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Advance Tips & Combos[]

Tales_of_ACS_v5.503_Shing_Meteoryte_Unknown_Story_Mode

Tales of ACS v5.503 Shing Meteoryte Unknown Story Mode

Shing beating his Unknown story mode by being as aggressive as possible with minimal blocking/evasion.

Battle Strategy[]

Shing is generally a character that relies a lot on his combos and evasion. You should use Shing aggressively and attack enemies with combos at every chance you've got. Only evade and defend when it is absolutely necessary.

Advanced tips on Attacking[]

  • Try to master the All Purpose Combo indicated in the General Use Combos Section and use it at every chance you've got.
  • Attack your enemies from all directions and try to incorporate feints (Suddenly stopping in mid-combo) and side shifts (Using Seijinzeppa or Souseijin) in your attacks to confuse the enemy.
  • Attack your enemies when they are downed on the floor but becareful of mystic artes and counter attacks.
  • Regularly use Shing's Mystic Arte since its TP cost is not very high. Shing doesn't really need to use TP other than for his Mystic Arte and Dizzy Typhoon.
  • Against advancing melee fighters, Intercept their advances using Seieirenpa or Juukouraiha and follow up your intercept with combos.
  • Against blocking enemies, use Chisaishou and Ryuuseishou repeatedly until the enemy is inflicted with Guard Break then follow up with a disabling arte (Shishisenkou, Souseijin) or a Hienshousen > Dizzy Typhoon > [Insert Basic Combo] combo.
  • Against spell casters and long range fighters, always stay close to them and keep attacking. Take advantage of Shing's artes that allow attacking and evasion at the same time (Raijinga, Seijinzeppa). Don't let them cast spells or set up for long range battles.
  • Against enemies with marked/hidden Penetrate counters, Use Seieirenpa to immediately deplete their penetrate counters and make them stagger. Take note that the enemy must be at mid-range where the sonic slashes of Seieirenpa disappear.
  • Only use Overlimit Lv2 offensively when you feel that you can deal the finishing blow.
  • When attacking, always watch your enemy's Overlimit Gauge since Shing's combos are usually long and the enemy can easily cancel it using Overlimit. You can also use artes that can juggle your opponent in mid-air (Hiou Zesshouzan, Hienshousen) to prevent them from using Overlimit.
  • Shing's combos increase the enemy's TP and Overlimit Gauge at a faster rate than other ACS characters so its best to mix a few short combos in your offenses when you think the enemy is baiting you to use a long combo to create an opening using Overlimit.

Advanced tips on Blocking/Evasion[]

  • Try to evade attacks at every chance you've get rather than blocking them. Don't try blocking attacks having more than 7 hits since Shing's guard usually breaks at that point.
  • On evading wide area of effect attacks, use Shing's double jump then repeatedly spam Kuuretsusen to stay afloat or use [Souseijin > Dash Cancel] repeatedly to move Shing to the other side of the field. If you need to increase your jump height, use Souseijin and its extension repeatedly.
  • Side shifting using Seijinzeppa is one of the best ways to evade and attack at the same time. Use this to your advantage especially if Shing is cornered against a wall.
  • Against enemies with unmarked Penetrate status, try to stay afloat using Kuuretsusen and stay away from the enemy's attacking range. Wait for their Penetrate status to expire before attacking again.
  • Never use your Overlimit Lv1 offensively, always make sure to use Overlimit defensively and cancel an enemy's combo. Try doing this as often as necessary since Shing can easily fill his Overlimit Gauge with his high hit count combos.
  • Against multiple enemies at the same time, focus more on evading their attacks and take them out one at a time. Shing is not very good against multiple enemies since he lacks good artes that have wide area of effect.

General Use Combos[]

Easy Combo[]

  • Melee Attack A X2 > Shippuusen > Shijin Kongouha > Ganzan Messaijin [Note 1] > Shippuusen > [Note 2]
  • Quick Input Version:
  • A > A > ↓ ← A > ↓ ← → A > ↓ ← D > ↓ ← A > [Note 2]
    • Note 1: Use Ganzan Messaijin as soon as Shing is able to. Wait for you CC to recover before using Shippuusen.
    • Note 2: Insert your favorite basic combo here.
  • Contributed by Minarie 03:45, July 19, 2011 (UTC)

All Purpose Attack Combo[]

  • ( Melee Attack A > Shippuusen > Hiou Zesshouzan > Ganzan Messaijin [Note 1] ) > Shippuusen > Hienshousen > Kairenjin [Note 2] > Shippuusen > Hiou Zesshouzan [Note 3] > Shouseijin > Chisaishou [Note 4] > [Note 5] > Hienshousen > Beryl Benito: Dizzy Typhoon [Note 6] > [Note 7] > Shouou Jin'eizan
  • Quick Input Version:
  • ( A > ↓ ← A > ↓ → ← D > ↓ ← D ) > ↓ ← A > ↓ → C > ↓ → B > ↓ ← A > ↓ → ← D > ↓ ← B > ↓ A > [Note 5] > ↓ → C > → F > [Note 7] > E
  • Replace the artes encased in Open "(" and Closed ")" parentheses with the one below to change this combo into its long range version.
    • ( Seieirenpa > Seijinzeppa > Chisaishou [Note 4] > Hienshousen > Kairenjin [Note 2] )
    • Quick Input Version:
    • ( ↓ ← → B > → ← → C > ↓ A > ↓ → C > ↓ → B )
  • Total number of hits would depend on the combos used in Note 4 and Note 6 and Shouou Jin'eizan. It usually from 50 to 80 hits.
  • Damage is 1/4 of Kakashi Scarecrow's (500) HP if Shouou Jin'eizan is not used. Damage is about 1/2 of Kakashi Scarecrow's (500) HP if Shouou Jin'eizan is used.
    • Requirements:
      • Small amount of TP for Dizzy Typhoon.
      • 45% TP for Shouou Jin'eizan (Optional).
    • Notes:
      • Note 1: Connecting Ganzan Messaijin from Hiou Zesshouzan requires timing. Press ↓←D just as Shing reaches the peak of Hiou Zesshouzan arch jump. Wait for your CC Gauge to recover before using Shippuusen.
      • Note 2: Timing is necessary in using Kairenjin to prevent the enemy from air-teching. Press ↓→ B once Shing starts free falling while using Hienshousen. Using this arte to early would allow an enemy to air-tech and using it to late would make Shing use Kairenjin on the ground. Wait for your CC Gauge to recover again before using Shippuusen.
      • Note 3: This will allow Shing to pull an enemy towards him. Used to remove enemies against a wall.
      • Note 4: Use Chisaishou just as Shing lands from Shouseijin. Using this arte too early would result to Shing performing it while facing the opposite direction. Take note that since you've switch sides with the enemy after using Shouseijin, the ← and → directional buttons when using artes will reverse.
      • Note 5: The arte/s you will use here is up to you and will depend on your remaining CC which ranges from about 2 to 5. Just make sure to leave atleast 2 CC for Shing to use Hienshousen
        • (Recommended Artes to use: Chisaishou, Shouseijin or Hienshousen)
      • Note 6: This support arte requires certain timing to execute. Press → F just as Shing is about to land from Hienshousen. If you've yet to grasp the timing, you can always spam →F while Shing is using Hienshousen.
      • Note 7: Insert your favorite combo here. Also, to use Shouou Jin'eizan or not will be your call.
  • This is Shing's Bread and Butter Combo, A little long but has very few requirements.
  • This combo does not work on Suzu Fujibayashi, Guy Cecil and Presea Combatir due to their small hitboxes.
  • Contributed by: Minarie 07:14, May 16, 2011 (UTC)

Highest Hit & Damage Combo[]

  • Melee Attack A > Shippuusen > Hiou Zesshouzan > Ganzan Messaijin [Note 1] > Shippuusen > Hienshousen > Kairenjin [Note 2] > Shippuusen > Shijin Kongouha > Shippuusen > Shijin Kongouha > Hienshousen > Beryl Benito: Dizzy Typhoon [Note 3] > Shippuusen > Shijin Kongouha [Note 4] > Shunjinshou > Shijin Kongouha > Shunjinshou > ( Chisaishou )X5 [Note 5] > Overlimit 2 > Shippuusen > ( Shijin Kongouha > Shunjinshou )X Repeat until only 5 CC remains > Toryuu Rengekiha > Shouou Jin'eizan
  • Quick Input Version:
  • A > ↓ ← A > ↓ → ← D > ↓ ← D > ↓ ← A > ↓ → C > ↓ → B > ↓ ← A > ↓ ← → A > ↓ ← A > ↓ ← → A > ↓ → C > → F > ↓ ← A > ↓ ← → A > → ↓ ← B > ↓ ← → A > → ↓ ← B > ( ↓ A ) x5 > ↓ F > ↓ ← A > ( ↓ ← → A > → ↓ ← B ) Repeat until 5 CC remains > ↓ ← C > E.
  • Total Hits = 174.
  • Damage is 4/5 of Kakashi Scarecrow's 500 HP.
    • Requirements:
      Tales_of_ACS_v5.501_New_Shing_Meteoryte_Combo_174_Hits

      Tales of ACS v5.501 New Shing Meteoryte Combo 174 Hits

      Shing Meteoryte 174 Hits Combo

      • Starting CC is set at 10.
      • Enemy is not against a wall until Note 4.
      • Overlimit Bar set at 2.
      • Small TP for Toryuu Rengekiha.
      • 45% TP for Shouou Jin'eizan.
    • Notes:
      • Note 1: Connecting Ganzan Messaijin from Hiou Zesshouzan requires timing. Press ↓←D just as Shing reaches the peak of Hiou Zesshouzan arch jump. Wait for your CC Gauge to recover before using Shippuusen.
      • Note 2: Timing is necessary in using Kairenjin to prevent the enemy from air-teching. Press ↓ → C once Shing starts free falling while using Hienshousen. Using this arte to early would allow an enemy to air-tech and using it to late would make Shing use Kairenjin on the ground. Wait for your CC Gauge to recover again before using Shippuusen.
      • Note 3: This support arte requires certain timing to execute. Press → F just as Shing is about to land from Hienshousen. If you've yet to grasp the timing, you can always spam → F while Shing is using Hienshousen.
      • Note 4: By this part of the combo, the enemy must be against a wall.
      • Note 5: The first Chisaishou costs 1 CC to execute. Continuously press ↓ A until you've used Chisaishou four more times. The CC Gauge is 0 at this point but Shing can still use Chisaishou.
  • This combo does not work on Suzu Fujibayashi, Guy Cecil and Presea Combatir due to their small hitboxes.
  • Contributed by: Minarie 15:55, May 26, 2011 (UTC)


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