Difference between revisions of "Crescent Phoenix (Guild)/Zenith's Guide"

From SpiralKnights

Jump to: navigation, search
(Bombing)
Line 28: Line 28:
 
{{SKCell|1=WASD|2=center}}
 
{{SKCell|1=WASD|2=center}}
 
{{SKCell|1=Q/E|2=center}}
 
{{SKCell|1=Q/E|2=center}}
}}
 
 
}}
 
}}
 
===Sword Types===
 
===Sword Types===
Line 34: Line 33:
 
====Fast Swords====
 
====Fast Swords====
 
Fast swords tend to have a very high rate of attack, but lower damage per hit.
 
Fast swords tend to have a very high rate of attack, but lower damage per hit.
{{showhide|Fast Swords|content=
 
 
=====Cutter Line(Normal)=====
 
=====Cutter Line(Normal)=====
{{showhide|Cutter Line|content=
 
 
Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively.
 
Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively.
 
The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies
 
The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies
 
======WHB vs DVS======
 
======WHB vs DVS======
The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword.
+
The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword
}}
+
 
=====Flourish Line (Piercing)=====
 
=====Flourish Line (Piercing)=====
{{showhide|Flourish Line|content=
 
 
The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans.  
 
The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans.  
 
The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable.
 
The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable.
 
=====Final Flourish vs Fearless Rigadoon vs Furious Flamberge=====
 
=====Final Flourish vs Fearless Rigadoon vs Furious Flamberge=====
 
It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF.
 
It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF.
}}
 
 
=====Snarble Barb Line(Piercing)=====
 
=====Snarble Barb Line(Piercing)=====
{{showhide|Snarble Barb Line|content=
 
 
The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different.
 
The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different.
 
The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers.
 
The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers.
}}
 
 
=====Spur Line(Normal)=====
 
=====Spur Line(Normal)=====
{{showhide|Spur Line|content=
 
 
The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing.
 
The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing.
 
The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward.
 
The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward.
 
The spur currently has no 5* upgrade, making it not-so-good for endgame players.
 
The spur currently has no 5* upgrade, making it not-so-good for endgame players.
}}
 
}}
 
 
 
====Medium Speed Swords====
 
====Medium Speed Swords====
{{showhide|Medium Speed Swords|content=
 
 
=====Calibur Line(Normal)=====
 
=====Calibur Line(Normal)=====
{{showhide|Calibur Line|content=
 
 
The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword.
 
The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword.
 
It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies.  
 
It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies.  
Line 73: Line 59:
 
}}
 
}}
 
=====Combuster/Glacius/Voltedge(Normal & Elemental)=====
 
=====Combuster/Glacius/Voltedge(Normal & Elemental)=====
{{showhide|Combuster/Glacius/Voltedge|content=
 
 
The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks.
 
The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks.
 
The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has.
 
The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has.
 
======Combuster vs Glacius vs Voltedge======
 
======Combuster vs Glacius vs Voltedge======
There is no clear best sword here, as each are quite identical except for the status effect. The combuster helps do more damage, but is not as useful in places like the Firestorm Citadel, which is crawling with fire-themed enemies. The glacius is a great solo weapon, as it allows for freezing enemies for getaways, but can interrupt a teammate's attack or kite. The voltedge is commonly used in PvP, as shock leaves a knight vunerable to attacks.
+
There is no clear best sword here, as each are quite identical except for the status effect. The Combuster helps do more damage, but is not as useful in places like the Firestorm Citadel, which is crawling with fire-themed enemies. The Glacius is a great solo weapon, as it allows for freezing enemies for getaways, but can interrupt a teammate's attack or kite. The Voltedge is commonly used in PvP, as shock leaves a knight vulnerable to attacks.
}}
+
 
=====Acheron (Shadow)=====
 
=====Acheron (Shadow)=====
{{showhide|Acheron|content=
 
 
The Acheron is the shadow upgrade to the Brandish, but lacks a status effect. The attack patterns are the same as the Combuster, Glacius, and Voltedge
 
The Acheron is the shadow upgrade to the Brandish, but lacks a status effect. The attack patterns are the same as the Combuster, Glacius, and Voltedge
}}
 
 
======Acheron vs Gran Faust======
 
======Acheron vs Gran Faust======
 
The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies.
 
The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies.
 
=====Cautery Sword(Normal)=====
 
=====Cautery Sword(Normal)=====
{{showhide|<s>Fail</s> <s>Joke</s> Cautery Sword|content=
 
 
The <s>Fail</s> <s>Joke</s> Cautery sword cannot be upgraded farther than 3*, and its only apparent upside, the damage bonus against slimes, is completely overshadowed by the fact that a nightblade, also 3*, will do far more damage against slimes. It's highly recommended to avoid this sword.
 
The <s>Fail</s> <s>Joke</s> Cautery sword cannot be upgraded farther than 3*, and its only apparent upside, the damage bonus against slimes, is completely overshadowed by the fact that a nightblade, also 3*, will do far more damage against slimes. It's highly recommended to avoid this sword.
}}
 
 
=====Fang of Vog(Normal & Elemental)=====
 
=====Fang of Vog(Normal & Elemental)=====
{{showhide|Fang of Vog|content=
 
 
One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals.
 
One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals.
 
The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect.
 
The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect.
 
However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on hand
 
However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on hand
}}
 
 
}}
 
}}
 
====Slow Swords====
 
====Slow Swords====
{{showhide|Slow Swords|content=
 
 
Slow swords do high damage, but sacrifice attack speed.
 
Slow swords do high damage, but sacrifice attack speed.
 
=====Sealed Sword Line(Shadow or Elemental)=====
 
=====Sealed Sword Line(Shadow or Elemental)=====
{{showhide|Sealed Sword Line|content=
 
 
The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords.
 
The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords.
 
The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds.
 
The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds.
 
The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well.
 
The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well.
}}
 
 
======DA vs GF======
 
======DA vs GF======
 
The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies.
 
The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies.
 
=====Troika Line(Normal)=====
 
=====Troika Line(Normal)=====
{{showhide|Troika Line|content=
 
 
The Troika Line offers very slow, very powerful attacks.
 
The Troika Line offers very slow, very powerful attacks.
 
The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage.
 
The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage.
Line 114: Line 88:
 
======Triglav vs Sudaruska======
 
======Triglav vs Sudaruska======
 
''Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords''
 
''Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords''
}}
 
}}
 
 
===Sword Advanced Techniques/Strategy===
 
===Sword Advanced Techniques/Strategy===
 
Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword
 
Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword
{{showhide|Sword Advanced Techniques/Strategy|content=
 
 
====Beat====
 
====Beat====
{{showhide|Beat|content=
 
 
The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you.
 
The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you.
 
The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher.
 
The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher.
 
The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place.
 
The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place.
}}
 
 
====Lunge====
 
====Lunge====
{{showhide|Lunge|content=
 
 
If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo.
 
If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo.
 
This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks.
 
This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks.
 
}}
 
}}
 
====Shield Cancel====
 
====Shield Cancel====
{{showhide|Shield Canceling|content=
 
 
Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack.  
 
Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack.  
 
Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward.
 
Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward.
 
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.
 
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.
}}
 
}}
 
 
}}
 
}}
  
Line 165: Line 130:
 
There are many lines of guns out there.
 
There are many lines of guns out there.
 
====The Alchemers====
 
====The Alchemers====
{{showhide|The Alchemers|content=
 
 
The alchemers are a strong part of a gunslinger's aresenal. It can either do a steady stream of damage or a quick burst on demand. All alchemer bullets wil lrichochet to the left when it hits a wall or a target, the chance of richochets increases as the star level increases.The main selling point of the Alchemer is the charged attack. Once it reaches 5*, the charged bullet will split into four parts, two to the left and two to the right, and each part wil richochet again up to two times doing a massive amount of damage if aimed correctly.
 
The alchemers are a strong part of a gunslinger's aresenal. It can either do a steady stream of damage or a quick burst on demand. All alchemer bullets wil lrichochet to the left when it hits a wall or a target, the chance of richochets increases as the star level increases.The main selling point of the Alchemer is the charged attack. Once it reaches 5*, the charged bullet will split into four parts, two to the left and two to the right, and each part wil richochet again up to two times doing a massive amount of damage if aimed correctly.
 
=====Prismatech Line(Elemental)=====
 
=====Prismatech Line(Elemental)=====
{{showhide|Prismatech line|content=
 
 
The Prismatech line does pure elemental damage with no status effect. The lack of a status effect is made up for by the higher raw damage.  
 
The Prismatech line does pure elemental damage with no status effect. The lack of a status effect is made up for by the higher raw damage.  
 
The charged attack is quite a bit more powerful than the status alchemers
 
The charged attack is quite a bit more powerful than the status alchemers
}}
 
 
=====Cryotech Line(Elemental, Freeze)=====
 
=====Cryotech Line(Elemental, Freeze)=====
{{showhide|Cryotech line|content=
 
 
The Cryotech line does elemental damage and can induce freeze onto targets. All shots, as well as the richochets have a chance to freeze the target, but each bullet can also break the freeze.
 
The Cryotech line does elemental damage and can induce freeze onto targets. All shots, as well as the richochets have a chance to freeze the target, but each bullet can also break the freeze.
}}
 
 
=====Firotech Line(Elemental, Fire)=====
 
=====Firotech Line(Elemental, Fire)=====
{{showhide|Firotech Line|content=
 
 
The Firotech Line does elemental damage and can set fire to enemies. It is the arguably highest powered alchemer, able to do more overall damage than the Prismatech in some situations.
 
The Firotech Line does elemental damage and can set fire to enemies. It is the arguably highest powered alchemer, able to do more overall damage than the Prismatech in some situations.
}}
 
 
=====Voltech Line(Elemental, Shock)=====
 
=====Voltech Line(Elemental, Shock)=====
{{showhide|Firotech Line|content=
 
 
The Voltech Line does elemental damage and can shock enemies. It can provide crowd control via shock spasms, and also do a steady, although unpredictable, damage. The shock is particularly useful in tight crowds where the shock travels through each monster and affects all of them.
 
The Voltech Line does elemental damage and can shock enemies. It can provide crowd control via shock spasms, and also do a steady, although unpredictable, damage. The shock is particularly useful in tight crowds where the shock travels through each monster and affects all of them.
}}
 
 
=====Shadowtech Line(Shadow)=====
 
=====Shadowtech Line(Shadow)=====
{{showhide|Shadowtech Line|content=
 
 
The Umbra Driver line does shadow damage and has no status. The raw damage output is the same as the Prismatech's.
 
The Umbra Driver line does shadow damage and has no status. The raw damage output is the same as the Prismatech's.
}}
 
 
=====Prismatech vs Cryotech vs Firotech vs Voltech=====
 
=====Prismatech vs Cryotech vs Firotech vs Voltech=====
{{showhide|Prismatech vs Cryotech vs Firotech vs Voltech|content=
 
 
The Prismatech is generally not reconmended, as it only does a little bit more damage than the status effect alchemers, and if damage is what you're looking for, the firotech will do that.
 
The Prismatech is generally not reconmended, as it only does a little bit more damage than the status effect alchemers, and if damage is what you're looking for, the firotech will do that.
}}
 
}}
 
 
}}
 
}}
  
 
==Bombing==
 
==Bombing==
 +
{{showhide|Bombing|content=
 
A bomber’s responsibilities vary between crowd control, status effects, or damage over a large area. Although it can seem tedious and hard, bombs are very powerful tools that can significantly ease the difficulty of the floor. There are two key points to being a good bomber, knowing which bombs are best for each situation (Damage or Survivability), and placing bombs strategically
 
A bomber’s responsibilities vary between crowd control, status effects, or damage over a large area. Although it can seem tedious and hard, bombs are very powerful tools that can significantly ease the difficulty of the floor. There are two key points to being a good bomber, knowing which bombs are best for each situation (Damage or Survivability), and placing bombs strategically
 
===Bombs===
 
===Bombs===
Line 258: Line 210:
 
=====Electron Vortex vs Graviton Vortex=====
 
=====Electron Vortex vs Graviton Vortex=====
 
The EV is basically superior to the GV. The damage type is not the focus of the bomb, and the EV does a status effect and can affect Kats. However, the EV recipe can only be obtained as a PvP reward, making it unavailable to the people that only play PvE.
 
The EV is basically superior to the GV. The damage type is not the focus of the bomb, and the EV does a status effect and can affect Kats. However, the EV recipe can only be obtained as a PvP reward, making it unavailable to the people that only play PvE.
 +
}}

Revision as of 04:28, 26 January 2013

Contents

Damage

Okay, so. There are 3 types of specialized damage, which i will refer to as simply damage types, and Normal damage. The damage types are elemental, shadow, and piercing. Each damage type does extra super duper awesome damage to 2 families of monsters. Each damage type is also neutral to 2 families of monsters. Furthermore, each damage type is weak against 2 families of monsters. For example, elemental does a lot of damage against a construct, okay damage against a slime, and not very much damage against a gremlin.

Monsters

There are 6 monster families. They are: Beast, Fiend, Construct, Undead, Slime, and Gremlins. Beast and Fiend are weak to piercing; construct and undead are weak to elemental; and slimes and gremlins are weak to shadow damage.

Swords

Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage

Slow Swords

Slow swords do high damage, but sacrifice attack speed.

Sealed Sword Line(Shadow or Elemental)

The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords. The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds. The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well.

DA vs GF

The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies.

Troika Line(Normal)

The Troika Line offers very slow, very powerful attacks. The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage. The Triglav branch can do freeze with both the second swing and the charge attack. The charge attack is similar to the Sudaruska.

Triglav vs Sudaruska

Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords

Sword Advanced Techniques/Strategy

Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword

Beat

The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you. The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher. The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place.

Lunge

If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo. This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks. }}

Shield Cancel

Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack. Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward. Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack. }}

Guns

Bombing

Personal tools