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Final Fantasy XVI – How to Use Stomp Like a Pro
Final Fantasy XVI – How to Use Stomp Like a Pro-October 2024
Oct 25, 2024 4:24 PM

  During his adventure in Valisthea in Final Fantasy XVI, Clive can learn a variety of Eikon abilities that will let him make short work of all the enemies he will encounter on his path. Even without these abilities, however, Clive is a force to be reckoned with, as his basic skills still make him powerful if used to their full potential.

  One ability that most players not accustomed to character action games discount as almost useless is Stomp. On the contrary, it is one of the most useful abilities in the game and one that can open up a lot of interesting combat options.

  

How to Use Stomp Like a Pro in Final Fantasy XVI

Stomp is part of Clive's basic skillset that can be unlocked right from the start of the game. Once unlocked, you can press the jump button near any enemy to increase jump and height, and duration, which, on paper, doesn't sound particularly useful. The ability, however, has multiple properties that can be used offensively and even defensively.

  For starters, Stomp can be used to extend aerial combos up to two times once the ability has been mastered. By using Stomp at the right time, you can cancel any attack animation, thus resume your offensive much quicker while keeping the enemy in the air. For example, you can launch an enemy in the air using Torgal's Ravage or any other launcher, use Phoenix Shift to get close to the enemy in the air, use the regular attack string three times, and then press the jump button as soon as the third combo attack connects with the enemy. This will cancel the animation and let you do the basic combo string again, use magic or any other offensive option. By using this technique properly, you can even use multiple Downthrusts in the same combo, which can be quite useful, especially if you have upgraded it to unlock Extreme Downthrust, or Burning Blades.

  Stom can also be used in Final Fantasy XVI to set up some easy juggle combos. While fighting an enemy in the air, you can use Stomp while holding the control stick back to jump away from the enemy and then use uncharged magic repeatedly to keep it in the air. If you move below it, for example, you can relaunch the enemy with Garuda's Wicked Wheel, or continue the juggle with Ramuh's Thunderstorm, giving you some time to also use Blind Justice without interrupting the combo.

  Stomp in Final Fantasy XVI also has defensive properties, which work best against bigger enemies. What the game doesn't tell is that Stomp can be used to avoid most attacks if used at the right time. To make an example, the Minotaur's swings can be avoided by using Stomping off of them at the right time, allowing you to quickly use Downthrust to get back on the ground and resume your offensive. This works as an excellent last-second defensive maneuver, so if you master it, no enemy will be able to catch you off-guard. It's also the less risky defensive option, compared to parrying and dodging, as their timings are way stricter. Using defensive Stomps may not be as flashy, no doubt about it, but if you like to change things up a little, mastering this technique will make combat even more fun.

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