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01-16-2008   #41 (permalink)
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Quote:
Originally Posted by Godbot3000
You're starting to cover things that go beyond the scope of a combo guide.
Oh. Oops. I think I'll just put a 'Advanced Section' that states that you should practice and then come back when you are very confident about your abilities to combo.
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01-17-2008   #42 (permalink)
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Bump. Added a little bit of shifting. Corrections please.
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01-17-2008   #43 (permalink)
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i wonder how this guide will look when it's done =o
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01-17-2008   #44 (permalink)
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Quote:
-Numpad- Now the things I will be teaching you will 'require' the numpad.
Better to say 'easier to explain through use of the numpad'. Political correctness required.

The explanation of what shifting is also very lacking... Here's how I would describe it: shifting is a technique that allows you to change the direction of a combo with 45 degree turn either clockwise or counterclockwise. In order to shift, you must first figure out which direction you want to shift into, and dash in the direction that is orthogonal to it, canceling the dash with the key of the direction you're shifting into.


...Yeah, I know, horrible wording.
 
01-18-2008   #45 (permalink)
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Shifts aren't strictly 45 degrees. Also, a 338 dash, while possible for an S starter, is impossible to use otherwise (aka 99% of the time in PvP) unless you're on a wall.

Quote:
S-Dash-S-A-A-A-A-TK-S-338-A-A-A-A-CC-Space-A-A-A-A-WK
Your shift up will either cause you to be way too far to the enemy (and thus hitting it out of range by the time you reach the red A), or cause you to be off to the side, making your Cross Cut cancel (Space) miss.

EDIT: I also recommend denoting the number of hits on skills that are canceled early. For example, Cross Cut is often canceled with only 1 hit.
 
01-18-2008   #46 (permalink)
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Quote:
Originally Posted by Gaiety
Shifts aren't strictly 45 degrees. Also, a 338 dash, while possible for an S starter, is impossible to use otherwise (aka 99% of the time in PvP) unless you're on a wall.
Truth, I was denoting the 'normal' shift. Heck, I've done 135 degree shifts before
 
01-18-2008   #47 (permalink)
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Okay, edited to Gaiety's correction. Thanks!
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01-18-2008   #48 (permalink)
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Quote:
Originally Posted by Gaiety
Shifts aren't strictly 45 degrees. Also, a 338 dash, while possible for an S starter, is impossible to use otherwise (aka 99% of the time in PvP) unless you're on a wall.


Your shift up will either cause you to be way too far to the enemy (and thus hitting it out of range by the time you reach the red A), or cause you to be off to the side, making your Cross Cut cancel (Space) miss.

EDIT: I also recommend denoting the number of hits on skills that are canceled early. For example, Cross Cut is often canceled with only 1 hit.
umm. u are wrong for kicking s 338 it is possible and i use it all the time.. ur a lil off to the side.. CC still hits
however.. wut's better is to remove the s. and dash directly from kicking
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01-18-2008   #49 (permalink)
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Quote:
Originally Posted by Lunar
umm. u are wrong for kicking s 338 it is possible and i use it all the time.. ur a lil off to the side.. CC still hits
however.. wut's better is to remove the s. and dash directly from kicking
But doesn't it make it easier if you just add an S?
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01-18-2008   #50 (permalink)
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it's easier with the S but the position is different
and u lose air time (a lil) from s and 338
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01-18-2008   #51 (permalink)
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Quote:
Originally Posted by Lunar
it's easier with the S but the position is different
and u lose air time (a lil) from s and 338
unless you're at a hot wall =D
 
01-20-2008   #52 (permalink)
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Okay, I added a bit on half-dashing and back-dashing [aka halfbackdash].
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01-22-2008   #53 (permalink)
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Epic bump of death. I added the Wall Combos, the Advanced Section, with the sidestepping and Frontal done. CORRECTIONS PL0X!
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01-23-2008   #54 (permalink)
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Okay, I added the windmill, with little added in. C'mon guys, comment, I'm beginning to feel that this guide is useless. D:
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01-23-2008   #55 (permalink)
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Nope, that's the way the guides work around here. You post it, everyone looks at it, and nobody replies.
 
01-23-2008   #56 (permalink)
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Quote:
Originally Posted by Gaiety
Nope, that's the way the guides work around here. You post it, everyone looks at it, and nobody replies.
Oh... okay. So this isn't really that useless.
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01-27-2008   #57 (permalink)
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Okay, corrected the format slightly and added some stuff. Look in the updates section. I was wondering, could I have this stickied so I could get more comments? And also because several people have been asking how to do this combo, that combo, so they can just look in here to fix their problems.
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02-04-2008   #58 (permalink)
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6646 = dash cancel, 664 = halfdash
Halfdash has limited range but fewer keys, dash cancel lets you cancel as late as the end of your dash but requires more height/range to be useful and more keys. Same purpose though.

Could you elaborate on wall combo with Hurricane Sword? I didn't think that was possible.

You ... theoretically, at least, can halfdash out of a dash A space and use it to end a windmill with normal melee strings. Practically, it's really hard (at least to me) but it should probably be mentioned.

And if you've got time, a section on shifting between wall and normal combos might be nice, as well as a mention of Whirling Sword and Flash Fate cancels... I know you don't have Whirling and FF yet, but you could throw in a bit about how to do them anyway.
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02-04-2008   #59 (permalink)
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Quote:
Originally Posted by m1s3ri
6646 = dash cancel, 664 = halfdash
Halfdash has limited range but fewer keys, dash cancel lets you cancel as late as the end of your dash but requires more height/range to be useful and more keys. Same purpose though.

Could you elaborate on wall combo with Hurricane Sword? I didn't think that was possible.

You ... theoretically, at least, can halfdash out of a dash A space and use it to end a windmill with normal melee strings. Practically, it's really hard (at least to me) but it should probably be mentioned.

And if you've got time, a section on shifting between wall and normal combos might be nice, as well as a mention of Whirling Sword and Flash Fate cancels... I know you don't have Whirling and FF yet, but you could throw in a bit about how to do them anyway.
there's a difference of dash cancel and half dash... wow. i learned something.
wall combo with urricane sword is hurricane then windkick since windkick can be used with anything

half dash after dash a sp isn't really useful. u'd lose a lot of air
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02-04-2008   #60 (permalink)
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Quote:
Originally Posted by Lunar
half dash after dash a sp isn't really useful. u'd lose a lot of air
Regardless of air time loss, you'd be still able to continue the combo. If you're actually forced to a point at which something like that would be useful, kicking is probably almost recharged :P

...hopefully.
 

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