Knockdown: Difference between revisions

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== What's a Knockdown? ==
== What's a Knockdown? ==
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to increased defense while the enemy is on the ground (in PvE) or a combo ending (in PvP). Even if you don't use knockdown attacks, the target may still knock itself down.
'''Knockdown''' (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).  
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== Conditions ==
== Conditions ==
*The target will automatically knockdown when:
*The target will automatically knockdown when:
**Three launch attacks hit. (Some exceptions)
**A knockdown attack has been used
**The knockdown counter has been breached:
**Any hit '''after''' the knockdown counter limit has been reached:
***NPCs/Players get Knocked Down(KD) after taking a hit with the KD counter breached.
***PVP = 100 Max KD
***PVP = 15 Max KD, on the 16th hit the opponent is knocked down.
***PVE = 130 Max KD
***PVE = 19 Max KD ( Not 20), on the 20th hit the monster is knocked down.
**Knockdown counter will reset after a knockdown from maxing the KD counter  
**A knockdown attack has been used.
***If the Knockdown counter is breached while in mid-air, the target will fall more quickly.
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== Reducing Knockdown ==
*Certain characters have skill or attacks that can reduce the knockdown counter
*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.
*As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation,  like Sniping Ranger's [[Arc Shot]], Weapon Taker's [[Napalm Grenade]], Ara's [[Energy Absorption]], the third hit of Code Nemesis' {{CX}}{{CX}}{{CZ}} combo etc, it will reset the KD counter to 0.
**Example: Consider that the KD value on Ara's standing {{CX}} is 9.2. Comboing {{CX}} 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0.
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| Knockdowns
| Knockdowns
|-
|-
| Launch Reset
| Reset
! LR
! R
| Resets the launch counter
| Resets the KD counter when used '''after''' the limit has been reached
|}
|}
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== Knockdown Values ==
== 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.<br><br>
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.
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|tab9=Add
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|tab12=Ain
|contents12={{KD12}}
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{{Guides}}
{{Guides}}

Revision as of 06:56, 4 January 2017

Information: This article is currently under development. Please be patient while we're adding the finishing touches!

What's a Knockdown?

Knockdown (abbreviated as KD) occurs when using a certain attack that knocks down or when a certain amount of attacks has been reached. The reason this exists is to prevent infinite combos. It's best to not knockdown a monster/opponent since this leads to reduced damage while the enemy is on the ground (in PvE) or a combo ending (in PvP).

Conditions

  • The target will automatically knockdown when:
    • A knockdown attack has been used
    • Any hit after the knockdown counter limit has been reached:
      • PVP = 100 Max KD
      • PVE = 130 Max KD
    • Knockdown counter will reset after a knockdown from maxing the KD counter
      • If the Knockdown counter is breached while in mid-air, the target will fall more quickly.


Reducing Knockdown

  • Certain characters have skill or attacks that can reduce the knockdown counter
  • 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.
  • As a remnant of Season 1, if you approach and/or cross the KD limit while comboing and land an attack that has two or more hits connecting in the same frame of animation, like Sniping Ranger's Arc Shot, Weapon Taker's Napalm Grenade, Ara's Energy Absorption, the third hit of Code Nemesis' combo etc, it will reset the KD counter to 0.
    • Example: Consider that the KD value on Ara's standing is 9.2. Comboing 11 times will account for a total KD value of 101.2. Using Energy Absorption here will reset the KD to 0.


Legend

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.

Elsword

Input Knockdown Value Type
Z 6.6 -
ZZ 6.6 -
ZZZ 7.3 -
ZZZZ R KD
ZZZX +34% Counter extension LA1
X 7.4 -
XX 7.4 -
XXX R KD
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 -
→→ZXX LA
XXX -
XXXX -
XXXXX -
→→↑ZZZ -
Kick -50 -

Lord Knight

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

Knight Emperor

Input Knockdown Value Type
→→↑ZX -
→→↑XZ -
→→↑XZZ -

Magic Knight

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

Rune Slayer

Input Knockdown Value Type
→→ZZX P
→→↑XZ -
→→↑XZZ -
ZZZ -
ZZZZ -
→→XHoldZ -
Fire Rune 0 R

Rune Master

Input Knockdown Value Type
→→XX -
→→XXZ -
→→↑XXZ -

Sheath Knight

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

Infinity Sword

Input Knockdown Value Type
ZZZ -
ZZZZ LA
ZZZZZ LA1
→→↑XX -
→→↑XXX -
→→XX LA
→→XXX LA3
Compact
Counter
(assumed 0?) LA
[Persistent]:
-7.5 * 2
-

Immortal

Input Knockdown Value Type
→→XZ P
→→XZX -
→→↑ZX -
→→↑ZXZ -


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