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12-29-2008   #101 (permalink)
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In PvP, if you're good enough that you can afford to be wasting your skills like that, you should be far beyond preset combos.
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12-29-2008   #102 (permalink)
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sometime I feel like after some air combo, the damage decrease a lot...
so I just think about the worth of using.
not all of them, but just half or even 3/4.
 
12-29-2008   #103 (permalink)
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Quote:
Originally Posted by A guide that really needs to be updated
Combo Bonus and Combo Decay
I'm sure you've noticed, but, in stages, multiple hits while the opponent is in midair grants a "bonus" to your damage, an extra 20% per hit, starting on the third midair hit and increasing until the tenth. This will go to a maximum of about 360%, or 3.6x the damage you would do if the opponent was on the ground. However, in PvP, it is the direct opposite. Multiple hits midair will actually cause your damage to drop, or "decay" to about 20% of its original damage. Generally, you'd want your hardest hits first
History stages seem to have a higher cap (if there is one at all), but it still holds generally true.

... and john even has this section copypasta'd in his guide (the OP of the thread).
 
12-30-2008   #104 (permalink)
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To be specific, History's cap is twice as high.
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12-30-2008   #105 (permalink)
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^ so that explains why we did like 1.5k dmg on history Lache lol.

on-topic: oops sry for making those mistakes, I get more confused when typing them then executing them.
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01-02-2009   #106 (permalink)
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Quote:
Originally Posted by Chaoskidd
is it worth to use this as an advanced combo?
facing 6
aas aaaa dash as dodge sunlight cancel 446 aaaas tears dash as s dash as holy spirit dash as dash as chain fmb dash as shout 228 aaaa dash as wave o-o...
Could be a very sexy PvM combo. However the skills you use in the beginning should be your lowest level skills and the ones at the end should be the highest level (or most damaging) skills since the damage multiplier in stages greatly help. However I think most enemies would die before you finished your combo.
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01-02-2009   #107 (permalink)
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^ maybe use that for the juggleable bosses like L2-2? or did they change that
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01-02-2009   #108 (permalink)
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They did, I'm pretty sure none of the actual bosses can be juggled anymore.
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01-05-2009   #109 (permalink)
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Quote:
Originally Posted by Chaoskidd
is it worth to use this as an advanced combo?
facing 6
aas aaaa dash as dodge sunlight cancel 446 aaaas tears dash as s dash as holy spirit dash as dash as chain fmb dash as shout 228 aaaa dash as wave o-o...
Maybe start with your dodge or wave first? (im assuming your in pvp mode)
Dodge can be very interesting when used in a combo string. You can undershift, 90degree-shift, or just heal dash cancel and continue with aaaa blah blah.
And your wave wont do much damage when placed there at the end, unless you still want to continue your combo for a much longer extension.
 
01-12-2009   #110 (permalink)
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Updated with how2attack with JoG and dodge decay delete.
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01-13-2009   #111 (permalink)
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Hmm I think the space dodge will only work 100% if there's about an "AA" space in front of you. As in you would have to use aa until you touched the foot of the opponent. This is because there's a chance the dodge will miss and go behind the opponent.
 
01-13-2009   #112 (permalink)
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Dodge's radius is a lot larger than it appears. That's why things like AA Dodge work. Even though dodge looks like it's placed in front of you, it pretty much covers the distance you're pushed forward when you use it.

As for Sp d Dodge, it'll work as long as you input the buttons quickly enough and don't dash away from the opponent's center.
 
01-20-2009   #113 (permalink)
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John, I think you should add the shift with dodge combo.
I am not sure the dodge will work for lv 6 or not because I learn this combo when mine is lv 8.
aas aaaa dash as dodge heal cancel and shift wherever you want o-o.
also, shift from wall. the diagonal aas aaaas dash other direct holy/shout one can use as perpendicular that u have not mention.

(correct me if I am wrong)
 

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