Jump to content

Wukong's Cyclone Lighting Strike combo


xenoffense
 Share

Recommended Posts

First I wanna say wukong is incredibly fun to play and the new staff combos are great... except Cyclone Lighting Strike combo. All the other combos fill their intended role; stationary (mostly), moving forward, crowd control knockdowns. 

Cyclone Lighting Strike is clearly meant to be a gap closing combo but it's really lackluster, specifically the kick part of it. Its only 2 hits and in my opinion isnt close to the same quality standard set by the other combos. Other than that I think Wukong is a fantastic frame. It's a bit nit picky but this is the thing I hear most people complaining about in the Wukong rework and I couldn't find a thread expressing this so I thought I'd make one.

Link to comment
Share on other sites

il y a 33 minutes, xenoffense a dit :

First I wanna say wukong is incredibly fun to play and the new staff combos are great... except Cyclone Lighting Strike combo.

That's because gap closer comboes in general don't really work, and we have many better ones in built in the combat system:

- bullet jump + air melee

- bullet jump + air slide

- directional ground slam

- slide attack

 

il y a 18 minutes, NightmareT12 a dit :

What kind of animation would you suggest should be used or would like to see?

Tbh i'd take something like a more controllable version of the swoard and board's hold E combo (throws shield then does two pirouettes moving forwards fast) as a quick clean up maneuvre for strung out mobs. Or, something with a good wide long range frontal sweep.

  • Like 1
Link to comment
Share on other sites

10 hours ago, Autongnosis said:

Tbh i'd take something like a more controllable version of the swoard and board's hold E combo (throws shield then does two pirouettes moving forwards fast) as a quick clean up maneuvre for strung out mobs. Or, something with a good wide long range frontal sweep.

This is actually what I was looking at for most awesome gap closer combo. Or maybe the hold right click Tempo Royale combo (minus the last 2 strikes).  One thing that would actually be really dope would be have him move forward quickly by spinning on his tail? I mean all the Wukong skins have a tail and he's the only frame that would be using this combo. Tail use in melee seems like a no brainer

Link to comment
Share on other sites

I find it to be a great primer. I use it because of the forced Puncture and Impact procs on the first hit to immediately key off 120% damage from that mod-of-all-mods Condition Overload.

I only need it once the game hits some of the more interesting levels of play, but it's very useful when you get there.

Link to comment
Share on other sites

18 hours ago, Autongnosis said:

That's because gap closer comboes in general don't really work, and we have many better ones in built in the combat system:

- bullet jump + air melee

- bullet jump + air slide

- directional ground slam

- slide attack

Quoted for importance.

Link to comment
Share on other sites

I wouldn't change the animation, but I would change it's properties.

I feel like giving the movement parts momentum (as opposed to the set-distance animation) would greatly improve it. Maybe even with magnetism so you home in on a target (and not overshoot like you might with a bullet jump). That'd be nice.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...