Keqing NEW TECH! 2X Element Skill w/Animation Cancel! – Genshin Impact



Have fun all, I just figured this gameplay, I didn’t master at all but I started to use in a row, with this technique, you will be able to cast your element skill twice, hope you enjoy the video!

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38 thoughts on “Keqing NEW TECH! 2X Element Skill w/Animation Cancel! – Genshin Impact”

  1. I can't do it , I don't know the timing if I dash to early the electro stiletto is not igniting, do you press E, while on charge attack? I guess It's a super tight timing on the end of the charge attack, this is so hard to do consistently.

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  2. Hopefully this helps someone, but like OP said, the key is in the timing of the dash cancel after the charge attack. Practice doing the charge attack dash cancel without the E first. If your Keqing does that little back leg sweep at the end of the charge animation, you've canceled too late. If the slash doesn't go off at all, you've done it too early. Once you get the timing down, just spam E and you'll get the combo. Good luck everyone!

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  3. You don't have to spam buttons, it helps ofc but with proper timing it's not required.

    Seems you have to catch proper frame of Keqing animation (in this case a Charge Attack animation) and cancel it with a dash (asap) + re-cast an Elemental Skill whenever it's possible (so I would recommend spamming E only at that part).
    Which frame it is exactly? The one which triggers a blast at a mark location, which is pretty hard to spot and requires some good timing (and probably low ping as well).
    By being quick enough, mark won't actually dissapear (regardless of animation); which is why game still allows you to re-cast E regardless of shown CD.
    I belive with higher ATK speed you could gain additional window for error, making trick way easier to perform. Perhaps movement speed bonus could also help a little, but personally, I didn't notice any difference with +20% movement spd buff.

    The other explanation could be that the game doesn't correctly register information about skill being casted already due to (script work) interruption by dash.
    If this is server side fault (unlikely), then in that case player with a HIGHER ping should potentially perfom "trick" more easier.
    Theoretically, with this knowledge you could cast Slash even 3 times (referring to this video now: https://www.youtube.com/watch?v=B7HKEPQd86g) by performing another Dash-interruption after first Slash cast – assuming used mark could last so long.

    I always wondered if you can trick game like this, but I never managed to success, so I just assumed it's not possible.
    Probably they gonna patch it once it happen to be more commonly known, just like it was with Noelle's shield damage bug.

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  4. OMG IT WORKS!!!!!!!! Thank you so much! Keqing was my first female 5* character I pulled and is my favorite since then!! thank you for teaching me how to use her properly!

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  5. I've just achieved proficiency and have some information I can share for people still struggling with how to do this.

    The key input looks like this: E > LClick(hold) > Dash +** E

    First two steps are simple enough, throw stiletto and thunderclap. Now I've starred the Dash + E for a reason. You want to press them as close together as possible with the e still being after the dash.

    On a first glance of the gameplay, the visuals can be misleading because we can see Keqing travel nearly a full dash before before blinking, which led me to practicing for hours, pressing E at the end of the dash, ending in soul crushing failure.

    For those who are technically aware, this technique likely involves taking advantage of a small timing window after the thunderclap starts and before the stiletto dissappears, and due to occuring during the charged attack a dash is needed to cancel the animation at the right time to allow key inputs during that window. Now because the window is so small, you need to cancel the charged attack animation and press E as soon as you can after the thunderclap starts. What happens is that the dash starts, and the blink strike action is queued to execute as soon as it can after the dash finishes. This behaviour is normal, you can try it out with any other version of E, dash + throw, or throw > dash + blink.

    The same issues are likely relevant for the double/triple blink techniques as well but perhaps with a smaller timing window, if it's difficulty is to be believed. I haven't practiced that one yet but plan to soon.

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