Tales of Destiny DC (PS2) - Leon Combo Video

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  • Опубликовано: 17 окт 2024

Комментарии • 6

  • @v_cent
    @v_cent  3 года назад +6

    The combos on this video do not have any new tech on them. However, it does use some mechanics that are not well known. You can take a look at this doc: pastebin.com/2RNmARZM for some techniques that will be mentioned in this video.
    I used two characters: Chelsia and Philia. Because of their equipment and skills, they are the ones that can provide the best stagger time for melee (Chelsia) and spells (Philia). Philia can also reduce the casting time of Dark and Earth Spells, which also helps. Leon can be used when you need a low casting time, (30% percent reduction X Philia's 12%) but I didn't use it for this video. If you want to be really really gimmicky, Lilith and Kongmang can also be used for fun combos. Lilith can have the longest stun times, while Kongman can have knockdown on his normals. For the combos that I've made, Chelsia needs to equip クレセントアロー as weapon and ネージアクローク as armor. Philia needs to equip ターミナルローブ as armor and all ブレス skills on the swordian (メンタルネックレス as accessory also helps with casting time of earth/dark spells).
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    Combo 1
    Character: Chelsia
    Notes: Possibly the hardest combo of this video. It starts off by abusing the counter-attack mechanic with an enemy that casts magic. With perfect timing, you can hit them just before they cast a spell, making them counter-attack with magic and netting you a free combo extension. This also works with other enemy attacks/artes.
    Just after hitting the enemy with Demon Spear, you may notice that I land by doing a spell and then guard (Spell Cancel). This is because of two reasons: you can recover faster (both CC and recovery frames) and your usage of the normal attack is reset. The normal attack in Destiny PS2 has a strange behavior: the first time you use it, you carry momentum when in the air, the second, you float (thus making some chains easier). Since I want the normal to carry momentum in a later part of the combo, I reset the normal attack here. I will abuse this mechanic multiple times in the video.
    After the first Demon Fang, I did a quick jump into dash followed by another dash, which is the fastest way to close space in this game. It isn't 100% necessary since the Demon Fang follow up already has a ton of range, but it sets up my position for the rest of the combo (and it looks cool). After some attacks, I do Grave -> Demon Lance into the hardest part of the combo: getting around the enemy while it is still in mid-air. This was done by abusing the glitch with Swallow Talon. If you cancel just before the downward part of the attack with a jump, you get huge momentum to the opposite side of the attack. If you cancel it with a normal attack, you get a medium jump up while doing it. This was the only take where the normal attack after the jump whiffed, which made it look way cooler in my opinion.
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    Combo 2
    Character: Chelsia
    Notes: This combo uses some interesting properties of some attacks. It starts out by doing some Chelsia only combo strings (or just hard to do normally). I also use the air Dragon Swarm since it can easily mix-up the enemy (+style points). Just after the Dragon Swarm, there's the most difficult link in the combo: Awakened Dragon -> Jump -> Dash -> Flying Dragon. Since the enemy is not that high in the air (or the angle between Leon and the enemy is too small), a normal Aiming Dash wouldn't make Leon go into the air; thus, a jump is required to get the proper position for Flying Dragon to hit. I found the most consistent way to do this (which I use in other combos) is by using the left stick and going up-right to left (making sure the stick passes through the neutral position for the dash to register).
    ------------------------------
    Combo 3
    Character: Chelsia
    Notes: This combo was just abusing the stagger time that Chelsia has to the max. Pretty much all of this is impossible without Chelsia and the techniques described in the doc (pastebin.com/2RNmARZM). The only different thing is when I cancel Swallow Talon with a jump, I "bonk" the ceiling. This causes my y-velocity to reset to 0, making my fall speed reach terminal velocity faster (and thus getting me to the ground earlier).
    ------------------------------
    Combo 4
    Character: Philia
    Notes: This combo now uses Philia, which increases my spell stagger time a ton. I start off by rushing the Gentleman down with a Demon Fang -> Glide. It is important to note that I am under the effect of Stagger Storage (again, explained on the doc), which causes the stagger time to be enough after the Demon Fang. After a Phantom Edge, I cast Earth Beat, which, with Philia increasing the stagger time, is quite useful. You can also see me canceling the recovery time of Grave with another Spell Cancel, for the same reasons explained above. After the Glide, I use Attack Cancelling to do Fang Blade twice (without the follow-up). Swallow Talon is now canceled by an attack and I get the Blast gain just in time for a BC.
    ------------------------------
    Combo 5
    Character: Chelsia
    Notes: Also under the effect of Stagger Storage, I use Marian to block the magic attack and backstep into Demon Fang -> Jump -> Dash -> Dragon Swarm, which looks pretty cool. After abusing the hitboxes of Swallow Talon, I do some combo strings that lead into Grave -> Normal -> Earth Pressure. Canceling the recovery of Earth Pressure can be quite hard, for some reason. Also, by moving back, the direction the Gentleman goes changes, which is also quite strange. With this, I get the most distance as possible from the enemy before rushing down with Demon Fang -> Dash -> Demon Fang Follow-up -> Dash -> Moon Glare -> Moon Fall.
    ------------------------------
    And that is it for the combos. I still plan to make more combos for DC, though I'm not sure when that will come out (or even which character to use). Leon is definitely still fun to play, and I have more ideas for combos with him (since I haven't used all the artes in his arsenal yet and instead focused on the ones that I find more broken for this video).

  • @Muctales
    @Muctales 3 года назад +3

    Those are some of the most creative combos I've watched since forever. Glad to see you show off how much you can benefit from the stagger system.

  • @太陽神-u1l
    @太陽神-u1l 3 года назад

    I read your pastebin and I still don't understand how to do a stagger storage. What do you mean drop the combo after the arte?

  • @xeanheart
    @xeanheart 3 года назад

    Having fun with that gliding tech I see.

  • @mateus5332
    @mateus5332 3 года назад +1

    Awesome combo! Let's play together again some time :)

  • @igoroliveirads
    @igoroliveirads 3 года назад +1

    E aí, vamo jogar um samp?