Noticed that pretty much always when enemy team has sosp starting multihit combos from summoned minato don't trigger. For example, Minato's 15 hits doesn't trigger wind main's 10 hit combo. Does that mean that sosp can break multihit combos just by being in the team or is it a bug?
Ofc i mean sosp with chase evasion passive. The question is not about normal single target chases but about aoe chases like wind main's "Vacuum Blast Barrage". If the chase hits everyone except sosp (who evades) it stops and the next character doesn't trigger his "more than 10 hits" chase
Hello,
Your example is a little unclear and is lacking many crucial details. You will need to provide a video example of your situation in order for us to examine the situation to determine if there is a bug present. Please remember to use the forum's video embedding feature rather than an external hosting site.
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You were actually right, it wasn't naruto. I did some testing now. Here is what happens:
My team: Shisui[Kimono], Orochimaru[GNW], Wind Main
Enemy team: Someone who has evasion (Naruto sosp/Minato[Jonin]) + 3
1. Orochimaru summons Minato and Minato uses his mystery which causes 12 combos
2. Shisui triggers his chase skill (Phoenix flower jutsu +2), hits 3 targets -> 15 combos
3. Wind main's Vacuum Blast Barrage doesn't trigger and Shisui proceeds with his auto-attack
Apparently it happens with other characters too. Chases which hit multiple ninjas simply end when an enemy evades even when there are enough hits to trigger the next chase skill
Yeah that's how that one works. This game has a hidden priority with his statuses dodge chase is one of the weird ones. Unless the combo chase has a secondary effect like Chant Jiraiya or Successor Hiruzen then dodge chase will dodge and reset the combo and chase order. For example in the video you posted Shisui chases but the dodge reset the combo count at the end which takes priority over your next chase in line because the chase his dodge which has priority.
in my experience the chase count start from 0 if there is someone that evade, lets use jiraya toad chant combo chase, he attack 4 people, 1 evade, so the previous buildup combo reset to 0, and begin to increase with only the ninja it hit (so 5 combo x 3 unit that is hit result in 15 combo).
if the next chase require 20 combo, the chase stop since you only have 15 combo
if the next chase require 10 combo, the chase resume as usual since you have more than enough combo to continue
the only exeption to this i experience is if the "selected unit" of that chase is the one that evade. in that case, the chase stop even if the next chase only require 10 combo
in jiraya toad chant case you can see wether any other unit (beside the one that evade) get repulsed or not. if there is, then the "selected unit" of that chase is the one that get repulsed, if noone get repulsed, the unit that evade is the "selected unit"
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