Рет қаралды 344
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Starting off with a perfect backstep to trigger Splendor Critical, as this combo has no way of working without the extended hitstun from critical hits.
Even without the buffs from the sequel, Alvin can definitely keep enemies locked down. His 1st air normal has insane hitstun when using the Stopper skill (increased normal attack hitstun by 25%).
This ultimately makes Chase Bullet and even Majin Senkoudan usable without dropping the combo counter.
Pulling back with Chiryuusen just so Muzzle Bark can fully connect and push the enemy to the corner and just to make sure my spacing is correct I can check with a quick Variable Trigger.
This combo relies on starting at a very specific distance away from the corner, as I will drop my critical chain to charge off of a Wide Shot.
With a late critical Wide Shot, there is barely enough time for a jump and aerial Shunjinken after charging.
This is where the spacing is also important as I need a late hit with Shunjinken, but not just that, I also need to be in the corner to avoid further knockback so Majuu Senkoudan can connect by hitting early on the head.
...However, due to my luck which knows no limits, I somehow chain two 5% stuns in a row here which also just.. works lmao. Do note that this works just as well without the stun and I wouldn't have kept this if I didn't get a jump cancel that clearly works without it.
And just because this combo isn't hard enough as is, I introduce an ✨RNG stun✨ after Souryuu Rengazan (15%), which is needed to use Rain Bullet mid-combo.
The stun timer from the strong normal attack isn't very long so I continue with Shingetsusen which I can conveniently use to stack up a couple of charges whilst Rain Bullet lands.
The rest of the combo is less interesting as I just ground bounce with Gou Majinken, OTG and end with an aesthetic link arte cancel; Muzzle Bark (cancelling after drawing a cross) into Shouha Juumonji (which is a cross, lol).
I had an MA finisher but it adds nothing to the combo so I cut it out.