You are not connected. Please login or register

Guacamelee Super Turbo Championship Edition

Go down  Message [Page 1 of 1]

1 Guacamelee Super Turbo Championship Edition on Tue Sep 18, 2018 2:52 am

There we go, DISCUSS!

View user profile

Birdman


Moderator
I made a huge post but looks like I forgot to send when I went out. Guess I'll do a quick version.

Here's some tech.

Dodge cancel.
Dodge cancels attacks, and jump cancels dodge. This lets you immediately jump and catch them close to the ground.




Dodge cancel in a combo. Can be used to catch up after knockback.



I've been working on some stuff revolving around not letting the enemy touch the ground.

As I mentioned in the other topic, after the 3-hit combo, in which the 3rd hit knocks back, you can tack on the basic uppercut before they fly away. They will still be knocked back and won't go directly upward like when you normally use an uppercut, but if they hit a wall they'll rebound allowing you to continue your combo. If not, you've still turned your basic 3-hit into a 4-hit.

Now, with dodge cancel I've been able to catch up by cancelling the upper and jumping after them, catching them with the first hit of the 3-hit air combo which is a kick with longer range then punches. From there you can do the combo or smash them down.

I started over on hard so I have no moves but obviously those can be added. One problem though, you must be so close to the enemy that you're pretty much touching them, or the uppercut won't connect.

View user profile
You can also grab them just after the 3rd hit connects for an instant grab follow up.

You might be disappointed to know that some enemies can cancel out of your combos by dodging(4 armed sword guys, hammer jaguar skeletos and flying lightning skeletos) or teleporting(late game areas reskin grunts black who can now teleport). Bosses can cancel out of combos also.

View user profile

Birdman


Moderator
That's fine. Makes it more interesting.

View user profile
The dodging is manageable as you can follow them and continue attacking without much issue. The problem with the teleporting mobs is that they disappear completely for a few seconds too long then reappear, which makes fights tedious since you can’t hit them nor they hit you during this. Unlike dodging theres nothing you can do about it.

View user profile

Birdman


Moderator
If they're just teleporting and accomplishing nothing but making you wait, then yeah that sounds dumb.

View user profile
Precisely, just punching air at that point, but it’s not too noticeable when you’ve got a decently sized group to fight to pick another target.

View user profile

Sponsored content


Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum