Tales of Eternia - Meredy 153 Hit Combo [No Repeated Artes]

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I just found a new love for Eternia thanks to Meredy~ This game is just too good.

Setting the combo was very hellish. Not only to find the proper Artes to use, to get the summons at the right levels but the execution is also damn hard. Accessories needed are : Technical Ring, Mental Ring and 2 Mystic Symbols.

2 important things before starting the explanation : Basic attacks != Artes. The other thing is that I activated the "Enemies can't die" option from the debug room. This combo deals over 140 000 damage and the number of monsters that can survive that is very limited (or hardly comboable). I'm very statisfied with this take. The previous version I had was relying too much on status ailments.

Onward for the combo description!
Thunder blade is very special spell since it's a close range one. You can deal extra hits if you use the behind the back hitboxes. It will also throw the enemy a bit further. But its special property is that unlike other spells, the casting time is still calculated during one part of the animation (but spells can't be released). It's very useful with the Jump Glitch since it allowed me to almost instant cast Spread after the spell.

Now the hard part is to be able to start casting another spell while ordering Quickie. You have 4 frames to input a new spell but you need to ask Quickie to start his attack first. Unfortunately the buttons are pretty far away on a pad so it's easy to screw that part and fail to input the spell.

Quickie is mandatory in order to chain Spread (which has a pretty long startup). I have to be be close to the edge of the battlefield since normally Spread would hit only twice. However, I used one of Eternia's unique feature : enemies can bounce on the edges. That way the Eggbear was sent back into the spell and I would get enough time to position Quickie.

Now this part is a pretty technical one. I have to stop the Eggbear horizontal momentum by attacking it midair. However, doing such a thing would result into a knockdown thus ending the combo. It's posible to cancel the downing effect by attacking at the right position (below the Aerial Knockdown height) or by triggering the attack very early and hitting with a late hitbox. Now, it's not enough to keep the enemy staggered long enough. However, that late hit gave me the possibility to start a new chain of basic attacks which is normally impossible.

The timing to chain a spell after that is also pretty strict as I need to use specific basics and delay my inputs as well as casting an instant hitbox spell. Blizzard did the trick perfectly but it's still damn hard. Also it forced me to position Quickie once again as well as doing a Knockdown Cancel once again -_- So annoying to do.

Though this was actually perfect, because I needed a -X momentum to be able to chain Lightning. Otherwise the spell would completely miss.

Maxwell extentions have fixed TP costs and you can't reduce them with accessories. It's important to note since this combo normally costs ~1100 TP
You MUST end the extentions with Shining Gate simply because its stagger time allows you to cast any spell after that! Even with a Jump Glitch! Shooting Star being godly, I had to use it for sure.

I waited a bit before using Celsius in order to get an extra hit from Ice Needles. It also pushed the enemy further which is needed later to combo with Grave. Celsius is great because it brought me the enemy back. That way I could use Quickie as part of the combo

Since the enemy is down, the only way to OTG it is to use a spell, there is only 1 single way to do that : cast Grave with 2 Mystic symbols equipped and act right after the summon. This means I can't attack with Quickie except when the spell is released. he is needed to be able to cast Gnome btw.

Destiny gives enough time to use basic attacks but not to chain spells. Thankfully, the trumpet weapon gives Quickie a high chance to inflict Dizzy. I had to equip the Derris Emblem in order to stagger the enemy since at this point Stagger Mitigation is too high. Now what's interesting is that Keele and Meredy each got a unique glitch. Meredy can use Basic cancels. It works like the Jump glitch except that you simply need to chain a spell after sending Quickie. It's pretty useful and was mandatory to get the last hit from Rem.







Tags:
Tales of Eternia
Tales of Destiny II
Combo
Meredy
Hit
Spell
Chain
No Repeated
Artes



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