⚫ Carian Combo Warriors 1010
1.
Available on gameVersion 1.10
2.
3.
4.
Katana:
1) Lots of new motions to be introduced in the combo instructions part;
Twinblade:
1) Lots of new motions to be introduced in the combo instructions part;
General:
1) Male and Female stance modified;
2) GS recovered to the original version;
3) H after Backstep into C1 or F1;
⚫ Carian Combo Warriors 0429
5.
Katana:
2) Lots of new motions to be introduced in the combo instructions part;
3) Some dodge frame removed;
6.
7.
Fist:
1) Sequence of motions rearranged;
2) Intro windows of Inferno brought forward;
General:
4) Male stance modified;
5) Straight sword, Curved GS, Katana and spear walk, dash and jump motion modified;
6) Hammer impact recovered.
⚫ Carian Combo Warriors 0211
8.
General:
1) Dodge, Walk, Run, Dash into Heavy attack Sequence A (if in one-hand) or Heavy attack Sequence D (if in
two-hand);
2) Backstep into Heavy attack Sequence C (if in one-hand) or Heavy attack Sequence F (if in two-hand);
3) Male run motion changed (Weapon Motion Position – one-hand/two-hand :3/13);
4) Fist stance, Walk, Run and Dash motion changed (Weapon Motion Position – one-hand/two-hand :0/0);
9.
Greatsword:
1) Dash Light into one-hand, Heavy attack Sequence B, Dash Heavy into two-hand, Heavy attack Sequence E;
2) Heavy attack Sequence A changed into the same with Heavy attack Sequence D;
3) B1 Charge changed into chasing sword pitch;
4) C1 Charge changed into Straight shoot;
5) Jump light changed into Split, into one-hand, Jump Heavy changed into shoot, into two-hand;
10. Colossal:
1) Dash Light into one-hand, Heavy attack Sequence B, Dash Heavy into two-hand, Heavy attack Sequence E;
2) Stamp (Upward Cut) able to parry attack;
11. Curved Greatsword:
1) New F2 Charged motion added, the same as Dash light;
2) Board Fly able to harm now;
12. Katana:
1) Dash Heavy changed into Charge Sting;
2) AoW motion capable to be introduced in any motion land;
3) B1 Charge and B1 without Charge exchanged;
4) C1 Charge into B1 allowed earlier;
5) Jump Light and Heavy unified in one-hand and two-hand now, Jump light accelerated and able to land safely;
6) Unshealth into Unshealth Light and Heavy allowed earlier;
7) Parts of the motion capable of 10% Fp decreasing, the Fp recovery in Unshealth start changed into Out of AoW,
for faster entry into Judgement Cut End and SHOWDOWN 1st;
8) Blow back in B2 Charge and E2 Charge strengthened;
13. Twinblade:
1) Dash Light into one-hand, Heavy attack Sequence B, Dash Heavy into two-hand, Heavy attack Sequence E;
14. Fist:
1) Dash Light into one-hand, Heavy attack Sequence B, Dash Heavy into two-hand, Heavy attack Sequence E;
2) A1 and A2 changed into Right/Left hook cabable of dodging harm;
3) Light attack in one-hand changed;
4) Slowdown in the start stage of Charged H erased;
5) B1 Charge in two-hand, Heavy attack Sequence E2;
6) C2 changed into Jump smash, into B1;
7) D2 Charge changed into Four slash, into one-hand C1;
15. Carian FILIGREED CREST:
1) Defense increased for 70%, Attack decreased for 70%;
2) Capable of preventing skeletons from reviving;
3) Critical damage increased 100%;
⚫ Carian Combo Warriors 0123
1.
New Modded weapon category: Curved Greatsword, Colossal, Twinblade;
2.
3.
Greatsword: “H” means Charged H
1) HE1 moved to one-hand-Guard counter;
2) HC1 changed into Gravity bomb;
3) HE1 and HE2 changed into Slash blade;
Fist: HD1-Inferno moved to two-hand-Guard counter, ignited from the time when the left punch shimmering during
the HD1’s recovery frame;
Combo Instructions
⚫ Straight Sword + Ash of War: Quickstep
Available Weapon:
Longsword, Lordsworn's Straight Sword, Weathered Straight Sword, Golden Epitaph, Coded Sword, Sword of Night
and Flame, Crystal Sword, Sword of St; Trina, Regalia of Eochaid, Noble's Slender Sword, Rotten Crystal Sword
Wield with one-hand:
Light Attack: B1 with H during the recovery frame; A1 with H when the recovery frame ends.
Dash Light: the Heavy attack Sequence A1
Dash Heavy: Guiding double sword upward slash, the Heavy attack Sequence B1
Dodge Light: Guiding double sword horizontal slash, the Heavy attack Sequence B1
Backstep Light:
Deep Stinger, dodge interrupt available, stamina consumed out with last slash.
Heavy attack Sequence A:
A1: Triple Slash, dodge interrupt available, EnterA2 with H.
A2 charge: Million Stab, dodge interrupt available, H interrupt ahead available into F1, B1 with H during the
recovery frame.
A2 without charge: Carian pierce, H interrupt ahead available into F1, B1 with H during the recovery frame.
Heavy attack Sequence B:
B1 charge: Guiding shuttle double slash, dodge interrupt available, B2 with H.
B1 without Charge: Guiding double slash, into two-hand, dodge interrupt available, E2 with H.
B2 charge: Backstep arrow loose, dodge interrupt available, H interrupt ahead available into F1, C1 with H during
the recovery frame.
B2 without charge: vertical sword edge, dodge interrupt available, C1 with H.
Heavy attack Sequence C:
C1: Cross sword edge, dodge interrupt available, C1 with H.
C2 Charge: Horizontal stay sword edge, dodge interrupt available, H interrupt ahead available into F1, A1 with H
during the recovery frame.
C2 without Charge: Horizontal stay sword edge, dodge interrupt available, c
Jump Light: Cross Double Slash
Jump Heavy: Downward Double slash
Wield with two-hand:
Light Attack: Chasing Slash, light attack needed to keep on attack, dodge interrupt available, E1 with H; Into one-hand
during the recovery frame.
Dash Light: Into one-hand, the Heavy attack Sequence A1
Dash Heavy: Guiding double sword upward slash, into one-hand, the Heavy attack Sequence B1
Dodge Light: Guiding double sword horizontal slash, intoone-hand, the Heavy attack Sequence B1
Backstep Light:
Deep Stinger, into one-hand, dodge interrupt available, Fp and stamina consumed out with last slash.
Heavy attack Sequence D:
D1: Stinger, dodge interrupt available, D2with H, into one-hand during recovery frame.
D2 charge: Backstep arrow loose, dodge interrupt available, H interrupt ahead available into F1, C1 with H during
the recovery frame; into one-hand during recovery frame.
D2 without charge: vertical sword edge, dodge interrupt available, C1 with H, into one-hand during recovery
frame.
Heavy attack Sequence E:
E1: Guiding Rotary Slash, into one-hand, A2 with H
E2: Backward jump with magic glint blades released, F1 with H, into one-hand during recovery frame.
Heavy attack Sequence F:
F1: Rotary Carian Great sword, defense intensified, won’ t be interrupted even get hit, F1 with H, into one-hand
during recovery frame.
F2: Double Roatry Great sword, defense intensified, won’ t be interrupted even get hit, D1 with H, into one-hand
during recovery frame.
Jump Light: Cross Double Slash
Jump Heavy: Downward Double slash
Ash of War: Quickstep:
AoW without lock: Parry
AoW + forward direction with lock: Parry
AoW + left direction with lock: Loretta’ s rain, dodge interrupt available, H interrupt ahead available into F1, A1 with
H after the recovery frame; into one-hand during recovery frame.
AoW + right direction with lock: Eochaid's Dancing Blade with Carian color, into one-hand, when the Carian emblem
appears during the recovery frame, B1 with H; when the emblem disappears, A1 with H.
AoW + backward direction with lock: Grandeur Caria, intoone-hand, defense intensified, won’ t be interrupted even
get hit, Fp and stamina consumed out with last slash.
⚫ Katana + Ash of War: Unsheathe:
Available Weapon:
All Katana;
Main Trait:
JC: When the Carian Emblem appears during the recovery frame of any motion at land, [Judgement Cut] with Heavy[H];
[Combo C] with Light[L], this special time would be marked as JC; part of attacks would different action with L at JC,
and would be marked in the list below.
HG: When the Carian Emblem appears during the recovery frame of any in air, [Hell’ s gate] with H; this special time
would be marked as HG;
All attack can be canceled at any time by Dodge or AoW apart from the time in sky;
Parts of the motion capable of 10% Fp decreasing, the Fp recovery in Unshealth start changed into Out of AoW, for faster
entry into Judgement Cut End and Octoslash;
Wield with one-hand:
Light Attack: Nine slashes, B1 with H, JC;
Dash-Light: [Senppuukiri], C1 with H, JC;
Dash-Heavy: [Jump Sting], B1 with H, JC;
Dodge-Light: [Sabimaru], [Senppuukiri] with L, B1 with H, JC;
Backstep Light: [LETS GET TO IT], Fp consumed out, and recovers for 40% with Light strike; [Rapid-slash] with L,
F1 with H, JC;
Heavy attack Sequence A:
A1: [Parry]; A2 with H, JC;
A2 charge: [Ryuusen], C1(cant be charge) with H, JC;
A2 without charge: [Back slash], B1 with H, JC;
Heavy attack Sequence B:
B1 charge: [Gatsu], B2 with H, JC;
B1 without charge: [Step Slash], B2 with H, JC;
B2 charge: [Heavy slash], D1 with H, Fp 10% decreased, [LETS GET TO IT] with L at JC, JC;
B2 without charge: [Jump Slash], E1 with H, JC;
Heavy attack Sequence C: Backstep+H;
C1 charge: [Souryuusen], Fp 50% down, JC;
L X 5------[Nine Alpha Cut] + [Thunder Dash]; F2 with H, JC;
H------E2;
C1 without charge: [Owl Dash], C2 with H, JC;
C2 charge: [Onmai], HG;
C2 without charge: [Triple Cut], [Air Judgement Cut] with L, F2 with H;
Jump Light: [Triple mirage;]
Jump Heavy: [Diving Slash], speed up landing with thunder released, B1 with H, JC;
Guard counter: [Judgement Cu]t, Fp 10% decreased;
[Judgement Cut conti] with L, [Judgement Cut conti] can repeat if press L at right time repeatedly, A2 with H;
D2 with H;
Wield with two-hand:
Light Attack: [Rapid-Slash], with FP continuously recovered; F1 with H, JC;
[Combo C]: [Sabimaru]with L during slash, E1 with H during slash, [LETS GET TO IT] with L at JC, JC;
[Air Judgement Cut]: [Air Judgement Cut] can repeat if press L at right time repeatedly
Dash-Light: [Senppuukiri], C1 with H, JC;
Dash-Heavy: [Jump Sting], B1 with H, JC;
Dodge-Light: [Sabimaru], [Senppuukiri] with L, B1 with H, JC;
Backstep Light: [LETS GET TO IT], Fp consumed out, and recovers for 40% with Light strike; [Rapid-slash] with L,
F1 with H, JC;
Heavy attack Sequence D:
D1 charge: [Miyavi], D2 with H, Fp 10% decreased, JC;
D1 without charge: [Air Dash Slash];
D2 charge: [Frozen burst], [Rapid-Slash] with L, F1 with H, Fp 10% decreased, JC;
D2 without charge: [Spirit Slash], A2 with H; [Thunder Dash] with L at JC, JC;
Heavy attack Sequence E:
E1 charge:[Heavy Raise], B2 with H, Fp 10% decreased, JC;
E1 without charge: [Triple Cut], [Air Judgement Cut] with L, F2 with H;
E2 charge: [Isshin], [Spirit Slash] with L, A2 with H, JC;
E2 without charge: [Spirit Slash], A2 with H; [Thunder Dash] with L at JC, JC;
Heavy attack Sequence F:
F1 Charge: [Waterfowl Dance 1st], [Air Judgement Cut] with L, F2 with H;
F1 without charge: [Rising Star];
F2 Charge: [Setsunahyouka], Fp 10% decreased, HG;
F2 without charge: [Air Dash Slash];
Jump Light: Air Judgement Cut, speed up landing;
Jump Heavy: [Diving Slash], speed up landing with thunder released, B1 with H, JC;
Guard Counter: Hell’ s gate, short stand after landing;
Unsheathe:
Into AoW: Can’t be touched from enemy;
Hold AoW with walk: Super defense and toughness;
Hold AoW with stand: Super defense and toughness; Fp consumed out within 1s;
Out of AoW: [Rapid Heavy Slash], [Rapid-slash] with L, F1 with H, JC;
Hold AoW and Light attack with Fp: [Space Slash], [Rapid-slash] with L, D1 with H, Fp 10% decreased, JC;
Hold AoW and H with Fp: [Frayed Blade], C1 with H, Fp 10% decreased, JC;
Hold AoW and Light attack without Fp: Octoslash, the HG intro is at the time when rise to the highest point with weapon
shealthed. Fp recovered for 40% after landing;
Hold AoW and H with Fp: Judgement Cut (not yet) END, A1;
⚫ Curved Greatsword + Ash of War: Square Off
Available Weapon:
Dismounter, Monk's Flameblade
Main Trait:
1.
2.
3.
Motions on ground can be canceled with Dodge or AoW at any time, Square Off + light: Gunparry, Square Off +
Heavy: Ex Shuffle (damage avoid)
B1, C2 into exceed state (30 s), fire damage attached, animation strengthened;
Board fly, where ascend, descend, left and right turn available, multiple air attack available;
Wield with one-hand:
Light Attack: Sword attack, B1 with H;
Dash Light: Punch line board fly, into two-hand, E1 with H;
Dash Heavy: Hard way, B1 with H;
Dodge Light: Hard way, B1 with H;
Backstep Light: Streak chasing, H before slash into one-hand guard counter;
Heavy attack Sequence A:
A1 Charge: Showdown 1st, H right after slash into two-hand guard counter;
A1 without Charge: Slash gun shot, A2 with H;
A2 Charge: Triple shoot, B1 with H;
A2 without Charge: Gunslinger back, into two-hand, F1 with H;
Heavy attack Sequence B:
B1 Charge: Ex High Roller Spin, into two-hand, F2 with H;
B1 without Charge: Sliding slash, damage avoid before attack, B2 with H;
B2 Charge: Shuffle, damage avoid before attack, C1 with H;
B2 without Charge: Rotary slash, damage avoid before attack, A1 with H;
Heavy attack Sequence C:
C1 Charge: Overdrive, C2 with H;
C1 without Charge: Bloody queen, into two-hand, F2 with H;
C2 Charge: Maximum Bet, into two-hand, D1 with H;
C2 without Charge: Bloodhound's Finesse 2nd, B1 with H;
Jump Light: Payline, into one-hand;
Jump Heavy: Double down, into two-hand;
Guard counter: Ex Streak, C1 with H;
Wield with two-hand:
Light Attack: Ex calibur and triple air slashes, F1 with H;
Dash Light: Punch line board fly, into two-hand, E1 with H;
Dash Heavy: Hard way, B1 with H;
Dodge Light: Hard way, B1 with H;
Backstep Light: Streak chasing, H before slash into one-hand guard counter;
Heavy attack Sequence D:
D1 Charge: Gunslinger front, into one-hand, A2 with H;
D1 without charge: Twin rotary slash, D2 with H;
D2 Charge: Ex high roller, into one-hand, C1 with H;
D2 without charge: Triple slash, into one-hand, B1 with H;
Heavy attack Sequence E:
E1 Charge: Board ascend, damage avoid during ascending, can be canceled at any time with light attack or dodge,
E2 with H;
E1 without Charge: Board descend, can be canceled at any time with light attack or dodge, E2 with H;
E2 Charge: Board ascend, can be canceled at any time with light attack or dodge, E1 with H;
E2 without Charge: Board descend, can be canceled at any time with light attack or dodge, E1 with H;
Heavy attack Sequence F:
F1 Charge: Air provoke, damage avoid during ascending, character would stay in the sky during the later part of
this motion, F2 with H;
F1 without Charge: Roulette spin, F2 with H;
F2 Charge: Punch line board fly, into two-hand, E1 with H;
F2 without Charge: Boost Knuckle, light and heavy available in the sky into jump attack;
Jump Light: Payline, into one-hand;
Jump Heavy: Double down, into two-hand;
Guard counter: Showdown 2nd, Defense strengthened;
Ash of War: Square Off:
Into AoW: Lock on, damage avoid, Fp 20% recovered;
Hold AoW and Light attack: Shoot, parry attacks from within 10 m range, C1 with H;
Hold AoW and H: Ex Shuffle, damage avoid before slash, C1 with H;
⚫ Colossal + Ash of War: Stamp (Upward Cut)
Available Weapon:
Bastard Sword、Forked Greatsword、Iron Greatsword、Lordsworn's Greatsword、Gargoyle's Greatsword
Main Trait:
1.
2.
3.
During the recovery frame of every land motion, press H at the time when the Storm emblem shimmering would
introduce into the Guard Counter and change from one-hand to two-hand or two-hand from one-hand;
Part of the one-hand H would consume 10% Fp and wield Red Flame, which would trench the enemy’ s Hp; These
attacks would be marked with RF;
Motions can’t be canceled with dodge, but can be canceled with AoW;
Wield with one-hand: Single sword mode.
Light Attack: H into A1, B1 and C1 after the first, second and third light attack specifically;
Dash Light: Wild Strikes, B1 with H.
Dash Heavy: Double thrust, into two-hand, E1 with H.
Dodge Light: Lion Slash, B1 with H.
Backstep Light: Shouryuu kiri, light and heavy available in the sky into jump attack, RF;
Heavy attack Sequence A:
A1: Upward Cut, A2 with H;
A2: Upward Slash, B1 with H, RF;
Heavy attack Sequence B:
B1 Charge: Giant Hunt, B2 with H;
B1 without Charge: Pierce, B2 with H.
B2 Charge: Strong Horizontal slash, RF, C1 with H;
B2 without Charge: Horizontal slash, RF, C1 with H;
Heavy attack Sequence C:
C1 Charge: Twin slash, C2 with H.
C1 without Charge: Smash, C2 with H;
C2 Charge: Blackblade 2nd, RF, A1 with H;
C2 without Charge: The Queen's Black Flame 1st, RF, A1 with H;
Jump Light: Smash, RF, into one-hand;
Jump Heavy: Double slash, into two-hand;
Guard counter: Double Slash; Into two-hand;
Wield with two-hand: Double sword mode
Light Attack: H into D1, E1 and F1 after the first, second and third light attack specifically;
Dash Light: Wild Strikes, into one-hand, B1 with H.
Dash Heavy: Double thrust, E1 with H.
Dodge Light: Double slash, E1 with H.
Backstep Light: Upward double slash, F1 with H;
Heavy attack Sequence D:
D1: Double smash, D2 with H;
D2: Double smash, E1 with H;
Heavy attack Sequence E:
E1: Double slash, E2 with H;
E2: Leap double smash, D1 with H;
Heavy attack Sequence C:
C1: Double thrust, F2 with H.
C2: Leap Double smash, RF, A1 with H;
Jump Light: Smash, RF, into one-hand;
Jump Heavy: Double slash, into two-hand;
Guard counter: Horizontal Slash; Into two-hand;
Ash of War: Stamp (Upward Cut):
Fp > 0:
One click with AoW: Stamp, damage avoided during the motion, parry available;
H after stamp: Back smash, RF, A1 or D1 with H;
Fp = 0:
One click with AoW: Soul of Cinders slashes, Fp recovered;
⚫ Twinblade + Ash of War: Bloodhound's Step (Light load)
Available Weapon:
Twinblade(The simplest one), Eleonora's Poleblade
Main Trait:
1.
2.
3.
4.
5.
one-hand-Twinblade mode, two-hand-Dual sword mode, which would change during particular motion;
Long-range Weapon Attack;
Air dance: Bloodhound's Step (Light load) in sky;
ES: When the Fire Emblem appears during the recovery frame of any “Throw Weapon Heavy Attack”;
a)
If the character is moving forward, [Wind Split] with L, [Blade Gate] with H;
b) If the character is moving backward, [Thrusting Edge] with L, [Gift] with H;
c)
In some motion, when the Emblem did not appear, [Bloody Claw] with L;
this special time would be marked as ES;
Press Light after different motion would lead to the most suitable [Blade Dance].
Wield with one-hand: Twinblade mode
Light Attack: [Blade Dance], B1 with H during the first 4 L, E1 with H after the first 4 L;
Dash Light: [Thrusting Edge], into one-hand, B1 with H;
Dash Heavy: [Wind Split], into two-hand, E1 with H;
Dodge Light: [Bloodhound slash 2nd], into two-hand, E1 with H;
Backstep Light: [Bloody Claw], throw attack, into one-hand;
Throw available on human type enemy, and Malenia in Boss only;
If throw unable, [Jingliu] with L, B1 with H
Heavy attack Sequence A:
A1 Charge: [Farewell], [Bloody Claw] with L, C2 with H, ES;
A1 without charge: [Jump-pierce], A2 with H;
A2 Charge: [Farewell], [Bloody Claw] with L, C1 with H, ES;
A2 without charge: [Kaisengou], A1 with H;
Heavy attack Sequence B:
B1 Charge: [Sword blew 1st], B2 with H, ES;
B1 without Charge: [Sabimaru Left], B2 with H, into two-hand, E2 with H;
B2 Charge: [Sword blew 2nd], B1 with H, ES;
B2 without Charge: [Another Time], C1 with H, ES;
Heavy attack Sequence C:
C1 Charge: [Rankiri], into two-hand, [Thrusting Edge] with L, F2 with H;
C1 without Charge: [Bloodblade dance 2nd], [Thrusting Edge] with L, C2 with H;
C2 Charge: [Cursed-Blood Slice 2nd], [Thrusting Edge] with L, A1 with H;
C2 without Charge: [Horizontal slash], [Thrusting Edge] with L, B1 with H;
Jump Light: [Descending Thrust], into one-hand;
Jump Heavy: [Jumping Double Slash], into two-hand;
Guard counter: [Blade Gate], parry state, [Jingliu] with L, A1 with H;
[Jingliu]: Jump attack queued;
Wield with two-hand: Dual sword mode
Light Attack: [Blade Dance], E1 with H during the first 4 L, B1 with H at last L;
Dash Light: [Thrusting Edge], into one-hand, B1 with H;
Dash Heavy: [Wind Split], into two-hand, E1 with H;
Dodge Light: [Bloodhound slash 2nd], into two-hand, E1 with H;
Backstep Light: [Bloody Claw], throw attack, into one-hand;
Throw available on human type enemy, and Malenia in Boss only;
If throw unable, [Jingliu] with L, B1 with H
Heavy attack Sequence D:
D1 Charge: [Round Flame 1st], D2 with H, ES;
D1 without charge: [Sabimaru Right], D2 with H;
D2 Charge: [Round Flame 2nd], F1 with H, ES;
D2 without charge: [Dual Blood], E1 with H;
Heavy attack Sequence E:
E1 Charge: [Greeting Shift], into one-hand, B1 with H, ES;
E1 without Charge: [Sabimaru Left], B2 with H, into two-hand, E2 with H;
E2 Charge: [Back Slash], F1 with H, ES;
E2 without Charge: [Upward Cut], D1 with H;
Heavy attack Sequence F:
F1 Charge: [Fire Strom], F2 with H, ES;
F1 without Charge: [Dual Sting], F2 with H, ES;
F2 Charge: [Forgotten Rook], [Jingliu] with L, A1 with H, ES;
F2 without Charge: [Meteoroid], B1 with H;
Jump Light: Descending Thrust, into one-hand;
Jump Heavy: Jumping Double Slash, into two-hand;
Guard counter: [Gift], dodge state, Moving to enemy above, Jump attack queued;
Ash of War: Bloodhound's Step (Light load):
a)
On the Ground, Not during the AoW:
Lock on enemy + press the AoW + Front / Without lock + press the AoW: pole vault, damage avoid; After that:
i; AoW without direction during ascent will continue to Air Jump in the air; During the Air Jump, character will rise
first and descend after, where a fire emblem would emerge before falling to the lowest point; If continue to press
the AoW before the emblem appears, character will continue to jump in the air; After the emblem disappears for a
short time, continue to jump in the air is disabled, the character is falling now, press the light and heavy into the
Jump attack instead to land safely; Caution: falling during the jump attack for a long time would still die;
ii; Lock on the enemy and AoW with Left, Right or Back direction during ascent will go into air dance; During the
Air dance, character will descend first and ascend after then descend again with twinblade slashes, where a fire
emblem would emerge before falling to the lowest point; If continue to press the AoW before the emblem appears,
character will continue to move in the air; After the emblem disappears for a short time, continue to jump in the air
is disabled, the character is falling now, press the light and heavy into the Jump attack instead to land safely; Caution:
falling during the jump attack for a long time would still die.
iii; Press light and heavy in Air to Land;
b) On the ground, Lock on enemy + Press the AoW + Left: Parry, [Bloody Claw] with L, C1 with H;
c)
On the ground, Lock on enemy + Press the AoW + Right:
First time: [Arrows], [Bloody Claw] with L, B1 or E1 with H;
Not First time: [Heavy Sword], ES;
d) On the ground, Lock on enemy + Press the AoW + Back:
First time: [Back Jump], into one-hand, [Bloody Claw] with L, ES;
Not First time: [Fubuki], [Bloody Claw] with L, C1 with H;
⚫ Fist + Ash of War: Kick:
Available Weapon:
Bare hand、Grafted Dragon、Iron Ball (Recommended)、Star Fist (Recommended)
Main Trait:
Right weapon in one-hand-----Punch and Fist and Lance attack;
Right Weapon in two-hand-----Kick and Whip attack;
The one-hand and two-hand can be automatically changed by dodge attack, backstep attack, jump attack and C2F2 attcak;
Wield with one-hand:
Light Attack: B1 with H during the light attack recovery frame; A1 with H when the recovery frame ends;
Dash Light: Triple Whip Slash, B1 with H;
Dash Heavy: Long range Jump Kick, into two-hand, E1 with H;
Dodge Light: Double Punch, B1 with H.
Backstep Light:
Heavy attack Sequence A:
A1 charge: Upward Punch, H before the punch and change into Guard counter.
A1 without charge: Right Hook, capable of dodging harm before attack success, A2 with H.
A2 charge: Upward Punch, H before the punch and change into Guard counter.
A2 without charge: Left Hook, capable of dodging harm before attack success, A1 with H;
Heavy attack Sequence B:
B1 Charge: Guiding Pole Vault, into two-hand, E2 with H;
B1 without Charge: Back Double Punch, B2 with H;
B2 Charge: Back lance stab, C1 with H;
B2 without Charge: Jump Double Punch, the Martial state, C1 with H;
Heavy attack Sequence C:
C1 Charge: Thigh Lance stab, C2 with H;
C1 without Charge: Forward Double Punch, C2 with H;
C2 Charge: Adula Fire released with Spear Stab, into two-hand, E1 with H.
C2 without Charge: Jump Smash, B1 with H;
Jump Light: Downward Hammer, into one-hand, A1 with H.
Jump Heavy: Star Fall, into two-hand, D1 with H.
Guard Counter: Diving Dragon, into jump attack;
Wield with two-hand:
Light combo: E1 with H during the light attack recovery frame; D1 with H when the recovery frame ends;
Dash Light: Triple Whip Slash, into one-hand, B1 with H;
Dash Heavy: Long range Jump Kick, E1 with H;
Dodge Light: Jump Kick, E1 with H;
Backstep Light: Punch missile, into one-hand, B1 with H;
Heavy attack Sequence D:
D1 Charge: Back flip, During the recovery frame, press H at the time when the Carian emblem shimmering at the
left hand would introduce into the two-hand - Guard Counter.
D1 without Charge: Upward Star Fall, into jump attack.
D2 Charge: Kick 13 DT Air Slash, into jump attack;
D2 without Charge: Double Whip leg, E1 with H;
Heavy attack Sequence E:
E1 Charge: Flint Wheel, into jump attack;
E1 without Charge: Chasing Kick, E2 with H;
E2 Charge: Rotary chasing Kick, into one-hand, C1 with H.
E2 without Charge: Consecutive Kicks, the Martial state, F1 with H;
Heavy attack Sequence F:
F1 Charge: Kick 13 DT, D2 with H;
F1 without Charge: Triple Whip Leg attack, F2 with H;
F2 Charge: Augmenting Drive, into one-hand, B1 with H.
F2 without Charge: Kick 13, E1 with H;
Jump Light: Downward Hammer, into one-hand, A1 with H.
Jump Heavy: Star Fall, into two-hand, D1 with H.
Guard Counter: Inferno;
Martial state:
5 s, Air cannon added with Light combo, Wind orbit added with Light combo
Fp decreased to 10%, Physical damage increased for 50%, Poise dmg increased for 20%, Player Poise Strengthened.
Ash of War: Kicks:
Crossing hand with Parry available;
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