Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
, = link into the following move
xx = cancel into the following move
→ = chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying
Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.
Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.
Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
Only works on: Edge, Dauntless, and Gun.