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I didn't really change the forum much just added a "Homepage" Which is basically called a portal. Just shows updates,
has the music box, and later we can add a Calender. I figured i'd just keep the music in that one spot if anyone feels like listening to it.
Check out the Updates forum-thread i made in the Improvements =o
~ Nemo

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 Scythe in DM Mode

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DavidZou
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Posts : 103
Join date : 2011-11-01
Age : 35
Location : Edmonton AKA in your pants

Scythe in DM Mode Empty
PostSubject: Scythe in DM Mode   Scythe in DM Mode EmptyTue Dec 10, 2013 6:48 pm

Scythe in DM Mode Scythe1

Intro To Scythe:
So my longest and most in-depth guide up to date because it's been requested a couple of times. Thought I'd add a new element of information by adding a "Psychology" section to really get inside the head of the user. Alright, where to start except with ohhhhhh my god hahaha. Everyone seems to hate it, period. On it's own as a standalone weapon, if there weren't glitches with it. It would be a slightly balanced/underbalanced weapon. But just glitching it makes it a nightmare to deal with, especially if you're not familiar with it. People who understand how to use it effectively should be identified right away so you can prepare counter measures for them. Let's crack down on some mechanics shall we?

Properties
Light Attack: 3 Stage Attack (3 Manual)
-Damage
First - 21
Second - 27
Third - 21
-Range
First - Short
Second - Medium
Third - Long (Extremely)
-Priorities
High
-Startup
First - Fast
Second - Medium
Third - Medium

-Cooldown
First - Fast
Second - Medium
Third - Long

Spammability
Very spammable, likely to lose in a clicking war with them

Heavy Attack:
-Damage
(Testing)
-Priorities
Low
-Startup
Slow
-Cooldown
Long
-Spammability
Not very, unlikely to see used

Jump Attack:
Damage
41
Range
Long, Wide, Low, High
Priorities
Medium
Startup
Medium
Cooldown
Long
Spammability
Not very, occasionally used to hit elevated/lifted enemies or sometimes groups

Special Attack: Rise Attack
-Damage
49
-Range
Wide, High
-Priorities
Very High
-Startup
Almost Instant
-Cooldown
Long *Unless Cancelled*
-Spammability
Not Likely *Unless Cancelled*

Chain Left Attacks
-First single hit
-Second single hit
-Third single hit

Running Speed
+1

Situation Use:
-Insane AOE on all attacks, mashing any attack in groups will quickly annoy/kill everyone
-Can hit Egs users quite easily depending on maneuvers they use
-Hard to escape light attack combo(1)(2)(3) spam
-Rise attack can be used as gimmick to get out encounters or being surrounded because you "disappear" from their sight
-Can be used to elevate yourself higher onto ledges if you're too lazy/skill-less to do a wall jump

How to Train:
-If there's something to be abused about certain weapons or skills; people will exploit it. This will be a perfect example; high level players don't do anything except rise attack spam. The rise attack has insane priority and properties that are just kind of dumb. Two different ways to cancel the rise attack:
1. Top of rise attack -> Side dodge
2. 1/4 Height of rise attack -> Running dash cancel
Which doesn't even make sense since running dash takes virtually no sp and allows you to cancel FASTER? Well, if it's a strong ability then you should abuse it if everyone else is already.

Bad Habits:
-Urge to run in and swing away with scythe. Guns first, melee to finish the job
-Using more than 2 rise attacks in a row (Eats too much sp)
-Telegraphic movement (Pull out scythe-> run straight to enemy)

Compatible Skills:
-All passive skills
-All active skills except wings and metallic

Extra useful Notes:
-Resist urge to use more than 2 rise attacks in a row (3 if you're using full forcepacks) because this maneuver eats too much sp to continue to pursue the enemy and to leave you with enough to escape if needed
-New weapon gimmick, once people rise attacks, they hang in the air and "disappear" from your sight
-Heavy attack perfectly from behind is extreme damage output -> likely to 1 hit KO
-Jump attack and rise attack cost sp
-The last attack (3) of the light attack chain combo has INSANE range and lunges into anything in front of you
-Most attacks have near 180 degree range in front of you. This might help you to understand this POS.
Ranges Spoiler Pictures

:

-Effective Combos
=>3 Stage light attack (1),(2),(3),(4)
=>Rise attack, cancel, air gun (in air)
=>Rise attack, jump attack followup

-Techs
=>Rise attack cancels into:
1.Side dodge at peak
2.Run dash at any point after first 1/4 off the ground

-Psychology
=>Using Weapon
1.Likely to spam the rise attack right? People who want to spam it will want to save as much sp as possible during and outside of encounters
2.Even if you're just outside of range, you will use the rise attack due to misjudged distance; note the rise attack is not that punishable if you cancel
3.Result? Telegraphic movement that if you see an enemy, you will want to run straight to them because if you use side dodge and running movements towards them, then you wont have the sp to use the rise attack
=>Against Weapon
1.Now using that information above, how can we put it to our advantage? So one way to keep them from being able to use it in general is the strongest defensive option, yes, the twin blade. However, not generally recommended since melees still leave you open AND the damage isn't high, so expect to be whipping them around for awhile. More time on one enemy = more vulnerable to other enemies.
2.Best option I'd say, treat it like a very fast counter sword. High priorities and a large hit box. So double dash backwards, and shoot them out with a revolver. Don't make any close calls here, stay FAR away from them. Using their mindset of wanting to save sp, they will never try to juke you out with side dodging shinnanegans. Shoot them when they're in running animation on the ground because they can cancel the rise at any point (still think that cancel's really dumb). Never rush your shots; a solid hit is better than no hit; most people are pretty persistent which they want to completely kill you with rise attack spams.
3.If you keep your range like mentioned in #2 then you should be able to see this a mile away. This is the most punishable attack on it's move set that keeps them floating for a bit; don't waste this opportunity.
4.Light attack chain; once you see this started you want to GTFO of the way. The attacks increase in range with every strike; side dodge out of the way and wait for the cooldown phase on the last hit.
5.When facing a scythe, apply your mindset the second you see an enemy approach you with one. Expect yourself to get hit at some point! This is a weapon with extremely large range and fast attacks; unless you're completely focused on that one enemy, then chances are, he'll catch you at some point. That in mind, expect yourself to get thrown in the air after getting hit by the rise attack. Just knowing that can save you from the panic button. Usually after you get hit your mind is like, "WTF is going on?","Where am i?","Where did he go?","What did he do?". Somewhere around those lines, most of those questions fly around because we're unfamiliar with the instant tumbling animation once you get hit by it. Once you get hit, double dodge out and away to reset your field of view, recompose yourself, and regain sight of the enemy.
6.Also keep in mind that if they do spam rise attacks and try to approach; they will run out of sp before you. Use that distance to your advantage.
7.If you can't beat them, join them hahaha. I suggest using the weapon a bit and getting the feel for the range and what enemies do to you that irritates you. Then incorporate that into your play.

Troll Names:
-POS
-Broken Scythe
-Death Scythe? Dumb Scythe

Other Names No One Cares About
-Death Scythe
-Exo Scythe

Force Pack Versions:
Scythe in DM Mode A9ba8274-8fb7-494d-8ae8-004485dee8ff
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