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Anonymous /vm/1811723#1865829
7/22/2025, 5:23:57 PM
>>1865805
>1
Generally, from what I've seen other people say, when you're full sandbagging both LLRR and LLLRR are pretty much optimal and on a similar level of DPS. LLRR has the advantage that it gets an extra smash attack from the LLR smash, which means you get an extra trigger from Detect Weakness, and in addition the final hit of LLRR recovers stamina. Personally I prefer to use LLLRR myself just because I think it feels better as a combo but the stamina regen of the LLRR is super nice if you're getting low.

In regards to play rough, generally you want to use it at the end of a boss combo and tab through everything else since the tab gives you a ton of iframes to catch continuous attacks in and just keep DPSing. It's worth noting that the buff you get from i-framing something will buff the entire play rough string that you use it on, not just the first hit. That's why you use it at the end of a boss attack since if you can't get all three play through strings off with the buff you're better off tabbing.

The backflip can instant cancel pretty much any action you perform into an iframe, use it to keep up pressure and really push your number of LLRR/LLLRR strings to the limit
ALWAYS use crescent kick off cooldown as soon as you possibly can, it does absolutely ridiculous damage.
Thief's mark is very strong as well and should be used as often as you can but keep in mind it has a short iframe in the first part (where you mark them) and a second much longer iframe in the second part where you lunge, so you can use it to offensively obtain Allegro a lot of the time.
Vanishing Dance gives you an iframe on every single activation of it, I often use it through annoying to dodge boss combos for what is basically a free invincibility period to keep damage up.
Take flight is weird. It has a nice stagger on some bosses that allow but it has a really dogshit hitbox that means most of the hits just miss if they're not very big or up against a wall or something. Low Prio.