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Kung fu/karate Roll attacks
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The Matrix Online » Top » Gameplay Discussion » Abilities and Disciplines » Dojo - Operative Discussion Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2
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Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

          Sky High Sidekick                  -->                  Wrist Throw                      -->         Machine Gun Fist           -->          Sidekick Combo           --> Repeat
(Melee damage resistance debuff)      (High damage + high chance on stun)     (Chance to remove self buff)       (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).



MC Photographer

Joined: Aug 3, 2008
Messages: 168
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GoDGiVeR wrote:
Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

Sky High Sidekick --> Wrist Throw --> Machine Gun Fist --> Sidekick Combo --> Repeat
(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).

What he said.
Also, again, dont hesitate on low level attacks, the debuffs are nice.
If ever caught in a desperate situation with no IS, cycle block and Iron Guard attack. It has Low IS cost + defensive buffs, wich in some situations can be enough to delay your demise and give your allies enough time to land some damage on your opponent.



Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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GoDGiVeR wrote:

Denary wrote:
We're going back about 2 an a half years ago since I was MA so it might be out of date but I used to use

Sky High Sidekick --> Wrist Throw --> Machine Gun Fist --> Sidekick Combo --> Repeat
(Melee damage resistance debuff) (High damage + high chance on stun) (Chance to remove self buff) (Damage attack for linking)

So this allowed for constant special attacks because the timers work so that if you use a main tree ability all the other main tree abilities will stop working but you can still use all the branch ability's.
That combo is not an option, because of Wrist Throw, it will drain your IS like nothing. You'd better be off with EFK after sky-high. If you want your opponent unable to do anything, use Suicidal Butterfly (Confused) or Punch Reversal Catch Slam (<-- PRCS is also a drain on IS, but hits more easily and costs less, plus it's 100% sure to powerless).

Oh I dunno it used to get me at least 700-800+ damage on someone with high Melee resist.

It's the same as getting a level 20 state special in damage so I never thought it was a waste of IS, unless it missed of course SMILEY




Ascendent Logic

Joined: Aug 16, 2005
Messages: 921
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my favorite recently is:

punch slam -> sky high -> EFK -> machine gun fist-> maybe butterfly

using martial arts expertise either right before sky high or right after which should last you for 3 moves if your lucky.

that combo has beaten my dreadful nemisis the patcher hybrid

also its real nice if you get a dazed somewhere in there especially after efk cause poeple will want to heal after that massive damage a wooden dummy or dim mak with let you finish them off with ease.

also I prefer to use aikido with speed on for this, but thats just me.

o ya forgot maki in there you can replace that with punch slam or if the combo gets interupted somewhere to hopefully get you back on the offensive.


Message edited by Zeac on 11/28/2008 14:28:24.



Enlightened Mind

Joined: Feb 8, 2008
Messages: 448
Location: Vector-Hostile Faction: Code Glitch Organization: Merovingian
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Tbh, i usually wait for states but sometimes i go crazy anyways this is usualy what i do

Tomo Nage --> Guard Breaker --> Sky-high --> Sidekick

Ki Charged Foot --> Ki charged Punch

if im failing a lot of rolls like grabs n that i usually do a quick sidekick combo and then serene karate grab

O: i just revealed mah tactix

 

oops nvm, just forget about teh aikido bit ^^


Message edited by azarazamataz on 12/04/2008 06:14:07.



Systemic Anomaly

Joined: Sep 2, 2005
Messages: 3511
Location: HvCft Lion
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I've been using Sky High > EFK since launch of CR2.0, so nowadays I use:  Suicidal butterfly (Stops them switching tactics for 1 round, and if you know what tactic they are on, you are sure to hit the next ability) > Sky High (Lowers Resistance) > Iron Guard (Raises Melee and Ballistic defense) > Extreme Falling Kick (Finishing them off ^.-)

If that chain fails, I'll use Sidekick Combo > Sky High > Suicidal Butterfly > Machine Gun fist > Overhand Smash > Extreme Falling kick

I always throw in Machine Gun fist to take off there title buffs and hypers




Systemic Anomaly

Joined: Jan 26, 2006
Messages: 1012
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My main tree is aikido so there ain't really many combos so i'v touched down into kung fu. Tried having karate aswell but going between the 3 trees seems to make me miss more.

Overhead and Iron Guard are very useful. I tend to use them to the follow up with either a Maki (good chance at lowering their acc) or efk. Using prowess between this combo can lead to really good damage and if you can, hit with an mgf after.

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.




Ascendent Logic

Joined: Aug 16, 2005
Messages: 921
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The_Bruceter wrote:

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.

not true If I'm lucky my long string of combos will kill them when I have about 30 IS left :]




Systemic Anomaly

Joined: Jan 26, 2006
Messages: 1012
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Zeac wrote:

The_Bruceter wrote:

If its SW pants, no point really going for combos (well apart from the sky high one) cause by the time you've got them down to half - quarter health, you're out of IS so can't get the rest down. States tend to win.

not true If I'm lucky my long string of combos will kill them when I have about 30 IS left :]

Long string of combos = spamming. Spamming is easily solved by Serne Calm and block, then your the one without the IS.

I'v noticed people v SW, only time they can actually do substantial damage is by spamming sky high or of course, states.


 
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