Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That means for Flash Guard, say a giant baboon that aoe ground slams you 3 times, you have to Guard all of its 3 hits, if you just guard once and let loose of the rest two, you will eat full 2 hits. In other words, you have to Guard (spam) till the attack is completely over (no lingering hitboxes) then counter attack (Adol's Aura Fencer or similar skill is the best counter to go along FG), or backstep and runaway (if possible). In addition, you have to Guard when the attack about to touch you (stricter timing but not too difficult either), meanwhile Ys 8 and 9 allow a lenient interval sphere so you can trigger Guard ahead before attacks (after all some are lightning fast, difficult to anticipate)
And similarly for Flash Move, is basically useless and pace breaking, say if you are in an aoe vortex attack, either FM and run away else eat hits subsequently, or you have to FM, slight pause, FM again till the attack is over.
Therefore and from my experience, your best tool is Flash Guard and FG only, don't try to mix FG and FM together, and use (spam) FG to build Extra gauge for easy massive damage
p.s: If you are going for Ys SEVEN, it is similar except no Flash Move, only Flash Guard.