Monday, December 29, 2008

guide part 1

Dainn's skills usage in combo

by MoonlessGown



∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


DISCLAIMER


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


this guide has entirely been written by MoonlessGown, which means ME .

any reproduction or modification of this guide, partial or full, is forbidden without my consent .

you are free to make a "short" (law(l)s are strange here) quote of this guide adding the writer and the URL address where you found this guide .

you are also free to use this guide for your personal entertainment, but this guide can t be used for financial ways .

to contact me : donefightingalready(at)hotmail(dot)fr


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


INTRODUCTION


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


dainns combos are mainly concentrated on walls . The inflected dmg IN COMBOS comes from first hits (cold blue dragon, etc), but also on autosteps because they are the best way to stall in combo for cooltime (for firebomb) . Earth skills are the best way to gain height (especially land giant s fist near walls), whereas ice skills are mainly for dmg (as said before ... exception is ice arrow for example)

fire skills are either ground (ocean of fire, FDH) or used to make enemy approach near wall (fire bomb is an exception since it does nice dmg at wall, even if decayed). So what you should aim for is the ability to do long combos with saving high dmg combo able skills for later

This guide won t be enough alone to make you get omgomg combos, your experience will come from practice AND looking at other guides .

also, take not i m not good at English at all so this guide may be impossible to understand


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


MELEE ATTACKS


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


first thing is : DAINN IS ANGLE GOD

dainn has a large angle attack, which means he can easily use diagonals to hit target at a wall without making it go away ... use them to win easy aerial hits.

As for all chars, he got an angle where ALL hits works, finding it can get you a lot more hits when you have high air time (using 4 keys shift (6629) and 4 keys/fast autosteps)

there s also a position when you hit the target even if you re under it ... which means more fast autosteps (=more stalling for fire bomb)


A A S use :


there s mainly two uses :

    • first is using a A A S which aims towards the opponents . It makes the use of dash AS after this much easier (in open field, used to lower air time)

    • second is to make the target go behind you, to keep on with the combo in an open space. It is useful to do icicle rain when you don t have enough air time to autostep shift


autostep


well i consider three types of autostep :

    • first is slow ones, which allows you to stay at your current position

    • fast ones, makes you go a bit forward (due to melee attacks) but reduces less air time than others

    • 4436-likes, which mean you stay in the same line . This is useful for diagonals ...

    • fakes one? 4456, when pressed fast enough it can be as fast as a slow auto and makes you go back. slower than 4436 but way easier to pull out.


A A – autostep - A A etc.


it s the easiest way to get aerial hits at walls, try balancing between slow autosteps (doesn t make you go under the target an) and fast autosteps (to get closer to the target = A A – turn – S possibility)


A A – A A S :


you can mainly use this if you are a bit to far to keep on with AA autostep AA . Remember, the third hit deletes a bit of air time .

some people also consider some “manner rules” (i do a bit, too), which i won t talk about because they change from players . You can use A A – A A (S) to no repeat too much A – A autosteps

you can use A A – A A – A S if you wish too, same use than A A S ... except a bit harder ? Lol


sp – dash – A S :


down attack and wake up animations can be separated in three periods :



time is an arbitrary unit

By hit there, time your down attack / combo so that it hits at the end of that period right when the person falls . That period is very short so you got to be careful

of course the ability to dash – A S fast is also necessary


A A A :


WHY THE HELL NOT??

just use it to defend your ice wall against a sieg when you already have used hand and LGF . doesn t always hit but slows him a little D:


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


ICE


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


Ice Arrow :


in open space this skill is used to gain a bit of distance near a wall ( or air time to use fire bomb ), just cast it and immediately dash-cancel it.

You can either use dash – A S ; half dash – A A – dash A S or shift – A A – dash – A S .


at wall, you can use this skill after a dash – A S to gain height . Cancel it either by an autostep, or by a backdash .


icicle Rain :


well ... you can use this skill after pillar, hand (FUCKEN high air time needed) or just before LGF.

You can use A A – dash – A S or A A – A A S – dash – A S after it .

If well positioned it gives a nice air time at a wall, which is enough to do

A A – A A – autostep – A A – A A ... moar A spam plz

you can use this skill both for damaging and getting aerial hits



Cold Blue Dragon [CBD] :


use at start of your combo ... do NOT waste it

there are better ways to shift / increase air time during a combo .

Also try mastering CBD – dash – abyss – icicle rain ...


Ice Barrier :


well since the move to ijji you can only trap at wall ... use after icicle rain

if you make one under the target in open area he ll warped somewhere (can be used ... or not)

you can also use it to reduce attack angles at walls, to defend urself

Keep it for invincible frames / magic def . Lv 1 gets raped by windkick, lv 2 can handle a little more hits (still gets broken by full windkick) and lv 3 resists well



Ice Pillar :


uhhhh using it for damaging can be a nice option if you have 11 points to spare (does around the same dmg as CBD maxed) . Do not reset too fast ... see if you can insert some dmg skills right after

Also nice near walls ... Try making the last two pillars hit instead of two first, makes air time better (use half dash)


Bitter Cold Breath [BCB] :


u can pretty much force into a combo with it, just use after a skill which gives a bit of air time that is not from ice element (except icicle rain and ice pillar)

use where the aoe would be the best, where it could guaranty to freeze

as example, use it after a second / late pillar of abyss in a combo (less time to counter it)

at wall, using close A A S – dash – A S – firebomb x2 - autostep – A A – dash – A S makes the target unable to escape !

You can also make someone go into a ring which is covered by BCB's aoe (with help of high lv fire orb) like this:


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


FIRE


∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕──∕


Fire Bomb :

No comments: