Halls of Water: Difference between revisions

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===Moves===
===Moves===
*'''Nature force'''
'''Advanced Kick Combo''': Starts with 2 normal kicks followed by 3 powerful kicks: A rear horse kick, knee kick and a long range knee kick. Similar to Wind Sneaker combo ZZ→ZZZ.<br>
*'''Spinning kick'''
'''Slash''': Chloe draws her knife and slashes you TWICE with it. Induces KD and Bleed (see [[Status Effects]])<br>
*'''Slide Double kick'''
'''Tumble''': Tumbles backwards, she can activate this even while being combo-ed.  Completely invincible during the animation.<br>
'''Air Kick Combo 1 & a half''': Chloe performs the Triple Air Kick maneuver. However, she only stops at the second kick and starts combo-ing you later.Similar to Combat Ranger combo →→↑ZZZ canceled on second Z.<br>
'''Nature Force: Dark Ver.''':  Chloe imbues her attacks with the power of darkness.  Similar to Wind Sneaker's  [[Nature Force]] active skill.<br>
'''Spinning Kick: Dark Ver.''':  Chloe spins horizontally, drilling into opponents with her feet. Similar to Combat Ranger's  [[Spinning Kick]] special active skill.  This does substantial damage.<br>
'''Slide Double Kick: Dark Ver.''':  Chloe slide kicks behind the you followed by a kick and another kick into the air. Similar to Wind Sneaker's [[Slide Double Kick]] special active skill.  This does enormous damage.<br>
'''Stoic''': After every 20 hits outside of super armor frames this will activate automatically granting her a period of Super Armor.<br>
'''Evasion''': Like most Dark Elves she has 10% evasion allowing her to avoid attacks.


==Miniboss: Victor==
==Miniboss: Victor==
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