TL;DR
Ability Combinations
In Final Fantasy VII Rebirth, players have found that certain ability combinations can significantly enhance combat effectiveness. One popular combo involves using Will-O’-the-Wykes, Lightning Rod, and Mesmerize to deal massive damage to bosses and mobs [5:1]. Another effective combination is Ramuh’s Justice followed by Rising Flame and Bahamut’s Megaflare, which provides a powerful sequence of attacks
[5].
Stagger and Damage Maximization
Maximizing stagger and damage output is crucial in combat. Abilities like Diamond Dust are praised for their massive stagger potential [5]. Players also recommend using Lightning Rod in conjunction with Dancing Steel, as this can lead to multiple level 5 Zantetsuken hits during a single stagger phase
[5:3]. This approach allows players to efficiently manage stagger and unleash high DPS combos.
Combining Elemental Attacks
Elemental attacks can be strategically combined to exploit enemy weaknesses. For instance, using Perfect Shiva Dodge (Cold Snap) followed by Lunge and Lightning Rod can set up a series of devastating attacks [5:1]. Following this with Rift Slip and Dancing Steel ensures that enemies remain vulnerable while maximizing the player's offensive capabilities.
Experimentation and Adaptation
Players are encouraged to experiment with different combinations to find what works best for their playstyle. While some combos may seem complex at first, practice and adaptation can lead to discovering highly effective strategies. As one player noted, "It's fun to still experiment. It just hits differently when it's one you discovered on your own" [4:4]. By understanding the mechanics of each ability and how they interact, players can create personalized combos that suit their preferences and tactical needs.
I can't find many combo guides but I figured this would be a good place, It doesn't have to be a guide I just wanna see combos, so if possible can everyone send their best Nier combos?
Try posting in /r/GranblueFantasyVersus
Lmao I thought you were talking about 2B at first
Dustloop
Will look up then 🤝
Did you know that YouTube exists which has combo videos/guides you could reference?
Yeah Ik I just wanted to ask here first
As title says, im creating these videos and saving them on playlists for myself to use them on my online grind when rank opens
You can also check it out, combo inputs are in the video comments
Great videos man! I'm tryna main soi fon/bankai ichigo/dangai I've been looking for stuff like this lol
No worries! Im gonna main bankai and dangai ichigo, so im trying to create combos thet are ACTUALLY usable in online matches with the most damage
What i noticed in this game is, the more you combo the more damage you lose, or using too many light button
So you have to optimize combos with LESS light buttons and use more heavy buttons
But in online u wont always get your starter with heavy button cuz they start up slower
Thats why i try to optimize it with dash light into heavy button strings
Agreed!!! I've been focusing on getting good at spacing/footsies, reactions, matchup knowledge etc but I haven't tried to learn optimal combos at all yet but most combo videos I've seen cost a ton of meter for not a ton of damage. Keep up the great work man! Are you on Xbox??
Currently labbing combos right now, after beating the game and going into NG+ they are very much needed LOL. Looking for one that can shred through bosses and mini bosses once I stagger them.
I have the timing and coordination of a drunk toddler so the attack to triangle combo I miss about 70% of the time.
Magic burst is definitely rough. After spending 300skill points for mastery, it’s a bit more managable: first 3 square triangle have the same timing, the final burst (biggest burst) has a little bit of delat. Also, when your sword connects/sparks is the best time to follow up with triangle. Good luck!
God after 25 hours I’m still trying to learn how to combo with my moves lol
An easy one is to 4 hit combo on the ground + Torgal Ravage (dpad down) + shift dash when in air + 4 hit aerial combo + switch to Garuda and use the grab ability + 4 hit combo + square/X lunge falling attack.
It’s sounds harder when you look at it that way lol. But once you do it it’s great :)
Appreciate this! I was trying it out in the training grounds but it seems like Torgal’s ravage doesn’t always lift the enemies up, and even when it does and I shift attack them, it feels like Clive is simply out of air at that point to use Garuda’s grab.
Any pointers?
Lol yeah but to be fair for small bad guys this is unneeded. Larger bad guys that you can stagger is where this is more useful. Small enemies: Garuda deadly embrace, 4 basically attacks followed by lung and follow up with a reg attack while they're on the ground will make you preform a kill animation which removes a quarter of their life which means death for most.
And even later you still don't need to do this for larger bad guys. >! Ifrit's will ohwhacks, followed by ignition, followed by garuda's gouge follow by aerial blast will stagger most and then limit break and 4 attack magic burst lunge then will oh whacks should be back. And death follows very quickly.!<
This does look awesome but it's mostly unnecessary.
Most enemies are just damage sponges, doing good combos doesn't feel like it amplifies the damage enough to justify the effort.
Like I can kill a crab in 30 seconds of just spamming magic, or 25 seconds by chaining all my abilities non-stop.
How does one do the charged flameblade upswing?
Op is using a weak weapon to show how long combos can get
Ask any questions you want and perhaps my older videos can help you combo
I can’t get the timing to use eikon abilities in the air, he always waits to fall to the ground to use them. What am I missing? For instance, I can knock up an enemy and melee+magic boost but then I can’t use an ability to keep him going.
im stuggling to get even 5 combo hits. i did the tutorial but still to dumb to make a combo. can someone explain it a bit better?
Light > Medium > Heavy > Down + Heavy works for most characters, but what a lot of beginners may struggle with is the aerial attacks after. If you hold up + forward right after your launcher (Down+Heavy), it automatically jumps for you and it's much easier to land aerial attacks. You could experiment with a variety of moves in the air like L/M/H into either S1 or S2, but you should probably look at someone's character or combo guide for the good stuff.
So this game has something called gatling combos, these are common in anime fighters. What they allow you to do is cancel the recovery of a button into specific other buttons. These require no timing just press the buttons one after the other. One core gatling combo that I believe exists on every character is Light>Medium>Heavy. Also important is that I believe every character has a universal launcher in down heavy. This will launch your opponent into the air allowing you to jump after them. Combining these ideas together we can form some simple combos that should work on just about every character. Medium>Heavy>Launcher(Down + Heavy)>Jump>Medium>Heavy>Special Move. Most characters also have some kind of special move that knocks your opponent back down to the ground so we can finish with that and then cancel that into super. That pretty basic but it will get you started, there's a lot more you can do to keep the combo going longer with tagging in other characters to using wall bounces to hitting people off the ground but that will be more character specific. A core part of the combo structure of these games is gatling combos though so get a feel for what cancels into what
If there is one thing I've learnt it's that I can spend hours in the lab, and find simpler, more optimal combos in about a minute online.
It's fun to still experiment. It just hits differently when it's one you discovered on your own. That being said, people are infinitely more creative than me. Some of the stuff I've learnt I'd have never found in 10,000 hours.
As others said though, if you really want to make your own then press buttons and experiment and use frame data. Before I look up combos I always play around to get a feeling for a character. Does heavy combo into heavy, no? How about heavy, down heavy etc etc. Just test everything you can think of.
This. And once you know the system you can learn a new character before the guides come out
Literally look up a combo on twitter and then practice in training mode until you get it 9 out of 10 times on both sides. Then start playing against bots/people with your only goal being to land the combo. Eventually you'll just do it from muscle memory
Light > Medium > (Down + Heavy)
Air Light > Air Medium > Air Heavy > Special (1 or 2, depending on character) > Super
This is universal amongst all characters
Okay what next, how do you do some intermediate combos? Im confused how people are chaining there’s. Is it because they reset this light medium heavy loop with a special? Also any tips for 2H (down heavy)punish combo? I play illaoi and jinx
Slight correction, usually there's a standing heavy before the down heavy
Sometimes doing standing heavy makes your spacing miss the down heavy. So to new players i just recommend doing down heavy right away.
In my gameplay i know when i can incorporate standing and crouching moves in sequence depending on the situation but just in case, you know? Make it simpler, more consistent, since that's pretty much the point of that little combo structure i was sharing.
If you really wanna do good combos try to hit them with the most damaging attacks first, while also doing the least ammount of hits while doing so, this way you deal the most ammount of damage before you damage scale the combo, and you damage/hitstun scale the combo the least possible.
Once you did 2 strings you just do whatever move you can to go into your most finishing special and then super. Character specifics will of course change your combo structure. Blitzcrank for example has either one down special 1 > special 1 or one special 2 against airborne characters, this does a lot of damage and lets you extend your combos easily, since you have one you are incentivized to use it every combo for example. yada yada
Curious to know which abilities/ combos others have found to work well?
(1) I absolutely crush it with Will-O’-the-Wykes + Lightning Rod + Mesmerize. Deals massive damage to bosses and obliterates mobs.
(2) Diamond Dust is the best overall ability (Massive Stagger).
(3) Ramuh’s Justice + Rising Flame >> Bahumat’s Megaflare.
Of course, Zanetusken is best overall dps, but boring and OP’d imo.
I like lightning rod with aerial blast and impulse with will o wykes leading into mega flare when they stagger.
I did my entire NG+ run FF mode without using Odin and this is what stuck with me.
Lightning rod + dancing steel just for easy level 5 zen.
Makes it possible to hit 2 to 3 level 5 zen per stagger too
Counter Raging Fists to Pull-down to Dancing Steel
Lightning Rod will boost almost all ultimates to very high DPS output (Aerial Blast, Gigaflare are good abilities to pair with it).
Sorry for the mild necro, but I believe that the best combo (not using DLC) is:
Perfect Shiva Dodge (Cold Snap) >> Lunge >> Lightning Rod
If your timing is good, use Magic once for a free proc of LRod, then immediately Rift Slip >> Dancing Steel.
Make sure you target the LRod with Dancing Steel, because sometimes DSteel will push enemies away otherwise.
After Dancing Steel, Rift Slip again >> Gigaflare >> Rift Slip >> Diamond Dust >> Rift Slip >> Windup >> Zantetsuken
Will full stagger any boss before the midpoint on FF mode, will stagger any boss from half stagger gauge after midpoint, and will also completely wreck everything's healthbar.
You could use Earthen Fury instead of Windup, but I prefer the cooldown on Windup a lot more. Makes it more useful for mob fights, and just getting those last few ticks of damage in.
That's the discussion.
I give it to every member of my party. Healing is by far the most important ability. Every member can attack by default and honestly, a basic attack is in most scenarios sufficient to win the fight - even against many of the tougher enemies. Don't get me wrong, I do use magic-based attacks regularly. But the ability to heal the entire party once per turn, whilst still retaining two attacks, is absolutely essential.
That way, if you're low on MP, you're covered - just use it for healing only. If you're separated from the rest of the party (rare, sure), you're covered. If an enemy hits you with a surprisingly heavy attack and nearly wipes everyone out, you're covered. If everyone is at low health and one cure doesn't get their health back to full, you're covered. Three cures per turn is more than enough but necessary on occasion.
Restore-All is my absolute priority in terms of attaining materia and levelling it up for the first few hours. Once that's done, I can focus on other stuff.
Hades + added effect
I also really enjoy Contain + Added Effect, I tend to run with that combo until I get Hades.
I think I actually prefer contain. All four of it's options are super debilitating or outright death. Battle square easymode.
Completely full up on mastered Counter Attacks. So fun to just wreck shop that way.
Slip in a cover materia as well
But you dont need it after you get manip. materia because you can use white wind e-skill for the rest of the game.
On a crit, casts mini, frog, sleep, silence, confuse, and poison
Put it in your armor, and it will protect you from Sleep, Poison, Confusion, Silence, Frog, Small, Slow, and Paralyzed
Put it in your weapon, and you have a chance to inflict those status ailments on your enemies
Pressing L1 or R1 lets you toggle between All and single target.
Final Attack+Phoenix
Yeah, by the time you’ve got final attack, you’re basically already unstoppable. But there’s something satisfying about knowing that, if you were to die, a mythical fire bird will emerge from your corpse and bring you right back.
and do damage lol
I’ve been running combo equipment mostly and using a lot of combos.
From my experience the best combos are (L light H heavy)
Incursion 4: (L L L H H) imo this is the best combo in general, it’s fast and can easily be bailed on to parry or dodge and the last to heavy attacks do a lot of damage as they are determining the execution of the combo.
Aerial incursion: (in air: L L L L) this does heaps of damage quickly and can be finished with an aerial blow.
Onslaught 3: (H L holdL H) quite hard to pull off or use properly but it’s extremely useful.
Incursion 3: (L H L H) fast heavy hitter easy to get the whole combo out and do a good amount of damage.
Onslaught 2: (H L L H) hits heavy and is quick basic simple.
Combos I don’t like
Onslaught 4: (H L H L H) I’ve used this a lot and honestly it’s just too slow you are very unlikely to be able to get the last hit in which is where most of the damage is. It is easy to press these buttons though. This is only really useful if the enemy is downed for long enough to use the whole combo.
Incursion 2: (L L H H) honestly don’t use this much or almost at all there are better damaging combos that are just as fast, and the dash at the end of the combo is basically useless as usually the enemy is further away during the beginning. I have never found I am too far during the last hit.
The two basic combos (H H H, L L L L) slow for how much damage they do, using 1 or 2 hits during parrying and dodging is useful but the whole combo is useless on both and if you have any combo buffs they don’t apply to these unless it’s fixed damage increase.
Let me know your opinion or what your favourite combos are and worst combos.
Do you really find onslaught 3 useful ? I only regret it when I use it. Incursion 2 is much more useful for a free gap close if you know what's coming.
I usually use the 2 lvl 4 combos because of my exospine with a few variations here and there. If you hold the last input you have time to finish it, or if you have some atk speed gear/overdrive.
I don't like the aerial ones, unless you hold the last input for style after a jump dodge.
Fair enough, yeah I do like onslaught 3 I have used it to dodge many times while attacking it is hard to get used to but it’s pretty good imo.
I also run the chain exo spine with some other combo gear and speed increase, I just don’t like onslaught 4 as much because it’s so slow. Where incursion 4 does a lot of damage but it’s quicker but still does a lot of damage and easier to parry or dodge if you need to half way through.
I’m sure they’re all completely balanced but just how I play or what I’ve got used to i suppose.
Same I use 3 to do hit and runs
My fave is heavy light light heavy, it's quick, strong and stylish. I use beta chain a lot in order to charge my burst energy, so I'm able to combo with some freedom, as the last hit will interrupt enemies. Also, after a blink or repulse you can unleash a 5 hit combo easily. Another move I use all the time is beta chained rush, especially after the big burst counters, as it's fast, safe, closes the gap and charges my burst bar. Against the last bosses it's my main tool actually, they are sooo fast man. If I'm in need of a quick beta into burst conversion I just jump and beta chain the heavy aerial attack.
Now my playstyle is about parrying/dodging and then burst countering, so I need all the burst charge I can have, while lack of beta energy is never a problem, so I'm beta chaining all the time, which also helps to extend my combos.
Yeah interesting, I didnt actually realise that beta chain almost acts like a dodge I actually just started using it and it makes getting the last hit on easier. I never actually beta chained.
Also I use rush chain all the time and never beta chained it i don’t know why but now I know it will help me not get hit during it, which happens a lot with bosses.
The combat in the game is crazy. I love it hahaha.
Also burst counter? Do you mean just using a burst skill when an enemy attacks? Because that’s something I never do either. There’s so much to learn in this.
By burst counter I mean a parry/dodge followed by the beta counter followed by the burst counter. Beta counter uses 1 bar while burst counter uses 3 bars, that's why I'm beta chaining all the time to convert beta energy into burst.
Yup, HLLH is my goto as well. Quick to pull off and easy to bail out of during the last hit.
Interesting I need to use this more, I like this combo but I’ll admit I don’t use it much.
I’m so used to Onsalught 3 for my first play through. I’m loving Onsalught 2 currently. Did not know about triple L in mid air… gotta try that out now lol
Yeah I thought it was sort of pointless till I realised increase damage, I still don’t use it much but honestly I need to practice it more.
I prefer H L H L H instead of L L L H H. I find that if you have a longer window for the bigger combos, you can almost always fit in HLHLH instead (esp if you are wearing atk speed gears). HLHLH does higher dmg and it is very easy to cancel out into parry during most of its moves, so I rarely get caught during that combo. I think you can usually fit in at least 3-4 hits even during shorter windows and still cancel into parry safely.
I actually dislike the light combo L H L H (even though I use it most often). The 3rd hit has a super long animation and you can get caught by a lot of enemy reactions. a ton of enemies hit back during the long 3rd input. I think L L H H is easier to animation cancel out off the 3rd hit, but I rarely use it. I am thinking about swapping to HLLH as default attack instead.
I mostly use LHLH as default + HLHLH when longer window and throw in some HLLH. I think I will try doing more HLLH as my default go to move instead of LHLH during my next playthrough.
And think I will try to intentionally use LLHH with the forward dash a bit more (I think unidentified naytiba and stalker does a lot of running away, so should be good to try that combo more for those bosses).
I wanted to show a video of the combo trial gamemode for those who haven't seen it, there's different scenarios and you can experiment to find your own combo that can clear them, but the game also gives some tips and have example combos that can be played as well.
Personally as someone that is not a fighting game player and has only played a bit of Tekken and Guilty Gear Strive, I think it's worse than Strive's since I remember that one you could even share combos I believe, but it's still alright.
I prefer the trials that show you the combo strings. I believe that this may scare off many new players. I was overwhelmed looking at the example video of the combo, but looking at it again. I believe, I can recreate the combo string from scratch, breaking it down move by move.
I think it really pushes you to learn observable combos. It’s the way I got good at dragon ball fighterz.
Most of these can be completed using the auto combos though, which is why I love the inclusion of those. The trials take you through what you need to start being competitive, and while the auto combos will only take you so far they’re a great way to dive in and start working right away on fundamentals in a competitive environment.
All that to say, I personally think it’s pretty beginner friendly overall, with room for new players to grow curious and experiment.
Title. Not even just about "most tactical", but which combos make you gleeful to set up? Any particular characters you like them on?
Once I get Hades I like mixing it with the added effect or elemental can't remember but basically it applies like all the debuffs like frog sleep confuse poison all at once and makes fighting most enemies pretty easy and can help with some bosses.
Deathblow + add cut on Vincent
My favourite go-to is Added Effect Contain, but Added Effect + Hades is fun.
All and cure it makes me happy I can cute them all
MP Turbo + Comet, Quadra Magic + Comet, MP Absorb + Comet, W-Magic. Then fill the remaining slots with (Command) Counter + Mime. After limit breaks and KotR, this is the most powerful attack in the game. Ultima is stronger per hit, but Comet2 hits more times for higher total damage especially if your Magic stat is buffed.
Added Effect + Contain, Elemental + Contain, both on a weapon. Randomized status effect and element added to every attack.
HP Absorb + Master Command, Double Cut (unlinked). Lets you absorb HP when using 2x/4x Cut.
Sneak Attack + Exit, for getting to 2222 escapes and making Chocobuckle a lot more useful.
Added Effect + Seal when fighting magic users.
Added Effect + Choco/Mog on a weapon adds paralysis to your physical attacks.
Added Effect + Destruct on a weapon. Provided the Destruct materia does not have the Death spell unlocked, this will allow you to remove any beneficial spells (regen, reflect, etc) that an enemy has cast on themselves.
Added Effect + Mystify on a weapon. Provided the Mystify materia does not have the Berserk spell unlocked, you'll have a chance to confuse an enemy every time you attack it.
Steal As Well + Steal, Added Cut + Steal. Steal from an enemy twice and then attack them twice in a single turn.
Quadra Magic + Gravity. Normally Quadra Magic decreases a spell's strength by half. But because the Demi spells do fixed damage based on how much HP the enemy has left, the damage they do is unaffected. This is a very powerful attack against enemies and bosses with high HP.
I always thought they were too difficult to execute so I never bothered with them, but I started practicing recently and they are some of the best fun i've ever had with the series, the feeling of completing one is awesome.
I made a tiktok account where I post my progress https://www.tiktok.com/@ronaldo.morales342?_t=ZM-8zi7hk0Y7RY&_r=1
This is really good! My favorite part is the clever and quick usage of Coyote behind Dante after the demon gets pulled behind him. The timing was perfect!
I'm bad at sequencing on the fly, so this'll never be me lmao, good job!
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yoo this is actually pretty good man. good use of summoned swords here and the combos dont look too messy
Best combos in combat in Final Fantasy VII Rebirth
Key Considerations for Best Combos in Combat:
Character Synergy: Each character in Final Fantasy VII Rebirth has unique abilities and strengths. Pair characters whose skills complement each other for maximum effectiveness.
ATB Management: Use ATB (Active Time Battle) points wisely. Build up ATB by attacking and dodging, then unleash powerful abilities or spells when you have enough points.
Elemental Weaknesses: Pay attention to enemy weaknesses. Use elemental attacks that exploit these weaknesses for increased damage.
Limit Breaks: Save your Limit Breaks for critical moments in battle. They can turn the tide of a fight, especially against tougher enemies.
Combining Abilities: Experiment with combining abilities from different characters. For example, using a character's buff ability followed by a powerful attack from another can maximize damage.
Recommended Combos:
Cloud and Barret: Use Cloud's melee attacks to build ATB, then switch to Barret to unleash a powerful ranged attack or use a spell like "Thunder" to exploit weaknesses.
Tifa and Aerith: Tifa can build up her combo meter quickly with physical attacks, then use Aerith's healing spells to keep the party healthy while Tifa unleashes her Limit Break.
Red XIII and Yuffie: Red XIII can use his abilities to debuff enemies, while Yuffie can follow up with high-damage attacks, especially if she has access to elemental materia.
Takeaway: Experiment with different character combinations and abilities to find the most effective strategies for your playstyle. Keep an eye on enemy patterns and weaknesses to optimize your combat effectiveness!
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