For the jumping heavy slam, the first 7 frames of the animation is considered "airborne", but the slam damage is applied from the 8th to 10th frame, so the Grand Finale airborne critical hit chance passive doesn't apply. For the jumping heavy somersault combo (not counting the light attacks), the first 20 frames is considered "airborne". The damage for the mid-air somersault is done on the 8th & 9th frame, so the Grand Finale passive will apply for this portion. But, the ending slam damage is done on the 22nd and 23rd frame, so the passive won't apply for that portion of the combo.
Hey Noodles! Nice work and I really like your guides! About the Heavy Spinning Lariat, may I add that in order to get the extra tier 1 hit from the beginning of the combo, you need to be in front or vertically aligned with your target(s). A bit hard to explain, but I uploaded a demonstration here (1st half 4-hits, 2nd half 3-hits): ruclips.net/video/Wx9W1DzbfX4/видео.html edit: after a few more tries and adjustments, it seems possible to get yet another (focus) hit if the full combo ends right on top or slightly behind the target. This 2nd extra hit (guaranteed focus) comes before the final Focus Hit of the Spinning Lariat and uses the 2nd tier modifier.
Yeah, hitboxes are a little finicky for the Heavy Spinning Lariat. I wasn't able to get a 5th hit in my testing, but was able to semi-consistently get 4 hits. In hindsight, I should've left the headings as tiers (instead of hit #) in the top right hand corner info card. For each hitbox the lariat contacts, there is a frame delay after each lariat loop (8 > 10 > 10) for when it can do damage to that hitbox again. So, it might just be tight timing or potentially some overlapping hitbox shenanigans.
I didn't even know that there were these kinds of combos in the game.
I appreciate your videos and am looking forward to your striker tutorial!
Awesome guide and much needed content. Wondering if the Grand FInale passive works with the jumping heavy slam & jumping heavy somersault?
For the jumping heavy slam, the first 7 frames of the animation is considered "airborne", but the slam damage is applied from the 8th to 10th frame, so the Grand Finale airborne critical hit chance passive doesn't apply.
For the jumping heavy somersault combo (not counting the light attacks), the first 20 frames is considered "airborne". The damage for the mid-air somersault is done on the 8th & 9th frame, so the Grand Finale passive will apply for this portion. But, the ending slam damage is done on the 22nd and 23rd frame, so the passive won't apply for that portion of the combo.
Nice guide! :)
rip forest hammer that summoned roots and led to a crazy combo.
Boss Weapons (from the earlier Playtests) should be coming back when Super Frenzies are added to the game.
Hey Noodles! Nice work and I really like your guides!
About the Heavy Spinning Lariat, may I add that in order to get the extra tier 1 hit from the beginning of the combo, you need to be in front or vertically aligned with your target(s). A bit hard to explain, but I uploaded a demonstration here (1st half 4-hits, 2nd half 3-hits): ruclips.net/video/Wx9W1DzbfX4/видео.html
edit: after a few more tries and adjustments, it seems possible to get yet another (focus) hit if the full combo ends right on top or slightly behind the target. This 2nd extra hit (guaranteed focus) comes before the final Focus Hit of the Spinning Lariat and uses the 2nd tier modifier.
Yeah, hitboxes are a little finicky for the Heavy Spinning Lariat. I wasn't able to get a 5th hit in my testing, but was able to semi-consistently get 4 hits. In hindsight, I should've left the headings as tiers (instead of hit #) in the top right hand corner info card.
For each hitbox the lariat contacts, there is a frame delay after each lariat loop (8 > 10 > 10) for when it can do damage to that hitbox again. So, it might just be tight timing or potentially some overlapping hitbox shenanigans.