Root Knight: Difference between revisions
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! width="20%" | Damage | ! width="20%" | Damage | ||
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{{CDR}}{{CViZ}}{{CDeX}}{{CDeX}} | |||
| '''Beam Dash''' | |||
Slide behind enemies after doing the standard {{CDR}}{{CZ}} combo and fire a large beam of light that can pierce through enemies. The beam of light can be absorbed/reflected. | |||
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{{CDR}}<br> | |||
{{CViZ}} 173% Phy. Damage<br> | |||
{{CDeX}} ?% Mag. Damage<br> | |||
{{CDeX}} ?% Mag. Damage (6 MP) | |||
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{{CDRU}}{{CDeX}}{{CViZ}}{{CViZ}} | |||
| '''Air Rush''' | |||
After performing the standard {{CDRU}}{{CX}} attack, do a wide swing below you before rushing ahead, piercing through enemies. | |||
*By dash cancelling the first {{CZ}} and repeating the attack, it is possible to remain in midair for an extended period of time. | |||
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| | {{CDRU}}<br> | ||
| | {{CDeX}} 173% Phy. Damage <br> | ||
{{CViZ}} ?% Mag. Damage <br> | |||
{{CViZ}} ?% Mag. Damage x? | |||
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| | |||
{{CDRU}}{{CDeX}}{{CViZ}}{{CViUZ}} | |||
| '''Air Rise''' | |||
Perform the '''Air Rush''' combo, but rise up into the air instead of rushing forward. Can be used up to two times without landing. | |||
| | |||
{{CDRU}}<br> | |||
{{CDeX}} 173% Phy. Damage <br> | |||
{{CViZ}} ?% Mag. Damage <br> | |||
{{CViUZ}} ?% Mag. Damage x? | |||
|} | |} | ||
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