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03-23-2008   #41 (permalink)
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Quote:
Originally Posted by Lunar
warning: u guys are spamming in (the guy who made the new rule)'s guide

o yea... the firebomb aa turn s worksif u do the no movement auto so basically any skill
shhhhhh let it be a secret for a while
oh and also no meteor combos?
nice guide btw
 
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03-23-2008   #42 (permalink)
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wut's the secret?!?! u mean the shift from wall? i've already done it to a lot of ppl.. seems its still pro material cause all of them go "whoa.. wut just happened"
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03-24-2008   #43 (permalink)
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Away-from-walls and Meteor combos (which are quite useless since all of them make Meteor do minimum damage) are ready for the next update. I just need testing x-x
 
03-24-2008   #44 (permalink)
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meteor is semi useless... it's good to finish off ur opponent if he's already low on hp..
y waste the chance for a combo when u can do more dmg
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03-26-2008   #45 (permalink)
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one thing i still dont understand the - as a pause concept

please explain little more
'??
 
03-27-2008   #46 (permalink)
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AA pause AAS

Swing-up swing-down pause poke swing-right swing-left

The third A should be hit directly after the animation of the second A is shown. In other words, with no lag, you should hit the third A as you see the staff coming down so that you poke with your staff instead of releasing your highly delayed palm blast.
 
04-04-2008   #47 (permalink)
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Hey guys! I just got the hang of PvPing but not all that good with comboing. Here's a new one:

Dash - AS - Fireball (1 Hit) - Dash - AS - Ice Dragon - Summon Rock - Ice Pillar (2 Hits)

I'm not sure about this next bit because I can never get the timing right, but add an Icicle Rain after the Ice Pillar.

I call this the...



SUPER CURLING DRAGON BOULDER EARTH SPIKE!!! =DDDDD


[Edit] ...of death. =]

[Edit] Alright, I'll change it abit. And yeah the Icicle Rain in the first part is unlikely to hit, use at your own risk.

Icicle Rain - Dash - Fireball (1 Hit) - Dash - AS - Ice Dragon - Summon Rock - Ice Pillar (As many hits as possible??)
 
04-04-2008   #48 (permalink)
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Problem with that combo is that Ice Pillar is very unlikely to hit the enemy, as Rising-A invince pretty much screws it over.

Still waiting for lag to subside so I can test some additions `-`
 
04-20-2008   #49 (permalink)
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You might want to add the meteor combos...
AA dash AS Hand of earth dash (until you get under the enemy) AS Cold dragon meteor (work without wall)

AA dash AS Pillar icicle meteor (need to be close to wall)
AA dash AS Cold dragon dash AS Pillar icicle meteor (need to be close to wall)

and blablabla ....as long as it end with pillar icicle meteor =P

Icicle must get all hits and you can combo after meteor too.
 
04-20-2008   #50 (permalink)
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Quote:
Originally Posted by Gaiety
Away-from-walls and Meteor combos (which are quite useless since all of them make Meteor do minimum damage) are ready for the next update.
And there are two different ways Abyss IR will get 7 hits: one where each hit barely affects height (and pushes farther), and one where each hit raises the height noticeably, and doesn't quite push as far. When doing the Meteor combo, you're looking for the second.
 
04-21-2008   #51 (permalink)
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Then ice arrow cancel combos..?
 
04-21-2008   #52 (permalink)
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(To Evo) Only currently known (at least, to me) IA cancel combos are just involving dash AS [IA] dash AS, and you can add a shift there if you want to. Not much to say about it, except that one might think of some combos that require this extra stalling to work.

(To Gaiety) By the way, the NPC came up with some new combos, since official release. Maybe an idea to add those in your guide too?
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04-21-2008   #53 (permalink)
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@Evo: Ice Arrow cancel will be mentioned.

Dash AS IA Dash AS (Gives a bit of height)
Dash AS IA Auto AA Dash AS
Wall:
Dash AS IA Halfbackdash AA Dash AS
Dash AS IA Autostep AA4S Dash (other way) AS

Pretty sure those ^ work; if they don't, somebody tell me <_<;

@Mengjun: I'll check those NPC combos later to see if they're at all useful >_>
 
04-21-2008   #54 (permalink)
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I tried today and you can pretty much add IA cancel after any dash AS of a wall combo. (as long as the crow is not too high)
 
05-01-2008   #55 (permalink)
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Version 1.1 (May 1, 2008)
- Updated to reflect Power Patch
- AAS sequence is now cancelable in any direction. Plethora of possibilities opened!
- Summon Meteor combos added.
- Away-from-wall strings section added.
- Various minor fixes
- Greets to John's Eir Combo Guide!


PM for typos and such, reply for combo fixes/suggestions/additions.
 
05-01-2008   #56 (permalink)
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Thanks! Been trying out a bunch of lame Summon Meteor combos but I never get enough height and I end up wasting it. Hopefully, with practice, I pull this one off .
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05-01-2008   #57 (permalink)
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Gaiety, I think you can add Icicle rain after that summon meteor combo if you time it good enough, then run after the icicle rain to continue the combo =)
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05-01-2008   #58 (permalink)
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there was a power patch today? o.o...

my patcher didnt even download anything...
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05-01-2008   #59 (permalink)
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Power Patch refers to the one we got between OB and Official release.

It made a bunch of changes, most importantly (for Dainn): IA Cancel and AAS cancel-in-any-direction.

And do note that there are 2 Summon Meteor combos listed, one in 101 and one in 201. The second is a hell of a lot harder to do (especially in lag), and is pretty useless outside of Stage. If anything lives after that point in stage, I suppose you could try chaining Icicle Rain.
 
05-01-2008   #60 (permalink)
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Hell, I'm having a lot of trouble trying to chain that Meteor after Ice Rain. *has lv. 3 Pillar and regrets it*.

Is there ANYTHING I could do to get it right? I've tried waiting a little bit after dash AS then using Pillar (countless times), but I can't get the height quite right x.x.
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LinkBack to this Thread: http://ggftw.com/forum/dainn-guides/14997-gaietys-dainn-combo-guide-ver-1-1b-5-3-08-a.html
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