![]() I did a similar basic combination with air Korsica, air Peppermint, and air Korsica. The combo hit meter was set for Peppermint at 9, and Macaron at 21. If you want to transition from ground to air, using an XYXY combination to start Ground Macaron will work better than spending the Reverb for Air Macaron.įor reference, I’ve done a basic combination for ground Peppermint & ground Macaron. Ground Macaron and Air Korsica seem to me to be far superior if I’m being sincere. You may be able to squeeze in a third if you are fast, but not a fourth. Note that gravity will increase for both the enemy and you after two air combinations to stop infinite juggling. This is essential for planning which combos to use. Your Jam Combos will allow you to knock your enemy into the air, or into the ground. An aerial combo XYXYY combo will activate a ground Jam Combo. Grounded combos XYXXXXX will activate an airborne Jam Combo. It is not the place where the combo started. The combo’s starting point is where Chai is when a beat hits. Jam Combos earn more points by using these little bonuses than the specials.Īll your companions will have an aerial and ground Jam Combo. Remember that Jam Combos can give you a decent amount of points by itself and that you have a 1.4x multiplier from the magnet bonus and aerial rave bonuses. Multihits are generally much better for your points. The enemy will almost always be in an Overkill state due to the number of hits they receive, so damage is reduced. ![]() A significant number of points is earned for every combo count exceeding 10 (I might have stopped after 100, but I didn’t pay enough attention). This is also the leading source for increasing the combo count. For instance, Track 1’s primary ranged enemy will give 280 points when destroyed and 1600 when it is Overkilled.īut, they will stay on the fields as long you Jam Combo them. You can give them more points by putting them into an Overkill status. If you hit them with a beat hit, drop a combo or ignore them, they will die. They will not explode long enough for you and them to grapple and combo them again. If the enemy is killed during the Jam Combo or the combo, they will be put to an Overkill state. ![]() I recommend XYY for those situations, as it has soft single-target damage. For low difficulty, even XXXXX will be sufficient to kill low-tier enemies. You could accidentally kill them and jam combination nothing, wasting it. ![]() Chai’s normal combo finisher will still deal damage just before the Jam Combo animation. ![]()
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