Root Knight: Difference between revisions

1,036 bytes added ,  8 July 2021
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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>
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{{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.
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{{CDRU}}<br>
{{CDeX}} 173% Phy. Damage <br>
{{CViZ}} ?% Mag. Damage <br>
{{CViUZ}} ?% Mag. Damage x?
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