Towerborne

Towerborne

ButtahNips Oct 26, 2024 @ 12:46pm
Weapon moves
Is there a written guide explaining all the combos of all the weapons anywhere? If not can someone PLEASE make one? I personally feel overwhelmed by the different moves and struggle with testing stuff out on my own.
< >
Showing 1-7 of 7 comments
Citan Oct 27, 2024 @ 1:29pm 
are you talking about regular normal attacks? pretty much the concept of normal attack combo is that you have attack steps to fill up with any combination of Light and heavy to which ends with a finisher. and you can go off the steps and do any of the command attacks. command attacks would be the launcher(hold light), guard break(hold heavy), pet attacks, weapon skills, class skill. or instead of command attacks you could dodge, or even dodge attack either light or heavy. or dodge > jump attack

all up to what you like. as you get used to the weapon, you can just do whatever combo you want. or even have a specific combo for different situations or enemies.

example would be for knuckle weapon:
Heavy(1 hit), Light(2hits), Light(2 hits), Light(4 hits), Light(uppercut launcher finisher)
Heavy(1 hit), Light(2hits). Light(2 hits), Light(4 hits), Heavy(hop smash for floor bounce finisher)

or for Sword and Shield:
Light(sword attack), Heavy(shield bash), Heavy(shield bash), Heavy(shield bash finisher that can break guards but does not launch) - I believe is the the most damaging normal combo for Sword and Shield.
and you can extend simply that like this:
Light(sword attack), Heavy(shield bash), Heavy(shield bash), heavy(shield bash finisher), Weapon Skill 1, pet fireball

for something a little complex for sns: Heavy(sword arc), Heavy(sword arc), Light(Sword arc), tap class skill parry(combo reset to skip the finisher). Light, Heavy, Heavy, tap parry(for combo reset again), Hold Heavy, weapon skill
or the infinite combo (light, light, parry) for enemies that gets stunned by lights to take advantage of heal-on-hit equipment.
ButtahNips Oct 27, 2024 @ 5:14pm 
What I mean is listing notable combos with any special effects. IE there's a combo that ends with a double thrust stab with dual daggers that inflicts weaken
Citan Oct 28, 2024 @ 1:27pm 
oh i see. i just tried all the weapons. and through my little testing only the club-cannon and dagger has built-in debuff/affliction in their regular combos. knuckle fully charge powderkeg seems to stun regular enemies consistently. though i've seen it stun sometimes without fully charging but it's not consistent.
Dagger: L>L(2hits)>H>H(2hits)>H,
also L>L(2hits)>L(1hit)>H(2hits)>H

the club cannon pretty much anything with the cannon shots can burn outside the class skill which makes the club hits also burn. and the vertical club bonks can stun sometimes but it isn't consistent enough.
ButtahNips Oct 28, 2024 @ 3:20pm 
Originally posted by Citan:
oh i see. i just tried all the weapons. and through my little testing only the club-cannon and dagger has built-in debuff/affliction in their regular combos. knuckle fully charge powderkeg seems to stun regular enemies consistently. though i've seen it stun sometimes without fully charging but it's not consistent.
Dagger: L>L(2hits)>H>H(2hits)>H,
also L>L(2hits)>L(1hit)>H(2hits)>H

the club cannon pretty much anything with the cannon shots can burn outside the class skill which makes the club hits also burn. and the vertical club bonks can stun sometimes but it isn't consistent enough.
Yeah I figured that out too, but there's also hidden tech with dual daggers as well, where if you dodge attack AFTER any other non finisher attack you get a different light attack and will perform the held heavy attack
Citan Oct 29, 2024 @ 12:09am 
every weapon seems to have that alternate dash attack from a normal cancel. i wish it weren't the case -- or I wish I could choose between the alternate attacks from any dash. because most of the time, I prefer the slide over the upside-down hop slice since it's instant and the hop slice animation takes forever. it's a dps loss and an opening to get hit. and it's same for the other weapons that i prefer the non-alternate version because the attack either comes out fast or finishes quickly. i'd rather cancel the alternate dodge attack by instant jump attacking after the dash or rolling out of harms way.

although I do like the zangief double lariat for the knuckles :)

btw, i'm talking about dash light and not dash heavy. i only use the dash heavy for the mace-cannon from a back dash after a few lights because it reaches far and recovers faster than the Light Cannon shot from the same dash; It's one of the vertical bonks that ive seen stun sometimes. I do on occasion like to style on enemies with the knuckle drop kick
Zooblesnoops Oct 29, 2024 @ 4:46am 
I tested all 4 classes in-depth and can answer any moveset-related questions. There is a community-driven "wiki" that's been slowly accumulating info here [docs.google.com].
ButtahNips Oct 29, 2024 @ 7:26am 
Originally posted by Zooblesnoops:
I tested all 4 classes in-depth and can answer any moveset-related questions. There is a community-driven "wiki" that's been slowly accumulating info here [docs.google.com].
Oh my god thank you, this is essentially what I'm looking for
< >
Showing 1-7 of 7 comments
Per page: 1530 50