[Armored Core 6] Arena stagger combo pt. 3
The previous one on this was more of a spur of the moment thing. But while I'm at it, I decided to have another look at the cast and found a few more volunteers.
*The previous two videos on the same subject matter are retroactively renamed to parts 1 & 2.
Pt.1: • [Armored Core 6] Arena stagger combos...
Pt.2: • [Armored Core 6] Arena stagger combos...
00:00 GUIDANCE
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With some persuasion, Swinburne will draw out his Stun Baton. After that, there is a high chance he will follow up with a kick if his grenade launcher is reloading. If he kicks, he will proceed with a full melee string.
Most of this sequence is building a timed ACS overload for a charged WLT blade to connect. He can technically escape with Pulse Armour, although I've never seen him use it outside of the campaign.
01:02 RECONFIG
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Another AC that uses melee defensively. Chainsaw can block his charged swing if need be, but it's mainly there to overcome his attitude stability.
01:48 DUAL NATURE
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If Pater commits to a charged melee, we have enough time to counter with Assault Armour.
02:39 MIND BETA
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I decided to bring KRSV as a callback to the mirror match I did some time ago. Coral Shield is here to ward off potential charged Laser Dagger when releasing the charged shot.
Arms and generator are changed so that KRSV can KRSV properly.
03:18 Outtakes
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Some behind the scene stuff.
RECONFIG - Chainsaw moment on the final swing.
MIND BETA - One missile strayed too far from the pact.
CANNON HEAD - Volta almost made it to this list but he's too unpredictable with his Assault Boost.
HEAD BRINGER - Not a combo in the traditional sense; I just find this funny.
It's hard to say if there will be a part 4 anytime soon as I have little insight on how to consistently set up against the remaining roster.
Recorded on a PS4, patch 1.07.01.
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