To explain what is happening here, the tech is the utilization of Falling Shield Bash to capitalize on where the player is positioned to get them to the optimal area of the head for more Perfect Rush. Typically you can only fit 2 Perfect Rushes during a Heavy Artillery Knockdown, but this intends to capitalize on more damage and part damage to the head. You can still fit the 2 Perfect Rushes while squeezing this in. It’s super consistent. The main drawback I’m experiencing is that the Frostcraft Meter isn’t allowed time to build up as much. I haven’t counted the damage yet, but hopefully the damage should be equating or dealing more than going without it. Many thanks to my friends who have assisted me in this journey of tests. @Teco86 @julpples and Luna are the 3 in this video and I couldn’t be more happier than to call them my friends. Some of the best players I’ve played with, but many more have helped me in this process. Hopefully this might inspire some potential SnS Runners or even casual players to try this out. I hope this helps! 🍻
On second look at this, now that I have 150 SnS hunts, this is freaking beautiful! I’m guessing you’re wishing you could squeeze in a Sheild bash in during horn break knockdown
@@HitokiriSingh The best damage output for the Ballista Knockdown involves the falling bash, but you want to do 3 Perfect Rushes on the knock down for maximum damage. You really use falling bash just for repositioning otherwise, which is sacking damage just to make sure the last Perfect Rush does the damage it needs to. The reason it works well for Roaming Ballista Knockdown is cause the get up time is faster than a headbreak get up. So you can’t really fit 3 PRs easily (need perfect positioning and a level of control most players might just not have). So the Falling Bash tech is a supplement that still maximizes damage potential for P2 to ensure head break if the head break doesn’t occur in Phase 1. Plus it looks flashy haha. Hope this helps! 🍻
To explain what is happening here, the tech is the utilization of Falling Shield Bash to capitalize on where the player is positioned to get them to the optimal area of the head for more Perfect Rush. Typically you can only fit 2 Perfect Rushes during a Heavy Artillery Knockdown, but this intends to capitalize on more damage and part damage to the head. You can still fit the 2 Perfect Rushes while squeezing this in. It’s super consistent.
The main drawback I’m experiencing is that the Frostcraft Meter isn’t allowed time to build up as much. I haven’t counted the damage yet, but hopefully the damage should be equating or dealing more than going without it.
Many thanks to my friends who have assisted me in this journey of tests. @Teco86 @julpples and Luna are the 3 in this video and I couldn’t be more happier than to call them my friends. Some of the best players I’ve played with, but many more have helped me in this process. Hopefully this might inspire some potential SnS Runners or even casual players to try this out.
I hope this helps! 🍻
Ayy those numbers tho! 400s 500s 600s! You luna iron all been very welcoming and helpful appreciate it big homie 🍻
@@FelixLynrim make sure you pin this comment!
Could you feather the forstcraft meter with how fast the sheathe animation is for SnS to get the ratio you need?
@@dantefiore8442 You know, I’m not sure. Maybe! I’ll have to try it out. 🍻
It worked on me. Let’s learn more about SnS on stream soon!
@@HitokiriSingh As a fellow damage junkie, I have a feeling you’ll like SnS a lot 🍻
On second look at this, now that I have 150 SnS hunts, this is freaking beautiful! I’m guessing you’re wishing you could squeeze in a Sheild bash in during horn break knockdown
@@HitokiriSingh The best damage output for the Ballista Knockdown involves the falling bash, but you want to do 3 Perfect Rushes on the knock down for maximum damage. You really use falling bash just for repositioning otherwise, which is sacking damage just to make sure the last Perfect Rush does the damage it needs to.
The reason it works well for Roaming Ballista Knockdown is cause the get up time is faster than a headbreak get up. So you can’t really fit 3 PRs easily (need perfect positioning and a level of control most players might just not have). So the Falling Bash tech is a supplement that still maximizes damage potential for P2 to ensure head break if the head break doesn’t occur in Phase 1. Plus it looks flashy haha. Hope this helps! 🍻