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The best way to extend your aerial attacks without having to worry about knocking them away would be to use Shionne's boost strike since it auto targets who you're attacking. So if it is either of those the combo could potentially change.Įdit: Forgot to mention you could do your boost strike mid air to gain AG but I wouldn't recommend it since it tends to knock the enemies away while airborne. I also haven't unlocked Alphen's final title so it could be either another normal attack or AG, etc. Keep in mind depending on the size of the enemy when you do Rising Wyvern you might want to slightly delay your Stardust attack.
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Alternatively you can swap out Rising Wyvern for another uppercut attack but I haven't used any other besides it. This works best on enemies that can be juggled since they can be broken and slapped around in the air. Typically by now you're out of AG or the enemy is dead depending on your level. If you have enough AG you can continue on with Void Flash > Hurricane Thrust > Rising Falcon. It goes as follows ĭragon Swarm > 4 normal attacks > Sword Rain Alpha > Final normal attack > Rising Wyvern > Stardust > 4 normal attacks > Lunar Rondo > Soaring Light Spear. So for abilities that combo extremely well into each I found a really nice setup that works and looks cool at the same time. I typically chain DS into VB and finish with RS. Vacuum Blades: a nice quick 3-hit combo, feels like it has better DPS than Dragon Swarm, although it doesn't move you forward. Namely:ĭragon Swarm: decent DPS, moves you forward with each slash which is great for keeping close to enemies, especially if you knock them back.ĭouble Demon Fang: when you or your party knock your target a substantial way away, and you need a little bit more combo to achieve Strike or to use a Mystic Arte when you're in Overlimit, DDF is your friend. So although it's definitely the highest DPS arte by a long way and I spam it against almost every boss, there are a few other artes I use for utility all the time. The long startup also frequently means that it drops you out of the break chain you were building up on an enemy, meaning it can be slower to achieve Strike. It also has a long startup, meaning that enemies who move around will often (unintentionally) dodge it. RS will almost never hit multiple enemies, and on bosses that have multiple hurtboxes, it will rarely hit multiples, whereas most of Alphen's other artes have a much wider sweeping hitbox that very frequently hits 2-3 enemies or hurtboxes. Just to say, Reigning Slash has a very big damage number, but there are a lot of other factors to consider.
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