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Fenix’s Definitive Guide to Everything Melee


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#1 FenixStryk

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Posted 06 September 2009 - 01:26 PM

This guide will cover basic attacks, enemy weight types, the anatomy of juggles, juggle rotations, key ground combos and other miscellaneous tactics. Its goal is to explain the execution and usage of such abilities and to improve your knowledge of the various melee aspects of Castle Crashers.

Table of Contents:
A+X
Magic Jump A+X
A+Y
X and XX; Y and YY
Green Knight’s YY

Lightweight Enemies
XXY
XXYY

Middleweight Enemies
XYY
XYY vs. Beefies
XYY Hovering and Spellweaving

Heavyweight Enemies
XXXY
XXXYY
XXXYY Pre-Lv50

Miscellaneous Combos
Sprint XYX
Beefy X
XY Pre-Lv8




A+X

A+X is the most fundamental of combos in Castle Crashers. It is used offensively to start juggles, defensively to stun nearby attackers, or evasively to stay airborne without slowing movement upon landing.

Unlike normal jumps, A+X jumps remove the half-second movement delay that occurs after landing. A+X is also visually different from normal jumps as they cause your crasher to roll in mid-air.

When paired with constant diagonal movement, A+X greatly increases your chance to dodge all incoming attacks.



Magic Jump A+X
Requires: 20 into Magic


Magic Jump A+X is an improved form of A+X used primarily for evasive maneuvers such as escaping a swarm or recovering from a knockdown. I can with 99.9% assurance tell you that Magic Jump A+X will save you from just about any situation you otherwise can’t handle.



A+Y

A+Y is an alternate opener combo used to start juggles instead of A+X. Execution is similar, although it is important to press Y at the apex of the jump instead of immediately after jumping.

Using A+Y is double-edged sword. While A+Y results in a few extra hits and a more fluid initial startup of your juggles, missing with one will leave you vulnerable to a counterattack. Don’t use it in Ranked Arena; it will get you killed.



X and XX; Y and YY

Generally speaking, all combos in Castle Crashers start with an X and end with a Y. In terms of juggles specifically, juggle rotations are comprised of either X or XX, and Y or YY. The juggles covered in this guide include XXY, XXYY, and XYY.

X and XX are quick attacks that push enemies away from you. When using X attacks, you must move forward to stay in melee range of your juggle. The amount of times you hit X will determine whether your first Y is a slam or an uppercut.

Y attacks are heavy attacks that lift enemies up and increase your altitude. Since Y attacks do not push enemies away from you, it is good to use them whenever you need to turn your juggle around.

Hitting X an even amount of times (including zero) will cause the next Y attack to be a slam.

Hitting X an odd amount of times will cause the next Y attack to be an uppercut, assuming you are Level 8 or above.

Although the first Y in YY varies due to the above, the second Y is always a sword-spin.

Controlling your juggle’s movement is possible by adding in any amount of extra XXs between your Ys. For instance, if you want to quickly move across the room to catch another enemy in your current XXYY juggle, you can add two more XXs to it.

The result, XX-XXXX-YY, allows you to move more quickly across the room, but still executes the YY’s slam-spin necessary to maintain the juggle.

Bear in mind, adding extra XXs to your juggles is limited by your Agility and your altitude. If your Agility is too low, extra XXs may push enemies too far to continue juggling. If you don’t have enough altitude, extra XXs may cause you to land before you can use Y again.

Knowing how to turn your juggle around during a YY, as well as continuing in a single direction with extra XXs, is the biggest step towards becoming an expert juggler. After learning the basic rotations that will be discussed below, it would be wise to perfect these two tactics.



Green Knight’s YY

Unlike other characters, Green Knight’s YY is slower and gives you less lift. While this timing issue can be mostly compensated for with practice, it does prevent use of the XXYY juggle (mentioned later).



Lightweight Enemies
Includes:
Barbarians, Thieves, Trolls, Bears, Killer Bees, Killer Beekeepers, Skeletons, Ninjas, Aliens, Saracens, Iceskimos, most early-game Coneheads

Lightweight enemies are enemies that can be juggled indefinitely. In other words, they can be dispatched in a single well-executed juggle. The most effective juggles against lightweight enemies are XXY and XXYY.



XXY

The XXY rotation is the simplest juggle in Castle Crashers. It is comprised of a double slash followed by a slam and a short pause. A short pause is added between each XXY rotation to maximize the lift gained from said Y.

XXY is often referred to by others as XXXXY, but the two are one and the same.



XXYY

The XXYY rotation is an improved version of XXY that replaces the short pause with a sword-spin. Although XXYY gets slightly less altitude per rotation, it is able to deliver five hits in the same amount of time XXY does three.

Sadly, Green Knight is unable to execute this combo without losing altitude. He is forced to rely on the slower, simpler XXY.



Middleweight Enemies
Includes:
Fire Demons, Snakeys, Wizard Minions, most Beefies, Ranked Arena players

Middleweight enemies are enemies that can be juggled, but only for a short time; they are too heavy to be killed in a single juggle. The most effective juggle against middleweight enemies is XYY.



XYY
Requires: Level 8


XYY is the middleweight juggle, consisting of a single slash followed by an uppercut and a sword-spin. Unlike the lightweight juggles, XYY focuses on lifting enemies as high as possible while delivering as many hits as possible. As such, it is not recommended for use against lightweights.



XYY vs. Beefies

Beefies have two unique attributes:

One, they won’t flinch if you melee them in the torso. If you’re going to melee them, you have to hit them in the head.

Two, a Beefy won’t be knocked down until you hit them four times. On the fourth hit, they will bounce (and land if you don’t start the juggle immediately after said bounce).

Fortunately, these two attributes aren’t enough to stop you from juggling middleweight Beefies. Simply hit them twice (either with two ranged attacks or two melee swings to the head) and then go to your XYY rotation.

Keep in mind, however, that not all Beefies are middleweights. The Royal Guard Beefies, Stoveface Beefies and the Brute Beefy in Necro Wave 2 are all heavyweights.



XYY Hovering and Spellweaving

The XYY juggle possesses a unique property: it is self-sustaining. That is to say, it will function even if you’re not hitting anything. This property can be used to stay permanently airborne, and with practice even allow casting of Air RTYs while permanently airborne.

To spellweave Air RTYs, you’ll first want to reach an appreciable height with XYY. Once you do, start casting a few Air RTYs and go back to your XYY before you land. Repeat as needed.

For maximum height between XYYs, you want to shoot your Air RTYs after the uppercut (the first Y in XYY).

If the above seems confusing, here is an example of what the button input looks like:
A+XYY XYY XY AirRTY AirRTY AirRTY AirRTY XYY XYY…



Heavyweight Enemies
Includes:
Royal Guards, Stovefaces, some Beefies, most end-game Coneheads

Heavyweight enemies are enemies that cannot be juggled for any duration of time. Once hit with a ranged attack or a heavy melee attack, they will fall straight to the ground. Since you can’t juggle them, you’ll have to go with the strongest melee combo: XXXYY.



XXXY
Requires: 15 into Magic


XXXY is where the root strength of the XXXYY combo comes from. It relies on the elemental damage from the Y hit to boost overall damage. The Y’s damage is dependent on which character you are using.

If you are using the original Gray Knight, it does moderate non-elemental damage.

If you are using Red Knight, it does moderate lightning damage.

If you are using Orange Knight, it does moderate fire damage and inflicts a 1x Fire DoT.

If you are using Green knight, it does moderate poison damage and inflicts a 3x Poison DoT.

If you are using Blue Knight, it does moderate ice damage and freezes the opponent in place. This specific XXXY is very useful for controlling normal heavyweight enemies, enough to warrant using just XXXY instead of XXXYY (described below).

If you are using any other character, it does heavy non-elemental damage. With the proper setup (Level 99, Snakey's Mace, Beholder), this specific XXXY can hit for 220 damage. This is the best XXXY type for pure damage.



XXXYY
Requires: 15 into Magic, Level 50


Once you reach Level 50, you get access to the full big damage boss-killing melee combo, XXXYY. It is comprised of three slashes, a magic fourth hit and a drill attack that does massive damage. The drill attack is particularly useful against bosses and stationary targets (and Cave Slimes, assuming you meet the below requirements).

Keep in mind, the XXXYY drill attack will not go off unless you make contact with the second and third X (you can miss with the first X). Also, you can switch the direction of the drill attack if you turn around before the drill activates.



XXXYY Pre-Lv50
Requires: 15 into Magic, Level 49 or lower


If you’re below Level 50, your XXXYY behaves a little differently. Instead of ending with a drill attack, it adds a sword-spin, which makes the combo easily repeatable. Against normal enemies, this variation is stronger, but against bosses it is somewhat lacking.

You can expect to get off two rotations of the Pre-50 XXXYY before the enemy you’re hitting fights back. Knock them down after the second XXXYY.



Miscellaneous Combos

Sprint XYX
Requires: Level 4


Sprint XYX is a bit of a niche combo. It consists of a sprint, a lunge, a sword-spin and a single slash. It delivers about six hits in a half-second, but since it takes two to start sprinting, Sprint XYX is mainly for hit-and-run tactics against Cave Slimes, the Ice King and Wizard Shield Form.



Beefy X

The Beefy X juggle has relatively little use to the seasoned juggler, but it’s worth mentioning for completeness. Simply eat a sandwich, jump and tap X (or Y) like mad. If done properly, you’ll be spinning your arms and slowly rising up and off the screen while juggling an enemy.



XY Pre-Lv8

The XY Pre-Lv8 ground combo is a barrage of slashes and sword-spins. You’ll never get much of a chance to use it beyond the Ram Boss on a low level character, but it hits hard and is pleasing to the ears.

Alternate between X and Y to execute. (i.e XY XY XY XY XY XY...)




At a much later date I may make a video guide to complement this guide, but at the moment I simply don’t have the video editing software to do so.

Enjoy the guide!

#2 x Liquid Squid

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Posted 06 September 2009 - 01:52 PM

Wow.

:shock:

#3 toon link

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Posted 06 September 2009 - 02:13 PM

there should be a sticky or something for move lists

#4 Guest_DrSaLvadoRz_*

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Posted 06 September 2009 - 04:27 PM

Nice job. I prefer to start most of my air juggles with A+Y, but A+X works well, too.

#5 otto

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Posted 06 September 2009 - 04:48 PM

Good guide, but i'm pretty sure i'm doing the RTY's after the X on the spell weaving combo,in other words substituting the 2 Y's for an RTY ex; A+XYYX,YYX,RTY,RTY,YYX etc...

#6 Sully

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Posted 06 September 2009 - 06:33 PM

Are you absolutely certain that the drill in XXXYY hits more than once? I was doing some damage testing the other night against normal enemies and I could swear it only hits once. Maybe it hits non-normal enemies multiple times? Maybe I'm just wrong?

#7 ninjaadventures

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Posted 06 September 2009 - 06:52 PM

This is absolutely awesome.

You present a real helpful and technical guide to juggling, which is appreciated. You should start playing in Ranked Arena (or LIVE itself) again. I'd love to see this expertise in action.

#8 Pedrg93

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Posted 06 September 2009 - 08:06 PM

Amazing guide! i wish I could see a video of the levitating juggle. I've never been able to pull it of... :cry:

#9 FenixStryk

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Posted 06 September 2009 - 08:17 PM

Good guide, but i'm pretty sure i'm doing the RTY's after the X on the spell weaving combo,in other words substituting the 2 Y's for an RTY ex; A+XYYX,YYX,RTY,RTY,YYX etc...

I too originally learned to do it after the X, but immediately after the uppercut is best. You'll notice that it gives your character more lift than if you were to do it after another part of the combo.

Amazing guide! i wish I could see a video of the levitating juggle. I've never been able to pull it of... :cry:

Spiralout made a video on XYY Spellweaving, if that's what you're referring to. It can be found here:



Are you absolutely certain that the drill in XXXYY hits more than once? it hits non-normal enemies multiple times?

Yes. I use it fairly often my video against the Ice King.



Note the grinding sound it makes while a stream of 55s litters the screen.

#10 The Forgotten Knight

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Posted 06 September 2009 - 09:30 PM

Excellent guide. I think I'll sticky this to my Insane Mode Guide.

#11 Sully

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Posted 06 September 2009 - 09:56 PM

Are you absolutely certain that the drill in XXXYY hits more than once? it hits non-normal enemies multiple times?

Yes. I use it fairly often my video against the Ice King.



Note the grinding sound it makes while a stream of 55s litters the screen.



Perhaps think the drill knocks normal guys down so it can only hit them once (like Industrialist Sawblades)? I'll mess around with it when I get home tonight.

#12 Love Slice

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Posted 06 September 2009 - 11:05 PM

Nice guide. Very informative.

#13 FenixStryk

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Posted 07 September 2009 - 08:20 PM

You should start playing in Ranked Arena (or LIVE itself) again. I'd love to see this expertise in action.

I'll get around to playing Ranked Arenas again sooner or later.

If anyone else has any questions, feel free to ask them. I'll be more than happy to answer.

#14 OchoCinco

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Posted 07 September 2009 - 08:23 PM

Great Guide.
Ill give it 3 thumbs up haha

#15 otto

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Posted 07 September 2009 - 09:53 PM

Good guide, but i'm pretty sure i'm doing the RTY's after the X on the spell weaving combo,in other words substituting the 2 Y's for an RTY ex; A+XYYX,YYX,RTY,RTY,YYX etc...

I too originally learned to do it after the X, but immediately after the uppercut is best. You'll notice that it gives your character more lift than if you were to do it after another part of the combo.

Aha! That'll explain why i can only get 2 or 3 RTY's in, yeah will have to try after the uppercut,cheers for that.By the way i got that Fire Demon juggle sorted dude,i had a brain block on that last game we had,i had to spectate duh! Not to mention that embarrasing Beefy death!! Lol

#16 Pedrg93

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Posted 07 September 2009 - 11:18 PM

Spell Weaving is hard! Instead of the twirl I press X and get the front flip! Must... practice... for insane.... :ugeek:

#17 FenixStryk

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Posted 11 September 2009 - 01:58 AM

Nice job. I prefer to start most of my air juggles with A+Y, but A+X works well, too.

Either works. I indirectly mentioned A+Y under the "Jumping YY" part, but I suppose they're the same thing.

(I hope you'll forgive me for bumping this. I spent a fair amount of time on it...)

#18 R34P3R

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Posted 11 September 2009 - 07:38 PM

... Fenix, haven't I played you again. If you remember, tell me who one :lol:

#19 AwNNeR 5

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Posted 12 September 2009 - 12:18 AM

I always seem to get grabbed out of the air (even at the top of the screen) by the beefies on the Necro wave 2 (solo). I became so frustrated at constantly getting grabbed by that beefy brute, I brought sandwiches so that I could not be grabbed and just constantly Beefy-juggled the lighter enemies. However, this isn't a perfect method. Do they grab you out of the air if you are XYYing? I have noticed on other levels how beefies never grab me out of the air if I XXY, but it may not work the same way on the Necromancer fight. Is there anything else I cand do prevent getting grabbed besides dodging them hitting them mid-air.

#20 FenixStryk

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Posted 12 September 2009 - 12:32 AM

Beefies (any Beefy) will grab you in mid-air (even at the top of the screen) if you're not moving much. Since the XYY juggle doesn't involve much horizontal movement, you're prone to being grabbed by Beefies when you do it.

The only way to counter it is to kill the Beefies first.

#21 AwNNeR 5

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Posted 12 September 2009 - 12:50 AM

Beefies (any Beefy) will grab you in mid-air (even at the top of the screen) if you're not moving much. Since the XYY juggle doesn't involve much horizontal movement, you're prone to being grabbed by Beefies when you do it.

The only way to counter it is to kill the Beefies first.


And I'm trying to do it as Necromancer so that will be quite the challenge (sort of bad magic)... but when I do it, I WILL RECORD IT!

Speaking of recording, what settings do you use? I use the red, Dazzle DVC (crappy quality edition) and am trying to maximize my capture and video quality. My DEAD RISING 7 day survivor videos are in PITIFUL quality.

#22 FenixStryk

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Posted 12 September 2009 - 01:21 AM

Speaking of recording, what settings do you use? I use the red, Dazzle DVC (crappy quality edition) and am trying to maximize my capture and video quality. My DEAD RISING 7 day survivor videos are in PITIFUL quality.

I bought a Dazzle* DVD Recorder. It came in a red box with a curved top-left corner, and the actual device looks like a flat white teardrop with a string at the end.

I have a big mess of a setup connecting my 360 to both my TV and my Dazzle, but it works well enough and the footage ends up being S-Video quality with a 16:9 ratio (after converting).

I normally play in HD with Component Video cables, but when I'm filming I play in Composite and the Dazzle records from the S-Video output.

If you want me to explain my specific setup further, feel free to PM me.

#23 Fallcon

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Posted 12 September 2009 - 08:25 AM

Nice guide, very helpful

#24 AwNNeR 5

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Posted 10 October 2009 - 07:51 PM

I saw you playing as the Necromancer, Fenix. You will probably end up disappointed in his magic (though it may look cool).

On an unrelated note, I solo'd the Necromancer fight with my red knight at 3:00 AM. I may record a run and post it as a reply to your video. I may even try a Blue Knight run. I also noticed my videos take up A LOT of memory, so I may have to water down the quality a lot for YouTube.

#25 FEL

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Posted 10 October 2009 - 07:59 PM

Sweet guide! :shock:




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