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Basic Awakening PvP Combos


14 posts in this topic

Posted

Because i am a pvp scrub and want to become "gud", i start this collection of pvp combos.

My source is Zizzi awesome pvp guide

1. A.) (<59) pbw_skill_1930.pngpbw_skill_1910.pngpbw_skill_0133.pngpbw_skill_0011.pngpbw_skill_0015.pngpbw_skill_1922.png

1. B.) (59+) pbw_skill_1930.pngpbw_skill_1940.pngpbw_skill_1910.pngpbw_skill_0133.pngpbw_skill_0011.pngpbw_skill_0015.pngpbw_skill_1922.png

2. A.) (<60) pbw_skill_1930.pngpbw_skill_1918.png pbw_skill_1922.pngpbw_skill_0133.pngpbw_skill_0011.pngpbw_skill_0015.pngpbw_skill_1922.png

2. B.) (60+) pbw_skill_1930.pngpbw_skill_1918.png pbw_skill_1939.pngpbw_skill_1922.pngpbw_skill_0133.pngpbw_skill_0011.pngpbw_skill_0015.pngpbw_skill_1922.png

 

If you have more, feel free to post them. I am updating the list.

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Posted (edited)

Im 58, and A) combo is the intuitive combo I've being doing in pvp so far, probably we can add some non-awakening skills after kick, like whiplash. Also I need to try to follow a stunt (azure white dragon) after first "dash", then knokdown with trample > whiplash >soaring kick> JB (with anicancel)> surging tide> trample away just to echo pierce and switch to awakeing again.

Edited by Cesc

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Posted (edited)

Here is the most damage one I found up-to date:

- W+F , RMC (float) , 2x A+Shift , 2xBJ Combo , E (grab) , 2x BJ Combo , LMC+RMC , W+F F.  ( total damage more than 3000 with 260-270 DP ) WITH 190/175/270 stats

Edited by rximmortal

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Posted

Here is the most damage one I found up-to date:

- W+F , RMC (float) , 2x A+Shift , 2xBJ Combo , E (grab) , 2x BJ Combo , LMC+RMC , W+F F.  ( total damage more than 3000 with 260-270 DP ) WITH 190/175/270 stats

Ok this is "Moonlight Strike", "Vermilion Bird", 2x ???? , 2x "Bold Jolt", Grab, 2x "Bolt Jolt", "Echo Pierce", "Moonlight Strike", "Full Moon" right?

Is this a full CC lock?

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Posted (edited)

a+shift is leaves dropping and flow gust. Doesn't seem to be right to be done after Moonlight strike.

Longer would be WF+LMB( not sure if we can squeeze that in)-> Azure Dragon-> echo->garuda +flow or allround spinner-> BJBJ or Bj echo or BJ tide -> grab->bjbj or bj echo or bj whip. you get the gist ^^

Focusing on the combo it self is bad I think. It's more like what CC did you apply and how to react to it. Most damaging combos on tamer go like Stiff-> Stun-> float->down->grab ->float -> down.  Too abuse all Air attack and down attack multipliers we can get. you can see the same scheme on the combos you got from zizzi.

 

Edited by Arlinn

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Posted

He means flow:gust by 2xA-Shift.

But I'm sur that the buff of Magic Attack profits to the rest of the combo, for me BJ and Grab are physic. Then, do you have time to flow:gust before your target hit the floor? Cause if not you don't have the Air bonus attack on BJ.

Flow:Gust is maybe more profitable before your Moonlight Strike, like that you have the magic buff for Vermillon (540% x 7). But why not Garuda instead, maybe little less damage but you have the float too and Guard (better than Super Armor on Vermillon).

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Posted

Just thought i'd add, in the first two combo's theres a spacebar aka echo before the E grab (WF+F+space+E+LMBshift+spacebarhotkey.) Most people likely know that, but just for anyone that stumbles across this thread that hasn't watched his video it might be worth adding it to your post.

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Posted

Ok this is "Moonlight Strike", "Vermilion Bird", 2x ???? , 2x "Bold Jolt", Grab, 2x "Bolt Jolt", "Echo Pierce", "Moonlight Strike", "Full Moon" right?

Is this a full CC lock?

2xA+Shift are the 2 dashes in awakening mode. ( they are done for a couple of reasons ) but let just say that you increase your damae with 16.

CC in combo is like this -> Moonlight strike ( stiffness ) , Vermilion ( floating ) , after the first half of vermilion ( the floating part ) you go for 2x dashes than combo continues as above.

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Posted

 

Focusing on the combo it self is bad I think. It's more like what CC did you apply and how to react to it. Most damaging combos on tamer go like Stiff-> Stun-> float->down->grab ->float -> down.  Too abuse all Air attack and down attack multipliers we can get. you can see the same scheme on the combos you got from zizzi.

 

That statement is probably the best thing to go by. The combo/s works great in theory / on a willing stationary target. 

 

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Posted

Longer would be WF+LMB( not sure if we can squeeze that in)-> Azure Dragon-> echo->garuda +flow or allround spinner-> BJBJ or Bj echo or BJ tide -> grab->bjbj or bj echo or bj whip. you get the gist ^^

Focusing on the combo it self is bad I think. It's more like what CC did you apply and how to react to it. Most damaging combos on tamer go like Stiff-> Stun-> float->down->grab ->float -> down.  Too abuse all Air attack and down attack multipliers we can get. you can see the same scheme on the combos you got from zizzi.

 

Stiffness and stun share the same CC immunity. I think you cant follow Azure Dragon this way.

The 4 CC groups are: "Stun/Stiffness", "Knockdown/Bound", Grab and" Knockback/Floating "

Another imported rule: CC immunity to all resistance after grab (except grab? idk). So the basic rule is bring all 3 CCs (Stun, Knockdown, Floating)  before grab.

There is another exception for Tamer. Heilangs Void floating ignore pvp CC immunity because he is a Mob and not Player. For this reason its possible to extend the grab knockdown with void.

 

So Zizzis combos is basically Stiffness->Floating->Grab right? To make it efficient we have to add one more knockdown/bound. Maybe "Bird -> Intimidation-> Echo" ?

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Posted (edited)

Stiffness and stun share the same CC immunity. I think you cant follow Azure Dragon this way.

The 4 CC groups are: "Stun/Stiffness", "Knockdown/Bound", Grab and" Knockback/Floating "

Another imported rule: CC immunity to all resistance after grab (except grab? idk). So the basic rule is bring all 3 CCs (Stun, Knockdown, Floating)  before grab.

There is another exception for Tamer. Heilangs Void floating ignore pvp CC immunity because he is a Mob and not Player. For this reason its possible to extend the grab knockdown with void.

 

So Zizzis combos is basically Stiffness->Floating->Grab right? To make it efficient we have to add one more knockdown/bound. Maybe "Bird -> Intimidation-> Echo" ?

You cannot apply 2 similar types of CC one after another , just because your opponent get a short immune to it after its duration.

Basically if you do 2 stiffness moves one after another , only the effect of the first one will be applied.

If you do stiffness than stun , your opponent will get stunned and you will do a chain combo ( it dosnt matter that they are both resist by same category ).

What  I can suggest you is always do this type of chain: stiff/stun -> float/grab. DO NOT TRY to make endless combinations of cc-chain , because you do not get under consideration , resist imunity , rng , server lag , desync and so on. Faster your opponent hit the ground , the better.

Edited by rximmortal

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Posted

Zizzi's combos are bad since you can't rely on garuda or allround kd. Work with LBD for kd instead, especially turtle.

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Posted

Stiffness and stun share the same CC immunity. I think you cant follow Azure Dragon this way.

The 4 CC groups are: "Stun/Stiffness", "Knockdown/Bound", Grab and" Knockback/Floating "

Another imported rule: CC immunity to all resistance after grab (except grab? idk). So the basic rule is bring all 3 CCs (Stun, Knockdown, Floating)  before grab.

There is another exception for Tamer. Heilangs Void floating ignore pvp CC immunity because he is a Mob and not Player. For this reason its possible to extend the grab knockdown with void.

Flash > BJ > tremble > etc etc was one of the standard tamer combos pre awakening, so that already disproves that :P
Stiffness        Stun

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Posted

btw these combos are not "optimal" but necessary in that you reserve some moves for defensive maneuvers, and or resist, counter attacks.

Just considered the CC locks on however you want to do it, vs opponents.

For instant, moonlight ->Spinner/LBD is very good against blockers, because you can cancel into grab or leaves depending on what they do.

 

btw these combos are not "optimal" but necessary in that you reserve some moves for defensive maneuvers, and or resist, counter attacks.

Just considered the CC locks on however you want to do it, vs opponents.

For instant, moonlight ->Spinner/LBD is very good against blockers, because you can cancel into grab or leaves depending on what they do.

 

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