Forr
Variationless Ferra Torr
Update:
At this point in time Pain and Gain is a high risk, low reward move. Not only are you losing health using it but, due to the long recovery of the move, you are giving your opponent a chance to either escape your pressure or start there own. Some characters are able to keep you trapped in block strings long enough for the buff to run out, meaning you are simply giving them an opportunity to start there pressure and add on to there damage. Using this move in the nuetral means death and the chance of reaching level 3 or maintaining the buff is almost as laughable as Jokers trait in injustice. That being said this move makes the variation useless competitively when compared to Vicious. But if you wanna give Ruthless a try to either challenge yourself or just for the hell out it, here are some things you'll need to know.
Ferra and Torr's Ruthless variation is based around the Pain and Gain move and how you manage it. After using it you will lose 5% health in exchange for a damage buff that will last for about 8 seconds. You can extend the time you keep the buff by using the move while it is still active, which will also increase the damage buff you receive. The visual indicator to having the buff is blood running down Torr's arms, although there is no countdown to let you know you are losing the buff. The move also has armor properties that activate shortly after startup.
It will build 1/6 bar of meter per use.
Damage Buff:
Level 1: 20% Damage increase from normal. 1 hit of armor.
Level 2: 20% Damage increase from level 1, or roughly 44% from normal. 2 hits of armor.
Level 3: 20% Damage increase from level 2, or roughly 73% from normal. Multiple hits of armor ( at least 4).
The damage buff affects all normals, specials, throws, and intractables.
Using an x-ray attack while damage buff is active is not recommended unless it will kill. Not only will you lose the buff, it hardly affects the damage.
Normal x-ray - 37%
Level 1 - 38%
Level 2 - 39%
Level 3 - 41%
As far as damage goes, it is usually not in your favor after a level 1 buff runs out. But the longer you are able to maintain your buff, the less you have to do in order to get your 5% worth, due to the way the buff exponentially rises to level 3.
But Pain and Gains true potential lies in it's ability to armor through multiple hits and either punish on the openents recovery frames, or interrupt mid string for full a combo punish. This is extremely risky to do in the nuetral and once an opponent knows about this it is easy to counter. More setups will take time to flesh out but here are a few found by the Ferra Torr council...
Corner: Ending combos in, d1 d1 11xxPnG, will armor through fast wakeups for full combo punish, and will give you enough time to block slow wakeups, to either punish or contiue pressure.
Midscreen: Ending combos in F4 F3xxPnG will have the same reaction as above. Using this to push oppenent in to corner avoids any tech rolls.
These knockdowns give you enough time and space for a free Pain and Gain...
112+4
F32
Canceling off Block Strings :
If you do not have at least level one, then canceling off a block string is risky due to the long recovery. But if you have a level 1,2 or 3 canceling into it off a block string will play some interesting mind games with your opponent and possibly allow for full combo punishes.
Guarenteed PnG off block strings if you have at least level 1 already active:
B12xx, F2xx, B3xx
We also have 3 other block strings that can be poked out of before the armor activates, but because they can attack earlier the armor frames can last long enough to absorb an entire string, allowing full combo punish :
B121xx -- Interrupted by 5f
11xx -- Interrupted by 6f
F3xx -- Interrupted by 8f
That is a basic rundown of Pain and Gains properties and uses. Hopefully that will give you guys some new ideas on how to use it more effectively and find some more setups.
------Forr said:The patch has completely changed how Ruthless will play so I will try to compile some useful information over the next few weeks with some help. Guide will be completely reworked.
At this point in time Pain and Gain is a high risk, low reward move. Not only are you losing health using it but, due to the long recovery of the move, you are giving your opponent a chance to either escape your pressure or start there own. Some characters are able to keep you trapped in block strings long enough for the buff to run out, meaning you are simply giving them an opportunity to start there pressure and add on to there damage. Using this move in the nuetral means death and the chance of reaching level 3 or maintaining the buff is almost as laughable as Jokers trait in injustice. That being said this move makes the variation useless competitively when compared to Vicious. But if you wanna give Ruthless a try to either challenge yourself or just for the hell out it, here are some things you'll need to know.
Ferra and Torr's Ruthless variation is based around the Pain and Gain move and how you manage it. After using it you will lose 5% health in exchange for a damage buff that will last for about 8 seconds. You can extend the time you keep the buff by using the move while it is still active, which will also increase the damage buff you receive. The visual indicator to having the buff is blood running down Torr's arms, although there is no countdown to let you know you are losing the buff. The move also has armor properties that activate shortly after startup.
It will build 1/6 bar of meter per use.
Damage Buff:
Level 1: 20% Damage increase from normal. 1 hit of armor.
Level 2: 20% Damage increase from level 1, or roughly 44% from normal. 2 hits of armor.
Level 3: 20% Damage increase from level 2, or roughly 73% from normal. Multiple hits of armor ( at least 4).
The damage buff affects all normals, specials, throws, and intractables.
Using an x-ray attack while damage buff is active is not recommended unless it will kill. Not only will you lose the buff, it hardly affects the damage.
Normal x-ray - 37%
Level 1 - 38%
Level 2 - 39%
Level 3 - 41%
As far as damage goes, it is usually not in your favor after a level 1 buff runs out. But the longer you are able to maintain your buff, the less you have to do in order to get your 5% worth, due to the way the buff exponentially rises to level 3.
But Pain and Gains true potential lies in it's ability to armor through multiple hits and either punish on the openents recovery frames, or interrupt mid string for full a combo punish. This is extremely risky to do in the nuetral and once an opponent knows about this it is easy to counter. More setups will take time to flesh out but here are a few found by the Ferra Torr council...
Corner: Ending combos in, d1 d1 11xxPnG, will armor through fast wakeups for full combo punish, and will give you enough time to block slow wakeups, to either punish or contiue pressure.
Midscreen: Ending combos in F4 F3xxPnG will have the same reaction as above. Using this to push oppenent in to corner avoids any tech rolls.
These knockdowns give you enough time and space for a free Pain and Gain...
112+4
F32
Canceling off Block Strings :
If you do not have at least level one, then canceling off a block string is risky due to the long recovery. But if you have a level 1,2 or 3 canceling into it off a block string will play some interesting mind games with your opponent and possibly allow for full combo punishes.
Guarenteed PnG off block strings if you have at least level 1 already active:
B12xx, F2xx, B3xx
We also have 3 other block strings that can be poked out of before the armor activates, but because they can attack earlier the armor frames can last long enough to absorb an entire string, allowing full combo punish :
B121xx -- Interrupted by 5f
11xx -- Interrupted by 6f
F3xx -- Interrupted by 8f
That is a basic rundown of Pain and Gains properties and uses. Hopefully that will give you guys some new ideas on how to use it more effectively and find some more setups.
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