Version 0 · 2017-02-11 · Version 0.99 Author RoyalSuitAlice Editor Kaldra Version History 0.10...

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RWBY: Grimm Eclipse Guide Version 0.99 Author RoyalSuitAlice Editor Kaldra Version History 0.10 (16 Dec 2016) Rough notes on combat, general oddities, out-of-bounds, and speedrunning. 0.50 (1 Jan 2017) Non-combat sections split from main document. Attack patterns revised. 0.85 (19 Jan 2017) Kaldra enters the fray! Document looks less of a nightmare now. 0.90 (22 Jan 2017) Some attack patterns fixed. Sent out for early readers. I hate Boarbatusks. 0.99 (25 Jan 2017) Lots of proofreading. How did I come this far? Why did I write this? 1.00 (5 Feb 2017) Team RWBY completed, Character Notes and Grimm Behaviour added. Planned: *Final boss guide. *Team JNPR combat guide. *Some Horde mode tips. *Loadout suggestions. *Attack patterns for Tier 2 ultimate users. *Screenshots of Grimm spawn points. *Out-of-bounds and general oddities. *Information dedicated to speedrunning. *Demonstration videos.

Transcript of Version 0 · 2017-02-11 · Version 0.99 Author RoyalSuitAlice Editor Kaldra Version History 0.10...

Page 1: Version 0 · 2017-02-11 · Version 0.99 Author RoyalSuitAlice Editor Kaldra Version History 0.10 (16 Dec 2016) Rough notes on combat, general oddities, out-of-bounds, and speedrunning.

RWBY: Grimm Eclipse Guide

Version 0.99

Author

RoyalSuitAlice

Editor

Kaldra

Version History

0.10 (16 Dec 2016)

Rough notes on combat, general oddities, out-of-bounds, and speedrunning.

0.50 (1 Jan 2017)

Non-combat sections split from main document. Attack patterns revised.

0.85 (19 Jan 2017)

Kaldra enters the fray! Document looks less of a nightmare now.

0.90 (22 Jan 2017)

Some attack patterns fixed. Sent out for early readers. I hate Boarbatusks.

0.99 (25 Jan 2017)

Lots of proofreading. How did I come this far? Why did I write this?

1.00 (5 Feb 2017)

Team RWBY completed, Character Notes and Grimm Behaviour added.

Planned:

*Final boss guide.

*Team JNPR combat guide.

*Some Horde mode tips.

*Loadout suggestions.

*Attack patterns for Tier 2 ultimate users.

*Screenshots of Grimm spawn points.

*Out-of-bounds and general oddities.

*Information dedicated to speedrunning.

*Demonstration videos.

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RWBY: Grimm Eclipse Guide RoyalSuitAlice

Contents

Important Notes .......................................................................................................... 3

Combat Introduction ................................................................................................... 4

Character Notes ......................................................................................................... 6

Grimm Behaviour ........................................................................................................ 7

Attack Patterns ......................................................................................................... 10

Ruby Rose ............................................................................................................ 11

Weiss Schnee ....................................................................................................... 13

Blake Belladonna .................................................................................................. 15

Yang Xiao Long ..................................................................................................... 17

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Important Notes

Guide Content

You are not allowed to host this guide on any site. You are, however,

permitted to link to its update page at The Raining Reverie.

If there is information that you wish to contribute, let me know via Twitter.

Discord works just as well, as does Steam.

If the text is too blurry, view the PDF in something other than Chrome.

This document is lengthy, and as such I am bound to have made a couple of

mistakes. Notify me of these instances if you can.

This guide is written the PC version in mind. I encourage readers to tell me of

any console unique differences, as information is scarce and conflicting.

I request that other veteran players contribute data on gameplay differences

that existed in Early Access, speedrunning techniques included.

Contact:

Twitter / Steam / Youtube

Discord: Alice#3221

Other Resources

PC Version Mods

Requires gvk’s mod installer, also included in the link.

Eternal Easter Egg Hunt

Fear leads to anger… anger leads to hate… hate leads to suffering.

The Soloist’s Guide to Rank 10 by Kaldra

For those who want Rank 10 without reliance on multiplayer.

Grimm Wave Spawns by Jabslovescola

Locations and percentages for enemy spawns.

Enemy/Character Data by Apacolyps

Lists health and damage values.

RWBY: GE Discord Server by Blake [zraea]

The most active GE server. You can find me there as well.

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RWBY: Grimm Eclipse Guide RoyalSuitAlice

Combat Introduction

Dodge

This is one of the most basic elements of the game, but I’m still putting it here.

Dodging allows you to avoid taking a hit from an enemy attack. Use it just as they

strike, or spam it if you find yourself in a pinch. You can use it both on the ground and

in the air. It works great for avoiding attacks from the final boss. Please remember to

use it.

Dodge-combo

You are still able to perform aerial combos after dodging in the air. This will allow you

to gain some aerial distance. In some cases, you may even prefer to use aerial

combos first, and then dodge. Ultimates can be placed at the end of these combos

depending on whether they can help you gain can even more height or distance. This

is not actually that relevant in combat, but something to know when traversing maps.

Counter-cancelling

Using counter can cancel some character moves. For example, you can use Nora’s

aerial heavy to gain height, and then cancel the move before it forces her to the

ground. This can be useful for quick Grimm kills – if you can cancel an aerial heavy

attack just as a Grimm is defeated, you can get the later frames of the attack out of

the way. The enemy is dead, and Nora will waste no time getting back on the ground.

Bunny-hopping (B-hopping)

Using counter also allows one to drop faster while in the air. This can be used to your

advantage if you do the following: jump, dodge, attack, counter. This will allow you to

move significantly faster using your light or heavy attack. These must be used in

order at a fast speed to be effective. Some characters move faster with their light

attack, and others with their heavy. This can be done with some ranged attacks too.

If you can’t pull it off immediately, don’t worry. It’s not one of those things that can be

learnt simply by reading. The important thing is finding a rhythm. Give yourself some

time. Some people work it out in a few minutes, some take days. So, don’t stress.

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Combat Introduction 5

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Quick Charge

You do not need to hold down your Heavy attack until the Charged Heavy (CH)

animation plays. You’ll find that if you release the Heavy attack input a little earlier,

the full attack will still go through. It may take some practice, but it is worth it. Thanks

to Chelney for bringing this to my attention.

TA Setup

This unique stun state enables players to use a special upgradeable move called a

Team Attack (TA). Setups last longer than a regular stun while still carrying the

benefit of increased damage, and cannot be broken by anything except a TA. Players

can use TAs to deal a set amount of damage (and look awesome) but this might not

always be the best decision. Enemies will no longer be effectively stunned, and bad

connections can cause TAs to take up to five seconds to activate. Bonus XP aside, it

may be faster or preferable to simply attack as normal.

Using a CH on stunned enemies has a 100% guarantee of activating TA Setup.

Otherwise, this state has a chance to activate when using combos, counters, and

ultimates, which can be raised if the Heavy Synergy ability is active. Whether

different attack types have different probability values is currently unknown. Setups

will not occur at all when playing with allies unless they are within close range of the

enemy (use the size of a Tier 2 or 3 ultimate as a guide). Additionally, players will not

be able to use their own TA Setups in multiplayer unless equipped with an ability

which permits that. Using an ally’s Setup will grant both of you XP.

Positioning

Learn where Grimm might spawn in each area, or at least get a feel for how they

spawn in relation to your position. If you know that three creeps are about to teleport

to a specific spot, you can head over there early and get ready to use an ultimate.

Those three quick kills will only take a second or two and save you a lot of time. If

you are attempting to speedrun, don’t make a habit out of fighting too closely to a

teammate. Instead, position yourself elsewhere and fight a different mob of Grimm.

You will save more time through quicker execution both through not targeting the

same enemy and eliminating adds as soon as they spawn.

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RWBY: Grimm Eclipse Guide RoyalSuitAlice

Character Notes

Ruby

Hitbox is smaller in height than other characters.

LLLH combo has good range and damage. Can destroy entire groups.

Attacks slow, she can be overwhelmed and potentially stun-locked.

Aerial combos do not give significant height or distance. Bad for exploration.

Weiss

Hitbox is slimmer than other characters.

LLH combo, counter upgrade, Tier 3 ultimate, and Tier 3 ranged can freeze

enemies. Good for crowd control, especially in Horde mode.

Her LH is good for triggering TA stuns, especially with Heavy Synergy.

Easily the most divisive character in the game. Most agree her combos are

lacklustre, and that her role as support doesn’t shine very well. Consider

learning attack patterns for her in this guide to save time fighting her controls.

In her defence, she is the fastest character outside of combat.

Blake

Weak combos, but fast and versatile, can adapt to all situations.

Freezing enemies with Ice Clone deals less damage than Earth Clone, but

provides more safety than the latter’s wide range stun and knockback effect.

Stun Blades + Fire Clone is powerful enough to kill a pack of Beowolves.

Stun Blades has wide range, can be used to build the ultimate meter faster.

Yang

Powerful combos with decent speed, but poor at crowd control.

Attacks are largely single-target focused, save for her ultimates.

Second Wind restores ultimate when her Aura is depleted. Clever use of this

can help Yang deal with crowds more effectively.

Performing an Aerial Heavy followed by a Light + Heavy combo will stun most

enemies. Unique to Yang, any Light + Heavy combos performed on stunned

Grimm (besides Ursa and Ursa Major) will not break them out of that state.

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RWBY: Grimm Eclipse Guide RoyalSuitAlice

Grimm Behaviour

Creep/Alpha Creep (400 HP/1200 HP)

Normally pose no threat, but can potentially be an issue if surrounded by

incredibly large numbers (think Eclipse Mode or Grimm Multiplier mod).

You can prevent them from digging underground to your location by attacking

before they complete the action. Use ranged attacks if distance is an issue.

Beowolf (800 HP)

Uses a single swipe attack. No danger if fighting only one.

Had a dash attack in Early Access that has since been removed.

Can come in packs of four, multiplied depending on difficulty or player count.

Will destroy the game’s framerate in an extended session. Stunning or killing

will only temporarily remove lag – in the case of the former, the framerate will

drop when they exit stun. In the latter scenario, it will return the moment a new

Beowolf spawns. The only real solution is to exit the game and re-open it.

Alpha Beowolf (2000 HP)

Acts mostly the same as a Beowolf, minus the impact on framerate.

Will perform multiple swipe attacks if the player is a decent distance away.

Boarbatusk (1500 HP)

Can attack you with either a rolling attack or a basic attack.

Nothing except a counter can interrupt either attacks.

Will enter stun state if the rolling attack misses. “It will be disoriented after it passes you!”

Cannot be frozen.

Ursa (3000 HP)

Attacks using a swipe or earthquake move, the latter spawning a rock at your

position. Requires dodging or invincibility frames to avoid damage.

The earthquake move causes the enemy to self-inflict stun, as well as deal 10

hit points of damage to themselves.

Cannot be stunned by the player, nor frozen.

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Grimm Behaviour 8

RWBY: Grimm Eclipse Guide RoyalSuitAlice

Ursa Major (6000 HP)

Like the Ursa, except multiple rocks spawn from the earthquake. Player death

by stun-lock is possible. Dodging through the quake ring will prevent damage.

Earthquake still self-inflicts stun, enemy receives giant 2 hit points of damage!

Cannot be stunned by the player, nor frozen.

Mutated Creep (50 HP)

Explodes upon defeat, or after digging as a suicide move. If the player is hit,

they will lose all their Aura regardless of how much they had prior.

Not behaviour, but they looked closer to normal Creeps in Early Access.

Mutated Beowolf (3000 HP)

Can use a swipe attack that can be countered. A single ranged shot will also

stun them – however, the game will not use the stun icon, nor will it allow you

to use a TA. Regardless, they will take more damage if attacked in this state.

Scoring three hits during their stun will cause them to break out of it. They will

then chase after you while performing three swipe attacks. Immediately move

backwards, preferably by sprinting, dodging, or b-hopping to avoid damage.

It was once possible to Team Attack them by spamming the button when the

game launched in July 2016. They also used to exit stun a lot faster than in

the current version. This was removed with Patch 1 (July 23).

Cannot be frozen.

Red Androids (1500 HP)

Can jump back and perform two swipes. This attack cannot be countered.

May also use three spin attacks or stab attacks. Can be countered but will only

trigger if player is at a decent distance away. Not too far, not too close.

White Androids (1500 HP)

Will simultaneously jump backwards and attack, typically after your second

combo on them. Be prepared to dodge.

Can fire a grenade, as well as perform a ranged spread attack.

Cannot be countered, but other methods of stunning them will still work.

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Grimm Behaviour 9

RWBY: Grimm Eclipse Guide RoyalSuitAlice

Mutated Deathstalker (7500 HP)

Can attack with two swipes, projectiles, do a ground slam, and spin attack.

Will only drop the weak point, its tail, if the aggroed player is in front of it.

The spin attack now sprays projectiles, a change made with Patch 1.

Chip damage can now be dealt on its body due to the same patch.

The vertical projectiles will never land on its side.

Spawns 4x Creeps at under ¾ health + White Android shortly after.

Spawns 4x Mutated Creeps at under ½ health + Red Android shortly after.

Spawns 4x Alpha Creeps at under ¼ health.

Androids appear to respawn infinitely, but this may not actually be the case

(although it might as well be). It has been reported by a player that they will

stop spawning after 40 minutes. Whether this is timer-based or simply how

long it would take to clear out the invisible Android count is currently unknown.

Spawns will be multiplied based on player count, difficulty setting, or mod use.

Mini Deathstalker (1400 HP)

Uses the same melee attacks as the Mutated Deathstalker – no projectiles.

They are about as dangerous as Creeps.

Can dig underground.

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RWBY: Grimm Eclipse Guide RoyalSuitAlice

Attack Patterns

This section assumes you understand the game’s basic controls, and what has been

explained prior in the document. It will also assume you have unlocked Tier 3

ultimates (with Blake as an exception). As efficient as these patterns are, they are

only meant to serve as a guide – modify your approach when the situation calls for it.

There’s a lot to swallow here, so feel free to take in only the information you need.

Key

Normal: Starting in normal conditions, full health, not stunned, no guard break, etc.

Multiple: Situations where multiple of the Grimm type are present.

Ultimate: Strongly consider switching to this strategy if ultimates are free.

This won’t be used if ultimates are the only strategy for multiple opponents.

L: Light, H: Heavy

LLLH would mean Light + Light + Light + Heavy combo.

CH: Charged Heavy

A: Aerial

AL would mean Aerial Light, as in a Light attack performed in the air.

C: Counter

D: Dodge

DLH would mean Dodge, then use Light + Heavy.

R: Single ranged shot

FR: Full ranged combo

RS: Ranged Stun, as in the character’s ranged upgrade that can stun enemies.

(CC): Counter-Cancel.

3x R (CC) implies single ranged shot can be repeated three times with

counter-cancelling for a quick kill. Optional if you don’t care about speed.

/: Alternate attack suggestion.

TA/H means “you can use TA or Heavy”

//: Alternate combo suggestion.

x [Attack1 + Attack2]: Use these attacks together the specified number of times.

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Ruby Rose

Creep

Normal: LLH

Multiple: LLLH

// Crescendo Forte

Alpha Creep

Normal: LLLH + TA/LLH

// Crescendo Forte + DH/AH

Multiple: 3x LLLH

Ultimate: 2x Crescendo Forte

Beowolf

Normal: 2x LLH

Multiple: 2x LLLH

Ultimate: Crescendo Forte

Alpha Beowolf

Normal: C/RS + 3x CH

// LLLH + LLH + C + 2x CH

Ultimate: 2x Crescendo Forte

Boarbatusk

Normal: C/RS + CH + LLLH

// 2x LLLH + C + CH (+TA/LLH*)

*Enemy may interrupt second LLLH. Add TA or LLH to make up for this.

Ultimate: 2x Crescendo Forte

// LLLH + Crescendo Forte

Ursa

Normal: LLLH until Stun + CH + Repeat LLLH until Death

Ultimate: 3x Crescendo Forte

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Attack Patterns: Ruby Rose 12

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Ursa Major

Normal: Repeat [LLLH until Stun + LLLH + LLH]

Ultimate: Same as above, Crescendo Forte after LLH.

Mutated Creep:

Normal: 3x R (CC)

// LL

// DH

Multiple: RS

Mutated Beowolf

Normal: LLLH + LLH + C + Repeat [CH + R*/C]

*A single ranged shot on a Mutated Beowolf can put them in a stun state.

Red Android

Normal: RS + 2x CH

// 2x [LLLH + LLH]

// CH/LLLH + Wait + C + 2x CH

Ultimate: 2x Crescendo Forte

// Crescendo Forte + LLLH

White Android

Normal: RS + 2x CH

//2x [LLLH + LLH]

Ultimate: 2x Crescendo Forte

// Crescendo Forte + LLLH

Mini Deathstalker

Normal: LLLH + TA/LLH

Multiple: 2x Crescendo Forte

// 2x LLLH

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Weiss Schnee

Creep

Normal: DLH

Multiple: 2x LLH

Ultimate: Novacaine

Alpha Creep

Normal: LLH + AH + DH

// 2x Novacaine

Multiple: LLH Freeze All + Repeat CH

Ultimate: 2x Novacaine

Beowolf

Normal: 2x CH

// LLH + CH

Multiple: LLH Freeze All + Repeat CH

Ultimate: R All + Novacaine

// Novacaine + CH All

Alpha Beowolf

Normal: LLH + ALH + 2x CH

Ultimate: Novacaine + 2x CH

Boarbatusk

Normal: 3x FR (Tier 2: Improved Barrage)

Ursa

Normal: 6x FR (Tier 2: Improved Barrage)

Ultimate: 3x Novacaine + CH

Ursa Major

Normal: Repeat [FR until Stun* + CH + R + 4x H]

*You may want to pause after an FR or two. If you simply spam FR the enemy

may never get a chance to self-inflict stun with their Earthquake attack.

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Attack Patterns: Weiss Schnee 14

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Mutated Creep

Normal: R

Mutated Beowolf

Normal: R* + 3x CH* + R + CH + H

* A single ranged shot on a Mutated Beowolf can put them in a stun state.

* This strategy requires the Quick Charge trick. If you can’t pull it off, stick to

getting a single CH in after each stun.

Androids

Normal: LLH + AH + CH

Ultimate: 2x Novacaine

// Novacaine + CH All

Mini Deathstalker

Normal: 2x CH

Ultimate: 2x Novacaine

// Novacaine + CH All

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Blake Belladonna

Creep

Normal: ALH (CC)

// LLH

Multiple: Earth/Ice/Fire Clone

Alpha Creep

Normal: 3x LLH

Ultimate: Fire Clone + LLH

// Earth Clone + CH

// Ice Clone + LLH + H

Beowolf

Normal: 3x LLH

Multiple: Stun Blades/H All + Fire Clone

// Earth*/Ice Clone + CH All

* Unlike Ice Clone, using CH after Earth Clone on a group of Beowolves will

not always eliminate them all. You may have to do clean-up with TA or H.

Alpha Beowolf

Normal: 3x LLH + C + 2x LLH (or CH + H)

Ultimate: Fire Clone + 2x LLH + C* + LLH/CH

* If you attack early enough, you may not have to counter.

// Earth Clone + CH + LLH + H

// Ice Clone + 2x LLH + H

Boarbatusk

Normal: C/RS + CH + TA2 (or TA + H)

// 2x LLH + C + CH + TA/H

Ultimate: Fire Clone + 2x LLH + H

// Earth Clone -> Stun + CH + TA/H

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Attack Patterns: Blake Belladonna 16

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Ursa

Normal: LLH until Stunned + CH + Repeat LLH

Ultimate: Same as above, use if enemy is not stunned.

Ursa Major

Normal: Repeat [LLH until Stunned] + 3x LLH

Ultimate: Same as above, use before 3x LLH is performed.

Mutated Creep

Normal: 3x R (CC)

// AL

Multiple: FR (Tier 2: Stun Blades)

Mutated Beowolf

R* + CH*

* A single ranged shot on a Mutated Beowolf can put them in a stun state.

* It is possible to CH the enemy more than once in its stunned state –

however, it is unreliable as the timing is incredibly tight, even with the Quick Charge

trick.

Androids

Normal: RS + CH + TA2 (or TA + H)

Ultimate: Fire Clone + LLH

Mini Deathstalker

Normal: 2x LLH + H

Ultimate: Fire Clone + LLH

Multiple: RS + TA2 All (or Repeat CH All)

Ultimate: 2x Fire Clone

// RS + Fire Clone + CH All

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Yang Xiao Long

Creep

Normal: 2x AH (CC)

// LLH

Multiple: LLH

Ultimate: Super Quake/Aftershock

Alpha Creep

Normal: 2x LLLH

Ultimate: Super Quake/Aftershock + LLH

Beowolf

Normal: AH + LLLH

// LLLH + LLH

Multiple: Super Quake/Aftershock

Alpha Beowolf

Normal: 2x LLLH + C + LLLH + H

Ultimate: 2x Super Quake + LLH (or H if stunned)

// 2x Aftershock + LLLH

// Super Quake/Aftershock + 2x LLLH* + C* + H

*Enemy may fall after second LLLH due to TA stun.

*You may be able to H without countering first if fast enough.

Boarbatusk

Normal: 2x LLLH + C + CH

// RS + CH + CH/LLLH

// C + CH + LLLH

Ultimate: Super Quake + LLLH + LLH

// 2x Super Quake/Aftershock (+LLH if still alive from Aftershock)

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Attack Patterns: Yang Xiao Long 18

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Ursa

Normal: LLLH until Stun + CH + Repeat LLLH

Ultimate: 3x Super Quake + LLH

// 3x Aftershock + Ursa stuns itself + LLLH + LLH

// 3x Aftershock + Repeat LLLH

Ursa Major

Normal: Repeat [LLLH until Stun + CH + 3x LLLH* + H]

* The first Light must hit the Ursa Major. The second one must then be

directed behind Yang so that it misses. The remaining Light + Heavy should then be

directed at the enemy. This is more difficult to pull off than the attack pattern below,

but it outputs more overall damage.

// Repeat [LLLH until Stun + 3x LLLH]

Ultimate: Same as above patterns, use if enemy is not stunned.

Mutated Creep

Normal: AH

// R

Mutated Beowolf

Normal: R* + 3x CH* + R + CH + H

* A single ranged shot on a Mutated Beowolf can put them in a stun state.

* This strategy is more reliable with the Quick Charge trick.

// Repeat R + CH

Androids

Normal: AH + LLH + CH + H

// RS + CH + LLLH

Multiple: 2x Super Quake

// 3x Aftershock

Mini Deathstalker

Normal: LLLH + LLH

Ultimate: 2x Super Quake/Aftershock