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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