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Tales of Destiny: Directors Cut Practical Stahn combo

CMVs for this game while flashy are for how much CC they have super late game so a new player looking at them might see them do cool combos and feel disheartened so I wanted to make something to show to a new player and they can see there is stuff for them to do in the game even at earlier portions. Another thing I wanted was to not need to rely on crits for longer combos since while you can make your crit rate and CC meter super high for that to work it feels a bit random to me so I wanted to fight consistent sources of combo filler and then if they crit I have more CC to do on more hard hitting stuff. Shown the combo going corner to corner to make it known it works midscreen and in the corner you no longer need to buffer a dash in for catching them with swallow dance on them bouncing on landing. These combos do trigger the blast mechanic but if you look at the video, the enemy only started showing it mid super and took 10K damage so don't sweat that. After a bit of theory crafting I found ways to regen up to 5CC (ignoring more from crits mid combo allowing you to perform loops. If a combo asks you to whiff an attack it's because doing a mid air attack causes you to land faster and makes the game start CC regen much faster allowing for loops to work properly. Loop 1 ( Dragon Toss - Fireball (flame shoot) costs 6CC (8 on air born) & Gains 5CC ) Only works on mid weight and lighter You want to delay the Fireball a tiny bit so the first hit hits immediately to juggle them in the air while you fall but the second hit does that 360 around the enemy and hits them again causing a new juggle while you begin CC regen on the floor. (you need to do Sparrow stance or tiger blade to catch an airborne enemy or else fireball will whiff on both hits and hit them super low to the ground and not work for combos, this happens because using it on someone air born juggles them higher) Loop 2 ( Sparrow Dance - (Air) Dragon Slayer - forward attack - Costs 5CC & Gains 5CC ) Only works on mid weight and lighter (Note not using forward attack can cause your dash up to loop doing a cross under and becoming awkward, it might still work but from testing it's more consistent) If you start on a grounded enemy this is super easy and will always work the first time from testing so you can use this as a basic starter and ensure you'll get mostly what ever follow up you want. After you do the first rep, it becomes harder since because they're air born the (Swallow dance - Dragon slayer) juggles them higher so you need to get reps 2 and on swallow dances super low to the ground to that after dragon slayer your basic attack doesn't just whiff on them because they're too high. Additional combo options. (Grounded Dragon Slayer - Hell Sword - Costs 4CC & gains 5 CC) Only works on mid weight and lighter Great early game starter, you can do min CC3 Eruption then dash up to the enemy and do this and then perform a 5CC combo, doesn't really loop into itself but good for getting into other options while playing around lesser CC minimums) (Sparrow Dance - Fireball (flame shoot) - up attack (whiff) costs 5CC & gains 5CC) Only works on mid weight and lighter Alternative to loop 2 but this is less consistent on average weight bosses so that is more practical to learn but on certain bosses who get lifted up higher then normally this is a better option. In the corner this is also a good way to side swap, the up attack will actually connect and then the second fireball hit will cause them to be launched high up making it possible to run under and behind enemies mid combo to get them back into the middle of the screen where combos work more consistently.

12+
11 просмотров
Год назад
25 сентября 2024 г.
12+
11 просмотров
Год назад
25 сентября 2024 г.

CMVs for this game while flashy are for how much CC they have super late game so a new player looking at them might see them do cool combos and feel disheartened so I wanted to make something to show to a new player and they can see there is stuff for them to do in the game even at earlier portions. Another thing I wanted was to not need to rely on crits for longer combos since while you can make your crit rate and CC meter super high for that to work it feels a bit random to me so I wanted to fight consistent sources of combo filler and then if they crit I have more CC to do on more hard hitting stuff. Shown the combo going corner to corner to make it known it works midscreen and in the corner you no longer need to buffer a dash in for catching them with swallow dance on them bouncing on landing. These combos do trigger the blast mechanic but if you look at the video, the enemy only started showing it mid super and took 10K damage so don't sweat that. After a bit of theory crafting I found ways to regen up to 5CC (ignoring more from crits mid combo allowing you to perform loops. If a combo asks you to whiff an attack it's because doing a mid air attack causes you to land faster and makes the game start CC regen much faster allowing for loops to work properly. Loop 1 ( Dragon Toss - Fireball (flame shoot) costs 6CC (8 on air born) & Gains 5CC ) Only works on mid weight and lighter You want to delay the Fireball a tiny bit so the first hit hits immediately to juggle them in the air while you fall but the second hit does that 360 around the enemy and hits them again causing a new juggle while you begin CC regen on the floor. (you need to do Sparrow stance or tiger blade to catch an airborne enemy or else fireball will whiff on both hits and hit them super low to the ground and not work for combos, this happens because using it on someone air born juggles them higher) Loop 2 ( Sparrow Dance - (Air) Dragon Slayer - forward attack - Costs 5CC & Gains 5CC ) Only works on mid weight and lighter (Note not using forward attack can cause your dash up to loop doing a cross under and becoming awkward, it might still work but from testing it's more consistent) If you start on a grounded enemy this is super easy and will always work the first time from testing so you can use this as a basic starter and ensure you'll get mostly what ever follow up you want. After you do the first rep, it becomes harder since because they're air born the (Swallow dance - Dragon slayer) juggles them higher so you need to get reps 2 and on swallow dances super low to the ground to that after dragon slayer your basic attack doesn't just whiff on them because they're too high. Additional combo options. (Grounded Dragon Slayer - Hell Sword - Costs 4CC & gains 5 CC) Only works on mid weight and lighter Great early game starter, you can do min CC3 Eruption then dash up to the enemy and do this and then perform a 5CC combo, doesn't really loop into itself but good for getting into other options while playing around lesser CC minimums) (Sparrow Dance - Fireball (flame shoot) - up attack (whiff) costs 5CC & gains 5CC) Only works on mid weight and lighter Alternative to loop 2 but this is less consistent on average weight bosses so that is more practical to learn but on certain bosses who get lifted up higher then normally this is a better option. In the corner this is also a good way to side swap, the up attack will actually connect and then the second fireball hit will cause them to be launched high up making it possible to run under and behind enemies mid combo to get them back into the middle of the screen where combos work more consistently.

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