The Arcanum
Welcome to Arcanum! The guild of Fantasy and icy cola :3 Be sure for those of the guild to register for the site. So enjoy Ur stay! -Zed &(~Scotty~)
The Arcanum
Welcome to Arcanum! The guild of Fantasy and icy cola :3 Be sure for those of the guild to register for the site. So enjoy Ur stay! -Zed &(~Scotty~)
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 DefenderX on: "Extended" combos :D

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DefenderX

DefenderX

Posts : 34
Guild Points : 45630
Join date : 2011-11-04
Age : 27

DefenderX on: "Extended" combos :D Empty
PostSubject: DefenderX on: "Extended" combos :D   DefenderX on: "Extended" combos :D EmptySat May 05, 2012 10:59 am

Today, I'm gonna enlighten you about spammi~ err... "extended" combos :3

Doing this would maximize the damage your combos do but won't attract those pesky "spammer" titles...
From the title, you can probably tell what this would be about... It's when you repeat an incomplete combo quite some times then finish up with a complete one, thus dealing more hits. On most accessories, cycling the first 2 weak attacks pretty much does the trick. I've noticed that this is VERY true to TBM.

What I do (most of the time) is:

cc -> cc -> ccxx

I'm sure everyone knows how to do this with about any other accessory but more on this topic is how to NOT get called a spammer and get kicked. The main point of this is to ration how many times you'd cycle through your... "extensions."

For cycling, here is the gist to "safe extending":

1x = No one would notice
2x = Some people would notice
3x = Most people would notice
4x = "Spammernoob, kick"
5x / more = "SPAMMERNOOBOMG YOU SUCK NOOB, RAGERAGERAGERAGE, BL, BS, KICK"

Also, it's good to know WHEN to finish up.

Keep "extending" if:

-Your opponent still has their back turned
-Your opponent doesn't know how to block
-Your opponent knows how to block but doesn't counter
-Your opponent has "No Guard"
-Your opponent tries to get away but has low movement

Finish your combo quick if:
-Your opponent faces your way
-Your opponent tries to get away and has high movement
-Your opponent tries to jump
-Your opponent is facing you and is using auto
-Your opponent shows signs of moving to the side
-Your opponent gets knocked back farther from your hitbox

Also, another good thing to add to these combos is a good guard-breaker. These range from weapons, hold skills, to chargeable attacks.

It's good to plan a guard break for your chargeable last combo attack if:
-Your opponent blocks the 2nd-to-the-last attack of your combo
-Your accessory is the Prussian Kaiser

It's sorta a bad idea when:
-Your opponent blocks the first attack of your combo [this leads to counters while charging]
-Your opponent blocks the second attack of your combo, but it's not the 2nd-to-the-last attack [also leads to counters, but less often than the previous]
-Your opponent doesn't block but has high movement
-Your opponent jumps repeatedly
-Your attack speed is slow

Note: When your opponent guards the first or second attack of your combo but doesn't counter YET, it would be a GOOD idea to stop the combo immediately to prevent counters. This would prompt your opponent to lay down their guard then attack manually. Just when their guard is down, repeat your combo. Rinse and repeat if your opponent tries to block again.
[Doesn't work with auto]

Well, that's it. Remember: It's not spamming 'til someone complains :3

Have fun spammi~ err, "extending" Very Happy

P.S.
Results may vary.
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