RUMBLE
61 ratings
RUMBLE PvP + Combos - Basic & Advanced
By smack head
After playing for a bit, these are the combos I've either come up on or made. Some of these will be more on the basic side while others will take roughly an hour or few hours of in-game practice to do consistently.
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Updates
October
  • 10th - Added Curveball to Advanced Combos with videos
  • 10th - Added footnote to Bomb
  • 10th - Replaced video links with embedded videos
  • 11th - Edited Curveball and Bomb descriptions
  • 17th - Added footnote to Fastball
  • 18th - Added Artificial Double Punch (ADP) to Basic Combos; video will be uploaded later
  • 30th - Slightly changed guide name
  • 30th - Crossed out Artificial Double Punch (ADP); Combo is no longer possible as of 0.1.5
  • 30th - Added Understanding Collisions Section
  • 30th - Added Traps and Distractions Section
  • 30th - Added Extra PvP Notes Section
  • 30th - Added footnote to Hop
  • 30th - Sorry for not updating recently, got burnt out from playing in big bursts and needed a break + was working, hoping to add more stuff soon :)

November
  • 1st - Added Anti-Air (Close) to Basic Combos with video
  • 1st - Added Anti-Air (Far) to Basic Combos with video
  • 1st - Re-edited Hop footnote
  • 1st - Added Super Straight to Advanced Combos with 4 videos
  • 1st - Slightly changed Fastball description
  • 1st - Added footnote to Fastball
  • 1st - Added to Extra PvP Notes
  • 1st - Added Smokescreen to Advanced Combos; video will be uploaded later
  • 1st - Condensed October updates so it wasn't an eye sore
  • 2nd - Changed name of Trumpet to Charge in Traps and Distractions Section
  • 2nd - Added Anchor to Traps and Distractions
  • 2nd - Plans to add videos of in-match usage of Traps and Distractions
  • 9th - Added footnote to Anti-Air (Close)
  • 9th - Added video to Smokescreen
  • 9th - Added Anti-Air (Mid) to Basic Combos; video will be uploaded later
  • 9th - Added to Extra PvP Notes; 1 bullet point, 2 videos
  • 9th - Changed lobby to Gym in Additional Notes Section
  • 9th - Added to Birdy Distraction in Traps and Distractions Section + a footnote
  • 9th - Added footnote to Bomb
  • 24th - Happy Thanksgiving :)
  • 24th - Added different way of doing Anti-Air (Mid) / Edited Combo
  • 24th - Added Drunk Throwing to Basic Combos, courtesy of magic XD™; video will be uploaded later
  • 24th - Added Combos No Longer Working Section
  • 24th - Removed Artificial Double Punch (ADP) from Basic Combos
  • 24th - Added Artificial Double Punch (ADP) to Combos No Longer Working Section

Dec 12th
  • Added video to Anti-Air (Mid)
  • Added video to Drunk Throwing
  • Condensed November updates so it wasn't an eyesore
  • Updated "default position" bullet point in Extra PvP Notes

Jan 11th - Happy New Years! Sorry for no updates lately :(
Jan 11th - Added Openers and Setups Section; videos will be uploaded later
Jan 11th - plans to update some of the other *low quality* videos. Strarted using OBS so you can no longer count the pixels on the screen
Jan 11th - Added Guide Video Section for my video (if you're like me don't like reading)
Guide Video
A video guide if you're like me and don't like reading

Understanding Collisions
In your lobby, you'll have a couple pedestals that explain to you the basics of objects, such as collisions, ricochets, states, etc. I'll explain in detail which objects can destroy which given their states, and when to use them. To save time, I'll refer to to non-grounded objects as Free and grounded objects as Grounded.

As for the basics,
  • Any two of the same objects (ie. Two pillars; two cubes, two discs) moving towards each other in the same free/grounded state will result in both objects being destroyed
  • Moving Grounded objects will always destroy their counterpart if they are not moving (ie. A moving grounded pillar will always destroy another pillar if it is completely still)
  • Grounded objects will do one extra damage to players (All objects can be grounded)
  • Taking damage while moving, such as walking, sprinting, dashing or jumping, will immediately stop that player from moving

Knowing what destroys what can get you to react just a second faster and throw a disc or rock at your opponent while the dust acts as a smoke screen between you.
Basic Combos (Pebble - Cobble - Boulder - Tor - Monolith - Mountain)
  • Bullet = Disc + Straight
The bullet is a super fast disc, very difficult for your opponent to dodge or parry. Useful for when your opponent is peaking from behind objects and an easy way to chip health over long defensive battles.

  • Toss = Pillar + Pillar + (quick Straight first Pillar)
The toss is good for covering a little distance while defending yourself and not having to risk peaking. The second pillar will push the first pillar up, and after you straight the first pillar, it'll get tossed forward. This usually works best in a straight line, so I don't use it as often as the other combos. Otherwise a good way to pressure offensive players. Can also replace Pillars with Walls.

  • Hop = Object + Straight + Kick
Hop is a bit like Toss but a bit faster and works best when you wanna cover a little longer distances.
- As of update 0.1.5, Hop will not work if Straight and Kick are done too quickly. Make sure to give it a 1/5th second longer before performing Kick.

  • Anti-Air (Close) = Ball + Uppercut
The first variation of Anti-Air is for close combat, in situations where an opponent is jumping relatively close to you (10~ feet).
- Can also use do uppercut with the same (front) hand you used to spawn Ball; uses less movement. Courtesy of player PurelyUndecided

  • Anti-Air (Mid) = Disc + Kick OR Disc + Uppercut
A good in-between of the close and far variation, as well as the fastest option.

  • Anti-Air (Far) = Ball + Hop / Ball + Straight + Kick
The second variation of Anti-Air is for far combat, in situations where an opponent is jumping at a distance much farther from you (35~ feet).

  • Drunk Throwing = Object + Kick + Uppercut + Straight
Combo by magic XD™
Drunk Throwing is probably one of the more difficult combos to get consistently but works especially great on fallen Walls or Pillars. Using the combo, you can get the fallen objects over your opponent's head, and since players can't really stop something (so big) from coming at them overhead, most of the time it'll hit. It catches people by surprise and it's a great alternative to using Hold Right to throw an object overhead.
- Preferably done with walls, as the surface area is hard to dodge/run from. Also hard to Parry because of how Parry targets objects in front of you
- Can be done with all objects besides wall/pillar, however just works best with these two. Doing the combo with ball or disc can be utilized as a form of Anti-Air, but it's easier/faster to do one of the actual Anti-Air combos. (Check Anti-Air combos above)
- Performing on a cube brings it too high for it to be effective in combat without being dodged, however can be used as a form of Birdy distraction. (Check Traps and Distractions Section below)
Advanced Combos (Monolith + Mountain)
  • Bomb = Ball + Explode
The bomb is also useful during defensive battles. Often your opponent will hide behind walls or pillars. Using the bomb and hitting it against their cover is a good way to knock down their walls and push them a bit further back. Can easily win you a match if they're too close to the edge. (This combo can only be done by Mountains/Black Belts because of Explode)
(Non-grounded ball)
(grounded ball)
- As of update 0.1.3, grounded balls now continue their trajectory if they collide with a pillar, which makes it an even stronger pressure combo.
- Can replace Ball with Disc to quickly free any target grounded objects

  • Fastball = Object + Kick + Hold Right + (throw) + Straight
The fastball is pretty universal and I use it all the time. Gives your throws a little extra kick and catches your opponent off guard. If you use it with a wall, it will withstand any collisions and will continue going forward with its momentum, unless it collides with a grounded wall (both will be destroyed). A great offensive move.
(compare regular throw to fastball)
- The more speed your object has before you use Straight, the faster and farther it will go. Although moving your object too quickly (before Straight) will cause it to detach from your hand too early.
- As of update 0.1.4, fastball can be done a bit easier by quickly flicking your (throwing) hand into Straight instead of winding back.

  • Return = Parry + Straight
Parry is a much harder to move to learn and do consistently but makes it one of the best moves in the game. Along with that, its hand gestures are already pretty similar to straight which makes it a quick and strong offensive/defensive counter. You can pair this with explode before straight to pressure your targets a little more.

  • Drop = Object + Lift + Hold Right + Jump + (throw)
Drop is another great counter for defensive players. Using this is an easy way to quickly bypass any annoying walls and can easily take a good portion of health off your opponent if you use a wall or pillar. You can also add Explode to your object to give it extra kick. Be careful not to use Straight since it only works horizontally and not diagonally.

  • Super Straight = Grounded Object + Hold Right + Straight
Who knew that accidentally doing Hold Right on a grounded object would be so useful? Using Super Straight, you can get your grounded objects to move faster and farther compared to a regular Straight. I assume this works the same way Fastball does, where the objects gains more speed since it's being moved by Hold Right.
- If you're right handed, bringing (starting with) the object closer to your right then performing Straight will help it go farther/faster. Vice versa for left handed players.
- This combo does not change anything about a grounded disc's speed or distance traveled, however can still be performed on it.
- When performing on short or fallen objects like the cube or ball, you don't need to look down when doing Hold Right. Just pretend everything has the same height as a Pillar.

  • Curveball = Object + Hold Right + Flick + (throw) + Straight
Curveball is a high-risk high-reward combo. Using Flick and Hold Right, it's possible to curve your object around an enemy's in case your straight-hit objects can't touch them. It's a lot like a boomerang. If it misses your target and comes back, the chances of it hitting you are high. The bigger the object you're using, the higher risk/reward. Adding explode is optional. (This combo can only be done by Mountains/Black Belts because of Flick)
(curve around pillar)
(curve around wall)
- I highly recommend using the ball as it's much easier to curve around objects, compared to trying to curve awkward objects like the wall and pillar.
- If the objects returns back to you, to avoid hitting yourself, curve it around your side and around the top of your head, then perform Hold Right to readjust the object (watch first video)
- Curveball extends to a 15~ foot range and has a sharp turn, use for semi-close combat
- In-game example in Extra PvP Section

  • Smokescreen = Wall + Parry
Although situational, Smokescreen is a great way to make a brief blindspot. Using Parry on a spawned object that hasn't come up all the way will cause it to be destroyed, creating the same dust cloud as a regular collision. This will last roughly 2 seconds, but is enough time to shoot two discs or Straight a Ball.
- The more the wall has come up before performing Parry, the bigger the Smokescreen. It's possible to practice the timing of Parry to consistently make full-size dust clouds.
- It's possible to replace Wall with Pillar, but has a noticeably smaller cloud.
- Not worth replacing Wall with Cube, since it has a significantly shorter time frame of spawning.
Openers and Setups
This section will be for "combos" that are more specific to starting a match or for when you have a longer prep time to start the combo that have a bigger reward. Names have not been given to any of these, but feel free to suggest any if you want to shorten it down. :)

  • Wall + Cube + Uppercut + Straight

This setup is for setting up a defense after a quick attack. After spawning a wall, you'll push forward the cube with 'Uppercut + Straight' (it can also be reversed to Straight + Uppercut however is a bit harder to do, but makes the cube faster) and your wall will come back down as cover. Keep in mind that the wall will no longer be grounded so if you intend to keep it sturdy again, use stomp. However you can also immediately transition to Hold Right or Drunk Throwing if you want an even stronger offense.

Video will be uploaded soon

  • Cube > Cube > Straight > Kick > Hold Right > (throw) > Straight

For distractions, this is a solid go-to, especially for starting the match. As you get lowered down onto the match game, your opponent is just within the right distance for Cube > Cube > Straight. Straight will punch the first cube forward and since it is already going up, it'll go in an arch right over to your opponent. Then as you do kick, you lift the second cube, which you can then use Hold Right and then throw at them. Most of the time they're too distracted by trying to avoid being hit by the first cube that they forget to watch out for the second.

Video will be uploaded soon

  • Wall + Wall + Straight + Uppercut + Straight + Kick
OR
  • Wall + Wall + Straight + Hold Right + (throw) + Straight

This one is a very heavy ended offense move. Relies on pushing walls at your opponent to pressure. Works best if you dash in another direction towards your opponent to take them by surprise while they focus on the walls.

Video will be uploaded soon

  • Disc > Explode > Straight

One of my favorite openers. More often than not, people spawn cover like a wall or pillar to not get hit. However when the disc hits, it'll free anything around the opponent. Neat thing is that it works regardless of it hits them or not. This is so that they have trouble trying to immediately throw anything your way and works great as a stagger.

Video will be uploaded soon

  • Ball + Uppercut + Disc + Straight

This is a classic distraction strat. Quickly getting your opponent to look up while you smack them with a disc. I wouldn't recommend doing this the first round, solely because you want to see how they start rounds. Do they wait for you to do something, are they the first ones to create something, etc. Once you discover they take longer, you have their full attention and can distract them.

Video will be uploaded soon
Traps and Distractions
RUMBLE matches can become long and tedious, especially when both players can hardly land a hit on the other. When this happens, its good to think of more creative ways of sneaking in damage.

Traps
  • Bootleg = Pillar + Grounded Ball + Straight
Bootleg works by creating a blind spot for your opponent and combining it with the ball/pillar logic. If a grounded ball collides with (any) pillar, the pillar will be destroyed while the ball continues the rest of its trajectory. Using this, you can ready a grounded ball and lead your opponent close to a pillar. Once they can't see you, just punch forward and it'll easily chip off 3 health.

Video will be uploaded soon

  • Charge (Bootleg Variant) = Pillar + Wall/Cube + Super Straight
Charge is a harder hitting but slightly less covert way of sneaking damage. It's good to pair this with Explode and to use it when your opponent is getting close to the edge. Wall and Cube both have more knockback compared to Ball.
- You can replace the objects in the trap so long as you know that your second object can destroy the first and continue its trajectory. ie: A wall or cube will always continue its trajectory after colliding with a pillar.

Video will be uploaded soon

  • Anchor = Flick + Wall + Straight
Flick can also be used in a way aside from curving it to hit an opponent. With Anchor, it utilizes getting the Ball behind them, which then pushes them towards you. At this point you can spawn a Wall (or another grounded object if you prefer) and punch it forward to deal additional damage.
- One of the hardest traps to set up and extremely situational
- Can add discs/balls after Straight for more pressure
- 7 Damage total: Free Ball (2) + Grounded Wall (5)

Video will be uploaded soon

Distractions
  • Birdy = Anti-Air (Close) / Ball + Uppercut
Birdy is an easy one that distracts most opponents with ease, and aiming it correctly can shave off a few health. Naturally players want to be aware of their surroundings and don't want to be hit by a falling ball, so you can smack them with a disc or two while they're distracted. Make sure you get your hits in because they won't fall for it twice. Can replace combo with "Wall/Pillar/Cube + Hold Right + (throw)" for higher chance of distracting.
- Yes this is from the Basic Combos but works wonderfully as a Trap.

Video will be uploaded soon
Extra PvP Notes
This section will address things you should be doing subconsciously in games:

  • When you use Straight, don't try and punch with your arm slightly angled to try and move your object that direction. Straight's direction relies on where the player is looking when posing, not where you arm points. If you want to move your object more towards the left, look a bit left. Likewise for right.
  • If you are a Monolith/Mountain (red/black belt), it is definitely possible to Dash and use Hold Right on an object while moving in order to throw it quickly. (Check video below)
  • Gain/Keep control of the middle of the platform. This keeps you at an advantage and stops you from getting knocked off 15 seconds into the match.
  • Pressure your opponent to move towards the outside ring of the platform. Destroy their cover, use discs to stop them from peeking, put Explode on your objects.
  • Have a "default" position you go back to where your range of motion is quick enough to perform any move in less that a second. For some people it's keeping their hand by their hips, I like to keep my hands slightly higher to my chest in case I need to parry.
  • After any collision that destroys both objects and creates dust (smoke screen), immediately use it as an opportunity to launch objects forward in the last place you saw your opponent, regardless of whether or not you can see them. For example, using discs, bullets, and balls are all great options for quick small damage. You don't want to spend too much time spawning a big object for more damage because you want to use the dust as a blindspot.
  • Don't make yourself predictable, as in don't overdo a move so much that your opponent can start to counter quickly. Throw in different moves, move around and change your positioning, etc. The point is to catch them off guard.
  • Understand your opponent's play style. Catch on to what moves they use the most and use what you know to counter them. Not every game has to be won by extremely quick brute force, sometimes all you need is to wait and react smart.


Dash Grabbing

Flick Curve
Combos No Longer Working
This section is for combos that:
  • no longer work due to removed/changed mechanics
  • can no longer be performed due to changed poses that make it impossible to do consecutively
  • no longer work due to previous updates with fixes linking to the combo (Short for I don't know what happened in the update, but the combo just stops working)

Artificial Double Punch is no longer possible as of update 0.1.5.
  • Artificial Double Punch (ADP) = Object + Object (weaker than first object) + Straight + Straight
Before I start the description, the reason this is artificial and not a True Double Punch is because it requires two objects to perform. A true would require just the (one) target object. This is the closest I've come to recreating a consistent TDP. The ADP relies on buffering the first object in order to create a small time frame to perform a second straight. Look at footnotes to see how combinations will make an ADP. Works best with pillars and cubes. Does not work with disc or ball.

Video will be uploaded soon

- To ADP Pillar, have another pillar in front before performing (Travels more than twice as far)
- To ADP Cube, have a pillar (preferably) or another cube in front before performing (travels about twice as far)
- To ADP Wall, have a pillar (preferably), cube, or another wall in front before performing (travels a little less than twice as far)
Additional Notes
I hope you can use these effectively in your next matches. I appreciate your time reading this guide. Because of the latency and input lag of some games, these will be a bit harder to pull off in matches compared to your own Gym so don't get too frustrated if you can't get it to work just right.
17 Comments
Ryder40089 24 Jun, 2024 @ 7:38pm 
Good
Toothless 9 Jun, 2023 @ 12:55pm 
ok thanks i will try that :)
smack head  [author] 9 Jun, 2023 @ 12:52pm 
Might be pulling your back hand with the palm up which makes you dash forward. I'd just practice pulling forward hand back first. If that doesn't help, slow down the entire process and make micro changes and see what works and stops that dash from happening :)
Toothless 9 Jun, 2023 @ 12:39pm 
this is not a combo problem but i always dash forward into my ball when i spawn it in the process
hitting myself with it anyone have any tips to stop this from happening.
smack head  [author] 18 Mar, 2023 @ 2:24pm 
I can't get on for a little bit but for bullet disc, I do my disc with my right arm forward, pull both hands back for Explode, then for Straight, my left hand is extending forward (instead of my right again). This is so the momentum carries in my hands since trying to perform bullet and straight in the combo makes it unnecessarily harder :p2wheatley:
ThatGuyKai18 18 Mar, 2023 @ 11:11am 
I'm having trouble getting the bullet disc consistently are you able to give me some pointers? or maybe teach me in-game?
HotChomper 10 Jan, 2023 @ 3:08pm 
i came up with a combo when i first started playing that ive seen no one else cover so why not add it here.
(almost any object)

kick > kick > jump > straight/straight > kick

really fun to pull off but i dont have a name for it.
Mr. Apyro 27 Nov, 2022 @ 11:13am 
thanks I'll go ahead and ask there. I found that doing the posses mirrored seems to work a little better for some reason, even though I'm right handed.
smack head  [author] 25 Nov, 2022 @ 10:14pm 
1) If you're in the regular gym (or just finished the tutorial) then just practice the ghost hand gestures for the disc and pillar.
2) I'd it's something you think might be wrong with your Rift S then I'd recommend going to the RUMBLE discord and going to #rumble-support for help. They're pretty good at fixings issues players have in-game and with the devices they use :steamthumbsup:
https://discord.gg/bucketheadentertainment
Mr. Apyro 24 Nov, 2022 @ 9:19pm 
I can't even get the regular disk and pillar to work outside of the tutorial. any idea why? using the rift s