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Скачать или смотреть Collector combo staggers from easy to hard, with hitboxes

  • FINK
  • 2023-06-30
  • 136
Collector combo staggers from easy to hard, with hitboxes
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Описание к видео Collector combo staggers from easy to hard, with hitboxes

Meant to be watched at slower speeds.
Combo staggers really help make collector bearable at higher levels of gameplay. They ideally can shorten phase 2 for free when executed in a fight, with no decision making involved. Doing them with adds on the screen allows for chain staggering thanks to collector having a higher chance to grab when one of his minions are alive. This dynamic where the player is often dodging an add while combo staggering collector makes it useful to know a couple different ways to do it, though you really only need to be good at a couple of these.
NOTE: Shown with abyss shriek in this video, however all of these work by with howling wraiths by simply adding a second nail hit before casting wraiths, which adds up to 5 hits, the same as one nail hit + 4 ticks of shriek. Thanks to shriek having a longer animation, these staggers are basically interchangeable when using wraiths, but I may upload these with wraiths down the line. "5 hit combo" will refer to either doing 1 nail hit and a 4 tick shriek, or 2 nail hits and a 3 tick wraiths.

Staggers described in detail below:
Shade cloak: 5 hit combo, jump and hit at the same time, hit again and shade cloak through collectors lunge, then hit collector 4 times.
Pros: Easy to execute, and very safe
Cons: lots of both vertical and horizontal movement means its less versatile with an add on screen, requires shade cloak.

Walk Under: 5 hit combo, one sideslash, walk forward and under collector, and upslash, then get 4 nail hits.
Pros: relatively easy to execute, no movement abilities needed
Cons: If mistimed you'll just walk into the boss.

Single jump: 5 hit combo, one sideslash, jump and sideslash at the same time, hold away from collector, turnaround sideslash, sideslash, upslash, sideslash.
Pros: no movement abilities required, minimal horizontal movement involved
Cons: more input heavy with kind of precise positioning required. Easy to miss a swing by hitting while too high above collector.

Two jumps: 5 hit combo, sideslash, jump and sideslash at the same time land, jump and sideslash again, sideslash (you may need to hold away from collector to adjust positioning but can do turn around sideslashes still) like in the single jump version. Upslash, sideslash.
Pros: No movement again, minimal horizontal movement, and even less vertical movement required technically. Probably takes the least space of any of these to perform
Cons: timing is even harder, and if mistimed you can get hit by the grab hitbox, or if mispositioned you can get hit by collector's hitbox.

Wings: 5 hit combo, sideslash and jump at the same time, wings and sideslash at the same time, two sideslashes, upslash, sideslash.
Pros: The extra height keeps you away from the grab hitbox, also is nice for allowing a baldur to roll under you.
Cons: Is really ideal to use turnaround wings for this, plus has the same issues with the other two positioning-wise, and also wastes monarch wings. This is actually my favorite for some reason, I rarely get hit while doing this.

White dash: 5 hit combo, sideslash, jump + sideslash, turnaround and dash, turn around towards collector and get 4 nail hits (2 sideslash, upslash, sideslash).
Pros: Useful for dodging around other minions, very fitting for an agressive playstyle, allowing you to create distance from adds, while simultaneously combo staggering collector.
Cons: difficult and input heavy, easy to mistime your inputs and dash into collector, or dash too late and end up falling into the grab hitbox, or land too far away and not be able to combo etc.

4 tick cyclone: get a 4 tick cyclone, and then use either your favorite dashless response to a lunge (1 jump, two jumps, or wings) to get 4 sideslashes, another sideslash or upslash, then two sideslashes.
Pros: no soul needed, safe strat for baldurs and squits.
Cons: tight timing, requires you to tap out a 4 tick cyclone and then get 7 nail hits. Harder to pull off than variants with spells, but the easiest nail only option available.

Nail only: requires 2 grabs or good hop rng as far as i can tell. Buffer 11 nail inputs at collector, respond to grabs in away that lets you get 4 sideslashes.
Pros: good if you stagger collector and have to immediately deal with adds with no time to dreamnail
cons: less damage, very difficult, needs good rng to actually combo.

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