Dark Knight: Difference between revisions
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| [[File:Combo - Dark Knight 2.png|520px]] | | [[File:Combo - Dark Knight 2.png|520px]] | ||
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After doing the standard {{CDR}}{{CZ}} combo, turn around and strike enemies. Continue the combo by releasing evil energy while in Super Armor and finish by | After doing the standard {{CDR}}{{CZ}} combo, turn around and strike enemies. Continue the combo by releasing evil energy while in Super Armor and finish by knocking them down with a kick. Relesing evil energy can be extended by holding {{CHoldX}}. The back kick can be interrupted by movement, allowing you to continue comboing without knocking enemies away. | ||
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{{CDR}}<br> | {{CDR}}<br> | ||
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+ 150% Phy. Damage | + 150% Phy. Damage | ||
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| [[File:Combo - Dark Knight 3.png|520px]] | |||
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{{CX}}{{CIO|X}} combo is reworked; striking enemies with a quick slash instead of the spinning slash. Continue slashing your opponent while in '''Super Armor''' with a quick combo attack that knocks the target up on the final attack | {{CX}}{{CIO|X}} combo is reworked; striking enemies with a quick slash instead of the spinning slash. Continue slashing your opponent while in '''Super Armor''' with a quick combo attack that knocks the target up on the final attack. | ||
* | *{{CX}}{{CX}}{{CZ}} is also rework to be able to launch enemies at any point after the initial {{CX}}{{CX}} by pressing {{CZ}}. | ||
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{{CDeX}} 287% Phy. Damage<br> | {{CDeX}} 287% Phy. Damage<br> |