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| Ooooooh! Ok, I got it I believe, that clears it up finally... Hehe. I never payed attention that there were kinds of patterns in the command melds abilities that could be attached. It would be best if you spear headed this edit though it would seem as you more clearly understand this pattern. :/ {{User:Galexgan/sig}} | | Ooooooh! Ok, I got it I believe, that clears it up finally... Hehe. I never payed attention that there were kinds of patterns in the command melds abilities that could be attached. It would be best if you spear headed this edit though it would seem as you more clearly understand this pattern. :/ {{User:Galexgan/sig}} |
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| == Attack Haste in CoM ==
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| Hey guys, you are neglecting to mention Attack Haste in Chain of Memories. You got it by using the Card solder enemy card. And in CoM (not Re:CoM) you can preform an infinite combo (or at most 30 hits) by backing the enemy up to the edge of the screen. Because the combo system in CoM is a formula that revolves around how far away you are from the enemy:
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| Very close to foe: Strike-Thrust-Finish (this combo is preformed because with each hit the enemy got knocked back father away, then lead to the finish strike)d.
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| Mid range: Thrust-Strike-Finish (Closing the distance between you and the enemy with a thrust, activating the strike by being very close, then using the finish by the game sensing your in the 3d hit in the combo).
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| Because if you back the enemy into a wall, they cannot flinch back, therefore, the game uses the strike over and over, by using attack haste, you make the enemy flinch so fast they can't play any cards.
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