Sword Taker: Difference between revisions

67 bytes removed ,  16 February 2013
Canceling delays can also mean <<> or anything similar, so I changed the wording. Also, the revamp was that it needed less button presses to work, the combo itself was always easy since it was just button mashing.
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(Canceling delays can also mean <<> or anything similar, so I changed the wording. Also, the revamp was that it needed less button presses to work, the combo itself was always easy since it was just button mashing.)
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== Additional Combos  ==
== Additional Combos  ==


{| cellspacing="0" cellpadding="5" border="1" width="100%" style="border-collapse: collapse;"
{| cellspacing="0" cellpadding="5" border="1" width="102%" style="border-collapse: collapse;"
|-
|-
! Image  
! Image  
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| [[Image:STCombo3.png]]  
| [[Image:STCombo3.png]]  
| '''Finisher'''  
| '''Finisher'''  
After pressing XXZ, you have to repeatedly mash the Z button to do several fast hits. While spamming Z, it cannot be interrupted with another skill, no matter what you use until the combo ends. It will always end with a Knockdown, therefore you should only use it as a finisher, hence the name. (Actually, the delay of the last hit may be cancelled into certain Actives or Special actives, extending the combo.)
After pressing XXZ, you have to repeatedly mash the Z button to do several fast hits. While spamming Z, it cannot be interrupted with another skill, no matter what you use until the combo ends. The delay of the last hit may be followed (immediately) by certain Actives or Special Actives to extend the combo.
<br>'''KR 17 JAN Revamp'''<br>  
<br>'''KR 17 JAN Revamp'''<br>  
This combo now has Super Armor applied along with a MP burn effect(-2 MP per slash). It is also easy to do now.
This combo now has Super Armor applied along with a MP burn effect(-2 MP per slash). It does not need as many button presses to continue the combo.
| 200% Phy. Damage → 200% Phy. Damage → 100% Phy. Damage → 80% Phy. Damage continuously → 100% Phy. Damage
| 200% Phy. Damage → 200% Phy. Damage → 100% Phy. Damage → 80% Phy. Damage continuously → 100% Phy. Damage
|}
|}
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