Posted January 1, 201510 yr Forging the Ultima Weapon! I'd say it's a good start. P.s. sorry for the click bait topic title.
January 1, 201510 yr Eh, stI'll the strongest I have right now. If you got the Decisive Pumpkin...it isn't
January 1, 201510 yr Looks like your first act of 2015 was making a thread about forging the ultima weapon in 2015.
January 1, 201510 yr If you got the Decisive Pumpkin...it isn'tWell the fenrir is stronger. But the oblivion decisive pumpkin and ultima weapon all equal strength just magic differs.
January 1, 201510 yr Well the fenrir is stronger. But the oblivion decisive pumpkin and ultima weapon all equal strength just magic differs. The Fenrir isn't stronger. This is because of the Pumpkin's ability, Combo Boost.
January 1, 201510 yr Author Looks like your first act of 2015 was making a thread about forging the ultima weapon in 2015. No, I actually created it seconds before making this thread. Well the fenrir is stronger. But the oblivion decisive pumpkin and ultima weapon all equal strength just magic differs.true. My point is it's an accomplishment. Edited January 1, 201510 yr by Andrew Rowland
January 1, 201510 yr No, I actually created it seconds before making this thread.true. Ultimately, it's an accomplishment. http://youtu.be/AMvkGg0Jbio&autoplay=1
January 1, 201510 yr The Fenrir isn't stronger. This is because of the Pumpkin's ability, Combo Boost. Combo minutes let's you get straight to finishing blows.I would wager that with all combo subtracts on with finishing plus making a combo of finishers kind of wrecks in damage. Plus enemy exploits done through having finishing stroke as the one hit in the combo. I.e., a thread posted earlier that shows someone destroying Lingering Will with nothing but finishing blow. Edited January 1, 201510 yr by Guest
January 1, 201510 yr Combo minutes let's you get straight to finishing blows.I would wager that with all combo subtracts on with finishing plus making a combo of finishers kind of wrecks in damage. Plus enemy exploits done through having finishing stroke as the one hit in the combo. I.e., a thread posted earlier that shows someone destroying Lingering Will with nothing but finishing blow. Enemy exploits are through certain recovery animations and are based off of Revenge Value. The ground recovery animation is the whole reason you can do Terra wrong like that. Combo Boost makes you do more damage with every hit in your combo. That is why it is the best. Fenrir works on Terra because of of ability...negative combo. Having less hits in your combo just gets you killed and is dumb. Having no Combo Boosts and no Negative Combos is the best way to go...on certain bosses. You can also do a Fenrir loop on Roxas although it is hard.The reason it works is because , again, the recovery animation. Edited January 1, 201510 yr by Skhyatze
January 1, 201510 yr The Fenrir isn't stronger. This is because of the Pumpkin's ability, Combo Boost. I mean don't get me wrong my favorite keyblade is the decisive pumpkin, but in some battle you want a final hit as soon as possible and that extra hit the decisive pumpkin gives you could give your opponent time to break out and land a finisher on you. While the fenrir you are removing two weak hits for a faster and stronger finishing hit. The Fenrir isn't stronger. This is because of the Pumpkin's ability, Combo Boost. I mean don't get me wrong my favorite keyblade is the decisive pumpkin, but in some battle you want a final hit as soon as possible and that extra hit the decisive pumpkin gives you could give your opponent time to break out and land a finisher on you. While the fenrir you are removing two weak hits for a faster and stronger finishing hit
January 1, 201510 yr I mean don't get me wrong my favorite keyblade is the decisive pumpkin, but in some battle you want a final hit as soon as possible and that extra hit the decisive pumpkin gives you could give your opponent time to break out and land a finisher on you. While the fenrir you are removing two weak hits for a faster and stronger finishing hit It is all about the bosses Revenge Value aka how many hits they can take b4 breaking out. You can stun lock some bosses (Saix) but like any keyblade, if you hit their revenge value max, they will retaliate. Happens with every keyblade. If you balance your combos and learn how may hits a boss can take, then the Pumpkin becomes the best.
January 1, 201510 yr It is all about the bosses Revenge Value aka how many hits they can take b4 breaking out. You can stun lock some bosses (Saix) but like any keyblade, if you hit their revenge value max, they will retaliate. Happens with every keyblade. If you balance your combos and learn how may hits a boss can take, then the Pumpkin becomes the best. yea but if you can get in a finisher both on the ground and aerial with in that limit that you would have done a greater amount of damage with the fenrir. and keep in mind strongest and best are two completely different terms, but in this case fenrir gets both. If you want to beat someone like lingering will, i would say use fenrir.
January 1, 201510 yr yea but if you can get in a finisher both on the ground and aerial with in that limit that you would have done a greater amount of damage with the fenrir. and keep in mind strongest and best are two completely different terms, but in this case fenrir gets both. If you want to beat someone like lingering will, i would say use fenrir. Only use Fenrir if you wanna do that one strategy. With Pumpkin those finishers would do more damage than Fenrir because Combo Boost.
January 1, 201510 yr Only use Fenrir if you wanna do that one strategy. With Pumpkin those finishers would do more damage than Fenrir because Combo Boost. i mean i am just comparing the difference in damage aganist lingering will. when i used the decisive pumpkin i took 4 bars of health before he retaliated, but with the fenrir i took 5 bars of health before he retaliated and if you can do that 4 times you basically have a win in your hands. now final form fenrir and ultima weapon get that in twice fore the win.
January 1, 201510 yr Personally, I use a mixture combo plus and Fenrir to deal damage most effectively, normally in conjunction with Rumbling Rose for finisher plus. x3 finisher dose about the same as a full boosted combo as far as I can tell with this method. Still has a decent combo streak, but extra finishers tear through enemy HP. Especially in air with the magnet finisher x2, to attract enemies. I think more hoard battle than boss fight, however. Personally, a long combo streak can in fact be a thing I like (it seems retaliation is lowered on some bosses with an areal knock up, as far as I can tell) but in general the quick damage output comes from larger number of finishers. They'Re called fishing moves for a reason: they can and often are devistating in the right hands. Often times if you know what you're doing, you can force their countermeasure to work against them and place them in a spot for much more punishment. It takes more skill with the system to do this, but if you land multiple finishers in a row, then combo off of it to a form or a limit (trinity is good for quick damage in a pinch and leaving an enemy stunned for a moment as you heal, in my exp) and repeat, it can truly be deviststing to your opponent. Personally, I don't think there is one hest method to play the game. Personally, I enjoy longer, more intricate combos with lots of areal slashes and heavy ground attacks. I'm more cinematic when I play after I get my skills back as well, generally I will replay a fight and do it in a way that it looks like a sort of movie if possible. And as a fighter, I like the intricate combos for long stun periods. However just like in real combat, a longer combo can be great, but a short, effective blowback combo can be just as good. And as much as I love the command decks and the command board, the lack of being able to choose specifics of a combo mid-fight can be painfully annoying. Some situations call for longer strikes, some for shorter ones. During a single phase of Seheroth, I find myself cinimatically wanting more long combos at certain phases, but then desiring shorter ones at others. I.e., my first successful fight with Sepheroth was nearly a flop due to my longer combo. Had I not had the range of Ultima (which imo, is the sole reason Ultima is worth it) I would have been toast due to the long amount of time my combos took to warm up, it came down to a literal counter break at the last second and a lucky finisher that I to this day can't remember exactly how I pulled off, and did so in a way that actually looked half decent. Through a good chunk of the second half in every other play though I have against him, I still find myself despite my skill level and ease of defeating him (managing once to do a no-heal against him) still wanting to change out my combo length and intricate style for a more effective finishing rush magnet finishing rush combo. And if I did it with a short combo, I found myself missing the style of the longer, more pretty and sparkly combos at the start because of the fact it made the battle look amazing in the start. I like to have as each character exchanges blows to have their weakness and desperation show, throwing their absolute best out as they weaken, knowing that they should have been more serious at the start, and that there was something to learn from each match they have. I like the idea of Sora's combo altering to fit the situation better from a cinimatic standpoint, rather than an effective one. This may be why I like the DW franchise: mowing down waves of enemies with whatever kind of combo you choose, in a sense. It dose get boring at times, but that's why I take a break when I'm bored and play something else. Onto the main point of my post. We each have a combo style we prefer (some long, some medium, some short) and feel one is more effective than the other. Be it because the system demands it, the way your brain reacts to the info sent to it, or what you in general just like. Arguing about the absolute best combo setup/keyblade is sort of bleh, because we all have an idea of what they like. Some people like magic, and thus Wisdom Form is their go-to. Some like intricate combos with flashy moves and high damsge, and thus prefer Valor. Some like mixtures of both (limit) some enjoy the amplification of the two, depth what they like best (Master) and some like very flashy, very explosive combos (final). Some of us prioritize defense and strength over magic, or any other combo under the sun. We'Re people, and thus we like and do as we like. Personally, though I like long, flashy combos, too long and they look rediculious and unrealistic. So i like Fenrir due to high damage and closer to finisher abiliry, and for looking nice. Same thing for ultima, except change high damage for longer reach.
January 1, 201510 yr Personally, I use a mixture combo plus and Fenrir to deal damage most effectively, normally in conjunction with Rumbling Rose for finisher plus. x3 finisher dose about the same as a full boosted combo as far as I can tell with this method. Still has a decent combo streak, but extra finishers tear through enemy HP. Especially in air with the magnet finisher x2, to attract enemies. I think more hoard battle than boss fight, however. Personally, a long combo streak can in fact be a thing I like (it seems retaliation is lowered on some bosses with an areal knock up, as far as I can tell) but in general the quick damage output comes from larger number of finishers. They'Re called fishing moves for a reason: they can and often are devistating in the right hands. Often times if you know what you're doing, you can force their countermeasure to work against them and place them in a spot for much more punishment. It takes more skill with the system to do this, but if you land multiple finishers in a row, then combo off of it to a form or a limit (trinity is good for quick damage in a pinch and leaving an enemy stunned for a moment as you heal, in my exp) and repeat, it can truly be deviststing to your opponent.Personally, I don't think there is one hest method to play the game. Personally, I enjoy longer, more intricate combos with lots of areal slashes and heavy ground attacks. I'm more cinematic when I play after I get my skills back as well, generally I will replay a fight and do it in a way that it looks like a sort of movie if possible. And as a fighter, I like the intricate combos for long stun periods.However just like in real combat, a longer combo can be great, but a short, effective blowback combo can be just as good. And as much as I love the command decks and the command board, the lack of being able to choose specifics of a combo mid-fight can be painfully annoying. Some situations call for longer strikes, some for shorter ones. During a single phase of Seheroth, I find myself cinimatically wanting more long combos at certain phases, but then desiring shorter ones at others.I.e., my first successful fight with Sepheroth was nearly a flop due to my longer combo. Had I not had the range of Ultima (which imo, is the sole reason Ultima is worth it) I would have been toast due to the long amount of time my combos took to warm up, it came down to a literal counter break at the last second and a lucky finisher that I to this day can't remember exactly how I pulled off, and did so in a way that actually looked half decent.Through a good chunk of the second half in every other play though I have against him, I still find myself despite my skill level and ease of defeating him (managing once to do a no-heal against him) still wanting to change out my combo length and intricate style for a more effective finishing rush magnet finishing rush combo. And if I did it with a short combo, I found myself missing the style of the longer, more pretty and sparkly combos at the start because of the fact it made the battle look amazing in the start.I like to have as each character exchanges blows to have their weakness and desperation show, throwing their absolute best out as they weaken, knowing that they should have been more serious at the start, and that there was something to learn from each match they have. I like the idea of Sora's combo altering to fit the situation better from a cinimatic standpoint, rather than an effective one. This may be why I like the DW franchise: mowing down waves of enemies with whatever kind of combo you choose, in a sense. It dose get boring at times, but that's why I take a break when I'm bored and play something else.Onto the main point of my post.We each have a combo style we prefer (some long, some medium, some short) and feel one is more effective than the other. Be it because the system demands it, the way your brain reacts to the info sent to it, or what you in general just like. Arguing about the absolute best combo setup/keyblade is sort of bleh, because we all have an idea of what they like. Some people like magic, and thus Wisdom Form is their go-to. Some like intricate combos with flashy moves and high damsge, and thus prefer Valor. Some like mixtures of both (limit) some enjoy the amplification of the two, depth what they like best (Master) and some like very flashy, very explosive combos (final). Some of us prioritize defense and strength over magic, or any other combo under the sun. We'Re people, and thus we like and do as we like.Personally, though I like long, flashy combos, too long and they look rediculious and unrealistic. So i like Fenrir due to high damage and closer to finisher abiliry, and for looking nice. Same thing for ultima, except change high damage for longer reach. so i agreed with everything up to limit form. because limit form really doesn't use magic, unless you count limits just because they take away mp. but really the only limit that i would say uses some magic is ragnarok.
January 1, 201510 yr so i agreed with everything up to limit form. because limit form really doesn't use magic, unless you count limits just because they take away mp. but really the only limit that i would say uses some magic is ragnarok.I generally consider Limits under the magic format since they consume MP to activate. Often times they mix magics with melee ( for instance, Ars Arcanum makes the blade glow and increase in strength when doing damage after cost of the MP, so I figure it's magic enhancing the attack)
Forging the Ultima Weapon!
I'd say it's a good start.
P.s. sorry for the click bait topic title.