a budget or like the red gloves, get Devil Fang instead.

Iron Fist

The first all-class Astro exocore. Hits like a train, moves like a brick.
Iron Fist's first skill is a punch. Rather, a short-ish followed by you rushing forward and punching. Hard. Does a pretty decent chunk of damage, around 350, but poor knockback. Still, you can poke at people that are standing a little too close to a fence and paying no attention to you, as this'll get them over some fences.

When you press the other skill button, you raise your hands in the air (like you just don't care), stand there, yell SOMEONE COME HIT ME (the charge sound is pretty loud), and if nobody does that, you drop a huge iron ball down in the area in front of you. This does INSANE damage - almost 600, in fact, and sends people flying upwards. It's entirely possible for people to block the wrong way when they see you charging it - you have to block towards the center of the impact ball. It can even hit people on ground, but it takes way too long for you to be using after a combo, so mostly the ground hit is to make it a little more rewarding when you toss it into a big group. And, since the ball DROPS to where you're aiming, it'll hit people that are standing in an area above and forward of where you are - this is pure evil on Risky Escape. And while this is all great, there's one glaring flaw - this skill BURNS SP LIKE FIREWOOD. Like, ouch. How did we even use this thing before SP gems?

And I should mention the punches. They're slow and predictable, but they're exocore punches so you don't need to worry about them blocking the 2nd hit if the first one connects, and you've got some decent blockstun. These ones have some average delays, too. But the great thing here is that the punches do HUGE damage - a full combo does about as much damage as a nanmu.

So basically this is for big team battles or free-for-alls. Neither of your skills are of any use in a 1-on-1 and the punches, while they hurt like crazy, aren't worth it either. Speaking of which, Iron Fist is pretty cheap compared to newer exocores, and it still packs quite the punch.

Shadow Devil

Get your B key ready, kids, because this Astro exocore is SPAMMMMMM. And painfully effective spam, at that. Well, to its credit, it does have a decent V skill too.

Very decent in fact. The range is decent, the speed is decent, the damage is decent, the knockback is... actually the knockback sucks. But hey, thanks to the way the devil... shadow... reaches out, it can backhit if your enemy is close enough.

The B skill is the reason anyone bought this exo ever. (Actually a few people like how it looks...) Your shadow buddy vomits bats everywhere. And I mean everywhere, the hitbox on this attack is MASSIVE. I don't know how big it is, I just know that if you have some general idea of where everyone is, turn towards it, press B, and you'll probably hit someone. And when you do hit someone, they'll be stunned for a moment. Not long, but long enough for a nearby teammate to get some free hits in. Or, if you're both horrible people, spam their own bats and chainstun the poor target to death.

Shadow Devil is an amazing team battle / boss mode exocore. It basically forces everyone on the other team to block towards you, and it hits entire rooms in boss mode. It's not quite as great in Free-for-Alls, as you'll probably get one or two easy hits in with your bats before everyone decides to just block towards you and collectively go "=/" before you give up. Still, great exocore - probably one of the best all-class exocores.

Samurai Soul / Demon Samurai Soul

A pair of Astro exocores that give you samurai armor and a sword, replacing all your attacks. (Except your throw, counter, tackle, and slide kick.) They are identical except for slightly different looks and their 2nd skills.

Samurai Soul's "punches" are... pretty decent. They're not the slow, huge-hitboxed, massive blockstun smackdown a lot of exocore punches are, but they still can't be blocked midcombo and they've got some good damage and range. Be sure to take advantage of delays with these - if you don't, the low blockstun compared to the recovery will kill you.

The "kicks" are similar to the punches, except for the third (and final) kick. It can be charged, and a full charge makes it unblockable. The problem is the charge takes forever and even starting the third kick is slow. Most of the time you'll just get smacked if you try to charge it up at all.

Next, you've got a KKP combo. It's nothing special, and has smaller hitboxes than the other combos, but the third punch can lift people over fences. Sadly, it doesn't work as a juggle launcher.

The last new combo you'll get is a KK+G. It's actually one of the few fast two-hit exocore combos, so it's nice to keep in mind. (I honestly forgot this exo had a KK+G for a long while.)

Also, Samurai Soul gives you a kG move. It's a forward leap that delivers two hits. You can jump over recovery kicks with this, but it requires good timing. The second hit is also a ground hit, but not a great one, as it takes a while to come out. Note that KPP, kG actually does more damage than your other combos.

Both exocores share their first skill, which is a quick draw skill that moves you quite a distance forwards and hits anything in the way. It's also a lot wider than it looks. Note that it IS blockable and leaves you in a bad spot if you come up a bit short of someone. There's also a fairly long wait time before you can use it again.

The regular Samurai Soul's second skill makes you slowly move forward while performing a series of 5 vertical strikes, with the fifth popping the target into the air a bit. If you catch someone with one attack, the rest will hit. You're also completely invincible for the attack, but the recovery leaves you quite vulnerable after the fifth hit, so don't use this if someone's going to block it. And watch your aim, as the attacks are fairly narrow.

Demon Samurai Soul's second skill gives you a period of invincibility while you shoot out a long jet of unblockable fire. The damage is about equal to landing all 5 hits of the other Samurai's 2nd skill. This is easily the fastest unblockable attack in the game, as well. But, there's a catch. This skill's recovery time is bad. Really bad. I can't even describe how horrifically long it takes you to recover from using it. If you hit someone at point blank, they will be able to stand back up and hit you before you recover. Ouch.

Both exos give you a pretty solid set of combos and some nice skills. Both 2nd skills are great moves with some glaring weaknesses that take smart play to avoid, so I'd say picking between the two is more a matter of preference.

Suriya Crystal

A pretty long-awaited Carat exocore when it came out, and referred to by a lot of people as "Night Repair" for the longest time. (Online translators were getting the name completely wrong, as the Korean word for repair, "suri", is in the name "Suriya", which itself is a literal translation.) It gives you two useful skills with impressive range.

The first skill is a pretty great projectile. It's fast, HUGE, goes through walls, hits multiple targets, and does fair damage. And because you hold the disk above you before you throw it, there's very little vulnerable time before you let it fly... unless they block it, of course. The projectile also has a maximum range, so you can't snipe with it from as long a range as other exocores.

Your second skill has you jump up into the air and explode. Or something like that. At any rate, anyone inside the skill's pretty impressive radius who isn't blocking towards you has their screen go completely white for a couple of seconds. Hilarity ensues when playing on edge-happy maps. It comes out pretty fast, to boot. At the same time, low damage + no knockback + no credit for people jumping off the map = no kills from using this.

Overall, a great exocore, especially for carats. Barrel Cannon's 2nd skill actually kind of outshines it (heheh) in boss mode to an extent, but this is much more handy for regular fighting.

Devil Fang

First off: I hate fighting this exocore so much. Hard to fight offensively against it, hard to fight defensively against it, and it's carats, so everyone in a given room has it. In fact, I'm sure anyone who's reading this has seen it at least 20 times, so why am I even writing this? Blarg.

Let's start with the first skill. (Surprise!) Remember Martial Arts Soul's combo breaker uppercut? Well this extreeeeme flipkick is everything that was, except improved in every way. There's almost no wind-up time, so it's harder to block, it recovers faster (though it's still dangerous if blocked!), it's easier to juggle off of, and it does more damage. Basically, if your opponent wants to attack, press V and say no.

Your other skill is just annoying as hell. It pops up a short spike wall THING perpendicular to the direction you're facing, a fixed distance ahead of you. If you cast it so that it pops up just behind an enemy, they have to turn around and block it. Which they won't. Because this attack comes out FAST. Vicious wake-up games abound. Also, it has this nasty habit of locking onto edges when it comes to the knockup, making it easy to kill with on Moonlight.

Basically, if you want a carat exocore and you're not sure what to get, buy this. It's just that good.

Persona

Astro exocore that is not to be confused with the Astro scroll called Persona. Not that you would, since that scroll is so underused it might as well not exist. Actually, this exocore isn't that popular either.

Your first ability is to set yourself on fire and rush forward. That's about the best way I can describe it. Anything you get close to takes some pretty good damage and is knocked down. Watch out for where this stops, as if someone is close but not close enough to have to block it, you could get hurt.

The more interesting of Persona's skills is the second one, which has you do a dramatic spinning jump forward followed by a grab. If the grab connects, you pick them up and blow up their face, doing a bunch of damage and knocking them back... well, like 1 foot. Yeah it's pretty lame knockback. You're invincible up to and including the grab, though, and the recovery time is rather fast, so it's a generally pretty safe move. It's just hard to land, since you jump through the air while screaming HEY GET OUT OF THE WAY.

All in all, an odd exocore. It sort of specializes in getting outside of the fight and then jumping back into the fight with a skill. Still, it's pretty handy, and that grab skill's animation is so awesome they used it again for REDACTED.

Señor Crane

Some people refer to this exocore as "Dullahan". These people are weak.
Seriously though, this was a permanent Astro exo released for Halloween 2009, and it has stayed in the shop. It shares a whole lot of moves (and weird hitbox shenanigans) with Sheep's Cry, so I'll talk about those in the Sheep's Cry section. As for the unique moves...

...actually, I lied. It's >>K is pulled from the Taurus exo. Christ, guys, give Soul Fighters a break! Anyway, you sprint forward a set distance, passing through enemies and doing damage (but not knocking down!) anyone who doesn't block the attack. Can be helpful for positioning / poking at fights, but you're still vulnerable and it's easy to dash clear off an edge, so do be careful.

The >>G, on the other hand, is a totally new pile of hax. Your adorable little horse hops slowly through the air, landing a short distance ahead and doing damage in an area centered around where you land. The evil thing here is that you can hop over enemy players and hit them from behind... or do it from just the right distance and hit them from the front. Yeah, the mindgames here are wonderful if you can get the exact range for back hits and front hits down. Oh, and it can ground hit. Just something to keep in mind.

Your first skill makes a loud noise while you strike a pose for a bit, then let out a series of four skeletons. You know, like from boss mode. Except these are actually just projectiles that do some damage and explode when they hit a wall, an enemy, or someone blocks them. They're packed closely enough that they'll often juggle people, but it's very hard to predict where they'll land.

Your second skill causes you to go invincible for a bit, then trap anyone who is close to you and not blocking in a coffin, dealing fairly good damage. After a delay, they take knockback based on which direction they were facing. While you can't juggle off of the knockback, the delay is more than enough for you to line up a ground hit with your >>G. Also note that while this skill is amazing in crowded fights, there's a limit to how many targets it can hit, so it'll leave you open if you use it in areas with a ton of enemies in Boss mode.

Overall, something of a slightly underrated exo. It has just about all of the upsides of Sheep's Cry along with a great set of skills and an awesome dash attack for wakeup games and mixups. Pretty awesome when in good hands.

Magma Destroyer

You know, I can't actually think of a single person I know that was actually waiting for this. Ah well. It's an Astro exocore, although for a small time there was a package that allowed you to buy it with Carats.

This exocore's first skill is.... weird. You toss out two unblockable lava rocks, with the 2nd one going further than the first. They're unblockable, cause popup, and the second one will juggle off the first if it connected, so it does pretty decent damage if you can get both hits off. The 2nd rock also has quite the surprising range, and combined with being unblockable this makes it pretty nasty for poking on narrow bridges.

Magma Destroyer's second skill is a fairly large AoE attack that makes you invincible during the first part of the animation. The attack creates a weird magma... cage... thing thing that does a bunch of damage and tornado launches anyone caught in it. If they block it, though, they can get a drink, come back, and juggle you before you recover, so do NOT spam this skill. This same recovery time means you can't juggle the people launched by the skill, though your teammates can.

It's an odd exo really. One skill is for poking at people from afar, the other is for running into big fights and spamming damage everywhere while being invincible. It's got decent damage, but I'm not convinced it really does anything special.

Hornet

Hey guys! Anyone want hideous gigantic yellow and black gloves as an Astro exo? Anyone? No? Yeah, didn't think so. Shooting bees is cool and all, but my god these things are tacky.

But enough about that, let's talk about skills. Your first is a hop into the air followed by the legendary TORNADO BEE STRIKE, which is to say, a fast 8-hit bee combo. This attack does combo break, and it's also a ground hit - an especially damaging one at that. Actually, this skill scales really well with STR, as each point of STR = 8 more damage against a standing enemy.

Your second skill shoots out a big cloud of bees that sticks around for a bit and causes anyone in it that doesn't block towards the center to eat a bee stun. This basically serves one purpose: Nasty, nasty wakeup games. When used right, you get a free stun if they recovery kick, or they have to block away from you if they stand up. If they recovery punch? Well, that's why adding that made the wakeup game lovers go all sadface.

This exocore is abusive to both one's eyes and one's opponent, at least, if you can take advantage of the little tricks each skill is capable of. And that STR thing is just nasty.

Jellyman

This guy is actually the WeMade logo, and it was released in Gem Fighter to celebrate WeMade's birthday. Over here, though, it's just a silly-looking Astro exocore. It's a transformation exo, but it doesn't change your combos and you still keep your accessories, which can lead to some pretty entertaining results. Oh, and it also comes in pink.

First skill... throws a smaller Jellyman. Where did that even come from? It's an otherwise standard projectile, except that if it hits someone it'll latch onto them in a vaguely creepy manner and slow them down for a bit. At any rate, It's a fairly good projectile attack.

Your second skill is some weird forward leap attack. It comes out fast, moves you forward REALLY fast, and has quite a bit of range and an awesome hitbox, making for a nice ranged poke or distance closer. Note that you won't go through people with this.

Another exo with a slightly confusing purpose, as it has both a projectile and a get-into-point-blank at light speed attack. Don't get me wrong, though, they're both good skills.

Cook

This thing used to be an annoying-as-hell Astro exo that basically let the user be invincible for the rest of the match while forcing everyone around them to block 24/7. Then NimoniX did the unthinkable and actually nerfed an overpowered skill. And now it's just good for bashing people with a frying pan.

Yep, this exo replaces your normal combos with deadly culinary panslaps. Firstly, you get a 3-hit punch combo. It's fast, has nice damage, exopunch mechanics etc, but the hitboxes are just a wee bit narrow. Good blockstun/recovery, though.

The replacement kicks are a solid 2-hit combo, and they work amazingly well for getting people over fences, since you basically have to panic the first hit, as the 2nd one hits you in midair. Take advantage of this when you can.

Your first skill lets you rain down a hail of veggies in a straight line in front of you. They can combo, and love to juggle people off of bridges, but they're also slow and blockable. Very good damage VS bosses, but the SP cost is high too.

The 2nd skill has you jump into the air (making you invincible, as far as I know) and then slam down a huge cake, which creates a large AoE blast that causes tornado launch. This used to have so much blockstun that you recovered from casting well before anyone could unblock, but no more. Now it's just a good AoE for large battles that can get you a juggle if you're good with it. Oh right. The SP cost on this. Good lord is it high.

So... not the ezmode spam it used to be, but it still has some good uses. I feel like the combo replacements are underrated, but who knows.

Storm Bringer
In Gem Fighter, this exo is only usable (along with the Delta Black outfit and a few other things) if you are playing from a Korean internet cafe, which are pay-by-the-second. Ouch. Here, it's just a neat Astro exocore.

The first skill summons a bolt of lightning to strike a set distance in front of  you. The bolt emits a pretty large shockwave, and anyone not blocking towards the bolt is hit by some light damage and an electrocute stun. It's a little slow, so the ability to back-hit isn't as good as some other exocores, but the stun is awesome if it hits. Plus  you can combo it off of your 2nd skill.

That 2nd skill creates an electric orb a fixed distance in front of you. It's a huuuuuge distance mind you, generally speaking it basically appears out of your visual range if you shoot it left or right... evidently, this is not for close-range fighting. The orb itself is a fairly small ball of electricity that sits in one spot and does a total of 8 incredibly weak hits over a fairly long period of time. Anyone caught by one of the hits will be hit with the rest of them, and if they panic too early they'll just get caught once again. It can back hit, but again, it's really tricky to aim because of the enormous cast distance. On some maps, this sets up some awesome edging opportunities. Otherwise, it's basically a free juggle attempt.

This exo doesn't do much damage, but getting hit out of nowhere with the shock ball, or even getting hit by the skills at all, is pretty scary, as it leaves you wide open for the Storm Bringer user to smack you silly. Tricky to use, but rewarding.


[Striker Exocores]

The first thing you'll notice about most Striker exos is that they hit really hard.
The second thing you'll notice about Striker exos is that Strikers have terrible, terrible base SP.
While they're not the best class for using exos in the first place, Strikers do get some pretty great exocores.

Strike Force (Default Exocore)

Strange metal boots and gloves that all Strikers start off with. Not much else to say, so I'll just talk about the skills.

The first one is this weird, kinda slow whirlwind kick. It's actually got some invincibility, but it's not enough to make it an awesome combo breaker exocore, as it does low damage and knocks down, so the only follow-up is a ground hit.

Which, incidentally, is what the second skill can do. It's a rather slow AoE hit that does low damage, but ground hits. This used to pop people up enough that a 2nd Strike Force user could hit the target again when they landed, basically juggling them until either one of the Strikers ran out of SP, but that was way too good of an ability for a default exo.

So... this exocore isn't that good, but it's free, so what did you expect?

Mecha Strike

Mind-bogglingly unused carat exo. I rarely saw this thing back in beta, when other exos didn't even exist.

It replaces your punches with the same combo Iron Fist gives you, which is to say, slow, but does ungodly damage.

Aaaaand I just accidentally hit the gigantic banner ad at the top of the page and lost what I was writing again. Seriously, does anyone actually NOTICE that banner, or is it just there for people to click on by mistake? =/

/ragequit



Edited by Pikamaster - Jul 12 2011 at 5:19am
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Pikamaster
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Posted: Jun 14 2011 at 12:21am Quote Pikamaster Reply
Progress log:
6/12/2011- Knight's Blade
6/14/2011 - Hornet Hive
6/14/2011 - Project Started
6/14/2011 - Relentles Mace added
6/21/2011 - Sabres Claw added
7/11/2011 - Idol Added
7/12/2011 - Added Kiestu's guides as reference for the future

Guides in Progress:
-Idol - (Done)
-Xero Discus (Dropped.  Will take it again eventually)
-Jellyman (Done)
-Hell Hand (Drafting)
-Blood Storm Shuriken (Testing)
-Anomaly Staff (/need to purchase)

Applications:
Want to be apart of the guide to all Exo Cores?  Write a sample guide of your favorite Exo Core following my format and PM it to me (Pikamaster).

Under review between 2-3 trusted people we'll add said sample and put you apart of the team.

Your duties are to take requests and write guides on a weekly basis producing at least 1 a week.

Credits:
AaronDesu - Technically
Kiestu - (Some of her guides are outdated though)
Anyone who helped me test


Edited by Pikamaster - Jul 16 2011 at 2:30am
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morlhug1
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Posted: Jun 14 2011 at 1:23am Quote morlhug1 Reply
Nice job on the guide, looking forward to seeing Exos explained. Btw if you need any help with Idol I can give you some great info.

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darkclawz
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Posted: Jun 14 2011 at 3:34am Quote darkclawz Reply
Bravo
NAPS
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bambooking1
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Posted: Jun 14 2011 at 3:37am Quote bambooking1 Reply
Makes me wanna buy hornet...
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Zaealix
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Posted: Jun 14 2011 at 6:41am Quote Zaealix Reply
If you don't mind me asking, what exocores do you have now? Only asking so I'll know which ones I can ask you about can expect you to be able to answer easliy.
I'd like to see a Relentless Mace, and a Jellyman exo
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muleaccount1
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Posted: Jun 14 2011 at 8:10am Quote muleaccount1 Reply
Don't you dare leave this unfinished
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Pikamaster
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Posted: Jun 14 2011 at 8:52am Quote Pikamaster Reply
Originally posted by Zaealix

If you don't mind me asking, what exocores do you have now? Only asking so I'll know which ones I can ask you about can expect you to be able to answer easliy.
I'd like to see a Relentless Mace, and a Jellyman exo
Uh, basically all of them except a few carat ones.  I know how to play with all of them.  I basically had every single one of them at one point of time so I know or have a good idea of what depth they are.

Anyways, I have Relentless Mace and Jellyman.

Originally posted by muleaccount1

Don't you dare leave this unfinished
:V.  You know, just knowing me.  It's gong to take a lot more effort than I anticipated since I'm making reference videos for every single gosh darn exo.


Edited by Pikamaster - Jun 14 2011 at 8:53am
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Yoshiimitzu
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Posted: Jun 14 2011 at 10:55am Quote Yoshiimitzu Reply
This will be interesting.

Oh and there's videos too?
Can't wait to see this when there's a lot more exos on it.
Jesse
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CyanSky
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Posted: Jun 14 2011 at 12:34pm Quote CyanSky Reply
Let me do Skyhorn for you, yes?

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Pikamaster
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Posted: Jun 14 2011 at 12:36pm Quote Pikamaster Reply
Originally posted by CyanSky

Let me do Skyhorn for you, yes?
If you want.

Follow my format & write it.  I'll have your part quoted in.
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CyanSky
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Posted: Jun 14 2011 at 12:36pm Quote CyanSky Reply
Originally posted by Pikamaster

Originally posted by CyanSky

Let me do Skyhorn for you, yes?
If you want.

Follow my format & write it.  I'll have your part quoted in.

On it~

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Pikamaster
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Posted: Jun 14 2011 at 12:40pm Quote Pikamaster Reply
Applications open if anyone wants to join in.

Edit:
I should have Relentless Mace & Sabre Claw done today.  I'll try buying myself a UGC soon when I get the time to.


Edited by Pikamaster - Jun 14 2011 at 12:44pm
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blazer456
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Posted: Jun 14 2011 at 2:48pm Quote blazer456 Reply
One thing to add: Be careful when using the V skill for Hornet. You dont want to position yourself in a way that gets you edged and your opponet laughing at you.
 
And if you can do a guide to Hell Hand, that be great.
IGN: DragonstarX
"When the Eagles are Silent, the Parrots start to Jabber" --Winston Churchill.
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Pikamaster
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Posted: Jun 14 2011 at 3:04pm Quote Pikamaster Reply
Originally posted by blazer456

One thing to add: Be careful when using the V skill for Hornet. You dont want to position yourself in a way that gets you edged and your opponet laughing at you.
 
And if you can do a guide to Hell Hand, that be great.
You will be taking priority #1 for requests.  PM muleaccount1 regarding hell hand if you want a quicker way to learn how to use it.  He used to play with that exo a lot.


Edited by Pikamaster - Jun 14 2011 at 3:05pm
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Gamer121
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Posted: Jun 14 2011 at 3:23pm Quote Gamer121 Reply
Nice job so far. I think you should put exocores that work well with the exos as well.
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{Pure SF}
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Posted: Jun 14 2011 at 3:34pm Quote Pikamaster Reply
Originally posted by Gamer121

Nice job so far. I think you should put exocores that work well with the exos as well.
Oh thank you.  I knew I was missing something.

Your suggestion will be implemented.
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ninjaman234
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Posted: Jun 14 2011 at 5:13pm Quote ninjaman234 Reply
Well done.

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Pikamaster
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Posted: Jun 14 2011 at 5:13pm Quote Pikamaster Reply
Relentless Mace added.
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toobeast
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Posted: Jun 14 2011 at 5:16pm Quote toobeast Reply
I would like to see Anomaly Staff please thanks and nice guide its coming out fantastic so far !!
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chaoscookie
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Posted: Jun 14 2011 at 6:23pm Quote chaoscookie Reply
Samurai exo? lol no
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TaingRichard
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Posted: Jun 14 2011 at 6:42pm Quote TaingRichard Reply
Originally posted by chaoscookie

Samurai exo? lol no
lol yes
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ShadoweyesClan
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Posted: Jun 14 2011 at 6:46pm Quote ShadoweyesClan Reply
nice work on these guides.clap

I wish I had good grammar If I wanted I would make a dragon striker guide ;<


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doth3vu
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Posted: Jun 14 2011 at 6:53pm Quote doth3vu Reply
Do a carat Exocore! Anyone is fine :D
Great Job on the Guide

                 IGN: Nyertron
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