Rumble 101: Bruising

Bruises require an adjacent ball to be popped while touching them twice before they can be cleared, breaking apart colors and slowing down your opponent. Earlier we talked about strike composition, as defined solely by combo size. Those numbers and pictures still apply, but adding bruises will immensely improve the staying power of your strikes.

How Do I Make Bruises?
- When you have your strike ready to go, stick a few balls to the bottom of one of your charged groups before firing.
- For every ball that drops off your screen during a strike, one ball in your strike pattern will be turned into a bruise instead.
- To see it in action, click RIGHT HERE to see some strikes that incorporate bruising.
- There is a maximum number of bruises, topped off at 50% of your strike's volume.
Three Group Combo = 9 Bruises
Four Group Combo = 13 Bruises
Five Group Combo = 13 Bruises
Six Group Combo = 18 Bruises
- 4/5 groups have the same max bruises for a reason! We'll discuss.

What Do Bruises Do?
Two things! Bruises force your opponent to spend more time working through your strikes, preventing them from clearing the entire attack in three or balls. That would be reason enough to use them in their own right, but the drop-off balls sent to create bruises also increase the Width of your strikes.

Here's another table from Boothook's Strike Calculations. If we look at the three-group combo, an attack with up to three bruises keeps the standard size (2 high, 5 wide) (See my post on Strike Structure for more details). However, adding a fourth drop-off ball causes the width of the strike to increase by three (now 2 high, 8 wide). Furthermore, adding an eighth drop-off ball causes the strike to be max width (2 high, 9 wide).

Going down the chart, eight seems to be the magic number. Though all of these strikes can handle more bruises, all combos up to six groups will increase to maximum width with only eight added drop-off balls!

To break it down, that unbruised Three Group Combo (2 high, 5 wide) goes from this ten ball strike seen here:


To this strike instead (2 high, 9 wide, 9 bruises), with a total volume of eighteen balls. (Bruise location chosen randomly.)


It's the final width after calculating the drop-off modifier that dictates how many bruises a strike can handle. (For a 3 group combo, 18/2=9 bruises max.) Since 4 and 5 group strikes are both 3 rows high, they are identical once you reach eight drop-off balls, as seen here in a max-bruised strike.

So, if you're bruising, don't bother with charging a fifth group! Maybe you can power through and get that sixth group for a strike 4 high and 9 wide with as many bruises as you can manage (for a 6 group combo, up to 18), but the larger strike is generally outweighed by the time investment and risk involved.

But What About My Hammer?
Ah, right, the hammer! Some bludgeons (Hammer, Skull Rings, Blackjack), have bruises pre-built into the pattern. These bruises will show up even on strikes without any drop-off balls, and theoretically can cause max bruised strikes to contain even more bruises. (In the hammer's case, a max-bruised 4 group strike can have up to 20 bruises!) It's not a definite, though, since there is an even chance for a drop-off ball to assign itself to a piece of your pattern that was already bruised, overlapping and essentially wasting it.

It's a Celebration!

I'm an Expert Rumbler!
Alright, so maybe it isn't all that impressive. All it really means is that I hang out on the rumble board more often than your average bear. Still, with every match comes experience, so here's a few of my more recent bouts. Enjoy!







Stay tuned this week for my next article, a treatise on effective usage of bruising.

Rumble 101: Strike Structure

A lot of folks have mentioned that they don't know exactly what their strikes do. Sure, we've all got a basic grasp on the concept. Charge some groups, maybe add on some drop-off balls for bruises if we're feeling particularly jaunty, and pop the combo to send some balls crashing over to your opponent's screen. Does that work? Sure, maybe, but in order to get the most out of your attacks, it helps to have a better idea of how what you're doing affects the other guy.

Boothook put out an addendum to his rumble guide awhile back that demystified strikes. (LINK!) It's all in there: Base Height, Width Modifiers, Maximum Bruising... Basically all you need to know, mixed in with a ton of technical info that I'm not going to make you sift through. Instead, here's a quick illustrated series to let you know exactly what you're sending every time you pop that combo.


Couple of quick notes
!
- For simplicity's sake, the Rope Coils have been used, since they are identical on both sides.
- All Strikes illustrated here are sent with the left launcher, meaning they pop in from the right side of the opponent's screen.
- All Strikes here are not factoring in drop-off or extra balls. You should be bruising, but that will be explained in-depth in the future.


- Here we see the default drop pattern for the Rope Coils, nine balls wide. Since the rumble board is staggered, in reality they look a little more like this:


BIM!
[Three Groups: 2 High, 5 Wide]
Total Balls: 10

BAM!
[Four Groups: 3 High, 4 Wide]
Total Balls: 12


BOOM!
[Five Groups: 3 High, 5 Wide]
Total Balls: 15


BOP!
[Six Groups: 4 High, 4 Wide]
Total Balls: 16



Unbruised strikes have their weaknesses. Rope coils not withstanding, many if not all of the bludgeons have clusters that can easily be cleared through with one or two balls of a lucky strike. It is unwise to depend on a single strike of any size to give you an upper hand. Smaller, more frequent strikes are essential to keep the opponent from gaining momentum, and to continue to scramble his board. For this reason, combos of Three or Four charged groups are ideal, allowing you to strike often enough to keep your opponent on his toes.

Rumble 101: Reversals

I primarily use rope coils, but I feel I can be honest here: Sprinkles are annoying. They cover up your charged groups, plot and scheme with the regular board drops to spike you down when the Rumble Gods give you every color but yellow, and there's always more coming by the time you clear them. Sprinkles, all skill-related debate aside, are nasty stuff.

At least, until you start reversing them.
[Watch the video with annotations on, or this won't make much sense!]


[Colors for the Bare Fists seem to be identical for all pirates. The notion that skin color will alter the color mix appears to be a myth. Pictured here is the Single-row sprinkle pattern for the fists. - Mert]

A Brief Introduction

Ahoy! My name is Merton, and before we start I'd like to get one thing out of the way. I'm not Boothook. I don't have the immense in-depth technical knowledge of the man, and judging by some of the videos I've seen, I certainly don't have anywhere close to his level of execution.


I am, however, rather good at rumble. I've trawled the forums, scoured the wiki, and spent countless hours sparring against bot and pirate alike. I've learned some tricks to make the game work for me, and I've developed a few theories regarding some underlying mechanics. Over the coming months, I'll be posting what I know, along with the things I figure out along the way.

Welcome to Never Back Dhown.