The Hidden Mechanics That Make Anby the Perfect F2P Combo God [ZZZ]
Summary
TLDREl guion del video ofrece un análisis profundo del personaje Anby en Zenless Zone Zero, destacando su versatilidad y potencial como una de las mejores unidades gratuitas del juego. Se discuten estrategias de equipo, habilidades y combos avanzados que hacen de Anby una opción ideal para mejorar en el juego. El video también proporciona consejos sobre inversión de recursos y cómo aprovechar al máximo las habilidades de Anby para maximizar el daño y el control en grupo.
Takeaways
- 😀 Anby es considerada como una de las unidades más versátiles y accesibles en el juego, especialmente para jugadores que juegan gratis.
- 🏆 Anby y Nicole comparten el título de mejores unidades gratuitas en el juego, según el script.
- 🎯 Anby es una opción recomendada para aquellos que buscan mejorar sus habilidades en el juego, debido a su capacidad para adaptarse a diferentes estrategias de juego.
- 🔋 Anby es una unidad de rango A dedicada que es capaz de estornudar a los enemigos, lo que es valioso en combates más avanzados del juego.
- 🤺 Su habilidad de estornudar es especialmente útil en encuentros con jefes y enemigos resistentes, ya que permite infligir daño adicional y controlar la batalla.
- 🔄 Anby es una opción perfecta para equipos tradicionales y también se adapta bien a estrategias más innovadoras, como equipos con múltiples DPS o builds de anomalías.
- 🌩️ Sus combos básicas son relativamente sencillas pero ofrecen rutas alternativas para adaptarse a diferentes situaciones, lo que aumenta su versatilidad en combate.
- 🚀 Su habilidad especial EX es una herramienta clave para crear inmunidad y estornudar a los enemigos, lo que es esencial para mantener el control en los combates.
- 🔌 Anby es una unidad que se beneficia enormemente de la sincronización con otros personajes, especialmente en la construcción de combos y la gestión de la energía especial.
- 🌐 El script enfatiza la importancia de elegir bien a quién invertir recursos en el juego, ya que las decisiones tempranas pueden tener un impacto significativo en la experiencia de juego a largo plazo.
Q & A
¿Qué características hace que el hablante considere a Anby como 'ZZZ's Ryu'?
-Anby es sencilla pero consistente, con profundidades ocultas que la hacen inusitadamente versátil al dominar su estilo de juego.
¿Por qué el hablante desea tener dos Anbys para sus equipos?
-Anby es muy buena y es uno de los habilidades más accesibles y flexibles para habilitar la tecnología de combo en el juego.
¿Qué hace que Anby sea una de las unidades gratuitas más destacadas según el hablante?
-Anby es brillante y puede ser una de las mejores unidades gratuitas en el juego, compartiendo un lugar de honor con Nicole.
¿Por qué el hablante sugiere que Anby es un personaje recomendable para mejorar en 'Zenless'?
-Anby es una de las mejores opciones para aprender a jugar si se quiere sentir cómodo con los matices del juego y sus sistemas variados.
¿Cuál es la habilidad especial de Anby que la hace única en el juego actualmente?
-Anby es la única unidad de rango A dedicada a la estupefacción (stunning) en el juego, lo que es más importante de lo que algunos podrían darse cuenta.
¿Qué estrategia de equipo es común en 'Zenless Zone Zero' según el hablante?
-Una compuerta de equipo tradicional probablemente contenga un DPS principal, una unidad de estupefacción y un soporte, donde Anby encaja perfectamente.
¿Cómo describe el hablante la utilidad de los combos básicos de Anby?
-Los combos básicos de Anby son relativamente sencillos pero tienen ramificaciones que permiten mezclar las cosas para adaptarse a la situación en curso.
¿Qué habilidad de Anby es especialmente buena para construir daze y por qué?
-La habilidad Thunderbolt de Anby es especialmente buena para construir daze debido a su capacidad de ejecutar un slam de tierra que resulta en una cantidad significativa de daze.
¿Qué ventajas ofrece el uso del especial EX de Anby en el juego?
-El especial EX de Anby ofrece muchos fotogramas de invulnerabilidad (i-frames), estagger a los enemigos de manera consistente y casi siempre conduce a una estupefacción cuando se usa de manera efectiva.
¿Cómo el hablante sugiere que los jugadores deben pensar en la construcción de combos en 'Zenless'?
-El hablante sugiere que la construcción de combos en 'Zenless' se trata de entender cómo levantar al enemigo, qué ataques mantienen al enemigo en el aire y qué ataques permanecen en pantalla lo suficiente como para intercambiar personajes y cubrir otros ataques que no lo hacen.
¿Qué agradecimiento especial hace el hablante al final del script?
-El hablante agradece el apoyo y el crecimiento del canal, mencionando que están superando el número de 1000 suscriptores y que seguirá mejorando sus videos.
Outlines
🤺 Análisis de Anby: La Versatilidad en el Juego
El primer párrafo presenta a Anby como un personaje sencillo pero versátil en el juego 'Zenless Zone Zero', destacando su capacidad para adaptarse a diferentes estilos de juego y su valor como habilizador de combos. Se argumenta que Anby es una de las unidades gratuitas más destacadas, comparándola con Nicole y sugiriendo que es ideal para jugadores que buscan mejorar en el juego. Además, se menciona que Anby es accesible y flexible, y se alude a técnicas avanzadas que se mostrarán más adelante en el video.
🏹 Importancia de la Elección de Personajes en Gacha Juegos
Este párrafo discute la importancia de elegir bien a quién invertir en un juego gacha, como es 'Zenless Zone Zero', debido a los recursos limitados y el tiempo que se necesita para desarrollar a los personajes. Se sugiere que Anby es una excelente opción para aquellos que no han jugado muchos juegos gacha y destaca su rol como la única unidad de estrello A accesible que tiene la habilidad de aturdir enemigos, lo que puede ser crucial en combates contra jefes y enemigos más difíciles.
🔋 Estrategias de Juego con Anby y su Sintergia con Otros Personajes
Se explora la habilidad de Anby para adaptarse a diferentes equipos y estrategias de juego, destacando su rol como unité de choque y soporte. Se menciona su habilidad especial EX, que es una opción de ataque versátil y cómo puede ser utilizada para crear espacio y tiempo para otros personajes en el equipo. Además, se habla de su sinergia con personajes como Grace y cómo puede ser utilizada en estrategias de construcción de equipos basadas en el tipo de personaje.
🎯 Técnicas Avanzadas y Combos con Anby
Este párrafo se enfoca en las técnicas avanzadas de juego con Anby, incluyendo su habilidad de aturdir enemigos y cómo se puede usar en combos. Se describen las decisiones tácticas que un jugador debe tomar durante un combate, como elegir entre usar un ataque especial o una habilidad de choque, y cómo se puede usar la habilidad de esquiva de Anby para construir energía y aplicar presión en el combate.
🤼♀️ Combos Avanzados y Teoría de Combos en ZZZ
Se presenta una descripción detallada de un combo avanzado que involucra a Anby junto con otros personajes del juego. Se discuten las estrategias para mantener a los enemigos en el aire y cómo aprovechar las habilidades de cada personaje para maximizar el daño y control. Se ofrecen consejos sobre cómo ejecutar el combo de manera efectiva y se enfatiza la importancia de la práctica y la adaptabilidad en diferentes situaciones de combate.
🎉 Agradecimientos y Perspectivas Futuras para el Juego
En el último párrafo, el narrador agradece a la comunidad por el apoyo recibido y comparte sus expectativas para futuras actualizaciones y contenido del juego. Se menciona el potencial de personajes como Zhu Yuan y cómo la sinergia con Anby y Nicole puede ser aún más efectiva. El narrador anima a los jugadores a experimentar y disfrutar del juego, destacando la importancia de la diversión personal más allá de la optimización de estadísticas.
Mindmap
Keywords
💡Anby
💡Zenless Zone Zero
💡Combo
💡Stunning
💡EX Special
💡Zhuggle
💡Dodge Counter
💡Thunderbolt
💡Nicole
💡Ballet Twins
💡Shiyu Defense
Highlights
Anby is compared to Ryu from Street Fighter, simple yet versatile with hidden depths.
Anby is considered one of the best free-to-play units in the game, on par with Nicole.
Anby is recommended for players wanting to improve their overall skills in Zenless Zone Zero.
Anby's basic combos are straightforward with branching paths for situational adaptability.
She can launch and Zhuggle enemies unassisted, a rare ability for characters.
Anby's value increases with tech shown later in the video, useful for all characters but especially beneficial for her.
The importance of choosing the right characters to invest in due to limited leveling resources in Zenless Zone Zero.
Anby's potential as a core component of a team, especially valuable for free-to-play players.
Anby is the only dedicated A-rank stunning unit in the game, making her unique and valuable.
The ability to stun enemies can be a significant source of damage, especially against bosses.
Anby fits well in various team compositions, including traditional and anomaly builds.
Anby's kit includes a synergy ability that boosts energy and her EX special, which is excellent for staggering enemies.
Anby's normal attacks can be modified for additional daze and direct combo into her special.
The strategy for using Anby involves managing her special meter and dodging effectively for energy and stun potential.
Anby's parry assists and dodge counter timing are crucial for maximizing her stun potential.
Anby's combos and tech are discussed in detail, including her target combo and Zhuggling techniques.
The video includes a complex combo showcase using Anby, Nicole, and Billy to demonstrate high-level gameplay.
Anby's minescape ability can boost energy regeneration, making her EX special more accessible.
The combo theory in Zenless Zone Zero is explained, focusing on getting enemies in the air and maintaining combos.
The importance of practice and adapting combos to different situations for effective gameplay.
The video concludes with thanks to the viewers and a tease for upcoming content featuring Zhu Yuan.
Transcripts
and in a weird way, I kind
of think of her like ZZZ's Ryu.
She's simple, but consistent with hidden
depths that make her insanely versatile
when she master her playstyle.
In fact, Anby is so good, I wish there
were two of her for both of my teams
she's also one of the most accessible, most
flexible enablers of
combo tech in the entire game.
Hi, hello, welcome, call me casual, and
I'm really excited to
present you with an in-depth
look at my favorite lovable idiot, Anby.
Anby is brilliant, in fact I have no
idea if this is a hot
take or not, but I think
she may be one of, if not the best
free-to-play units in the entire game.
She and Nicole share a crown in my mind,
and on top of that, if
you asked me to point to
any individual character, I'd recommend
learning to play if
you wanted to get better
at zenless as a whole, if you wanted to
get really comfortable
with the nuances of the
game and its various systems.
She would be at the top of my list, and
with that in mind, I've
got some tech I want to
show you towards the end that works for
just about every
character, but Anby in particular
gets a lot of value out of.
You see, she's quietly a lot of fun.
Her basic combos are relatively
straightforward, but feature
branching paths, allowing you
to mix things up to
match the situation at hand.
She can be used across a huge variety of
teams to bolster their
output, and she's one of
the few characters who can launch as well
as comfortably Zhuggle
enemies completely unassisted.
But before we get into the meat and
potatoes of today's video
and start discussing her
core mechanics as well as combos and
tech, let's talk about
when you would want Anby
on your team, and why I think she's one
of the best characters
in the game, potentially
one of the best units you could invest in
right now if you're
on the fence about who
to build next, because that is more
important now than ever for a lot of us.
You see, we're now a couple of weeks into
the launch of Zenless Zone Zero, and even
if you've been taking your time, a lot of
players are probably reaching the part of
the game where you're starting to look
for a second team to
invest in if you haven't
been already.
For those who aren't familiar, especially
because ZZZ has
attracted a lot of players
who haven't played a ton of gacha games,
if any at all,
eventually as you reach the
mid game and certainly once you reach the
end of the game, the
average player is going
to want at least two full teams with
three characters each,
but considering leveling
resources are limited by the timegating
and monetization, who
you choose to invest in
can be beyond important unless you're
ready to light your
wallet on fire essentially.
I mean gacha games are kinda weird in the
sense that unlike
most other games, you can
actually semi-brick your account if you
aren't careful and try to invest
resources in leveling
too many characters all at once.
You can actually wind up bottlenecking
yourself very easily, so
whoever you decide to invest
in early can be key.
Not to mention because
of the... you know...
There are a lot of players out there who
won't have anywhere
close to a full roster yet,
especially because of the gameplay.
And so part of the point of this video is
to pitch you on Anby, a
character that everyone
receives for free at the start of the
game, who is so versatile
out of the box, no cinemas
needed, that I think a lot of people,
especially free to play
players, are going to want to
consider building her as a core component
of one of their teams.
That being said, a quick disclaimer.
Now that I've spent quite a bit of time
with the game, I think
ZZZ's launch roster is pretty
respectably balanced
all things considered.
Obviously there are clear standouts like
Ellen or Zhu, but my
point is I think there isn't
a single character on the
roster who's a genuine dud here.
Like there's not an
Amber or an Arlen, right?
So I'm always going to advocate for
finding your own
personal fun over playing to the
meta so really and truly know that you
can play whoever you like.
And as long as you're leaning into your
favorite character's
strengths, you're going to be
more than fine.
And of course, my personal love for Anby
is obviously a bit
biased by my love for her
combo potential, but even setting that
aside, even if I didn't
really care about combos,
I would still be building Anby.
Allow me to explain.
This will steadily become less of a
concern as the game
matures and more characters are
added to the roster, but for now, Anby
is our only dedicated
A-rank stunning unit.
Ben certainly has potential in that area
with the right partners
on his team, but he's a
little bit of a different circumstantial,
but talking about him
and the unique elements
of his kit very soon.
But anyway, for now, she's our only real
accessible stunner,
which is a bigger deal
than some might realize.
You don't entirely need to depend on
stunning enemies in ZZZ.
For example, a solid anomaly team doesn't
even really need a dedicated stunner, but
especially as you get further into the
game and start fighting
enemies like the Ballet
Twins and pushing further into Shiyu
Defense, I think you'll
start to find that stunning
enemies, bosses in particular might be
one of your biggest sources of damage.
After all, a lot of characters get most
of their damage from
the end of their attack
strings, like Ellen's round trip, which
we discussed last week,
and having to constantly
dodge or parry in the middle of a combo
can actually really
hurt your damage output, so
the ability to quickly immobilize an
enemy and get a ton of
free bonus damage on top
is huge.
It's why I wish I had two of her.
I mean, just look at how fast this boss's
health bar just
vanishes as soon as I manage
to stun it and go to work, and I haven't
even fully built my
ZU, nor do I even really
know how to play her yet.
With team focused games like this, a lot
of people tend to
build their teams around
certain archetypes, and Anby is kind of
like a perfect fit in almost all of them.
A traditional team comp at the moment
likely contains a main
DPS, a stunning unit, and
a support, which Anby is obviously a
perfect fit for, but of
course you could also go off
the beaten path and run dual DPS plus a
stunner, and Anby will
still fuel right at home.
Heck, if you like anomaly builds and
happen to have grace, Anby
is one of her best teammates.
You put a pair of them together, toss in
an Anton maybe, and you'll be stacking so
much shock anomaly,
enemies will just disintegrate.
Obviously, Lycan and Koleida can stun
enemies much quicker
than Anby, and I expect the
same is gonna be true of Ching Yi, but of
course those are all
S ranks, and who knows
how long it's gonna be until we see
another A rank stunning character.
So if you're on the fence debating who to
invest into, Anby is
just a top tier option
in my mind, and that'll likely become
even clearer soon
because it's time to talk about
what she brings to
the table with her kit.
Anby is a really interesting character
for a number of reasons. I
mentioned how flexible she is,
that's partially because she loves
dodging. As I've mentioned before, one of
the cool things about
ZZZ and each character is they all seem
to have their own
specialties among the game's core
mechanics, and because Anby in
particular gets so much value out of her
dodges, you kind of don't
have to be nearly as worried about
finishing her combos like you do with
certain other characters
like Ellen when a good series of dodge
counters will be totally
fine. Obviously those dodge
counters aren't quote unquote "optimal,"
but we'll talk about what is
in a moment, but they do build
respectable shock, and if you're landing
them consistently, they
are a great way to keep your
day's application up even while enemies
are trying their hardest to
stop you. Her synergy ability
also actually gives her an energy bump
every time you land one of
those, which you'll want to aim
for often to battery her EX special, one
of my favorite specials in
the game actually, for how
loaded up with i-frames it is, how
consistently it'll stagger enemies, and
how it almost always
leads to a stun when used effectively,
because if you take a
look at her core passive,
But you may also notice, aside from
boosting her special, there's also a move
called Thunderbolt that gets a sizable
daze boost as well,
which is actually the basis for one of
the really cool, unique things about
Anby's normals and attack strings.
You see, if you briefly pause for a
second after her first three attacks,
before pressing the attack button again,
she'll execute a ground slam called
Thunderbolt instead of the rest of her
normal attack string,
which alongside her EX special is one of
her best attacks for building daze.
Normally, if you're just spamming attack,
you'll get this
series of electric slashes,
but Anby's Thunderbolt is so good that
you'll want to aim for that instead, more
often than not, for the extra daze.
And you'll want to get very comfortable
with that brief pause, with waiting for
that flash after her third attack,
because this also enables her to directly
combo into her special,
whereas otherwise it'll come out slower,
leaving space for the enemy to counter.
It's what you've seen me doing throughout
all of the combo clips, the first three
attacks immediately followed by a special
to launch the enemy.
Notably, you can also factor her dodge
into this, which is key, because
especially if you're
looking to Zhuggle enemies,
you'll likely find yourself constantly
canceling out of her attacks with dodges.
Like I showed in that combo in the
beginning, a couple of dash cancels can
be a great way to build a
bit of extra energy for Anby
before triggering her EX special.
You see, the first attack in her basic
string is this side slash, right?
But if you dodge first, you'll get this
circular spinning move instead,
which also substitutes as the first
attack in her combo string.
So you can directly follow it up with two
more attacks like usual, and then go into
either her thunderbolt or her special.
And that'll be one of the decisions
you're gonna be making
constantly in any fight.
Are you going for a
thunderbolt or a special attack?
Again, the EX special makes her
invulnerable, so if you see an attack
coming and know you won't
have time for a thunderbolt,
you can perform an EX special instead,
and then go for a thunderbolt afterwards
by simply pressing
the attack button again,
because that special attack also
functions as a delay, as long as you did
the first three attacks first.
Or, if you're fighting a smaller enemy
and want to end on a launcher,
you can lead with thunderbolt and then go
for a special attack immediately
afterwards to start Zhuggling.
Her standard special is incredible for
setting up combos, so don't sleep on it
just because it's just not as...
it's obviously not as
good as her EX, right?
just keep in mind though, her standard
special is absolutely more
about utility than anything.
It doesn't do nearly as much damage, or
build as much days, or stack as much
shock as her thunderbolt or EX,
so if you're faced with a choice, I'd say
go with thunderbolt over the
standard special every time.
That standard special does apply decent
electro-anomaly though, just be careful
you don't cancel out of it too early with
a dash or something,
or it won't be fully applied.
And when it comes to the EX special, keep
in mind, even if you're
not interested in Zhuggling,
it's a great move to use anytime you need
to give yourself a
little bit of breathing room,
enough time where most enemies will
either be airborne or briefly staggered
if they aren't outright stunned,
giving you plenty of space to sneak in
one of Nicole's black holes, for example,
or any other skill with
a bit of a wind-up to it.
And even though Anby can't combo out of
her EX special by herself,
keep in mind, swapping in another
character is a great way to keep an
airborne enemy immobilized.
Even after triggering a chain attack, you
can still land a combo as long as the
character you're using has a chain attack
like Neko's, for example,
that will hold an enemy in place long
enough for Anby to swap
back in and finish her plate.
So TLDR, here's Anby's general game plan.
As a stunning unit, you'll want to run
field fairly frequently and higher-end
content to proc stun faster.
Thankfully, Anby doesn't have any
resources of her own to manage
outside of her special meter,
so she works really well in teams that
are rapidly swapping between characters.
I often find myself opening fights by
battering my DPS a little bit,
then swapping into Anby at the first sign
of a Zhuicy parry to start
stacking that stun meter.
Aim to land as many Thunderbolts and EX
specials as possible to build days,
while always keeping an eye out for
opportunities to dodge counter and
battery her energy reserves.
Her parry assists are great, but not
really what you're
aiming for at all times,
and she's a character that really
benefits actually from learning the
timing for triggering a dodge counter
while simultaneously swapping to another
character to also land the parry.
Or, triggering her EX special for the
invulnerability frames,
then immediately swapping into another
character to parry while her attack
finishes in the background.
You might be surprised by how often this
combination can take a days meter from
half empty to a full stun in a second.
I'm thinking long-term abusing i-frames
in this way is gonna be a key part of
high-level gameplay.
Generally speaking, you might find
yourself Zhuggling smaller enemies to keep
them immobilized while
you finish your combos,
and focusing on using her generous
i-frames to dodge attacks from elites and
bosses without having to stop your combo.
This in particular is going to be key for
keeping her days application up because,
yeah, the dodge
counter is fine, of course,
but it does not build nearly
as much days as an EX special.
So when playing as Anby, just be careful
you don't get tunnel vision and focus too
much on finishing her combo strings.
Quite often, especially if you've already
stacked some days
with well-timed counters,
you can go straight into a raw EX special
to trigger this stun without having to
worry too much about
the rest of your sequence.
be's kit works at its core, let's get
into her basic bread and butter combos.
Anby's target combo, what I'm pretty
sure is her best
option for building up days
as well as dealing some damage, is 3
basic attacks, pausing for
thunderbolt, then finishing
with an EX special, or inverting that,
and going for the EX
special first followed by
the thunderbolt.
I'm reasonably confident the end result
is the same regardless
of which route you choose,
but like I said earlier, you kinda wanna
decide when to use your EX
special based on whatever
the enemy is doing, and look to take
advantage of Anby's invulnerability.
From the moment the EX skill starts to
shortly after her feet
touch the ground again, she's
fully invincible, which is plenty of time
to completely sidestep
a lot of enemy's attack
strings with the appropriate timing.
Since her dash attack also counts as the
first part of her
string, you can of course lead
with that, and then finish the rest of
the combo normally,
which can be a great way to
give yourself a buffer if you're unsure
if an attack is about
to hit you or not without
having to interrupt your flow too much.
Now especially with smaller enemies, you
also want to consider
what condition you want
them to be in by the time
you're done with your combo.
End on a special if you want them
airborne or to start Zhuggling them, and
go with a thunderbolt
if you want to knock them down briefly.
Either finisher can give you a bit of
time to set up your
next attack, whether that's
another Anby combo or
swapping to your next character.
Now for those of you into Zhuggling, which
I can't recommend enough because not only
is it a ton of fun, but the free crowd
control is kinda nice and
will likely only get more
valuable as the game matures, especially
since chain attacks
will soon be manual instead
of automatic with patch 1.1, which thank
god, what a W for the
dev team and the community.
Anyway you have a couple of options when
it comes to Zhuggling.
What's likely the more optimal approach
for building stun and
dealing damage is 3 basic
attacks into thunderbolt followed by a
standard special attack immediately
afterwards to launch
the enemy.
Then I'd like to do a neutral dodge into
3 more basic attacks
ending on another thunderbolt.
This will stun most weaker enemies
basically without fail.
If the first thunderbolt doesn't do it,
the second one almost
certainly will, and if for
whatever reason that doesn't, another
special absolutely will.
However if you don't want to stun the
enemy yet for whatever
reason, I like to go for
3 basics directly into the launcher, then
loop dash attacks until I either have the
energy I wanted so I can trigger her EX
special, or until I'm
ready to swap into another
character like Nicole
to keep the combo going.
Now you might have noticed a little
stutter there, that's
what happens every time you
max out the stun bar
without triggering a stun.
It can throw your combo timing off if you
aren't careful, so if
I notice I'm getting
close to stun, I try to make sure it
happens in the middle of
looping basic attacks since
the timing isn't very tight on that.
just be careful not to mash too much and
you'll have no problem
maintaining the Zhuggle even
through the stutter.
Now I do also want to mention a very
small piece of tech,
it won't hurt to learn.
It'll likely be slightly less relevant
after chain attacks or
manual, but if you're about
to hit an enemy with an attack that
triggers stun, a combo
ender like Anby's EX special
for example, but you don't want stun to
start right away, you
can swap right before the
attack fully connects and the stun won't
trigger, you can just
happily continue your
combo.
Here for example, I wanted some more
flash freeze stacks for
my Ellen, so even though
Anby's EX special was enough to trigger
stun on its own, I was
able to do one of the loops
I showed you in the last video, and
battery Ellen that way.
Then I went straight into Sohaku
afterwards, and just like that, my
Ellen's flash freeze
is full without missing a single beat.
And just like I said in the Ellen video,
don't get too attached
to any of this as ironclad
combo rotations, you want to look at
these more as flexible routes instead.
Anby is pretty simple, but the sheer
variety of options she has
on deck is what will keep
you constantly moving, looking to
capitalize on whatever
openings you can find.
Now the last one of her most basic bread
and butter combos I
wanted to mention is the one
I almost forgot about, a shoutout to Nier
in Alter, they emailed
me as a document they've
been doing some excellent work on,
compiling a bunch of info
on the Cunning Hares in their
combos, I checked it as a reference after
I was done with the script to make sure I
wasn't missing anything, and I'm glad I
did, cause it turns out
I was, cause apparently
my free to play brain rot is so bad I
kinda just forget
minescapes even exist half the
time.
But if you happen to have Anby's first
minescape, which will be
very attainable for a lot of
players, especially as time goes on, but
anyway, if and when you
acquire that, you'll also
want to weave in her normal attract
string occasionally.
That's just the four normal basic attacks
without pausing for
thunderbolt, because that
string will now boost her energy
regeneration once you have her M1
allowing her to use her
EX special more often.
You can always just go with the standard
four basic attacks to
trigger the buff as quickly
as possible, or you can do the
thunderbolt launcher string and instead
of ending on another
thunderbolt you can end on the four basic
attacks instead, which
will send smaller enemies
flying across the room giving you some
nice distance plus some knockdown.
Don't sleep on this as an option in
combos as well, because
even though two electro slashes
come out, they only require a single
input, so as soon as the
animation starts you can
safely swap off of Anby until finish the
slashes in the
background while holding the enemy
in place so you have time to get your
next character on the
field to pick up the combo.
And speaking of combos, now that all the
basics are out of the way,
let's put all this together
and get fancy with it.
Now, before I start walking you through
the showcase combo from
the beginning teaching
you how to do it yourself, a couple of
quick notes about combo theory in ZZZ.
You see, in my mind, putting together
combos like the one I'm
about to show you largely
comes down to figuring out three things.
How am I getting the enemy in the air,
which attacks will keep
an enemy in the air, and
which attacks stay on screen long enough
to swap characters and
cover other attacks that
don't?
In this case I decided to run a
traditional cutting hairs
team, not only because I'm a
big fan, I love all four of them, but
everyone has access to these
characters, meaning everyone
can try out the combo if you feel like
it, but this type of
stuff is possible with a
variety of combinations of characters.
So as I walk you through this, take note
of which attacks are
doing which of those three
things I mentioned, and if you want to
craft your own combos
like this, know that figuring
out those three things for your team and
their kit is a great place to start.
So let's get started!
just like last time, I'm gonna give you a
really quick overview
of the combo, then we'll
dive deeper, and I'll give you a few tips
to hopefully make
executing it yourself easier.
As is pretty standard with these kinds of
combos, I started with
the basic Anby string
into a launcher.
Then, as soon as the launcher is
connected, I bring in
Nicole to use two forward dash
attacks to keep the enemy in the air.
As soon as that second dash attack
starts, you want to bring
in Billy and trigger his
dash attack immediately, which does not
Zhuggle, notably, which is
why Nicole's second dash
attack is important to sustain the Zhuggle
itself, followed by
one of Billy's neutral
attacks to pick up the enemy after her
attack's finish, which
does Zhuggle keeping the enemy
afloat long enough for
me to bring Anby back in.
That's kind of the core of the loop.
So that gets repeated until I noticed I
had almost enough special
energy on Anby to trigger
her EX.
So now, she stays on field, and I
continue Zhuggling the enemy
using dash cancels to keep
the combo going until after her meter is
full, which leads to
one more cycle just to get
to that third basic attack, I see the
flash, and then
immediately go into EX special.
To time this properly, before Anby's feet
leave the ground, you
should be calling Nicole
in and immediately pressing her EX skill,
followed by a 360
motion for the alternate
version.
As timing is on point, the black hole
will hit the enemy on
the way up, helping sustain
the Zhuggle long enough
to bring Billy in safely.
I use two neutral dodge attacks with
Billy to push the enemy
towards the black hole,
followed by his ult, which notably only
Zhuggles like this if the
enemy is high enough above
Billy when he starts, making the timing
kind of tight, making
those neutral basic attacks
very important.
As soon as the ult ends, you need to
attack with Billy at
least once, so your Anby has
enough time to safely slip in, pick the
enemy up, and end the
combo however you please.
[BLANK_AUDIO]
further.
I think the Anby launcher individually
is fairly self
explanatory at this point, but
I often like to start combos with two
launchers just to ensure
I've got enough height, one
to get the enemy in the air initially and
then a second one when I'm ready to swap
character.
Now, quick note about Nicole once you're
swapping her in, this
attack, the spinning
briefcase is cracked.
It Zhuggles so well and this is just a
great way to sneak in a
couple of attacks on Nicole
in the middle of a combo, proccing her
passive that shreds enemy
defenses assuming you have
her enhanced bullets,
which you almost always will.
That being said, you'll want to be
careful to avoid mashing
while doing this for a couple
of reasons.
First of all, the two attacks are a
single input, a forward
dash basic attack, and you
want to make sure both of the attacks
come out before
inputting another forward dash
into basic attack.
If you input the second dash too early
before the attacks finish,
you can wind up canceling
out which will lead
to dropping the combo.
You also want to avoid pressing and
holding dash with Nicole
because if she starts running,
she'll enter her auto reload state for
her briefcase, and as
soon as you trigger that,
you're more or less locked into the
animation until it's done.
You can combo after that, but the timing
is so insanely tight, I
don't know if you want
to try for that while learning.
If you're styling
though, it can be a lot of fun.
And once you get comfortable with the
standard Nicole loop, you can get even
fancier by canceling
into a neutral dash attack in between the
two forward dash attacks.
The timing is even tighter on that
though, so I suggest
learning the basic version first
before trying to spice things up.
Now back to the combo.
It's worth noting that you can pick the
enemy up with Nicole's
attacks even sooner than
this, but ideally you want to wait a sec
until you see the enemy
kind of above her head around
here and that's when you
want to start Zhuggling them.
This is around the ideal height to allow
plenty of space for the
next part, which will be
really tricky for a lot of people because
you kind of do all
this back to back in one
smooth motion, otherwise the combo drops.
If you notice you're having trouble with
this, the first place I
would check is the height
of the enemy because if the enemy drops
too low, it just makes
everything way harder.
Now as soon as Nicole finishes the first
forward dash attack
sequence and begins to start the
animation for the second, Billy needs to
be coming on field
and dashing immediately.
I mentioned his spinning gun attack
doesn't Zhuggle, yeah it
kind of just peppers the enemy
with bullets so that it's
just not good enough on its own.
That's why you need to ensure Nicole's
second dash attack is out
to hold the enemy in place,
giving Billy enough time to finish his
dash attack and sneak in at
least one basic immediately
afterwards to pop the enemy back up.
If you're really fast with it though, you
can kind of just send
Billy out like a Beyblade
and you won't even need the basic attack
because you'll have
swapped in the Anby so quickly
afterwards she's the one
picking up the Nicole Zhuggle.
But from there, back to the combo, it's
just another Anby string
to launch her and repeat.
Now getting the Anby's dash cancels, it
kind of doesn't
necessarily matter where in the
string you cancel as long as you're doing
it quickly and
attacking immediately after
the dash.
You can do a forward dash, but I kind of
just prefer neutral
dashes for the sake of
keeping my inputs clean and more often
than not, I tend to
cancel my dashes after the
second attack in the string, just to
avoid accidentally
triggering a thunderbolt.
Now the Anby EX into Nicole EX special is
a bit tricky as well.
Again, before Anby's feet leave the
ground, Nicole needs to
be coming in, pressing her
EX skill immediately and then basically
as soon as you see her
animation start for firing
the black hole standing, you want to roll
your left stick in a
360 degree full circle
to trigger the
alternate version of her attack.
It's worth noting this is a great
sequence, the Anby EX
special into Nicole EX special,
even if you're not focused on combos or
Zhuggling, simply because
it can sometimes be hard to
know where to smoothly sneak in a Nicole
black hole outside of
her chain attack, right?
But this sequence is
almost entirely safe.
In between the two specials, there's only
a few moments here
where you won't have full
goal and vulnerability, and even though
it won't Zhuggle on its
own, any enemy caught
by this will be dragged into the black
hole, so making it a great
way to group some enemies
before bringing your next character in.
Which in this circumstance you want to
start doing as soon as you
confirm Nicole is starting
to sit down, which is another moment
where you'll want to be
really careful with your
inputs.
If you fat finger a dash attack or
something with Billy, really
any movement that separates
him from Nicole, you'll likely wind up
out of position and any
attack will push the enemy
away from the black
hole instead of into it.
So as soon as Billy comes in, before you
start attacking, you
want to ensure your position
kinda behind, or at least
directly next to Nicole.
This is the ideal angle to Zhuggle the
enemy towards the black
hole, and the most consistent
way I've been able to manage this is by
going into a neutral
dash as soon as Billy runs
in, cause by default he kinda starts
running away from the
character, placing his back
to them, meaning a neutral dash places
him again right next to them.
From there, it's one basic attack
cancelling out of that neutral dash,
immediately cancelled
into another neutral dash
and one more basic attack.
As soon as the second gunshot connects,
immediately pop his ult.
Which again, only Zhuggles as effectively
if the enemy is far
above Billy when you trigger
it, which is part of making sure the
black hole hits the
enemy on the way up just to
help maintain that height.
Now as soon as the ult ends, you just
need to be ready to hit
the enemy with at least
one Billy basic attack, which will give
Anby enough time to run
in and wrap up however
you like.
This is a brilliant combo to practice
because as you get
comfortable executing all of this,
you'll steadily be able to use small
parts of it throughout
the game whenever you notice
an opportunity.
And like I said, these are combo routes,
not ironclad
rotations, you're gonna want to
adjust them to fit the situation at hand.
Like sure, it's more optimal if I try to
finish every Anby string, but in practical
scenarios I often find shortening it to
be very helpful,
whether that's because I want
to trigger stun with another character or
I want to start their
attack string earlier
like in that Zhu clip I
showed you in the beginning.
Get to know your characters and their
kits and you'll find
little opportunities for
combos everywhere.
Obviously they don't apply to every enemy
in every scenario, but once you learn how
to do all this, you might be surprised
how often you're putting
aspects of it into action.
And I'm not gonna lie, ZZZ is just so
much more fun as a tag
fighter once you start smoothly
rotating through your entire team,
constantly leveraging
each character's strengths.
Obviously ZZZ is not as complex as Tekken
or DMC, but once you
start poking around under
the hood, there's absolutely a ton to
fall in love with here,
and considering this is
only 1.0 still, which is always the most
simplistic version of any
gacha game like this, considering
all of this is already possible now, with
free units no less,
imagine what'll be possible
a year from now.
So hey, thanks for tuning in, I hope you
enjoyed this in-depth look
at Anby, the queen of combos,
and I cannot recommend enough that you
give that showcase combo a try yourself.
It might take a bit of practice, but if I
can do it, I know you can too.
More combo videos are
coming your way very soon.
Since I lucked in the pulling Zhu Yuan,
you're almost certainly
getting a video about her
next cause she is insane.
Like Billy is dope, right?
100%.
But Billy and Zhu Yuan are like Rock Lee
with and without the leg weights.
It's like night and day.
And on topic, I'm kinda thinking the Anby
Nicole team is probably one
of her best at the moment,
and Nicole enables both Anby and Zhu to
trigger their passives,
and the Nicole chain attack
into Zhu for a damage cycle is just a
ridiculous combination.
Plus Zhu benefits massively from stunning
enemies, which Anby is obviously great at,
and the two of them together have a
ridiculous amount of combo potential.
So before we wrap up,
just wanna say thanks again.
I was blown away last week talking about
how the channel was creeping
up on like 700 subscribers,
and now we're at well over
1000 and growing every day.
So yeah, just thank you all so much for
all the love and support
and all the kind words.
I'm absolutely gonna keep trying to step
my game up a little
bit every single video,
so if you like what you
see, consider joining the crew.
Forget about the min-maxing and the
spreadsheets and
embrace being a filthy casual.
At least in my opinion it's not the only
way, but it is one of
the best ones to find
the personal fun in games like Zenless.
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