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Dark Knight: Difference between revisions

From Elwiki
147 bytes removed ,  13 November 2022
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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 launching them with a kick. The longer you hold {{CX}}, the longer you will release evil energy before doing the back kick. The back kick can be interrupted by movement, allowing you to continue comboing without knocking enemies away.
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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| align=center | [[File:Combo - Dark Knight 3.png|520px]] {{CDeX}}{{CDeX}}{{CDeZ}}
| [[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. You are able to perform the uppercut at any point after the initial {{CDeX}}{{CDeX}} by pressing {{CDeZ}}.
{{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.
*[[Elesis]]'s {{CDeX}}{{CDeX}}{{CDeX}} and {{CDeX}}{{CDeX}}{{CViZ}} can no longer be performed.
*{{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>
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