I just picked up Guild Longsword in Generations, and I'm enjoying it overall, but I'm unclear on whether or not LS has any sort of great big combo that I should be using when the monster is incapacitated.
A lot of other weapons I've played with have some high-damage move that takes time to wind up and release, making it perfect to throw out when the monster is downed or trapped. The spirit combo on LS seems to be basically that, but it doesn't seem like it really hits that hard.
What should LS do against a downed monster?
>>388100731
Wait seriously? Use your spirit combo anon. Make sure you have status on it like sleep or para so you can down them for longer.
>>388100731
Spirit Combo, resource permitting.
if it is a longer opening then just go for the spirit combo but don't go through with the roundhouse. When the monster is about to get up, roundhouse.
>>388100925
stand shoulder to shoulder with your DS and S&S brethren ans use wide, arcing slashes
>>388100731
Why guild over striker? You lose nothing too crucial and you get access to three HA.
And to answer your question, use the spirit combo to get the meter up to Red, or just do long combos.
>>388101340
>why guild over striker
I figured to learn the weapon I should pick it up "as it's meant to be" before trying out any styles. I'll give striker a shot.
>>388101450
In Striker, you only lose two things:
>side fade slashes
>R follow up after a fade slash
It's not a huge difference.
Man, why Spirit Combo is so fucking fun? you know once it hits Red, you can just brutally fuck them up.
>Fight later Hellblade quest with two of them
>Get Red and severe the tail twice
So damn satisfying
>>388101450
>>I figured to learn the weapon I should pick it up "as it's meant to be"
Why are you playing Gen and not 4U then?
>>388102067
Because I'm playing Gen and thought I'd try out a new weapon. I'm not going to fish out my 4U card to try what you consider to be the pure form of the weapon.
Noooo