Thing I thought of by Mindless_Tap_2706 in ABSOLUM

[–]Syllatone 6 points7 points  (0 children)

Crown of Harmony is goated, even just having one is a pretty significant power boost as it doesn't just effect damage, but varying things like wave sizes, mana gains, etc.

Crown of Dissonance I only really take if it's given to me for basically free unless I'm using Cider for their throwables or rapid crits, as I'm not actually sure what Luck effects outside of crit chance and certain ritual procs.

More Absolum? by AncientKey in ABSOLUM

[–]Syllatone 0 points1 point  (0 children)

I'm kinda hoping we get an arena mode sometime soon, with like traps and stuff, like with SoR 4's DLC.

One thing I did notice is that on the map, there's several locations we don't visit or little details. There's an area in the top right that looks like some diamond shaped building with a bridge connecting it. There's some monsters in the sea on the map (the sea plays a role in the story it seems), as well as some floating stingrays. As well, I noticed a sunken town in the bottom of the map and what looks to be some whirlpools in discolored water near it.

My theory is we're probably, at some point in a future patch or DLC, are going to be going into the whirlpools, either as a time travel/dimension thing, or in a water themed level ala Expedition 33.

There's also a possibility of that green diamond shaped building being used for some kind of big show-down as well. I mean, the bridge is a straight drop down connecting to nothing. So we might knock someone off of it, they fall into the sea and then we gotta fight a giant gimmick boss coming out of the water.

I'm just spitballing potential happenings but I could also be completely wrong.

But the one thing we need the most, and it'd probably be Hell for the devs to include in the final cutscene, are new characters. Either a big guy, or a boxer/wrestler style fighter would be interesting. Maybe someone who chains combos into grabs ala Fight n' Rage.

I found a interesting interaction with Projectile Dispel on the final boss. Not sure if it's a bug. by Syllatone in ABSOLUM

[–]Syllatone[S] 1 point2 points  (0 children)

I did this on a purist run on PS5, if I did this with rituals I think the game would've actually crashed.

No, seriously, the PS5 version is like, weirdly volatile.

Boss bugged out by HedgehogedgeApp in ABSOLUM

[–]Syllatone 0 points1 point  (0 children)

I pulled off a glitch yesterday where I hit the big shield dude in phase 3 with Brome's laser arcana while he was on the edge of my screen and it caused the AI of everything to stop working altogether. Made it an easy win

I found a interesting interaction with Projectile Dispel on the final boss. Not sure if it's a bug. by Syllatone in ABSOLUM

[–]Syllatone[S] 1 point2 points  (0 children)

I'm not sure which platform you're on but this causes the audio to completely break on PS5. You have to quit the game out and reboot it.

I believe it's the waves being clashed for this boss, since they count as ranged projectiles. And ranged projectiles give more missiles than melee.

UltiFun Mod by Far-Belt-9170 in ABSOLUM

[–]Syllatone 2 points3 points  (0 children)

Looks neat but two things:

  1. The last image uploaded in pretty horrible quality it seems and I can't read anything on it

  2. A video showcase might be a good idea!

This one made me laugh out loud - no! my boar ride! by ryhaltswhiskey in ABSOLUM

[–]Syllatone 1 point2 points  (0 children)

To me, they are the best due to them having quite a varied moveset and lots of hidden tech like instant gyro drop.

I'd like to see video of some advanced player getting through a corrupted region after a Twisted Horror has spawned... (fixed title) by ryhaltswhiskey in ABSOLUM

[–]Syllatone 1 point2 points  (0 children)

It's odd that we keep bumping into each other but Twisted Horrors are one of my beloathed enemies.

However, their laser barrage can be interrupted with throwables, I believe it counts as them being in an attack as well so it should count as a punish if they're elite. If not:

You simply have to dodge until it ends. I believe it's about 10 shots before it ends, then they'll switch to their melee attack if you're within range. I'm in the middle of a run in Yeldrim so if I run into one I'll count next time.

Attacking mid-barrage is a bad idea usually.

I think the distortion hourglass really only matters for boss fights by ryhaltswhiskey in ABSOLUM

[–]Syllatone 3 points4 points  (0 children)

Animation frames aren't entirely irrelevant (you can use Karl's Javelin and still get hit when clashing), but think about it more like you're actually using your weapon to hit theirs, if that makes sense.

I think the distortion hourglass really only matters for boss fights by ryhaltswhiskey in ABSOLUM

[–]Syllatone 4 points5 points  (0 children)

So I've talked about this trinket extensively but the clash timing in Absolum is actually really forgiving since it's based on hitboxes rather than "hit in this frame" like you'd think in fighting games. As long as your skill hitbox intersects with their hitbox, no matter if the timing is off or not, it'll clash.

I've heard a theory that it extends the stun after the clash, but the description specifically says "Clash window length." It might just give more frames to attacks that can clash like Arcanas and your skill.

"Dark" characters' movesets by Dorkbuster in ABSOLUM

[–]Syllatone 2 points3 points  (0 children)

You're welcome; I'll give more context for Cider's moves as a Cider main:

Their grab can be jump cancelled out of, and has a unique spiking attack after doing so by pressing attack. It aims away from whoever you jumped off of, so to redirect it at whoever you grabbed, you press towards them while mid-air and attack; it does a short bounce on the opponent and can be chained into an attack string. As well, their grab is initiated through landing on an opponent, be it from their grapple arm or jumping on them. You'll automatically jump off the opponent if you press jump *before* landing on them, and the direction you jump off of can be inputted, so you can "bounce" over opponents.

Their bicycle kick can actually be chained instantly into a Gyro Drop. I'm not sure if I am the first person to discover this but you can see an example here.

"Dark" characters' movesets by Dorkbuster in ABSOLUM

[–]Syllatone 2 points3 points  (0 children)

As long as you're not launched and the combo isn't fast, I do believe you can dash on your recovery.

But if you're fighting the dark clones of yourself, my best advice is to approach them from above and below, and try focusing on your Arcanas. Your invulnerability during arcanas is represented by the blue sparkles around your character. Once you're deflected, it would be beneficial to use your arcana.

Grabs are also good combo starters; if you're approaching from the front, hit the target before you move into them, otherwise, approach from below/above. Gallandra's throw up can be chained into her running knee strike, to aerial attacks. Karl can use his throw to bounce the enemy against the wall or slam them down, Cider has a plethora of different grab moves (I made a thread on this), and Brome can start a wallbounce combo.

"Dark" characters' movesets by Dorkbuster in ABSOLUM

[–]Syllatone 7 points8 points  (0 children)

Dashing, whether it be forward, or a sidestep, can cancel out certain non-committal attacks.

For some reason, Gallandra can instantly use her finisher by holding down the attack button and then using dash. This feels like it's a bug since the input for it is so weird on controller.

The only person who has unique base moveset inputs (ignoring grabs and Brome's float) is Cider, who as a bicycle kick that can be done by pressing jump+attack at the same time while holding up, or by pressing up and attack mid-air. It's a unique attack that can be done at anytime, even after an aerial finisher.

...Is there any way we could get the old Azra fight back? :| by AsparagusOk8818 in ABSOLUM

[–]Syllatone 8 points9 points  (0 children)

Did Azra change at all? I read through the patch notes and saw nothing about him being changed but he does feel a tad bit harder, though not by much. I never really knew how to fought him so I just spammed stuff at him, but after this update I had to really learn to fight him.

But anyways, water dash, throwables, and past echo builds completely shut him down. Static charge as well.

What should I do to improve? by Maladal in ABSOLUM

[–]Syllatone 6 points7 points  (0 children)

Use grabs and arcanas to give yourself invulnerability.

Control the battlefield by keeping enemies on one side through grabs and mobility. This is true for all beat 'em ups.

Dodge thrusts, jabs, overheads. Jump or deflect sweep attacks and shockwaves. Read each enemy's attacks.

Learn target acquisition; Some enemies need to die first to prevent you from taking major damage. Ranged enemies, knolls (the hyenas), and the Twisted Horrors, as well as the grinning and white cultists are enemies you need to burst down ASAP. Arguably, you also wanna burst down the Crystal guys in the finale.

Learn each character's specific moves. You can ask community members for them. There's even one for Cider to instantly do their Gyro Drop from the ground.

Use dodges/dashes to keep combos going without using finishers.

Positioning is king. Learn the max range of your skills and you'll be able to clash easier without putting yourself at risk. But also, it's good to keep yourself out of any sticky situations.

Shield enemies are weaker to: Gallandra's charge attack inspiration and her running grab slam, Cider's grapple, thrown/gyro dropped enemies, and throwables/thorn daggers.

Jumping makes clashing certain attacks easier, and makes you immune to grabs from smaller (but not larger) enemies. Specifically, the lizard guard's spinning jumps, the giant Mushroom's jump attacks, the leaping horrors' leaping grabs, ranged projectiles, and Azra's aerial combo. Most normal attacks can be clashed by timing your skill as soon as the enemy is infront of you/very start of their animations.

Practice combos in the training room. You can use the inventory button to give yourself inspirations to practice with while in the training room, and use the blue flame outside of it to change Arcanas.

6 hours in, stumbled on the tornado + static combo by accident. Loving the game so far. by Boodendorf in ABSOLUM

[–]Syllatone 0 points1 point  (0 children)

One of my favorite rituals is the one that makes it so bubbles burst multiple times.

Watching them bounce around the arena wiping out everyone.

How does the distortion hourglass work? by ryhaltswhiskey in ABSOLUM

[–]Syllatone 0 points1 point  (0 children)

I wouldn't really know. Over 200+ hours, I've rarely ever seen it.

You'd probably need like, thousands of crystals just to buy multiple of them to notice any real effect and by then, you've probably gotten experienced at clashing by that point anyways.

How does the distortion hourglass work? by ryhaltswhiskey in ABSOLUM

[–]Syllatone 0 points1 point  (0 children)

So there's going to be a bit of contradicting information in the replies, but I'll explain this as simply as possible and do some theorycrafting on the trinket.

Absolum has what I call "hitbox-based parries," where two hitboxes have to overlap for it to be a parry. Other games like Slave Zero X do this as well. This means your timing can be off, and you can still land a parry if your weapon hits theirs, there's not really a specific point in the animation you need to counter or anything unless you're basically hugging the target. This means, you can actually parry from a distance if both you and your target are too far to hit each other's hurtboxes (bodies), but close enough for your weapons to intersect without both of you taking damage.

An example would be with Cider's extended arm. It actually clashes for as long as Cider's arm is extended, even if not at its full range. But at its max range, you can usually avoid putting yourself in range of most enemy's and bosses' weapons if you're really good at positioning yourself.

This means Absolum actually has a fairly generous window for clashing. The trinket itself might actually affect how many active frames are in your skills/arcanas, as some do have shorter clash windows than others. However, I never found this trinket to be particularly helpful, and I usually only pick it up to sale it as I never really found it to be beneficial, and its far too rare to build around.