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Lol (LMAO). Anyway, let's start with some testing, shall we? Eventually actual runs will follow (NBR+ NUR+ redux, NGR+ NUR+ redux, Greed, etc.). Maybe a redo on PAIN+? Probably not. Not sure how necessary it really would be for a redux (a meme like Deimos PAIN+ might get coverage sooner). But AoS MAX coverage? Could be. Even E with some magic favoring costumes (this as a peak into a what-if with SAINT Mod blessing this entry, too). Gravedigger testing, too (for the day he is a real choice). Personally, I'd be VERY happy if magic input was assigned for him to a particular input as to blow all our HP down to 1 (so not usable at 1) and all MP (so you need 100MP, plus 2+HP to use the blast). 0HP kills Zeus. That's how I'd want things. Good luck realizing that.
Anyway, let's start with cancel rules. Movement, Block, Jump, Evade, Swap and Spell (not going to bother with hit let alone type *already know hyper armor exists on some thing playing at i-frames with even those armored cases jobbing fully to stronger hit properties*). Let's go:
BoA
s1 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s2 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s3 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s4 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s5 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s6 - Movement*, Block, Jump, Evade, Swap* and Spell
S - Movement*, Block*, Grab*, Jump, Evade* and Spell
T - Movement*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t0 - Movement*, Block***, Grab*, Jump***, Evade***, Swap*** and Spell
t1 - Movement*, Block, Grab*, Jump, Evade, Swap and Spell
t2 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
t3 - Movement*, Block*, Grab*, Jump*, Evade*, Swap* and Spell
air s1 - Block, Grab*, Jump, Evade**, Swap and Spell
air s2 - Block, Grab*, Jump, Grab*, Evade**, Swap and Spell
air s3 - Block, Grab*, Jump, Evade**, Swap and Spell
air t1 - Block, Grab*, Jump, Evade**, Swap and Spell
Run/Evade S - Block*, Jump, Evade*, Swap* and Spell
Run/Evade T - Block*, Grab* and Evade*
L+s - ...
air L+s - ...
L+t - ...
air L+t - ...
L+o - ...
air L+o - ...
Counter - ...
OS - Movement*, Jump and Spell
Return - Swap and Spell
*Cancels at the end skipping variable recovery
**True cancel sans the actual thing canceling it
***Cancels in start-up and recovery, but not midway into the attack (locked in)
NOTE: If you have not used or otherwise disabled DJ (Icarus Lift), you can input a jump just before touching the ground to jump again (without on-landing *no vibration from the controller*) and if timed do this infinitely to never touch ground. Not sure where this would ever be useful really (unless we can hop along a kill floor *doubt it*). Air block is not a thing that stops access to IL, it seems. Pursue cancels at end with evade. Air OS also does not trip IL, so you can technically SJ to air OS to block cancel to SJ before OL and loop if timed well. To make OS safer, one would want to at least movement cancel the ending if not JC into air block to evade (without spending meter). Plenty to extrapolate from these results, gents. HC? Unsafe as FUCK. I should probably try to remember to test false OS cancels (and hit stun recovery canceling).
AoS
s1 - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
s2 - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
s3 - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t0a - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
t0b - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t1 - Movement*, Spear*, Block*, Jump*, Evade*, Swap and Spell
air s1 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
air s2 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
air t1 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
Run/Evade S - Movement*, Spear*, Block*, Jump*, Evade* and Spell
Run/Evade T - see: t1
Run/Evade O - Movement*, Spear*, Block*, Jump*, Evade* and Spell
L+s - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
air L+s - Spell
L+t - Spell*****
L+T - Spell*****
air L+t - Spell*****
L+o - see: Run/Evade OM
air L+o - ...
R+s - Movement*, Spear*and Block*
R+S - Spear*, Block* and Evade*
air R+s - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
R+t - ...
R+T - Spear*, Block* and Evade*
air R+t - ...
Counter - Spell
R (spear ready stance) - Block**** (Evade by technicality)
Moving Block - Spear, Evade and Swap
****Block into Spear triggers the evade (cancel).
*****Cancels only near start
Return - Grab, Jump, Swap and Spell
NOTE: Can only get t1 after lights with held input (T). With movement cancel and timing, you can chain t1 faster than any launcher I can recall in GoW proper. No use comes to mind, but just something to know for now. Air t1 and seemingly both air R+s and air R+t (latter has long recovery, so probably not so much doable) appear to allow the weird hops along air above the ground. If you're the Excellence of Execution (not me, brotha), forward movement into hop reps just off the ground for air L1+s seems possible. Perhaps MrTAS is up to the challenge for the /cgg/ers among us? *kek* Spear ready stance halves fall speed. R+S and R+T have hyper armor against blockables (possibly guard breaks). Not true i-frames like the Counters (not sure if they job to Piraeus Lion roar like HoB). Tracking rules (redirecting attacks) is its own topic for another session. To a lesser extent, cue rules for having R+S and R+T set to go the moment you go into ready stance. S or T during R+s or R+t (no R) still counts as in ready stance (releasing the face button will be R+S or R+T). Spell cancel of AoS counter into EoA is the sort of thing that can psuedo-juggle a wraith without setting off burrow. Because AoS Return allows Jump Cancel, you can instantly hop after the parry straight into air attacks (as with air R+s *can sort of go into charge moves*). Though R+s can juggle the air state isn't valid for air OS let alone OH. Hope this helps some of you kids better use these tools safely and more effectively (even if misusing it for COMBO MAD faggotry).
Lol (LMAO). Anyway, let's start with some testing, shall we? Eventually actual runs will follow (NBR+ NUR+ redux, NGR+ NUR+ redux, Greed, etc.). Maybe a redo on PAIN+? Probably not. Not sure how necessary it really would be for a redux (a meme like Deimos PAIN+ might get coverage sooner). But AoS MAX coverage? Could be. Even E with some magic favoring costumes (this as a peak into a what-if with SAINT Mod blessing this entry, too). Gravedigger testing, too (for the day he is a real choice). Personally, I'd be VERY happy if magic input was assigned for him to a particular input as to blow all our HP down to 1 (so not usable at 1) and all MP (so you need 100MP, plus 2+HP to use the blast). 0HP kills Zeus. That's how I'd want things. Good luck realizing that.
Anyway, let's start with cancel rules. Movement, Block, Jump, Evade, Swap and Spell (not going to bother with hit let alone type *already know hyper armor exists on some thing playing at i-frames with even those armored cases jobbing fully to stronger hit properties*). Let's go:
BoA
s1 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s2 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s3 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s4 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s5 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
s6 - Movement*, Block, Jump, Evade, Swap* and Spell
S - Movement*, Block*, Grab*, Jump, Evade* and Spell
T - Movement*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t0 - Movement*, Block***, Grab*, Jump***, Evade***, Swap*** and Spell
t1 - Movement*, Block, Grab*, Jump, Evade, Swap and Spell
t2 - Movement*, Block, Grab, Jump, Evade, Swap and Spell
t3 - Movement*, Block*, Grab*, Jump*, Evade*, Swap* and Spell
air s1 - Block, Grab*, Jump, Evade**, Swap and Spell
air s2 - Block, Grab*, Jump, Grab*, Evade**, Swap and Spell
air s3 - Block, Grab*, Jump, Evade**, Swap and Spell
air t1 - Block, Grab*, Jump, Evade**, Swap and Spell
Run/Evade S - Block*, Jump, Evade*, Swap* and Spell
Run/Evade T - Block*, Grab* and Evade*
L+s - ...
air L+s - ...
L+t - ...
air L+t - ...
L+o - ...
air L+o - ...
Counter - ...
OS - Movement*, Jump and Spell
Return - Swap and Spell
*Cancels at the end skipping variable recovery
**True cancel sans the actual thing canceling it
***Cancels in start-up and recovery, but not midway into the attack (locked in)
NOTE: If you have not used or otherwise disabled DJ (Icarus Lift), you can input a jump just before touching the ground to jump again (without on-landing *no vibration from the controller*) and if timed do this infinitely to never touch ground. Not sure where this would ever be useful really (unless we can hop along a kill floor *doubt it*). Air block is not a thing that stops access to IL, it seems. Pursue cancels at end with evade. Air OS also does not trip IL, so you can technically SJ to air OS to block cancel to SJ before OL and loop if timed well. To make OS safer, one would want to at least movement cancel the ending if not JC into air block to evade (without spending meter). Plenty to extrapolate from these results, gents. HC? Unsafe as FUCK. I should probably try to remember to test false OS cancels (and hit stun recovery canceling).
AoS
s1 - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
s2 - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
s3 - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t0a - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
t0b - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
t1 - Movement*, Spear*, Block*, Jump*, Evade*, Swap and Spell
air s1 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
air s2 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
air t1 - Movement*, Spear, Block, Grab*, Jump, Evade, Swap and Spell
Run/Evade S - Movement*, Spear*, Block*, Jump*, Evade* and Spell
Run/Evade T - see: t1
Run/Evade O - Movement*, Spear*, Block*, Jump*, Evade* and Spell
L+s - Movement*, Spear*, Block*, Grab*, Jump*, Evade*, Swap and Spell
air L+s - Spell
L+t - Spell*****
L+T - Spell*****
air L+t - Spell*****
L+o - see: Run/Evade OM
air L+o - ...
R+s - Movement*, Spear*and Block*
R+S - Spear*, Block* and Evade*
air R+s - Movement*, Spear, Block, Grab, Jump, Evade, Swap and Spell
R+t - ...
R+T - Spear*, Block* and Evade*
air R+t - ...
Counter - Spell
R (spear ready stance) - Block**** (Evade by technicality)
Moving Block - Spear, Evade and Swap
****Block into Spear triggers the evade (cancel).
*****Cancels only near start
Return - Grab, Jump, Swap and Spell
NOTE: Can only get t1 after lights with held input (T). With movement cancel and timing, you can chain t1 faster than any launcher I can recall in GoW proper. No use comes to mind, but just something to know for now. Air t1 and seemingly both air R+s and air R+t (latter has long recovery, so probably not so much doable) appear to allow the weird hops along air above the ground. If you're the Excellence of Execution (not me, brotha), forward movement into hop reps just off the ground for air L1+s seems possible. Perhaps MrTAS is up to the challenge for the /cgg/ers among us? *kek* Spear ready stance halves fall speed. R+S and R+T have hyper armor against blockables (possibly guard breaks). Not true i-frames like the Counters (not sure if they job to Piraeus Lion roar like HoB). Tracking rules (redirecting attacks) is its own topic for another session. To a lesser extent, cue rules for having R+S and R+T set to go the moment you go into ready stance. S or T during R+s or R+t (no R) still counts as in ready stance (releasing the face button will be R+S or R+T). Spell cancel of AoS counter into EoA is the sort of thing that can psuedo-juggle a wraith without setting off burrow. Because AoS Return allows Jump Cancel, you can instantly hop after the parry straight into air attacks (as with air R+s *can sort of go into charge moves*). Though R+s can juggle the air state isn't valid for air OS let alone OH. Hope this helps some of you kids better use these tools safely and more effectively (even if misusing it for COMBO MAD faggotry).