Uploaded September 2022 | Updated September 2026, 11 hours ago
BRIGHT LIGHT FLASH WARNING - guess I need to play around with settings...
screwing up basic combos that people have probably perfected on day 1
I demonstrate 2 variations of combos for each suit, one for lower levels and one that is more maxed out at end game (I know the cap is currently 90 but didn't bother testing). I don't use any parts, so if you use melee/damage parts you may be able to generate enough skill meter to make this an infinite.
Lv 30 + Technician (you get it at pilot LV32) appears to give you just enough boost to last long enough so that your grapple/subweapon 2 comes off cooldown. You will need to delay your hits a bit in order to fill enough time for the cooldown.
You will want to steer the enemy away from walls/corners a bit to make sure the grapple hits; it doesn't seem to connect at steep angles. Use the dash cancels in between attacks to reposition yourself when possible.
Further, the Gouf's heat rod/subweapon 2 comes out a little slower compared to the Reginlaze, which makes it more susceptible to imperfect elevation/terrain and steep angles. When performing the hits after the counter/launcher, you will need to attack at the near peak of your jump, otherwise the grapple might fail - it can grapple but allow the enemy enough time to leave the Break state or it can miss altogether.
When doing the down smash, you don't need to input the Chain Breaker right at the same time. Wait a little for the enemy to hit the ground and then input it, and you will keep the enemy in Break state as well as refill your boost meter. I mess up the Lv80 combos because I input the Chain Breaker too early
The combos demonstrated can be improved for damage ex. instead of the ground hits after the chain breaker for the Reginlaze combo, they should be air hits to maximize damage from the aerial bonus. Given infinite boost, each string in between the special melee/subweapon attacks can be 7 hits long: 2 hits/dash/2 hits/dash/2 hits/dash/1 hit into special melee/subweapon depending on where you are in the combo. An exception to this is the Gouf special melee - I am only able to fit in either a 3 hit combo or 2 hits/dash/2 hits.
For 6 hit strings, you will want to fit in the full 3 hit combo, then 2 hits, then 1 (can be out of order). The enemy will be pushed away if you do either 8 hits total, the full 3 hit combo more than once, or a full 3 hit combo + 4 hits.
0:00 - Reginlaze Lv30 + Technician
0:51 - Reginlaze Lv80 + Technician/Berserker
2:53 - Gouf Lv30 + Technician
3:49 - Gouf Lv80 + Technician/Berserker
BRIGHT LIGHT FLASH WARNING - guess I need to play around with settings...
screwing up basic combos that people have probably perfected on day 1
I demonstrate 2 variations of combos for each suit, one for lower levels and one that is more maxed out at end game (I know the cap is currently 90 but didn't bother testing). I don't use any parts, so if you use melee/damage parts you may be able to generate enough skill meter to make this an infinite.
Lv 30 + Technician (you get it at pilot LV32) appears to give you just enough boost to last long enough so that your grapple/subweapon 2 comes off cooldown. You will need to delay your hits a bit in order to fill enough time for the cooldown.
You will want to steer the enemy away from walls/corners a bit to make sure the grapple hits; it doesn't seem to connect at steep angles. Use the dash cancels in between attacks to reposition yourself when possible.
Further, the Gouf's heat rod/subweapon 2 comes out a little slower compared to the Reginlaze, which makes it more susceptible to imperfect elevation/terrain and steep angles. When performing the hits after the counter/launcher, you will need to attack at the near peak of your jump, otherwise the grapple might fail - it can grapple but allow the enemy enough time to leave the Break state or it can miss altogether.
When doing the down smash, you don't need to input the Chain Breaker right at the same time. Wait a little for the enemy to hit the ground and then input it, and you will keep the enemy in Break state as well as refill your boost meter. I mess up the Lv80 combos because I input the Chain Breaker too early
The combos demonstrated can be improved for damage ex. instead of the ground hits after the chain breaker for the Reginlaze combo, they should be air hits to maximize damage from the aerial bonus. Given infinite boost, each string in between the special melee/subweapon attacks can be 7 hits long: 2 hits/dash/2 hits/dash/2 hits/dash/1 hit into special melee/subweapon depending on where you are in the combo. An exception to this is the Gouf special melee - I am only able to fit in either a 3 hit combo or 2 hits/dash/2 hits.
For 6 hit strings, you will want to fit in the full 3 hit combo, then 2 hits, then 1 (can be out of order). The enemy will be pushed away if you do either 8 hits total, the full 3 hit combo more than once, or a full 3 hit combo + 4 hits.
0:00 - Reginlaze Lv30 + Technician
0:51 - Reginlaze Lv80 + Technician/Berserker
2:53 - Gouf Lv30 + Technician
3:49 - Gouf Lv80 + Technician/Berserker










