Interesting tech, useful breakdown of it, clear and concise. But mostly? I _adore_ that you ended the video with a Fail Montage set to 1812 Overture. Only a true master glorifies his failures as much as his successes, for it is in failure that mastery is gained. Salute, Dux.
Instead of showcasing a montage of you using this technique to kick ass, you chose to show how bad your (and quite possibly, all the melee builds) ass got whooped by meta. And I fucking loved it. This level of honesty is a rare sight to witnessed nowadays.
RU-vid on point suggesting me real players doing quality AC6 pvp content. PvP in AC6 is so tainted by lowlife players and broken balancing. Love seeing actual gamers breaking the mold to do cool shit.
I know melee feels underpowered and it is But! It is possible to climb the ranks with it I really reached A rank with a double melee build (laser dagger and pulse blade) yeah, once in A rank it gets harder. But it's absolutely possible! Anyways, very cool technique, it actually is useful! Thank you
The difference between a successful/unsuccessful cancel on bipeds seems to be whether or not the charged attack has begun to use EN-this signifies the charge attack starting its "lunge" just like the uncharged attacks do! I honestly hadn't noticed that the dagger charge has an EN-consuming lunge, that's well-spotted. I'm betting the reason why it's so wonky on Reverse Joints is because of their leap mechanic, and the quirks of the dagger's charge. You can see on the footage that an unsuccessful RJ slingshot causes it to do the usual RJ leap, but a successful one behaves as though the AC is in the air! It's a bit puzzling in your footage bc the altimeter stays at 0 the entire time, but I'm willing to bet that the difference is whether or not the game considers you to be "in the air" when performing the cancel. If this is correct, it'd mean that the slingshot is consistently easier to perform if you start the charge after a jump, so your RJs don't have the chance to pretend they're on the floor.
while this looks satisfying, im trying to recreate it on my other monitor. it feels like the uncharged dagger cancel not only is easier to pull off, but my speed meter is reading speeds upward of 800, while my successful instances of the slingshot cancel are both visually and statistically lower. maybe im missing something on my end but im trying this on a kikaku booster set if that matters.
He briefly touches on it in the video that the slingshot is slower than the uncharged cancel. It's not about speed so much as it is about giving you options once you've closed the gap, if the enemy is trying to jump over your head, which is a distinct weakness of dagger builds.
Wow! I love the detailed breakdown, excellent demonstration with proof of concept! Thank you, I’m subscribing to see what content you put out in the near future, I need all the help I can get! 🦙
This seems a bit situational since the windup takes some time, but this looks interesting as a potential feint into another more punishing attack or to make the enemy waste EN in anticipation of an attack
It's also a _very_ valuable tool for applying stagger for builds that probably don't have many options to do so. Dagger builds typically don't run another melee weapon and can end up stuck with only a shotgun or something to build stagger. Having a mixup that allows them to apply that 1100 impact more reliably is a big deal.
Does anyone know the rough distance with the Alula? This and the stairs tech that Mood came up with is invaluable to showing how fun melee is. Except to laser tanks kekw.
Reverse Joints have a much faster QB on the ground, at the cost of a slightly longer QB Startup animation. I suspect doing this technique mid-air on Reverse Joint would feel about the same as doing it grounded on a Biped.
The dagger is somewhat decent at doing chip damage by landing a simple, neutral attack. The dash animation is interrupted if you contact the opponent's hitbox, ending the dash with an attack immediately. This means you don't need to gauge the timing as much as the distance, as the dagger will land an attack consistently, and you will be able to dash out as long as you don't spam the combo. I noticed your timing is way better than mine, but your technique needs work with the dagger. Although you're better in some ways, I feel "dagger chipping" needs to be in your arsenal for more consistent hits on your way to mastery.
as a fun fact, if you land a single dagger chip on-cooldown, it has more damage over time than the pulse sword does if you were to do the same thing with that weapon
oh shit new tech I haven't heard about yet! at first I thought this was just cancling a regular dagger swipe but this could have it's uses in catching players off guard.
Hey if you could make videos like this for the other techs out there, like melee cancels, kicking techniques, AB techs, we'd watch the shit out of them
One thing that seems interesting about that is the en cost. It looks like the en cost of the melee dash isn't coming into play because you cancel it before the melee dash happens, so while a nelee dash-qb cancel covers more space, this seems much more en efficient (as it only uses the cost of a normal qb). Makes me wonder how this compares to other options for closing space specifically in terms of en cost per distance traveled, at the very least this seems optimal when trying to cover about 130m quickly. Or I could be entirely wrong about that observation, I don't play melee so I wouldn't know for sure.
Interesting concept there. Never really thought of it as tech but I have doing similar for a while now. I am a melee afficiado, and my regular builds have two melee weapons all the time in some configuration. I like the music time with the video. Great editing skills.
Really risky move if you whiff and whiffs with charged are hella common. Though it hits more often than you'd imagine it would. As Peter B Parker would say, it's just a Leap of Faith, Miles.
All melee weapons can be canceled before the swing. With the Pulse blade and Kikaku booster, you can turn yourself into a jet fighter, flying towards your enemy at sound speed.
The point he's making is not about the standard Melee Boost Cancel tech that can apply to all Melee weapons, and scales best when you equip a high Melee Thrust booster. He's showcasing a momentum transfer tech where cancelling it at the right time causes the individual Quick Boost to go much further. He made a point of showing this in the video.
@@nebulous9280 @nebulous9280 I didn't watch the video lmao I just saw a melee cancel, left a comment and thought it was just a normal melee cancel tutorial. and the quick boost momentum retention works for all melee weapons, but I didn't know you can gain momentum from the charged dagger like that so that's cool.
The standard lunge of every non-ranged melee weapon follows the same rules. Kikaku lunge canceling with a pulse sword gets you the same speed as a pile bunker's uncharged attack.
5:30 nevertheless, I'd say he knows a little more about fighting than we do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honor.
The timing is SUPER tight on the charged dagger, great use of it. I prefer the uncharged dagger cancel because it feels more consistent but this is badass
This is badass. I don’t think charged dagger benefits from melee boost speed though, right? Still benefits from the reduced en of the kikaku. Honestly, kikaku is growing on me with the dirt cheap ABs. Edit: tryna think of other melee weapons that donmt benefit. Lance charged attack is a fixed range too.