Over Taker: Difference between revisions
→Additional Commands
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== Additional Commands == | == Additional Commands == | ||
{{SkillText|Combo|Burning Nasod Hand}} | {{SkillText|Combo|Burning Nasod Hand}} | ||
{{SkillText|Combo|1}} | {{SkillText|Combo|1}} | ||
{| class="wikitable" cellpadding="5" border="1" width="100%" style="border-collapse: collapse;" | {| class="wikitable" cellpadding="5" border="1" width="100%" style="border-collapse: collapse;" | ||
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| [[File:Combo - Over Taker 1.png|520px]] | | [[File:Combo - Over Taker 1.png|520px]] | ||
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After doing the standard {{CX}}{{CX}} combo, follow up with up to five punches, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than five times will result in in the combo being cut short, and the final punch being delivered sooner. | After doing the standard {{CX}}{{CX}} combo, follow up with up to five punches while in Super Armor, each punch besides the final punch is divided in sets of two. Hitting the {{CX}} key less than five times will result in in the combo being cut short, and the final punch being delivered sooner. | ||
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{{CX}} 286% Phy. Damage <br> | {{CX}} 286% Phy. Damage <br> | ||
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| [[File:Combo - Over Taker 2.png|520px]] | | [[File:Combo - Over Taker 2.png|520px]] | ||
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After doing the standard {{CX}}{{CX}} combo, summon four Nasod spikes from the ground, pushing enemies back. The spikes cost 4 MP to summon and the last 3 spikes' direction can be changed with {{CL}}/{{CR}}. | |||
*You are also able to do this combo during {{CX}}{{CX}}{{CRX}}{{CX}}{{CX}}. The spikes summoned does not cost any MP and only the last 2 spikes' direction. can be changed. | |||
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{{CX}} 286% Phy. Damage <br> | {{CX}} 286% Phy. Damage <br> | ||
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| [[File:Combo - Over Taker 3.png|520px]] | | [[File:Combo - Over Taker 3.png|520px]] | ||
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After doing the standard {{CDRU}}{{CZ}} combo, dive down on enemies, damaging any enemies in the path. Landing will cause a heavy-hitstun shockwave and you can summon 4 Nasod spikes that pushes enemies back. The last 2 spikes' direction can be changed with {{CL}}/{{CR}}. | |||
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{{CDRU}} <br> | {{CDRU}} <br> | ||
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| align="center" | {{CDR}}{{CZ}}{{CX}} | | align="center" | {{CDR}}{{CZ}}{{CX}} | ||
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After the standard {{CDR}}{{CZ}}, power through enemies with a forceful charge while in Super Armor, knocking them into the air and forwards. | After the standard {{CDR}}{{CZ}} combo, power through enemies with a forceful charge while in Super Armor, knocking them into the air and forwards. | ||
* | *If the enemy is hit at the start of the charge, you will end the charge just barely in front of where the enemy will land, giving a slight chance to catch enemies before they knockdown. | ||
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{{CDR}} <br> | {{CDR}} <br> | ||
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| 05/29/2014 || 09/17/2014 || align="left" | | | 05/29/2014 || 09/17/2014 || align="left" | | ||
*{{buff|{{CX}}{{CX}}{{CRX}}{{CX}}{{CX}} animation modified. Combo can be stopped after the 3rd and 4th {{CX}} to instantly deliver the final punch.}} | *{{buff|{{CX}}{{CX}}{{CRX}}{{CX}}{{CX}} animation modified. Combo can be stopped after the 3rd and 4th {{CX}} to instantly deliver the final punch.}} | ||
*{{buff|Increased Nasod | *{{buff|Increased Nasod spike count in {{CX}}{{CX}}{{CIO|DX|long}} to 3. Combo can now be done anytime during {{CX}}{{CX}}{{CRX}}{{CX}}{{CX}}.}} | ||
*{{buff|Shockwave added to landing in {{CDRU}}{{CZ}}{{ | *{{buff|Shockwave added to landing in {{CDRU}}{{CZ}}{{CIO|X}}{{CX}}. Increased Nasod Spike count from final {{CX}} to 4 and no longer launches.}} | ||
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| 08/06/2015 || 01/13/2016 || align="left" | | | 08/06/2015 || 01/13/2016 || align="left" | |