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.
One of the best ways Talos has to spend a bar.
The other best way to spend a bar.
Not as good of a bar spend as command grab.
Best use of a bar.
Other best use of a bar.
This is kind of the only good one to spend bar with 123, but its more than good enough.
Any juggle that uses s3.2 can cancel the first hit into OD. Often worth spending the moment you get the chance.
Can do as many lights as needed to confirm. Buffering jab into s3.3 is a strong neutral option that can be confirmed into OD for massive reward.
Pretty generous single hit confirm. Makes your neutral play much scarier.