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Dragon Arms and Jump Charges are for babies | DW5XL Wu Zhang Plains Great Sword

Dillion

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Dragon Arms and Jump Charges are for babies | DW5XL Wu Zhang Plains Great Sword

89 просмотров · 3 дня назад
Dillion
36 подписчиков
89 просмотров · 3 дня назад
I've never liked the way Great Sword (ie., Fu Xi's moveset) has been played going back to the olden days of DW5chaosmodeguide recording runs on his CRT with a shaky webcam. Jump spam is boring, repetitive and most of all extremely unaesthetic as you can't really tell what's happening. The problem is that this particular move set is extremely tricky to use in Chaos and until very recently I could never get the hang of it. Since there had been a bit of chatter I tried out an idea I had to finally record a GS run that isn't red health abuse or jump charge spam. A lot of optimized builds have Ice-TWOM combo. Most weapons don't do significant musou damage to officers without freezing. GS is very different as with TWOM each hit is extremely powerful (with minimum musou bar you'll get 4-5 connections on an officer if you are lucky). Walking speed and weapon speed are low, so not only is it hard to freeze or connect a charge, its hard to connect anything without jump charge. Jump Charge can be repeated (with Dragon Arms I think) and can get behind blocks. Generally GS is slow but racks up soldier kills easily - it stands not too far off Meng Huo or even Lu Bu at crowd destruction. It is often unsafe and it is very easy to pick up scratches in rage. The fourth weapon is extremely good ATT/CHG/FIL/LIFE/DEF, maybe some would prefer speed but Life/defence allows you to tank hits in rage. It can't break officers guard easily (without jump charge or light orb) and the musou, while each hit is extremely strong, doesn't juggle correctly so you can't really approach with a set no. of musous in mind as you may find yourself unable to fill for another if you can't connect with enough musou hits. S-string swings sweep across a plain to the front right of the character. With (and maybe without) Wind Scroll it is a consistent filler using approaching groups by swinging while turned slightly left against them. Even when stuck inside a thick crowd, often swings can hit enough units and hence fill fast enough to get out of a tough situation (and hopefully, kill enough for another rage token). Wind Scroll also give a little bit of bonus hit box that protects the character's back. I put these together and I had an idea: we want two things that are unusual, Demon Band for rage maximisation and Light Orb for control outside rage. The biggest risks are not having true musou out of rage and the painfully slow walk speed. Token chaining with DB is powerful for anyone, with GS you can often easily get 2-3 officers per rage as long as they are near and a single rage musou can kill generics, with one or two set up hits you can get playables too. His C3 with light is ideal for this. If you don't have a token go and feed off the peons to get another one. If you insist on fighting one officer out of rage there are three scenarios. The first is where there are many troops, or easy access to new troops from a gate or somewhere else. Then just fill and repeat musou until they are dead. The second is where you enter with a musou against their guards, kill the guards and be left 1 v 1 officer and a few stragglers. Then you want to make use of C3 to stun and protect yourself. Once you have the space, use C1 (it feels really strong, does the Light Orb charge attack bonus work for C1 despite it having auto Fire?) then juggle, maybe finish off with a musou. There are multiple cases where I defeat officers without rage or taking hits (Cao Xiu at about 5:55 is a great example). The third is kind of in the middle, where there are troops but they are too scattered to fill with. Either jump on a horse, or use a jump charge (yuk) to make space or get behind guard. This scenario is the exception however. Don't try to fight more than one out of rage, but the concept stays the same if you do. One thing to note about C3: the point of the stabs are longer than the final spin so if a blocking officer is too far deliberately whiff to get closer (4:05) (just don't let them hit you). The final thing to worry about is when the musou drops an officer early and they stand up before you can do anything. Jump Charge, Jump Square, hit the musou token, swing at them and hope you at least lock them into a block to try and fill again or accept pain. Whatever way you slice it (pun not intended) this will happen every now and then whatever set up you have. In this run I lose half my health bar while sitting on a token. If I just hit the token I stay in blue health but I at least avoided red until the very end. Finally, despite the title you can jump charge if you want, don't let me stop you. It probably is the best move in many situations but based on this I really don't think JC spam is the optimal approach after all. Sub 13 wipe in WZP without it is pretty good I would say and it didn't take me many attempts at all. 4th (ATT/CHG/FIL/LIFE/DEF) Light Orb TA + GA TWOM WS Demon Band