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This page covers facts and in-depth game usage of the character, Rid Hershel. For a comprehensive reference list of in-game commands, see Command List: Rid Hershel.
Reid Hershel using Divine Aurora Sword

Rid using Tenha Kyokkouzan.

Rid Hershel (リッド・ハーシェル Riddo Haasheru) is the main protagonist of Tales of Eternia. Rid is a hunter from the far away village of Rasheans who's only goal in life is to live in peace and eat lots of delicious food. His simple life was suddenly distrupted when Rid and his childhood friend made a fateful encounter with a "Celestian" and embarked on a journey which would eventually save the world from the evil machinations of Shizel and the god of destruction, Nereid.

Rid is a swordsman that particularly excels in using one-handed swords. His self-taught genius swordplay, which impressed even a dojo master and Race, consists of swift and strong attacks which can easily disable enemies and corner them against a wall. Rid also posseses Fibrill, the power of the gods, which allows him to use powerful Divine Aurora Artes that can deal devastating damage and counter certain attacks. Rid posseses excellent stats, particularly his agility and defense, and is not very difficult to use. However, this is because there really isn't much to learn about Rid; for the most part, what you see is what you get. As such, Rid lacks the amazing combo potential or useful techniques of other characters and must make do with basic attack chains.

Character Facts[]

  • Rid has 570 HP.
  • Rid's sprite is very different from his actual artwork.
    Rid and Friends

    Keele, Rid, Farah, Meredy and Quickie celebrate their victory against Nereid.

  • Rid has only one victory pose.
  • The weapon Rid is using is the "Last Fencer", which is usually considered as his best weapon.
  • Rid was capable of equipping shields, which is why his block animation has him hold his hand forward.
  • Rid used to have a Support Arte where Race would perform Kyokkouheki and Kyokkouken, but it was removed when Race obtained his own playable file.
  • In Tales of Eternia, Rid had the ability to counter Shizel's Eternal Finality with his Divine Aurora. Unfortunately in ACS, he can no longer do so.
  • If Rid defeats his secret boss, his friends Keele, Farah, Meredy and Quickie will show up to join the victory pose.
  • Rid Hershel is also a playable character in Act Cadenza Strife 3D .

General Tips & Usage[]

  • Rid is primarily a close-range character, and as such has incredible mobility, HP and damage output. His stats are all above average as compared to other ACS characters.
  • Rid also has an above average to average defense against Guard Break.
  • Rid receives 30% more damage from Earth Elemental attacks and 30% less damage from Dark Elemental Attacks. (Please refer to this page for more information on ACS Elements).
  • Rid can perform all the basic movements in ACS, and excels at most of them.
    • His double jump reaches the top of the screen, his air dash can go across an entire screen if used at the apex of his double jump, and his running speed is nothing to sneeze at.
    • Both his Forward Step and Backward Leap have excellent speed and range as compared to most ACS characters.
    • His backward air-dash is very short.
    • His High Jump is shorter than his Double jump.
  • Rid has 3 melee ground attacks (A, B, and C). He also has 2 melee aerial attacks (A and C).
    • With proper timing, his A button aerial attack can be chained to his 3-hit ground melee attacks to create a 4-hit combo.
  • Rid's artes have the following characteristics:
    • Many of Rid's Artes have long enough animations that a hit is guaranteed if used while the opponent is getting up. Perhaps the best example are the Raijinken series and Senkuu Souhazan.
    • Many of Rid's Arcane Artes end with the opponent flat on the ground, forcing them to get up.
    • All of Rid's Artes except Majinken, Majinken Souga, Senkuu Shoureppa, Dankuuken, Fuujinbakufuu, Fuujin Fuubakusatsu, Kyokkouheki, and Kyokkouha move him by the end of the animation.
    • Very few of Rid's Artes require TP.
  • Rid's Overlimit disables nearby enemies on the ground, preventing him from continuing combos.
    • If the enemy is in mid-air when they are hit with the blast from Rid's Overlimit, they are not disabled. Thus, it is possible to extend a combo if Overlimit is used after Mouko Rengekiha/Akisazame on an enemy that's against a wall.
    • After using Majin Rengazan, the enemy will be pushed back to just the right distance that Rid's Overlimit cannot hit. If Rid immediately dashes forward and performs a melee attack, he can continue a combo.
  • During Overlimit Lv1, Rid's movement speed increases and two of the inputs for Senkuu Souhazan now trigger Dankuuken and Gurenken.
  • Upon use of Overlimit Lv2, Rid's HP is slightly restored, and his movement speed and the attack power of all his non-Mystic Artes increases. Overlimit Lv2 also enables Rid to use Tenha Kyokkouzan in a combo.
  • Rid's chain order consists of:
    • Melee > Base > Advanced > Arcane > Mystic
    • Some of Rid's mystic artes cannot be used in a combo.

Shortcuts[]

Command Ground
F Overlimit Lv1
← F Rekkuzan
→ F Raijinken
↑ F Senkuureppa
↓ F Overlimit Lv2

Base Artes[]

  • Majinken (Demon Fang) or (Sonic Blade)
  • Command: ↓ → A
ACS_Rid_Reid_Hershel_Arte_Exhibition_(v.5.505b)_COMPLETE

ACS Rid Reid Hershel Arte Exhibition (v.5.505b) COMPLETE

Rid/ Reid Hershel's Arte Exhibition by Kratos1991.

    • Rid unleashes a small shockwave.
    • The shockwave fades away after it crosses about three-fourths of the screen.
    • TTS is Fast. TTL is Short.
  • Raijinken (Lightning Blade)
  • Command: ↓ → D
    • Rid stabs forward. If any part of his blade hits the opponent, a lightning bolt crashes down as well.
    • This is one of the few moves in ACS that is positive on block; i.e. when this attack is blocked, Rid moves first. This allows for powerful pressure options, especially in the corner.
    • Oddly enough, the stab hits twice.
    • Wind Elemental.
    • TTS is Fast. TTL is Average.
  • Kogahazan (Tiger Blade) or (Demon Hammer)
  • Command: ↓ A
    • Rid performs an uppercut slash, then a downward slash.
    • It's possible to link this attack to Senkuureppa. After the downward slash, there's a brief moment where both Rid and the opponent are unable to move. Because Rid recovers faster, the two Base Artes can be linked together in a combo.
    • TTS is Fast. TTL is Long.
  • Chirisazame (Sword Rain) or (Swarm)
  • Command: → ← → A
    • Rid unleashes a series of stabs.
    • The stabs have much less range than the animation would have you believe.
    • Safe on block, but still slightly negative.
    • TTS is Fast. TTL is Short.
  • Rekkuuzan (Tempest Strike)
  • Command: ↓ ← A
    • Rid launches himself forward, spinning his sword the entire time.
    • Can be used in the air.
    • Moves Rid closer to the enemy and slightly pushes them back.
    • Safe on block, but still slightly negative.
    • TTS is Fast. TTL is Average.
  • Senkuureppa (Spiral Attack) or (Tornado Drive)
  • Command: ↓ ← D
    • Rid jumps into the air swinging his sword in a spiral, then crashes down at a diagonal angle.
    • Can be used in the air.
    • It's possible to link this attack from Kogahazan. After the downward slash from Kogahazan, there's a brief moment where both Rid and the opponent are unable to move. Because Rid recovers faster, the two Base Artes can be linked together in a combo.
    • Light Elemental.
    • TTS is Very Fast. TTL is Average.

Advanced Artes[]

  • Majinken Souga (Double Demon Fang) or (Twin Sonic Blade)
  • Command: ↓ → B
    • Rid unleashes a Majinken, then quickly follows it up with a slash that creates a very short range shockwave.
    • If only the starting Majinken hits, the move will only hit once. If the opponent is in range for the second slash to hit, however, the Majinken will hit twice.
    • Wind Elemental.
    • TTS is Fast. TTL is Average.
  • Fuuraijinken (Super Lightning Blade)
  • Command: ↓ → E
    • A stronger Raijinken that moves Rid farther forward.
    • The last hit can disable enemies.
    • Wind Elemental.
    • TTS is Fast. TTL is Very Short.
  • Kogarenzan (Tiger Rage) or (Demon Twist)
  • Command: ↓ ↓ B
    • Rid performs an uppercut slash, slices forward twice while in the air, then performs a downwards slash.
    • If the first hit is blocked, Rid will usually end up behind the opponent once the move is over.
    • TTS is Fast. TTL is Average.
  • Akisazame (Sword Rain: Alpha) or (Neo Swarm)
  • Command: → ← → B
    • Rid performs a slightly longer Chirisazame, then quickly follows it up with an uppercut slash.
    • Enemies can air-tech after the uppercut so its recommended to input the command on the 6th hit if you want to continue the combo.
    • TTS is Fast. TTL is Average.
  • Shinkuuretsuzan (Omega Tempest) or (Omega Tempest Strike)
  • Command: ↓ ← B
    • Rid performs a stronger Rekkuuzan that sends him much farther forward.
    • Can be used in the air.
    • Moves Rid closer to the enemy and pushes them back. If the enemy blocks the attack, Rid will simply go over them.
    • TTS is Fast. TTL is Average.
  • Senkuu Shoureppa (Double Spiral Attack) or (Soaring Light Spear)
  • Command: ↓ ← E
    • Rid jumps into the air swinging his sword in a spiral, then jumps in mid-air while slashing in a horizontal ring.
    • Can be used in the air.
    • Light Elemental.
    • TTS is Very Fast. TTL is Average.

Arcane Artes[]

  • Raijin Souhazan (Thunder Tiger Blade) or (Demon Lightning Hammer)
  • Command: ↓ ↓ D
    • Rid performs a Kogahazan, then quickly follows it up with a Fuuraijinken.
    • The last hit can disable enemies.
    • Wind Elemental.
    • TTS is Fast. TTL is Very Short.
  • Majin Senretsuha (Demonic Sword Rain) or (Neosonic Swarm)
  • Command: ↓ ← → A
    • Rid unleashes a Majinken, then quickly follow it up with a Chirisazame.
    • If spaced properly (about a character length), this move is somewhat hard to punish.
    • TTS is Fast. TTL is Short.
  • Majin Rengazan (Demonic Chaos) or (Sonic Chaos)
  • Command: ↓ → C
    • Rid unleases a Majinken, then quickly follows it up with a slash that creates a shockwave slightly longer than Majinken Souga's second slash. If the full attack hits, Rid will be pushed away from the enemy.
    • Unlike Majinken Souga this move preserves the multiple Rid effect from the original game. It no longer knocks the target into the air, though.
    • Using Overlimit immediately after this arte allows you to continue a combo. You have to dash forward and perform a melee attack after using Overlimit to execute this properly.
    • TTS is Fast. TTL is Average.
  • Kuuha Zesshougeki (Mega Sonic Thrust) or (Megasonic Thrust)
  • Command: ↓ ← → D
    • Rid launches himself forward, quickly turns around, and stabs forwards.
    • Costs TP and sends the opponent flying away.
    • Disables enemies.
    • Will hit an enemy from behind, but is punishable so don't be predictable.
    • While almost useless in combos due to the awkward position Rid is left in, if used while getting up it can both counter and corner an opponent.
    • Has a higher chance to cause Guard Break than most of Rid's artes.
    • TTS is Very Fast. TTL is Very Short.
  • Senkuu Souhazan (Demon Spiral Hammer)
  • Command: ↓ ← → B (or ↓ ← → C / ↓ → ← C outside of Overlimit)
    • Rid jumps into the air swinging his sword in a spiral, slices forward twice while in the air, then crashes down at a diagonal angle.
    • Can be used in the air.
    • Disables enemies.
    • This move's animation lasts so long that AI tends to drop their guard before it's over.
    • Light Elemental.
    • TTS is Very Fast. TTL is Very Short.
  • Senkuu Senretsuha
  • Command: → ← → D
    • Rid performs an Akisazame, then crashes down with the final blow of Senkuureppa.
    • Costs TP.
    • Rid did not actually have this move in Tales of Eternia, but an unused voice file existed.
    • Disables enemies.
    • TTS is Very Fast. TTL is Very Short.
  • Shou'u Rekkuugeki (Tempest Rain: Alpha) or (Neo Tempest Swarm)
  • Command: → ← → C
    • Rid performs a slightly longer Chirisazame, then vertically lauches himself into the air while spinning his sword.
    • Costs TP.
    • TTS is Fast. TTL is Very Short.
  • Hououtenku (Rising Phoenix)
  • Command: ↓ ← C
    • Rid jumps back into the air, then dives forward while covered in fire.
    • Costs TP.
    • Can be used in the air.
    • If Rid is hit out of the move he will sometimes have a dark red after-image until he is hit again.
    • Fire Elemental.
    • Press C to extend this arte to Hiou Zetsuenshou.
    • TTS is Fast. TTL is Very Short (this arte can only be followed by Hiou Zetsuenshou).
  • Mouko Rengekiha (Rending Tiger) or (Omega Demon Chaos)
  • Command: ↓ ↓ C
    • Rid will perform Kogahazan four times, slowly gaining altitude the entire time. The final downward slash will leave the opponent flat on the ground.
    • Costs TP.
    • If Rid is hit out of this move, he will sometimes have a bright after-image until he is hit again.
    • Rid can Overlimit Burst this arte and still continue his combo.
    • Press C to extend this arte to Ryuuko Metsugazan.
    • TTS is Fast. TTL is Short.
  • Fuujinbakufuu (Omega Seal)
  • Command: ↓ → ↓ → C
    • Rid will create a green vortex around the opponent. If the opponent does not move, they will be launched into the air trapped in a green sphere, which then bursts.
    • Costs TP.
    • Wind Elemental.
    • Unblockable, but hard to hit with. Either use it against spellcasting opponents or after either Majinken Souga or Kogarenzan.
    • Requires Overlimit or low HP.
    • Press C to extend this arte to Fuujin Fuubakusatsu.
    • TTS is Slow. TTL is Average.
  • Dankuuken (Severing Wind) or (Earth Divide)
  • Command: ↓ → ← C (in Overlimit)
    • Rid jumps high into the air, releasing wind in the form of green rings.
    • Can be used in the air.
    • Wind Elemental.
    • Requires Overlimit or low HP.
    • TTS is Fast. TTL is Short.
  • Gurenken (Hell Pyre) or (Flaming Sword)
  • Command: ↓ ← → C (in Overlimit)
    • Rid jumps into the air swinging his sword in a spiral, then releases a ball of flame at a diagonal angle.
    • Can be used in the air.
    • Fire Elemental.
    • Requires Overlimit or low HP.
    • TTS is Fast. TTL is Short.

Mystic Artes[]

  • Ryuuko Metsugazan (Wyrm Wrath) or (Dragon Demon Chaos)
  • Command: Press C after using Mouko Rengekiha
    • The screen turns blue as Rid gathers energy. He then hits his opponent with a shockwave, jumps high into the air, then crashes back down in an incredible lightshow.
    • Costs TP.
    • Only the last hit of Mouko Rengekiha needs to hit in order to be used.
    • An unused voice clip in the english version of Tales of the Abyss renames this move Final Dragon Fang.
    • A computer controlled Rid rarely uses this move.
    • TTS is Instant. TTL is Non-existent.
  • Hiou Zetsuenshou (Burning Phoenix)
  • Command: Press C after using Hououtenku
    • The screen turns black as Rid gathers energy. He then zooms to the other side of the screen, leaving a trail of fire in his wake.
    • Costs TP.
    • Only the last hit of Hououtenku needs to hit in order to be used.
    • With perfect timing, this move can be avoided by air teching. Naturally, the computer at higher difficulty levels will consistently avoid it.
    • TTS is Fast. TTL is Very Short.
  • Fuujin Fuubakusatsu (Quasi Seal)
  • Command: Press C after using
    • The screen turns green as the enemy teleports above Rid, surrounded by multiple seals. Rid then summons blades of light which proceed to pierce the enemy.
    • Costs TP.
    • Severely bugged in that it can not finish an opponent; in normal single round battles the opponent will simply get up (or air tech) with an empty HP bar then die, but in boss rush modes, a boss that is "killed" by this move will only be dropped to 1 HP. However, the game will still assume the boss is dead and as such summon the next boss.
      • This bug is very ironic considering that in Tales of Eternia, this arte was a guaranteed kill that could only be used on enemies under a certain amount of HP.
    • TTS is Instant. TTL is Non-existent.
  • Kyokkouheki (Counter) (Aurora Wall)
  • Command: E while guarding
    • Rid hovers into the air, surrounded with yellow light.
    • Costs TP and Sends the opponent flying away.
    • If Rid uses either Kyokkouheki (Counter) or Tenha Kyokkouzan, both artes can not be used until the next round.
    • This version of Kyokkouheki was not in Tales of Eternia; instead, it was created for Rid's appearance as a bonus boss in Tales of the Abyss. Despite this, it has become his Mystic Arte in every future appearance.
    • TTS is Very Fast. TTL is Non-existent.
  • Kyokkouheki (Aurora Wall)
  • Command: ↓ ↓ E
    • Rid surrounds himself with a wall of yellow light, then jumps upwards for a final blow.
    • Costs TP and sends the opponent flying a short distance away.
    • Rid is invincible during the animation.
    • This move can follow any Base, Advanced, or Arcane Arte.
    • This move can be used while getting up to knock opponents away.
    • TTS is Very Fast. TTL is Non-existent.
  • Kyokkouken (Aurora Sword)
  • Command: Press D or E during Kyokkouheki
    • The screen turns blue as Rid rapidly slices the opponent.
    • Costs TP and sends the opponent flying away.
    • An unused voice clip in the english version of Tales of the Abyss renames this move Aurora Slash.
    • Press D instead of E for different flash effects.
    • TTS is Instant. TTL is Non-existent.
  • Kyokkouha (Aurora Wave)
    • The screen turns white as Rid rises into the air, surrounded with yellow and green light.
    • Can only be used against Nereid when she uses Finality Dead End. Instantly kills Nereid.
    • Though the technique is called Aurora Wave in english, when actually used in Tales of Eternia it results in "Undulation of Whirling Light - Infinity Reviver".
    • TTS is Instant. TTL is Non-existent.
  • Tenha Kyokkouzan
  • Command: ↓ ← → E
    • Rid surrounds himself with a wall of light. If this wall hits an opponent, Rid will quickly follow it up with an extended version of Kyokkouken.
    • Costs an incredible amount of TP.
    • You can only use Kyokkouheki (Counter) or Tenha Kyokkouzan once per battle. If Rid uses any of the two artes atleast once, both artes cannot be reused for until the next battle.
    • Sends the opponent flying away and disables them.
    • This move, though fully voiced and completely functional, could not be used in Tales of Eternia without the aid of a cheating device.
    • This move can not be used in a combo unless Rid is in Overlimit Lv2. Overlimit Lv2's heal upon activation, however, makes actually using Tenha Kyokkouzan very difficult.
    • TTS is Very Fast. TTL is Non-existent.

Advance Tips & Combos[]

Battle Strategy[]

When using Rid, your first priority should be to corner the opponent. Rekkuzan > Shinkuuretsuzan > Senkuu Souhazan is undoubtedly the most effective combo for this task; if used at the beginning of a battle, the opponent will be moved to the corner in a single repetition. Once the opponent is cornered, Rid is free to slowly hit the opponent to death with whatever he wants as long as he makes sure he ends his combos with a move that leaves his opponent getting up and Rid at a reasonable distance away (enough to run up and hit the enemy with a melee attack just as they get up). Which would be almost every single Arcane Arte he has, as well as Kyokkouken.

When fighting Rid, take advantage of the fact that Rid's moves will quickly boost the enemy TP bar. If you manage to stop Rid's assault, unleash everything you have. And remember that if Rid uses Kyokkouheki (Counter), the threat of a Tenha Kyokkouzan reversal completely vanishes. Also, don't bother trying to zone Rid; he's far too mobile.

General Use Combos[]

Rid is an interesting character in the fact that almost all of his moves are viable. As such, a "General Use" combo would really be whatever is comfortable for the player. The combos below are simple examples that don't require much dexterity. In reality, Any Base > Any Advanced > Any Arcane can work, though Fuuraijinken can mess up combos if the player times the following Arcane Arte wrong. Senkuu Shoureppa is also hard to fit into combos.

As a rule of thumb, though, try and end combos with either Raijin Souhazan, Senkuu Souhazan or Kyokkouken. And remember that anything can be followed with Kyokkouheki.

Simple Combo 1[]

  • Raijinken > Fuuraijinken > Raijin Souhazan.
  • Quick Input Version:
  • ↓ → D (or → F) > ↓ → E > ↓ ↓ D
  • The input for Raijin Souhazan needs to be done immediately after the lightning bolt of Fuuraijinken hits, or else the beginning two slashes will not hit. The final stab will though.

Simple Combo 2[]

  • Rekkuzan > Shinkuuretsuzan > Senkuu Souhazan
  • Quick Input Version:
  • ↓ ← A (or ← F) > ↓ ← B > ↓ ← → B (or ↓ ← → C / ↓ → ← C)
  • As stated earlier, this could be considered Rid's bread and butter combo in the fact that it's the best way to move the opponent to a wall. It's far from the only way though.
  • It's very important to practice using Senkuu Souhazan, as it's probably Rid's best move due to the AI's tendency to drop their guard during the animation.

Simple Combo 3[]

  • Kogahazan > Kogarenzan > Mouko Rengekiha > Ryuuko Metsugazan
  • Quick Input Version:
  • ↓ A > ↓ ↓ B > ↓ ↓ C > C
  • Requires TP for the last two moves, so if you don't have any feel free to substitute in the Arcane Arte of your choice.

Simple Combo 4[]

  • Raijinken / Senkuureppa / Rekkuuzan > Senkuu Shoureppa / Majinken Souga / Kogarenzan / Shinkuuretsuzan > Majin Rengazan / Raijin Souhazan.
  • Quick Input Version:
  • → F / ↑ F / ← F > ↓← E / ↓ → B / ↓ ↓ B / ↓ ← B > ↓ → C / ↓ ↓ D
  • As an example for how flexible Rid's combos are, this "combo" can be started with any Rid's shortcuts. Also, the following Advanced and Arcane Artes all require only two arrow inputs to use and absolutely no TP.

Advanced Wall Combo[]

  • Jump > Attack (just before landing) > Attack > Attack > Attack > Chirisazame > Akisazame > Mouko Rengekiha > Overlimit Lv1 > Attack > Attack > Attack > Chirisazame > Akisazame > Mouko Rengekiha > Ryuuko Metsugazan
  • Quick Input Version:
  • ↑ > A > A > A > A > → ← → A > → ← → B > ↓ ↓ C > F > A > A > A > → ← → A > → ← → B > ↓ ↓ C > C
  • Sixty-five hits.
  • Requirements and Notes:
  • Enemy must be against a wall.
  • If Mouko Rengekiha is used just as Rid lands from the finishing blow of Akisazame both before and after Overlimit, two additional hits can be added. However, the enemy is free to air-tech between the artes.

Advanced Non-Wall Combo 1[]

  • Jump (Aerial dash if necessary) > Melee Attack (Just before landing) > Melee Attack X3 > Kogahazan > Senkuureppa > Akisazame > Senkuu Souhazan > Kyokkouheki > Kyokkouken
  • Quick Input Version:
  • ↑ + → → > A > A > A > A > ↓ A > ↓ ← D > → ← → B > ↓ ← → B > ↓ ↓ E > E
  • 40 Hits.
  • Requirements and Notes:
  • TP for Mystic Artes.
  • Timing is necessary to connect Kogahazan and Senkuureppa.
  • If you want to make all the hits of Senkuu Souhazan to connect, make sure to input the command simultaneously with the 7th hit of Akisazame.

Advanced Non-Wall Combo 2[]

  • Jump (Aerial dash if necessary) > Melee Attack (Just before landing) > Melee Attack X3 > Kogahazan > Senkuureppa > Shinkuuretsuzan > Majin Rengazan > Overlimit Lv1 or Lv2 > Dash towards the opponent > Melee Attack X3 > Kogahazan > Senkuureppa > Shinkuuretsuzan > Senkuu Souhazan > Kyokkouheki > Kyokkouken
  • Quick Input Version:
  • ↑ + → → > A > A > A > A > ↓ A > ↓ ← D > ↓ ← B > ↓ → C > F or ↓F > → → > A > A > A > ↓ A > ↓ ← D > ↓ ← B > ↓ ← → B > ↓ ↓ E > E
  • 57 Hits.
  • Requirements and Notes:
  • TP for Mystic Artes and Overlimit Lv1 or Lv2.
  • Timing is necessary to connect Kogahazan and Senkuureppa.
  • Quickly dash towards the opponent and attack after using Overlimit.

Advanced Wall Combo[]

  • Jump (Aerial Dash if necessary) > Melee Attack A (Just before landing) > Melee Attack X3 > Kogahazan > Senkuureppa > Akisazame > Mouko Rengekiha > Overlimit Lv2 > Melee Attack X3 > Kogahazan > Senkuureppa > Akisazame > Shou'u Rekkuugeki > Tenha Kyokkouzan.
  • Quick Input Version:
    Tales_of_ACS_v5.503_Rid_Hershel_74_Hits_Combo

    Tales of ACS v5.503 Rid Hershel 74 Hits Combo

    Rid Hershel's 74 hit combo.

  • ↑ + → → > A > A > A > A > ↓ A > ↓ ← D > → ← → B > ↓ ↓ C > ↓ F > A > A > A > ↓ A > ↓ ← D > → ← → B > → ← → C > ↓ ← → E
  • 74 Hits. Damage is 6/7 of Kakashi Scarecrow's HP (500).
    • Requirements and Notes:
      • You must have very low HP, 80% TP, Overlimit Lv2 and the enemy against a wall to execute this combo.
      • Timing is necessary to connect Kogahazan and Senkuureppa.
      • Use Mouko Rengekiha/Shou'u Rekkuugeki after the finishing strike of Akisazame to add an extra two hits. Like with the above Wall combo, though, this leaves the enemy free to air-tech
      • Rid must have a full TP gauge and be at a low enough HP that Overlimit 2's heal will not make him unable to use Tenha Kyokkouzan. This combo can be stopped if the enemy air-techs after Shou'u Rekkuugeki but if you enter the command of the final attack quickly, the enemy will not be able to air-tech.

Highest/Strongest Combo[]

  • ( Melee Attack X3 > Majinken > Majinken Souga > Gurenken [Note 1] > Kyokkouheki [Note 2] > Quickly dash towards enemy [Note 3] ) X2 > Melee Attack X3 > Kogahazan > Senkuureppa [Note 4] > Majinken Souga > Majin Rengazan > Overlimit Lv2 > Melee Attack X3 > Kogahazan > Senkuureppa [Note 2] > Akisazame > Shou'u Rekkuugeki [Note 5] > Tenha Kyokkouzan [Note 6]
  • Quick Input Version:
  • ( A > A > A > ↓ → A >↓ → B > ↓ ← → C > ↓ ↓ E > → → ) X2 > A > A > A > ↓ A > ↓ ← D > ↓ → B > ↓ → C > ↓ F> A > A > A > ↓ A > ↓ ← D > → ← → B > → ← → C > ↓ ← → E
  • Total hits = 85. Damage instantly kills Kakashi Scarecrow (500 HP)
    • Requirements:
      Tales_of_ACS_Rid_Hershel_Combo_6.avi

      Tales of ACS Rid Hershel Combo 6.avi

      Rid's instant kill combo at 85 hits.

      • Rid must be at low HP.
      • Must have Overlimit Lv2 ready.
      • Enemy must be cornered against a wall.
      • Must have at least 85% TP.
    • Notes:
      • Note 1: Don't use this arte too early or too late. If used too early, the enemy will not be inflicted with the Confirmed status effect during Kyokkouheki. Using this arte too late will allow the enemy to air-tech.
      • Note 2: Use this arte as soon as Rid lands on the ground.
      • Note 3: The timing here is very difficult but try to use the A Melee Attack as soon as Rid dashes towards the enemy.
      • Note 4: Wait for the enemy to land from Kogahazan but don't use Senkuureppa as soon as the enemy lands. Don't worry as this is not very difficult.
      • Note 5: Don't let the last hit of Akisazame occur by inputting the command for this arte on the 6th hit of Akisazame.
      • Note 6: Use this arte as soon as Rid lands on the ground.
  • Contributed by: qoojuice562000
  • This combo no longer works in the current update as Gurenken no longer useable outside of Over Limit.

High Damage Combo (vers. 5.518)[]

  • Melee Attack x3 > Kogahazan > Senkureppa > Majinken Souga > Majinken Rengazan > Overlimit Lv. 1 > (Melee Attack x3 > Majinken > Majinken Souga > Gurenken > Kyokkouheki > Quickly Dash Towards Enemy) x2 > Melee Attack x3 > Kogahazan > Senkureppa > Shinkuuretsuzan > Mouko Rengekiha > Overlimit Lv. 1 > Melee Attack x3 > Kogahazan > Tenha Kyokkouzan

Inputs

  • A > A > A ↓ A > ↓ ← D > ↓ → B > ↓ → C > F > ( A > A > A > ↓ → A >↓ → B > ↓ ← → C > ↓ ↓ E > → → ) X2 > A > A > A ↓ A > ↓ ← D > ↓  B > ↓↓ C > F > A > A > A > ↓ A > ↓ ← → E
Rid_Combo_Demo

Rid Combo Demo

Demonstration of High Combo (vers. 5.518)

Info

  • Total hits = 87. Does about 490 damage.
  • Requires full TP
  • Requires low health
  • Requires OVL 2
  • Near a corner. Must be in a corner by the time you first use Majinken.

Notes

  • Since Kogahazan has slight advantage when it hits an enemy, you can connect a Senkuureppa after it. This is not a cancel. Learn the timing.
  • The knockback of Majinken Souga and Majin Rengazan combined will prevent the OVL blast from hitting the opponent.
  • The knockback of Majinken and Majinken Souga will put Rid at the perfect distance for the Gurenken + Kyokkouheki loop. Be sure to cancel into Gurenken a little later than usual; when Rid has moved the furthest possible distance during Majinken Souga.
  • After Kyokkouheki, you must run up to the opponent as quick as possible. Since Rid slides a little bit, you can execute the first Melee Attack a little earlier than you think. Rid recovers a split second after the "thump" sound effect is over. Run then.
  • Like the Kogahazan + Senkuureppa link, you must link Kogahazan into Tenha Kyokkouzan, since that Mystic Arte cannot be cancelled into outside of OVL 2.

Story Mode[]

Rid has a total of 6 Story Modes, ranging from Easy to Chaos. Note that all modes including and preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Modes after Hard feature opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated. However, a portion of your HP is healed whenever an opponent is defeated in Mania Mode.

Easy[]

Nanaly Fletch
Lloyd Irving

Regal Bryan
Dhaos
(Enemy) & Fog, Chat, & Race (Ally)

Normal[]

Chloe Valens
Eugene Gallardo

Suzu Fujibayashi
Synch

Hard[]

Yuri Lowell
Luke fone Fabre

Asbel Lhant
Shizel
(2 Rounds)
Nereid (If Shizel is defeated 2-0)

Mania[]

Dhaos
Hugo Gilchrist
(Upon defeat of Dhaos)
Barbatos Goetia (Upon defeat of Hugo Gilchrist)
Shizel (Upon defeat of Barbatos Goetia)

Unknown[]

Dhaos
Hugo Gilchrist (Upon defeat of Dhaos)
Nebilim (Upon defeat of Hugo Gilchrist)
Barbatos Goetia (Upon defeat of Nebilim)
Alexei Dinoia (Upon defeat of Barbatos Goetia)

Chaos[]

Yggdrassil
Barbatos Goetia and Synch (Upon defeat of Yggdrassil)
Kratos Aurion (Upon defeat of Barbatos Goetia and Synch)
Nereid (Once Kratos' HP is under 100)

Cut-Ins[]

In ACS, Rid has four cut-ins

  1. Tales of the Abyss
  2. Tales of Eternia
  3. Tales of Eternia
  4. Tales of the Abyss

Havin

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