Tear Combo | Tales of Abyss

Поділитися
Вставка
  • Опубліковано 30 чер 2024
  • I generally tend to be a bit on the wacky side with my combos, but this is wacky even for me. This one uses a knockback manipulation as well as Overlimit OTG, which are two things I didn't end up using in the Tear Combo Video.
    The combo starts with a Spell Stored Grand Cross. This isn't really necessary, but it allows me to cast it while sliding forward which looks funny. As I cast it, I get hit which cancels the endlag but not the spell. This lets me go into Severed Fate faster than normal.
    Next, I run under the enemy as he's being knocked up. The knockback positioning for Grand Cross is determined by Tear's location, so this makes the Grand Cross knockback to the right instead of the left. As this happens, I'm also snapping back to the right and picking up the Light FoF for Flamme while sliding forward. The sliding momentum is something that happens with high AGI stat.
    The last part is the hard part. Overlimit serves as an Off The Ground, while knocking the enemy back into Flamme. The problem is that Flamme has a strange attacking rhythm that leaves a gap during the attacks. Normally this isn't a problem on grounded enemies, but on airborne ones it can drop the combo. In this attempt I got lucky with a stun and it allowed the combo chain to continue.
    There were some attempts where the Flamme Rouge combo linked without a stun, but I'm honestly not sure what caused it to work or not work.
    As a final small detail, I Mystic Arte at exactly 33 hit. I learned the hard way that trying to go past 33 hits will cause Tear's basic attacks to drop the combo link...
  • Ігри

КОМЕНТАРІ •