The timing is SUPER tight on the charged dagger, great use of it. I prefer the uncharged dagger cancel because it feels more consistent but this is badass
This is badass. I don’t think charged dagger benefits from melee boost speed though, right? Still benefits from the reduced en of the kikaku. Honestly, kikaku is growing on me with the dirt cheap ABs. Edit: tryna think of other melee weapons that donmt benefit. Lance charged attack is a fixed range too.
This seems a bit situational since the windup takes some time, but this looks interesting as a potential feint into another more punishing attack or to make the enemy waste EN in anticipation of an attack
It's also a _very_ valuable tool for applying stagger for builds that probably don't have many options to do so. Dagger builds typically don't run another melee weapon and can end up stuck with only a shotgun or something to build stagger. Having a mixup that allows them to apply that 1100 impact more reliably is a big deal.
Interesting tech, useful breakdown of it, clear and concise. But mostly? I _adore_ that you ended the video with a Fail Montage set to 1812 Overture. Only a true master glorifies his failures as much as his successes, for it is in failure that mastery is gained. Salute, Dux.
One thing that seems interesting about that is the en cost. It looks like the en cost of the melee dash isn't coming into play because you cancel it before the melee dash happens, so while a nelee dash-qb cancel covers more space, this seems much more en efficient (as it only uses the cost of a normal qb). Makes me wonder how this compares to other options for closing space specifically in terms of en cost per distance traveled, at the very least this seems optimal when trying to cover about 130m quickly. Or I could be entirely wrong about that observation, I don't play melee so I wouldn't know for sure.
@@NatsuKen1 Same distance charged or uncharged, but you can spam uncharged melee cancels much faster. Boosters effect how far you can travel before your attack animation triggers (assuming you aren't too close). Quicker spam is really useful against opponents who run & try to out range you.
Reverse Joints have a much faster QB on the ground, at the cost of a slightly longer QB Startup animation. I suspect doing this technique mid-air on Reverse Joint would feel about the same as doing it grounded on a Biped.
5:30 nevertheless, I'd say he knows a little more about fighting than we do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honor.
Really risky move if you whiff and whiffs with charged are hella common. Though it hits more often than you'd imagine it would. As Peter B Parker would say, it's just a Leap of Faith, Miles.
RUclips on point suggesting me real players doing quality AC6 pvp content. PvP in AC6 is so tainted by lowlife players and broken balancing. Love seeing actual gamers breaking the mold to do cool shit.
oh shit new tech I haven't heard about yet! at first I thought this was just cancling a regular dagger swipe but this could have it's uses in catching players off guard.
Interesting concept there. Never really thought of it as tech but I have doing similar for a while now. I am a melee afficiado, and my regular builds have two melee weapons all the time in some configuration. I like the music time with the video. Great editing skills.
Hey if you could make videos like this for the other techs out there, like melee cancels, kicking techniques, AB techs, we'd watch the shit out of them
The difference between a successful/unsuccessful cancel on bipeds seems to be whether or not the charged attack has begun to use EN-this signifies the charge attack starting its "lunge" just like the uncharged attacks do! I honestly hadn't noticed that the dagger charge has an EN-consuming lunge, that's well-spotted. I'm betting the reason why it's so wonky on Reverse Joints is because of their leap mechanic, and the quirks of the dagger's charge. You can see on the footage that an unsuccessful RJ slingshot causes it to do the usual RJ leap, but a successful one behaves as though the AC is in the air! It's a bit puzzling in your footage bc the altimeter stays at 0 the entire time, but I'm willing to bet that the difference is whether or not the game considers you to be "in the air" when performing the cancel. If this is correct, it'd mean that the slingshot is consistently easier to perform if you start the charge after a jump, so your RJs don't have the chance to pretend they're on the floor.
while this looks satisfying, im trying to recreate it on my other monitor. it feels like the uncharged dagger cancel not only is easier to pull off, but my speed meter is reading speeds upward of 800, while my successful instances of the slingshot cancel are both visually and statistically lower. maybe im missing something on my end but im trying this on a kikaku booster set if that matters.
He briefly touches on it in the video that the slingshot is slower than the uncharged cancel. It's not about speed so much as it is about giving you options once you've closed the gap, if the enemy is trying to jump over your head, which is a distinct weakness of dagger builds.
I know melee feels underpowered and it is But! It is possible to climb the ranks with it I really reached A rank with a double melee build (laser dagger and pulse blade) yeah, once in A rank it gets harder. But it's absolutely possible! Anyways, very cool technique, it actually is useful! Thank you
Earned a sub from me with this good sir ty for the info been playing dagger since the day I got it and never realised. Is this used with kikaku booster?
lmao, 4:37 "for some reason." I entered Striker's 1k tourney with this.(tank) It's neat but isn't practical in pvp. Also a side note it's sometimes very frustrating because the charge attack will just wiff over their head, even on a staggered target. So there's that too. Pve? Slingshot tank is my go to, fun as hell.
The dagger is somewhat decent at doing chip damage by landing a simple, neutral attack. The dash animation is interrupted if you contact the opponent's hitbox, ending the dash with an attack immediately. This means you don't need to gauge the timing as much as the distance, as the dagger will land an attack consistently, and you will be able to dash out as long as you don't spam the combo. I noticed your timing is way better than mine, but your technique needs work with the dagger. Although you're better in some ways, I feel "dagger chipping" needs to be in your arsenal for more consistent hits on your way to mastery.
as a fun fact, if you land a single dagger chip on-cooldown, it has more damage over time than the pulse sword does if you were to do the same thing with that weapon
the pulse sword is definitely far more versatile; this is more of an additional mixup for people who've already committed to the dagger for its other strong points.
Does anyone know the rough distance with the Alula? This and the stairs tech that Mood came up with is invaluable to showing how fun melee is. Except to laser tanks kekw.
All melee weapons can be canceled before the swing. With the Pulse blade and Kikaku booster, you can turn yourself into a jet fighter, flying towards your enemy at sound speed.
The point he's making is not about the standard Melee Boost Cancel tech that can apply to all Melee weapons, and scales best when you equip a high Melee Thrust booster. He's showcasing a momentum transfer tech where cancelling it at the right time causes the individual Quick Boost to go much further. He made a point of showing this in the video.
@@nebulous9280 @nebulous9280 I didn't watch the video lmao I just saw a melee cancel, left a comment and thought it was just a normal melee cancel tutorial. and the quick boost momentum retention works for all melee weapons, but I didn't know you can gain momentum from the charged dagger like that so that's cool.
The standard lunge of every non-ranged melee weapon follows the same rules. Kikaku lunge canceling with a pulse sword gets you the same speed as a pile bunker's uncharged attack.
Wow! I love the detailed breakdown, excellent demonstration with proof of concept! Thank you, I’m subscribing to see what content you put out in the near future, I need all the help I can get! 🦙
The timing is SUPER tight on the charged dagger, great use of it. I prefer the uncharged dagger cancel because it feels more consistent but this is badass
Using kikaku and no weapons I made a build that just uses this technique to dart around and punch people to death
This is badass. I don’t think charged dagger benefits from melee boost speed though, right? Still benefits from the reduced en of the kikaku.
Honestly, kikaku is growing on me with the dirt cheap ABs.
Edit: tryna think of other melee weapons that donmt benefit. Lance charged attack is a fixed range too.
@@RodneyRockwell most charged melees don't benefit from the thrust bc they have their own movement in some way. Pulse Sword is honestly an outlier.
@@LEOTomegane also Stun baton
This seems a bit situational since the windup takes some time, but this looks interesting as a potential feint into another more punishing attack or to make the enemy waste EN in anticipation of an attack
It's also a _very_ valuable tool for applying stagger for builds that probably don't have many options to do so. Dagger builds typically don't run another melee weapon and can end up stuck with only a shotgun or something to build stagger. Having a mixup that allows them to apply that 1100 impact more reliably is a big deal.
Interesting tech, useful breakdown of it, clear and concise. But mostly? I _adore_ that you ended the video with a Fail Montage set to 1812 Overture. Only a true master glorifies his failures as much as his successes, for it is in failure that mastery is gained. Salute, Dux.
One thing that seems interesting about that is the en cost. It looks like the en cost of the melee dash isn't coming into play because you cancel it before the melee dash happens, so while a nelee dash-qb cancel covers more space, this seems much more en efficient (as it only uses the cost of a normal qb). Makes me wonder how this compares to other options for closing space specifically in terms of en cost per distance traveled, at the very least this seems optimal when trying to cover about 130m quickly.
Or I could be entirely wrong about that observation, I don't play melee so I wouldn't know for sure.
it cancels the energy cost, i was doing this with pulse blade on my first playthrough.
Well, even if it's not meta, I respect anyone who goes in with Melee :)
The timing is tighter, but you can also slingshot off an uncharged melee. You can also slingshot with just an AC fist attack as well.
Curious to know whether the distance covered will be the same if not greater
@@NatsuKen1 Same distance charged or uncharged, but you can spam uncharged melee cancels much faster. Boosters effect how far you can travel before your attack animation triggers (assuming you aren't too close). Quicker spam is really useful against opponents who run & try to out range you.
charged slingshots makes you look and feel cooler though
Bro, you just gave me a whole set of things to test with this discovery. Hats off to you and +10 internet points
excellent labwork, thank you for sharing
Reverse Joints have a much faster QB on the ground, at the cost of a slightly longer QB Startup animation. I suspect doing this technique mid-air on Reverse Joint would feel about the same as doing it grounded on a Biped.
5:30 nevertheless, I'd say he knows a little more about fighting than we do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honor.
that tech depends on the boosters you use. if you use a melee trust focused. you got higher close gap and speed.
@2:28 he says this in the video...
I made a dual shotgun-laser dagger build and called it Tonberry. Now that I’ve learned this tech, the name will be even more fitting.
*DOINK*
Really risky move if you whiff and whiffs with charged are hella common. Though it hits more often than you'd imagine it would. As Peter B Parker would say, it's just a Leap of Faith, Miles.
It looks badass asf, like fromsoft boss telegraphed attack badass
i noticed this a while back when testing melee weapons early in game but never thought anything of it, great job pointing this out!
As a fellow dagger + assault armor + no vientos player, anything heavyweight/tanks or bvos absolutely destroys us lol
RUclips on point suggesting me real players doing quality AC6 pvp content. PvP in AC6 is so tainted by lowlife players and broken balancing. Love seeing actual gamers breaking the mold to do cool shit.
I wonder if RJs work fine with it when already in the air, the problem comes from it trying to prioritize the grounded boost it seems
oh shit new tech I haven't heard about yet! at first I thought this was just cancling a regular dagger swipe but this could have it's uses in catching players off guard.
I'm handling the coolest mech in the history. I'm gonna steal this tech to make it coolester.
Interesting concept there. Never really thought of it as tech but I have doing similar for a while now. I am a melee afficiado, and my regular builds have two melee weapons all the time in some configuration. I like the music time with the video. Great editing skills.
Hey if you could make videos like this for the other techs out there, like melee cancels, kicking techniques, AB techs, we'd watch the shit out of them
professional stuff great video glad us dagger users got something so cool im gonna master this
Great video; 1812 Overture is so great 😂
this melee tech will be fun to learn
Bro is that the AC test music? shits fire😭
The difference between a successful/unsuccessful cancel on bipeds seems to be whether or not the charged attack has begun to use EN-this signifies the charge attack starting its "lunge" just like the uncharged attacks do! I honestly hadn't noticed that the dagger charge has an EN-consuming lunge, that's well-spotted.
I'm betting the reason why it's so wonky on Reverse Joints is because of their leap mechanic, and the quirks of the dagger's charge. You can see on the footage that an unsuccessful RJ slingshot causes it to do the usual RJ leap, but a successful one behaves as though the AC is in the air! It's a bit puzzling in your footage bc the altimeter stays at 0 the entire time, but I'm willing to bet that the difference is whether or not the game considers you to be "in the air" when performing the cancel. If this is correct, it'd mean that the slingshot is consistently easier to perform if you start the charge after a jump, so your RJs don't have the chance to pretend they're on the floor.
Now this is what I expect from s rank pilots
oh man, the melee build struggle montage at the end :^(
PvP and PvE I use regular charge cancel but more for repositioning than closing distance, sometimes at a higher energy cost
The tank tech looke funny as hell, imma try that
Isn't this what Mood does with his pulse blade? It looks the same.
very well made. surprised you dont have more subs, good stuff 👍
holy shit thats so cool, thank the algo for recommending this
while this looks satisfying, im trying to recreate it on my other monitor. it feels like the uncharged dagger cancel not only is easier to pull off, but my speed meter is reading speeds upward of 800, while my successful instances of the slingshot cancel are both visually and statistically lower. maybe im missing something on my end but im trying this on a kikaku booster set if that matters.
He briefly touches on it in the video that the slingshot is slower than the uncharged cancel. It's not about speed so much as it is about giving you options once you've closed the gap, if the enemy is trying to jump over your head, which is a distinct weakness of dagger builds.
I know melee feels underpowered and it is
But! It is possible to climb the ranks with it
I really reached A rank with a double melee build (laser dagger and pulse blade)
yeah, once in A rank it gets harder. But it's absolutely possible!
Anyways, very cool technique, it actually is useful! Thank you
Nice informative video, gonna be scared of tanks with daggers now
Thanks for the tip, i was workin on a build with this weapon❤
So having a heavier build with slingshot cancel is better you mean?
Try it on a super heavy tank. It I'd phenomenal.
4:45
4:37
@@FrostRareNot a super heavy. Need heavier arm and core. You go further too.
Respect bro im also a fellow melee enthusiast
Cool. I'll add this technique into my arsenal
Damn that's was very cool 👍
Earned a sub from me with this good sir ty for the info been playing dagger since the day I got it and never realised. Is this used with kikaku booster?
lmao, 4:37 "for some reason." I entered Striker's 1k tourney with this.(tank) It's neat but isn't practical in pvp. Also a side note it's sometimes very frustrating because the charge attack will just wiff over their head, even on a staggered target. So there's that too.
Pve? Slingshot tank is my go to, fun as hell.
Hi any link to the tournament? Would like to see it in action!
This isn't tech. This is an intentional mechanic.
It is cool though.
The dagger is somewhat decent at doing chip damage by landing a simple, neutral attack. The dash animation is interrupted if you contact the opponent's hitbox, ending the dash with an attack immediately. This means you don't need to gauge the timing as much as the distance, as the dagger will land an attack consistently, and you will be able to dash out as long as you don't spam the combo. I noticed your timing is way better than mine, but your technique needs work with the dagger. Although you're better in some ways, I feel "dagger chipping" needs to be in your arsenal for more consistent hits on your way to mastery.
as a fun fact, if you land a single dagger chip on-cooldown, it has more damage over time than the pulse sword does if you were to do the same thing with that weapon
is this any better than the pulse blade's charged attack cancel? (one thing it's worse at for sure is the slower startup)
I'd still say pulse blade is a better tool both due to charge speed and hitbox.
Though it depends on the rest of the setup I'd say
@@d0nat136 dagger is better for punishing stagger.
@@Ghorda9only if you have an extender to get a second combo. If you just get the 1 then PB does more damage.
963x2x2.3 4429.8
752x3x1.75 = 3948.
@@Ghorda9 I agree on that, however pulse blade is a better overall weapon
the pulse sword is definitely far more versatile; this is more of an additional mixup for people who've already committed to the dagger for its other strong points.
Nice job!
Im having the same experience 😊
Does anyone know the rough distance with the Alula? This and the stairs tech that Mood came up with is invaluable to showing how fun melee is. Except to laser tanks kekw.
What’s the stairs tech?
This may not match the meta at least it still takes skill to learn it then use it effectively
If my opponent's AC looks cooler than mine, I already lost 90% of the fight. Doesn't happen too often, since most meta builds look meh.
Interesting, I wonder if this applies to most melee weapons
It will. Just need to practice with the melee weapon you chose to use
only weapons that actually use melee boost, so not the pile bunker or pulse whip.
great vid
thanks
neat!
All melee weapons can be canceled before the swing. With the Pulse blade and Kikaku booster, you can turn yourself into a jet fighter, flying towards your enemy at sound speed.
The point he's making is not about the standard Melee Boost Cancel tech that can apply to all Melee weapons, and scales best when you equip a high Melee Thrust booster. He's showcasing a momentum transfer tech where cancelling it at the right time causes the individual Quick Boost to go much further. He made a point of showing this in the video.
@@nebulous9280 @nebulous9280 I didn't watch the video lmao I just saw a melee cancel, left a comment and thought it was just a normal melee cancel tutorial. and the quick boost momentum retention works for all melee weapons, but I didn't know you can gain momentum from the charged dagger like that so that's cool.
The standard lunge of every non-ranged melee weapon follows the same rules. Kikaku lunge canceling with a pulse sword gets you the same speed as a pile bunker's uncharged attack.
I "love" how video games today are just "What is the absolute cheapes, most game-breaking way that i can win?"
You got a new subscriber
Wow! I love the detailed breakdown, excellent demonstration with proof of concept!
Thank you, I’m subscribing to see what content you put out in the near future, I need all the help I can get! 🦙