View Full Version : Turning the worms over, PA
SolomonGrundy
05-25-2007, 02:37 AM
Is it launch, or is it blow away that turns worms over (so you get a chance to hit them again?)
If it is lauch, then rising strike, or the ultimate dagger PA should do a good job of handling goshin (fast, wide targeting area), if it is blow away, then anga reda should wipe the floor pretty clean with them.
Yoshiflash
05-25-2007, 02:41 AM
its both yo.
I like Rising Crush on em.
The blowback on 3rd chain re-stuns em.
One of the few skills you can pretty consistantly finish on em.
Axe will not finish.
You can however just use the first hit of dugrega over and over but its annoying and only good if it's one worm. If its 2 worms its great to just go into the 2nd part for big damage and let em get up. The 3rd part of the chain will usually only get the 1st of the 2 hits in before they go back under though.
Reda always gets interupted when I try it.
<font size=-1>[ This Message was edited by: Yoshiflash on 2007-05-25 00:46 ]</font>
Ffuzzy-Logik
05-25-2007, 02:56 AM
I just use Shunbu Shuren-zan, and it works well enough.
SolomonGrundy
05-25-2007, 03:15 AM
On 2007-05-25 00:56, Ffuzzy-Logik wrote:
I just use Shunbu Shuren-zan, and it works well enough.
Shunbu is terrible. a rising strike with less hits? I'll pass. note that the charge time helps make this suck too, you cannot hit the PA until the worms pop up, and they often plop down jsut as this combo is finishing.
I don't know if Anga area of effect is wide enough to hit 2 worms. Ideally it's hit 3. but if launch is enough to knock them over, I have options (and twin sabers is not one of them, I dunnae like 'em).
Niloklives
05-25-2007, 04:37 AM
actually...it's wipe out, blow away AND pop up. as far as shunu, it depends on your class. having only lvl 10 PAs, shunbu hits as often as rising strike and is cheaper. the charge time is also difficult to have interrupted, so it helps there as well. I'm not trying to vouch for it, but I don't think that move is all too bad for say GTs and FGs.
Shunbu works well along with Rising strike http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif
AweOfShe
05-25-2007, 05:48 AM
Rising Strike, Shunbu, and that store bought single claw PA. http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
panzer_unit
05-25-2007, 10:44 AM
For fighters everything with first-hit launch or knockback. My first choice would be Anga Durega maybe, because of the reach and then damage on the second move.
I haven't tried Bogga Danga... if you could get to the second move reliably enough, the 3rd attack has a huge damage boost (knuckle doing 650 damage wtf) and you'd be able to land both hits with it for sure.
Hrith
05-25-2007, 11:08 AM
On 2007-05-25 01:15, SolomonGrundy wrote:
Shunbu is terrible. A Rising Strike with less hits?Less hits, but more power, much faster and lower PP cost, duh >_>
I'd vote Rising Crush, too.
Tornado Dance and Spiral Dance also works fine =P
SolomonGrundy
05-25-2007, 02:03 PM
On 2007-05-25 08:44, panzer_unit wrote:
For fighters everything with first-hit launch or knockback. My first choice would be Anga Durega maybe, because of the reach and then damage on the second move.
I haven't tried Bogga Danga... if you could get to the second move reliably enough, the 3rd attack has a huge damage boost (knuckle doing 650 damage wtf) and you'd be able to land both hits with it for sure.
Boda Danga does not work well. I have it at 30, and the flinch of the first move is not enough to get you transitioned to the second move, unfortunately. too bad, because wen you get the timing perfect, it does HEAP the damage on the wormies. Note that the Area of effect for Danga is not wide enouogh to capture 2 worms, often.
Durenga *might* work, but also might not, accuracy is the issue there. (beast)
Rising crush is definitely a way to go, however, I am avoiding double sabers for this character, and acknowledge that this makes things harder for me.
I concede that for level 10 skills, Shunbu is the better choice. I will even try shunbu on the worms, since it is is so cheap (I might be able to get away with spamming the first mvoe over and over.
People should understand though, that sabers are far superior to single daggers in terms of ATP. Compare jitseen: 487
to asami-zashini: 318...now daggers tend to have more ATA, more hit, and more PP (as well as better regeneration), but when you are talking focused damage, sabers rule the roost.
amtalx
05-25-2007, 04:32 PM
Mayalee Prism FTW http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif
Neith
05-26-2007, 06:16 AM
Anga Dugrega, Rising Crush and Shunbu Shouren-zan work wonders.
Also, Shunbu owns.
Lakjosmaysa
05-27-2007, 04:34 AM
Rising Crush
Hishou's startup is usually too slow to knock them down before they go back underground.
I wouldn't really put too much merit in saying a skill art is "too slow" on the first hit. It's fairly easy to predict when and where a Goshin is going to pop its ugly head out of the ground--make use of that mini-map! With some anticipation you should be able to time it and hit reliably, even with a "slow" skill.
SolomonGrundy
05-30-2007, 03:54 PM
@ a2k: It's not the first Goshin, it's the second, or third, or 5th. I need something quick, that I can use even at some distance, that will knock 1, but preferably 2 over, so I can drill 'em
Mystil
05-30-2007, 04:49 PM
Knockup, knockback, knockdown PA's work.
For speed Buten reigns, but I think you don't wont to use that :/. Just given the right angle you can nail 2 goshin. Single claw 1 PA is very good for "drilling" after a Goshin's initial plop over.
BahnKnakyu
06-01-2007, 12:41 AM
I personally react when they pop up out of the ground, rather than looking at the map. If I'm looking at the map to "outwit" them then I'm not looking at my party. That is bad.
If you want the Goushin knocked down NOW:
Rising Strike (the knock up executes very fast - quick and to the point)
Mayalee Fury (if you can get behind them, of course)
Mayalee Prism (there is enough spacing between each shot so that one Goushin (or more) will remain consistently knocked down, provided you play a race with high ATA
Rising Crush is kinda iffy, but I'll also put it in the list - it's a tad bit slower and its hitbox is rather funky - but the entire combo does keep the Goushin down, even though the final hit has major recovery lag.
Lonzell
06-01-2007, 12:47 PM
Tornado Dance Knocks the hell outta those things. You can keep'em perma grounded with'em.
I usually do "TD, single melee hit, TD, single melee hit" in that order. By time the melee hit animation is done, they are one frame away from getting back up. Starting TD just before they do, just as its finishing, it knocks them down again..
Mystil
06-01-2007, 01:09 PM
Tornado Dance knocks the hell out of everything.
Lonzell
06-01-2007, 01:25 PM
Hence why its heaven to use it on large mobs that get stunlocked. Because you don't have to wait for the third or fourth attack to do it, which leaves room for those frames of attacks to get interupted.
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