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OMF Flail

OverviewEdit

The hardest robot to learn, the Flail is the most original fighting character I have ever seen. Flail actually has decent combos, but they're very hard to pull off. Flail's main weakness is, of course, the air. He is basically helpless against a Gargoyle, since neither his jumpkick nor the crouching short (both excellent defense moves) will protect him from a Diving Claw. Flail has an excellent crouching fierce, crouching short, and standing fierce, complementing its two staple moves (the Chains and Charging Punch), both of which serve as good counter moves as well as attacks. Flail is a great defensive bot because of his priority and range, but overusing any of his moves will get you nailed. Just keep them on the ground, chipping away at their life with the Chains, and eventually they'll make a mistake. Also, he can duck Blade Pit spikes.

Move ListEdit

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 Spinning Throw.

Information Courtesy of "One Must Fall 2097: The Definitive FAQ"

by Robyrt(robyrt@marney.org, http://robyrt.coolserver.net )

Version 1.251