Toribash
Original Post
Robber7275's Beginner guide
Since there are no teachers CURRENTLY for the mods in this guide, I will share what I know about them
NOTE: THIS GUIDE IS NOT ENTIRELY ACCURATE


WUSHU
Introduction:
Wushu is a mod where two people fight each other between a distance and with the inability to grab, thus making this mod a little bit of a hassle.

What makes it hard:
Wushu starts out with an average distance between you and your opponent.
This distance is used by replay makers who aim for realism.
But the turnframes are 500 instead of 1000 and 50 frames per turn, so it means you have only 10 turns to move.
You also can't grab so you and your opponent will fly far from each other.
Another dangerous thing is the DQ, and since both fractures and dismemberments are enabled, chances of getting DQed are good.

How to win it:
Because of the distance, players tend to make "openers" for their moves.
Openers are poses where players get ready to attack.
Common openers take up 1 turn but "counter moves" take up 2.
Momentum is a MUST, as it earns not just more points but also fracs and DMs, so find an opener where your move will get a high momentum.
SIDE NOTE: DO NOT USE THE CONTRACT KNEES OPENER AS IT WILL RUIN YOUR TORIBASH NAME.

Things to note:
-Accuracy - Aim for joints as DMs and fracs are easier when joints are hit.
-Momentum - Touching joints don't do anything. Swing your limbs to the MAX!
-Altitude - Too low, easy DQ, Too high, easy DM/frac.
-Vital joints - These joints are what you'll need to win. Fraced or DMed, you're dead.
*Knees
*glutes
*shoulders
*elbows
*pecs
-Flow - More stiff movements = Higher DM chance on you.

What to do:
First off, you HAVE to know at least 3 moves, one offensive, one defensive and one counter move.
Offensive moves are moves that tend to hit with high momentum.
Defensive moves are moves where you back away from your opponent and at the second turn, you unleash a powerful attack that hits OFFENSIVE players(not the social kind). Not people who stand still or using a defensive move.
Counter moves are moves that backfire on either the user or effective on his opponent. These moves take up 3 turns and aim on DQing the opponent.

Moves:
there are many moves but I will teach you a simple move
Sweep kick:
1st turn
Relax all
lower left shoulder
left rotate chest
Extend left pec
left bend lumbar
extend left glute
Space (50 frames)
2nd turn
raise left shoulder
contract left pec
Contract left glute
Contract left hip
contract left knee
Space (50 Frames)
NOTE: This move can be modified for better accuracy and momentum.


TAEKKYON

Introduction:
Taekyyon is a mod where you and your opponent make use of the time to change movements at the right time, with the correct combination and in a short amount of time.

What makes it hard:
Distance is a little hassle but that's not the issue.
The issue is movements.
Due to the short amount of turnframes, you have to make your hits count and take advantage of both your moves and your opponent's moves.

How to win it:
Like wushu, most players use openers but they are not necessary. They only provide extra momentum.
Also make use of the 10 frames per turn as not all multiplayer mods are like that.
Aim on DMing the legs and avoid getting grabbed.

Things to note:
-Strategy - Predict your opponent's movements and reverse them.
-Timing - The 10 FPT gives higher accuracy but must be moved at the right time.
-Targeted part - Make sure the parts you are targeting are vital to your opponent.
-Vital joints - DMed = dead
*shoulders
*knees
*hips
*glutes
-Turnframes - Due to the short amount of TFs, DQs may not happen at all.
-Enemy's defense - Look for a hole on the defense of your opponent and use it when you have the chance.
-Moved joints - Keep 1 leg hold your footing and the other 3 limbs on attack and defense. Keep the leg holding your footing safe.

What to do:
Get as much momentum as possible in the first 20 frames, make sure your attacks aim for the torso or the nuts as they are the easiest to DM.
Grab enemy joints with good momentum to boost chances of DMs.
Make use of the minor joints like the ankle and wrist as even the smallest movement makes the biggest changes.

Moves:
Split kick:
Hold all
extend left pec
contract right pec
contract right elbow
left rotate chest
left bend lumbar
extend both glutes


I may add something about sparring
Last edited by Robber7275; Sep 21, 2011 at 11:19 AM.
Teaching moves is a bad idea because in Wushu, opener is nothing. If you use openers, you will never improve.

That tip is from Fl0w's members who specialize in Wushu.

Also, Nice guide there. I recommend adding "Beginner's guide to Wushu" at the thread title.
Using openers in wushu is kinda good, but "using it too often will never improve you" as flowfags said
Can't wait for taekkyon :>
best vlad in plat V Kappa
kat <3
Cool guide, thanks for taekkyon.
Mother Moderated Message:
Read books NOW
Your tk tutorial is kind of wrong
As if, Snapkicking won't help you if you are facing an opponent who knows how to dodge and reverse
'avoid getting grabbed' , well if you are smart you can move the joint that is about to get grabbed(assuming it is something like a knee,hand,ankle) and move it fast when you are getting grabbed and there's a high change his hand will break.

But yeah,most of the tips here are quite usefull other than what I said.
im good at league
i barely ever check this forum anymore, to reach me go to my twitter
Originally Posted by evildog View Post
Can't wait for taekkyon :>

You teach Taekkyon in your classes and this guide is for those mods for whom we have no teachers.