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Knockdown là gì?

Knockdown (viết tắt là KD) xảy ra khi sử dụng một số đòn công kích nhất định khiến đối phương ngã, hoặc sau một số lần tấn công nhất định. Hệ thống này tồn tại nhằm hạn chế sức mạnh của những combo vô hạn. Tố nhất không nên KD kẻ thù vì sát thương sẽ giảm khi kẻ thù đang nằm trên mặt đất (trong PvE) hoặc bị dừng chuỗi combo (trong PvP)

Điều kiện

  • Mục tiêu tự động bị KD khi:
    • Khi một đòn tấn công gây KD được thực hiện
    • Khi mục tiêu nhận một số đòn đánh nhất định:
      • PVP = 100 Max KD
      • PVE = 130 Max KD
    • Bộ đếm này reset lại mỗi khi bị KD.
      • Nếu mục tiêu bị KD khi ở trên không, mục tiêu sẽ rơi xuống đất nhanh hơn

Hạn chế Knockdown

  • Một số nhân vật có các kỹ năng hạn chế KD.
  • Most attacks that knockdown, be the target in midair or not, will reduce KD
  • As of S4, most vertical launches will extend the KD counter by 34% with a 15% descale and 34% counter reduction upon X drop. The way that this work is that with the KD limit at 100 and at 130, for PvP and PvE respectively, launching does not in fact reduce KD, it extends the KD by 34%, meaning in PvP it is a 134 cap with a 15% descale over 2.5 second for the next 15 seconds, and this means that with the 130 KD cap in PvE, it will extend the cap to 174.2 KD with a descale of 12.8% over 3.1 seconds for the next 30 seconds.


Name Description
Launch Attack LA Launch opponent vertically into the air (High chance of continuing combo)
LA1 Launch opponent horizontally left either/or right
LA2 Launch opponent horizontally left either/or right into the air
LA3 Launch opponent diagonally into the air or ground(High chance of continuing combo)
Pass P An attack that will move you through your opponent (High chance of continuing combo)
Knockdown KD Knockdowns
Reset R Resets the KD counter when used after the limit has been reached

Knockdown Values

Any blank values mean the current S4 value is currently unknown. Too many of them changed with S4, and some very significantly, so it is required that everything is tested from scratch.

All actives and special actives have a value of 0 KD by default, unless specified otherwise.

  • Speculation* In S4, there seems to be new type of system: staling. Staling is reserved only for moves that previously had 0 KD but did not incur a launch or a KD, an example of would be Rune Slayer's >>^xZ rune. Though it may seem that this move now has KD, it does not actually add to the KD counter, but it will still cause a KD should you use it too many time in a row. Meaning that as long as the move is used in moderation with other moves, it will still not add KD.


Input Knockdown Value Type
Z 6.6 -
ZZ 6.6 -
ZZZ 7.3 -
ZZZX +34% Counter extension LA1
X 7.4 -
XX 7.4 -
XXZ +34% Counter extension LA
→→Z 9.2 -
→→ZZ 6.6 -
→→ZZZ 9.2 P
→→X +34% Counter extension -
Z 6.6 -
X -34~42 KD
→→↑Z 7.2 -
→→↑ZZ 7.2 -
→→↑ZZZ 0 KD
→→↑X 8 -
→→↑XX R KD
Persistent Roll -20 P

Sword Knight

Input Knockdown Value Type
→→ZX -
→→↑ZZZ -
Kick -50 -

Lord Knight

Input Knockdown Value Type
→→↑XX -
→→XHoldX -
→→XHoldXX LA
Rolling Smash 0 LA

Magic Knight

Input Knockdown Value Type
→→ZZ -
→→ZZZ -
→→↑XZ -
XZ -
→→↑ZX -
→→↑ZXX -
Persistent Explosive Fist (-2.5) * 8 -
Enhanced (lv81):
(-2.5) * 10

Rune Slayer

Input Knockdown Value Type
→→↑XZ -
→→↑XZZ -
→→XHoldX -
Fire Rune 0 R

Sheath Knight

Input Knockdown Value Type
XX -
XX~X -
→→ZZ -
→→↑ZZZ -
Persistent Sword Shield -3 * 15 -

Infinity Sword

Input Knockdown Value Type
→→↑XX -
→→↑XXX -
(assumed 0?) LA
-7.5 * 2

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