Lord Knight: Difference between revisions
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| '''Final Swing''' | | '''Final Swing''' | ||
Does a final swing (in '''Super Armor''' status) after the standard XXX combo. The final swing knocks enemies back and instead of adding to the KD counter, it adds 1 to the launch counter. Can be looped by using an active after the 3rd X and, in some occasions, the 4th X. | Does a final swing (in '''Super Armor''' status) after the standard XXX combo. The final swing knocks enemies back and instead of adding to the KD counter, it adds 1 to the launch counter. Can be looped by using an active after the 3rd X and, in some occasions, the 4th X. | ||
*06/26/ | *''Post KR 06/26/2014:'' | ||
**Super armor status between the 3rd and last X swings. | **Super armor status between the 3rd and last X swings. | ||
*''Post KR 07/23/2015:'' | |||
**Combo removed. A modified version was given to [[Sword Knight]] instead. | |||
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{{CX}} 160% Phy. Damage <br> | {{CX}} 160% Phy. Damage <br> | ||
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| '''Heavy Launcher''' | | '''Heavy Launcher''' | ||
After doing the standard →→↑XX combo, instead of knocking the enemy down, you launch them upwards with a 180° upward slice. | After doing the standard →→↑XX combo, instead of knocking the enemy down, you launch them upwards with a 180° upward slice. | ||
*This was formerly | *This was formerly a [[Sword Knight]] combo. | ||
| | | | ||
{{CDRU}} <br> | {{CDRU}} <br> | ||
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{{CX}} 240% Phy. Damage <br> | {{CX}} 240% Phy. Damage <br> | ||
{{CX}} 100% Phy. Damage | {{CX}} 100% Phy. Damage | ||
|- | |||
| align="center" | {{CDR}}{{CX}}{{CX}}{{CX}}<br>{{CDR}}{{CX}}{{CHoldX}}{{CX}} | |||
| '''Launching Charge''' | |||
After launching with {{CDR}}{{CX}}, you can now charge forward while in Super Armor before ending with a final slash. As with [[Sword Knight]]'s version, the charge can be delayed while in super armor before rushing forward. | |||
| | |||
{{CDR}} <br> | |||
{{CX}} ??% Phy. Damage <br> | |||
{{CX}} ??% Phy. Damage <br> | |||
{{CX}} ??% Phy. Damage | |||
|} | |} | ||
<br> | <br> |