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By pressing the right or left direction just after the "skill" button, you can add a little dash effect to your Skill cancel, that also allow you to pass trough ennemies.
Skil cancels refill naturally in a few seconds. But hitting an enemy, be it with a weapon, a spell, or an assist, will stop this regeneration.
2. You don't really need to guard into a dash, because you're already invicible.
By the way, you regenerate your Skill cancels faster in Focus mode, but I don't think that's what you're talking about.
And again, guarding into a dash isn't usefull because you're already invicible during your dash. Maybe you mean dashing then guarding? That is totally allowed. I don't really understand what your grip is.
But if you want to keep attacking and keep that combo going with attacks, you do a skill cancel, which resets your combo. This is very common in fighting games where certain characters have guard cancels that let them chain different combos together.
also if the skill cancel works the way as advertised does that mean i can also dash-cancel since the dash is derived from the generic skill cancel in this game? i will have to give that a try
also please address if i seriously cannot guard into a dash
i can guard into a roll in muramasa and guard into an evade in sengoku basara 3 and it is frustrating for me that i keep attenpting guarding into a dash by instinct and failing
i know i cannot guard into a dash in sengoku basara 3 or muramasa but that is because the dash is a true dash in those games
in this game it is more like an "ukemi" if that makes sense so it is quite common and useful to guard into an ukemi in games with similar combat engines to this one (i now recall you can also do it in fairy bloom freesia and i could probably start a list)
i started using the d-pad instead of the analog stick since i got the feeling that the analog was just having 4 or 8 way mapped onto it and it felt way better for using the dash
anyone complaining about the dash should probably use the d-pad
i never had a problem with down being the skill cancel button because that feels intuitive, but it would be cool if the stomp came with a downward attack intrinsic to it since that would be useful for safely coming out of air juggles
but yeah: i dont want to load you down with combat engine requests when really the biggest frustration is not being able to guard into a dash
edit: ignore the incorrect reference to ukemi; i must have played viewitiful joe recently
what i really meant is the move in games where you evade through an attack, like what you can in muramasa, samurai shodown 6, fairy bloom freesia, etc. as an extension of the evade move when timed correctly and precisely
And yes doing a skill-cancel-dodge also resets your combo.
I use analog and I don't seem to have much issue. But the skill-cancel button can be rebinded in the options for anyone having issues.
also i said i think the skill cancel button works well, but i am aware some people are complaining
so if i can dash cancel then that is awesome and i need to practice that some
looking forward to getting some finishers (unless you are referring to those special moves in focus mode) and working magic into the combos also since that can give extra time for the cancels to regenerate
regarding the reason for guarding into a dash or any evade move: it is very useful to me as a baiting technique that can be followed with a swift counter-attack; i use it often and it almost always is available so i just became frustrated when i could not do it in this game
As for finishers, they are indeed those special "focus" moves that you can equip, you learn more as you progress through the game.
that is a pretty good reason to remap the cancel, and i still have the lb free for simul-pressing with attacks and assist
i remapped guard to lt already and since i apparently cannot guard into a dash it is fine staying at lt
i keep forgetting about focus mode because it only comes up during bosses and then i am usually concentrating on other stuff and never use the focus
Also, about the way skill cancel charges regenerate : casting a magic in the middle of your combo will not give you more time for this regeneration. Quite the opposite! Because as long as you hit an ennemy, your skill cancel can't regenerate. You need to stop hitting things for a few seconds, perhaps using this time to cast one or two buff, before your charges are available.
I think this is what happened to the creator of this thread. It just didnt work more than once per screen.
As for skill cancels, you can get by the game without worrying about it too much except for a few 'puzzles' to get chests, but it won't stop your progress thru the game if you prefer the block approach. I do recommend using it lots so you get the feel for it. It's one of those things where it's easy to learn, but tricky to master. I've never tried using it while blocking. Blocking pretty much stops everything you are doing. You still take partial damage, unless you have the appropriate skill/weapon depending who you are playing with.
As for a buggy skill cancel that Darth Vladi mentioned, I've never had the issue and I've finished the game many, many times. I've never remapped the key tho so maybe that has something to do with it?
Anyways, just keep at it you'll get used to it.