Thanks! Yes, I always have manual aiming option on, but it is not consistent in avoiding backstabs, you will have to guess which direction to turn your attacks. Since, ultras are very slow, your opponent has plenty of time to get the backstab "grab" before you can turn your attack. Sometimes it is better to just unlock, even then, it is not always safe. Also, certain movesets cannot be turned with manual aiming, but you can turn them whilst unlocked. It is true, you can sometimes turn your attacks in such a way to escape a backstab even if your opponent has started the backstab "grab" because the moveset's forward movement pushed your character outside the grab range, but this is requires very good positioning and spacing and mostly it is just a gamble. Manual aiming is great in that you can change direction of your attacks without unlocking, but it can also cause you to miss a attack that you suppose to hit without using it. So, I wouldn't say it is better, it is really situational. I notice some ultra users turn it off and just unlock when they need to free aim and re-lock afterwards.
it's a very detailed answer thanks ! I use to have manual aim on most of the time, with the lock I try to open with 2HR1 and expect an opponent roll BS attempt, then I left stick down to reverse turn + stomp and I try to follow up with R1. The thing is, it's very tricky to hit someone because even if I'm toward my opponent the hitbox doesn't register, or my opponent roll twice in a row and the camera become crazy. I was thinking about try to delay the R1 or to unlock then lock as soon I push R1 again to see if the tracking is better. I need to test if I can be relatively reactive to some fast atk animations like running ATK (standing R1 from dagger/straight sword/curved sword are impossible to react I think), so i was thinking to be passive and backwalk and then force my opponent to do running ATK, then Stomp+R1
Yes, the difficulty comes from guessing what your opponent will do. Since not every opponent will attempt to roll backstab. The tracking on vertical and horizontal movesets are relatively different, plus this game has some really strange hit boxes, factoring lag, it is not unusual you will miss some attacks even if it looks like you registered a hit. It is difficult to use stomp on reaction, but you can do it against some slower attacks, e.g. R2 on other ultras. Also, the follow up R1 and R2 after stomp can be delayed slightly. If you suspect your opponent is just going for backstabs, you can try and fight unlocked. Also, don't forget to switch to dragonscale ring, it makes a big difference in backstab damage.
Stomp provides roughly a 50 percent damage reduction, but this is only true before and follow up. Ie. If merely pressed the l2, my damage reduction (perhaps poise as well) will last for about half a secons, whereas if I que up a r2 or r1, it will end as soon as my attack commences. Stomp follow up has to be carefully placed, otherwise youd waste all stamina, take damage, and still be susceptible to punishes.
Yes, that is true, the damage reduction should occur as soon as you hit the L2, but poise buff will take longer to kick in. It is not like perseverance and you can still be stunlocked. You don't necessarily have to follow up, since you can use stomp to simply re-set poise health or weapon buff (if you use Lorian's). Also, you can delay your follow ups, up to about half a second, even when out of stance. The R1 follow up has frames without hyper armor, so yes you have to be careful with follow ups. I don't use the R2 follow up very often, the issue with the R2 follow up is not just it is easy to punish. It almost always results in a trade and there are many situations where you cannot trade, e.g. if you are low on health. Also, R2 follow up is not uninterruptible, there are attacks which can interrupt it as well.
Nick SPP and not to mention the only truly usable stomp is stomp lift, since it starts faster and has better tracking. I still lament how slow smash is, and how poorly spin tracks.
Hey, I did some testing and it appears the reason spin tracks poorly is because it can only be turned in the first spin. Since the weapon art spin is two stages, the first spin will turn towards your opponent and the second spin will follow that direction no matter what you do, you cannot turn it, manual aiming or unlocked. So, if your opponent dodges after the first spin, the second spin will be unable to turn or track. Smash is slow, but has some really deceptive range, also has a shock wave, similar to Yhorm's. You can also change the direction of the smash if needed. It is very situational skill and can be useful from time to time, e.g. against some great hammer set ups.
I think when you stomp you are just using your weapon to block as normal, WRT damage and stamina, which is why the fume offers more protection. So its just a momentary weapon block with tonnes of poise, basically.
Interesting, with fume UGS, it seems you cannot be guard broken when blocking using stomp, so it can be useful to block big attacks, like charged R2 or even R2 follow ups on UGS. You will still take damage, but your character won't be lifted in the air or knocked down. But, this will require good timing.
The damage reduction occurs as soon as you hit the L2 stomp, you don't need to be even in the stance. But if you are not completely in the stance, you don't get the poise buff, so you can still be stunned. If you are stunned, only the first hit will get the damage reduction, the rest will hit for the same damage. If you manage to get in the stance successfully, any hits will take reduced damage, except for backstabs (which can still occur).
It can be particularly useful in heavy weapon trades, especially trading with great hammers when using ultra swords. Unfortunately, it is rather limited against light weapons. But, don't forget greatswords like bastard sword has the same version, same as the dark sword. The follow up R2 is also unparriable. If you are interested in some of the additional features of the stomp weapon art, you are welcome to check out the second video I linked in the description.
Yes, it gives hyper armor, but only if you are in the stomp stance. If your character is not fully in the stance. Then you can still be stunned, however, the damage reduction may still work. So, you will need to time the stomp weapon art.
I'm watching this 3 years later and I'm impressed you don't have tons of views. Really useful, great video
Thanks!
You get no hyper armor frames if you stomp with no fp
Wonderful video man, you need more views. :)
Thanks, glad you enjoyed it.
Very nice video man !
BTW, do you use the "Manual attack aiming" option to avoid backstab ? Do you think it's better with it to follow up ?
Thanks! Yes, I always have manual aiming option on, but it is not consistent in avoiding backstabs, you will have to guess which direction to turn your attacks. Since, ultras are very slow, your opponent has plenty of time to get the backstab "grab" before you can turn your attack. Sometimes it is better to just unlock, even then, it is not always safe. Also, certain movesets cannot be turned with manual aiming, but you can turn them whilst unlocked. It is true, you can sometimes turn your attacks in such a way to escape a backstab even if your opponent has started the backstab "grab" because the moveset's forward movement pushed your character outside the grab range, but this is requires very good positioning and spacing and mostly it is just a gamble. Manual aiming is great in that you can change direction of your attacks without unlocking, but it can also cause you to miss a attack that you suppose to hit without using it. So, I wouldn't say it is better, it is really situational. I notice some ultra users turn it off and just unlock when they need to free aim and re-lock afterwards.
it's a very detailed answer thanks !
I use to have manual aim on most of the time, with the lock I try to open with 2HR1 and expect an opponent roll BS attempt, then I left stick down to reverse turn + stomp and I try to follow up with R1.
The thing is, it's very tricky to hit someone because even if I'm toward my opponent the hitbox doesn't register, or my opponent roll twice in a row and the camera become crazy.
I was thinking about try to delay the R1 or to unlock then lock as soon I push R1 again to see if the tracking is better.
I need to test if I can be relatively reactive to some fast atk animations like running ATK (standing R1 from dagger/straight sword/curved sword are impossible to react I think), so i was thinking to be passive and backwalk and then force my opponent to do running ATK, then Stomp+R1
Yes, the difficulty comes from guessing what your opponent will do. Since not every opponent will attempt to roll backstab. The tracking on vertical and horizontal movesets are relatively different, plus this game has some really strange hit boxes, factoring lag, it is not unusual you will miss some attacks even if it looks like you registered a hit.
It is difficult to use stomp on reaction, but you can do it against some slower attacks, e.g. R2 on other ultras. Also, the follow up R1 and R2 after stomp can be delayed slightly. If you suspect your opponent is just going for backstabs, you can try and fight unlocked. Also, don't forget to switch to dragonscale ring, it makes a big difference in backstab damage.
Stomp provides roughly a 50 percent damage reduction, but this is only true before and follow up.
Ie. If merely pressed the l2, my damage reduction (perhaps poise as well) will last for about half a secons, whereas if I que up a r2 or r1, it will end as soon as my attack commences. Stomp follow up has to be carefully placed, otherwise youd waste all stamina, take damage, and still be susceptible to punishes.
Yes, that is true, the damage reduction should occur as soon as you hit the L2, but poise buff will take longer to kick in. It is not like perseverance and you can still be stunlocked. You don't necessarily have to follow up, since you can use stomp to simply re-set poise health or weapon buff (if you use Lorian's). Also, you can delay your follow ups, up to about half a second, even when out of stance.
The R1 follow up has frames without hyper armor, so yes you have to be careful with follow ups. I don't use the R2 follow up very often, the issue with the R2 follow up is not just it is easy to punish. It almost always results in a trade and there are many situations where you cannot trade, e.g. if you are low on health. Also, R2 follow up is not uninterruptible, there are attacks which can interrupt it as well.
Nick SPP and not to mention the only truly usable stomp is stomp lift, since it starts faster and has better tracking. I still lament how slow smash is, and how poorly spin tracks.
Hey, I did some testing and it appears the reason spin tracks poorly is because it can only be turned in the first spin. Since the weapon art spin is two stages, the first spin will turn towards your opponent and the second spin will follow that direction no matter what you do, you cannot turn it, manual aiming or unlocked. So, if your opponent dodges after the first spin, the second spin will be unable to turn or track. Smash is slow, but has some really deceptive range, also has a shock wave, similar to Yhorm's. You can also change the direction of the smash if needed. It is very situational skill and can be useful from time to time, e.g. against some great hammer set ups.
I think when you stomp you are just using your weapon to block as normal, WRT damage and stamina, which is why the fume offers more protection. So its just a momentary weapon block with tonnes of poise, basically.
Interesting, with fume UGS, it seems you cannot be guard broken when blocking using stomp, so it can be useful to block big attacks, like charged R2 or even R2 follow ups on UGS. You will still take damage, but your character won't be lifted in the air or knocked down. But, this will require good timing.
@@NICKSPchannel223 Fume is a decent shield!
great vid!
Thanks!
I kept hearing that the stomp didn't modify your defense when I SWORE I was taking less damage.
The damage reduction occurs as soon as you hit the L2 stomp, you don't need to be even in the stance. But if you are not completely in the stance, you don't get the poise buff, so you can still be stunned. If you are stunned, only the first hit will get the damage reduction, the rest will hit for the same damage. If you manage to get in the stance successfully, any hits will take reduced damage, except for backstabs (which can still occur).
A useful if situational skill. Thanks!
It can be particularly useful in heavy weapon trades, especially trading with great hammers when using ultra swords. Unfortunately, it is rather limited against light weapons. But, don't forget greatswords like bastard sword has the same version, same as the dark sword. The follow up R2 is also unparriable. If you are interested in some of the additional features of the stomp weapon art, you are welcome to check out the second video I linked in the description.
Thanks
So it’s superarmor, ok thanks man
Yes, it gives hyper armor, but only if you are in the stomp stance. If your character is not fully in the stance. Then you can still be stunned, however, the damage reduction may still work. So, you will need to time the stomp weapon art.