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Multi-kicks- forward
Flying uppercut - Neutral
Multi-punches - Back
Stomp, huge damage and knockback, Multipunch, probably the most OP special attack of the entire game, and Projectile, because its basically like having a gun with infinite ammo in a melee focused game, so it gives you a huge advantage.
What a wonderful game.
Neutral - Stomp
Foward - Upper
Back - Multi punches
I cameup with a high damage combo, basically i did the lighting stance fist 4 hits then switch up to crab for the last 2 hits, last hit cancels for foward punch on crab stancem, and on the second hit cancel into special, high damage, 3 stuns and fast bar build up.
I loved that Spear stance's forward dodge + attack has Pseudo doing the splits lol.
Drunken Fist is a very popular style of martial arts. Even Jar Jar Binks practices it.
Flying uppercut
Multi-strikes
Spinning kick
Drop Kick
Projectile
Spinning Kick
Shadow+Crab
Teleport
Spinning Kick
Projectile
Mammoth is maxed out so I have to use it, but I like the Corwid moveset. It's fun to just slap people silly, it's quite strong and has a 4-hit combo, so I can chain the headbutt after the final hit from Mammoth or Crab.
I actually don't really like Mammoth's main attack chain, I only use it because it is clearly THE main "power" stance. It has good dodge attacks and running attack too.
Forward - Teleport
Neutral - Clone Punch
Back - Projectile
Went in hard on constitution and used mammoth most of the time; the basic chain is not good but I found the trick is to find when you can deliver a charged attack (and just enough charge to deliver the attack) to two or one shot enemies; the sprint attack is useful for hit-and-runs or to jump into a combo; the dash attack is good to jump in to a combo when you are too close for the sprint attack.
Shadow is for when an enemy becomes a bit to good at blocking and responding to mammoth.