Renny Flame and the Launches of Doom
Intro
Renny Flame
The steps to becoming a great renny F are long and arduous, taking time, practice dilligence blah blah blah...
I would reccomend Frenny as a great second character buy, after getting a simpler character like elrath (seriously, go buy elrath for your first character, simple moveset, very deep mechanics with what she can pull off with practice)
this guide is intended to have players understand renny F over a course of time
in the guide when i talk about these letters i mean...
L: Left Mouse button
R: Right mouse button
Shift: Shift key
J: Jump (Space Key)
Alt: Holding the alt key while hitting R
F: Renny's Rally
QDeathless Armour
Most of AB's micro with attacks are to do with camera controls, renny is one of the most reliant when it comes to this (dan mei, ridika, renny G come to mind for the same skillset and probably a few others i'm forgetting). Renny F is certainly an advanced character.
Basic Techniques
"but maje, there's an ability that already does this better, RaltR hits them without me having to turn around!"
Quit whining and do as i say!
R turn R may seem a little outdated with RaltR on the field, but it's a very good habit to get into not wasting SP. It will also drastically improve your aim with RR and RaltR.
RaltR is also designed so that renny can throw a speedy tornado at a distant enemy while still launching your target of your first R, and shouldn't be used frivilously, more to do with that in SP management section.
Moves i have left out of basic techniques
LLL: a few are shocked when i tell Renny Flames in training to never use LLL, LLL itself is really situational, and doesn't lead on to other high damage combos or any "stepped" learning curve. it also has a lot more punishment opperuntities on a miss. generally avoid using it.
The only real time to use LLL is if you're enemy is in the air (preferably on first knockup) and they are low enough health that they will die from the LLL damage (which is considerably high if you hit with all 3 attacks). It juggles them for the entire combo, but even if they're on the ground it's fairly easy to stagger them to death.
Shift R im adding another section on this, because it's special like that
JL, JLL & JR for starting out, and are great to pick up while transitioning from the basics to being pro. they are getting their nice roomy section to themselves as well
Shift R
Shift R is one of the counter attacks that can be devastating when used properly, used poorly it will result in a quick execution against most players.
What's it to your toolkit?
shift R is one of the best distance closers and guard slips you have at your disposal, it really should be played in 2 teirs of thought against different opponents (Pro's react to shift R differently than less experianced peeps)
Against these opponents, Shift R will be a free knockup most of the time.
Shift R LRR is your basic attack when using the gap closer and can be used "whenever" against these tier one opponents.
if chasing a panicked enemy, shift until you are within a R distance if you were stationary, Shift R to knock them up, once, then shift R again through them to seemingly cut off their escape, causing them to want to change direction. the target is likely going to be able to be hit with a third shift R from this distance and let you get a LRR off as you catch them.
Shift R is now primarily a counter attack, some remaining uses from teir one carry over, but it's effects greatly diminish
Shift R is most effective when it's a counter attack, here is the list of things you should counter attack if you can, as they have near stationary targets and non radial attacks (don't hit behind them)
Renny F: during RR, LR, LLL (but, good Frennys dont use LLL)
Valle: end of RRR. at any point in her main attack strings except a charge, end of JR.
Elika: LL, after LLLR, shift R, RR (they should stop at R).
Dan mei: LL, LLL, JR, LR.
Hyde: LL, LLL, LR, LRR, any bow shot (remember they have to travel in a straight line while jumping)
Tiac: during any point except a charge/golden mode
Ridika: LLR, RR (ridika is strong agianst renny)
Cezanne: any point except when he's shifting
Renny G: only if she's starting a L combo at range, RRRing or JRRing
Renoah: any time :D
Aerial Combat
- It increases the duration of the knockup you applied to them, which can mess up their timing and give you more time to follow up with something else (LR or RR)
- It does a reasonable amount of damage.
JL Is better for "safe" hits. it's deals a lot of damage for the ammount of time devoted to it's attack, it lands you both on the ground and any misses aren't going to screw you over
Continueing to JLL will do more damage and keep them up longer, but it gets risky as it has a tendancy to not hit as often as it should, JLL keeps them in the air longer and is perfect for comboing into a JR for maximum damage out of a single juggle.
JR itself is pretty risky, it has a long windup, terrible range (without a slope), sloppy recovery frames, clunky combo end, yes it should be used at the end of every successful JLL, no, it should not be used as a spam ability. it can only ever hit one target making it terrible in a team comp
JaltR deals on average 28 points of extra damage in burn and 115 damage to a total of 143 damage more than JR. The extra damage is nice for the combo, though insignificant in comparison to the damage boost from renny G's LLaltR.
What makes it worthwhile is that it gives her divekick the "safeness" it needs, it has a gigantic knockback, the ammount that you can shift to them after recovery, but have the distance so that they can't intimidate you.
it should be noted that the "empowered burning" debuff that it applies is unique to JaltR, dealing an average of 8 more. while "empowered burning" is applied your normal attacks cannot "replace" burn while it's active, nor can other renny Fs (that aren't using JaltR).
JR and JaltR can be used from an elevated position (such as on the stairs) to great effect as it knocks them away from you to allow for a second attack to be set up.
As LRR ends you in an elevated position it's fine to attack an enemy with JLLaltR, be warned that you can be blocked after LRR completes. If the JR misses, you can expect a swift retribution from a not so friendly enemy.
Against good players after an LRR combo, it's be advisable to R as a disengage from combat, it may just save your life. :D
Advanced Techniques
(from here out RR will assume that you are turning to the suitable place that you need to turn it to)
i hope to get videos for this but for now these descriptions will do
SP management
Renny's most important stat is stamina, Shifting to escape takes a lot out of you, so you need to be careful on how fast your stamina bar depletes
As you can't really "teach" SP managment, only suggest improvements and let people figure out their playstlye for themselves, here are just a set of guidelines to set you on the right path.
Shift "ONCE" to get away per attack, a few rennys go overboard and shift till they are out, leaving them with so little time once
Shift shiftR as a counter attack is just too expensive, and there are better counter attacks
JaltR is a good idea to do when you can, JR without knockback can leave you open if blocked. if you don't have SP for JaltR while mid air, JR in another direction away from your enemy.
FFA Frenny
To really do well at FFA in general you need to have these goals in mind:
get the last hit
survive to get more last hits
prevent others from getting last hits.
A, RaltR knocking the two of them up, then shift R in, knocking them up again, LRR elrath while elika is still falling.
Team Play
Renny F is a strong pick for team play due to the ammount of tornados that will disrupt the enemy's teamfights and the high ammount of launch time for enemies she can be brutal.
Roles to fill:
assasin/ranged occupier: she can chase down characters like renoah and hyde with liberal use of shift. even if the ranged character is great at kiting, it means that your team has far more managable teamfight with the pin point hitstuns gone. remember you can still send a tornado in the direction of the teamfight with RaltR to aid your allies occasionally
mid range moniter:
making sure that characters like elika, ridika, dan mei and others with large AoE orented abilities are harrassed with tornados, so that your teammates can turn the tide
Assasination brawler:
RR, shift R LRR LLR is impossible right? they block after the LRR? not if a teammate helps :D
140+37*5+340 + 180+160+300+380+500+230+210+590+48*5 = 3455 damage (This will kill almost any character that's not designed to avoid this . if your team mate can get these combo extending hits off, which they don't even need to devotethat much effort into it, dirverting their needed attention elsewhere. A renny G, ridika, gaspar, ♥♥♥♥, (elika, cezanne and sewon can help as well, they just need a little bit more preparation)/ would be a reasonablelystrong pick for a teammate to help you do this.
even without the level of co-ordination, you can still do some serious damage to the enemy AoE characters (elika, ridika, cezanne,)
from most complimentary to least complimentary
Cezanne
where do the synergies stop? they can apply team wide dots, renny can hide between cez's team stunning Swathes of mercury, renny can take advantage of the blocking opponents. renny can chase down and deal with opponents that cez could never touch.
Ridika
placed higher than Elika on the list due to overlapping debuffs and higher mobility.
again, crazy area control the advantage she might have over cez in certain situations is her high mobility, she can deal with mobile combats a lot better than cezanne can.
blind love is probably the only part of her kit at odd's with frenny
Elika
elika has some crazy area control, and that's all there is to it, she combos well with everyone.
Dan mei
F's are crazy :D nice lockdown, dan mei's playstyle causes his enemies to be sporadic, but he's still nice.
These four are bread and butter teamfighters, and fit well with nearly every other team comp out there. all four are countered by ranged hitstun characters, elika's Team hitstun has a slow buildup, cezanne gets left behind in mobile teamfights. ridika's RR is just buggy and can't be trusted to work 100% of the time. Dan mei's teammates can break hitstuns critical to his combos and is a HUGE target for those ranged hitstuns. pick your poison.
Sewon
Alt R is really strong as a teamfight ability now, renny enjoys the HP, targets under the effect of damage over times are likely to die instantly when sewon uses cycle of death and rebirth
Hyde & Renoah
Hyde and Renoah do the same job in a teamfight, which is to save friends from long hitstuns and make breaks in combos so they can be freed and turn the tide with. Hyde is more mobile but less reliable for saves and Renoah is caught easilly, but can turn the tide with a Q in a teamfight. Both are equally valuable.
Tiac
Tiac is your go to man for when you need to have group hitstun resist. If you get caught in ridika's RR, tiac is the man to save your team and attempt to turn it around. You also help him deal with his weakness to cezanne
Valle
to frenny, valle is a knockoff version of elika and ridika, crossed with tiac, RRR keeps enemies moving while hitstunned/blocking, which isn't good for incoming RR's. this said, heals, hitstun resist do make her a fine substitute for when an elika and ridika aren't around/being focused too hard.
not saying these characters can't be played together, some can work well in a full team, and for non-Deathmatch modes, they just don't have the same "synergy" as the others
Elrath
Elrath's strong points are medium ranged damage in an area of effect, Elrath likes characters that hold groups together, and is more suited to a hitstun ground AoE team/long distance defence groups, which renny F isn't suited for.
Gaspar
gaspar wants people on the ground more often to suffer his mines, his LLR electric fields and his LLL combo, Renny F knocking people into the air doesn't really "help" him.
Dic
frenny and dic play very, very diffferently and have different ways of winning games, armour regen is "helpful" but not as helpful as a chaser or an aoe hitstunner, something characters like sewon and valle help fill the role of better.
Same things with Gaspar, Dic likes his enemies to be on the ground unless he himself is comboing.
Renny G
Renny G being on your team and your team doing well is highly situational on enemy team composition, neither of you like a grand melee, glacier enjoys ground hitstuns more than you,
his shift can be really scary when used effectively, countering most Shift Rs, RRs and JRs.
Skilled Elika
They have to be pretty damn godlike to reach this level, but by focusing on kickdashes (R) and JL they can very heavily shut a renny F down, making sure she is unable to do much at all.
Ridika
Theres a reason her lore includes torturing renny.
Her mobility can screw you over really, really badly, JRR, shift L's, guard slips. Your teleport's just can't save you from a good ridika.
Techniques for the insane and showoffs
(not in vid)
they can't block in front and behind :D ( most players see this coming sadly)
(not in vid)
I like Renny Flame! what character should i get next?
characters. she lacks the same level of juggling prowess that renny F does .
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