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Default Gladiat's Sieg PvP Guide

Gladiat's Sieg PvP Guide

Section 1: Melee strings
Section 2: Skill usage and strings in PvP
Section 3: PvP Techniques
Section 4: Making First Hit
Section 5: Creating your unique PvP build
Section 6: Vs Class Strategies - Under Production (Will be released after the implementation of Asuka, or in mid October)

Note: This is a guide for 1v1 PvP.

Directions will usually be using numbers on the number pad, rather than arrow keys or directions.
Always assume the direction you initially face at the beginning of each combo is 6 (Right) unless otherwise stated.

Skills followed by (Number) mean the number of hits that the skill should hit before you cancel or it misses.

Comments and criticism are welcomed. Any contributions to this guide will be properly credited. If I do not properly credit you, please let me know so I can correct my error.

I don't mind people sharing this guide but proper credits must be given to me, and a link to this thread must be posted.


Credits:
Lunar: AAS cancelled by Tia's A spam.
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Last edited by Gladiat; 10-07-2009 at 07:08 AM.
 
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09-30-2009   #2 (permalink)
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Section 1: Melee Strings

These will be the main strings you use during a combo or to start a combo. Note that Sieg has many other melee strings, but these are the most commonly used by the veteran PvP players.


AA: Sieg slashes twice.

This will be your most used skill string. You will be using this to "probe" the enemy's area. Usually, AA is used as a starter, so if you miss you can still dash away before you get hit. If you connect with AA, >>AS is easily used after this for a combo starter. Also, some shifts in the air can be done with AA if you must change your position, and you can do >>A instead of AA to move closer so you can strike with a skill.


AA Space: Sieg slashes twice and stabs forwards with his sword.

This is usually used for shifting in air combos if AS space space brings you too close to the enemy, or launches them too far away.


AAAA: Sieg slashes four times.

This is usually used as a transition in air combos if you are close enough. It is a simple transition that can easily be followed by many skills, and other melee strings can also easily follow this (>>A, >>AS, Space etc). However, shifting after this string results in a large reduction of air time, so this is best used to stall for a few seconds for another skill that can lift the enemy again.


AAS: Sieg slashes twice and swings his sword up.

A basic combo starter. This is easy to do on enemies, but can easily be avoided by an invincibility frame or play dead, cancelled by Tia's A spam or >>S or countered with Sieg's Counterattack. In air combos, AAS can be used to move a person further away to position yourself or to stall for cooldown with minimal loss of airtime.


AAAS: Sieg slashes three times and swings his sword down, dealing two hits with the down swing.

This string is generally used for stalling for cooldowns. The S has a shorter range than the 4th A in AAAA, but is much better for shifting, as you lose only a small bit of air time. However, using this can be tricky if you misjudge the distance, but can be used for mind games to set yourself up for a easy D fist or blow if the person uses their rising A or rushes you.


AS Space: Sieg slashes once, swings up once and moves forward while doing a wide sweep with his sword.

This string is good for building up airtime, and moving enemies away. However, it must be done in close proximity, and must be followed up quickly by a skill to prevent the loss of airtime. Note that some skills will not be effective because they do not have enough range to approach the enemy effectively (like Kicking).


AS Space Space: Sieg slashes once, swings up once, moves forward while doing a wide sweep with his sword and stabs the enemy.

The string used for Sieg's infinite combo. This string gives a nice bit of air time, although it requires you to be in close proximity, and the enemy is pushed quite far away by the end of the string. It can be shifted after, or continued by a skill.


AASS: Sieg slashes twice and swings his sword up twice.

This string is not used very often because the time between the two S's causes you to lose air time, although the 2nd S regains it. It is better used for a starter if you did AAS and are still close enough for the second S to connect. However, AA >>AS is a much better alternative as a starter, and AS space space is much better than this for air time.


AASS Space: Sieg slashes twice, swings his sword up twice and does a wide sweep.

This can be used to increase air time by a significant amount, or to give a large amount of air time if done on the ground. It gives enough air time for d fist to be used after it, but requires you to be close to the enemy for the space to connect. It can also be used to increase air time.


AASS Space Space: Sieg slashes twice, swings his sword up twice, does a wide sweep and then stabs his enemy.

This can be used when approaching a wall if the enemy is walled by the first space. It is a good substitute if the area between the player and the wall is a bit too large for AS space space to connect. You can continue with AS space space if the enemy is against the wall, and then shift to continue your combo.


>>A: Sieg charges forwards and brings his sword in a wide sweep.

This string is the combo string used in frontal and windmill. It is great for closing distance against enemies, and also adds a little bit of air time. Most skills can be easily followed up after this in combos. >>A is the main part of the AA >>AS starter, where you close the distance before you air them.


>>AS: Sieg charges forwards, brings his sword in a wide sweep and strikes the enemy with his shoulder.

This is the most important part of the AA >>AS starter, as this is the part that closes the distance between the enemy and launches them into the air. However, if done from too far away, the S will not connect, and will leave you vulnerable to be hit by the enemy. After the >>A, you can control which direction the S goes by pressing and holding that direction as you press S to properly align yourself with your enemy or to air them if your >>A missed, but are still close enough for the S to connect. In air combos, >>AS can be used to extend your combos to stall for cooldown if you have enough air time, as the S decreases air time by a significant amount. Also, it is often used to decrease cooldown, close distance and to adjust the height to use sky slashing.


Space: Sieg jumps into the air and lands on the enemy, driving his sword into them.

This is usually used to force people to get up and take additional hits from whirlwind wave. Usually it is used to reset the air damage decay with whirlwind wave so you can strike with a full power skill after the enemy is aired again. This can be also used for space reset to continue a combo for 0 decay on your next skill before you air the opponent again. Also, this can be used for mind games to cause a person to use their Rising A so you can connect with a skill.


Get-up/Rising A: Sieg spins around while swinging his sword to stand up from his lying position on the ground.

This is one of the few total invincibility skills Sieg has. He is invincible until he stops spinning and you can dash backwards or use a skill to cancel the spin. However, if you do not cancel the spin, you are vulnerable for a moment at the end. It can be used to block attacks like entwining roots, down attack, finishing blow etc. This can be used as a combo starter if you do >>A after connecting if the opponent is behind you, or if you use a skill like provocation or kicking after connecting with the opponent in front of you to stall/increase air time so you can proceed with a combo.
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Last edited by Gladiat; 10-07-2009 at 07:08 AM.
 
09-30-2009   #3 (permalink)
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Section 2: Skill usage and strings in PvP

Refer to my Sieg Skill guide for skill information: /forum/sieg-guides/5...tml#post906766

This section will be focused on skill roles in PvP in lists (General usage can be read in my skill guide. See link above).

Starters:
Blow
Flying Dragon Sword
Provocation
Whirling Sword

Airtime Increasing/Stalling Skills:
Kicking
Crosscut
Sky Slashing
Flying Dragon Sword
Whirlwind Wave
Iron Hammer
Whirling Sword
Infinity Meteor Sword
Whirlpool sword

Resets:
Sky Slashing
Whirlwind Wave
Iron Hammer
Hurricane Sword
Finishing Blow

Commonly used Finishers/High damagers:
Destruction Fist
Flash Fate
Crescent Moon Sword
Iron Hammer
Whirling Sword
Infinity Meteor Sword



Combos should follow a general procedure:

Starter -> High Power Attack -> Stall -> Reset -> High Power Attack -> Stall etc.

You may skip the first High Power Attack step if you must regain more mana or cooldown skills.

In slightly more detail, here is the following steps:

Probing -> First Hit Connects -> Starter/Launcher -> High Power Attack -> Stall -> Damage Decay Reset -> High Power Attack -> Stall -> Damage Decay Reset etc.

The only difference is adding the steps for first hit at the beginning.

Once again, skill information can be found in my Skill Guide (link at the top of this post). It lists uses of each skill in a few scenarios (Stage, PvP and Myth), and some skill possess some interesting attributes.
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Last edited by Gladiat; 10-07-2009 at 07:09 AM.
 
09-30-2009   #4 (permalink)
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Section 3: PvP Techniques

These are techniques and maneuvers that you can do while in a PvP match. This can help play mind games, move around more easily to find an opening in your opponent's defenses or help you extend your combos and reset damage decay to deal even more damage.

S Dash:

S dash is the easiest of all Sieg techniques. You press S, then you double tap the direction you want to go in, and you dash. The S helps ignore any slowdown debuffs on you, and you can dash in any direction you want. It's helpful for moving around your opponent or avoiding attacks with mindgames. You move a further distance compared to just dashing.


Space Reset:

Space Reset is pretty easy as well. When the opponent is about to hit the ground, or is on the ground, press space, and right when you connect with them, use a skill. If the cast time of the skill is short enough, you can air the opponent right away without being hit, and you can continue your combo at 0 decay. However, some skills are too slow and will not work with this.

The following skills can be used for a space reset:

Kicking
Provocation
Whirlwind Wave
Wind Kick
Crescent Moon Sword*
[*]: Is not always 100% guaranteed to work.


Sidestep Left:

Sidestepping to the left is done by pressing >>A+S. This ignores all speed-debuffs and buffs on you for the sidestep movement. Sidestepping is used to continue a combo after whirling sword, and can also be used for avoiding attacks at the last moment.


Sidestep Right:

Sidestepping to the right is done by doing >>A+Space. this also ignores all speed modifiers. Like sidestepping to the left, it can be used to continue a combo after whirling sword. However, it is much slower to execute but much easier.


Shifting (3 & 4-key):

3 key shift is exactly what it sounds like; you press 3 keys and "shift" to a different location. You usually do this after a combo string like AA, Kicking S, CC (1) etc. and it will allow you to "reset" your movements, and acts as though you are just beginning to attack your enemy and they are already in the air. Usually 3 key shift is done by dashing diagonally at a 45 degree, and turning 90 degrees halfway to face your opponent.

Example: AA >>AS Kicking S 339 AAAA >>A CC (1) 886 AAAAA.

At the Kicking S string, you will have a large amount of air time, and you can shift so you can reset your movements, and be able to do AA again. At the CC (1) part, if you had continued with AA after the stab, you would have lost a chunk of air time. By shifting, you minimize the airtime you lose and allows you to combo for a longer period of time. Also, you can move around walls and objects to prevent obstacles from ending your combos.

Backdash is also a 3 key shift, except you press 446 at a wall to give yourself room to move forwards from your attacks.


4 key shift is a bit of a combination of halfdash and the 3 key shift. Your enemy must be off-centered for this to work, and you must have enough distance to halfdash before you face them.

Example: You are off-centered from your opponent, and you manage to land AA >>AS kicking. You can now make your S go towards your opponent and push him to lengthen the distance between you and him. Now, you can halfdash forwards and turn towards him. This is called a 4 key shift, because you halfdash to close distance, and turn towards him to shift the direction you're facing. These are the buttons you would press in this scenario (You are a bit lower than his center, and you strike the bottom of him):

AA >>AS Kicking 9S 6649 AA etc.

You can also use this in wall combos and other places where a 3 key shift won't reach your enemy and a halfdash will leave you misaligned with your enemy.


Halfdash:

Halfdash is a pretty neat technique that can be used if your enemy is too far away from you, if >>A is not a string you want to use. After a string, you can press 664, and you will dash forwards and stop halfway. The 4 will cancel your dash. Do not hold 4! This will cause you to do a backdash instead, and you will turn around, face and probably end up attacking the wrong way. This is a bit more difficult than shifting since you cannot hold the last key.

Another way to do this is by pressing 6646. You can hold the last key in this one, but it isn't good to get into a habit of this since you lose more air time compared to doing 664.


Probing:

There are many ways to call it, but I refer to it as probing. Probing consists of one string: AA.Probing is for setting yourself up with a target that you can >>AS into. It can also be used to force your opponent to cancel a skill or to make them move in a certain direction. It also allows you to move quickly if you miss the AA, so you don't get comboed like you would have if you used >>AS.


Eyeroll/Circle Strafe:

Once again, there's several names for this. I know it mostly as "eyeroll" or "circle strafe". It's basically repetitive probing, except you move in a way that you do not get hit if the opponent attacks towards your original position, and also allows you to force enemies to use invincibility frames, or to avoid striking counterattack. A way to do eyeroll is by doing AA 44A+S 9 AA or AA 77A+Space 2 AA. There are numerous ways you can do eyeroll, and they can be easily alternated for mindgames. If you hit with AA, you can also eyeroll and AA again to attack your enemy for extra damage. Becareful of being attacked while doing this, because you will lose your chance for a starter and you may be the one getting comboed instead.


Frontal:

Frontal is the short version of saying "Frontal Windmill", but no one likes to type out long sentences (unless we have to), so it will be called frontal in this guide because I am too lazy to call it otherwise. Frontal is when you do repeated >>A strings in one direction, or when you windmill and you constantly move forwards, and do not change directions. This is mostly done at walls, and can become an infinite combo if done properly. Here is the "beginner way" of doing frontals (Pretend you just shifted to be parallel to the wall):

AA 66A 66A 66A 66A etc.

You end up losing a lot of air time because of the delay between the As. Here is the true way of doing Frontals:

AA 66A+Space 66A+Space 66A+Space etc.

You will gain some air time by doing this, and it is much easier to do than windmill, as you only need to worry about dashing too far and cancelling the A. Doing this in the open is extremely difficult to move in a perfectly straight line, so doing this at a wall is a much better place to practice.


Windmill:

Windmill is the hardest Sieg technique to master. The concept is simple, but it is EXTREMELY hard to do this. This comprises of the >>A string, and the sidestep right movement. You do a >>A, and after the A hits, you press space to sidestep, and you dash towards them again, and repeat the process. Essentially, this is what you should be doing (Assuming you do not need to reposition yourself. In this example, you have just shifted, and you will be using a transition that allows you to begin the windmill):

AA 66A+Space 99A+Space 88A+Space 77A+Space 44A+Space 11A+Space etc.

If you look closely, the keys that you will press are in a counter-clockwise pattern. The >>A gives you additional air time and allows you to stall for cooldowns. This sounds very easy right? Well... once you start to try this, you'll find it is very challenging to master it. Heck, I haven't mastered it and I've practiced for months.

If you want to stop windmilling, you can dash after you press the space and shift, or you can use a skill after the >>A and you can continue to combo. This is called Windmill Cancel.
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Last edited by Gladiat; 10-07-2009 at 07:09 AM.
 
09-30-2009   #5 (permalink)
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Section 4: Making First Hit

This is a BIG thing you need to know how to do when you PvP. Being able to do OCKOs is useless if you can't get a decent first hit to start your combo.

I find that using Sieg is best when you can maintain around an FDS distance (meaning you can hit with the last hit of FDS if you faced them and cast it). This allows you to maneuver around attacks and avoid some attacks that are difficult to dodge up close like whirling sword. I find that there are several steps to a first hit on an enemy:

**Note: This is only a bit of my playstyle. The steps aren't set in stone, and you can play differently and still get a same or greater result. Not everyone thinks the same way as me, nor does anyone play exactly the same way as me, but this is a good way for you to get started in PvP as a guide on mastering the First Hit. **

1) Maintain FDS distance (or at least onscreen). Be wary of any skills or attacks they may be aming to ambush you with. Never take the closest route to the enemy. Fought a Sieg on my Ryan earlier. He rushed me in a straight line and got nailed by 3 well aimed amplified rail guns and 2 freeze rail guns. Use S dash to maneuver around attacks and towards your enemy.

2) You are now between a blow distance and an effective provocation distance (meaning you can voke >>AS).you must be careful of any quick ranged attacks and charge attacks. Use sidesteps and S dash to maneuver around your opponent and consider your means of a combo starter using blow, voke, AA, retreating to reposition in a better area for you to begin your combo etc.

3) You are inside an effective provocation distance, and here is where things are the most risky and tricky. Begin to use AA eyerolls to get your enemy to move into where you want them to go, and if you wish, use your voke >>AS starter or blow. AA eyerolls can also be used with destruction fist if you're feeling confident that you can catch them by surprise, but I do not recommend using any long cast time skills (whirling sword is also good it you are sure you can connect, and escape if you miss).

4) The final step. Be prepared to use your saving skills (FDS, blow, counter etc. anything with invincibility frames) to escape if required. You should be sparing and probing within a crosscut distance. You may jump back and forth between steps 3 and 4, but this is the point where one goes chicken, or one lands the First Hit. Eyeroll to maneuver around the enemy and also to probe into the enemy's territory. If an A connects, immediately >>AS before they can escape or invincibility frame through it. If you get hit, immediately try to use counter or run out if possible, play dead if not, or attack back if they are attempting to use a skill that will not have enough time to cast. If anyone goes further than step 3, retreat and start from step 1 again. However, if the oponent is intent on escaping from step 4, hit or cancel their escape skill if possible (unless it has invincibility frames) and begin your combo if you can.

***This playstyle will NOT be effective against Ryans. Read the Vs Ryan section for ideas on how I beat them. But ALWAYS keep sight of your enemy. A Dainn may be able to FDH without you knowing and you will be in big trouble if you cannot counter it, and a Ryan may be able to ambush you with an Iron Bomb or another powerful attack.***
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Last edited by Gladiat; 10-05-2009 at 10:46 PM.
 
09-30-2009   #6 (permalink)
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Section 5: Creating your unique PvP build

Refer to my Sieg Skill guide for skill information: /forum/sieg-guides/5...tml#post906766

All builds I make will be placed at level 75, non-rebirthed. If you would like me to create a theme-based build or a specialized PvP build, let me know and I will add it to the list below, and you will be free to use it.

Basic PvP Sieg Core Skill Build Template: Core PvP Skills (Basic)

You do not have to use this template for your PvP build, but I recommend using it because some skills are absolutely necessary in all builds for effectiveness.


Build creation:

Welcome to the Gladiat Sieg skill build crash course! Here's the biggest part of your PvPing career: Making your own PvP build!

Making the perfect build for you is difficult. It requires much testing of skills, and combo experiments to find out the skills you should have. An ideal skill build is to have one that matches your playstyle. Maxing a skill that you hear is really good is useless if you use the skill only once a match, since that would be an absolute waste of points that could go better somewhere else.

Try PvPing a few matches, and do a few combos that you make up at the top of your head in practice field and in PvP. Observe the skills you use the most often and when and where you use them. If you use a certain skill very frequently, it may be a good idea to level that skill to maximize your damage output, or for bonuses that it gives at higher levels (like sky slashing). An example of a skill where I wouldn't level up a skill is if you use it for a certain purpose is whirlwind wave. There are many opinions about whirlwind wave; some people say 2 is better, some say 4 is better, and some think that 3 is best since it has both good and things of both levels. I personally use level 2 nado because I can easily do AA >>AS nado d fist cms or another skill after. Some use level 4 because the nados last longer and you can trap peole inside for longer in exchange for needing more airtime or being at a wall to be able to AA >>AS nado.

It basically boils down to your skill usage and how you use them. No one can make you a perfect build. You have to make it yourself; others can give suggestions, but the one using it is you.


Here's some of my own creations for those interested in a unique PvP build (They've been tested before, and some PvP matches are quite interesting using one of these builds):

Rune Knight Sieg: Rune Knight Sieg
Berserker Sieg (PvP style): PvP Berserker Sieg
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Last edited by Gladiat; 10-07-2009 at 07:05 AM.
 
10-06-2009   #7 (permalink)
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Section 6: Vs Class Strategies

Spoiler!


Under Production. Will be added after the implementation of Asuka
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10-06-2009   #8 (permalink)
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Guide from sections 1-5 is now complete. Thread is now approved.
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10-06-2009   #9 (permalink)
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uhm for the berserker knights. why bother puting SS to lvl 9? if u dont got CMS? nor FF other skills can be used jsut fine at like lvl 6 with SS
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10-06-2009   #10 (permalink)
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wtf is this!
AAS: Sieg slashes twice and swings his sword up.

A basic combo starter. This is easy to do on enemies, but can easily be avoided by an invincibility frame or play dead, cancelled by Tia's >>S or countered with Sieg's Counterattack. In air combos, AAS can be used to move a person further away to position yourself or to stall for cooldown with minimal loss of airtime.

lol
a spam not >>S

Resets:
Sky Slashing
Whirlwind Wave
Iron Hammer
Hurricane Sword
Finishing Blow(if this is a reset why isn't downattk + skill one)
(where's skyslash?)

Commonly used Finishers/High damagers: (this section is useless)
Destruction Fist
Flash Fate (not a finisher and not common either)
Crescent Moon Sword(not really high dmg.. xcut can outdmg it)
Iron Hammer
Whirling Sword (this is a combo skill, it just happens to be high dmg)
Infinity Meteor Sword (lowest dps out of all the skills)


best of all are vs class tips
vs sieg: (do nothing)
vs ryan: (do nothing)

Last edited by Lunar; 10-06-2009 at 10:49 PM.
 
10-06-2009   #11 (permalink)
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Hi, I'd hate to nitpick at this guide but you know how it goes ^_^.

First off, your 'Get-up/Rising A' section seems a bit weak in content. You don't mention that you can backdash away or sidestep out.

Secondly, space CMS is by no means a space reset. I know you put it in the 'is not always 100% guaranteed to work' category but it works just as well as a Dash AS Ih landing all lightning hits. It does work however as a mindgame or against people with a trigger-happy wakeup (excluding Tia's and Ryans(?)).
Though this may not be all too significant but, space Windkick works.

Just as an additional thing to add to your half dashing section, I personally don't use the options you listed but instead use something like 6686. It produces the same result as the '664' you listed without the sluggishness of '6646'. For whatever reason it's easier for me to use that.

For your 'Eyeroll/Circle Strafe' thing, you can add ground windmill cancel-esque type movements to keep your opponent on their toes. Something like a A+Space 339 or 993; really any direction works, not just the conventional 90 degrees, you can add more sidestepping or dashing to circle your opponent.

You can also windmill quicker which would produce a decent amount of air; I think about 4 hits of this can give enough air for a D Fist. There's also a somewhat slower one that can be easier to control and maintains height. Then I suppose there's speeds in between all this. Also using a skill after Dash A in a windmill isn't a 'windmill cancel', it's instead what you also put down which is shifting after a windmill.

For your first hits section, you can also use ranged skills such as hurricane sword, CMS, or thundersound to graze or just to throw the opponent off their route and hopefully land a Blow/D Fist(kekeke :]) in their face or a combo.
Nado is great for attempting to make the opponent move where you want, the issue is that if it does fail, you just lost one of your best damaging openers.

Oh one thing, thundersound cancel is extremely helpful in wakeup games or to simply pressure a person.

wait wait wait, how do you start a combo with IMS? Super hax sniping?

I'm also curious on who tested the PvP Berserker Sieg. Level 9 skyslashing with no damaging skill to link with @_@.
 
10-06-2009   #12 (permalink)
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IMS and whirlpool starters can't even be called so.. i dont think i've ever been hit by either

and lol berserk lvl 9 skyslashing is funny
RAWRRRR I GO MADDDD combocombcombo LVL 9 SKYSLASH uhoh.. wut to do now
 
10-06-2009   #13 (permalink)
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Quote:
Originally Posted by Lunar
RAWRRRR I GO MADDDD combocombcombo LVL 9 SKYSLASH uhoh.. wut to do now
LOL..................... I started cracking up when I read this part. LMAO
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10-07-2009   #14 (permalink)
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Quote:
Originally Posted by ProjectLuniaX
uhm for the berserker knights. why bother puting SS to lvl 9? if u dont got CMS? nor FF other skills can be used jsut fine at like lvl 6 with SS
I put the wrong skill at 9. Meant to put IMS at 9, but placed SS at 9 by accident.

Posted the correct build.

Quote:
Originally Posted by Lunar
wtf is this!
AAS: Sieg slashes twice and swings his sword up.

A basic combo starter. This is easy to do on enemies, but can easily be avoided by an invincibility frame or play dead, cancelled by Tia's >>S or countered with Sieg's Counterattack. In air combos, AAS can be used to move a person further away to position yourself or to stall for cooldown with minimal loss of airtime.

lol
a spam not >>S

I've been canceled once or twice by AAS, and I've also seen other people get canceled during AAS by >>S... `-`

Resets:
Sky Slashing
Whirlwind Wave
Iron Hammer
Hurricane Sword
Finishing Blow(if this is a reset why isn't downattk + skill one)
(where's skyslash?)

Hi. Please read the whole thing. And Finishing Blow TS cancel >>A or Finishing Blow Windkick at wall `-` And as the section title says... SKILLS not techniques like space reset -_-;

Commonly used Finishers/High damagers: (this section is useless)
Destruction Fist
Flash Fate (not a finisher and not common either) Not a high damager?
Crescent Moon Sword(not really high dmg.. xcut can outdmg it) Uh... I do 200s-300s per hit. I do 2 hits of 300s with xcut. Obviously 1k damage is more than 600~700
Iron Hammer
Whirling Sword (this is a combo skill, it just happens to be high dmg) As the section says. High damagers
Infinity Meteor Sword (lowest dps out of all the skills) Yet it does close to my level 12 d fist's damage at LEVEL 4


best of all are vs class tips
vs sieg: (do nothing)
vs ryan: (do nothing)


Read the words below the spoilers first -_-; I did not add the info yet.
Quote:
Originally Posted by Lunar
IMS and whirlpool starters can't even be called so.. i dont think i've ever been hit by either

You'd be surprised how many times I've done those starters (Although that was after PD. I forgot that you need to land with blow first so I put that there `-` I'll take that out.

and lol berserk lvl 9 skyslashing is funny
RAWRRRR I GO MADDDD combocombcombo LVL 9 SKYSLASH uhoh.. wut to do now
Answers are in bold. Lunar... your eyes are failing you. :[
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10-07-2009   #15 (permalink)
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NUUUUUUUUUU.. BUT I PUT MY SS AT 9 ALRD??!? I FOLLOWED UR GUIDE xD jk lol
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10-07-2009   #16 (permalink)
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Quote:
Originally Posted by Gladiat
I put the wrong skill at 9. Meant to put IMS at 9, but placed SS at 9 by accident.

Posted the correct build.





Answers are in bold. Lunar... your eyes are failing you. :[
yes they are... 5hours of sleep yesterday is failing me D:

the vs classes one was a joke

and.. pssh.. "u'd be surprised how many times i hit with whirlpool/IMS"
IT NEVER HITS on good players..!!! if it does it's based on luck which means
CMS is a starter... FF is a starter.. although they are slower..
even kicking and xcut can be called starters..

@ xcut vs CMS 501str
cms is like 300 or something 350 i think... 325x4=1300
xcut with rage is 600x2 = 1200
they're pretty much the same

and.. i said that sections useless.. after siegs buff any skill is high dmg.
u can use rage xcut kicking
it'll do more dmg than dfist

hurricane easily outdamages CMS
whirlpool max is probably as strong as IMS


Infinity Meteor Sword (lowest dps out of all the skills) Yet it does close to my level 12 d fist's damage at LEVEL 4

didn't mention dfist is one of the lower dps too, its just the easiest dps


If the cast time of the skill is short enough, you can air the opponent right away without being hit, and you can continue your combo at 0 decay. However, some skills are too slow and will not work with this.

like to point out last sentence is repetition..
"if cast time is short enough u can reset, however, u can't reset if the skill casts too slow" (ok... i'm too bored now D: )

Last edited by Lunar; 10-07-2009 at 11:46 AM.
 
10-07-2009   #17 (permalink)
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Lol i was gonna write a guide like this a while back when I used to play... that was probably when dacy came out or something....
i never came around to doing it though, i was always to lazy
 
10-15-2009   #18 (permalink)
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You CAN reset with kicking, for those that think you can't anymore `.`
 
10-15-2009   #19 (permalink)
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Quote:
Originally Posted by windcurse
You CAN reset with kicking, for those that think you can't anymore `.`
It says you can reset with kicking in there '-'
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09-24-2010   #20 (permalink)
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great guide ^o^ Thanks
 

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